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

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

teacher avatar Moy Lobito

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

Watch this class and thousands more

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

Lessons in This Class

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 - Creating the base

      22:07
    • 8. Making C4D backups

      3:45
    • 9. Modeling the case - Adding the side details

      12:23
    • 10. Modeling the case - Making room for the crowns

      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 - Creating the base

      9:53
    • 16. Modeling the circles - Creating the hand

      11:37
    • 17. Modeling the circles - Modeling the marker lines

      13:16
    • 18. Modeling the circles - Creating the numbers

      20:51
    • 19. Modeling the circles - Creating the other two circles

      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 seconds hand

      12:59
    • 25. Modeling the minutes hand

      23:52
    • 26. Modeling the crystal

      13:25
    • 27. Modeling the bracelet - Creating the metal links

      24:00
    • 28. Modeling the bracelet - Modeling the end links

      23:22
    • 29. Modeling the bracelet - Making sure the Normals are facing the right way

      10:11
    • 30. Modeling the bracelet - Making the buckle

      19:18
    • 31. Modeling the bracelet - Giving it a round shape

      13:01
    • 32. Modeling the bracelet - Creating the back side of the buckle

      8:36
    • 33. Lighting the scene

      22:11
    • 34. Texturing the watch - Creating and applying the silver material

      11:40
    • 35. Texturing the watch - Creating and applying the plastic materials

      8:06
    • 36. UV mapping - Creating the UVs for the interior panel

      6:53
    • 37. UV mapping - Creating the UVs for the bezel

      3:39
    • 38. Texturing the watch - Texturing the interior panel

      7:15
    • 39. Texturing the watch - Texturing the bezel

      5:36
    • 40. Rendering the final scene

      5:29
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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.

