Hard Surface 3D Modeling in Cinema 4D: Modeling, Texturing and Rendering a Hyper Realistic 3D Watch | Moy Lobito | Skillshare

Hard Surface 3D Modeling in Cinema 4D: Modeling, Texturing and Rendering a Hyper Realistic 3D Watch

Moy Lobito

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40 Lessons (8h 53m)
    • 1. Introduction

      1:16
    • 2. Setting up the project

      4:32
    • 3. Setting up Cinema 4D

      7:00
    • 4. Cinema 4D's most used modeling shortcuts

      18:18
    • 5. Setting up the reference images

      6:47
    • 6. Modeling the bezel

      11:32
    • 7. Modeling the case - Part 1

      22:07
    • 8. Making C4D backups

      3:45
    • 9. Modeling the case - Part 2

      12:23
    • 10. Modeling the case - Part 3

      22:56
    • 11. Modeling the crowns

      22:58
    • 12. Modeling the back cap

      12:41
    • 13. Modeling the interior panel

      25:23
    • 14. Adding details to the bezel

      6:01
    • 15. Modeling the circles - Part 1

      9:53
    • 16. Modeling the circles - Part 2

      11:37
    • 17. Modeling the circles - Part 3

      13:16
    • 18. Modeling the circles - Part 4

      20:51
    • 19. Modeling the circles - Part 5

      20:53
    • 20. Adding the text details

      10:31
    • 21. Modeling the Rolex logo

      17:28
    • 22. Modeling the numbers

      22:08
    • 23. Modeling additional details

      9:03
    • 24. Modeling the hands - Part 1

      12:59
    • 25. Modeling the hands - Part 2

      23:52
    • 26. Modeling the crystal

      13:25
    • 27. S04 L01 Modeling the bracelet - Part 1

      24:00
    • 28. S04 L02 Modeling the bracelet - Part 2

      23:22
    • 29. Modeling the bracelet - Part 3

      10:11
    • 30. Modeling the bracelet - Part 4

      19:18
    • 31. Modeling the bracelet - Part 5

      13:01
    • 32. Modeling the bracelet - Part 6

      8:36
    • 33. Lighting the scene

      22:11
    • 34. Texturing the watch - Part 1

      11:40
    • 35. Texturing the watch - Part 2

      8:06
    • 36. UV mapping - Part 1

      6:53
    • 37. UV mapping - Part 2

      3:39
    • 38. Texturing the watch - Part 3

      7:15
    • 39. Texturing the watch - Part 4

      5:36
    • 40. Hard Surface Hyper Realistic 3D Watch S05 L08 Rendering the final scene

      5:29
14 students are watching this class

About This Class

In this course you  will learn the full process of creating a hyper realistic 3D watch in  Cinema 4D. We will start with an empty file and work our way  up to modeling, texturing, and rendering a 3D watch that looks  super awesome. 

We will get the most out of the different tools that Cinema 4D  offers, implementing different modeling and texturing techniques that will make your 3D life much easier for this and any future projects you work. 

We will create UV maps for some of the objects using Cinema 4D's Body Paint and texture them using Adobe Photoshop.

We will also use HDRI images and a few other lighting tips to lit our final scene, and make some amazing hyper realistic renders.

This course focuses on creating the 3D watch you can see in the  promo video, but you can use the techniques you learn here to create any  hard surface model you want

I’m confident that by the end of this course you will have a solid  understanding of the 3D modeling process and you will be able to start  creating your own hyper realistic 3D models in Cinema 4D.