Meet Your Teacher

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Moy Lobito

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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 class and welcome back. In this lesson, I'm going to show you the basic setup that I have for this project. And it is the same setup that I use for most of my Cinema 4D projects. So let's start. Okay, So as you can see, I am at my Finder and I have a new folder called relics Guzman graph with a toner. So let's open it up. And as you can see, I have four different folders in here. The first one is for my C4D backups. The second one is for my references. The third one is for my renders, and the last one is for my textures. Okay? So the C for the backups folder is a folder that I use to make copies of my main file at different stages of the project. So if anything ever happens to my main file, well, 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 news I give to this folder, 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 of the same watch, which is the what that we are going to make in this 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 of 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, here I have some references of the back of the watch. Like that. Here have some of the front and some other references from the sides. And you get the idea. So again, I can 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 this same, what you want to search for Radix cosmic graph, they turn out what? Okay. Now, as you can see inside of this folder, I have another folder. And this folder is for other references. But these references are of the same watch but of this bracelet. So as you can see, I have more detailed information of how I can make this bracelet in 3D. You can see I have lots of details here. And this way, I can understand how this watch is made and they can replicate that in Cinema 4D. Here I even have one of these links which are, I'm going to use to recreate this image in 3D. Okay, let's go back. So that's how I use my references folder. Now, my renders folder is a folder where I place the different renders that I'm going to make. Some along the project and some when the project is complete. And 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 project 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 Arab the most useful when I worked in cinema 4 D. And that's all for this lesson. 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 a cinema 4 D ready for our project. So let's start. Okay, So as you can see, I have open Cinema 4D, and this is the startup layout. As you can see, we have the timeline, the material manager over here, the object manager, and some other items that are going to help us to create our projects. However, this is not the best layout that we can use when we model things in Cinema 4D. 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 startup layout to the model layout. Now, as you can see, we have some different elements that we didn't have before. Now, they are grayed out now, bad at when we create a new object, like for example, a cube. And we make it editable. 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 layout, we have all of these tools are valuable for us and really close to us, so we can use them whenever we want. We have also our objects manager and our attributes menu here. Okay, so this is a better layout to model in cinema 4D. And perhaps you already use different layouts. But if you done, I recommend you to get used to using different layout because that's going to help you to work faster and more efficiently. Now, as much as I liked the model layout that comes with cinema 4 D, 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 layout, adjust 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 shortcut over here, Shift plus F2. I can click here. And now you can see I have my materials manager that usually I use when I model. And I can click on this icon here on the top left part of this window. And as you can see, now, I can place it wherever I want it to be. So for my materials manager, I want it to be over here. So I'm just going to drag it here and release. And now I have my materials manager over here. I'm going to resize it. And you can see that if I now want to create a new material, I can just create a new material here. And this is going to be better because we are going to have access to our materials as well. Now, that's the way that we can customize our layouts in cinema 4 D. So in this way, you can add pretty much any tool or a 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 Window customization. And you want to save your layout. So you can click on save layout as you can give it a name and save it. I'm not going to save this one because I have one already for my modeling projects. So I'm going to go to Layout. I'm going to go to my layout, which is this one. And this is the layout that I use. As you can see, I have the materials manager 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 this a little bit better in a future lesson. 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 and hold and select one of these tools. I can just come over here and select it from here. It's much faster. And I'm going to explain some of these different elements of this layout as we work on these projects. So this is the layout that I'm going to be using in this course. And you can also have this layout if you downloaded from the resources section in this lesson. So make sure that you download these layout and install it. Now, I'm going to go to my Finder. And as you can see here, I have this layout file. And this is the file that we're going to use to install the layout that I just showed you in cinema 4D. And again, remember that you can download this file from the resources section of this lesson. All right, so now let's go back to Cinema 4D to install it. And I'm going to change the layout again so you can see how it works. And now to load these layout, you have to, like I said before, downloaded first. Once you have it on your desktop, you have to go to Window customization and 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 this layer. So now that the layout is loaded, you want to save it. So you have to go to Window customization and save layout as. And here you can save the layout. And it is going to be available. Whenever you click on these layout 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 class and welcome back. In this lesson, we're going to talk about cinema 4D, shark gets. 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 4D. So that is the main reason we're going to be able to model faster, texture, faster, sculpt faster, and even animate faster. Now, cinema 4 D comes with a lot of shortcuts. And like I said, they are a lot. So it is going to be impossible to learn every single sure get in cinema 4 D in just one lesson. So that's why I'm going to focus this lesson only on the most important shortcuts that you're going to be using every single day in cinema 4 D. 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 polygons like so. Perfect. Now, the most important shortcuts that we are going to be using every single day are the shortcuts that are going to move our camera or our view. So I'm talking about panning the camera or tilting the camera. Also zooming in and zooming out and rotating the camera. And those shortcuts are 123. So you have to press 1 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 tilt 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 press and hold two and I click and drag, you can see that I can zoom in and zoom out. And the last one is three. So I'm going to press and hold three. I'm going to rotate this camera. And those shortcuts 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 zoom out, and I can rotate the camera like that. So these are the most basic shortcuts that we are going to be using every single day. In Cinema 4D. 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 are going to be able to tilt and Pan our camera. Present, halt to click and drag. And we're going to be able to zoom in and zoom out. And 3 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 eat to move. So I'm going to press E. 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 R. And you can see that now I have this 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 scale our objects. So again, e to move, R to rotate, and T to scale our objects. Now, there is another very important shortcut that you have to learn. And it is the one to the Make editable 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, where there's going to be able to modify their points, edges, or polygons unless we make it editable. You can see that now when we make it editable, we can modify the points, the edges, and the polygons that make this object. So I'm going to undo that. So now it is again a primitive. And the shortcut for this command is the C key on your keyboard. So just press the CQI, make sure that you have your objects selected in your object manager. You have to select it and press C. And as you can see, now, it is editable. Now, there is another shortcut that you are going to be using a lot. And it is the spacebar. Now the spacebar has a special function and it is to bring you back to the Selection tool. So it doesn't matter which tool you're using. If you press the spacebar, it is going to bring you back to the selection tool. And if you press it again, it's going to go back to the tool that you had previously selected. So I'm just going to demonstrate that. So I'm going to select this tool here, which is the Bevel tool. And now I'm going to come over here. You can see that I have selected the Bevel tool. 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 the wearable tool. And I can do this as many times as I want. But now, if I have a different tool selected, let's say the land cut tool. You can see that it is selected. And I press the space-bar. You can see that it brings me back to the selection tool. If I press it 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 spacebar is one of the shortcuts that you're going to be using a lot in cinema 4 D. Okay, so now we're going to continue with the selection tools. So I'm going to change to the edge mode. 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 edges like this. But now if we want to select a loop of edges, we can use the loop selection tool. And the shortcut for the loop selection tool is UL. So you press U and then you press L. So now we have the loop selection tool. I'll write. Now. The other selection tool that we're going to use often is the ring selection tool. And the shortcut is pressing New and then pressing B. So now we can select rings of edges like that. So let's do it again. You L, to bring their loop selection tool. You'll be for the ring selection tool. Perfect. Now let me go to the polygon mode. And using the selection tool, I'm going to select a set of polygons like this. And now to invert the selection, all I have to do is press U i. And now you can see that the polygons that I had selected are now de-selected. And the polygons that I had the selected are now selected. So the shortcut UI is going to invert the selection. I'm going to do it again. You I. And now we have the selection 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 can press U, y, and that's going to grow the selection. You can see that this election is growing and growing. And those are the most important shortcuts that we're going to use related to different selection tools. Perfect. Now let's talk about some modelling shortcuts. So I'm going to start by selecting This polygons. And now if I want to make an extrusion, I can press D. And that's going to bring the extra tool. And now I can make the extrusion. So let's do it again. I'm going to go back to my selection tool. Remember pressing the space bar. Now I'm going to select other polygons. I'm going to press D and make the extrusion. Okay, let's do it again. I'm going to select those polygons, press T 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 dw. So I'm going to select a few polygons. I'm going to press M and then w. And as you can see now we have the extra dinner tool. So I'm going to make an inner extrusion. I can do the same with this polygon 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 tool. And the shortcut for D level two is M, S. So let's press M and then S. And now we have the Bevel tool selected. So I'm just going to click and drag. And as you can see now, we can make another one if we want our select different polygons. And again, let's use the shortcut to select the Bevel tool 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 CAT tool. And the shortcut is pressing K and pressing again k. So that's double K. And now I have the line cut tool selected so I can start making cats like so. And the other tool that we're going to be using a lot is the loop control. And the shortcut for that one is K, L. And now we can start making some look at like so. Perfect. And the other cutting tool that we're going to be using is the edge CAT tool. And to use the edge cut tool, 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 B. And I'm going to go to the edge mode. And I'm going to select all of these edges here. And now that I have a set of edges selected, now I'm going to use the edge cut tool. And the shortcut for the edge tool is m, f. So let's press M and then F. So now you can see that I have selected the edge cut tool. So now I can select how many subdivisions I want. Let's say three. And 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 of cell divisions. I can increase it or decrease it. And I can also modify the asset. Usually we're going to use this at 50 percent. And the number of subdivisions is going to depend on how many different cat when it. Alright, so let's try it again. Let's start with the line CAT tool. And it is by pressing K and again k. Now we have the land CAT tool. And we also have the loop cut tool, and that is going to be k, l. Then we have the edge capsule. And again, I'm going to use first the ring selection tool to select a set of edges. So for the ring selection tool, we're going to press U, B. And I'm going to select those edges. And then for the edge cartoon, I'm going to press M, F. I'm going to select the number of subdivisions. This time I'm going to use only two. And I'm going to apply it. Perfect. And those are the shortcuts 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 weld tool. So for the word tool, we have to go to the point mode. And we have to select two or more points. And the shortcut for the world tool is MQ. So let's press M and then q. And now with this tool, we can weld two or more points together. Like so. I'm going to press the space-bar to bring back the selection tool. And now I can select more points. And I'm going to bring back the well-to-do. Remember the shortcut M, Q. I'm going to click here to well, those points together. I'm going to press the Spacebar again to bring back the selection tool. And now I'm going to select more than two points. And I'm going to press the shortcut for the world to MQ. And now I'm going to weld all of these points together. Okay? So the world tool is another tool that we are going to be using a lot. And the last York at that we're going to cover is the shortcut to turn on and off a subdivision surface 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 of 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 or the subdivision surface object itself. So once I 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 and off the subdivision surface object. And like I said, I can do it by having one of these objects selected or the subdivision surface object itself. You can see that it works either way. So this shortcut is going to help me to turn on and off 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 modelling in cinema 4D. So what I recommend you to do is to start using those shortcuts. Because like I said at the beginning, using shortcuts will help you to improve your speed and efficiency when working in Cinema 4D. And that's all for this lesson. 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 4D. So let's start. Okay. So as you can see, I have a new empty document in cinema 4D. And the 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 Guzman graph, they turn our folder. Remember that I have my textures 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 project. The first reference is for the front, and the second one is for the side. And I also have a reference for the bracelet. But the ones that I'm going to use right now are these two, the front one and the side1. 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 of the final project, then you can use as your reference images. So don't worry about it. Just go to the Resources section of this course and download those reference images. All right, so I'm going to go back to Cinema 4D. 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 selected. And now let's go to the viewport 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 this image over here. So I'm going to click on these dots here. I'm going to go to my folder and the textures folder. And I'm going to select the front image. I'm going to click on Open. And I'm going to do 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 do the same. And remember that we did it last time, we did it by clicking here. But you can also do it by dragging your file into this section here. So I'm going to do that. This other way to show you. I'm going to go to my desktop. I'm going to grab my image. So I'm just grabbing it. Go back to Cinema 4D 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 percent. 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 percent. I'm going to do the same for this other one. Again, something around 50 percent. 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. And I'm going to increase the size like that. And also these way, I'm going to move this so we can see this better. So what I want to see is to make sure that what I have on this front view and what I have on this side view. Much. So as you can see, the top of this cube. And right here, you can see this area here of 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 right over here. And on the side view, you can see that this is the same shape and it ends at the same position. And now let's make just the last test. I'm going to change the size. And now I'm going to get closer here. You can see that now the cube ends right at this 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 a way to make sure that your references are set up properly. If you have to modify your reference images, all you have to do is to select the wind of 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 y, or you can change the rotation angle. I'm going to bring all of these back to 0 because our references are set up properly. And you can also change the scale of these reference image. You can increase it or decrease it. Okay. I'm just going to get it back to what it was, which was 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 learned 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 modelling hour what? 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. And 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 of the body of this watch, this 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 shade that I want. And it could be the cylinder 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 is on the right orientation and also on the front view. So we're doing well. And now all I have to do is to modify this tube to make sure it matches the references that we have below. So I'm going to modify this way, like so. Perfect. I'm going to start with this area here because this other area is a different one and 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 it thinner. Like so, and move it a little bit. Perfect. Now as you can see, we have way too many segments around this tube. So I'm going to go to my object and the attributes. I'm going to go to the Object tab. And 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 and we're going to compensate that by using a subdivision surface object so we get a rounded shape. So I'm going to create a new subdivision surface object. I'm going to rename these to relics. And I'm going to make this tube a child of the subdivision surface object like that. Now, if we go to the perspective view, you can see that these subdivision surface object is not affecting the tube the way that we want. Because as you can see, this edges around here are very sharp. And that is because when we use a tube or a cylinder in cinema 4 D, we get the calves and the body of the tube as separate objects. And thus 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 editable. 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 polygon mode. And I'm going to use the ellipse selection tool, 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. And I'm going to go to the point mode. I'm going to select a point and press Command a to select them all. And now that they're selected, I'm going to go to Mesh. I'm going to go to command, and I'm going to optimize them. But I'm going to change the value for this tool. So I'm going to click on this gear icon. And here I can increase or decrease the tolerance. And if I use something around. 0.1. And I click Okay, you're going to see that these points are going to merge together. And this is going to be only one object now. So the calves are going to be within the same object as the battery. So let's do it. Now. You can see the difference. Let me undo 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 this say polygons that we had selected before, I'm going to move them like we did before. But now you can see that they don't move like a separate object. They are together. And this affects 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 this thing is going to happen whenever you use a tube or a cylinder. So just to make sure that you understand why. And I know that maybe this was a little bit distracting from the main topic, but it's a really important concept if you plan on modeling in Cinema 4D. 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 this object. So I'm going to select the object and I'm going to go to the basic properties and turn on these x-ray option. Now we can see both the polygons and the reference image below. I'm going to do the same for the side view. Okay, perfect. So now I'm going to start modifying these edges 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 loop selection tool, 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 loop selection tool again. Select these other edges and move him 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 can see, it looks way too round it. So we're going to fix that. And to do it, I'm just going to select my object and let me turn off the X-ray Arjun for a second. And I'm going to use the ring selection tool to select all of these edges around. So let's use the ring selection tool. Let's click here to select them all. Now let's also select these ones inside. So press Shift and click. So now all of those edges are selected. And now we're going to use the edge CAT tool, which is this one here. And we're going to make two different cats with an offset of 50%. And we're going to click on apply. So now we have the cat. And if for some reason you don't see the different cats, that is because you may have turned on the option Create and Ganz. 