Transcripts

1. Introduction: Hello, everybody. And welcome to another amazing cinema for the course. So get ready because you are going to learn a lot. Just look at these beautiful images and now see yourself creating amazing hyper realistic renders like these ones. Say yourself, visual as yourself, because when you finish this course, you will have all the knowledge and all the tools that you need to make top quality, hyper realistic renders in cinema four D Now, this course is nine hours lung, and it is nine hours long because we will cover every single step of the process. You will learn how to model each and every single component off these watched. And for that, we're going to use a variety of modeling, texting and rendering techniques that I have acquired over the years as a professional. Three. The artist and I'm going to share them all with you in these course. And it doesn't matter if you are a beginner or an advanced student, and sure that you will learn a lot in these cars. I want to see you inside 2. Setting up the project: Hello, glass. And welcome back in this lesson. I'm going to show you the basic set up that I have for these products. And it is the same set up that I use for most of my cinema. 40 projects. So let's start. Okay. So as you can see, I am at my finder and I have a new folder. Cold Rolex Kozma graph Daytona. So let's upend it up. And as you can see, I have four different folders in here. The 1st 1 is for my C 40 backups. The 2nd 1 is for my references. The 3rd 1 is for my renders and the last one. He's for my takes hours. Okay, so the sea for the backups folder is a fallen that I use to make copies off my main filed at different stages of the project. So if anything ever happens to my main file, let's say it doesn't want to open up anymore. I can come in this folder, grab the latest copy of that file, and start from there instead of having to start from the very beginning. Okay, so that's the main use I give to these father. But I'm going to explain it a little bit better in a future lesson. Now, the second folder is for my references. Now, let's see what I have inside of this folder. Okay? As you can see, I have different reference images that I found online. And all of these images are off the same watch, which is the watch that we're going to make in these course now. I cannot give you these images because they don't belong to me. But you can find them if you just google them. Now. One of the most important elements off these pictures is that, as you can see, they were taken from different angles. And that's what I want. I want to have as many references as I can from as many different angles as I can. For example, can I have some references off the back of the watch like that? Here, have some off the front and some other references from the sides on you Get the idea. So again, I can't give you these pictures because they don't belong to me. But all you have to do is open up Google and search for the watch that you want to make. If you want to make the same? What you want to search for? Alex Kozma graph Daytona Watch. Okay, now, as you can see inside of these, Father, I have another folder and this folder. He's for other references, but these references are of the same watch. But these bracelets. So as you can see, I have more detailed information off how I can make this bracelet in three D. You can see I have Let's have details here. And this way I can understand how this watch is made, and I can replicate that in cinema four D here. I even have a one of these links which I I'm going to use to recreate these Imation in 30. Okay, lets go back. So that's how I use my references, Father. Now my renters folder, He's a father where I place the different renders that I'm going to make some along the project, and some when the product is complete on those are going to be my final renders. Now, in the last folder, we're going to place all of our textures, so it is very important that you have your product organized with at least these different folders. If you want to put additional folders, let's say for lighting or other things, you can do it. But these are the folders that I find that are the most useful. When I worked in cinema for the and that's all for these lessons, I will see you in the next one. Thanks for watching. 3. Setting up Cinema 4D: hello, class. And welcome back in this lesson. We're going to get cinema for the ready for our project. So let's start. Okay? So as you can see, I have opened Cinema four D and this is the start up player. As you can see, we have the timeline, the material manager over here, the objects manlier and some other items that are going to help us to create our projects. However, this is not the best lay of that we can use when we model things in Cinema four D Now to change the layout, all we have to do is to come over here to the top right corner. Click over here on layout and you can see that we have different options and we're going to change from the start of layout to the model layout. Now, as you can see, we have some different elements that we didn't have before. Now they are great out now by that when we create a new object like, for example, a cube Onda, we make it creditable and we selected Let's go to the polygon mode. Now you can see that over here we have different modelling tools that are going to help us to model our different objects. So with this layer, we have all of these tools available for us and really close to us so we can use him when they were we want. We have also our objects manager and our attributes manual here. Okay, so this is a better layout to model in cinema for the on. Perhaps you already use different layouts. But if you don't, I recommend you to get used to using different layouts because that's going to help you to work faster and more efficiently. Now, as much as I like the model layout that comes with cinema for the there are still things that I want to have that I don't have right now. So the way that we can modify or customize our layouts are just by opening up the different windows that we want to have and place them wherever we want to place them. For example, I can come to window and I can come to the material manager. You can see the shark it over here, shift glass if to I can click here and now you can see I have my materials manager that usually I use when I'm model and I can click on these, I can hear on the top left part off this window. And as you can see now, I can place it wherever I wanted to be. So for my materialist money, I want it to be over here, so I'm just going to drag it here on day release. And now I have my materials. Mother, you're over here. I'm going to recess it and you can see that if I now want to create a new material, I can just create any material here. And this is going to be better because we're going to have access to our materials as well . Now that's the way that we can customize our layers in cinema for the so in this way, you can add pretty much an it'll or window that you want to your layout. Now, once you have your layout, the way that you want it, all you have to do is to come to a window customization and you want to save your layout so you can click on save layoff pass. You can give it a name and saving. I'm not going to save these one because I have one already for my modeling product. So I'm going to go to lay out. I'm going to go to my layout, which is these one. And this is the layout that I use. As you can see. I have the materials. Mother, you're here. I have some sculpting tools over here. I have the layers manager over here, which is very important for me, and I'm going to explain these a little bit better in a future. Listen, and I have different tools over here that I often use, including these tools to modify the axis of the different objects different selection tools instead of having to come over here, click on hold and select one of these tools. I can just come over here on selected from here. It's ah, much faster. And I'm going to explain some of these different elements of these layout as we work on these projects. So this is the layout that I'm going to be using in thes cars. And you can also have this later if you downloaded from the resource is section off this lesson, so make sure that you download these layout and install it Now I'm going to go to my finder on as you can see here, I have these layout file and this is the file that we're going to use to install the layout that I just showed you in Cinema four D. And again remember that you can download this file from the resource is section off thes lesson. All right, so now let's go back to cinema four D to install it, and I'm going to change the layout again so you can see how it works on now to load these laid out you have to like I said before downloaded first, once you have it on your desktop, you have to go to window customization on. Do you want to load a new layout? So you click on load layout, you go to your desktop and select the layer. You want to open it up. And as you can see now, you have access to all of the tools that I have on these Layup. So now that the layout is loaded, you want to save it, so you have to go to window customization and saved layout ass. And here you can save the layout on it is going to be available. When they were you click on these layouts section here. You're going to have it over here. All right, so now we're ready to start modeling our watch. And that's all for this lesson. Thanks for watching, and I will see you in the following lesson. 4. Cinema 4D's most used modeling shortcuts: Hello, glass and welcome back in this lesson. We're going to talk about cinema for the shark. It's so let's start. So the first question that we have to ask is, Why should we use shortcuts? And the answer is very simple. And it is because they will allow us to improve our speed and efficiency when working in cinema four D. So that is the main reason we're going to be able to model faster, texter faster, sculpt faster and even animate faster. Now Cinema four D comes with a lot of shortcuts on. Like I said, they are Ah, lot. So it is going to be impossible to learn every single circuit in cinema for the in just one lesson. So that's why I'm going to fuck us. This lesson only on the most important circuits that you're going to be using every single day in cinema for the now I'm going to start with the basics. And to do that, I'm going to create first a sphere like so, and I'm going to change the display mode so we can see the parliaments like, so perfect. Now, the most important sure cats that we're going to be using every single day are the circuits that are going to move our camera or our view. So I'm talking about panning the camera or tilting the camera. Also assuming in and assuming out and rotating the camera. And those shortcuts are one, two and three. So you have to press one on your keyboard. I'm going to press and hold number one, and I'm going to click and drag and you can see that I can pan and healed my camera. So I'm not moving my object. Of course I'm just moving the camera. Okay, so that is with one. If I present hold to and I click on drag, you can see that I can't zoom in and some out, and the less one is three. So I'm going to present Halt three. I'm going to rotate these camera, and those sure gets correspond to these three elements here. So if I click this icon, you can see that I can do the same. I can just pan and tilt. I can zoom in and some out and I can rotate the camera like that. So these are the most basic circuits that we're going to be using every single day in cinema four D. You can see that this way is very easy to navigate in our scene. So again, present, hold one click and drag. And that way we're going to be able to tilt and pan our camera present hold to click and drag, and we're going to be able to assume in and some out on three is going to help us to rotate our camera. Now, the second most important set of shortcuts that we have to learn are the ones to move, rotate and scale our objects. And those are e to move. So I'm going to press G. You can see that now I have these arrows and I can move my object using these Arabs. Are these triangles like that now to rotate? I'm going to press are and you can see that now I have these other handles that are going to help me to rotate my object and to scale. We're going to use T and now we can skill our objects so again it to move are to rotate anti to scale our objects. Now there is another very important your cat that you have to learn and it is the one to the make creditable command and you can come over here and this is the command that we're talking about. And as you know, whenever we create a new primitive from this menu here, we're not going to be able to modify their points and just or polygons unless we make it edible. You can see that now, when we make it irritable, we can modify the points, the edges and the politicians that make this object. So I'm going to undo that. So now it is again a primitive and the short cat for this command is the sea key on your keyboard. So just presidency key. Make sure that you have your object selected in your objects, Manager. You have to select it and breast, see. And as you can see now, it is creditable now very similar circuit that you're going to be using ah lot. And it is the space bar. Now the space bar has a special function, and it is to bring you back to the selection tool so it doesn't matter which till you're using. If you press the space bar, it is going to bring you back to the selection tool. And if you press it again, is going to go back to the tool that you have previously selected. So I'm just going to the most read that. So I'm going to select this tool here, which is the bevel toe, and now I'm going to come over here. You can see that I have selected the bevel to, and now if I press the space bar, you can see that it brings me back to the selection tool. Now, if I press it again, it's going to bring me back to Deve, able to, and I can do this as many times as I want. But now, if I have a different tool selected, let's say the line cattle, you can see that you selected and I press the space bar. You can see that it brings me back to the selection tool. If I Britain again, it is going to bring me back to the last tool that I had selected, which in this case now is the line cat tool. So the space bar is one of the shortcuts that you're going to be using a lot in Cinema four D. Okay, so Now we're going to continue with the selection tools, so I'm going to change to the H move. And first I'm going to use the selection tool. The regular selection tool, which, like I said before, is by pressing the space bar so I can select and just like this. But now, if we want to select a loop off edges, we can use the loop selection tool. And the shortcut for the loop selection tool is you. L So you press you and then you press l. So now we have the loop selection tool. All right. Now, the other selection told that we're going to use often is the ring selection tool. And the shortcut is pressing you and then pressing b So now we can select rings off edges like that. So let's do it again. You l to bring their loop selection tool. You be for the rings Election toe. Perfect. Now let me go to the polygon mode and using the selection tool, I'm going to select a set off polygons like this. And now to invert this election. All I have to do is press you I and now you can see that the polygons that I had selected are now the selected on the polygons that I had the selected are now selected. So the shortcut you I is going to invert the selection. I'm going to do it again. You I and now we have this election inverted again, and now there is another command that we're going to use a lot as well. And this is the command to grow the selection. So if I have a set of polygons selected, I compress you why? And that's going to grow the selection. You can see that this election is growing and growing, and those are the most important sure cats that we're going to use related to different selection tools. Perfect. Now let's talk about some modeling shark. It's so I'm going to start by selecting this polygons. And now if I want to make an extrusion, I can't press d and that's going to bring the extra tool. Now I can make the extrusion, so let's do it again. I'm going to go back to my selection to remember pressing the space bar. Now I'm going to select other polygons. I'm going to press day and make the extrusion okay, Let's do it again. I'm going to select those polygons president to bring the extra tool and make a new extrusion. Now, if we want to make an inner extrusion, we're going to use the shortcut. M W So I'm going to select a few polygons. I'm going to breast em and then w And as you can see now we have the extra inner tool. So I'm going to make an inner extrusion. I can do the same with this Polly in here So pressing m w and making that inner extrusion. Now I'm going to select these polygons here, and I'm going to use the bevel to and the shortcut for the level toe he's M s. So let's press them and then s and that we have the bevel to selected. So I'm just going to click and drag. And as you can see now we can make another one if we went or select different polygons. And again, let's use the shortcut in s to select the bevel toe and click and drag like So Okay, so now let's start with the different carrying tools and I'm going to start with the line cattle on the circuit is pressing k on pressing Again k. So that's double K. And now I have the line cattle selected so I can start making cats. I think so. And the other tool that we're going to be using a lot is the loop cattle. And the shortcut for that one is K L. And now we can start making some look cats like So perfect. And the other cutting tool that we're going to be using is the edge Katou. And to use the cattle, we're going to use it with the ring selection tool. So first I'm going to use the ring selection tool. Remember, the shortcut is you be and I'm going to go to the Etch mode and I want to select off these edges here and now they have a set of edges selected. Now I'm going to use the cattle and the shortcut for the edge cultural is M F. So let's press them. And then, if so now you're going to see that I have selected the cut tool. So now I can select how many subdivisions I want. Let's say three. I'm going to turn off the create and guns option and I'm going to apply it and you can see that I can modify the number off subdivisions I can increase it are DeGrace it, and I can also modify the opposite. Usually we're going to use these at 50% on the number of subdivisions is going to depend on how many different cats we need. All right, so let's try it again. Let's start with the land cattle and it is by pressing K and again K. Now we have the land cattle, and we also have the loop cattle and that is going to be OK ale. Then we have the edge catchall and again, I'm going to use first the ring selection tool. Just select a set off. And just so for the ring selection tool we're going to press you be, and I'm going to select those edges and then for the edge cattle. I'm going to press em. If I'm going to select the number of subdivisions this time, I'm going to use only two, and I'm going to play perfect. And those are the circuits for the cutting tools that we're going to be using the most. Now there is another tool that I use a lot, and it is the well it'll. So for the wittle, we have to go to the point moat and we have to select two or more points and the shortcut for the well toe. He's MQ. So let's press am and then Q. And now with this tool, we can weld two or more points together. I think so. I'm going to press the space bar to bring back the selection tool and that I can select more points and I'm going to bring back the well tool. Remember the shortcut em que. I'm going to click here, too. Well, those points together, I'm going to press the space bar again to bring back the selection tool. And now I'm going to select more than two points. I'm going to press the shortcut for the wiltel m que and I'm going to world. All of these points together. Okay, so the whittled is another tool that we're going to be using a lot. And the last your cat that we're going to cover is the shortcut to turn on enough a subdivision service object. So for that, let's create a subdivision surface object and let's take this object that we have here and make it a child off the subdivision surface. Okay, Now you can see that the subdivision surface that we created is now affecting our object. Okay, so now to turn it on enough. First, I have to make sure that I select one of the objects that is a child of the subdivision surface object. Are the subdivision surface object itself? So once they have either of these two different objects, I'm going to press the letter Q. And you can see that by pressing the letter Q. I can turn on enough. This subdivision surveys object. And like I said, I can do it by having one of thes object selected or the subdivisions are face object itself. You can see that it works either way. So this sure cat is going to help me to turn on enough the subdivision surface object. And that is something that we're going to do a lot when we model, because often we will want to see how our objects look with and without the subdivision surface object. Okay. And those are some of the most important and most useful shortcuts for modeling in cinema. Four D. So what I recommend you to do is to start using those sure cats because, like I said at the beginning, using shortcuts will help you to improve your speed and efficiency when working in cinema for the and that's all for these lessons, thanks a lot for watching, and I will see you in the next lesson. 5. Setting up the reference images: Hello, class. And welcome back in this lesson. I'm going to show you how to properly set up your reference images in cinema for day. So let's start. Okay? So as you can see, I have a new empty document in cinema four D On their first thing that I'm going to do is to add my reference images that I'm going to use for this project. So I'm going to go to my finder and inside of these relics, Kozma graph Daytona folder. Remember that I have my Texans folder, so I'm going to open it up. And as you can see here, I have my references that I'm going to use for this product. The first reference is for the front, and the 2nd 1 is for decide. And I also have a reference for the bracelet. But the ones that I'm going to use right now are these two different one and the side one now, Like I said before in the previous lesson, I cannot share these reference images with you because they don't belong to me. But what I'm going to do is to share with you. Some renders off the final project that you can use as your reference images. So don't worry about it. Just go to these resources section of this course and download those reference images on, right. So I'm going to go back to Cinema four D and in here, I'm going to go to my different views by clicking here, and I want to place the front image in the front view, so make sure that you are on the front view Selective. And now let's go to the view per settings. And you can do that by pressing Shift V. And here in the settings, I'm going to go to the back settings and I'm going to load these image over here. So I'm going to click on this. That's here. I'm going to go to my folder on the textures folder and I'm going to select the front image . I'm going to click on Open, and I'm going to the same for this side reference. So I'm going to make sure that I have this window selected. I'm going to go to the view settings again to the back tab, and I can't do the same. Andi, remember that we did it last time. We did it by clicking here. But you can also do it by dragging your file into thes section here. So I'm going to do that this other way to show you I'm going to go to my this step. I'm going to grab my image. I'm just grabbing it. Go back, choose, you know, four D and place it right here and now we have our reference images, and now I'm going to increase the transparency of this reference image by going to the transparency area here, I'm going to increase it. You can see we can go all the way to 99%. And now we can barely see our reference image. So that's not what we want. I'm going to go for something around 50%. I'm going to do the same for this other one again, something around 50%. And now our references are set up. But I want to make sure that these references are okay. So to do that, I'm going to create a new cube. I'm going to get closer here. I'm going to increase the size like that and also these way, I'm going to move these so we can see this better So what I want to see is to make sure that what I have on this front view on what I have on this side view much so as you can see the top of this cube end right here. You can see this area here off the watch. And if we go to the side view, we can see that the top of the same cube ends at the exact same spot. So that means that it is Okay, Now, let's go down just to make sure that it is okay. Also there, I'm just going to make sure that it is. We're right over here and on the side view. You can see that this is the same shape on it ends at the same position. And now let's make just, Ah, the last test. I'm going to change this size and I'm going to get closer here. You can see that now, the cube and right at these button here. And if we get closer on the side view, we can see that it ends at the same place and same at the bottom. So that's just ah away. To make sure that your references are set up properly. If you have to modify your reference images, all they have to do is to select the window that you want to modify the reference for. Go to the view settings again, Shift V. And here you can change the offset for X. For why? Or you can change the rotation angle. I'm going to bring all of these back to zero because our references are set up properly. Andi, you can also change these kale of these reference image. You can increase it or decrease it. Okay, I'm just going to get it back to what? It Wes? Which West? 800. And now our references are set up properly so we can start modeling our watch. And that's all for this lesson. I hope that you learn something useful and I will see you in the next one. 6. Modeling the bezel: Hello, class. And welcome back in this lesson. We're going to start modeling our watch, so let's start. Okay, So this is where we left in our previous lesson, and the first thing that I'm going to do is to delete this cube because we don't need it anymore. And now I'm going to resize these windows like that. I'm going to make a little bit more room so we have more room to work like, so that's going to be better. And now I'm going to start by creating the base off the body off this watch these circular area here. So the first thing that I'm going to do is to look in my different primitives and see which one of these is closer to the shape that I want on. It could be the slender or the tube, but for this one, I think the tube is going to work better. I'm just going to create a tube and I'm going to rotate it 90 degrees like that and you can see on the side view it is on the right orientation and also on different view. So we're doing well. And now all they have to do is to modify this tube to make sure it matches the references that we have below. So I'm going to modified this way, like so perfect. I'm going to start with this and we're here because this other area is a different one. A different object. So we're just going to make this area here where we have the numbers and if I go to the side view, I'm going to make you thinner, like so I move it a little bit. Perfect. Now, as you can see, we have way too many segments around these tube. So I'm going to go to my object and on the attributes. I'm going to go to the object tab on. I'm going to decrease the rotation segments. So now we have 36. I'm going to use something around 24. Okay, so now we have less polygons. Andi, we're going to compensate that by using a subdivision surface object. So we get a round shape. So I'm going to create a new subdivision surface object. I'm going to rename these two relics, and I'm going to make this to a child off these subdivisions. Sort of his object like that Now, if we go to the perspective, you you can see that these subdivisions surface object is not affecting the tube the way that we went because, as you can see, these edges around here are very sharp. And that is because when we use a tube or a cylinder in cinema four d, we get the caps and the body off the tube as separate objects. And that's the reason why the edges of this tube are so sharp. So we have to fix that. So to do that first, I'm going to select the object and make it creditable. Okay, I'm going to turn on the subdivision surface, object again. And now, to demonstrate what I just said, I'm just going to select the partition mode and I'm going to use their lips election, too, which we have here. And I'm going to select this whole loop. I'm going to move these polygons. And as you can see, these are separate objects. They are within the same object here, but they are separated. So I'm going to undo that and I'm going to the same over here. I'm going to select the loop selection tool again, and I'm going to select these polygons over here, and I'm going to move him and you can see that these caps are also separated from the main body. Okay, I'm going to undo it. So again, that's the reason why the edges of this object are so sharp. Even if we have a subdivision surface object and there is a very easy way to fix this problem on, I'm going to go to the point mode. I'm going to select a point and press command A just like them all. And now that they are selected, I'm going to go to mesh. I'm going to go to commands, and I'm going to optimize them. But I'm going to change the value for these tools. I'm going to click on this gear, Aiken, and here I can increase or decrease the tolerance. Andi, if I use something around 0.1 and I click, OK, you're going to see that these points are going to merge together on this is going to be on Lee. One object now, so the caps are going to be within the same object as the body. So let's do it now. You can see the difference that me and do it. This is before and this is after. And the reason is because now all of these polygons are connected together. So let me demonstrate it right now I'm going to go to the polygon mode again. And with these same paladins that we had selected before, I'm going to move him like we did before. But now you can see that they don't move like a separate object. They are together on these effects. Also, these other polygons here, I'm going to do it and we can see the same if we turn off the subdivision surface object like that. So these thing is going to happen whenever you use a tube or a cylinder. So just to make sure that you understand way on, I know that maybe these was a little bit distracting from the main topic. But it's a really important concept if you plan on modeling in cinema four D. Okay, so now I'm going to go back to my different views and I'm going to go to the front view here. I'm going to change the display mode so I can see these polygons better. But I'm going to turn on the X ray option for these objects. So I'm going to select the object. I'm going to go to the basic properties and turn on the's X ray option. Now we can see both the Paladins and the reference image below. I'm going to the same for the side view. Okay, Perfect. So now I'm going to start modifying this ages to get a shape that is closer to the shape that we have in the reference image. So I'm going to start by going to the edge mode, and I'm going to use the loops election to which is this one that we have here, and I'm going to select these edges here. I'm going to get closer here. I'm going to move him back just a little bit like that. I'm going to use the loops election to again, select these other edges and moving on the opposite side like that. So now this is getting closer to the shape that we want to make. Let me turn on the subdivision surface, object, and as you're going to see, it looks way to round it. So we're going to fix that and to do it, I'm just going to select my object on. Let me turn off the extra option for a second. I'm going to use the ring selection tool to select all of the's edges around. So let's use the ring selection tool that's click here to select them all. And let's also select these ones insight. So Oprah shift and click. So now all of those edges are selected, and now we're going to use the edge cattle, which is this one here. And we're going to make two different cats with an offset off 50% and we're going to click on apply. So now we have the cats on. If for some reason you don't see their different cats, that is because you may have turned on the option create and guns. So if I turn it on, you can see that the cuts kind of disappear, and if I turn it off, they appear again. So I just make sure that this is off, Okay, I'm going to get closer here. I'm going to use their lips election to again to select these sets off edges and using this cultural, I'm going to separate him away from each other. So they are closer to the edges like that. And I'm going to the same with these other edges again with the skeletal I'm going to separate him away from each other. Perfect. And now let's turn on the subdivisions or face object to see the difference. And as you can see, this looks much, much better now. Okay, I think, uh, I can use the knife tool Tremblant risque. And then l and I'm going to press shift. So it's sticks today, Middle. And I'm going to create a new cat here like that. Perfect. Let me see how these looks. And I like it. I think that this looks really nice. So this is complete, and all they have to do now is to save this file. That's very important. So that's going to file and save. And I'm going to say with inside of thes folder and I'm going to name it Rolex Kozma graph , Daytona. I'm going to save it. So that's all for this lesson. I hope that you learn something useful, and I will see you in the next lesson. Thanks for watching 7. Modeling the case - Part 1: Hello, glass. And welcome back in this lesson. We're going to continue creating these watch and to be more specific, we're going to create the case for the watch. So let's start. Okay, So this is where we left in our previous lesson. And I always like to keep things organized properly. So I'm going to rename this object here like that and for each new object that I create, I'm going to rename it so I know which object is which. And though I want to create the case for the watch, let's go to the front view to see what we have to make. So this is the area that we're going to work on the case you can see all around. As you can see, this area here is the same as these other area here. So that means that we can only make this area and then mirror it to the other side on when we have these two different sections here, we can just mirror them to the bottom. So we have to create on Lee one of these, and our job is going to be pretty much done, So that's going to save us a lot of time. Okay, So let's go back to the perspective. You and I'm going to use these object to create the base for our case. So what I'm going to do is to go to the polygon mode. I'm going to use the loops election to remember the shortcut. You ale. I'm going to select thes polygons. Also these ones and these other ones. Now you will see that I'm going to turn on enough the subdivision surface object from time to time on. When I do that, I don't come all the way over here. This is one way to do it. You click on these green arrow here, this check mark and you can see that that is going to turn it on enough. But the way I do it is much faster. On it is by pressing the queue Later in my keeper, you can see that my mouse can be anywhere on. If I press the Q letter, it's going to turn it on and off. So I'm just letting you know. So when you see that I turned it on enough. You know what I'm doing? So now that I have all of these parliaments elected. I'm going to make him a new object. So to do that, we have to right click and we have to go to the split option, which is all the way at the bottom are here or you can use the shortcut. U p I'm just going to click here, just played it. And now if we look over here at our objects model, you can see that we have two different objects. Now you can see that So these object is our main object and these other one, he's any object that we just created by splitting those polygons. So I'm going to rename this object like that and now I'm going to turn on the subdivision surface object like that. But now you can see that we have a problem here on. The problem is that this subdivision surface object is affecting only our basil object. You can see that and the case object is not being affected by this subdivision service object. And that is because when we have a subdivision surface, object on it has Children or it has objects inside of thes subdivision surface object. It will only affect the top most object. So in this case, the top most object is the vessel and you can see that it is being affected. Now if I change the hero key here, I moved the case to the top. You can see that now. The case object is the one that is being affected by these AB division service object. And the vessel object is not being affected. Let me get closer here. If I turn off the visibility for these basil object, you can see that the case object is completely around. And which one under disability for the vessel object? It has really sharp edges. Now there are different ways to make a love our objects around it. One way is to create a new subdivision surface object. Andi have each individual object with one individual subdivision surface object. But if we do that, we will have a lot of subdivisions, orifice objects. And I don't want that because that's going to crowd. My objects manager and I want to have as few objects as possible on Lee. The ones I need. So that is not going to work for us. I'm just going to move it back in here. Don't let this one please. There's one inside like that. So there is a way that you can have these subdivisions surface object affecting multiple objects. And that is by creating anal object. Okay, I'm going to rename Thes. So now I'm going to place these anil object inside of the cell division surface object like that and I'm going to place all of my different objects that I want to be affected by this subdivision surface object inside off this no object like that. So now these subdivisions surface object is affecting Denel object Andi no object is affecting all of the objects that are inside off it. So if I create another object, let's say a cube make it palatable and I place it inside of this object. You can see that it is also going to be affected by these subdivisions surface object. And that will happen with every single object that I place insight off the's no object. So I'm going to delete this cube that I don't need. And now that we have solved the problem with these subdivisions office object, I'm going to moved the case up on to turn off the visibility for the vessel because we're going to work on Lee on this other object. I'm going to select the case object. I'm going to go to the edge mode and remember, pressing Q is going to turn on enough the subdivision surface object. So now I'm going to use the loop selection tool to select these different edges and also these other ones. And I want to get rid of these edges because I don't need him for now. So once I have them selected, I'm going to right click on them. And I'm going to go to dissolve on their going to disappear as you can see the overall shape he's preserved. So it didn't affect the shape of these objects. Okay, Perfect. Now let me go to their different views because I want to work simultaneously on the perspective. You on on the front view. Okay, so now I want to extrude these polygons here, so I'm going to go to the polygon mode. I'm going to select them all. I'm going to use the extra tool to make a small extrusion on to do that, make sure that the create caps option is on. So that way we're going to keep these paragons in place and create new caps like that. So this extraction is going to be really small. Now, let me show you what happens if the create caps option is off. You can see that we don't have those polygons anymore. So if you're object, looks like thes. Make sure that you turn on the create caps option before you make the extrusion on right. Perfect. Now let's go to the front view and I'm going to make a new extrusion. I have to select these two polygons on. When I make the extrusion, I'm going to move them into position. So they confirm the shape that we have here Now the only problem that I have is that as you can see, these polygons are all the way down over here. So I'm going to select the different points, going to use the lasso selection tool. I'm gonna just like them all. Make sure that the only select, visible elements option is off so you can select the points that we can see and also the ones that we cannot say. I'm going to move these like so all right. And I'm going to move these also to compensate like that. Okay, that's going to be better. So the main recently moved these points is because we have an object here. And this object this button here, we'll need a whole. So, later on, we will have to make a whole around here to be able to place this object the button. So if we leave these points over here, the hole is going to be in between these two parliaments, and I don't want that. I'm going to undo it. So now this way, we can create the whole Onley on these Paladin here. So that's why I moved it. Okay, I'm going to move these a little bit more and I'm going to go back to the polygon mode. And with those parliaments elected, I'm going to make a new extrusion Now. This time it is very important that the create caps option is off. If we leave it on when we make the extrusion, this polygons here are going to be kept so we will have new parliaments and this parliament here in the middle on That's going to give us some problems when we apply these subdivisions surface object so to prevent that. Just make sure that this time the create caps option is off. I'm going to make the extrusion, which is a really small one. I'm going to come to the front of you and I'm going to rotate it, moving into position and scale it like that. Now I can go to the point mood. I'm going to select these points and moving into position. Also, these ones like that. So all we have to do here is to follow the image that we have below the reference image, and that's going to ensure that our model looks very similar to the image that we have as a reference. I'm going to go back to the polygon mode. I'm going to make another extrusion a small one as well, and I'm going to repeat the process. So I'm just going to rotate these polygons and I'm rotating them because I want them to follow the same flow that the object that we have in our reference image Okay, I'm going to select this point and I'm going to move all of these points into position like that. Now, remember that when you make these extractions the create caps option has to be off, so let's do it again. It's like the parliament's again. Go to the extra tool. Make sure that the create caps option is off. Make a small extrusion and move these polygons into position. I'm going to go to the point mode and move this point where they have to be. I remember that all we are doing here is to follow the reference image that we have below. Let's go back to our perspective, you to see how we're doing. Let's turn on the subdivision surface and you can see that this looks really, really good. But we still have to work on this a little bit. So I'm going to go to their right view. Let me turn off the re civility for a second so you can see that this is the object that we are creating here, and it is not a straight object. You can see that it has some curve here, and it is thick on this area on. It gets thinner and thinner as he gets to the top, so we have to do that on our abject as well. Let's go back on. We're going to work on that. So I'm going to go back to my selection tool. I'm going to select these points. I'm going to move him like so I also have these ones moving like that. As you can see now, it looks more like our object like that. And I think I have to move these points as well because you're gonna see they go like, like, thes They have a curvature over here, so I'm just going to do that just a little bit. Like so. All right. I like it Looks nice. And now all we have to do is to go back to the Parliament mode, make another extrusion a small one. Let's come to the front view on. Let's make sure that these points are where they have to be. I'm gonna get closer here. I'm going to make sure that this area is surrounded, like so all right. And now let's go back to the perspective. You and I'm going to make sure that this points have these curvature that we can see on the side image. So I'm going to move him like that and also these ones here going to move him a little bit like so All right, on. I'm going to select one of the points, all of these other points, because I think we have to move him as well. Just a little bit. You're still a little bit to the to the right like that. So now they are following these shape here. Maybe that's how much? Just a little less. Okay, that's good. And I'm going to move these just a little bit more. Okay? Now, this looks more like the image that we have as a reference. Let me go back to the perspective. You to see how these looks, and I like it. Let's turn on the subdivision surface. As you can see, these looks very nice. Perfect. Let me see if we have to modify anything else before I mirror these to the other side. I'm just going to move this point just a little so we can have that curve right there. Also these one just a little bit. Perfect. I like it. Okay. Now, let's ah do the mirroring part. That's gonna be easier. So let's go to the front view. Like I said before we have to do now is to mirror these onto the other side. And first I'm going to get rid of the points that I don't need. So I don't need any of these points. I'm going to delete them. And also these other ones here. I don't need him, so I'm just going to leave them. I'm just going to percent of these points here. So now I'm going to create a new symmetry object. I'm going to select these case. I'm going to place it inside of the symmetry object like that. As you can see, it is going to mirror it on to the other side. Once that I haven't like thes, I'm going to make thes creditable like that. I'm going to take it out and delete these. No object because I don't need it. And I'm going to mirror everything down. So I'm going to create a new symmetry object. I'm going to place the case object inside. But this time I don't want to mirror it from left to right or right left. I want to mirror it from top to bottom, so I'm going to select the symmetry object on. I'm going to change the mirror plane so we have to use the X Z like that. And now you can see that everything has bean mirror. I'm going to make this creditable again, and I'm going to take it out of these group. I'm placing back inside off the relics group. I can delete these like that. That's coaching the perspective. You and let's apply the subdivision surface object. Perfect. As you can see now, this is almost complete. All they have to do is to apply a few subdivisions. So I'm going to go to the edge mode and I'm going to use the loop. Catchall. I'm going to apply one division right here at 50% like that. Perfect. I'm going to the same here, like so perfect. Now I can't make another division right here and here as well like that. Let's see how these looks. And let's turn on the every civility for the best deal object just to see how they look together. As you can see, these looks really, really nice. So we are on the right track. So all I have to do now is to save my file. And now this part of the case is complete. And that's all for this video. Thanks for watching, and I will see you in the next lesson. 