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 just make sure that this is of okay, I'm going to get closer here. And I'm going to use the loop selection tool again to select these sets of edges. And using the scale tool, I'm going to separate them away from each other. So they are closer to the edges like that. And I'm going to do the same with these other edges. Again, with the scale tool. I'm going to separate them away from each other. Perfect. And now let's turn on the subdivision surface object to see the difference. And as you can see, this looks much, much better now. Okay? I think I can use the knife tool. So I'm going to press K and then L. And I'm going to press Shift. So it sticks to the middle. And I'm going to create a new cut here. Like that. Perfect. Let me see how this looks. And I like it. I think that this looks really nice. So this is complete. And all I have to do now is to save this file. That's very important. So let's go to File and Save. And I'm going to save it inside of this folder. And I'm going to name it relics seismograph Daytona. And I'm going to save it. So that's all for this lesson. I hope that you learned something useful and I will see you in the next lesson. Thanks for watching. 7. Modeling the case - Creating the base: Hello class 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 now I want to create the case for the watch. Let's go to the front view to see. Well, we have to make so this is the area that we're going to work on, the case. You can see all around. And 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. And when we have these two different sections here, we can just mirror them to the bottom. So we have to create only 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 view. And I'm going to use this 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 loop selection tool. Remember the shortcut U, L. And I'm going to select these polygons, also these ones and these other ones. Now, you will see that I'm going to turn on and off the subdivision surface object from time to time. And when I do that, I don't come all the way over here. This is one way to do it. You click on this green arrow here, this checkmark. And you can see that that is going to turn it on and off. But the way I do it is much faster. And it is by pressing the letter in my keyboard. You can see that my mouse can be anywhere. And 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 turn it on and off, you know what I'm doing? So now that I have all of these polygons selected, 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 over here. Or you can use the shortcut UP. I'm just going to click here to split it. And now if we look over here at our objects manager, you can see that we have two different objects. Now, you can see that. So this object is our main object. And this other one is 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. And the problem is that the subdivision surface object is affecting only our basal object. You can see that. And the case object is not being affected by the subdivision surface object. And that is because when we have a subdivision surface object and it has children or it has objects inside of these subdivision surface object, it will only affect the topmost object. So in this case, the topmost object is the Bessel. And you can see that it is being affected. Now, if I change the hierarchy here and I moved the case to the top, you can see that now the case object is the one that is being affected by the subdivision surface object. And the Bessel object is not being affected. Let me get closer here. If I turn off the visibility for these bezel object, you can see that the case, our object is completely round. If we turn on the visibility for the Bessel object, it has really sharp edges. Now, there are different ways to make all of our objects around it. One way is to create a new subdivision surface object and have each individual object with one individual subdivision surface object. But if we do that, we will have a lot of subdivision surface objects. And I don't want that because that's going to crowd my objects manager. And I want to have as few as possible, only the ones I need. So that is not going to work for us. I'm just going to move it back in here. Delete this one, place this one inside like that. So there is a way that you can have the subdivision surface object affecting multiple objects. And that is by creating a null object. Okay, I'm going to rename this. So now I'm going to place these are null object inside of the subdivision 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 of this null object like that. So now the subdivision surface object is affecting the null object and the object is affecting all of the objects that are inside of it. So if I create another object, let's say a cube, make it editable, and I place it inside of this object. You can see that it is going to be affected by these subdivision surface object. And that will happen with every single object that I placed inside of this null object. So I'm going to delete this cube that I run it. And now that we have solved the problem with the subdivision surface object, I'm going to move the case up and turn off the visibility for the Bessel. Because we are going to work only on this other object. I'm going to select the 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. And they are going to disappear. And as you can see, the overall shape is preserved. So it didn't affect the shape of this object. Okay, perfect. Now let me go to their different views because I want to work simultaneously on the perspective view and 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. And to do that, make sure that the create caps option is on. So that way we are going to keep these polygons in place and create new caps like that. So this extrusion 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 your object looks like this, make sure that you turn on the Create caps option before you make the extrusion. Alright, 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. And when I make the extrusion, I'm going to move them into position so they come form 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. I'm going to use the Lasso selection tool. I'm going to select 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 see. I'm going to move this like so. All right. And I'm going to move this also to compensate like that. Okay? That's going to be better. So the main reason I move this point is because we have an object here. And this object, this button here, will need a hall. So later on we will have to make a haul around here to be able to place this object, the button. So if we leave this point over here, the whole is going to be in-between these two polygons. And I don't want that. I'm going to undo it. So now this way we can create the hall only on this polygon here. So that's why I moved it. Okay, I'm going to move this a little bit more. And I'm going to go back to the polygon mode. And with those polygons selected, I'm going to make a new extrusion. Now this time, it is very important that the create caps auction is off. If we leave it on when we make the extrusion, these polygons here are going to be kept. So we will have new polygons and these polygons here in the middle. And that's going to give us some problems when we apply the subdivision 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 view and I'm going to rotate it, move it into position, and scale it like that. And now I can go to the point mode. I'm going to select these points and move them into position. Also, there's 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 this 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 this extrusions, the create caps option has to be off. So let's do it again. Select the polygons again. Go to the extra tool, make sure that the create caps object 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. And remember that all we are doing here is to follow the reference image that we have below. Let's go back to our Perspective View 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 the right view. Let me turn off the visibility 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 and it gets thinner and thinner as he gets to the top. So we have to do that on our object as well. Let's go back. And we're going to work on that. So I'm going to go back to my selection tool. I'm going to select this point. I'm going to move him like so. Also these ones moving like that. And 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 as you can see, they go Like, like this. 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 polygon mode, make another extrusion, small one. Let's come to the front view. And let's make sure that these points are where they have to be. I'm going to get closer here. And I'm going to make sure that this area is rounded. Like so. All right. And now let's go back to the perspective view. And I'm going to make sure that these 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. I'm going to move him a little bit like so. All right. And I'm going to select all of the points, all of these other points. Because I think we have to move them as well. Just a little bit. Just a little bit to the, to the right. Like that. Somehow they are following this shape here. Maybe not so much, just a little less. Okay, That's good. And I'm going to move this 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 view to see how this looks. And I like it. Let's turn on the subdivision surface. And 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. And so this one, just a little bit. Perfect. I like it. Okay. Now let's do the mirroring part. That's going to be easier. So let's go to the front view. And 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 them, so I'm just going to delete them. I'm just going to preserve these points here. So now I'm going to create a new symmetry object. I'm going to select this case. And I'm going to place it inside of the symmetry object like that. As you can see, it is going to mirror it onto the other side. Once I have it like this, I'm going to make this editable. Like that. I'm going to take it out and delete these new object because I don't need it. And now 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 to left. I want to mirror it from top to bottom. So I'm going to select the symmetry object and 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 been mirrored. I'm going to make this editable again. And I'm going to take it out of this group and place it back inside of the Relics Group. I can delete this like that. Let's go to the perspective view 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 cut tool. I'm going to apply one division right here at 50 percent. Like that. Perfect. And which are the same here. Like so. Perfect. Now I can make another division right here. And here as well. Like that. Let's see how this looks. And let's turn on the ABC validity for the Bessel object. Just to see how they look together. As you can see, this 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 class 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. But in this lesson, we're not going to model anything. We're just going to make our Cinema 4D backups. So this is the file that we're working on, the watch. So the first thing that I'm going to do is to save this file. So I'm going to go to File and Save. Then I'm going to close it down. And then I'm going to go to the Finder where I have the original file. I'm going to select it and I'm going to copy it. Then I'm going to go inside of my C4D backups folder. And I'm going to paste it in here. Okay, so now we have a copy of the original file secure inside of this E for the backups folder. So now if anything ever happens to this file, let's say it gets corrupted and it doesn't want to append anymore. You can come back inside of here and grab the latest copy of this 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 WIP and a number. In this case it's going to be 000 001 because it is the first one. So WIP stands for work in progress. And I'm going to come back here. So as we go along the project, we're going to make another copy. We can open it again and we can make some adjustments. And let's say that we have done a lot of working here and we want to make another backup. We are going to the same, just File, Save, close it down. Go to the Finder, selected carpet. Go inside of the C4D backup folder. And we're going to paste it in here. And now all I have to do is to rename it. And since this is the second copy, I'm just going to add WIP work in progress. 0, 0, 2. And that's how I do my C for the backups. And 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 and that's a 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 and open up the original file. So here we are again in cinema 4D, 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 following lesson. 9. Modeling the case - Adding the side details: Hello class and welcome back. In this lesson, we're going to continue modeling the case for our wallet. 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, this 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 on the 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 view. And since we are going to work on this area, I'm going to need some additional polygons. And to do that, I'm going to go to the edge 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. And I'm going to use the edge CAT tool, which is this one. And I'm going to make one cat in the middle of these different edges. So I'm going to change the subdivisions to one and the offset has to be 50 percent. So it is right in the middle. I'm going to apply it. And as you can see now we have additional polygons, and that's what we need. Okay, Let's go back to the front view. And let me, let me turn off the visibility of this object because we don't want it to get in our way like that. And now I'm going to select these polygons. But you can see that these polygons are way too big because I want to make an extrusion here. If I make the extrusion, let me show you what I, what I mean. We have to select all of these 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 way down over here and all the way up here. And I don't want that, so I'm going to undo it. So what I need to do is to cut 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 the loop cut tool. And 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 extrusion ends, which is going to be right around here. Okay, Let's go back to our polygon mode. Let's deselect the areas that we don't need like that. And 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 and make sure that they follow our reference image. Also these ones like that, and this one's like that. Okay, Now let's go back to the polygon mode. Let's make another extrusion. Like so. Now 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 are points here to be able to make this area a little bit more rounded. So I'm going to add polygons here using the loop cut tool. And I'm going to use the point mode and make these area around it. We're going to do the same here. We're going to add a new cat around here. Select this point and make this area a little bit more rounded. Like so. Now let's go back to the perspective view and see how this looks. Let me turn on the subdivision surface 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 shape that we made. So I'm going to come over here. I'm going to use the loop selection tool. Select these points. And I'm going to scale them down this way like that. And then I'm going to do the same with these other points, but I think I can do it all at once. So I'm going to select these ones as well. And also these ones in the middle. Okay? Going to use the Scale tool and scale them down on this axis. Flexo. Okay. Now I can deselect 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 now I'm going to select this points here. Only the ones in the middle. Like that. And I'm going to make this 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 this looks much, much better. I think. I have to add a little bit more roundness. 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. And I'm going to move him back LDL. Okay? But as you can see, they, they still have these roundness that we created. Okay? Like how this looks. I'm just going to create another set of edges around here to make sure that this is at 50 percent. And I'm using the loop cut tool like that. And I'm going to use these new points that we created. I'm going to select them. And I'm going to use this points to give some additional roundness around here. So I'm just going to movies like that. We can do it on the front view. So it's easier to say right base. We can bring all of these down like that. Okay, this looks nice. Spent to make sure that these points are like this closer. Let's see how this looks. Nice, looks really, really good. I'm just going to solve these points. As you can see that we have some hard edges here and we don't want that. So I'm just going to move them 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 it down. And that's going to be really easy. So we're going to go back to the front view. I'm going to take these out and I'm going to select all of the points that I don't need reached are all of these points at the bottom. I'm going to delete them like that. And I'm going to create asymmetric object. I'm going to place these case instead of the symmetry object. I'm going to change the mirror plane to XZ like that. And you can see that now we have the same work that we did over here. We have it down here. Okay, Well, let's make this editable. Now. Let's take these back inside of these relics group and we can delete these other group that we don't need. Let's go back to the perspective view to see how this looks. And it looks really, really nice. Now let's turn back on the VC validity for the Bessel 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'll learn something useful and I will see you in the following lesson. Thanks for watching. 10. Modeling the case - Making room for the crowns: Hello class and welcome back. In this lesson, we're going to continue modelling the case for our wallet. 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 we're going to do. So as you can see here, we need to have some buttons, one 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 grade over here. Okay? Now let me select these polygons to see where this has to be. And it looks like it's going to be around here. That's more than 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. We're going to go to the perspective view. 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 select those. And I'm going to move them. And as you can see, I'm trying to keep the shape. Looks like there's a point that I didn't select, so I'm going to undo it. I'm going to select it. And now I can move them like that. Okay. All right. I'm going to move this even more. Like so. Perfect. Let me hide the Bessel. And I'm going to move these points as well. And this one here, maybe I'd be a little bit more like so. And these ones are a little bit more okay. Let me see how this looks. And it looks okay. So I'm going to leave it like that. I'm just going to move some of these other points to get a barrel shape and also these ones. So all I'm trying to do here is to keep this shape rounded. Like that. I'm going to go to the front view to make sure that the points that we 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 to scale it down. And 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 I'm just 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 cat. Now we're going to make perfect. Now let me go back to the perspective view. And I'm going to turn on the visibility for the objects that we have. And I will have to move it back like that. So this is where we have to make the whole. And to make things easier, I'm going to change the display mode so I can see the different polygons from each of the objects. And I'm going to reduce the, the rotation segments to 24. And now I can align these lined 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 this 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 cylinder 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 now I can select all of these different points that I need to move out of their way. And also those I'm going to go to the different views. I'm going to move them 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 I still 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 this one in the back like that. And I'm going to move them because we have too many points very close together. So we can move this to relax the mesh. And also these other points like that. And finally, these two points. Okay, Let's go back here. And this looks better now. I have room for the hall. And now I'm just going to turn on my subdivision surface so I can see how this looks. And I'm going to go to the front view to make sure that this didn't affect too much on the overall shape. And 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 them some of these points here to have these a little bit more rounded, right? That and I think I have to move. This one's also like so. Let me turn on the visibility of this 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. So I'm going to select all of these points. And I'm going to reposition all of those points so we don't have that gap. Okay. Let me do again. I'm just closing this gap here. I'm going to deselect these ones that are okay, now, I'm going to close the gap like that. And now you can see we don't have that gap anymore. So we have it here, but don't worry about that because we're just going to duplicate it. 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 view. Okay, let me rotate it. 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, select them all, and move them like so. Okay, that's going to work. I'm going to turn off the visibility of the vessel because I don't need it now. And now I'm going to make another cut here in the middle of these polygons. So I'm going to use the loop cut tool. And 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 hall. And the way that I'm going to do the whole is by using the knife tool. I'm just going to make sure that the knife tool is set to cut only the visible elements. So visible only has to be on. We're going to get closer here. I'm going to start making the cut. So I'm going to make these cats where the cylinder is. So for this, 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. Well, it has to be, we're going to decrease the segments again. So for now I'm just going to come over here. And again, using the knife tool, I'm going to click here and get the cat 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. So I'm going to make the other cat here. Get downer here. Get the cat there. And one 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 this hall. 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 do the same here. Like that. I'm going to do the same here. And the same here. Like so. Now I'm going to turn on the visibility for the cylinder again. And now you can see that we can come over here and make a new cat following the shape of the cylinder again. Like so. Now if I delete these two polygons that we don't need. And we turn back on the subdivision surface, you can see that our circle is getting more the way that we want it. Okay, let's turn back on the cylinder. Because it is the guide that we're using. And I'm going to do the same here. I'm just going to cut here. And here. Same over here. I'm going to cap here and back to this point. And the same over here. We're going to cap and cat. Okay? And I think the rest is okay. Now let me turn off the visibility of the cylinder. And let me select the polygons that we don't need. Charlie's 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 this looks rounded. 