8. Making C4D backups: Hello, glass. And welcome back in this lesson. I'm going to show you how I do my C for the backups. So let's start. Okay, So this is where we left in our previous lesson. Bad in this lesson. We're not going to model anything. We're just going to make our cinema for deep backups. So this is the file that we're working on? The What? So the first thing that I'm going to do is to save these file, so I'm going to go to file and save. Then I'm going to close it down on. Then I'm going to go to the finder where I have the arena file. I'm going to select it, and I'm going to copy it. Then I'm going to go inside of my C for the backups folder, and I'm going to pay sitting here. Okay, so now we have a copy off the original file, secure inside with a C for the backups folder. So now if anything ever happens to this file, let's say it gets corrupted on it doesn't want to happen anymore. You can come back inside of here and grab the latest copy off thes file. So you will not have to start everything from the very beginning. Now, since I'm going to add different files at different stages of the project, I'm going to rename this file so I can tell which one is the latest copy. So I'm just going to rename it and I do it very simple. I'm just going to add W I p on a number. In this case, it's going to be serious 01 because it is the 1st 1 So W I p stands for work in progress. Andi, I'm going to go back here. So as we go along the project, we're going to make another copy. We can open it again. Onda we can make some adjustments on Let's say that we have done a lot of working here and we want to make another backup. We're going to the same just file save. Close it down, go to the finder selected, copied, going side over the sea for the backup folder. And we're going to paste any here and now. All they have to do is to rename it. And since this is the second copy, I'm just going to add W i P Working progress 002 And that's how I do my C for the backups on. You want to do this when you have done some progress in your work and you want to make another security copy? That's the way I do it on. That's the way you can do it too. Now, I'm just going to delete this one because we don't need it because we didn't change anything, so I'm just going to delete it. I'm going to go back to my main folder. Aunt, open up the original file. So here we are again in cinema for the and now we can continue working on our project. All right, so that's all for this lesson. I hope that you learned something useful, and I will see you in the father. We lesson 9. Modeling the case - Part 2: Hello, class. And welcome back in this lesson. We're going to continue modeling the case for our What? So let's start. Okay, So this is where we left in our previous lesson. So let's see what we have done so far, and it looks really good, but we still have to do some work on this case, so I'm going to go to the front view to see what we have to do. And this is the area that we have to create this area here. And as you can see, these area here is the same as these other area here. So we're going to the same that we did before. We're going to create only one area, and then we're going to mirror it down. So we have both, and that's going to make our job easier. Okay, so let me go back to the perspective. You And since we're going to work on this area, I'm going to need some additional paladins. Andi, to do that, I'm going to go to the edit mode. I'm going to use the ring selection tool. I'm going to select all of these different edges around and also these ones I'm going to use the edge cattle, which is this one. And I'm going to make one cat in the middle of thes different edges. I'm going to chance the subdivisions to one. And the offset has to be 50%. So it is right in the middle. I'm going to apply it. As you can see now we have additional Italians, and that's what we need. Okay, lets go back to the front of you. Let me let me turn off the visibility off this object because we don't want you to get in our way like that. And now I'm going to select these polygons. But you can see that this polygons are way too big because I want to make an extrusion here . If I make the extrusion, let me show you what? What? I mean, we have to select all of these, uh, polygons to create this area here. So if I select them all like that, make an extrusion, you can see that the extrusion it's going to start all the weight down over here and all the way up here on. I don't want that. I'm going to undo it. So what? I need to do is to cat these polygons in half. So the extrusion starts from here and not from this area here at the bottom. So I'm going to use their look cat too. I'm going to make a cat right where we have to make the extrusion which is around here. And I'm going to make another cat where the extraction and which is going to be right around here. Okay, let's go back to our parliament mode. Let's Ah, the select. The areas that we don't need like that. Let's go back. And you can see that now when I make the extrusion now the extrusion starts where I needed to start. So that's what we have to do. And I'm just going to modify this extrusion. I'm just going to go to the point mode and select these points. I make sure that they follow our reference image. Also, these ones like that and these ones like that. Okay, now let's go back to the Taliban mode. Let's make another extrusion like, So let's go back to the point mode and let's move these different points back into position like that and also these ones like so okay, so I need some additional edges or points here to be able to make these area a little bit more rounded. So I'm going to add some polygons here using the loop cattle, and I'm going to use the point moat and make thes area around it. We're going to do the same here, Going to add a new cat around here, Select this point on, make this area a little bit more rounded like so Now let's go back to the perspective, you and see how this looks. Let me turn on the subdivision surfaces to see how this looks and you can see that this looks really, really nice, but we still have to modify it a little bit to get the safe that we need. So I'm going to come over here. I'm going to use the loops election too. Select this point. I'm going to scale them down this way like that, and then I'm going to the same with these other points. But I think I can do it all at once. I'm going to select these ones as well and on some of these ones in the middle. Okay, Now I'm going to use this cultural has killed him down on this axis. I think so. Okay. Now I can de select these points and have only these other ones selected. And I can shrink him down as well. Like so. So now this is going to look more rounded like that. Let me turn on the subdivision surface, and you can see that this looks way way better now. But still, we have to do some additional work. So I'm going to go back, and I'm going to select this points here only once in the middle like that, I'm going to make these a little bit more rounded. So I'm going to move this this way and then only the ones in the middle and make it even more rounded. Okay, this I'm going to move this a little bit more. So now you can see that we have a rounded shape also around here like that. Let's turn on the subdivision surface. And now these looks much, much better. I think I have to at a little bit more around this, so I'm going to do it. Okay, Now let me go back to the front view because now it is bigger than it should be. You can see it goes all the way up here. So I'm going to select all of these points. I'm going to move him back. Alino. Okay, but as you can see, they they still have these wellness that we created. Okay, Like how this looks. We're just going to create and notice it off edges around here to make sure that this is that 50%. And I'm using the loop cattle like that. I'm going to use these new points that we created. Would you like them? And I'm going to use this points to give some additional wrongness around here. So I'm just going to move these like that. We can do it on the front of you. So it is easier to see like these. We can bring all of these down like that. Okay, Okay. Okay. This looks nice. Spend to make sure that these points are like this closer. Let's see how this looks, but you can see this looks really, really good. I was going to some of these points is you're going to see that we have some hard edges here on. We don't want that. It's going to move his two points. Get him closer together like that. And now these looks perfect. Okay, so now that we have finished creating this area, all we have to do is to mirror down Andi. That's going to be really easy. So we're going to go back to the front view. I'm going to take these objects out. I'm going to select all of the points that I don't need. Retire all of these points at the bottom. I'm going to delete them like that and I'm going to create asymmetry. Object. I'm going to place this case inside of the symmetry object. I'm going to change the mineral plane two x c like that. You can see that now we have the same word that we need over here. We have it down here. Okay, Now let's make these creditable. Let's take thes object back inside of thes relics group and we can delete these other group that we don't need. Let's go back to the perspective, you to see how this looks and it looks really, really nice. Now let's turn back on the civility for the vessel to see how they look together. Let me make a quick render and I really like how these looks. Okay, so that's all for this lesson. I hope that you learn something useful and I will see you in the following lesson. Thanks for watching. 10. Modeling the case - Part 3: Hello, class. And welcome back in this lesson. We're going to continue modeling the case for our What? So let's start. Okay, so this is where we left in our previous lesson. Now, let me go to the front view to explain what were going to do. So, as you can see here, we need to have some buttons when over here and another one over here. So to be able to place these buttons here, we need to create a hole in our case. So we're going to create this whole right over here. Okay, let me select this polygons to see where this has to be, and it looks like it's going to be around here. That's Ah, moved him. Okay. As you can see, I have to move some of these points to make room for the whole that we're going to make. So I'm going to do that, going to go to the perspective. You I'm going to grab the selection tool on the point mode, and I'm going to start moving some of these points. I'm going to like those, and I'm going to move him. And as you can see, I'm trying to keep the shape it looks like, Uh, there's a point that I didn't select, so I'm going to undo it. I'm going to select it, and I can move him like that. Okay. All right. I'm going to move these even more, like, so perfect. Let me Hi. The Bissell, And I'm going to move these points as well. And these one here, maybe a little bit more like so And these once a little bit more. Okay, let me see how this looks, and it looks OK, so I'm going to leave it like that. I'm just going to move some of these other points to get a better shape and also these ones . So all I'm trying to do here is to keep these shape grounded like that. I'm going to go to the from you to make sure that that the points that we moved are not going to affect the shape that we had already. Okay, that's good. Now I'm going to create a new cylinder. I'm going to move it over here, and I'm going Just kill it down. I'm going to rotate it. So this is going to be the guide for the whole That we're going to make. And it has to be something similar to this tube that we have here. So it is going to make sure that this is the correct size and angle like that. Okay, I think I can make it shorter, like so. Okay, that's going to be the guide for the cut that we're going to make. Perfect. Now, let me go back to the perspective. You and I'm going to turn on the visibility for the objects that we have. Andi, I will have to move it back like that. So this is where we have to make the whole Andi To make things easier, I'm going to change the this play mode so I can see the different polygons from each of the object on going to reduce the the rotation segments 2 24 And now I can align these line with these other one so I can make sure that this is exactly in the middle like that. Perfect. Okay, now I'm going to select this object again, and I'm going to move some of these points that are still getting in the way because I don't want to modify these area here because if I do it, it's going to get really messy, and I don't want that. So let me turn on the X ray option for the cylinder. I'm going to select the sitting there, and I'm going to go to basics and turn on the X ray option so I can see what is behind this object. I'm going to select the case again and that I can select all of these different points that I need to move out of their way and answer those. I'm going to go to the different views. I'm going to move him out like that. I'm going to move the whole thing because it is not working. So I'm going to move everything like that. Okay, that looks better. And as you need to move this point here like so that's going to work better. Okay, so now you can see that this area here doesn't look good anymore. So I'm going to select these points and also these ones here. And these went into back like that, and I'm going to move him because we have too many points very close together. So we come of this to relax the mesh and also these other points like that. And finally, there's two points. Okay, let's go back here and this looks better. Now I have room for the whole and I'm just going to turn on. My subdivisions are face, so I can see how this looks. And I'm going to go to the front view to make sure that these didn't affect too much on the overall shape. As you can see, we are good. So even if we moved some of the points around, we still have the same shape. I'm just going to move some of these points here to have these a little bit more rounded, right? That And I think I have to move. These ones also like So let me turn on the visibility off these other object so I can see which points I have to move. And you can see that we have a gap here. We don't want that. I'm going to select all of these points. I'm going to reposition out of those points so we don't have that gap. Okay, let me do it again. I'm just closing thes gap here. I'm going to de select these ones that are Okay, now I'm going to close the cup like that. Now you can see we don't have that gap anymore. So we haven't hear bad. Don't worry about that. Because we're just going to duplicated. We're going to mirror it down like we did before, But we're going to do that once we have the whole. So let's go back to the perspective. You okay? ATM irritated. And now I can make the hole that we need. So let's go back and select the case object. I'm going to move some of these points as well. It's going to come over here. It's like them all and move him like so. Okay, that's going to work. I'm going to turn off the receiver leading off the vessel because I don't need it now. And I'm going to make another cat here in the meal of these polygons. So I'm going to use the loop capital. I'm going to make one cat here right in the middle, like that. Okay, that's perfect. So now we have the space for the whole on the way that I'm going to do the whole is by using the knife to I'm just going to make sure that the knife to is said to cut only the visible element so visible only has to be on gonna get closer here. I'm going to start making the cuts. I'm going to make these cats where the cylinder is. So for these, I can increase the rotation segments to get a more rounded shape. So I'm going to use 360 like that. And this is just to be able to get a cat where it has to be. We're going to decrease these segments again. So for now, I'm just going to come over here and again using the knife to I'm going to click here and get the cut right here like that. Then I'm going to start here and get it here, then right here. Remember, we're following the shape of the cylinder. I'm going to make the other cut here. Get down or here, get the cat there. And when here, another here. And the other one back to where we started like that. And now I can select these polygons here in the middle, and I can just delete those polygons like that. Let me turn off the visibility of the cylinder, and you can see that now, if we turn on the subdivision surface, we can see these whole And we still have to work a little bit on this shape because it doesn't look completely round. So let me make some cats again. But this time I'm going to start from this point here, and I'm going to get right in the middle like that, like so. And I'm going to the same here like that, and I'm going to the same here and the same here like So now I'm going to turn on the civility for the Syrian there again. Now you can see that we can come over here and make a new cat following the shape off the cylinder again. Make. So now, if I delete these two polygons that we don't need and we turned back on the subdivision surface, you can see that our cynical it's getting more the way that we want it. Okay, let's turn back on the cylinder because it is the guy that we're using and I'm going to the same here, which is going to cut here and here. Same over here. I'm going to get here and back to this point on the same over here. We're going to cap Cat, okay? And I think the rest it's OK. Let me turn off the facility off the cylinder and let me select the polygons that we don't need Chart of these ones. Also, these other ones and these other ones. And I'm going to delete them like that. Perfect. Let me turn on the subdivision surface and you can see that these looks around it. It looks better than before. Okay, Now I'm going to add some depth or thickness to this area, so I'm going to use the loop selection tool. I'm going to go to the Etch Mood, select this whole circle, and I'm going to make a small extrusion. I'm going to use these cattle and scale it down like that. Some like that. I'm going to make another extrusion, a small one, and I'm going to go to the side view and I'm going to move this expression inside like that . We can bring it all the way to the other side like that. I'm going to turn on the axis mode so we can modify these axes we're going to place it here . I'm going to rotate this axis like that. I'm going to turn off the axis mode. And now that the axes is a line with this line here, I'm going to use this cultural and scale everything. So these area here is completely flat like that. Okay? And this is working because I modified the axes. So if I don't modify the axis, this is not going to work. So make sure that you modify the access before and you can modify the axis. If you enable the axis here now, you can move it rotated and so on. Okay, so now that we have these completely flat, I'm going to turn off the axis mode and I'm going to move these back here. I'm going to rotate it just a little bit. So it aligns with this line that we have here. I'm going to move it like that. Let's go back to the perspective, you and let's turn back on the subdivision surface. Perfect. Let me change the display mode again like that. And that looks really nice, not completely around it. Bad. It's close enough. And since we're going to be using a cylinder here let me turn off the X ray. Let me shrink it down a little bit. You will not be able to notice it, so it doesn't have to be completely around. So that looks good enough. So we can't even like that. Okay. I'm going to go back to the cylinder. I'm going to go back to the object tab. I'm going to reduce the rotation segments again. 2 24 Right. Let's turn off the disability for this hander just for a second, and he sees the result. I think this looks really well I know we have to do now is to Minnery down. So we're going to go back to the front view. Let me fix these ones here. I think so. This area soon were created when we modified the circle, the whole that we made. But now we fix them. That's really easy. Okay, Perfect. So, like I was saying, Let's go to the front view and let's get rid off the points that we don't need. So the points that we don't need are the ones at the bottom, which are These ones were just going to delete them. I'm going to move these over here and create a new documentary object. I'm going to place these inside of this image object, select the symmetry object and changed the mirror plane two eggs. See like that. Let's go to the perspective. You and as you can see now we have the whole that we just created in both sides. So we have to do is to make thes edit herbal on placing inside of these Rolex group like that. We can delete this group that we don't need anymore. And I'm just going to turn on the visibility for the vessel and also the subdivision surface. Okay, so as you can see, this looks really, really nice. I love it. And you can see also that we don't have that gap that we have at the beginning off the video. We don't have it anymore. So that got fix too. Andi, this is looking pretty good. Let me make a quick render and I like it a lot. So I'm just going to save my file file save. And if you want, you can make an additional backup copy in your backups. Father, now that we have done some progress in our modeling project, Okay, so that's not for these lessons. I hope that you liked it, and I will see you in the following lesson. 11. Modeling the crowns: Hello, class. And welcome back in this lesson. We're going to create the crowns for our Rolex watch. So let's start. Okay, So this is where we left in our previous lesson. No. As you can see, we have everything ready to place. The different crown said we need and let me go to the front view, and I'm going to hide these objects. Okay? Like that. And you can see the objects that we have to make. So we have to create this one and duplicated on Place it over here on. Then I'm going to make another copy on place it here. I'm going to have to modify it a little bit. Because, as you can see, this one is a little bit different from these other one here, but it's going to be very similar. Okay, now we're going to use a cylinder to create these crowns. And as you remember, we already had a cylinder in place. I'm going to turn it on. And this is the cylinder that we're going to use. I'm just going to select it, and I'm going to make sure that the rotation segments he said to 24 and I'm going to make it edible. Perfect. Now I'm going to rename it like so, and I'm going to go to the point mode. We're going to use the last of selection, too, and select all of these points and I'm going to move him just a little bit like, so perfect. Now. If you're Axis is not showing like this is showing this other way, you will not be able to move him in this direction that easily. You can try to move him like that, but you can see this is going to get distorted on. If you use the handles, it's going to be the same problem. So as you can see the way have you, I can move it using only these handle, and it's going to move on this direction, and it's not going to deviate to other directions like that. Okay, so as you can see in Cinema four D, we have the axis, but we have two different modes for this axis. So we have the object mode, which is the most that I have right now, and this mode it's going to use the axes depending on the rotation and position off the object that you're trying to modify in this case, As you remember, we had the cylinder on and we rotated it to have this angle. So this is the axis that corresponds to the object mode. Now, if I change it to the world mode, which I can do that by clicking here, you can see that now these different arrows are showing according to the world or the document that we have. So we have one axis going up and down and another axis going left to right. Like so. So just in case that you cannot, uh, move the points the same way I am moving them like that, just make sure that you change the access mode to the object mode like that. So now this way, you can select this arrow on moving Onley in thes direction. Okay, Perfect. Now let's continue. I'm going to use the loop capital, and I'm going to make one cat here so I can make an extrusion and create these elements here. And I'm going to make another cat right about here. Okay? Perfect. Now let me go to the different views and I'm going to go to the Polygon mode. I'm going to use the loop selection tool. Select all of these different polygons, and I'm going to use the extra tool. I'm going to make an extrusion. Now, please pay attention to what happens when I make these extrusion. As you can see, all of these different polygons acting like one one piece. Okay? And that is because on my extra tool on the settings of these extra tool, I have turned on the preserve groups option. So that is not what I went. Because, as you can see, these are different expressions. They have to be separated. So what we can do is turn off the preserve groups option on your extra tool settings like that. And you will see that now each of these different extractions is a separated extrusion like so I'm going to undo that because I want to make it a little bit larger. Just make sure that the preserve groups option is off. I'm going to make it like that. I'm going to get in hair and I with these polygons elected, I'm going to used Theis Council pressing T and again make sure that the excess mode is said to object and let's shrink these down like that. Let me go. Two different view to see how much I have to shrink it. Okay, Like so. And I'm going to increase the size this way like that. Okay, that looks nice. And I'm going to turn on the visibility for the watch. I'm going to select it as an object, and I'm going to increase the size just a little bit like that. Perfect. This looks nice. And don't worry about these showing up over here because we're going to modify it. We're going to create a cap here in the back of the watch, so don't worry about that. Then they go back to the front view, and perhaps I could make it even bigger like that. I'm going to move it in just a little bit. I think so. That looks more like the reference image. Okay, Perfect. Now let's go back to the front view on. I will have to move these points here again. I'm going to move in like please. You can see that it is kind of rounded at the top, so I'm just going to give it some wrong this. Let's come over here I'm going to that by going to the Etch a Mode, I'm going to use their rings election too. Select all of these edges here and using the cattle. I'm going to add a few cats here. I'm going to apply it and I'm going to increase thes subdivision option. Maybe two or three is going to work. Let's use three. I'm going to go to the parliament mode. I'm going to select this polygons grow this election like that. And now let's go to the different views to see how much run this these needs going to do like these. Then again, a little bit more. And finally they started polygons in the middle. Like so. Okay, I like it. Now let's ah, place these instead of thes subdivision surface. And as you can see, we have some problems because now it doesn't look that good anymore. So remember what we talked about before that when we used cylinders and tubes? We have to optimize our object to be able to get rid off these sharp edge here. So we're going to that We can do it by going to the object mode. So nothing you selected except for the object itself. And then I'm going to go to mesh commands and optimize. And as you can see now, this is fixed on These looks really, really good, except for this area here. So we're going to fix that. Well, we have to do is to add a few subdivisions. I'm going to go to the edge mode. I'm going to use the loop capital, and I'm going to add a subdivision around here. Now, this looks better and I want to add Ah, few subdivisions in here. Let me show you. If I add one here, you can see that these gets better. But to make things easier, I'm going to select the ring selection tool. Select all of these different edges and I'm going to add two or three subdivisions here. I'm going to see which one works best. So now that I have all of these edges selected, I'm going to use the edge cattle. Let me turn on the subdivision surface so we can see which one looks better. I'm going to start with three. I'm going to apply it, But just make sure that the offset is said to 50% here. Let's at three subdivisions like that on. Let's reduce it to two and see which one works better. I think that, too, is going to be enough. But I'm going to add another division right here around here. So if I used the look at two I can't create in division here. Now you can see that these looks better if I get rid of it. It doesn't look good. And if I did looks better, so I'm going to do that. But I'm going to do that for every single one of these different bumps that we have here. I'm going to turn off the subdivisions are face to see these better. And I'm going to use the ring selection tool. I'm going to like all of these inches than these ones, and I'm going to do the same for all of these different bumps that we have here. So I'm just using the ring selection tool, which is allowing me to much faster like that. I think so. Perfect. Now we're going to the same that we need. Ah, with these other lines here, these edges. So we're going to select all of those edges and we're going to use the edge catchall again . But this time we're going to use only one subdivision. Let's say the toe went at 50% off set. Let's turn on the subdivision surface to see the difference and let's apply. And now you can see these looks much better. That's the day before Andy after. Okay, that's going to be enough now. If I I de selected, you can see how these looks. Let's make a quick render and this looks really good. Now all they have to do is to add another division here, another cat here because these polygons, sire, getting to his mouth. So I'm going to use their lip tattoo and I'm going to add one cat here. So now these polygons here are not moving too much that CD before Andi after. So that's it's going to look better. I can't even add another one. Here, let me. Hi. These objects, because I need to add another, went here on one here in the meal. And if I want, I can add another one here like that. You can see now these looks much better on since we're going to use a reflective material when we take story this is going to look awesome. Okay, so now this is one of the crown's on. Let me see how this looks with the rest of the elements before I duplicated. So if I have to make any changes, I do all those changes before I duplicate this, and it looks nice. It's going to make sure that everything looks OK. I'm going to get it a little bit closer to the center like that. Perfect. So now we can make a copy of these one on. This one is going to be the one in the middle, so I'm going to move it into place. But first, I'm going to reset the rotation angle. So I'm going to come over here to the rotation values, and I'm going to get these back to zero now. I can move it over here. I'm going to change the position for why, to zero as well. And I'm going to rotate it 90 degrees? I think so. I'm going to put it in place. I'm going to increase the size just a little bit like that. Maybe a little bit more like so Okay, let me go to the perspective. You you can see that these object is going through other objects and we don't want that. So I'm just going to hide all of the's and work on the shape of thes one. I'm going to use the polygon mode, and I'm going to use their look selection to select all of these different parliaments like that. And I'm going to use the skeletal and I'm going to kill them down like so I'm going to turn back on the disability for the rest of the objects, and now you can see that these use getting better. We cannot see now the object going through the other objects that's going to work, okay. And we can do the same with these other one. So remember that we had the problem here. And even if we will not be able to see that because we're going to create a cap back here, we can also just, uh, do the same that we did with the other one. Select this. Set off Italians and decrease the size like that. The TV, rest of the objects together. Okay, that's going to work. Now this looks way, way better. Okay, Perfect. Now let's put this crown instead of these group. So it is affected by the subdivision surface. Let's go back to the front view. I'm just going to make sure that these crown here is similar to the one that we have behind . So I'm just going to hide the disability for the rest of the objects except for the crown going to let the crown. I'm just going to make sure that this is this ice that we needed to be. I'm going to select the crown Andi, go to the X ray option. Turn it on so we can see what's behind like that. And as you can see, this is a little bit too a little bit too big. So I'm just going to select all of these points. I'm going to shrink him down, move him like that. Now, this looks better. I'm going to the same with these other points here. Shouldn't come down and moving also, these ones shrink em down even more on moving like that. Okay, now I think that this area has to be even more rounded than the one for these other ones. So I'm going to do that. Let's go back to these one. Let's go to the perspective. You That's turn off the X ray option. I'm going to select these particles here using the lip selection tool like that. And I'm going to make this more rounded by modifying these parliaments. Also, these ones here and these ones here like that. I'm going to select these edges here. I'm going to move him like that. So now these looks more rounded than the other ones. Let's see how they look. Andi. I like it. I think I'm going to give it a little bit more around this. Going to grow the this election. I'm going to movie like that. Now. These looks better than before, and all we have to do is to make a copy of thes one and place it down here. So is it Once is going to be up? This wants to be down on. Just wants to be the one in the middle. So now I'm going to create a similar object. I'm going to place this object inside. I'm going to change the mirror plane two xy like So Now you can see that these looks really nice. And this time we're not going to make it inevitable because I want to do is to flip it. So we're just countries elect the symmetry object on. I'm going to click on Felipe like that. So it looks like nothing happened. But it would take these objects out. You can see that we can delete the symmetry object. And now these abject ease where it has to be. So I have to do now is to place it back inside of these group and it's going to be tough and these bottom Okay, now you can see that we have all of these crowns complete, and I'm going to do now is to make a quick render to see how these looks. And as you can see, this looks really, really beautiful. And that's all for this lesson. I hope that you liked it and that you learned something useful and I will see you in the following lesson. 12. Modeling the back cap: Hello, glass. And welcome back in this lesson. We're going to create the back side of the case for our watch, so let's start. Okay, So this is where we left in our previous lesson on these less when we're going to create the back side off the case. So to show you what we're going to make, I'm going to go to the side view. So this is what we're going to make. Okay. And as you can see, we have a lot of detail in here. But don't worry. We're going to make that two. Let me go to their different views. Andi, I'm going to create a new disk. I'm going to rotate it 90 degrees like that, and I'm going to make it bigger, like so. I'm going to bring it over here and make sure that this is the correct size like that. Okay, Perfect. Now let me change the display mode because it's going to be important to see the different segments that we have here now, In order to create all of the detail that I showed you in the background image in the reference image, I'm going to increase the rotation segments for this disc. So I'm going to select the disc. I'm going to go toe the object tab on Dhere. In the rotation segments, we have 36. I'm going to use 180. Andi, I used 180 because 180 ease half off 360 which is the number off degrees that a circle has . So that's the reason why I'm using 180. But you can use 200 or 220 or the number you want. Just make sure that this is a number around 200. Okay, Now, for these disks segments, I'm going to reduce the number. So for now, we're not going to need to many segments on when we need him. We're going to Adam using the loop catchall. So for now, to is going to be more than enough. Okay, I'm going to change the display mode again, and I'm going to make this discreditable, and I can rename it now I'm going to place it inside of this group, so it gets so divided with the subdivision surface subject. Okay, Perfect. Now let's go to the different views. As you can see, we have to move all of these different polygons like that. And as you can see, these polygons had to be bigger. So I'm going to kill him out like so. And I'm going to move him like that now, As you can see, some of the edges are not where they have to be. So I have to move him. And to do that, I'm going to go back to the perspective. You and I'm going to move him over there. So I'm going to use the lip selection tool and I'm going to go to the edge mode, select all of those edges on the outside. I'm going to kill them out, using the skeletal like so that's going to look better. Now Let me turned on the subdivision surface to see how this looks. And this looks really good. As you can see, we have some informations here, but that's because we have ah few divisions. So when we add more divisions, this is not going to happen anymore. I'm going to show you. So I'm going to go back to the polygon mode. Select out of these polygons here, make sure all of them are selected I'm going to make sure that this is the correct size like that. And now let's turn back on the subdivision surface and I'm going to use their look cattle and see what happens when we add some cats here like that. You can see that we'll have that problem anymore around here. But we should have it here because we have very few divisions are cats. So I'm going to add another cat right here. Let's turn back on the subdivision sour face. Look at that. Now that is fixed. Let's continue now. I'm going to select this other polygons here, and I'm going to make these other step that we have here, like so. And I'm going to increase the size like that. Let me come over here, make sure that everything is the way it should going to increase it. It would be more like that and movie aim to place. Thanks so and now I need to make another extrusion, so I'm going to president to bring the extra tool. But make sure that the percent groups option is on, because if it's off, it's going to get really messy. So let's turn it on on going to make a small extrusion like that and reduce the size of this Palios. Now, let's see that everything is the way it should like that. As you can see, this have some curvature around here. So I'm going to do that. I'm going to add another cat here. You're seeing D. Look at two like that. You can select all of these polygons here and moving, so it is a little bit more rounded. Now, if I turn on the subdivision surface, you can see what we have so far. Okay, so let's continue. Let's select the case again. I'm going to select the yup selection to. So, like those parliaments I'm going to see which are the polygons that I have to modify here. The chart, these ones, the ones that are going to have all of these details going to move him a little bit like that on No, we're going to make all of the detail that we can see over here. It's going to be easy turned back on the visibility for these. Let's go back to the perspective. You So I'm going to make an extrusion. But like we did before, this time We want to make this extrusion as individual expressions for every single Paladin . So I'm going to do that. I'm going to bring the extra tool, and this time we have to check off the present group's option. So let's turn it off. Let's make that extrusion like that. You can see that now. Each of these different polygons is a separate extrusion, and that is exactly what we need. Now all they have to do is shrink this down and move it into place like that. Let's turn back on the subdivision surface. And now we have all of that detail that we needed. Okay, I'm just going to make another small extrusion like that, and that's going to look better. I'm just going to add a few cats around here to get these looking better. So I'm going to use their look cattle. I'm going to add one cut here. Let's see the difference now. And another one here. Okay, Perfect. It's at another one here and another one around here. So these edge here is a little bit sharper like that. That's looking better. You can see that This looks really good on now. I want to modify this because they look two rounded. So I'm going to go to the edge mode and using the ring selection tool, I'm going to select all of those edges. Let's turn on the subdivision surface. And with those selected, I'm going to use the edge cattle. And I'm going to add a few subdivisions, maybe one or two only. Let's see which one is better. So I'm going to start with to like that, and I'm going to reduce it to only one. Okay, I think that one is going to work very nicely. Okay, I like it. So now when we make Orender one of those little bumps there are going to give it a lot of detail on it is going to look really beautiful when we add the Texas on the materials. And now all I have to do is to select all of the edges on the outside. You're saying they look selection tool. I'm going to use the extra too and make dismal extrusion. But this time make sure that the preserve groups option is on. And now, with that extrusion, we can move it inside like that and we can add a few more cuts here just to make these edges a little bit sharper like that and everyone around here, let's see how these looks. And as you can see, this looks really, really good. Look at that. That's beautiful. Let me make a quick render. And then I went from here, and, as you can see, that he's beautiful, and that's all for this lesson. I hope that you elected and I will see you in the following lesson. 