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 edge mode, select this whole circle. And I'm going to make a small extrusion. I'm going to use the scale tool and scale it down. Like that. Some like that. I'm going to make another extrusion, small one. And I'm going to go to the side view. And I'm going to move this extrusion inside. Like that. You can bring it all the way to the other side like that. And I'm going to turn on the axis mode. So we can modify this axis. 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 axis is aligned with this line here, I'm going to use this council and scale everything. So this here is completely flat like that. Okay? And this is working because I modified the axis. So if I don't modify the axis, this is not going to work. So make sure that you modify the axis before. And you can modify the axis if you enable the axis here. Now you can move it, rotate it, and so on. Okay, so now that we have this 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. It aligns with this line that we have here. I'm going to move it like that. Let's go back to the perspective view. 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 rounded, but it's close enough. And since we are 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 round. So that looks good enough. So we can leave it like that. Okay, I'm going to go back to the cylinder. We're going to go back to the object tab. And I'm going to reduce the rotation segments again to 24. Right? Let's turn off the visibility for the cylinder just for a second. And this is the result. I think this looks really well. And all we have to do now is to mirror it down. So we're going to go back to the front view. These ones here. Like so. This areas here were created when we modify the circle, the hall that we made. But now we fix them. That's really easy. Perfect. So like I was saying, Let's go to the front view and let's get rid of the points that we need. So the points that we don't need are the ones at the bottom, which are these ones. We're just going to delete them. I'm going to move this over here and create a new symmetry object. And I'm going to place these inside of this image object. Select the symmetry object, and change the mirror plane to x c. Like that. Let's go to the perspective view. As you can see now we have the hall that we just created in both sides. So we have to do is to make this editable. And placing inside of these relics 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 of the video. We don't have it anymore. So that got fixed 2. And 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 folder. Now that we have done some progress in our modeling project. Okay, so that's all for this lesson. 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. Now, as you can see, we have everything ready to place the different crowns that we need. And let me go to the front view. And I'm going to hide these objects. Okay? Like that. And now you can see the objects that we have to make. So we have to create this one and duplicate it and place it over here. And then I'm going to make another copy and place it here. And I'm going to have to modify it a little bit, because as you can see, this one is a little bit different from this 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. So I'm just going to select it. And I'm going to make sure that the rotation segments is set to 24. And I'm going to make it editable. 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 Lasso selection tool and select all of these points. And I'm going to move them just a little bit. Like so. Perfect. Now, if your axis is not showing like this, is showing this other way, you will not be able to move in this direction that easily. You can try to move them like that. But as you can see, this is going to get distorted. And if you use the handles, it's going to be the same problem. So as you can see, the way I have it, 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 4 D, we have the axis, but we have two different modes for this axis. So we have the object mode, which is the mode I have right now. And this mode, it's going to use the axis depending on the rotation and position of the object that you're trying to modify. In this case, as you remember, we had the cylinder 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 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 AX is going left to right, like so. So just in case that you cannot move the points the same way I am moving them like that. Just make sure that you change the axis mode to the object mode like that. So now this way you can select this arrow and move him only in this direction. Okay. Perfect. Now, let's continue. And I'm going to use the loop cut tool. I'm going to make one cut here. So I can make an extrusion and create these elements here. And I'm going to make another cap 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 and 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 are acting like 11 piece. Okay? And that is because on my extra tool and the settings of this extra tool, I have tuned on the preserve Groups option. So that is not what I want because as you can see, these are different extrusions. They have to be separated. So what we can do is turn off the preserved Groups option on your extra tool settings like that. And you will see that now each of these different extrusions. 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 preserved Groups option is off. And I'm going to make it like that. I'm going to get in here. And now with this polygon selected, I'm going to use the scale tool pressing T. And again, make sure that the x is mode is set to object. And now let's shrink this down. Like that. Let me go to the front view to see how much I have to shrink it. Like so. And now I'm going to increase the size this way. Like that. Okay. That looks nice. Then 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 size just a little bit like that. Perfect. This looks nice. And don't worry about this 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. Let me go back to the front view. And perhaps I can make it even bigger. Like that. I'm going to move it in just a little bit. Like so. And it looks more like the reference image. Okay, perfect. Now let's go back to the front view. And I will have to move this point here. Again. I'm going to move on like this. And you can see that it is kinda of rounded at the top. So I'm just going to give it some roundness. Let's come over here. And I'm going to do that by going to the edge mode. I'm going to use the ring selection tool, select all of these edges here. And using the edge cut tool, I'm going to add a few cats here. I'm going to apply it. And I'm going to increase the subdivision option. Maybe two or three is going to work. Let's use three. I'm going to go to the polygon mode. I'm going to select these polygons, grow this selection like that. And now let's go to the different views to see how much roundness these needs going to do it like this. Then again, a little bit more. And finally, these are the polygons in the middle. Like so. Okay, I like it. Now let's place these inside of the 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 use cylinders and tubes, we have to optimize our object to be able to get rid of this sharp edge here. So we're going to do that. We can do it by going to the object mode. So nothing is 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. And this looks really, really good except for this area here. So we're going to fix that. All 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 cut tool. And I'm going to add a subdivision around here. Now this looks better. And now I want to add a few subdivisions in here. Let me show you. If I add one here, you can see that this gets better. Bet 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 cut tool. And 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 set to 50 percent here. Let's add three subdivisions like that. And let's reduce it to two and see which one works better. I think that two is going to be enough. But I'm going to add another division right here, around here. So if I use the loop cut tool, I can create a division here. And now you can see that this looks better. If I get rid of it, it doesn't look good enough. I added, 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 subdivision surface to see this better. And I'm going to use the rain selection tool. I'm going to select all of these edges, then 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 do it much faster. Like that. Like so. Perfect. Now we're going to the same that we did 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 CAT tool again. But this time we're going to use only one subdivision. Let's set it to one at 50 percent offset. Let's turn on the subdivision surface to see the difference. And let's apply it. And now you can see this looks much better. Let's see the before and the after. Okay, that's going to be enough. Now if I deselect it, you can see how this 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 cut here because these polygons are getting too smooth. So I'm going to use the loop K2. And I'm going to add one cat here. So now these polygons here are not moving too much. Let's see the before and the after. So that's what's going to look better. I can even add another one here. Let me hide these objects. Because I need to add another one here and one here in the middle. And if I want, I can add another one here like that. So you can see now this looks much better. And since we are going to use a reflective material, when we take three, this is going to look awesome. Okay, so now this is one of the crowns. And let me see how this looks with the rest of the elements before I duplicate it. 