13. Modeling the interior panel: Hello, class. And welcome back in this lesson. We're going to create the interior off the watch, so let's start. Okay, So this is where we left in our previous lesson, and today we're going to create the interior of these. What? So let me go to the front of you and let me hide all of these objects. So this is what we're going to be creating today, Just the interior. Andi, I'm going to start by creating the panel. And as you can see, we have some circles here, and those circles will have holes to place all of these other elements. So I'm going to start by creating a disc. I'm going to rotate it 90 degrees like that. I'm going to move it down and shrink it down. Using this cattle, I'm going to make sure that this is on the right place and also that he's the right size. I think so. And I'm going to make it a little bit bigger like that. Now I'm going to go to the rotational segments and I'm going to decrease these rotation segments to only 24. And now I'm going to make these irritable like so then I'm going to go to the Paladin mode . I'm going to select out of these polygons here and delete them. And also these ones here that I'm going to go to the point mode, select all of these points using the loop selection tool and killed him out like that. Okay, now I'm going to do the same for these other surgical here. So I'm just going to grab these one, make a copy, and I'm going to move it right over here. I'm just going to make sure that it is. It is on the correct place like that. Perfect. So as you can see these, he's a symmetrical object because what we have on the right is the same that we have owned it left, except for the numbers and all of the details. But the base is symmetrical, so we're going to take advantage of that. And I'm going to create a new symmetry object like that, and we're going to mirror everything to the other side. Okay, Now let me so like this object this one, Andi, before placing everything inside of the symmetry object, I need to delete the points that I need on the points that I don't need are these ones on the left because we're going to mirror everything to the other side. Okay, Perfect. Now I'm just going to select both of these objects. I'm going to Mars them together And to do that, I'm just going to right click. I'm going to go to the option, connect objects plus delete. Now, as you can see, we have now only one object and that's what we need. Now we can place these inside of this unit to object. And as you can see now, we have everything set up and we can start modeling. I'm going to go to the edge mode and I'm going to start creating some extraditions here like this one. We're going to make an extrusion like that. Now I want all of the points that are going to be closer to the center to be right in the middle, because if they're not in the middle, are going to have either a cup or we're going to have some points are lapping and the politicians are going to overlap on. We don't want none of those things. So what I'm going to do is to make sure that this is right in the middle like that. Now, to make things easier, I can come over here to the coordinates and type zero like that. But as you can see the seasonal working because the axes has been modified. So I'm going to undo that now. I'm going to take these out for a second. I'm going to go to the object mode. And as you can see, the axes, Isn't that an zero? That's why when I bring everything to zero, it's going to take zero. This point is going to be zero. So I want to move these access over here to the zero axis. Andi. Then when I place zero on any of the coordinates, it's going to bring to these access here. So I'm going to turn on the axis mode, and now you can see that I can't modify these axes and I'm going to come over here to the coordinates step and I'm going to place zero here. I think so. And also zero on the way. And now if I take this back inside of the sea mature object, I go to the point mode, turn off the excess mode. Now you will see that whenever I place zero on the X axis, it's going to bring it right to the center. Okay, So if we didn't modify the axes for this object, these wouldn't be possible. So when you do this, make sure that the excess for your object is right on zero. Okay, Now let me continue. I'm going to make another execution here. I'm going to bring these. Went to Ciro as well. Thanks. So and I can bring these down, and I'm going to move some of these points around like that, and I'm going to connect these edges to these other ones. So I'm going to select these two edges. I'm going to make a small extrusion, and I'm going to grab these points, these one and the other one, and I'm going to connect them together. I'm going to use the word tool to do that. So I'm going to select it on with this tool. If I click here, the points are going to merge on this side like that. So I don't want that. I'm going to under it. If I click somewhere else, they are going to merge in between the two points that I have selected, and that's not what I want either. So I have to click over here, and I'm going to the same with these two points. I'm going to click here, select these two points and march them together like that. Okay, let's continue. I want you, like, please, two edges going to make an extrusion. Another one. I'm going to the same here, going to like this point. Bring it to zero on the X axis. Also these one like that. And now I'm going to connect these two points using the world tool and these other ones? I think so. So, as you can see, we're building little by little. We're building this panel here. So that's what we have to do. I'm going to continue. I'm going to make another extrusion like that on the little one. I'm going to move it. I think so. I'm going to move this 0.20 also, these one and I can't connect these two points together. I remember using the well, too. We're going to be able to connect them together. Now I'm going to take these points on moving down a little bit Thanks. So because for these I'm not going to connect these one to this one, because that's going to get him a little bit distorted. And that's not what I want. I went to have these polygons s close in size. Yes, I can have him. So what I'm going to do now is to create some other polygons. But I'm going to extrude them this time with these other polygons here. I'm going to select them all. I selected some I didn't need to select. I'm just going to the Select them. Okay, thanks. So now I'm going to make an extrusion like that. Perfect. Now I can take these two points and merging together. This time I'm going to murder Cem in the middle like so, and they can move him. So this looks better like that. Perfect. Now you can see that this is starting to look much better than before. And I'm going to continue with these other edges. I'm going to select them like that. I'm going to extrude, um and I'm going to world. These points together. I think so. Like so And like so perfect. I think I can do this as well like that and I'm going to move these point like so and now I can do the same that I did before. So I'm going to select this edges. I'm going to extreme. I think that and I'm going to Well, these two points together using the wiltel and these other ones as well. And I can move this point like that. Let me change the display mode like that. So as you can see, we're getting a very clean mish with three different circles. So I like it. I like how it's looking. Now let's come back here to the bottom. Let's elect our object and we're going to the same. That may be selected edge and live. Make an extrusion like that. Perfect. Now I'm going to select this point here and move it to Syria. Make sure that this one is on zero on the X axis and I can connect these two points with the well, too. Like that. Perfect. I'm going to some of these a little bit so I can get a cleaner mesh. Thanks. So perfect. So I'm going to continue the same process. And this time I'm going to use this tool which is the path selection tool. And I'm going to just come around here like that. I'm going to grow of these polygons like that. And now I can just place these points where I need him. Thanks. So perfect. All right, now I'm going to start placing them along these circle here just to make sure that this is a round shape in the end, I can do that. Now just make sure that these edges follow the same line. So I'm just going to continue moving this around. I'm going to let them all moving up like that and like that. Perfect. Now, if I place this inside of the subdivision, serve his object, Andi turned on the visibility. You can see that This looks really cool. Let me take this back outside and to enough the visibility. Okay, let's go back. We are understand? I'm going to take again the path selection tool because it's much easier to do it this way . I'm going to like those edges going to make an extrusion. Take these point movie 20 on the X axis like that. Let me see. It has to be around here, and I'm going to just move this points into position. So this is very easy to Dio. Only thing is that it takes time. But besides that, it's very easy to do. Okay, now here. I want to connect this edges to these other edges here. So to do that, I'm going to use the knife to going to add a division here subdivision. I'm going to select these two edges maken extrusion, and I'm going to connect these points together using the well, too. Like that. Also, these ones and these ones as well. Okay, perfect. Now, while they have to do is to connect these edges to these edge over here. So you can see that we have two different edges here. I'm going to move these. So they are similar in length. I think that I think so. So we have to have two different edges here. You can see that we have only one. And here we have to. So to fix that, I'm going to come over here. Used a loop, catchall. I'm going to make a cat right in the middle. They don't. Okay. And now, as you can see, we have two edges here and two edges here. Perfect. So I'm going to make selection of these edges. I'm going to make one extrusion like that. I'm going to grab the points and I'm going to place them where they have to be. So these when over here of these one over here. Okay, so now I'm just going to go to the edge mode. But I'm going to make a cat in between these polygons like that so I can connect the different points. I'm going just like these two. Well, them together using the well too. Same with this one's and the same with these ones. And finally, these other ones like that. Perfect. So as you can see now we have let me go to the perspective. You. As you can see, we have this object that has three circles in the middle like that. And you can see that all of these different polygons are squares. We don't have triangles we don't have. And Jones. So this is a very clean mish, and I like it. So all they have to do now is to so like the symmetry object making creditable. I'm going to rename this continue panel. I'm going to place it inside of this group. Delete this group that I don't need any more and turn it on like that. Perfect. I'm going to select the whole object. I'm going to move it into place like that. Now I'm going to go to the edge mode. I'm going to select one of these Angie's and I'm going to make a small extrusion and move these new edges to the back because we're going to have a home here like that. Perfect. And now I'm just going to add in division here in the middle that 50% also here at 50% and here at 50%. And as you can see, this looks really good. I'm going to go to the front of you and it looks round, but I want to make sure that this is completely around. So I'm just going to create a new these. We're going to rotate it 90 degrees. I'm going to scale it out like that. I'm going to turn off the visibility for of these objects. I'm going to turn on only the visibility for these interior panel like that. Now I'm going to choose a lengthy is one. I'm going to go to basics, and I'm going to go to use color, and I'm going to turn it on like that so we can tell the difference between the disk and our object that we're going to modify to make it easier. I'm going to click here, and I'm going to increase the saturation. So we have a red color, make some perfect. So now I'm going to slicked my panel. I'm going to start moving these points around, but I'm going to increase the rotation segments for this disc so it gets more rounded like that. Okay, I'm going to go back to the object, going to like this point, move it into place, and I'm going to the same with the rest of the points, which is going to make sure that I have the subdivisions surface off, so it doesn't mess up with the roundness. Okay, I'm gonna do this really quickly, and since I'm making changes, I'm going to have to create another senator, object and mirror these again. So we should have done these before getting read off the symmetry object. But it's nothing that we can't fix. That's what we're doing here. Can I make sure that one of these points followed the same circle as the cylinder. I think so. And now they went here and we're almost finished. The other one. Finally this one. Perfect. So you can see now the right side, He's perfectly rounded on the left side. It's not rounded. So now I'm going to turn out the visibility for this disk. We don't need it anymore. I'm going to select all of this points on the left. I'm going to delete them because we don't need him. Not anymore. I'm going to create a new symmetry object. Place this one inside. And now everything is absolutely rounded and beautiful. Okay, now I can make it inevitable, and I can take it back over here, delete these two objects that I don't need any more on. I'm going to turn on the disability for everything again, and I'm going to turn on the subdivision surface. And as you can see now, it is perfectly around it. Let me make a quick render and just to finish, I'm going to go to the edge Mood. I'm going to select all of the edges on the outside like that and I'm going to make an extrusion and I'm going to choose Kelly out like that. Perfect. Let me make another surrender. And now debates for the inside panel is complete. And that's all for these lesson. Thanks a lot for watching and I will see you in the following lesson. 14. Adding details to the bezel: Hello, glass. And welcome back in this lesson. We're going to add some details to the vessel, so let's start. Okay, So this is where we left in our previous lesson, and I'm going to get closer to the vessel area. I'm going to hide this object, and we need to create additional details to the vessel. Let me go to the front view to show you I'm going to height all of this object. And as you can see, we have to leave some room for a step. That is where the crystal is going to rest. I'm going to go toe my different reference images on. As you can see, this is the vessel, and you can see that in the interior there is some kind off step that we have to make on. We're going to do that by selecting the polygons on the interior and make an extrusion. I'm going to show you these in other pictures. Ah, like this one. You can see that we have to add on extrusion here, which is where the crystal is going to rest. So that's why they were going to do in this lesson. Okay, let's go back to cinema four D and let me go back to the perspective. You I'm going to turn on the disability for all of this object. I'm going to go to the polygon mode and I'm going to add in your cat around here, which is where, where the step is going to start. Now I'm going to go to the polygon mode and I'm going to select all of these polygons using the loop selection tool. And now I can make on extrusion like that. I'm going to go to the front of you to see how big this extrusion has to be. So I'm going to hide all of these objects, and I'm going to turn on only the disability for this one. As you can see it, we have to make these even smaller like this, and I'm going to select this and just at the bottom like that, and I'm going to shrink him down like that. Okay, you can see now this is looking more like the reference image like this one. We can see that. Now we have these Step here. Let me go back Now Let me turn on diverse ability for the interior panel and I'm going to move it into place. Let me see how far this has to go. I'm going to check the different reference images to get an idea off how far this has to go . This is a good reference. So I think that I'm going to have to move some of these edges here. I'm going to select them using the loop selection tool, and I'm going to move him up a little. Okay, that's going to work better. Andi, I'm going to add a few cats here to make these edges sharper. I'm going to use the look at two. I'm going to act a few cuts, like so the only one here and another one here. Now, this looks much better with me. Let me see if I need to make a vision woodcuts. And I think that now I need only one over here. Okay, let's turn back on the every civility for all of these objects. And as you can see, these looks very good. I'm just going to see if I have to move this object. I'm just going to check my reference image on, and I think it is OK and If we need to move it later on, we can do that. So this is not a big problem. And that's all for this lesson. I hope that you like it and I will see you in the next lesson. 15. Modeling the circles - Part 1: Hello, glass. And welcome back in this lesson. We're going to model some additional details for the interior off the watch. So let's begin. Okay, So this is where we are so far, and I'm going to start creating some additional details for these circles that we have here . So let me go to my finder. Let's see some of these images and these are details that we're going to be creating in these lessons. Let me go back to Cinema four D, and I'm going to start by creating a new tourist. I'm going to retain it in 80 degrees, and I'm going to move it into place. I'm going to shrink it down on to see these Better. I'm going to go to the front of you. I'm going to hide all of these objects except for this panel. Okay, Now I can make sure that he sees on the correct place. I can shrink it down even more on going to come to their properties. And I'm going to reduce the radius like that. And I'm going to reduce the pipe radius too. It has to be thin there. Let me get closer. Let's make sure that this is on the correct place like that. Now I'm going to reduce the rotation segments. I'm going to use 24. Thanks. So I'm going to make sure that the seas on the correct position I'm going to move it just a little bit. Thanks. So that's going to work. Perfect. Now let me select it again. And for the pipes segment, let me see how many pipes segments I have to have going to reduce these number excited one to have that many because we don't need him. I'm going to use 12. That's going to be around enough, okay? And then I can make these creditable like that. And let's go back to our reference images, so as you can see it now, we have these area here, the pipe around on. We need to make these other area which we're going to do using the same object. So I'm going to select some of these edges and I'm going to have to delete them because we're not going to need him. These ones, I'm going to just delete him, and then I'm going to select with these other ones. I'm going to make a new extrusion like that. Okay, let me go to different view. So this is the extrusion that we're going to be making, so I'm going to have to shrink it down. I'm going to use this culture like that. Now I have to move these to the front a little bit because it is not too deep. Let me go back to my reference images to see how far I have to take it. Maybe a little less like so. And now I'm going to make another small extrusion, and I'm going to move it back like that. I'm going to go to their side view to see how how far I have to move. These should be something like that. I'm just going to make sure that the seas the same size as the one that we have below like that Perfect. Let's go back to the perspective, You And now I'm going to make another small extrusion. I'm going to shrink down all of these edges, get him closer together even closer, because we have to make all of these to merge in the center. So I'm going to go to the point mode. I'm going to use the collapse election too. Select all of these points and using the world toe I'm going to will them all together right in the center. Thanks. So perfect. Now let me place this insight so we can affected with the subdivision surface. Let's see how this looks. Let me change the display mood to see these. Better as you can see these loops. Okay, But we have to add some cats here, so we don't have all of those informations that we have right now. So I'm going to go back to the edge Mood going to have a cat here. I'm going to have another one here. Another one here, like that. And I'm going to add another one around there. Now, let's see how this looks. As you can see, these looks very nice. I like it. I'm going to select all of these different polygons and also these ones. And also the once on the outside. I'm going to make sure that this are on the correct place. And I think I can move him even a little bit more. I think so. So they are Lane with this other one. Okay, that's going to you. Look nice. Let me see how this looks with the subdivision. You okay on? Let's turn on the disability for the rest of the object to see how this looks with all of the objects. As you can see, this looks very nice. Let me go back to my reference image is going to get closer to show you here. You can see that this has a lot of small bumps around. So I'm going to do that. I'm going to go back to see my 40. So, like the object, I'm going to go to the edge mode, and I'm going to select all of these edges around, so I'm going to use the ring selection tool to make this easier. I'm going to use the cattle to cut these edges. I'm going to go to the subdivisions on. I'm going to add 12 subdivisions with an upset off 50% and I'm going to apply it now. Remember that if you don't see the cat, that is because you may have the create incomes options on. So if you have, you know, just make sure that you turn it off so you can see the different cats. Okay, Now I'm going to start selecting with the loop selection tool. Some of these different loops of Italians, like so. So you can see I selected one left, one on selected, selected the other one and so one. Now I'm going to use the extra two again. I'm going to make a small extrusion. I think so. And then I'm going to the same with the rest of the polygons that we don't select before, which are the ones in the middle. In between the extraditions that we just made, I'm going to use a extra to again make those extractions again. They have to be similar in dept. I'm going to I really do that. Like so Okay. And now when I turned back on the subdivision surface, you can see that now we have all of that detail that we have in our reference image. Let's see that again. You can see that now we have all of these small bumps that we needed. Okay, let me make a quick render and see how this looks. And as you can see, these looks very nice. All right, so that's all for this lesson. I hope that you liked it, and I will see you in the following lesson. 16. Modeling the circles - Part 2: Hello, class. And welcome back in this lesson. We're going to continue adding some details to the interior off the watch, so let's start. Okay, So this is what we have models so far, and I'm going to add the rest of the details that we have to adhere and let me show you if we come to the front of you And we had all of these objects, including these ones, you can see that we have to add some numbers, some lines over here on a hand here. So I'm going to start with hand on to do that. I'm going to create a new disk. I'm going to rename it, and I'm going to reduce the rotation segments. I'm going to use 24. I'm going to rotate it 90 degrees and I'm going to move it down. I'm going to shrink it down. I'm going to put it in place, shrink it down even more so we wanted to be the same size as the one that we have in the reference image like that. Okay, so now I'm going to select it, and I'm going to make it creditable. Perfect. All right, now I'm going to select this. And just at the bottom, these two anges I'm going to use this culture and I'm going to scale them down this way. So these edges are completely flat like so And then I'm going to increase their size these other way. So the size much is the size or thickness off thes hand that we have in the reference image . Now I'm going to move it up so we can keep the circular shape. And now I'm going to make a small extrusion like so, and I'm going to move it down all the way over here. Then I'm going to decrease the size like that. And then I'm going to make another small extrusion like this. I'm going to reduce the size again like that on. I'm going to select this point at the bottom and I'm going to move it down as well. So we have a point end like that. Perfect. Now let me go to the perspective. You and I want to add some thickness to this hand. So to do that, I'm going to go to the pollen mold. I'm going to select all of these polygons. I'm going to use the extra tool. And this time I'm going to make sure that the create caps option is on because I want to keep the cops in the back. So let me do it without the option on. Do you see the difference? I'm going to make the extrusion like that. And as you can see, we don't have the caps in the back. So if we want the cops in the back, we're going to turn the create caps option like so perfect. Okay, I like it. So now let's continue. And I'm going to go to my reference images to see how we have to make it. Now let's get closer here and you can see that it looks ill will be drowned it, Andi, it has some kind of hole here in the middle. So we're going to do that. So I'm going to start using the loop selection tool. I'm going to select all of these different polygons and I'm going to give these a round shape like that. Let's do it again a little bit more around it, like so. And then these parliaments in the middle have to go to the other side like that Okay, Now let me place this inside of this group so we can see how it looks subdivided. Let me turn on the visibility next. So on. It looks okay, but we still have to add some edges. So we don't have all of these deformation that we can see here. So I'm going to add a new set of edges around here, and now it looks better. Okay, Now I'm going to select some of these edges, and I'm going to move him even more so we can see the effect a little bit better. Going to the same with these ones like that. Now, let's turn back on the subdivision surface, and now this looks much better. I'm going to add some cats close to these images, so the edge is going to look sharp. And let me do that. I'm going to use the look cattle. I'm going to add They kept here and another one here. Let's see the difference. As you can see now, these looks much better. Okay, Now, let's go to our reference image to see if we're doing okay. First, let me select of these edges on moving in a little bit. it's going to look better. Okay, let's go back to our reference image. And as you can see, we're doing well so far back, I'm going to keep on modifying this. So it looks like the one in the picture. So I'm going to go back to the perspective. You and here I'm going to select this edge here in the meal. And also these other one at the bottom like that. I'm going to go to the side view because I'm going to move this. I wanted to be all the way up here, so we're going to movie like that. Okay, that's going to look good. Let's go back to the perspective. You and see how this looks. I think I can move it even more like duck on to compensate. I'm going to move this point here so we don't have these kind off effect going on. I'm just going to move it. So these looks more like a straight line like that that's turned back on the subdivision surface and see how this looks. I like it bad. I'm going to add some subdivisions so we can see these better. I'm going to start by selecting one of these edges here? I think so. I'm going to use the edge cattle to add some edges in between. So I'm going to use four or five. That's tray with four on a plate. Let's turn back on the subdivision surface on. I think it looks okay. So remember that if you don't see the cat is because you have the create and guns actions on, so I just turn it off and you will be able to see their different cats. Okay, let me go back to the Taliban mode, and I think that they seize way to think. So I'm just going to select these Paladins in the back, going to go to the right view just to make these easier to do print, select all of those polygons, and I'm going to move him closer to these other politicians. So we have a thinner hand here, like so let's see how this looks and this looks really good. I'm just going to add a new cat right over here. Let's see that. Okay. Perfect. And I'm going to add and cut here and another one here to be able to see these edge a little better. You can see now that these looks much, much better. I'm just going to clean everything that we need to clean on. And it looks like we're okay. Everything looks very good. I'm going to turn back on the subdivisions surface, and I'm going to add another cat right here. So these edge is sharper and one here in the middle of those polygons. I went here in the back. Let's see how this looks. Okay. Now let's see how it looks with the rest of the object. Let me turn back on the disability for all of this. I'm just going to move this hand into position, okay? It looks nice. We can rotate it if we went to. For now. I'm just going to leave it like it is. Let me make a quick render to see how this looks. And as you can see, it looks really, really good. And that's all for this lesson. I hope that you learn something useful and I will see you in the following lesson. 17. Modeling the circles - Part 3: Hello, class. And welcome back in this lesson. We're going to continue adding details to the interior off the watch. So let's start. Okay, so this is what we got so far. Let's take a look. And this looks really good, but we still have to add somebody does over here. So I'm going to go to the front view, and here I'm going to turn off the visibility for all of these objects, including the hand like that. And now you can see that we still have to add these numbers and also these different lines . Okay, so I'm going to start with the lines on to do that. I'm going to create a new cube. I'm going to shrink it down, and then I'm going to create on the ray object. And now let's go to the different views So you can see what these every object us. And now I'm going to place this cube inside of these are a object as a Children like. So now what? You're going to see this object get duplicated multiple times in a circle, But the circle is not on the orientation that we want it. So we wanted to be on these orientation. So we're going to fix that on the way we fix That is by coming to the array object when we have to go to the coordinates stop. And here we have to change the rotation values so you can see that if I change their attention values for H you can see that this is going to Spain these way, and that's not what we want. So I'm going to take this back to zero. Now, if we modify this second option, you can see that it is going to rotate these other way. And this is the way that we wanted to rotate. So we're going to use 90 degrees for these one like that. And now if we go to the front view, you can see that now. These different cubes are in a circle and they are in the orientation that we need him. So I'm going to select this array object. I'm going to move it down over here, and then I'm going to select the array object again so I can see their properties. I'm going to go to the object tap, and I'm going to reduce the radius so these cubes are going to get closer to the center, so that's reduced the radius. And to get closer on, let's reduce the radius even more. I think so. Okay, now I'm going to select the object that is being duplicated. And as you can see, we have this Neil that's here, the orange that's on. That is because we still have a primitive. This cube is still a primitive. We haven't made it creditable. So that means that we have these handles and with these hands we can change the shape off the cube. So I'm just going to reduce it to make it thinner, similar to the ones that we have in our reference image. I'm also going to modify it this other way. So it is shorter again, similar to what we have in the reference image Next. So I'm going to have to modify again the radius like So Okay, now let's go to the perspective. You And as you can see, we need to select the Cuba again. Andi, make it Sener these other way like that. Now, if you cannot see these, that's or if you want to see the Arena Cube, all you have to do is to turn off theory, object for a second, and this way you are going to be able to see the original object that you're duplicating using the array object. And when you turn it back on, you're going to see the copies. So if you want to modify it but seed, you have to turn it off, okay? No, As you can see, this is not the same number off lines that we have in the reference image. So I have to make more copies to do that. I'm going to select the array object. I'm going to go to the copies. I'm going to increase the number of copies. So for these, 11 is going to work. Perfect. I'm going to go back to the perspective, you And now I'm going to turn back on their disability for this object. So, as you can see now, these cubes are where they have to be, but they don't have the same angle. Ask these object. As you can see, this object is at an angle, and we want to have the same angle for these different cubes. So to change that, I'm going to first make this cube creditable like that and making sure that it is selected . I'm going to rotate it, but you can see that it is not moving. So I'm just going to select all of the points that create this cube. And now, as you can see, if I select the point and rotate the points, the copies are going to rotate as well. So I'm just going to make sure that they are at the same angle. Thanks. So and I'm going to select the every object, and I'm going to move it next. So let me check That's and see that everything is OK and this looks like it is okay. I'm just going to select it again, and I'm going to make it just a little bit larger. So I'm going to take these points here, and I'm going to move him just a little bit like that. Okay, go to the same with these other ones because I wanted to be all the way down here. As you can see, they're sick up. I don't want that gap, so I'm just going to move this points just a little bit. And now we don't have that gap anymore. Perfect. Now let me go back to the front of you. Let me turn back off the visibility for this object. Okay? And now this is complete. But as you can see, we have to delete this one. Because here we have to place the number 60. These were also and also these one here. So to do that, we first have to make creditable. These are a object. But before doing that, I'm going to do a few things for civil. I'm going to make a copy of these one because it is set up on. I can now just duplicate it and place it over here, and then we're here. So I want to have a working copy. So I'm just going to make a copy here, hide the disability for these one, and I'm going to work on the copy. And then I'm going to select the array object, and I'm going to make it inevitable like that. Now, when I make it inevitable, you can see that now, each of these different cubes he is a separate object. So now I can go to the object mode, select the ones that I don't need, like this one and delete them like that on like that. Okay, that's going to be good. I'm going to select this object, and I want to have These are a group at exactly the same position as I have the circle here . So I'm going to select this one. I'm going to make it to peaceable, going to take it out of this group. I'm going to go to the object mode, and I'm going to make sure that both of these objects are on the same position on this axis . So, as you can see, I can copy the value for the white access. I'm just going to copy it. I'm going to select this other object. I'm going to paste the value for the white access that I copied from these other object. I'm going to based any here like that. Unless you're going to see, we had it a little bit off. So now it is working properly. Thanks. So let me go back to the perspective. You to see that these doesn't affect anything that we have done. I'm going to place these back inside here, and as you can see, this is going to work perfectly. Now I can select all of these different objects. And since I don't want to have to money objects, I can just right click and select the option connect objects class, deal it like So we're going to delete these group because I don't need it. And I'm going to rename these object like that And since the cease a new group now I can take advantage of that going to use the last of selection to I'm going to go to the point mode. I'm going to select all of the point on the outside like that and I'm going to get closer here. You can see that We need to modify these a little bit, so this doesn't end here, So I'm going to use this cultural and scale them out a little bit like that. So now we don't have that problem anymore. And that problem was created when we modified the position for these lines. So that's what created that cap there. But now it's OK and we are ready to go. Let me go back over here. Let me turn off the visibility for this one. Make sure that everything is OK. They are all in their correct position. I know I can't turn back on the visibility for the rest of the object. Thanks. So and I can make a quick render. And that's all for this lesson. I hope that you liked it, and I will see you in the next lesson. 18. Modeling the circles - Part 4: Hello, glass. And welcome back in this lesson. We're going to continue adding details to the interior off the watch, so let's start. Okay, So this is what we have so far. Now, let me go to the front view to show you what we're going to be making in this lesson. Andi, let me hide the visibility for all of these objects so we can see the reference image and we're going to make these different numbers here. So to do that, I'm going to start by creating a text object. So I'm going to come over here and I'm going to create a new text object like that. Okay, I'm going to select it, and I'm going to come to their different properties. And I'm going to change the alignment to middle like that. I'm going to reduce the hate to something around 20 going to get closer here and now I'm going to create a new extra object like that, and I'm going to make these object a child of the extra object. I think so. Perfect. Now I'm going to select the text, and I'm going to change the stakes to 60 which is the number that we have here. I'm going to type 60 like that. And now you can see that if I move these one down, all right, here, you can see that the front is completely different. So these numbers don't look like the ones that we have in our reference image. So I'm going to change the front. I'm going to select the text object, and I'm going to change these fund. Now, I'm going to use this fund called Mural like that, and you can see that this fund looks closer to the fund that we have in our reference image . It is not exactly the same, but it is close enough, so we can just modify it a little bit. And we're going to get something similar to the fund that we have in our reference image. Now, you may not have this front installed in your computer, so I'm going to recommend you to go to a website called the Font that come. And there you will find this front on you will be able to download it for free, every safe refund. You can download it and install it. And you can use these funds for this project. Okay, so now that you have installed that fund, I'm going to place these back here like that. Now, as you can see, I have to place other numbers over here, and I can do that in different ways. First of all, I'm going to select this extra object that I'm going to make it smaller like that so we can do that in different ways. Like I said, one way used to select these objects, make a copy of this object moving over here, rotated like that and place it into precision. Thanks So and just changed the 60 to 40. And that could work. But it is not going to be very precise. So I went these numbers to be placed at a precise precision. So to do that, we can do a trick, and that's ah, we're going to create a new no object. And we have to place these no object right in the center of these circle here like this and to make sure that this is on the exact position that we want it. I'm just going to come to my different objects that we created before I'm going to use the terrorists which I'm going to place it over here, which is this object I'm going to rename it. I'm just going to call it circle for now. So now this is the object that we have to make sure that reasonable object is a line with. You can see it is a little bit off so we can move it here, but to make it easier, I'm just going to select this object like we did before. Make sure that we are on the object mode. Go to the coordinates top. Copy this Coordinate for the white access. I'm just going to cop it. I'm going to select my no object and I'm going to paste that number right here on the Y axis. And you will notice that this object that we have here is going to jump right into position . I'm just going to select it, based the position for the white access here and click enter. And as you're going to see now, this no object is perfectly aligned with the circle object. They are on the exact same position. So now if I place the numbers that we created, I place it here. Now I can select this No object. And if I rotate additional object, you can see that it is going to rotate around that circle. So wherever we place it, it's going to be perfectly align and we will not have to be playing around with the precision and rotation. It's going to be much more easier. Okay, so I'm going to take this circle back inside here. We don't need it for now, so it is going to be the number. Now I'm going to make a copy of this number. He's going to rename these 2 60 This other one is going to be 40 and it is going to be 40 on the left. Going to make another copy is going to be 40. And it's going to be the one on the right like that. Perfect. Now you can see that I can select these 40 that we have to place on the left. I'm going to just rotate it like so 120 degrees. I'm going to select this other one and rotated like so perfect. Now I'm going to select the text object and I'm going to change these from 60 to 40. I'm going to do the same with this one? I think so. Now let me turn back on their visibility for this circle. Let me go into the perspective. You and you can see that we have to rotate this a little bit. So I'm going to go to the 60. I'm going to like this object. I'm going to rotate it just a little bit. 20 degrees may do it. Maybe a little bit less. I'm going to move it inside a little like that and down a little, just a little bit, like so that's going to work. Now I'm going to select the extra object. I'm going to add some caps here. You can see that this looks very sharp. And you're gonna also see that this has more depth than we need. So I'm just going to make sure that the extra object me selected, I'm going to go to object. And here I'm going to reduce these number tomb something around six. You can see that it is going to work much better. I'm going to like the extra subject again. I'm going to go to the cap stab, and here I'm going to change the stark up to a fillet cap on also the and cap like that. And I'm just going to change the steps to three also here and the radios going to use a much mother radios like 0.5 and also for these 1.5 next. So let me see how this looks. As you can see Now, these looks much better than before going to get closer again, much like this object moving just a little bit more outside. Thanks. So like that. And I think that it is still a little bit too big. So I'm going to reduce the radius 2.2. Now, you can see that these looks much better now. Perfect. Now I don't want to do the same modifications that I did too. These went and also these one. So I'm going to do something easier that's going to be to delete this too. And since I have these one set up already, I'm just going to copy and paste it. I'm going to rename it again. 40 lift. Copy it again. And this one's going to be 40 right? Like that, I'm going to rotate these one. If I remember correctly with irritated it 120 degrees. So 1 20 and these other one 1 20 Like so. Okay, I rotated the wrong one. Have to rotate these one. Entertainment 1 20 and I have to change the number 2 40 And also for this one, it has to be 40. I think so. And as you're going to see now, these are at the correct angle. They have the filet caps on and they look nice. Let me bring back the receiver leader for off the objects. Let me see how these looks. Let me make a quick render. And as you can see, these looks beautiful. Okay, let me go back to the front view. I'm going to hide the visibility for all of these objects again, including for the circle. And now I can modify these numbers so they look closer to what we have in the picture. But before doing that, I'm going to select these object French, create a new metal object. I'm just going to copy the value for the white axis for the position of the white access. So I'm going to make sure that I am on the object mode going to copy these value and I'm going to apply it to these null object. I'm going to paste it in here on a plate. So now these new new object is on the exact same position as these objects. And I'm going to do that to place all of this inside of these little object on that is because when I moved these objects when I copy, these objects are moving over here. I want them to be ready to go. I don't want to do all the stuff that we did before here. I don't want to repeat that over here. And remember that we had these array object before for these lines. And as you remember, this is not on the correct place for wise. I'm going to select it as well and paste these number here. I think so. So we're going to do that as well. Andi, I'm going to create the snow is going to be the norm for the sickle because I want to have all of the objects that make this circle inside only one group so I can select the whole group on Move it to these two sides here. I'm going to select this circle placing in here like that. And this one will have its own subdivision surface. I think so. Okay. And also, the array object is going to be inside here. I'm just going to turn off their is really? For this one for a second. I'm just going to make sure that these is the correct size. Let me select the point. It's points. Here, let me see. You can see that we have a gap. I'm just going to move this a little bit, so we don't have that gap anymore. Okay, that's going to be good. I'm going to turn off the visibility for this one like that. So all I'm doing right now is to prepare everything. So when I finish this circle here, I can just make a copy of the circle the full circle that contains all of the objects that we need. And I can move that Cappie, place it over here and you will see that we have everything set up. And all we will have to do is to change the numbers, change some of the lines and we're going to be ready. That's going to be complete. We will not have to repeat everything we did over here. So that's just to save some work. I'm going to delete this one for now, and I'm going to hide. These are a object, okay? And now let's go back to our numbers. So these are the numbers that we have, but I'm going to modify these numbers. So before doing that, before I convert him to edible objects Andi, I'm going to make a copy of these ones because, like I said, I'm going to be using them for for these other circles. And as you can see, these circles have different numbers. I want to preserve the numbers with the text object that I can edit easily. And I'm going to do that by making a copy. So I'm just going to copy and paste these ones. Place him back in here. These ones are going to be the ones that were going to Eddie. I'm going to turn off the visibility for those and I'm going to come back here, turn off the visibility for the circle object like that, and that I can select these next object. I can turn off the extra object for a second so we can see these much easier on with these text object selected. I'm going to make it eligible, and I'm going to go to the point mode. And as you can see now we can modify the points that make these object. I'm going to select all of the points for the zero. In fact, I'm going to select them all. I'm going to scale them out, like so I'm not going to move him into place or they match the numbers that we have behind because we're really much that with the circle that we have here with these circle here. So if I move, it isn't going too much anymore. So I'm just going to worry about the thickness of these numbers. Okay, that's going to be good. I'm going to come over here to the number 14. I'm going to do the same. Select this object. I'm going to turn out for a second the extra object, select the text object. I'm going to make it irritable. I'm going to select all of these different points and scale it this way. I'm going to scale it 140%. I think that and I'm doing that so I cannot play the same amount over here, So I'm going to come over here, select these one, make it edit herbal. I'm going to select all of these points, and I'm going to scale them. Remember this time? 140% like that. Now, remember that you can change the orientation of these axes my coming over here. So make sure that you are on the object mode so you can't scaly only these way. Because if not, you will not be able to Scalise properly. Kate remembered that we talked about that before. Okay, Now let me turn back everything on. And so these one And also that this really for the sequel. Okay. And this is going to be our circle circle at the bottom on. I also have to place these lines instead of these circle. Don't forget about the lines. All right, so now I'm just going to turn everything back on. I'm going to make a quick render, and as you can see now, the circle is complete, and that's all for this lesson. I hope that you liked it, and I will see you in the next lesson. 19. Modeling the circles - Part 5: Hello, glass. And welcome back in this lesson. We're going to continue adding details to the interior off the watch. So let's start. Okay, So this is what we have so far. And now I'm going to create the other two circles that we have to place in the interior off the watch. And now this is going to be much easier than the circle that we did before because we have everything set up already. And I'm going to go to the front view. I'm going to make a copy of the circle. Just come and C Command V. I'm going to place it right over here. Make sure that it is at the correct place on to make sure I'm going to come to the perspective. You just make sure that it is where it has to be. It looks like it is. I don't see anything wrong. I think so. And now I'm going to make another copy. Is going to be a sickle on the right. I'm going to make a copy of the circle. I'm going to movie to the left like that, but to make sure that this is on the correct position, I'm just going to select it. I'm going to go to the object mode and I'm going to invert the value for the X axis on the way I do. It is just by adding a minus sign like that and now it is going to be on the other side. Perfect. Now let me go back to the front view because we still have to modify some small details. I'm going to turn off the visibility for all of these. Also this one, because this one is complete going to turn after recently for this one. We don't have to worry about that, that one. I'm going to start with this one, and I'm going to begin by deleting these numbers that I don't need. And I'm going to turn out the visibility for the circle so we can see what's behind on. And we also had to move the hand. So we're going to do that later, which is going to make a copy of the hand. Another one, And I'm just going to hide him for now because I forgot to include him within the circle. But we're going to fix that very easily. Okay, Now let's go back to this circle here, The one on the right, and I'm going to start with the lines. We don't need these lines. I'm going to lead them. And now I'm going to use this array object. Turn it on. I'm going to make sure that these lines are the same as these lines that we have over here . So I'm going to increase the number until it matches with the ones that we have here. You can see that eat much is I'm going to turn it off for a second. As you can see, we have some big lens and some smaller lines. So I'm going to start with the big ones on to do that. I'm going to make another copy of thes one. I'm going to turn it back on on this time. I'm just going to worry about these big lines here, so I'm going to have to reduce the number of copies like that. So now you can see that now the big lines have to be here. Here, here, here, here and here. If I hide dues, you can see that this is where they have to be Now. That's where we have him. Okay, I'm just going to leave this these and this other one, because there we have numbers. So I'm going to make these creditable. I'm going to select these ones that we don't need. I'm going to delete them. So then we have the big ones. Now, I need to do the same for the small ones. So I'm going to select these other array object. I'm going to turn the visibility on, and I'm going to have to shrink down the Cube. I'm just going to make sure that I can see how big this has to be. Okay, I'm going to go to the perspective year. I'm going to turn back on the disability for the circle so I can see what I'm doing. I'm going to select the points that make this cube. I'm going to shrink it down like that, perhaps a little bit more. Thanks. So and also these other ones, I think we have to shrink him them even more. I think so. Now you can see that we have some bigger lines and some smaller lines, and that's what we need. Okay. I like it. Looks good. I'm just going to money fight this once. You? I think a I already did. I was going to make it a little bit larger. Okay, that's going to work. That looks nice. Okay, Going to come back here. I'm going to hide the visibility for the circle. I'm going to make thes creditable. I'm going to make sure that I delete the ones that I don't need. This case is going to be thes one. This one over here. Give me Turn off the visually for the larger ones. So this one is large. This one has a number. I don't need it. This one has a number. This one is large, and this one over here is large as well. I believe with me. Turn back around their visibility for the other ones. Yes, it is large. So I'm going to the lead. The small one. Okay, let me turn back individually before this one's. As you can see now they are the way they have to be. Let me turn back on the visibility for the circle to see how this looks. And now all they have to do is to place the different numbers on. That's going to be really easy because we already have these set up. So I'm just going to hi defensively for de siecle, so we can see the numbers. I'm going to turn on the visibility for this one, Mr. Which one is? I'm going to go to my reference images to see what number we have to place there it is a 30 20 and 10. So 30 at the top 10 and 20. So everyone has to be 30. I'm going to place 30 here 10 and 20. I'm going to select. He's one. Let me seems one has to be 20. I'm going to change these 2 20 on the other one is going to be 10. Now, you can see that these numbers have to be much smaller. So I'm going to go to the point of view, going to make these creditable and let me see. These is at 13. I'm going to start with these one that I can see. It's going to be these one. I'm going to make it creditable, going to select all of these numbers. And this time I'm going to shrink him down. But instead of these this way, I'm going to shrink him down this way to 90 or 80%. Eventually. With that 80% I'm going to do the same with these one. Make it inevitable, select other points and shrink it down to 80%. And this one as well. Select all the points, shrink it down to 80%. I'm going to turn back on the visibility for the different extra objects. Come back to the perspective, you and see how this looks. Let me turn back under visibility for the circle and also for de siecle at the bottom. You can see that this looks really, really good. So all we have to do now is to modify the circle on the left on. That's what we're going to do now. Let's come back over here. Let me hide the circle on the left. Do you have to add 12 96 and three. So I'm going to do this Same when it's going to be the one on the left. I'm going to turn it on and turn out the visibility for these circle now for the lines. I'm going to delete them as well. Country. Turn on the every object and you can see that the size and position of these objects. It's okay. So I'm just going to make it creditable. I'm going to go to the object mode, select the ones that I don't need, which are the ones that are overlapping with these numbers. So it is going to be these one, these one. I'm going to turn out there recently for the numbers so we don't get confused. So I'm worrying about these numbers here in the image. So I don't need this one here, and I don't need these one here either. Okay. Perfect. Now these lines are OK. We're going to change these feelings and that. Will we have to worry about R and D numbers, so we don't need these numbers here. We need these at the bottom. So this is going to be 12 on. You can see that they are a different position, so I'm going to delete these two. I'm going to make a copy of these one. We're going to rotate it 90 degrees. I'm going to make another copy, rotated 90 degrees, make another copy, rotated 90 degrees like so. So he's going to be 12. I'm just going to select this, Change it to 12 like that. I'm gonna make it inevitable. I'm going to select the different points, and I'm going to shrink it down to 80%. I'm going to go to these one, which has to be three. I think that make it creditable. So, like all the points and shrink it down to 80%. Now, these one make it edit table before I have to change the number. Okay. Now, with these number, I'm going to make it inevitable. I'm going to select all the points. I'm going to reduce it to 80%. I'm going to the same here. It's going to be nine selected. Change these 29 Make it creditable. We just elect all these points, shrink it down 20%. Now, I'm going to turn on the extra object for all of these different numbers in turn into 12. You choose to use one, and I'm going to turn on the visibility for the circle. Okay? And as you can see now, this was much easier because we had done all of the job over here, and we only had to modify just a few things. So now all of these circles are done. The only thing that is not done is the hand that has to be our here. So this hand has to be on circle. Let me close things down. Single at the bottom. This is the hand like that. And this has to be inside of these as well. I'm going to group these like that. Okay. Now going to select this hand. I'm going to move it over here, and this other one has to be over here. Let me turn to basically are around here. Okay, So now, to make things easier, I'm just going to select this object here, and I'm going to copy the values for X. And why So for X it's going to be These went. I'm going to copy. Paste it in here. Thank God. Then again, for why, on going to pace to in here, we change the display mode. You can see that this use perfectly centered connect death. I'm going to the same over here. I'm going to select this object computed value for X on pasty in here and copy the value for why, On pasted in here like that. Let's check that everything he's perfectly aligned and it is you can see. So they have to do now is to place this hands inside their own groups. So there's going to be the circle on the right. This is the hand on the right. I'm going to place it here. Group these So both of these objects are affected by this subdivision surface. You want to rename this circle and hint. Thanks. So lanes small. I'm big. Okay, this is 30 is when he's 20. Did you understand? Okay, so now they seize properly named It's going to selected. I'm moving over here going to make sure that this is properly named Andi. I don't need any of these anymore, so I can t leave them. So it's going to be the circle and hand. You can copy these pasted in here. I don't need these anymore. 60 40 on 14 can clothes. The's one And now they have to do is to when you fight these one. I was going to be trouble. This one's going to be three, six and nine. I'm going to place the hand inside here, group it and plays a circle insight. So it's going to be single and hand copy these basin in here. Okay, Now all of these is properly organized, as you can see, like so. So I have the relics is going to be in the body. I think that I can turn it on and see how this looks. I'm going to make a quick render, and as you can see now, these looks beautiful. And before wrapping up these class, I'm just going to select the hand on going to rotate it just a little bit going through the same with these other one and also with these one. Thanks. So? So it looks more random. Now, let me make a quick render. And as you can see, this looks really nice. Now, it is a little bit hard to notice all of these details right now because they all have the same texture. But when we apply different textures and different materials to each of these elements, we're going to be able to see all of those details, and that's going to make this project look really, really good. And that's all for this lesson. I hope that you liked it, and I hope that you learned something useful and I will see you in the following lesson. 20. Adding the text details: Hello, class. And welcome back in this lesson. We're going to continue modeling some details to the interior off the what? So let's start. Okay, so this is what we have so far. Now I'm going to go to the front, You and I'm going to organize all of these objects, so I'm going to create annual object. Then I'm going to duplicate it. I'm going to name these relics, and this one is going to be for this circles. Now I'm going to select these different groups. Where have they? Different circles. And I'm going to place them inside of this group. And now I'm going to select these two objects and place them inside of these relics group. Now, as you can see, everything looks much better and much cleaner. Okay, Now let me turn off the visibility for these objects and let me get closer here because this is a text that we're going to be making. So I'm going to create a new text object. I'm going to change the alignment to middle. Now I'm going to create an extra object and I'm going to place this text object inside like so, and I can select in this object and shrink it down and I'm going to move it like that and I'm going to shrink it down a little bit more. I'm going to select the text object and I'm going to change the text. I'm going to type Rolex now. As you can see, the frontal we're using is different from the front that we have in our reference image. So I'm going to have to change this fund. I'm going to select the text object I'm going to go to fund. And for these I'm going to use a fund called Calisto Empty. As you can see, this fund looks much similar to the one that we have in our reference image. It is not exactly the same front. But don't worry. If you are working for a client, the client will tell you which front they are using. And sometimes the claim even provides you with the front. So this shouldn't be a problem. And for now we're just going to use a front that is close enough to the front off our reference image. I'm going to select this fund. I'm going to change the horizontal spacing because you can see that We need to have more space between each of these letters. I'm going to increase the horizontal spacing. Maybe 1.5. Okay, I'm going to reduce it to 1.2. Okay, that's going to work. And now I'm going to duplicate this object. I'm going to move it down. I'm going to type these text, so I'm going to select the text object, and time did text here. I'm going to select it and move it back into place. And if you're going to see, I have to shrink it down like that, and I'm going to move it into place. Now, As you can see, we're going to have to modify this text. But we're going to do that later. For now, I just want to have all of all of this text where they have to be. I'm going to duplicate this group. I'm going to move it down, and I'm going to type these text here, someone just like the text object and type it here. I'm going to move it into position and shrink it down like that. I'm going to make another copy and move it down. I'm going to select the text object, and I'm going to type what I have here. I'm going to move thes up and I'm going to make another copy. Move it them and type B taste here. I'm going to select it and scale it out like that. Okay, Now I'm going to add some caps. I'm going to select this object I'm going to go to Cap. I'm going to use their fill a cup like that. I'm going to add three steps and for the radius, I'm going to use 0.2. Okay, let me go to the perspective. You to see how this looks just to make sure that this is what I need and I think it looks OK, So I'm going to something similar to the rest of these extra objects. So let me see. I have 0.2. I'm just going to copy these value here. I'm going to So like all of these objects, I'm going to play a fairly cap to all of these objects at the same time, I'm going to add three steps on also here. I'm going to paste the value that I cap it here. Okay, as you can see, that all of these different objects have that same effect. Okay, Perfect. No limits. And like them all, I'm going to go to the object tap. And here I'm going to change the movement for see? I'm going to ask 10 maybe less like six. Okay, that's good. Now let me turn back on the visibility for this group, and now I can select all of these different objects. I'm going to move him so we can see him like that. That's going to look nice. I was going to select you Rolex one. I'm going to move it a little bit more like that. You're going to see these Looks nice. And now all they have to do is to come back to the front view. I'm going to hide all of these objects on. I'm going to modify these two different objects that, as you can see, I have to be different, so they have to be a little bit taller. So I'm going to select the text object. I'm going to make it creditable. I'm going to go to the point mode. I'm going to select all of these points. I'm going to use the skeletal to scale everything up. I'm going to move him up and make sure that these are the correct size. Like so I'm going to the same with this text at the bottom. So I'm going to select it. I'm going to make it creditable. I'm going to select all of the points. I'm going to scale it a little bit and move the points. So they are on the correct place like that. Maybe a little bit less. Thanks. So okay, then you come back to the perspective. You and turned back on their visibility for everything. And I'm just checking that I don't have any typos. It looks like we're okay. Let me make a quick render to see how this looks. I like it. So now I'm going to great eight. Another No object. I'm going to move it up. I'm going to place all of these different excellent objects inside of this group. And I'm going to rename these two text like that on I complacent inside of thes Rolex group like that. Let me make another quick render and see how this looks. And that's all for this lesson. Thanks for watching. And I will see you in the next lesson. 21. Modeling the Rolex logo: Hello, Glass. And welcome back in this lesson. We're going to continue creating the details for the interior off the watch. So let's start. Okay, so in this class, we're going to create the logo. So let me start by going to the front view. I'm going to hide the visibility for this group, and now I'm going to create these logo here. So I'm going to start by creating a new disk. I'm going to move it up and I'm going to rotate it 90 degrees. That debt, I'm going to have to shrink it down like this. And now I'm just going to select it and change the rotation segments. I'm also going to the Christie. This segment I'm going to use only two. I'm going to make thes inevitable like that. Now I'm going to select the particles in the middle. I'm going to delete them because we don't need them like that. Perfect. Now I'm going to go to the point mode. I'm going to select all of these different points. I'm going to scale them out these way. I think so. So this is going to be the base for our local now. I'm going to use the loop selection tool to select all of these different points in the middle. And I'm going to scale them out like this, and then I'm going to scale them down my debt. Now, let me make sure that this looks the same way as the reference image look similar. But to make these easier, I'm going to select it. I'm going to turn on the X ray option so I can see what's behind. And now I'm going to select these points at the bottom. I'm going to move him like that, Okay? No, I'm going to select these other points. John Mullan, I'm going to move this down a little like that, Okay? Now I'm going to move these two to the science. And to do that, I'm going to use this cultural, and I'm going to kill him out. I think that and also these other ones, I'm just going to scale them out a little bit like that. Okay, so this is going to be the base for the logo, and I think it looks OK. And now, as you can see, these local these symmetrical so we can only make one side on then reflected onto the other side. But to do that first, I'm going to modify the reference image because, as you can see, it is not perfectly aligned in the center. So I'm just going to go to my report settings so I can come over here to mode. I'm going to go to my view settings. I'm going to go to the back and I'm going to have to move these on the X axis. So I'm going to select the offset forex and move it maybe 0.7 or even 0.8. I mean, 0.6 like that, that's going to look much better. That was You're going to see these a line in the center, and I can come back here and modify these points a little bit more like that. Now, Like I said, I'm going to just make half off this level and then reflected to the other side. I'm going to select all of the points on the left, delete them, Andi, I can create a new see metal object. I'm going to make sure that the symmetry object is up here, and then I'm going to make thes a child of the symmetry object. So now whatever changes we make on this, I are going to be reflected onto the other side. Okay, Now let me select these edges here. I'm going to de select this one, and I'm going to make a small extradition like this, and then I'm going to use the skeletal. I'm going to scale them down so they look a little bit more flat. I'm going to move these edges. I think so. Okay, Now I'm going to go to the point mode, and I'm going to move some of these points around. So these one has to be over here going to move these one as well. This one is going to be right in between these two different lines. It's got to be about here. This one has to be in between these two lines here like that. Okay, this looks better now. Thanks. So now I'm going to select this edge here, and I'm going to make a small extradition like that. I'm going to make sure that this point here is right on zero for the X axis. Andi, I'm going to select these two points and move them up like that. And now I can select this point and get closer to the other one. Like debts. Okay, this is looking it. Now, let's do the same. At this time with these two edges, I'm going to make a small extrusion. Then I'm going to select these edges and move him up here like that. And now I can kill them down to get the shape that I need. Like that. And now, finally, I'm going to do the same with these other two anges. I'm going to move him over here, kill them down so I can get the shape that I need. Now, As you can see, these looks really good. And now, to make these round areas, I'm going to create a new disk. I'm going to move it up. I'm going to rotate it 90 degrees, scale it down to the correct size, which is going to be about There may be a little bigger. Thanks. So and then I'm going to modify it. I'm going to reduce the segments to only three on the rotation segments to 24. I think so. Then I'm going to make it creditable. I think so. I'm going to go to the object mode. Andi, make two copies of this disc like that. One copy is going to be for this one. I'm going to place it here. I'm just going to have to shrink it down a little like that. I'm going to rotate it. So what I want is for this line here to meet with this other line here and this one with this one. And these went with this other one. So that's going to be easy like that. Going to scale it out a little bit? I think so. And finally, these other disk. I'm going to place it over here. I'm going to have to shrink it down, and I'm just going to rotate it a little bit. Like so. Okay, this looks nice. Okay, So I'm going to select this disc. I'm going to delete all of these points on the left like that. And now I'm going to do the connection. So I'm going to make all of these into only one object. Select the option, connect objects blasted, lit. And now we have only these half. So I'm going to make these. I'm going to make this a child of the symmetry object like So Okay, now I'm going to go closer here. I'm making sure that I am on the point mode. I'm going to like this two points. I'm going to use the well, too to well, them together. Then these two like that. I'm going to the same with these other points. I'm just selecting them and using the well too. I am welding them together. And finally, these other ones something going to select these two points Well, them together, these two Well, them together. And also these two will them together like that. And now I can select the symmetry object and make it eligible like that. This is looking good. I'm going to take this outside the symmetry and to lead this one because we don't need it. Now I'm going to select all of the's different parliaments, and I'm going to use the extra tool, and I'm going to make a small extradition like this. I'm going to make sure that the create caps option is on so I can have these caps on the back like Dent. I'm going to make sure that everything is looking OK. And now I'm going to go to the Taliban mode. I'm going to use the selection tool. I'm going to select all of these different polygons here in the middle. I'm going to use their move toe to move them out, and then I'm going to grow the selection and move him a little bit more. So what I'm trying to do here is to get these rounded. So I think I'm going to have to move him a little bit more like that. And then I'm going to select only the ones in the middle and move on just a little bit more . Thanks. So I'm going to create a subdivision surface, and I'm going to apply it to these object to see how this looks. As you can see, we have a problem here, but we can fix that very easily. So the problem is that we don't have these points here in the middle connected Onda. We also have these Palin's that we shouldn't have here. I'm going to like this polygons here in the middle. We're going to delete them. Thanks. So and then I'm just going to connect these two points here using the well toe and these ones in the back. I'll start using the well toe. And now if I apply the subdivision surface, you will see that we don't have that problem anymore. Now I can check that their own this of these circles looks nice. Okay, Now I'm going to select this object, and I'm going to make a few cats in here, so this doesn't look this way over here, so I'm going to use the edge mode. I'm going to use the ring selection to I'm going to select all of these different edges and now using the edge cat too. I'm going to make a few cats here I'm going to use for Let's see how this looks. Now you can see that these looks much better, but I'm going to make another cat right down over here. Like so. Another one over here. Another one here, another one here and another one here. And I'm going to the same up here. It get one cat here, one here, here and finally one here. So you can see now these looks much better, But still, I need to add another cat right here. So I'm going to select this disc. I'm going to make a cat here and a mule. Like, so Perfect. Let me see. I'm going to add another cat here. So we don't have these agreed informations that we can see. I'm going to get rid of those just by cutting these edges in the middle like that. Okay, I like it. I'm going to move this a little bit so we can see these. Thanks. So let me see how these looks. Let me make a quick render. And as you can see, this looks really nice. And that's all for this lesson. I hope that you learn something useful and I will see you in the following lesson. 22. Modeling the numbers: Hello, Glass. And welcome back in this lesson. We're going to continue adding details to the interior off the watch, so let's start. Okay, So this is where we left in our previous lesson. And now we're going to add the numbers that go all around this watch. So I'm going to go to the front view, and I'm going to select the object, and I'm going to take it out of these subdivisions or face object, and they'll let this subdivision surface. I'm going to rename these two logo. I'm going to place this logo right in here. Okay. Perfect. Now I'm going to turn off the visibility for all of these objects, and now we're going to create these different numbers. So I'm going to create a new text object, and I'm also going to create a new extra object. Okay, so for the text object, I'm going to type down one like that. I'm going to change the front. We're going to use the mural font. I'm going to change the alignment as well to middle like that. And I'm going to take this text object and place it inside of this extra object. And I'm going to shrink it down like these. Now I'm going to move these object, but make sure that you move on Lee the text object. So don't select the extra object. Select only the text object and let's move it up like that. And now we're going to select these object and we're going to rotate it. And since we didn't move these object the axe is for this object is still here in the center. So that means that when we rotate it, it's going to rotate around the circle here. And that's what we went. So I'm going to rotate it like that. Then I'm going to select the number and I'm going to move it into place. And I'm going to scale it down like this. No, we're going to modify these numbers because you can see that they are similar. But they are not exactly the same as the ones that we have in our reference image. But for now, I'm just going to live like that. I'm going to rename these 21 I'm going to make a copy of thes. I'm going to name it, too, and I'm going to rotate it like that and I'm going to change these two to like, so I'm going to make another copy of these one. This one is going to be for I'm going to retain it and I'm going to change these 1 to 4. Okay? I'm going to make another copy. This one is going to be five. I'm going to rotate it and change these 25 like that, and we're going to the same for the rest of the numbers. So I'm just going to make a copy one more and two more like that. This one is going to be seven. This one is going to be eight. This one is going to be 10 of these. One is going to be 11 like that. Now, let's rotate this seven. Let's rotate the eight. Let's rotate the 10 and let's rotate the 11. Okay? And all I have to do is to change the numbers, so I'm going to start with seven. I'm going to change these 27 This one is going to be eight. This other one is going to be 10 on. The last one is going to be 11 like that. Okay, now we're going to modify these numbers. So I'm going to get closer here to the number one. I'm going to select the object. I'm going to make it irritable. I'm going to go to the point mode, select all of these points that make this number. I'm going to modify them. So I'm going to start by using this cultural. I'm going to scale it this way. Let's use 160% on Let me move it into place like so Now you can see that now it looks closer to the number that we have in the reference image, and I'm going to the same with the rest. So let's start with this 11. Let's make the text object creditable. Let's grab all of these points and use the skills to to scale this this way. Remember 160% like that. Now I'm going to the same with the rest of the objects. So these one, I'm going to make it inevitable, select all of the points and scaled these out 1 60% on Let's move it into place could make . So let's go with number eight. Make it creditable. Select all of the points on a scale it 160%. I think so. And I'm going to move these one like that. I'm going to skip the seven because as you can see, these is not even similar to the one that we have below. So I'm going to leave these one for the end. I'm going to continue with these number two. So remember, select the text object, make it creditable. Select all of these points Calvi's 160% and move these into place. Now let's do Number four. Select it, Make it creditable. Select All of the points was Calvi's 160%. And let's move these into place like that. Now let's do number five selected. Make it irritable. Select all of the points scanties 160% and move these points into place like that. As you can see, this looks really good. All they have to do now is to modify the seven. So let's elect these number seven. And as you can see, it is completely different from the one that we have behind in our reference image. So what I'm going to do is to turned this off for a second. I'm going to create a new number seven. So I'm going to use the pencil. I'm going to create it by hand, so I'm going to click here at another point here. Another point here. I'm going to add another one here, but this time I'm going to click and drag so we can get this handles. And as you can see, when we get this handles, this is going to create a cool. So I'm going to click and drag until we have the same car that we have in our reference image. Then I'm going to click shift and hold it on. As you can see, when I press shift, I can break this handle. I'm going to make sure that this handle is pointing to this direction, which is where the line has to continue. So I'm just going to make sure that these is pointing to this direction like that. I'm going to release shift and I can create a new point here. Now I'm going to go all this way to the other side. I'm going to do the same thing. I'm going to click and drag until we get this handles. And when the handle on the line are the way I want them. I'm going to press shift on hold. Break these little arrow here. This handle, make sure it is pointing this way, which is where we want to have the next point. So I'm going to make sure that this is pointing this way. Really shift. Create a new point here and close this plane right here where we started like that. So now this is going to be our number seven. And I'm just going to move this inside of this extra object where we have the seven. It's going to be seven. And now I'm going to turn on the disability for this text object so I can see these as a guide. I'm going to select the seven that we created. I'm going to select all of the points. I'm going to make sure that these points here start where the seven starts, which is going to be around there. You can see that now they start at the same position and I can select this point and make sure that they'll end where the seven ends, which is right over here. I'm just going to move it a little bit like that. And now I can delete these seven. I don't need it anymore. I think so. Now let me go to the perspective. You to see how these looks. And as you can see, this looks really good. Okay, so now let me go to the front view, and here I'm going to select all of the's different extra objects. I'm going to select them all. I'm going to go to the Caps tab and I'm going to add some filet caps. One for the start and one for the end. I'm going to add three steps and the radius. I'm going to use something like one. Let me see if that works. That looks good. Let me see that in the perspective. You okay? Let me reduce that 2.5. And I think that 0.5 is going to work much better. Okay, I like it. Now I'm going to create a new metal object. I'm going to rename these two numbers and I'm going to place all of these numbers inside. I'm going to place it inside of thes Rolex group. I'm going to turn on the disability for all of the objects. Now. All they have to do is to move this group to the front like that. It was You got to see, I have a problem here because these two objects are colliding, so I'm going to have to fix that. I'm just going to check that I don't have any other problems on it. Looks like these are there to problems that we have to solve. So I'm just going to go into these circles. I'm going to select these two circles. I'm going to move him down. Let's see if that fixes the problem. I'm not going to move him, so I'm going to move the numbers themselves. I'm going to select number two. I'm going to select all of this points, and I'm going to move him just a little bit. Just so this is not colliding anymore like that. I'm going to the same over here. This is going to be number 10. I'm going to select all of these points and moving next. So Okay, now, to make sure that it doesn't look bad, I'm going to undo that. Also, that too. I'm going to move all of these numbers, so I'm going to go to the front view. But first I'm going to check which one is wrong. If the numbers are give these circles here because if the circles are not right, we can modify these circles. So let me turn off the visibility for this for a second on, I'm going to turn on the disability only for the circles. As you can see, the circles are bigger. Then they should be. You can see if I turn this off, you can see that the circles are much bigger than they. Then they should be. So I'm going to do something really quickly. I'm going to select this circle. I'm going to scale it down. It's going to make sure that I see how much I'm scaling thes and is going to be around 1994%. So I have to do the same for this one. Skelley. Down to around 94%. I want to be as precise as I can. Okay, 93.99. That's around 94. I don't have to do the same for these one at the bottom. Let's let's make sure that this is at 94%. Okay, 94 0.1 that's going to be enough. Okay, Now let me turn back on their visibility for all of the elements. As you can see now, they are not colliding as much. Let me get closer here. They're not collecting any more. You can see there's a gap between the number and the circle. But now we have to fix this area at the bottom. So I'm going to go to these interior panel object. I'm going to select this point all of these points that make this circle, which is a home and with all of those points elected, just going to make sure that I am not selecting anything that I don't need to select because I don't want to mess around with points that I don't need to modify. So if you're gonna see, I have selected only the points that I need to modify. So now I'm going to Scalise down to something around 95% this time like that, Let me turn on the subdivision surface and let me see that everything is looking OK here in the perspective. You and as you can see now that is looking nice. So I'm going to have to do the same for these ones and these once as well. So let me come back over here to the front view. Let me select these interior panel again using the last of selection Tool. I'm going to select all of these different points that make these circular hole, and I'm going to scale these down to around 95%. Okay? And finally, I'm going to modify these ones at the bottom like that and scaled them down to something around 95% next. So okay, let me go back to the perspective. You, Andi, let me turn back on the visibility for everything and let me turn also back on the subdivision surface so we can see everything. And as you can see now, this panel looks really good and that we don't have these numbers colliding with these circles and the side east also. Okay, perfect. So as you can see, sometimes we get some small details or problems that we can solve very easily. Now, if I want to get these even better, I can come over here to the numbers. We're going to select a number 10. I can select these one, and I can move it even for their way from that circle, I can select all of these points and movement a little bit. Four days away from the circle. Thanks. So as you can see now, this looks much better. Okay? I like it. And the numbers look great as well. And that's all for this lesson. Thanks a lot for watching, and I will see you in the next lesson. 