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 okay. I'm going to get it a little bit closer to the center. Like that. Perfect. So now we can make a copy of this one. And this one's 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 this back to 0. Now I can move it over here. I'm going to change the position for y to 0 as well. And I'm going to rotate it 90 degrees. Like so. I'm going to put it in place and 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 view. And you can see that this object is going through other objects and we don't want that. So I'm just going to hide all of these and work on the shape of these one. I'm going to use the polygon mode and I'm going to use the selection tool. Select all of these. Different polygons like that. And I'm going to use the scale tool and I'm going to scale them down. Like so. I'm going to turn back on the visibility for the rest of the objects. And now you can see that this is 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 cab back here. We can also just do the same that we did with the other one. Select this set of polygons and decrease the size. Like that. Let's see the 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 this group. So it is affected by the subdivision surface. Let's go back to the front view. And I'm just going to make sure that this crown here is similar to the one that we have behind. So I'm just going to hide the visibility for the rest of the objects except for the Crown. Going to select the crown. And I'm just going to make sure that this is the size that we need it to be. I'm going to select the crown and 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 to a little bit too big. So I'm just going to select all of these points. I'm going to shrink him down like that. Now this looks better and I'm going to do the same with these other points here. Shrink him down and move these ones. Shrink him down even more, and move him 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 this one. Let's go to the perspective view. Let's turn off the X-ray option. I'm going to select these polygons here using the ellipse selection tool like that. And I'm going to make this more rounded by modifying these polygons. And also these ones here. And these ones here. Like that. I'm going to select these edges here. And I'm going to move them like that. So now this looks more rounded than the other ones. Let's see how they look. And I like it. I think I'm going to give it a little bit more roundness. Going to grow the selection. I'm going to move it like that. Now this looks better than before. And all we have to do is to make a copy of this one and place it down here. So this one is going to be up. There's wants to be down, and just wants to be the one in the middle. So now I'm going to create a symmetry object. I'm going to place these objects inside. And I'm going to change the mirror plane to XZ. Like so. You can see that this looks really nice. And this time we're not going to make it editable because all we want to do is to flip it. So we're just going to select the symmetry object and I'm going to click on flip like that. So it looks like nothing happened. But if we take these out, you can see that we can delete the symmetry object. And now this object is where it has to be. So all I have to do now is to place it back inside of this group. And it's going to be tough. And this bottom. Okay? Now you can see that we have all of these crown's complete. And all I'm going to do now is to make a quick render to see how this 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 class and welcome back. In this lesson, we're going to create the backside of the case for our watch. So let's start. Okay, so this is where we left in our previous lesson. And in this lesson we're going to create the backside of 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 detailing here. But don't worry, we're going to make that too. Now let me go to the different views. And 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 disk. So I'm going to select the disk. We're going to go to the Object tab. And here in the rotation segments we have 36. I'm going to use 180. And I use 180 because what has their navy is half of 360, which is the number of 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 this segment, I'm going to reduce the number. So for now we're not going to need too many segments. And when we need them, we're going to add them using the loop cut tool. So for now two is going to be more than enough. Okay, I'm going to change the display mode again. And I'm going to make this editable. And I can rename it now. And I'm going to place it inside of this group. So it gets subdivided with the subdivision surface object. Okay, perfect. Now let's go to the different views. And 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 scale them out like so. And I'm going to move them 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 view. And I'm going to move him over there. So I'm going to use the loop selection tool. And I'm going to go to the edge mode, select all of those edges on the outside. And I'm going to scale them out using the skeletal like so. That's going to look better. Now let me turn on the subdivision surface to see how this looks. And this looks really good. As you can see, we have some deformations here, but that's because we have 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 all of these polygons here. Make sure all of them are selected. And 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 the loop cut tool and see what happens when we add some cats here. Like that. You can see that we have that problem anymore around here. But we still have it here because we have very few divisions or cats. So I'm going to add another cat right here. Let's turn back on the subdivision surface and 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 this 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 a little bit more like that and move it into place. Like so. And now I need to make another extrusion. So I'm going to press D to bring the extra tool. But make sure that the preserved Groups option is on, because if it is off, it's going to get really messy. So let's turn it on. And I'm going to make it small extrusion like that and reduce the size of these polygons. Now let's see that everything is the way it should. Like that. As you can see, these have some curvature around here. So I'm going to do that. I'm going to add another cat here using the look at tool. Like that. 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. And I'm going to select the group selection tool, select those polygons. And I'm going to see which are the polygons that I have to modify here. Which are these ones, the ones that are going to have all of this detail. I'm going to move him a little bit like that. And now we're going to make all of the detail that we can see over here. It's going to be easier. Let me turn back on the visibility for this. Let's go back to the perspective view. So I'm going to make an extrusion. But like we did before, this time, we want to make this extrusion as individual extrusions for every single polygon. So I'm going to do that. I'm going to bring the extra tool. And this time we have to check of the preserved Groups 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 I 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 need it. 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 this looking better. So I'm going to use the loop cut tool. And I'm going to add one cat here. Let's see the difference now. And another one here. Okay? Perfect. Let's add another one here, and another one around here. So this edge here is a little bit sharper. Like that. That's looking better. You can see that this looks really good. And now I want to modify this because they look too 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 cut tool. And I'm going to add a few subdivisions, maybe one or two only. Lets see which one is better. So I'm going to start with two 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 a render, all of those little bumps there are going to give it a lot of detail and it is going to look really beautiful when we add the textures and materials. And now all I have to do is to select all of the edges on the outside loop selection tool. And I'm going to use the extra two and make a small extrusion. But this time make sure that the preserved 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 another one around here. Let's see how this looks. And as you can see, this looks really, really good. Look at that. That's beautiful. Let me make a quick render. And another one from here. And as you can see, that is beautiful. And that's all for this lesson. I hope that you liked it 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 of 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 this what? So let me go to the front view and let me hide all of these objects. So this is what we are going to be creating today. Just the interior. And I'm going to start by creating the panel. And as you can see, we have some circles here. And those circles will have halt to place all of these other elements. So I'm going to start by creating a disk. I'm going to rotate it 90 degrees. Like that. I'm going to move it down and shrink it down using this L2. I'm going to make sure that this is on the right place. And also that it is the right size. Like 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 this rotation segments to only 24. And now I'm going to make this editable. Like so. Then I'm going to go to the polygon mode. I'm going to select all of these polygons here and delete them. And also these ones here. Then I'm going to go to the point mode. Select all of these points using the loop selection tool, and scale them out like that. Okay? Now I'm going to do the same for these other circle here. So I'm just going to grab this 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, this is a symmetrical object because what we have on the right is the same that we have on the 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 select this object, this one. And before placing everything inside of the symmetry object, I need to delete the points that are on it. And the points that I 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 merge them together. And to do that, I'm just going to right-click. And I'm going to go to the option Connect objects, delete. Now as you can see, we have now only one object, and that's what we need. Now we can place this inside of the symmetry object. And as you can see now, we have everything set up and we can't start modelling. I'm going to go to the edge mode. And I'm going to start creating some extra options 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 are not in the middle, we're going to have either a gap or we are going to have some points overlapping. And polygons are going to overlap. And 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 0 like that. But as you can see, this is not working because the axis has been modified. So I'm going to undo that. Now. I'm going to take this out for a second. I'm going to go to the object mode. And as you can see, the axis is not 0. That's why. When I bring everything to 0, it's going to take 0, this point is going to be 0. So I want to move this axis over here to the 0 axis. And then when I place 0 on any of the coordinates, it's going to bring to this axis here. So I'm going to turn on the axis mode. And now you can see that I can modify this axis. And I'm going to come over here to the Coordinates tab, and I'm going to place 0 here, like so, and also 0 on y. Now, if I take these back inside of the symmetry object, like go to the point mode, turn off the axis mode. Now, you will see that whenever I place a 0 on the x-axis, it's going to bring it right to the center. Okay? So if we didn't modify the axis for this object, these wouldn't be possible. So when you do this, make sure that the x is for your object is right on 0. Okay? Now let me continue. I'm going to make another extrusion here. And I'm going to bring this one to 0 as well. Like so. And I can bring this 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, this one and this other one. And I am going to connect them together. I'm going to use the weld tool to do that. So I'm going to select it. And with this tool, if I click here, the points are going to merge on the side like that. So I don't want that. I'm going to undo 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 do the same with these two points. I'm going to click here, select these two points and merge them together like that. Okay, let's continue. We're going to select these two edges. I'm going to make an extrusion. Another one. I'm going to the same here. We're going to select this point, bring it to 0 on the x-axis. Also this one like that. And now I'm going to connect these two points using the tool and these other ones like so. So as you can see, we are building a 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. And the other one, I'm going to move it like so. I'm going to move this point to 0. Also this one. And I can connect these two points together. Remember, using the weld tool, we're going to be able to connect them together. Now I'm going to take these points and move them down a little bit. Like so. Because for this, and we're going to connect this one to this one. Because that's going to get them a little bit distorted and that's not what I want. I want to have these polygons as close in size as I can have them. 