23. Modeling additional details: Hello, glass. And welcome back in this lesson. We're going to continue adding details to the interior off the watch, so let's start. All right, So this is where we left in our previous video. Now let me go to the front view. Okay? So I'm just going to close all of the's groups down on. I'm going to turn off the visibility for all of the's objects. And now you can see that we have to make these small squares here, So that's what we're going to do, and it's going to be really easy. So I'm going to start by creating a new cube. I'm going to rename these to detail. I'm going to shrink these down like this, and I'm going to create a no object place these inside of this. No object. I'm going to move it into position like that. I'm going to make these creditable and killed his out. So it matches the size of the object that we have here. And I'm going to create a new subdivision service object. Place this inside just to see how this is going to look. And now I'm going to select all of the edges of these square like that. Me Come to the perspective, you to see this better. I'm going to add some cats using the edge cut to I'm going to have three cats like that. I'm going to use the loop selection tool to select all of these edges. And with this cultural, I'm going to get him closer to this side's like that, and I'm going to the same. But this time, these other way. Now, let me just make sure that these edges are where they have to be. I'm just going to hide these for a second, and they have to be closer here even closer. Okay, let me move the whole thing a little bit. Okay. Now let's go back to the perspective. You I'm going to select now all of these other edges using their ring selection tool? I think so. Let's use the etch cattle again. Create three cats, used the lips election told to select all of these edges. Let's come and see where these edges have to be. Okay, perhaps a little more to the edges with this cube. Okay? I'm going to get him closer to the edges. And also these ones here like that. And now I'm going to select this polygons here in the middle. As you can see, I have to make a small extrusion. So I'm going to make a small extrusion. But as you can see, I have the create caps option on. So I have to turn this off so I can create a whole. And I'm going to move this back. I'm going to turn back on the subdivision surface, as you can see now, these looks better. I'm just going to at some lines here, some cat. So I'm going to create one cut here on a little here. I'm going to add another around here and another around here. Let's add the subdivision surface again. And now I'm going to add a few cats along these polygons here like that. Okay, I like it. I'm just going to make these polygons a little bit smaller and get him closer like that. Perfect. And I'm just going to add one cat right over here and another one here. Perfect. Let me come back to the perspective. You Let's make sure that this looks like we have in our reference image. Okay. Looks close enough. I'm just going to come back here. And I think we have to make these even smaller like that. I'm just going to select these edges here and also these ones, and I'm going to the solve them. So these polygons follow this line and I can create those edges again using the look at two like that. Okay, that's going to look nice. I'm going to select the whole object and scale it down a little bit like so. Now this looks better. I'm going to go back to the front view and see how this looks in comparison to the image that we have as a reference. You can see that this looks really close. Okay? And now I'm going to select these subdivisions surface. I'm going to make a copy. I'm based it. And now I'm going to rotate these subdivision surface. And since the axis of these subdivision surface is right in the middle, if I rotate these, you can see that it is going to follow the same path, the same circular shape. I'm going to make another copy and rotated as well. Like so I'm going to select this three objects and I'm going to take him out of the subdivisions, surface objects, and I can deliver these now because I don't need him. I'm going to take all of these three objects. I'm going to wreck. Click. I'm going to use the option. Connect objects plus delete. So these are now only one object. And now I'm just going to reset the axis. I'm going to select the object. Make sure I am on the object mode. Make sure that the access mode is selected and I'm going to reset these value for the Y axis 20 Now, our access is back in the middle. I'm going to turn off the axis mode. And as you can see now, our rotation axis is again in the middle off our document. Okay, let me go back to the perspective. You and I'm going to turn back on the disability for all of these objects. I'm going to make sure that the subject is what has to be next. So I'm going to place thes inside off thes group here, so the subdivision surface object is going to affect it like that. Let me make a quick render and let's see how these looks and As you can see, these looks beautiful and I like it. So that's all for this lesson. I hope that you learn something useful, and I will see you in the next lesson. 24. Modeling the hands - Part 1: Hello, class. And welcome back in this lesson. We're going to continue adding details to the interior off the watch and to be more specific, we're going to create the hands, so let's start. Okay, So this is where we left in our previous lesson. Now let me go to the front view and here I'm going to hide the visibility for all of these objects. And now we're going to create these hands. I'm going to start with the second hand, which is the red one, because it is the easiest one. So I'm going to start with this one. But before doing that, I want this hand to point these way. So I'm going to go to their view settings. I'm going to go to moment and select view settings, and here I'm going to make sure that I am on the blacktop. I'm going to increase the rotation value for these reference image. I'm just going to increase this like that. I'm just going to use 34 0.5. In these cases. It is a number that is going to work. And, as you can see now, our reference image, or at least the hand in our reference image is pointing the way we wanted to point. So now I'm going to create a new plane. I'm going to rename these to hand, and I'm going to make sure that these segments are said to only one like that. I'm going to rotate this object and shrink it down, and I'm going to make it creditable like that. Now I'm going to select all of these points. I'm going to make him theater so you can see that this is the object we're trying to make. So I'm going to get these even thinner, like so. And as you're going to see, we have a sickle here, so I'm going to start by creating that circle, we're going to go back to the real settings. I'm going to move these down these reference image. So the circle is a line. Okay, Now I'm going to select the H moat. I'm going to select these two edges. I'm going to use the cattle and make three cuts. Make sure that the upset is said to 50% on applied. No, I'm going to go to the point mode. I'm going to select these points, and in fact, I'm going to go to the edge mode. It's going to be much easier if I do this other way. I'm going to select these edges and make an extrusion like this. And then I'm going to select the skeletal and scale these down, make another small extrusion and scale these polygons sound like that. You're going to see we are creating a circle here and I'm going to do that once again, extrude and then scale this down like this and I'm going to grab on Lee these edges and these ones here and I'm going to kill them out a little bit more. And finally, I'm going to the same with these points like that. Now it looks OK, but just to make sure I'm going to add a disc, we're going to rotate it 90 degrees. I'm going to scale it down so I can see if I have to move some points around. I'm going to select my object again. I'm going to select all of these different point and also these ones here. I'm going. Just kill them out. So what I'm trying to do is to get this point colliding with the circle here and also these one colliding over here. These were collecting over here on these one collecting over there. So we're going to get a round shape. I'm going to do this again. But now with these other points, I'm going to scale them out. And finally, these other ones like that. Okay, that looks OK. I was going to grab these other points. I'm going to kill them out and get him closer together. This way. Maybe a little bit more like that. Now, I can delete these disk, as you can see that we have a sphere or a cynical. Okay, Now I'm going to select the object again. I'm going to go to the edge mode, going to select. I love these edges in the middle. I'm going to add a cat right in the middle, so I'm going to use the edge cattle. I'm going to add only one cat making sure that the offset is set to 50%. And I'm going to applied. Okay, Now I'm going to select these edges here. The two edges here. I'm going to make a small extrusion. I'm going to move it all the way up like that. Okay, And then I'm going to make another small extrusion like this, and I'm going to select these edges on the outside, and I'm going to make another extrusion. But this time of these other way like that, now I can go to the point mode and moving up like that. I'm going to live this one in the middle there, and I'm going to modify only these other points and move them down. And finally, these other two points, I'm going to move him down, and I'm going to scale them as well like that. Okay, that's going to work. Now I'm going to use the loop cattle, and I'm going to add one cat here, and I feel more these way like that. Okay, I'm going to get another cut here because I'm going to apply a subdivision surface and I'm going to add another cat right over here, okay? And then I'm going to select these edges here. I'm going to use the edge control, and I'm going to add this time I'm going to add six subdivisions and received that works. Okay, I think six is going to be enough. And now I'm going to select the edges of the bottom, and I'm going to make a small extrusion, take those new anges and move them down. And now I'm going to make another small extrusion like this. I'm going to select these edges, and I'm going to use the edge cattle and make three cuts like that. Now I'm going to select these points, and I'm going to kill them out. So I'm trying to make the shape the shape that we have here, So I'm just going to take those points has killed him out. And finally these ones here and I'm also going to scale them out like that. And I'm going to take this point at the bottom on, and I'm going to move it down like so I'm going to select all of these points, and I'm going to scale them out even more like that. Okay, so now we have the base for this hand. Let me go to the perspective. You and I'm going to place these object inside of these group that has thes subdivision surface like so. Andi, let me turn on the visibility for this one. Let's see how these looks. As you can see, these looks really good. I'm only going to add another cat here. I'm going to use the loop cattle and at a cat right here, Right there. Okay. I think I need to add another cat here, so I'm going to do that right here. Perfect. This looks very good. All right. Now I'm going to select all of the different polygons that make this object. I'm going to make an extrusion. Let's make sure that the create caps option Eastern on. Let me make the small extraction like that. And now I'm going to add They can't right in the middle of these polygons like So let's turn back on the subdivision surface object, and then she have these looks on. I think this looks very good and this hand is complete. So all they have to do now is to turn on the visibility for all of these objects. Select the hand and I'm going to move it into place like this because we have to have We're going to have two more hands below these hand. So it's going to be there, and we can move these later on if we need to. I'm just going to rotate it like these. All right, let me make a quick render. And as you can see, this looks very, very good. And that's all for this lesson. Thanks a lot for watching, and I will see you in the next lesson. 25. Modeling the hands - Part 2: Hello, class. And welcome back in this lesson. We're going to continue adding details to the interior off the watch, so let's start. Okay, So this is where we left in our previous lesson. Now let me go to the front view and here I'm going to turn off the visibility for all of these objects, including this hand here. I don't want to get in our way. And now we're going to model the's other two hands, the one for the hours and the one for the minutes. So before doing that, I'm going to change the rotation for our reference image. So I'm going to go to Mode and I'm going to go to Rio Settings. And here I'm going to reduce this angle of rotation, and I'm going to also reset the value for the offset off way like that. Okay, now we can start modeling these hands on. I'm going to do that by creating a new plane. I'm going to rotate it 90 degrees and I'm going to shrink it down like that. I'm going to select it on. I'm going to rename it and I'm also going to reduce thes segments. I'm going to use only two, and now I'm going to make thes creditable. Okay, Now I'm going to select these edges here. I'm going to make a small extrusion like that. I'm going to move him all the way up here, here, and I'm going to scale them down. Okay? I'm going to get closer again, and I'm going to make another small extrusion. I'm going to shrink it down as well. Thanks. So now I'm going to go down here. I'm going to select these two edges, and I'm going to the same. So I'm just going to make a small extrusion and move it into place like that. Perfect. Now I'm going to so like this object, I'm going to turn on the X ray option, and I'm going to make a cut here. You can see that these goals from black to white. So writing between these two colors, I'm going to make a cat's I'm going to use the look cattle. I'm going to make a cut here and another one here. Like so Okay. And now I'm going to go back to the perspective. You I'm going to go to the polygon mode and I'm going to select all of those polygons. I'm going to make a small extrusion. Make sure that the create caps option is on because we want to keep the caps in the back. I'm just going to make a small extrusion like this. All right, So let me turn off the X ray options so we can see this object better. Now I'm going to make a copy of thes object. I'm going to rename it to guide. And I'm going to turn off the disability for this object just for a second. And I'm going to select the edge mode. I'm going to select all of the edges in the middle that way. And now what I want to do is to give this hand some kind off triangular shape if we look at it this way So I'm going to move these edges up like these. You can see there's a triangle there. Okay, let me see that. This is the way I want it. Maybe a little bit less like that. Okay, that's going to work. But this is not going to be the hand. This is only a reference that we're going to use to create the hand So this is the guide. Now I'm going to select the hand object. I'm going to hide the guide for a second and turn on the visibility for the hand. Okay, Now I'm going to go to the parliament mode, and with these different parliaments elected, I'm going to make another extrusion. But this time I'm going to make sure that the create cups option is off because I don't want to create new camps. So I'm going to turn off the created caps option. I'm going to make another extrusion like this, but this time I'm going to turn on the visibility for the guide. And now I'm going to move these polygons up like this. But I want them to have this same triangular shape. So I'm going to use the skeletal and I'm going to kill him this way until they are the size that we need him to be. Thanks. So I'm going to move him down a little bit like that and I will have just killed him out a little bit. So they are the same shape as our guide like that. Okay, Perfect. Now let me hide these guide object for a second and I'm going to de select those polygons there like that. And now I'm going to make another extrusion again. Make sure that the create caps option for the extra tool is off, and I'm going to turn back on the visibility for our guide. Now, I'm going to take these polygons all the way to the top like this, and I'm going to scale them down like we did before. Like that. So I'm going to hide the guide. And as you can see now, the hand object is Has this shape. It has some kind of triangle here. So I'm going to place this inside off these group so we can affect it with this subdivision surface object. I'm going to make it visible, and I'm going to add a few cats, so I'm going to use the live cattle. I'm going to add a cat right over here. Another one here. Let's see that with a cell division surface. Okay, I'm going to select the hand again. I'm going to come down here and I'm going to add a few more cats. One here on a little one here, and I can add a cat here in the middle on this polygons that go all around and I'm going to the same over here. I'm going to add a cat right in the middle of these. Palin's like that now to make it look better. I'm going to select. I love these polygons. I'm going to get closer, and I'm going to add on in extrusion like so. And you can see that now, these looks much better. Okay, I'm going to the same over here. I'm going to select these polygons and I'm going to add and in their extradition like that , Okay, Now, as you can see, we need some more subdivisions here. So I'm going to select this hand object. I'm going to go to the edge mode. I'm going to select the ring selection toe. So, like all of these inches and using the edge catchall, I'm going to add four different cats like that. Okay, this looks better. All right. And now I'm going to so, like this Paladins here. I'm going to make a small extrusion. We make sure that I select also these politicians here. And also they saw the ones here. I'm going to make a small extrusion. I'm going to make it like that. Maybe not so much. A little less like that. That was You're going to see this looks much better. The me comma over here and I'm going to add a cat right here. Okay? And now I'm going to select all of these paragons in the back on to make that easier. I'm going to go to the side view, and I'm going to grab all of those part against in the back. I think so. Let me go back to the perspective. You I'm going to make another extrusion. Make sure that the create caps option is off like that. Let me turn back on the subdivision service to see how these looks, and I like it. I'm just going to at it cut here like that. Okay, I like it. Now let me see how this looks and let me turn on the visibility for the rest of the objects so we can see how these looks with all of those objects just going to grab these hand and I'm going to move it into place. Okay? I think we made a mistake because you can see that we did an extra this part against here. So I'm going to fix that. I'm going try and do this a few times, Okay? I'm going to go back to the Taliban mode. I'm going to make sure that I select under the polygons that I need to select. Let me go back to the perspective, you And now all of these parliaments are selected and I can make the extradition again. I'm just going to make sure that I have selected all of the policies that I need, and I'm going to make that extradition again. So when things like these happen, we can fix them very easily. So don't worry about making a few mistakes. Now, this is good. I'm going to turn on the subdivision surface to see how this looks. And again, this looks nice. I'm just going to have to do again the cat that I had done over here like that, and I'm going to add another cat here like that. And I haven't tried a few cats here like so perfect. This still looks funny. So I'm going to fix that. I'm going to move this polygons closer like that. Okay. All right. So now I'm going to turn back on their visibility for everything. Turn on the subdivision surface, select this object moving into place like that. And I think I have to shrink it down. Make it thinner. I'm going to make it thinner like this. All right, let's see how this looks. Let me make a quick render. And as you can see, these looks really good. Now, let me go back to the front view. Let me hide everything again. I'm going to select the hand object and I'm going to turn on the X ray action again. And as you can see here, we need to add some kind of circle here. So I'm going to select these paragons here just to make sure that I am selecting the correct ones. And the ones that I need to select are the ones on the side. So I'm going to select thes these and also these on the other side like that. Now I'm going to make a small extrusion like that and shrink it down. So I want to make a circle here, and to make this easier, I'm going to create a circle. I'm going to shrink it down. And this is going to be only a guide for the circle that we're going to make. Let me make sure that disease the correct size it has to be like this size. Okay? And now I'm going to go back to my hand, object with the spark and selected. I'm going to make sure that this parliaments are following the shape of the circle that we have and the background. We make it bigger like that. And now I can make another small extrusion like that and shrink it down this way. Another small extrusion and shouldn't get down. And I can select all of these points and these other ones and using the skeletal, I'm going to separate him a bit like that. Okay, let's see how this looks. All right? I like it. So now I'm going to select this guy on. We don't need it anymore, so I'm going to relive it. Also, these circle, I'm going to select the hand. I'm going to make a copy of this hand and I'm going to go to the front view, and now we're going to make the hand for the hours. That's going to be much easier, because we have already model the hand. We're just going to have to modify it a bit. So I'm going to go into the view settings. I'm going to rotate our reference image again like that. I'm going to turn out the visibility for this hand. I'm going to work on the copy. So this one is going to be for the hours. I'm country. Name it, and I'm going to turn off the actually option. I'm going to a shrink it down like this, and No, I'm going to select all of the points out of these other points, and I'm going to shrink him down these way and move them, like so even more like that. Let me turn after view so we can see the hand in the reference image. Okay, Then they go back to the perspective, you and I'm going to place this hand inside of these group, and I'm going to turn on the re civility for everything again. And now I can select the hand for two minutes and I can rotate it like that. Okay, this looks really good. I'm just going to come back here to the front view. I'm going to turn everything off except for the hand for the hours. And I'm going to turn on the X ray option. So as you're going to see, we have to move some points to make sure that the transition you can see that this is black and this is white in our reference image. So that's where these transition has to start this transition here. So I'm going to fix that. We're just going to select the's points, going to shrink him down, moving into place like debt. And now I'm just going to select these points should come down a little. Also, these ones and these ones. And finally these was So what I want to do is to create a straight line here. So I may have to. What if I some of these points a little bit more like So Okay, let me go back to the perspective. You I'm going to turn off the X ray option, and I'm going to turn the visibility on for all of the objects and also these cell division surface and now all they have to do it's to move this hand. I'm just going to make sure that all of these objects are on their correct position than these hand. So I don't want to have these objects colliding with each other. So that's a landing here. And finally, the 1 40 seconds is the one that is going to be on top off all of these hands like that. I'm going to select the hand for the hours. I'm going to rotate it. I think so when you get closer just to see if I have to fix anything, but it looks like everything is the way you should be. Okay, Now, I'm just going to make a quick render to see how these looks. And as you can see, these looks beautiful. And that's all for this lesson. I hope that you liked it, and I will see you in the next lesson. 26. Modeling the crystal: Hello, Glass. And welcome back in this lesson. We're going to model the crystal for our watch, so let's start. Okay, So this is what we got so far. Now I'm going to make the crystal, so I'm going to select the best object. I'm going to go to the parliament mode, and I'm going to select these polygons here on the site. So I'm going to use the loop selection tool. I'm going to select this balance. Okay, Now I'm going to right click, and I'm going to select the split option. So now we're going to take thes new object. I'm going to move it up here, and I'm going to rename it. Okay, so this is going to be the base for the crystal, Andi. Now I'm going to select all of these edges. I think so. I'm going to turn on the subdivision surface, and now I'm going to go to the side of you and I'm going to make a small extrusion. We're going to move it like that and I'm going to shrink it down a little bit. I'm going to make another small extrusion. I'm going to move it as well, and I'm going to shrink it down. Let me go back to the perspective. You to see how this looks. Okay. Now I'm going to make another extrusion. I'm going to shrink these parliaments down on. I'm going to move him into place. So as you can see, I want this to be around it like so. And I'm going to make another small extrusion. I'm going to shrink this edges down, and then I'm going to go to the point mode. I'm going to use the lip selection tool and select all of those points. I'm going to get him closer together, using these council on. I'm going to use the well toe to weld them together like that. Let me turn back on the subdivision surface to see how this looks. I like it. I'm just going to go to the side view to see if we have to modify it. I'm going to turn off this object to see these better. And as you can see, we have their illness that we need. So I think we're good. I'm just going to so like this parliaments in the middle, I'm going to We're a little bit more and I'm going to the same with these edges like that. Okay, now I'm going to make another cat here, like so Okay, so this crystal is almost ready. All I'm going to do is at one cut here because I want this edge to be sharp. So I'm just going to add a cat here and another one here. Perfect. And now I'm just going to turn off the visibility for this object like that. So later on, we're going to apply some materials on this is going to have a crystal material. So it is going to be transparent on we're going to be able to see what's inside. But for now, I'm just going to turn it off so we can see the different elements that we have inside. And now I'm just going to fix this ground here. When she used and one in the middle, I'm going to go to the edge mode. And here I'm going to add another cat here. I'm going to use their look, Catto, I'm going to have a cat here like that. I like it better this way. And and a little one over here, like so as you can see Now, these looks much, much better. I'm going to take the whole object. I'm going to move it. So it is not colliding over here like that. And I'm going to the same with this one. I'm going to go to the edge mode using the look, catchall. I'm going to make a cat right here. You can see this looks better now. And another one right here. As you can see now, this looks much, much better than before. You can see the difference between this one and these other one. So we're going to the same here. I'm just going to select this other crown and I'm going to the same make it get here and another one. All right, here. Like so. Okay. And now I'm going to select this logo. I'm going to make a copy of these logo. I'm going to rotate it 90 degrees these way on. I'm going to move it to these chrome over here on the side. I'm going to change the display mode so I can see the different parliaments that make these objects. I'm going to select the crown again. I'm going just like the Logan and I'm going to use the center access to option to make sure that the access for these local ease into center. And I'm going to place it right here. Gonna make sure that they see center. I think so. I'm going to move it into place. We're going to rename this. I'm going to turn on the cell division surface. Andi changed at this play mode again. I'm going to shrink it down a little bit. And now I want these two have this roundness here. So I'm going to select the logo for this crown. I'm going to go to the point mode, and I'm going to use the last of selection Tool. I'm going to select all of these points at the top, including these other ones. And then with those points elected, I'm going to change to the selection to and I'm going to change the mode from normal too soft selection like so. And now I'm going to change the radius for this election. I'm going to decrease it. I'm going to use something like five or maybe more. Let me increase these like that. And now I'm gonna get this closer. Thanks. So now I can de select these points here and get these closer like this. And I'm going to select now these points at the bottom and get this closer on. I can even rotate this point getting closer. Let me turn on the subdivision surface. Okay. Looks nice. I'm just going to shrink it down a little bit more. I'm going to go back to the point mode, and again, I'm going to select all of this point at the top. I'm going to rotate him a little bit like that, and I'm going to get him closer to the crown. Thanks. So even more like that. And I think that's going to be enough except for this area. So I'm going to select these points here, going to move him back. But I'm going to decrease the radius court to South selection like that, and I'm going to the same with these points here. Let me turn on the subdivision surface to see how this looks. And as you can see now these looks much better. I'm just going toe selected again. I'm going to select these points and also these other ones. I'm gonna get him closer a little bit. I'm going to change the radius for these self selection. I'm going to get him closer. I'm going to rotate him a little bit more. Let me turn back on the subdivision surface. As you can see Now these looks much better. Okay, Let me make a quick render to see how these looks. Andi, I like it. I'm just going to make another render with the crystal on. Okay, that's going to look nice. I'm going to turn it off again, and I'm going to make another render. So that's all for this lesson. Thanks a lot for watching, and I will see you in the next lesson. 27. S04 L01 Modeling the bracelet - Part 1: Hello, glass. And welcome back in this lesson. We're going to model the bracelet for our watch, so let's start. All right, So this is where we left in our previous lesson. Now I'm going to model the bracelet, so I'm going to go to the front view, and I'm going to hide all of these for a second. And as you can see, we have to reset the rotation for our reference image. So I'm going to go to moat and view settings, and here I'm just going to reset the rotation value. I'm going to type zero, and now we are good to go. Now, this is what we're going to be making the bracelet on to get a very butte for this bracelet . I'm going to go to the side view, and I'm going to start by creating this shape here. So to do that, I'm going to create a new plane. I'm going to create a new subdivision surface, and also a new no object. I'm going to rename all of these objects. So this is going to be the bracelet. I'm going to copy the name and paste it here and also here. I'm going to make reasonable object a child off these subdivisions surface. And I'm going to make this object a child off these group. Now I'm going to select the plane and I'm going to rotate it. So it is facing us this way. I'm going to change the segments. So I'm going to use only one segment like that and I'm going to make it edible. I'm going to turn off the subdivision surface for a second on. I'm also going to change the display moat so we can see our polygon. Now I'm going to take all of these objects by selecting the subdivision surface. I'm going to shrink this down and I'm going to move it into place. Now, As you can see, I have to rotate this object so I'm going to rotated this way. And now I'm going to select my object. I'm going to go to the object mode and I'm going to scale it out. And these I'm going to shrink it down this way. I'm going to select the subdivision surface and I'm going to move it into place so it matches with the angle of the object that we have in our reference image. I'm going to shrink this down a little bit on moving into place like that. Okay, so now all I have to do is to select my bracelet object. I'm going to go to the edge mode. I'm going to select these two edges, and I'm going to add some cats here. Now, as you can see, these polygon turn yellow. And the reason for that is because if you remember, we changed the settings for our selection to. So if I go to the point mode, you will see that if I select a point, I'm going to get a yellow Grady int, And that is because we have turned on the South selection option for this, too. So I'm going to select the tool, the life selection tool. I'm going to go to mode, and I'm going to change the selection to normal. Okay, so now our tool is ready and I'm going to go back to the edge mode again. Let's elect these two edges. And remember, we're going to add a few cuts here, so I'm going to select the edge cattle, and I'm going to add three subdivisions. I'm going to apply it and Now I'm going to go to the point mode and I'm going to select all of these points and I'm going to move him. So now our shape is going to follow the same shape as the image that we have behind. Now I'm going to take these points and moving up a little bit and maybe I have to move this down just a little bit like that. Now, to create these round areas here, I'm going to go back to the edge mood and I'm going to select these two edges. I'm going to make a small extrusion like that, and I'm going to use this cultural to scale these edges down like that. Now, if I turn on the subdivision surface, you can see that we get a shape that is similar to the shape that we have in our reference image. So so far so good. Well, I'm going to do now is to reset the rotation for these subdivision surface. So I'm going to go to the object mode and I'm going to reset the rotation. But I don't want these this object to face this way. I wanted to face up, so I'm going to make sure that the rotation for these is said to 90. I think so. Now I can select this and move it over here because as you can see, the link starts here. So I have to place this area over here like that. Perfect. Now let me go back to their front view. Not here. I'm going to make this link in the middle. So I'm going to select all of these parliaments. I'm going to make a small extrusion. Just make sure that the create caps option is off and make that extrusion. I'm going to turn off the subdivision surface. I'm going to go to the front view to make sure that I'm of these polygons to the place where they have to be, which is right over here. Okay, Perfect. So now we have only half off thes link. So to make it a completely I'm going to create a new symmetry object. I'm going to place this object inside of the symmetry object. So it is going to be reflected onto the other side. And now I'm going to select the symmetry object and I'm going to make it creditable. I'm going to take this back inside of this group. And now I can delete these. No object, because I don't need it anymore. Let me go back to the front view. And as you can see, the link in the middle is complete. All right, so now I'm going to create the links on the side. And to do that, I'm going to have to change my reference image. So I'm going to go to my finder and I'm going to go to my textures folder on As you can see here, I have an image off this bracelet, which is the image that I'm going to use as a reference image. I'm going to go back to Cinema four D. I'm going to go to Moat Rio settings, and here I'm going to replace these image. So I'm going to grab these one and drag it right here. So, as you can see now, I have this image as a reference image, and I'm going to turn on the visibility for all of these objects. And I'm going to modify this reference image because it is not the way I want it. So I'm going to start by rotating this 90 degrees I'm going to have to make it bigger and move it up, using the offset for way you can see I still have to make it a little bit bigger and move the upset. And I think I have to make it even bigger. Let me get closer here. I'm also going to what? You find the opposite for X? I think so. Okay. I'm just going to make sure that this is where it has to be like that. Okay, so I'm going to make it even bigger just a little bit more Now, take your time to place your reference images because they are very important. Okay, so that's going to be good enough. Now I'm going to select this object, and I'm going to have to scale it out a little bit, like so let me turn back on the subdivision surface to see how this looks. And now I'm going to come over here. I'm going to use the ring selection to going to like this edges, and I'm going to use the edge cattle. I'm going to make one cat on Lee a plate. But this time I want this guy to be closer to these edge here. So I'm going to have to change the upset. I'm going to use the 90% and I'm going to the same on the other side. So I'm going to use the ring selection tool. Select all of these edges used the edge. Catchall, make one cat. And as you can see now, if I turn on the subdivision surface, this is going to look much better. Okay, Perfect. Now let me go back to the front view. And now I'm going to select this object, and I'm going to duplicate it like that. I'm going to turn off the subdivision surface for a second, and I'm going to move this object to the side here on a so you can see I have to place it over here. So I'm going to move it this way. I'm going to turn off the disability for the one in the middle so I can work on Lee on this one. Okay, this has to be like these. And now I'm going to select one of these points here. I'm going to rotate him a little bit, so they have a small angle, like the reference image. And now I'm going to select all of these points. Well, I'm here. Select all of these other points and move him over here and again. I'm going to have to make a small angle here, like so. Okay, let me go to the perspective. You let me turn on the disability for this other object and also limited on these subdivisions surface. Okay, this looks good. Now, I'm just going to make this one here. I'm going to move these points closer to these other one, so we don't have these cap, and I'm going to the same with this one. I'm going to select them all, and I'm going to was killed him out like this. Okay, that's good. Then they go back to the perspective, you and see how this looks. And as you can see, these looks really good. Now I'm going to come back to the front view, and I'm going to make a copy of these one. I'm going to move it up like this, going to make another copy, moving up. Let's make another one move it up on. Let's do it again. Make a Nike happy on we into place. I think so. Okay, So this one at the bottom, it's ready. I'm going to turn off the receiver waiting for this one. And now I'm going to work on this one. To make things easier, I'm going to turn off the subdivision surface. I'm going to select this object, and I'm going to turn on the X ray option so I can see my reference image. I'm going to take all of these points, going to move him closer to the other side and also these ones even closer like that. Let me turn back on the subdivision surface. I think so. So these one is ready. I'm going to turn off the visibility for this object. I'm going to the same with this one's on the X ray option so we can see what's behind. I'm going to get all of these points closer to these ants. And now these other points, I think so. Let's turn back on the subdivision surface and turn off the visibility. Let's do the same with this one. Let's turn on the X ray absent for this. Let's modify these points. I'm going to rotate this a little bit like so I'm going to turn back on D subdivisions surface and hide these objects, and I'm going to the same here. I'm going to turn on the extra option so I can see my reference image. I'm going to select his points on, move him into place. I'm going to rotate this a little bit. I think so. Okay, Now let me turn back on the subdivision surface. Let me turn on the view for all of these objects. Like so let me go back to the perspective, you and see how these looks. As you can see, these looks really good. We only need to make the other side here. Andi, that's going to be easy. So to do that, I'm going to take all of these objects. I'm going to connect them. I'm going to select this too. I'm going to right click, and I'm going to select the option Connect objects, plaice elite. Also for these one right click connect objects pleasantly it. And I'm going to do the same for the rest of these different objects. Like so now I'm going to take him well out their groups. I'm going to delete these all of these because I don't need him for now. Now I'm going to select all of these objects. I'm going to go to the front view. I'm going to use the rectangle selection too. And select all of these points on the left. I'm going to delete them and now I'm going to create asymmetry object and you can see we have 12345 So I have to have five similar objects to like that. I'm going to place each of these objects inside off one of these like that. So as you can see now we're getting the full links. Let's go to the perspective, you. And now all they have to do is to select all of these symmetry objects on make him creditable. And now I can take the objects inside of these groups on Take him outside and I can delete all of these new objects that I don't need any more. So now the links are complete on the only problem that I'm going to have is that if I select any of these objects and I go to the object mode, you can see that the axes for these different objects, it's not where it should be. So you can see that it is slightly to the right. So to fix that, I'm just going to select them. I'm going to come to these different tools and I'm going to select these one here. Which is the centre access to it, too? I think so. Now, if you don't see this tool, that may be because it is hidden. So you may be seeing this. All you have to do is to grab this and move it up. And now you can still like the object. Select this option and that's going to center. The axes for this object do the same with this one selected and so like this option, and that's going to center the axes and we're going to the same for every single one of thes objects like that. Now, as you can see now, all of these objects have their access properly centred. Okay, I was still it is not the way I want it, because when they rotate this links, I want them to rotate from this axis here. So if I rotate any of these links right now, you can see that it is not going to rotate properly. So I'm going to go to their right view. I'm going to turn off the visibility for these objects. And now I'm going to turn on the Axis mode and I'm going to move. The axe is down right about here where this line begins. I'm going to do that for these one. And now if I come back to the perspective, you and I rotate. Let me turn of the access mode. Let me make sure that I am on the object mode. If I rotate now this link, you can see that it is going to rotate the way I want it. Okay, so I'm going to the same for the rest of these objects. I'm going to select the object, make sure that I am on the access mode on Let's move irritation or the axes down over here . Thanks. So it's the same for this one. Let's move the axis Now, these one. Let's move! The X is down and finally these other one on Let's move these access down like that. No, as you will see, if I turn off the axis mode and I rotate these objects, they are going to rotate the way that I want them to rotate. So this already. Okay, Now I'm just going to create a new object on also a subdivision surface object. I'm going to place all of these links inside of these. No object. I'm going to rename this no object, and I'm going to rename also these subdivisions surface object. And now I'm going to place everything inside of these subdivisions. Surface object. And as you can see, this link looks really good. No, let's come back to the front view. I'm just going to make a copy of these last one going to make a copy of these one. I'm going to move it right over here. I think so. Perfect. Now let me turn back on the visibility for all of these other objects. And now I'm going to select this group or the subdivision surface object. I'm going to make a copy of these one, and I'm going to rotate this whole group like so. And now let's go to the perspective. You and as you can see now, all of these links are ready. So I'm just going to make a quick render to see how this looks. And as you can see this looks really, really good, and that's all for this lesson. Thanks a lot for watching, and I will see you in the next lesson. 28. S04 L02 Modeling the bracelet - Part 2: Hello, class. And welcome back in this lesson. We're going to continue creating the bracelet, so let's start. Okay, So this is where we left in our previous lesson. Now, let's go to the front of you. And here we're going to continue creating these bracelet. Now, let me turn off the visibility for these objects, just for a second. And now I'm going to make the base for this bracelet, so I'm going to have to move my reference image. So what I want to have is to get this line here a line with these other line here. So I'm going to go to moat View settings, and here I'm going to change the value for why? So this is a line with this subject here. Okay, that's going to work. And now I'm going to turn back on the visibility for the bracelet. I'm going to select all of these objects, and I'm going to move him. Make sure that you select the object on Do not the subdivision surface object because the subdivision surface we need toe, keep it right here in the center. So we don't want to modify the axis for these one. So so, like the object. And let's move them into position, like, so perfect. Now let me go back here. Now we're going to create the base for these bracelet, so I'm going to go to the perspective. You and I'm going to use this object. Asked the base. So I'm going to select this case object. I'm going to go to the polygon mode, and I'm going to select these polygons here and also these other ones, like so And now I'm going to right click, and I'm going to select the option split. So now we have a new object. I'm going to move it up here. I'm going to name these bracelet base on. This is going to be the base for the bracelet. Not for now. I'm just going to turn off the visibility for everything, including all of these objects on. I only going to turn on the disability for these base like So now you can see that we're going to need to add a cat here and another one over here. So I'm going to use the loop. Catchall. I'm going to have a cut in the middle and one hour here now to keep the round shape. I'm going to. So like these points, I'm going to move him up a little, and this one's in the middle. I'm going to move him down just a little. So now this is round, and now I'm going. Teoh, select this edges here. I'm going to make a small extrusion like that, and I'm going to move it so we can place it with these other edge here. So we're going to weld these points together like that, and I'm going to make another small extrusion. I'm going to move it so I can weld this point. These two points together. So I'm going to do that. I'm going to select the point mode, going to come over here. So, like these two points, let me make sure that these are selected and I'm going to use the well toe to weld them together. I'm going to do the same with these two points. I'm going to weld them together, like so. Okay, I'm going to go back to the edge mode. I'm going to make another small extrusion, and I'm going to move all of the's and just over here so I can well, this point with these other point, I'm going to select it, and I'm going to use the well toe to well, them like So Okay, I'm going to the same. We're just going to make another extrusion more willing to place. And I'm going to world those points together like that. Let's do the same this time I'm going to make on Lee one extrusion, and I'm going to move it all the way down over here. I think so. And I think I don't need this edges here, so I'm going to select them. Make sure that you are on the edge mode that select these edges here. Also, these ones. Let's let them all select those edges. And since I don't need him, I'm just going to right click and select the option dissolved. Okay, so that simplifies our object. And now I can just come over here and make a cat right over here. So now we can connect these points together, and these other points together as well. I'm going to go to the point mode. So, like these two points, I'm going to weld them together and select these other points and weld them together like so perfect. So as you can see, if I turn back on the disability for this, we have some kind of base that we can use as the base for our bracelet. But we still need toe make this cap over here. So I'm going to turn off the visibility for these objects again, and I'm going to close this gap here, so I'm going to use the poly compensable I'm going to create the apology is here, here, here and for these one, I'm going to use the close pal. Your whole too like so. And now you can see that we need to make a few cats around here. So I'm going to do that. I'm going to use the knife to and I'm going to start making these cats, like so this one in the middle like that. And finally the other one, like, so perfect. Now you can see that I have here a polygon that I don't need. I'm going to select that part again, and I'm going to delete it because I don't need it. Okay, Now I'm going to select all of the points in the middle, so I'm going to go to the point mode. I'm going to select all of these points. I'm going to make sure that all of these points are on zero for the X axis. So to do that, I'm going to use this cultural, and I'm going to scale them down. So one of thes out at the same position? I think so. And now I'm going to make sure that the position for these points is set to zero hour here like that. Perfect. So now, if I could eight a symmetry object, and I place these bracelet inside, we're going to get a copy to the other side. Now, I can select the symmetry object, make it inevitable, and place these back inside of these group. I'm going to delete these new object because we don't need it. And let me turn on the subdivision surface to see how this looks. As you can see, this looks very good. Let me turn back on the visibility for all of these objects to see how they look together. As you can see, these looks very, very good. Okay, So all I need to do now is to modify these object because as you can see, it has to be flat over here and we have a curve, so we don't need that curve. And I'm going to solve that by coming to the front view. I'm going to select my bracelet object. I'm going to do enough the visibility for everything so I can see only what I need to see. I'm going to turn on the X ray options so I can see the reference image. And now I'm going to select this point and also these ones on the other side. And I'm going to modify the axes for this election. So I'm going to go to the access mode. I'm going to move the axis of this election down. So it is a line with the last point here, the one at the bottom. That's what it is important. So now if I turn of the axis mode and I scaled this down, you will see that this points at the bottom will not be moved and the points at the top on the ones in the middle don't start the ones that are going to move on, Lee, you can see that like so and now I'm going to the same with ease all the points. Select them and they will. The access mode move. The axe is for this election. Make sure that the axes is where they last point is disabled the axis mode and use this cultural. Just tell these polygons down like so we're going to the same for these ones again. Let's enable the access mode move the access for this election, disabled the excess mode and scale these down. So the only thing I'm trying to do here is to get a straight line right here. I'm going to the same for these ones. I'm going to move the axes off this election, Do you say, well, the access mode and using this cultural, I'm going to scale these down. So now, as you can see, this is more like a straight line, and I still have to move some of these punch. I'm going to select these one of these at the rate up, and I'm going to use this cultural pants killed them down. So they are flat like So now I can come back to the perspective, you and see these object. Now I'm going to turn off the X ray option so I can see these Better let me turn back on the subdivision surface. As you can see now, the seas. That way we need it. Let me turn back on the disability for all of the objects. As you can see, these looks really good. I'm going to select this object, and I think I have to move some of these points around. So I'm going to select this point here at the top. I'm going to move him just a little bit. I think so. Let me and do it to see how it looks better. Okay, Perfect. All right. I like it. I'm just going to move the whole object down just a little bit. So we don't have a gap in between these two objects, So I'm going to take this object out, and I'm going to reset the accent, so I'm going to click here now. I can move this object down. Let me turn on the subdivision surface. Like so you can see that now, these looks perfect. I'm just going to scale this out just a little bit like that. Perfect. This looks beautiful. Now I'm going to come back to the front view. And as you can see, we need to add another part of these objects right here. So I'm going to select it. I'm going to add a few cats here. I'm going to go to the edge. Moat. I'm going to have a cat. Here it is at 32.3%. I'm going to that over here as well. And now I'm going to select these polygons, which are the ones that we have two extra. I'm going to come over here just like these different Paladins, like so on. I'm going to make a small extrusion. Make sure that the create caps option is off and I'm going to come to the front. You again. And I'm going to move these polygons like so let me go back here. I'm going to rotate these polygons on to do that better. I'm going to move the axes of the selection right about there. And now I'm going to turn of the axis mode and rotate these polygons like so let me turn back on the subdivision surface and see how this looks. And as you can see, these looks very good. I'm just going to come over here. I'm going to select this points here. I want to make sure that they are where they have to be. Let me come to the side view. Thanks. So now let me turn on the visibility for the bracelet, just to make sure that this points are where they have to be. Okay. Perfect. Now I'm going to use their look cattle, and I'm going to add a few cats. So I'm going to add a cat here. Another one here, like that on. I'm going to add one cat here, another one here in the middle. And And little went right here in the middle as well. Okay, this looks nice. Perfect. I like it. Let me turn back on the disability for everything so we can see how these looks. As you can see, these looks really, really good. All right, so that is complete. And now I'm going to do this link over here, so let me go back to the front view. Andi, let me go to the bracelets on this last bracelet. You can see that is different. So you can see that these bracelets are different. So they are individual race. Let we have a link here. Another one here in the middle on another one here on the other side on all of these links are the same way. They are three different objects, but this one is only one object. You can see that this is only one piece. So we're going to do that. I'm going to turn back on the visibility for this one, and I'm going to do that very easily. I'm going to start by selecting all of these different parliaments, and I'm going to delete them like that. Okay, Now I'm going to make sure that this is where it has to start trying going to select these polygons here, all of these parliaments, and I'm going to make a small extrusion like that. I'm going to use the schedule to bring these polygons together. And now that they're close, I'm going to delete the polygons in between the ones that I have selected. So we don't have any polygons there. And now I'm going to go to the point mode. I'm going to select all of these points right here in the middle. I'm going to use this cultural toe, get him closer together I think so. And then I'm going to go to mesh commands and optimize. Let me change the value. Let's try with 0.2 on it looks like it worked. So I'm going to turn the visibility for all of the links. And also the subdivisions are face to see how this looks. And as you can see, these looks like one piece now. But I have to make a few cats here so we don't get these deformation. So I'm going to get back here. I'm going to use the loop cattle I can't hear. And I went here and another one here in the middle. Now he's looks better. And I can add another cat right here. Underwent here and everyone here. So now these looks much, much better. I'm going to select this object, and I'm going to move it just a little bit closer to these other link. So the gap between them is not that big? I think so. All right. So as you can see now, this objects look very, very good. And that's all for this lesson. Thanks a lot for watching and I will see you in the following lesson. 29. Modeling the bracelet - Part 3: Hello, class. And welcome back in this lesson. We're going to continue creating the bracelet for our What? So let's start. Okay, So this is where we left in our previous lesson. And now I'm going to continue creating this bracelet and I'm going to delete these other bracelet because we're not going to need it anymore. Since we modified this one already, we can only just make a copy and rotated. But before doing that, I'm going to make sure that all of the objects that contain this bracelet Okay, I'm going to start by selecting the base and I'm going to move it in here like so. And now I'm going to hide all of these objects because I want to concentrate only on the bracelet and I'm going to go to the Taliban mode and I'm going to turn off the subdivision surface because I want to show you something. Now, if we select all of these different polygons, you can see that they are blue. Now, if we go to a different object like this one and we select all of these different polygons , you can see that they are yellow. So why are these a different color on The answer is very simple when we have an object in cinema four D, let's say a cube and let's make these irritable. When we select an object on when we select the faces or polygons off this object, they have to be yellow. And that means that the normals are facing the correct direction. So let's see what happens if I delete these piling in here and I select this, uh, polygons. You can see that the parliament's on the outside have to look yellow, but if we look at the inside, they look blue. So in cinema 40 when we have an object, Onda we select the polygons. They have to look yellow if they look blue, that means that normals are inverted and that could cause some problems when we go to the texture in process. So we want to have these the correct way I'm going to the elite, this object because I don't need it. I just wanted to explain you why this looks a different color. So I'm going to come over here. I'm going to go to the Parliament mode, make sure that all of these particles are selected then I'm going to go to mesh. I'm going to go to normals and now I'm going to use this option here, reverse normals. You can see the shortcut you are. So let's reverse these normals unless you can see now these normals are facing the correct direction. Now, if we delayed some Italians here, you can see that the normals inside or the polygons inside are blue. And now these polygons are facing the correct direction. So I'm going to undo that. That's select them all again. And now seems this polygons turn yellow. That means that the normals are facing the correct direction. So, before doing anything else, I'm going to make sure that all of my objects have their normals facing the correct direction. So I'm going to so like this, you can see that they turn yellow, Mr Lickle of these objects and select them all. All of the Parliament's. You can see that now All of these are facing the correct direction. Perfect. So now that we're here, I'm going to take a moment to make these a little bit sharper. This edges. So I'm going to select all of these objects. I'm going to de select the polygons. I'm going to turn off the subdivision surface, and I'm going to select only these polygons here on the sides. And I'm going to select them for all of these different links like so. And I'm going to the same for diesel wins. Okay, so what I'm doing here is just selecting all of these polygons because we're going to add an inner extrusion that's going to help us to have these edge sharper, and that's going to make these objects look better. Okay, Now, with those selected, I'm going to go to the extra inner tool. I'm going to add an inner extrusion like that. Now, let's turn back on the subdivision surface, and you will see that now this looks sharper, and now they look better. All right, so now that we fixed everything that we needed to fix, I'm just going to turn back on the disability for these objects. I'm going to select this group. I'm going to duplicate it, and I'm going to rotate it 180 degrees. So now we have the same bracelet at the top on at the bottom. As you can see, this looks really good Okay, Now I'm going to create a new no object. I'm going to name this bracelet and I'm going to place all of these inside of here. And now I can take these group on placing inside with these Rolex Group. So as you can see now, everything is clean and organized and this looks really, really beautiful. And I'm going to make a quick render just to see how these looks and I like it. So I'm going to check the rest of the objects and make sure that the normals where these objects are facing the correct direction. So we select all of these different parliaments off this crystal. You can see that these normals are not facing the correct direction. So we're going to the same that we did before. We're going to go to mesh normals and reverse normals. Now, remember to use the shortcut you are now, these normals are facing the correct direction and candy select all of those polygons. Hi. This object I'm going to select the rest of the objects. I'm going to select all of these polygons, and I'm just trying to make sure that all of these are facing the correct direction on over here, it looks like they are all facing the correct direction. But this ground is not. This one is. So we have to fix the crown and also these cap here. So I'm going to select the crap on the crown. I'm going to so like all of these polygons and use the shortcut you are No. As you can see, these normals are fixed. I'm going to go to the cap on again, using the shortcut you are, and I'm going to select all of the objects again just to make sure that now they are all fixed. And as you can see, they are all fixed. So this group is okay. Now I'm going to go to the circles group and I'm going to the same Mr like them all. You can see that these are okay. The hand and the circle, it's the same here. Also, these ones are OK on. I'm going to the same with these other ones selling them all. And these ones are OK, Perfect. So for numbers, I don't have to do that because we used a text so they shouldn't have any problems. So I'm going to close these circles, and all of these are text. So we shouldn't worry about those on. All of these are okay too. Okay, so now we don't have any problems with the normals. And now this model is completely ready for the time when we make the textures. So I'm going to make another quick render just to see how it looks again. And as you can see, these looks really good. And that's all for this lesson. Thanks a lot for watching and I will see you in the following lesson. 30. Modeling the bracelet - Part 4: Hello, class. And welcome back in this lesson. We're going to continue making the bracelet, so let's turn. Okay, so this is where we left in our previous lesson. Now, let me go to my finder, and here I'm going to go to my references folder, and I'm going to get inside of this folder to see the references for the bracelet. And I'm going to start creating thes peace here. You can see I have some other images on here. I can see that this is a bit round it here, so I'm going to do that. So let's go back to cinema 40 and I'm going to go to their front view. I'm going to assume out, and this is the piece that we're going to be making. Okay, so I'm going to start by creating a new cube. I'm going to move it up, and I'm going to make it creditable. I'm going to scale it this way. I'm going to turn off the visibility for all of these objects so I can see the reference emission. I'm going to turn on the X ray option for this cube. Okay, All right. Now I'm going to go to the perspective. You Unless you can see I have to Scalise down this way like that. All right, Now I'm going to select these polygons. Here is one also these one and the other one here, and I'm going to delete them. Okay, let me go to the different views. And now I'm going to select this edges, and I'm going to use the edge, catchall, and I'm going to make a few cats here. I'm going to try with four. And let's make sure that the upset is said to 50% like so perfect. Now I'm going to select this point and also these other points I'm going to go to the side view. I'm going to move these points like that. Now I'm going to select these other points here and these other ones, and I'm going to move him as well like that. I'm going to take these points at the bottom and the wants of the tap on. I'm going to move him back just a little bit, okay? That's going to work. I'm going to select all of the points and shrink em down just a little bit. Okay, This looks good. Now, let me go back to the front view. And as you can see, I need to make a few cats. So I'm going to use the look got to I'm going to make a cut here, and I'm going to make another cut here. All right? And now I'm going to make one cat here. But first, I'm going to make a cat in the middle on to make it easier. I'm going to select. I love the edges using their rigs election too. I'm going to select all of these edges. I'm going to use the edge catchall to make three cats. Thanks. So and as you can see now, I have these cats here on. Now I'm going to make another cat right about here. I'm going to go for 20% and another one here at 80%. Okay, Perfect. No, I'm going to select all of these polygons in the middle, and I'm going to extrude them. But before doing that, I'm just going to select these politicians that I don't need. I'm going to delete them. So now I can select these paragons here in the middle, and I can make a small extrusion so I'm going to come to the perspective, you and I'm going to make a small extrusion like, so I'm going to move a little bit more like So I'm going to the elite. This Parliament's here and also these ones, you know, the bottom. Okay, Now I'm going to create a new subdivision surface. I'm going to move these subdivisions surface up. I'm going to place these instead of these subdivisions surface like so And now I'm going to make a few more cats. One over here, close to this edge. Okay, Another one close to these other edge. Andi, I'm going to make to counts one here. This one is going to be at 90%. And also these one at 90%. Okay, this looks better. And now I'm going to select all of these edges using their ring selection tool. Let's go to the and smote. So, like this, this and I'm going to make one cat in the middle, so I'm going to change the subdivision toe one, and the outset has to be said to 50% and I'm going to play. Okay, now I'm going to select all of these edges. Here I went to the select piece ones and select these one. And I'm going to select the other edges that we created these ones here like that. I'm going to turn on the subdivision surface, and I'm going to skill. These are just out like that. Okay, I'm going to have a cat here and another one here. Okay, so this looks better. Now. I'm going to select it again, and I'm going to add a cat right here. And another one right here. Perfect. All right. Let me see how this looks. And as you can see, this looks very good. Now, let me go back to the front view, and you can see that this have to be two different objects. So I'm going to select this party, Guns at the top. I'm going to right click, and I'm going to select the split option. So now we have two different objects. Let's go back to the perspective. You going to take this out and I'm going to turn off the X ray option. So now these are two different objects. I'm going to select these original Cube, and I'm going to delete this Parliament's because we haven't over here in these other object. So I'm going to delete them from these cube object like that. And now I'm going to select both of these right click, and I'm going to select the option group objects. Okay, I'm going to please this group inside of these subdivisions surface, and I'm going to turn you on. Okay, Now we have to add a few cats here, so I'm going to add one here and a little one over here. Perfect. Okay, Now I'm going to come over here. I'm going to I'm going to turn off the visibility for this part, and I'm going to select these edges. So I'm going to go to the edge mode. I'm going to select this edges at the top. I think so. And I'm going to make a small extrusion, and I'm going to scale this down like so. And I'm going to move these like that. Let me turn on the subdivision surface to see how this looks. And now all they have to do is select this point. And this other point, I'm going to go to the tab. You I'm going to move these points back like this. All right, let me see how this looks with the subdivision surface, and I like it. So I'm going to the same down here. I'm just going to select all of these just at the bottom and also these other ones like that again, let's make a small extrusion. Let's scale this down like that. Let's move these edges next. So I'm going to select the points these points here. I'm going to move him back into position next. So on. Let's see how this looks with e subdivision surface. And as you can see, this looks really good. So I'm going to the same for the other part. So I'm going to hide this one and turn the base ability for these one on. I'm going to the same. So I'm going to start by selecting the edges at the bottom like that. I'm going to make a small extrusion, scale it down and more of these edges like so and I'm going to select these points here. I'm going to go to the tough you and make sure that these are line like so and finally I'm going to the same for the top area. So I'm going to select these edges like so. And I'm going to make a small extrusion, and I'm going to move it this way, and then I'm going to scale it down this way. I'm going to do that. Okay? I'm going to do that because I forgot to select this edges over here, so I'm going to select them. So like I said before, if you make a mistake, don't worry. You can always fix it. I'm going to make a small extrusion, and I'm going to move these edges this way, and I'm going to get him closer together, using the skeletal like this. Andi, I'm going to select this point. I'm going to go into the tub view. I'm going to move him like so. Okay, let me turn on the visibility for the other one. And also these subdivisions surface. Okay, as you can see now, this is complete. I'm going to at a few cats here, so I'm going to select these points first and also these ones, and I'm going to just kill them out. Thanks. So Okay, now I'm going to select both of these objects, and I'm going to make a cat using the look cattle. I'm going to make a cat here in the middle. Also here in the middle and on these other side here and also here. That's doing back on the subdivision surface. And I'm going to make another cat here. Another one here, another one here and a last one here. Now let's see how this looks. And as you can see, this looks really good. Okay, Now I'm going to go back to the front view. I'm going to turn off this for a second, and as you can see, I need a logo here. So I'm going to go and grabbed the logo. I'm going to make a copy of these logo. It's down here, and I'm going to center the access with these tools and I'm going to move it up. I'm going to get closer. I'm going to placing here. I'm going to scale it out and moving into place like that. I'm going to come back to the perspective. You I'm going to place this inside of this group. Now I can move it. So he chose on this other side. Like so? Okay, I'm going to select this logo again. I'm going. Just kill it. This way like that and I'm going to get a closer like these. Perfect. Now let me turn on the disability for the rest of the object and I'm going to select this. I'm going to make sure that this is right over here. I think so. Like that. Let's see how this looks and let me make a quick render and I like it. I'm just going to go back to the front view to make sure that everything looks the way it should. I'm going to turn off these for a second. I'm going to grab these and I'm going to shrink it down a little bit. This way like that. Let's go back to the perspective. You on. I think this looks better now. I'm just going to make another quick render, and now these is complete. And that's all for this lesson. Thanks a lot for watching, and I will see you in the next video 31. Modeling the bracelet - Part 5: Hello, class. And welcome back in this lesson. We're going to continue modifying the bracelet, so let's start. Okay, So this is where we left in our previous lesson. And now I'm just going to rename all of these objects. So my file is organized. I'm going to name these Buckle. And now I'm going to place these subdivisions are faced inside of these bracelet group because this is part of the bracelet. And now I'm going to go to the right view, and I'm going to create a new circle like that, and the circle is going to be the base because we're going to modify this links so they follow a circular shape on the circle is going to serve us a reference. So I'm going to move it over here. I'm going to make it creditable. I'm going to go to the point mode. So, like all of these points, I'm going to scale it out, and I'm going to Skelly this way, and I'm going to move it so you can see I'm trying to get the same angle here that we have in our reference image. I'm going to Skelly a little bit more. Make so perfect. So now to see this better, I'm going to select the circle and I'm going to go to basic. And here I am going to go to the use color option, and I'm going to turn it on. I'm going to click here, and I'm going to use a bright color like this green. So now if I am selected, you can see that these these a bright green. Okay, so now we're sit, and I'm going to select this buckle. I'm going to move it over here, and I'm going to retain it like so. And now I'm going to start with this links. So I'm going to select the 1st 1 I'm going to rotate it, and I'm going to the same for the rest. Just make sure that you follow the reference that we have here, So I'm going to move this one into place, and I'm going to rotate it like that. I'm going to the same with this one. I'm going to move it into place, rotated, and I'm going to try to leave the same amount off space between links. So I'm just going to move these one here closer. So the space between these two wings is similar to the space between these two other links , like, so I'm going to select these other links, and I'm going to move him on, going to rotate him all, and I'm going to move into place. As you can see, I have this circle here, and the space between the links is about the size of the circle. So I'm going to use that to measure how much space they have to live. I'm going to move this closer like that. Okay? I'm just going to rotated a little bit. I'm going to rotate these this other way and move this a little bit. Make sure that we have the same space between these two wings, and I'm just going to move this over here, live the same amount of space and rotate this link. Thanks. So and that we can do the same over here. I'm going to close these down. I'm going to start with this link. I'm just going to rotate it, select the next one moving into place rotated. Make sure that the space between the two wings is similar to they were the one that were left on the other links. I'm going to continue moving these different objects. I'm going to move this up here, rotated. I'm going to work on the next link, rotated a little bit. So, like the other ones, I'm going to rotate thes one. And finally, this other one, like so. And as you can see, we need a few more off this links or we could modify. Ah, Where? Reference circle. I'm going to that. I'm going to shrink it down a little bit like that. I'm going to come over here. I'm going to select this. Links that we have to modify, starting with this one. I'm going to rotated now. This one I'm going to move it down. Andi rotated a little bit. Going to like this one. Move it down, Rotated a little bit on Finally, these other ones. I'm going to move it down. Andi rotated. Thanks. So and now I'm going to the same with these other links. I'm going treated. These went a little bit. Move these ones. Rotate these one. Move these two ones. I'm going to rotate this one and finally move this one into place and rotated. And again, let's make sure that the space between links is similar. So as you can see, these are to close. So I'm going to select one of these, and I'm going to separate him a little bit. Andi Also these ones just a little bit. Thanks. So Okay, this looks better now. I'm just going to select the buckle and I'm going to move it into place. It's going to be around here and here. I'm just going to select this link. Let me go to the perspective. You so you can see we have to leave this link at the very end because this is different from these other ones. So I'm going to duplicate this one here. I'm going to make a copy, and I'm going to select the copy on the last link, and I'm going to move him. I'm going to rotate him. I'm going to move him into place. Like so. Okay, now I'm going to select the buckle. I'm going to rotate it a little bit and moving into place now to make sure that this is okay. I'm going to go to the perspective. You and here I'm going to place these buckle. As you can see, it has to be closer to these links at the bottom. I'm going to move it down a little. I'm going to scale it out this way. Just a little bit. Make so perfect. So it is. OK, these weight, But we're going to add another link over here. Let me go back to the side view. I'm going to select the sparkle on. I'm going to change the axis. I'm going to move it over here. I'm going to rotate these like so And now I'm just going to the same that we did over here . I'm going to duplicate this link. So it is going to be this one here. I'm going to duplicate it. I'm going to select the copy that we made on the last one. I'm going to move it down like this. I'm going to rotate this one like, so I'm going to place. He's one right here. I'm going to rotate it. Now let's go back to the perspective. You to see how this looks and as you can see, these looks really good. Okay. I like it. I'm just going to go back to the side view. I'm going to select the buckle. This one here, I'm going to select the points. I'm going to just modify some of these points. So we have a curve here. I'm going to move this a little and also these ones. So we have a curve here. I'm going to move. This points a little bit more like that. Now I'm going to select these Went over here, and I'm going to move some of these points. So these curves, he's a little bit more pronounced like so Okay, let me go back to the perspective, you and see how this looks. And as you can see now, these looks better. All right, let me close all of these down, and I can delete the circle because I don't need it anymore. I'm going to delete it. And now I'm going to make a quick render just to see how this looks. And as you can see now, thes looks much better. And that's all for this lesson. Thanks a lot for watching, and I will see you in the next lesson. 32. Modeling the bracelet - Part 6: Hello, plants. And welcome back in this lesson. We're going to finish modeling the buckle, so let's start. Okay, So this is where we left in our previous lesson, and now in this lesson, I'm going to create the back side of the buckle. So to do that, I'm going to start by creating a new plane. I'm going to rename it to Buckle, and I'm going to place it inside of these buckle group like, so I'm going to turn off the subdivisions or face for a second. And now I'm going to select this object, and I'm going to rotate it 90 degrees. I'm going to move it. Okay? I'm going to change the size for these object. This way. Thanks. So I'm going to move it So it is not colliding here, are here. Okay, Perfect. Now I'm going to select the object, and I'm going to go to the segments and I'm going to change the segments to only one like that. And then I'm going to make these irritable. I'm going to go to the edge mode. I'm going to select thes two edges and I'm going to go to the edge Cattle. I'm going to add five subdivisions here. Just make sure that the absence is said to 50% on Applied. Perfect. Now I'm going to go to the point mode, and I'm going to select all of these points here in the middle. I'm just going to leave the ones at the top under ones at the bottom and selected. And then I'm going to make sure that these object here follows this curve that we have here . So I'm going to move these points this way, like so. Then I'm going to de select these points and these other ones, and I'm going to the same, make sure that these points are following this car. And finally, I'm going to the same with these ones, like so? Okay, I'm just going to select these ones, and I'm going to move him a little bit more like so I'm going to the same with these ones. Just a little bit like that. Okay, Now I'm going to select all of the edges here in the middle. All of these, Angie's and I'm going to use the edge cattle, and I'm going to make three cats now. Perfect on. I'm going to select these edges and also these other ones. I'm going to use the skeletal to separate him away from each other just a little bit like this. And then I'm going to use the devil toe to create new edges here. Like so perfect. Now I'm going to use the loop cattle. I'm going to add a cat right about here and a cat right about here, like death. Perfect. Now I'm going to go to the polygon moat and I'm going to select this polygons. I'm going to delete them. And down here, I'm going to select these polygons and also these ones, and I'm going to delete them as well. Perfect. Now I'm going to select these polygons here in the middle, and I'm going to extrude. Um, But before doing that, I'm going to cat these pilings in half, so I'm going to use the loop cattle, and I'm going to cut this in half and also these ones down here. So now I can select thes polygons like so and also these other polygons here. All right. And now with these parliaments elected, I'm going to make a small extrusion. Make sure that the create caps option is off. Let's make a small extradition and another one like that. Let me turn back on the subdivision surface to see how this looks. And as you can see, this looks really good. But I have to add a few cats here, so this area is not too rounded. So I'm going to use the lip cattle. I'm going to have a cat here. Another one here, one here. Another one here. That looks better. I'm going to go down here and I'm going to add a cat here. And one more here and also here. So this area doesn't look too round it. Okay, let's see how this looks. And as you can see now, these looks much, much better. Okay, Now I'm going to add some thickness to this object. So I'm going to go to the Taliban mode. I'm going to select all of these polygons. I'm going to use the extra tool. We're going to make a small extrusion like this because you're gonna see it changes. So I'm going to undo that. I'm going to select them again. I'm going to do the extrusion to the other side. I'm going to turn on D create caps option? I think so. Let's see how this looks. Andi, I think it looks good enough. So I'm going to come over here. I'm going to like this object and I'm going to add a cat here in the middle off these new polygons. So I'm going to use the loo. Katou, I'm going to have a cat here in the middle. And as you can see, this looks really good. So now all I have to do is to select this object, and I'm going to move it into place like this. Let's see how this looks. Andi. I like it. I'm just going to grab it. I'm going to scale it out just a little bit. I think so. Well, as you can see, these looks very, very good. And I'm going to make a quick render. And now the Baikal is complete. And that's all for these lesson. Thanks a lot for watching, and I will see you in the next lesson. 33. Lighting the scene: Hello, glass And welcome back in this. Listen, we're going to light our scene, so let's start. Okay, So we're going to like our scene. And to do that, I'm going to use HDR right images now, HDL right? Images are a great option because they provide us not only with light, but also with reflections on the object that we're making here. The watch is going to have different materials and most of those materials are going to be reflective materials. So using HDR right images is the best option for our project. Now you can get a lot off HDL, right images for free if you look for them online. But the best website that I know for free HD right image is is hdr right? Heaven. Now, as you can see here, we have a lot of different HDL right images. And the best thing is that all of these images are available for free. So if we go to the license page off these website, you can see that they use a creative Commons zero license on This is basically the best license that you can get because it is a free license and you can use the images for any purpose you like. You don't have to credit the author off these images and you can redistribute these images . Now if you're going to use these images in your projects, it would be nice if you at least mentioned this website. And you can those who come over here on donate to these website now. Like I said, we have a lot of different images in this website. All of these our HD right image is so we have some for exteriors, some for studios on some for interiors. Now, for our project, I'm going to use only images off interiors. So I have gone ahead and I have selected a few off these images like this one one of these , this one, these one and these other ones now, Like I said, I'm selecting Onley images off interiors because they will provide me not only with good lighting, but also with good reflections. So once you're here, all you have to do is to download these maps on. You can see that you have different options starting from one cake all the way to 16 k maps . So just go ahead and download these images or any other images from any website that you want. And I will see you back in Cinema four D. Okay, so we are back in cinema four D, and I'm going to go to my finder for a second, and I'm going to go to my textures folder. And as you can see, I have here all of these HD right? Image is so I don't load it Onley eight off these images. Andi, I place them inside of this folder. Now let's go back to cinema four D and to set up the lighting. I'm just going to go ahead and create a new sky object. Make this. And now I'm going to go to my materials manager, and I'm going to create a new material. I'm going to double click to open it up, and I'm going to turn off the color on the reflective options. I'm going to turn on only the luminous option. Okay, Now, as you can see here, we can add a new texture. So I'm going to come over here and I'm going to add this one. I'm just going to drag it and drop it here. Okay, so now these when you set up, I'm going to rename this. Then I'm going to make a copy of thes one, and I'm going to have to make different copies. I'm going to rename this campus. This one's contributed HDR i 02 Hey, steer right or three and so on. Okay, Now I'm going to go to a stay right or two, and I'm going to change the texture. I'm going to drag the 2nd 1 on, drop it here, and I'm going through the same for the rest of these images. Okay, So now, as you can see, all of these different materials have a different HD right image, and that's what we need. So I'm going to close this down and all they have to do now used to grab all of these materials, and I'm going to apply them to these sky objects like that. Now, as you can see, if I rotate this abject, you will see the HD array map. I think so. And now I'm going to go to my render settings. I'm going to turn off the safe option I'm going to go toe out with. I'm going to change these two in 1920 by 10 80 like so, and I'm going to make sure that we render only the current frame like so. Then I'm going to make a quick render here like that. But before doing that, I'm going to go back to my render settings. I'm going to go to options, and I'm going to turn off the default light option like that. Let me close this down. I'm going to make a quick grender now, As you can see, this is not looking good. And the recently is because we haven't turned on the global illumination. So I'm going to close these down. I'm going to go to my render settings again. I'm going to go to effect. I'm going to select the level elimination now. Using level illumination is going to make your renders Ah, little bit slower, but it's going to make much better renders for now. We're going to keep this endings the way they are, and I'm just going to make another render. And as you can see now, these image is properly lit. We can see the difference between having global elimination and not having global elimination, and also the difference between this set up on the set up that we started with, which is this one. So these one looks much better. You can see the shadows here. They look good on this is going to look even better when we have applied the different materials, including the metal materials that are going to give a lot of reflecting to these abject. So I'm going to close these down. I'm going to select this guy. I'm going to name it Sky One, and I'm going to duplicate these guy multiple times. So there's going to be sky to three and so on. And now I'm just going to apply one HDL right texture to each of these guys. So this is going to be for sky number one. This one is going to be for its guy number two and so on. So what I'm going to do here is just to make a render with each of these different HDR images and see which one is going to work the best for me and for my render. Okay, Now I'm going to turn off the visibility for all of this guy's, because if I leave him on, they will all be affecting these image on it's going to be completely bright on it is not going to look good. So I'm going to create a new no object. I'm going to place all of these different skies in here. I'm going to turn off the visibility for this group. Make sure that both of these that's are red because the one on the top is for the editor and the one at the bottom is for the render. So make sure that the two of these dots are red. Okay, Now I'm going to do is to turn on the visibility for the first guy. So I'm going to click here. And now make sure that the two that are green okay. And now I'm going to select these and I'm going to rotate. It's a little bit. I'm going to make another render. And as you can see, we changed the lighting completely just by rotating this guy object that has the HD right image applied so you can see the before and the after. And these are the exact same images. The only thing that we did waas to rotate this image. So I'm going to close this down. I'm going to rotate this one like this and now I'm going to make another render. But this time I'm going to make sure that we don't see the image in the render. So I'm going to wreck, click on the sky object. I'm going to go to cinema 40 tags and I'm going to add a compositing tag. Now I'm going to select the compositing tag, and I'm going to turn off this option seen by camera. Now, as you can see, we're not going to be able to see the image below. But this image is going to steal effect the lighting on these reflections in our sin. So I'm going to make another quick render. And now, as you can see, these looks much cleaner. So we have only our what, and we don't have that image in the background. So I'm going to delete all of these images because I don't need him now. I'm just going to delete them on. This one is going to be HD a right one. I'm going to copy the name and no, I'm going to come back over here. I'm going to turn off the visibility for this guy. I'm going to turn on the visibility for the second sky. I'm going to rotate it so the source of light demand starts off. Light is over here, so I'm going to make sure that this area is in front of thes watch. So I'm going to rotate it back like this, and I'm going to make a copy off thes composing tack. I'm just going to grab it by pressing cult and I'm going to drop it here and now I'm going to make another render. And as you can see, these ease the render using the second HD right image, I'm going to rename this. And now if we compare this renders, you can see that they look different. So this has warmer colors and this one has much calder colors. You can see this is kind of bluish on this other one is kind of yellow, so you can see that just by using different HDR images, we can get different lightings. And now I'm going to the same with the rest of these HD right image is so I'm going to turn off this one. I'm going to turn on the visibility for the third sky. I'm going to rotated. Make sure that the main source of flight is this way in front of the watch. And I'm going to make a copy of thes compositing tag complacent here, and I'm going to make another render. Okay, I like it, but I think that we have to rotate the sky because the lighting is coming from this side and I wanted to hit from the side. So it is lighting the face off the watch, so I'm going to rotate these sky object, and I'm going to make another render. Okay, so now, as you can see, this is working much better. So I'm going to see the difference between the two of these different images, and you can see that this one is working much better. So you have to work on the rotation of this guy because that's going to change your lighting completely. So I like this one better. So I'm going to delete this one, and I'm going to rename these one like so and I'm going to go over here and turn off the visibility for this one. Turn on the visibility for the fourth sky and let's see were the main source of light is I think, are these two lamps I'm going to move him over here like this. I'm going to apply these tag so we don't see the image below and I'm going to make another render. So, like I said before, you can see that this HD right image is giving a completely different looks to our render. You can see that the colors are much warmer than the ones from the previous renders, so you can see the difference between the renders and this is much warmer. Okay, so I'm just going to rename this like so I'm going to close these down, turn off the visibility for this sky object and turn on TV civility for this other one. I'm going to rotate this to see where the main starts off light is. It is here. So I'm going to make sure that this part of the image is facing these watch. I'm going to rotate it back like this, and I'm going to make a quick render. But before that, I'm going to apply, become positing, tack like that, and I'm going to make a render. Okay, so now this is giving us a completely different looks so you can see that these colors are much, much colder. So you can see the difference between the two of these using warm colors on very called colors on. I want something in between like these one or even this one. But it is good to make different tests so you can see which one is going to work best. I'm just going to rename this render. I'm going to close this down and I'm going to turn off the visibility for this sky object turned on the visibility for this other one. I'm going to rotate these sky object so the main source off light is coming here. So I'm going to take this and make sure that that starts off Leg is facing our watch. These compositing tax. I'm going to play it here to make sure that the HDR image is not showing in the background . And now I'm going to make another render. And as you can see, this looks different from the other Renders on. I also like this render. This looks really nice. I'm going to rename these. I'm going to close this down. I'm going to turn off the visibility for this guy. Turn on the visibility for this other one. And I'm just going to make sure that the source off, like, is facing the what and it waas I'm just going to take it back like that. I'm going to apply the compositing tack. I'm going to make another render. And I also like these render, so I'm just going to rename thes. I'm going to close things down and I'm going to turn off the visibility for this one and turn on the visibility for the last one. I'm going to select this guy, object and rotated. So I found the ministers off light, which is thes one. I'm going to bring it back to the front of the watch on. I'm going to apply the compositing tag and I'm going to make a render. Okay, so I like this rendered as well and I'm just going to rename it. And now that we have all of these renders, we can see which one we like the most, and we can use the HD right image that corresponds to that render. Okay, so for now, I think this is a good option. Also, this one, he's one as well. And also these last ones. Okay, Now I'm going to save all of these different renders so I can come back to them later on. When I finished text a ring that watch and I'm going to come over here to save it. I'm going to save it as a still image. And for the former, I could use TIF. But since these are not our final renders, we're going to use Jay Peak because we don't need all of the information that 80 file saves . We just want to see these as a reference when we select which sky object we're going to use . So Jay Peak is going to be enough on for the depth. We're going to leave it at eight beats per channel and I'm going to click, OK, and I'm going to go to my folder. I'm going to go to the Renders folder and here I'm just going to say this now I'm going to select the 2nd 1 save it on going to the same for the rest of these. It was just okay, So now I have saved all of these renders. Now, if I go to my finder I can come to my renders holder and you can see that here I have this renders that we just made I'm going to go back to cinema four D And as you can see, using HDR right images is a very easy and also a very powerful way to light our sins. And that's all for this lesson. Thanks a lot for watching and I will see you in the following lesson. 34. Texturing the watch - Part 1: Hello, Glass. And welcome back in this lesson. We're going to start text during our watch, so let's start. Okay, So this is where we left in our previous lesson. And now I'm going to start text during this watch, so I'm going to start with the silver material. So I'm going to come over here to my materials manager, and I'm going to create a new material. I'm going to double click toe, open it up and I'm going to right click here, and I'm going to change the size two huge so we can see these better. Now I'm going to turn off the color and I'm just going to live on the Reflectors Channel and now in the Reflections Channel, I'm going to select these defaults the speculator, and I'm going to delete it. You know, I'm going to add and your layer, I'm going to use a DJ X and here I'm going to increase the roughness to around 5%. I'm going to reduce the reflection strength to something about 70%. And I'm also going to reduce the speculator strength to 15. Okay, Now I'm going to go to layer from male and here I'm going to click here and I'm going to add a conductor. And on the presets, I'm going to click, and I'm going to select the silver option. All right, so I'm going to go to the main layer. I'm going to reduce it to something around 80%. Okay, Now I'm going to rename these two silver, and I'm going to come to my different objects. I'm going to apply it to these different objects. I'm going to play to the Bissell also to the case on to the Crown's Onda, also to the level of the crime to the case in the back on for the interior panel. I'm not going to apply it. I'm going to skip that. I'm going to play to the logo and to the detail, the cubes that we have here inside, also to the hands on for the Krystle. I'm going to leave it like that. Okay, Now, as you can see, this looks some kind of yellow. And that is not because of these material. It is because of the str aight emission that we have selected here. So if I turn this off, you will see that now this looks more like silver. Okay, I'm going to go on, apply these to these group, which has all the text on it and also to this other group with the numbers like this. Andi, I'm also going to play to the bracelet like that. Okay, Now I'm going to make another render. But before doing that, I'm going to go to my different renders on here. I can select the HD right image that I'm going to use on. I think this one looks the best. So I'm going to choose HDL, right? 07 Which is this one? I'm going to turn it on. I'm going to close this. I'm going to name these two lighting, and I'm going to move it down, okay? And I'm going to make a render. And as you can see, this render improved a lot just by playing that material. So let's go through the privy render, which is this one. You can see how it looks. And now let's see. Then you render that we made and this looks good, but we still have to work on this material. So I'm going to get closer here. And as you can see, we have a lot of noise over here, so I want to get rid off that nice. I'm going to close this down. I'm going to double click on my silver material again, and I'm going to go to layer sampling. And here I am going to increase this number 28 Now, this is going to make our renders much, much lower, But it's going to look much better. I'm going to close these one, and I'm going to make another render. Okay, so this is the new render. Now let me get closer. As you can see, these already looks much smoother than the other render. I'm going to get feeling closer here. I'm going to make a comparison between the two renders. This is the previous one you can see. There is a lot of noise here and also over here. So there's a lot of nice in this image. And if I go to the new render that we made, you can see that these looks much cleaner and much smoother so you can see the difference between the two renders. So we're going to leave it like that now I want to have the links on the sights a little bit darker than the rest of the watch. So I'm going to close thes one. I'm going to make a copy of these material. I'm going to open it up and I'm going to rename it. And all they have to do here is to go to this layer, and I'm going to reduce these value to something around 55%. Now, let's see the difference between these two. You can see that this one is brighter on these one is darker. Okay, so I'm going to close this down. And now let me come to the bracelet on to these different links. I'm going to select them all. I'm going to go to the piling on mode and I'm going to select those polygons for all of these de friend links. I'm going to grow the selection. Remember, President, you? Why I'm going to do that after your times. So now all of these parliaments are selected on with this parliament selected. I'm going to select my new material, the silver darker material. I'm going to drop it right here where I have the selected. And as you can see, there is a new selection tack here applied. And that selection tag is going to have these material applied to the selection. So now you can see that now, these links on the sides have these material applied to them. But as you can see the links in the middle now, they don't have any materials. So I'm going to fix that. I'm going to select all of these different objects again, and I'm going to invert the selection. And I'm going to do that by pressing you. I all right now I'm going to select my silver material. The first that we created. I'm going to apply it like these. And now you will see that there are two different tonalities over here. One is darker on the other one is lighter. Okay, I'm going to select this. I'm going to double click on it, and I'm going to make it a little bit darker. Even you can see if I turn this all the way down. It goes black. So I'm going to have these at 50% like so Okay. And then I'm going to the same with these other links, so I'm going to close these down. I'm going to select these links here? Not this one, because this is only one piece. I'm going to select all of these different links here, and you can see that I have some pallium selected already. So I'm going to use those. I'm going to grow my selection. You weigh. I'm going to do that a few times. And once those probably guns are selected, I'm going to play the darker material. Then I'm going to invert the selection. You I and I'm going to apply the other material the later one make so and now you can see that this is going to look much better. And I'm just going to make another render to see how these looks. All right, so now, as you can see, the links in the middle are lighter than the links on the sites. You can see that here. And also, if we come down here, we're going to see that here and also here. Okay, so now these is complete, and we're just going to have to texture the rest of the watch. But we're going to do that in the following lessons. So that's all for this lesson. Thanks a lot for watching and I will see you in the next video. 35. Texturing the watch - Part 2: Hello, glass. And welcome back in this lesson. We're going to continue text during their watch, so let's start. Okay, so this is where we left in our previous lesson. Now I'm going to get closer here because I'm going to start text during the interior of the watch and I'm going to start by text during these circles here, so I'm going to start by creating the materials that I'm going to need. So I'm going to go to create and new material. I'm going to open it up and renaming. This one is going to be read, and I'm going to go to the color top. I'm going to make thes a red color. Then I'm going to go to the Reflectors channel. I'm going to add a new layer. So I'm going to have a reflection legacy layer, and I'm going to reduce the strength to only 2%. Perfect. Now I'm going to select this material and duplicated this one is going to be black, and I have to change the color to black. Then I'm going to make another copy of these one, and this one is going to be quite and of course I have to change the color two white like So I'm going to close this down because now I have the different materials that I'm going to need to take. So these circles Okay, so I'm going to start with the hands. I'm going to close this group and I'm going to open the group for the circles and I'm going to go and select this hand. I'm going to get closer here. I'm going to use the last of selection toe, and I'm going to select all of the polygons that create the circle like so. Then I'm going to go to the other surgical. I'm going to select the hand again. And now I'm going to get closer here. I'm going to select these polygons that make the circle and I'm going to have the same for the other circle. I'm going to go over here, select the hand and select this Parliament's that make the circle like so? No, they have the selections. I'm going to select all of their hands like that. I'm going to get closer to these one, and I'm going to drop this material. I'm going to grab it and drop it in this election like. So unless you can see now, these was applied to all of these three different hands. Now I'm going to invite this election. Remember you I to invert this election. I'm going to get closer here again. I'm going to play these black material. Let me zoom out on the select, this object. And as you can see now, these hands have these textures applied. No, I'm going to select the circle. I'm going to come over here, and I'm going to use the loops election too. And the select these polygons on also these ones here like so then I'm going to select these other circle, and I'm going to the same. I'm going to de select all of these different polygons like that. And finally, I'm going to select the other surgical, which is this one over here. And I'm going to the select these polygons here. So the goal is to have all of the polygons of the circle selected, except for these ones that I have the selected now. Okay, we're going to the same process, so I'm going to select all of these three circles on. Then I'm going to get closer here And now I'm going to apply these white material to the selection. And now I'm going to invert this election. You I and I'm going to get closer here, and I'm going to apply the black material like this. Perfect. Now I'm going to go to these lines and I'm going to play the black material for the lands and also for these other ones, like so and also for the numbers like so. So as you can see now, the circle is completely textured. I'm going to come to this other one so I can close this one. I'm going to play the black material to the lines and also to their numbers. And now this is complete. So finally, I'm going to come to this other one at the bottom. I'm going to close this one, and I'm going to apply the black material to the numbers and also to the lines like So let me zoom out as you can see Now these looks much better and I'm going to apply the red material to this hand here. So I'm going to close these circles group. I'm going to look for the hand, which is the one for the seconds. And I'm going to play these red material to these hand, and I'm going to delete these material because I don't need it anymore. Okay, this looks nice. Now, I'm just going to fix something that I did wrong in the previous video. On it is when I west texting the bracelet. You can see that I applied the dark material to these two objects on these ones Shouldn't have the dark material. So I'm going to delete these material and also the one for these other object, which is thes one. I'm going to select these material here and believe it like so. And they still have a material. Because, as you remember, we applied the other material to the whole group. So this material is now affecting these two objects. And also these two objects that don't have a material apply to them. Okay, Perfect. Now I'm going to assume out, and I'm going to make a render just to see how this looks. And as you can see that this looks much, much better now. And that's all for this lesson. Thanks a lot for watching and I will see you in the following lesson. 36. UV mapping - Part 1: Hello, glass. And welcome back in this lesson. We're going to prepare the U. V's for some of the elements off this watch. So let's start. All right, So this is where we left in our previous lesson. And as you can see, most of the elements that create this what already have a material apply to them So we can say that most of these elements are already textured now. So far, all we have done is to apply materials to the different elements off this watch. But we haven't created any textures yet. Now, some people confuse materials and textures. But the main difference between a material and a texture is that the materials are these elements that we have here in cinema four D On that we create coming over here and creating a new material. So these are the materials. Now the textures are the images that we apply to some of these materials. So, for example, this one is a texture which is usually an image that we can apply to a material. So going back to what I was saying, there are two elements off this watch that I have to apply some textures too. So the 1st 1 it's going to be the vessel. And as you can see, this vessel already has a material applied. But I need to apply a texture because I want this vessel to have some details around over here on. I'm going to do that by applying a texture on the bomb channel. Now for the interior panel. I'm going to apply a different texture that you're going to be able to download if you go to the resources section off these cars, so make sure you check the resources section off this lesson so you can download those textures Now, since I want to be very precise, when I play those textures to these objects, I'm going to work on the U. V's for those to object. So that's what we're going to do in this lesson. So let's start now. There are different methods to creating U. V's, but since these are very simple object, I'm just going to use the simplest method. So to do that easier, I'm going to change the layout. I'm going to go to the U B mapping layout, which is this one body paint, UV edit aunt here, I'm going to select the object that I'm going to apply these UV is too. So the 1st 1 it's going to be this panel here. I'm going to close this and I'm going to select the interior panel like so. Then I'm going to go to the front view and I'm going to come over here. I'm going to make sure that all of my different parliaments are selected. And then I'm going to go over here to the U remapping tab, and I'm going to go to the projection tap. And here I'm going to select Frontal like So now, as you can see, these particles that I have here are represented in thes two D image. So I'm going to select the sculptural and I'm going to scale these polygons. But make sure that we are on this mode so we can kill them out. And then I'm going to move him in the center So some of the most important things when we are creating this U V's is that we don't go beyond thes square that we have here because if we come over here, this polygons will be outside off our document and that's going to give us a lot of problems, so make sure that all of these different polygons are inside off the square. Now I'm going to go to file and I'm going to select a new texture. And here I'm going to use a two K texture that's going to be 2048 by 2048 and I'm going to click. OK, all right. Now, I can go to the different layers here, and as you can see now, why have these background? And now I'm going to come down here and I'm going to create a new layer, like so this one I'm going to rename to U V's. And now I want to have these different polygons painted here. So when I go to photo shop and I apply the texture over here, I can see where the's polygons are. So to do that, I'm going to go to the brush to I'm going to come over here and I'm going to reduce the size of this brush. I'm going to use one. Then I'm going to come to the swatches panel and I'm going to select any color that I want . So I'm going to try with this one. I'm going to come back to the layers panel and again, I'm going to make sure that I am selecting these UV Slayer. And now I'm going to come over here, select this option, and I'm going to come to Layer. I'm going to select the option outline polygons like so And now, as you can see, we painted the polygons in thes texture. All right, so now all they have to do is to go to file and save these texture on for the format. I'm going to use PSD because I'm going to edit this in photo shop and I'm going to click, OK, and I'm going to say this texture in my textures folder on I'm going to rename Thes Texture and I'm going to click on Safe Now if I go to the finder and I go inside my textures folder , you can see that now we have a new B is the file, and this file has these image that we just created, and that's all. Believe it or not, the U. V's for this object are ready, and we're going to use this PSD file to create the texture for the interior panel. And that's all for this lesson. Thanks a lot for watching, and I will see you in the next lesson. 37. UV mapping - Part 2: hello, class. And welcome back in this lesson. We're going to continue creating the U. V's for these words, so let's start. Okay, so this is work left in our previous lesson, and I'm going to continue creating the U. V's this time for the vessel. So I'm going to select the vessel object, and I'm going to go to the perspective. You I'm going to go to the polygon mode. I'm going to use the loop selection tool, and I'm going to turn off the subdivision surface to see these parliaments better. And now I'm going to select these Palance over here, starting with this one also these one and also these ones here. So these are the polygons. We're we're going to apply our texture. And now I'm going to go back to these mode. I'm going to move these polygons that I've selected. I'm going to move in here for now. And then I'm going to invert my selection. You I and I'm going to make these polygons, Mother, I'm going to shrink him down. So I don't worry about these polygons because the only ones that we need are these ones over here. So we're not going to worry about these ones Now I'm going to go back and select all of these different polygons. Andi, I'm going to move him back inside of my campus. I'm going to scale them down a little bit and I'm going to move him into place like so perfect. Now I'm going to select this polygon at the top just to make sure that these politicians are oriented properly. So we have decided it up and it was Select this at the bottom. These are at the bottom as well, so they are oriented properly. And now I'm just going to do what we did before. So I'm going to come over here, go to file and create a new text on I'm going to click. OK, and now I'm going to come to the layer step. I'm going to create a new layer. I'm going to rename it to you, Weise. I'm going to select all of these u V's and then I'm going to go to my swatches. I'm going to select a color and then making sure that I am selecting the UV Slayer. I'm going to go to layer and select the outline polygons option like so All right. Now all we have to do is to go to file and save these texture. And again, we're going to save it as a PSD file. I'm going to click OK on. I'm going to rename these. I'm going to save it. Now. If I go to my Textures folder, you can see that now we have the texture that we just created. And as you can see, this time, it was much, much easier than before. And that's all for this lesson. I hope that you liked it, and I will see you in the next lesson. 38. Texturing the watch - Part 3: Hello, class. And welcome back in this lesson. We're going to continue to exiting our watch, so let's start. Okay, So this is where we left in our previous lesson. Now, since we finished creating the re maps, I can now change the layout. So I'm going to go to lay out, and I'm going to change to the model layout. I'm just going to recite this window. So we have some additional space, like so. And now I'm going to turn back on the subdivision surface, and I'm going to turn off the visibility for all of these objects. And I'm going to select the interior panel object. I'm going to move it to the top and also the vessel, because these are the two objects that were going to be working with. And now I'm going to turn on the visibility for these object and also for the circles like this. Perfect. Now I'm going to create a new material. I'm going to open it up on. I'm going to rename it. I'm going to go to the color channel and here you can see that I can load a new texture. So I'm going to go to my finder. I'm going to select these BST file that we created before, and I'm going to drag it and drop it in here like So now I'm going to close this down, and I'm going to select these material, and I'm going top late to these object. Now, as you can see now we have this texture applied. And just make sure that that select this stack here and just make sure that the projection is set to you be mapping. Okay. Now, as you can see, if I go to my finder, you can see that this image that I have here has been applied to these object. So now I'm going to go back to my finder on. I'm going to open up these files in photo shop. Okay, so now I have this fighting photo shop and you can see that I can turn on enough These u V's because this you guys are going to serve only as a reference. And now I'm going to go back to the finder. And as you can see now, I have two additional images here. Both of these images are PNG files. That means that they have transparency So I'm going to select the 1st 1 which is the one for the interior, and I'm also going to open it up in and will be photo shop. Now I'm going to select this layer. I'm going to go to select select all. Then I'm going to go toe edit a copy, and I'm going to come to this other file that I have open. I'm going to go to edit and paste. So now we have this image here on I'm just going to modify the size for this image. So I'm going to go to edit and select free transform like that and I'm going to scale these out like this. And now I'm going to hide the U. V's on. I'm going to create a new layer for the color I'm going to use black on. I'm going to feel this layer with black like so I'm going to save this file, so I'm going to go to file and safe. Then I'm going to go back to Cinema 40 and here I'm going to select these material. I'm going to go to where I have my texture here, and I'm going to click on this button here with these little triangle, and I'm going to select the option Reload image. I'm going to click. Yes. And now, as you can see, we have our image applied. Now, let me get closer here. And as you can see, we have some informations here. You can see that this lines should be straight on. They are deformed. And that is because we have a subdivision surface. So if I turn this off, you can see that now these lines are straight, and if I turn it on again, you can see that they deform. So a very easy way to fix that is to go to these subdivisions surface object. And here, in the subdivide U V's option, I'm going to change from standard to edge. Now, as you can see, this lines look much better. Okay, Now I'm going to turn back on the visibility for all of the objects. And as you can see, I have to shrink this image down. So I'm going to go back to photo shop. I'm going to turn back on the U. V's. I'm going to select this layer. I'm going to shrink these down. I'm going to turn off the U. V's. I'm going to save this file. I'm going to go back to Cinema four D and I'm going to reload this image. I'm going to click. Yes. And as you can see, these looks better. But I think I still need to shrink these image down a little bit more. So I'm going to go back to photo shop on. I'm going to shrink it down even more. I'm going to turn off the U. V's Save the file, go back to Cinema four D and reload this image. Click? Yes. And now, as you can see, these looks much, much better. Okay, I'm going to turn back off the visibility for all of these objects. Except for this one Andi vessel. I'm going to make a render just to see how these looks. And as you can see, this looks much better now. And that's all for this lesson. Thanks a lot for watching, and I will see you in the next lesson. 39. Texturing the watch - Part 4: Hello, glass. And welcome back in this lesson. We're going to continue takes during the watch. So let's start. Okay, So this is where we left in our previous lesson, and now I'm going to text or the vessel. So as you can see, these Basil already has a material applied to it. So I'm going to make a copy off these material, which is the silver material. So I'm just going to select it and duplicated and I'm going to rename it, so I'm going to open it up and I'm going to rename this to Silver Vessel. Perfect. Now I'm going to go to photo shop. And as you can see, I have already opened the PSD file that contains the U V's that we created before. And if I come to this other document, you can see that here I have these text or and this is the texture that we're going to use . So I'm going to go to select and all. Then I'm going to go to edit and copy. I'm going to come back to this file. I'm going to paste here. The texture. Okay. Now I'm going to select this new layer on I'm going to go to edit and free transform, and I'm going to scale these out, and I'm going to make sure that this is properly center like So then I'm going to turn off the U V's and I'm going to create a new layer, and I'm going to use quite for the background. I'm going to feel this with White like that. Now I'm going to go to a file and save. Now I'm going to go back to a cinema for the and here, let's make sure again that we have opened these material and let's go to the Bump Channel and let's turn it on. And here I'm going to grab the texture that we created and place it here. So I'm going to go to the finder and this is the texture. I'm just going to grab it. Andi, drop it here and now I'm going to close these down. I'm going to go to the basil. I'm going to apply these new material here. Now let's make sure that this material is said to you re mapping like So Now let me get closer here. And as you can see now, we have all of these details, but I don't like it that much, so I'm going to have to modify it a little bit. So for simple, I'm going to go back to photo shop. I'm going to turn on the U. V's. I'm going to scale this down a little bit. Thanks. So and now I'm going to make a copy of these layer, so I'm going to drag it and drop it in here. So now that we have this copy, I'm going to hide the original one and I'm going to select the new copy. I'm going to go to Filter, Blur, gushing Blur. And I'm going to apply a blue off about 4.0. I'm going to click. OK, I'm going to hide the U visa again. I'm going to save this. I'm going to go back to Cinema four d. I'm going to select these material. Open it up, go to the bump channel, click here and reload the image that's click. Yes. And now, as you can see, these looks much better now I'm going to reduce the strength a little bit. I'm going to use 8%. Andi, I'm going to make a render to see how this looks. And as you can see, this looks really, really good. I'm going to assume in over here. Andi, make another render just to see how this looks. And I like it a lot. I think that we did an excellent job. So now I'm just going to assume out I'm going to turn back on the visibility for all of the objects. And I'm going to make another render. I'm just going to get closer here and now we can see the difference between before and after applying the textures. You can see that this render looks much better because now it has more details. And that's all for this lesson. Thanks a lot for watching, and I will see you in the next lesson. 40. Hard Surface Hyper Realistic 3D Watch S05 L08 Rendering the final scene: Hello, class. And welcome back in this lesson. We're going to render our scene, so let's start. Okay, So this is where we left in our previous lesson. And as you can see, this watch is almost complete. So all I need to do now is to create the material for the crystal. I'm going to turn on the visibility for this object, and now I'm going to go to the materials. I'm going to create a new material. I'm going to open it up and rename it. Then I'm going to turn off the color. I'm going to go to the reflecting step and I'm going to turn off the different speculator. I'm going to go to the transparency. I'm going to turn it on. And here in the refraction, preset, I'm going to click on de. I'm going to use glass. Okay, I'm going to close this down, and I'm going to apply it to this crystal on. I'm going to make a render. All right? So as you can see now this looks much better. Let's see there before and the after. So now we have the crystal and now this looks better. I'm going to close these down and I'm going to select the sky object, and I'm going to rotate it and I'm going to make another render. Okay, Now, let me compare. These were in there to the previous one on. As you can see, just by rotating this kai with the HD right image, we can change the lighting off our scene completely. You can see the difference just by rotating this guy. Now I'm going to make another one, so I'm going to close these one. I'm going to select this guy, and I'm going to rotate it again like this, and I'm going to make another render. Okay, Now let's see the comparison. So this is the last render that we did. And we have these one and these one. So I like this one because of the reflections on the glass and also these one. So if I want to keep this one, I can just keep it like this. But if I want to keep this other one, I have to light the front of the watch because you can see that now. It's a bit darker than it should be. I'm just going to close things down and I'm going to show you how you can add some light on reflections to this watch. So I'm going to create a new plane. I'm going to rotate it 90 degrees and I'm going to come to the top. You and I'm going to move it. I'm going to resize it and I'm going to scale it out. I think so. On. I'm going to move it to the site. Now I'm going to create a new material. I'm going to open it up. I'm going to turn off the reflective and color channels and I will turn on only the luminous channel and for the brightness, I'm going to set it to 150%. I'm going to close this down, and I'm going to apply this material to this plane. Now I'm going to select this plane. And as you can see, I can use Thies to, like, different off the watch, and I can rotate it. Thanks. So I'm going to place it like this. So as you can see, if I move it, you can see the reflections over here. So I'm just going to have the reflections I'm gonna be to the left from the center like this. And now I'm just going to make a privy Orender here just to see how this looks on. I like it. As you can see, the plane that we added is adding some light and also some reflections over here. So that's going to make it look better. Now I'm just going to make the final render because I like it. But before doing that, I'm going to go to my render settings. I'm going to select anti other thing. And I'm going to change these from geometry to best on. Let me close this down on I'm just going to make the final render and this is our final render and I love it. Thanks a lot for watching and I will see you in the next video.