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. So I'm going to select them all. I selected some. I didn't need to select, so I'm just going to deselect them. Okay? Like so. Now I'm going to make an extrusion like that. Perfect. Now I can take these two points and merge them together. This time I'm going to merge them in the middle, like so. And I can move them. 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 them. And I'm going to weld these points together. Like so, like so and like so. Perfect. I think I can do this as well. Like that. And I'm going to move this point like so. And now I can do the same that I did before. So I'm going to select these edges. I'm going to extrude them like that. And I'm going to weld these two points together using the tool 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 mesh 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 select our object. And we are going to be the same. Let me select this edge and let make and extrusion like that. Perfect. Now, I'm going to select this point here and move it to 0. Make sure that this one is on 0, on the x-axis. And I can connect these two points with the well-to-do like that. Perfect. I'm going to move this a little bit so I can get a cleaner mesh. Like 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. And I'm going to grow of these polygons like that. And now I can just place these points where I need them. Like so. Perfect. All right. Now I'm going to start placing them alone. The 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 select them all up. Like that. And like that. Perfect. Now, if I place this inside of the subdivisions object and turn on the visibility, you can see that this looks really cool. Let me take this back outside and turn off the visibility. Okay, Let's go back. We are almost done. I'm going to take again the Path Selection Tool because it's much easier to do it this way. I can select those edges. We are going to make an extrusion. Take this point, move it to 0 on the x-axis. Like that. Let me see. It has to be around here. And I'm going to just move these points into position. So this is very easy to do. And the thing is that it takes time. But besides that, it's very easy to do. Okay? Now here I want to connect these edges to these other edges here. So to do that, I'm going to use the knife tool. I'm going to add a division here, subdivision. I'm going to select these two edges, make an extrusion. And I'm going to connect these points together using the weld toe. Like that. Also these ones and these ones as well. Okay. Perfect. Now all they have to do is to connect these edges to this edge over here. So you can see that. We have two different edges here. So I'm going to move this. So they are similar in length, like that. Like so. So we have to have two different edges here. You can see that we have only one and here we have two. So to fix that, I'm going to come over here, use the loop cut tool. And I'm going to make a cut right in the middle like that. Okay? And now, as you can see, we have two edges here and two edges here. Perfect. So I'm going to make selections 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 this one over here and this one over here. Okay? So now I'm just going to go to the edge mode and I'm going to make a cat in-between these polygons like that so I can connect the different points. I'm going to select these two. Weld them together using the well-to-do same with these ones. 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 view. 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'll have n goes. So this is a very clean mesh and I like it. So all you have to do now is to select the symmetry object, make it editable. I'm going to rename this interior panel. And I'm going to place it inside of this group. Delete this group that I don't need anymore, 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. And I'm going to select all of these edges. And I'm going to make a small extrusion and move these new edges to the back. Because we are going to have a hole here like that. Perfect. And now I'm just going to add a division here in the middle of 50 percent, also here at 50 percent, and here at 50 percent. And as you can see, this looks really good. I'm going to go to the front view and it looks round. But I want to make sure that this is completely round. So I'm just going to create a new disk. I'm going to rotate it 90 degrees. I'm going to scale it out like that. I'm going to turn off the visibility for these objects. And I'm going to turn on only the visibility for these interior panel like that. Now I'm going to select this 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 are going to modify it. To make it easier. I'm going to click here, and I'm going to increase the saturation. So we have a red color. Like so. Perfect. So now I'm going to select my panel. And I'm going to start moving these points around, but I'm going to increase the rotation segments for this disk. So it gets more rounded like that. Okay, I'm going to go back to this object. We're going to select this point, move it into place. And I'm going to do the same with the rest of the points. We're just going to make sure that I have the subdivision surface of 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 symmetry object and mirror these again. So we should have done these before getting rid of the symmetry object. But it's nothing that we cannot fix. That's what we're doing here. It's going to make sure that all of these points follow the same circle as the cylinder. Like so. Another one here. And we're almost finished. This other one. And finally, this one. Perfect. So as you can see now, the right side is perfectly rounded and the left side is not rounded. So now I'm going to turn off the visibility for this disk. We don't need it anymore. I'm going to select all of these points on the left. I'm going to delete them because we don't need him 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 editable. And I can take it back over here. Delete these two objects that I don't need anymore. And I'm going to turn on the visibility for everything again. And I'm going to turn on the subdivision surface. And as you can see, now, it is perfectly rounded. Let me make a quick render. And just to finish, I'm going to go to the edge mode. 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 scale it out like that. Perfect. Let me make another render. And now the base for the insight panel is complete. And that's all for this lesson. Thanks a lot for watching. And I will see you in the following lesson. 14. Adding details to the bezel: Hello class and welcome back. In this lesson, we're going to add some details to the bezel. 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 Bessel. Let me go the front view to show you. I'm going to hide all of these objects. 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 to my different reference images. And as you can see, this is the vessel. And you can see that in the interior, there is some kind of step that we have to make. And we're going to do that by selecting the polygons on the interior and make an extrusion. So I'm going to show you these in other pictures like this one. You can see that we have to add an extrusion here, which is where the crystal is going to rest. So that's what we are going to do in this lesson. Let's go back to Cinema 4D. And let me go back to the perspective view. I'm going to turn on the visibility for all of these objects. I'm going to go to the polygon mode. And I'm going to add a new 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 an extrusion like that. And I'm going to go to the front view 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 visibility for this one. As you can see, we have to make this even smaller like this. And I'm going to select these edges 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 this step here. Let me go back. Now. Let me turn on the visibility 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 of 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 them up a little. That's going to work better. And I'm going to add a few cats here to make these edges sharper. So I'm going to use the lookup tool and I'm going to add a few cuts. Like so. Another one here and another one here. Now this looks much better. Let me see if I need to make additional cuts. And I think that now I need only one hour here. Okay, Let's turn back on the visibility for all of these objects. And as you can see, this looks very good. I'm just going to see how I have to move this object. I'm just going to check my reference image. And I think it is okay. 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 liked it and I will see you in the next lesson. 15. Modeling the circles - Creating the base: Hello class and welcome back. In this lesson, we're going to model some additional details for the interior of 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. And let's see some of these images. And these are the details that we're going to be creating in this lesson. Let me go back to Cinema 4D. And I'm going to start by creating a new torus. I'm going to rotate it 90 degrees. And I'm going to move it into place. I'm going to shrink it down. And to see this better, I'm going to go to the front view. I'm going to hide all of these objects except for this panel. Okay? Now I can make sure that this is the correct place. I can shrink it down even more. And I'm 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 two. It has to be thinner. And we get closer. And 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, like so. And I'm going to make sure that this is on the correct position. I'm going to move it just a little bit. Like so. That's going to work. Perfect. Now let me select it again. And for the pipe segments, let me see how many pipe segments I have to have. I'm going to reduce this number because I don't want to have that many because we don't need them. I'm going to use 12. That's going to be around enough. Okay, and then I can make this editable like that. And let's go back to our reference images. So as you can see, now, we have these area here, the pipe around. And we need to make this other area which we are 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 name them. These ones. I'm going to just delete them. And then I'm going to select these other ones. I'm going to make a new extrusion like that. Okay, let me go to the front view. So this is the extrusion that we are going to be making. So I'm going to have to shrink it down. I'm going to use the scale tool like that. Now I have to move this 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 site view to see how, how far I have to move. This should be something like that. And I'm just going to make sure that this is the same size as the one that we have below. Like that. Perfect. Let's go back to the perspective view. And now I'm going to make another small extrusion. I'm going to shrink down all of these edges. Get them closer together. Even closer, because we have to make all of these to marriage in the center. So I'm going to go to the point mode. I'm going to use the loop selection tool, select all of these points, and using the weld tool, I'm going to call them altogether right in the center. Like so. Perfect. Now let me place this inside so we can affect it with the subdivision surface. And let's see how this looks. Let me change the display mode to see this better. As you can see, this looks okay, but we have to add some cats here, so we don't have all of those deformations that we have right now. So I'm going to go back to the edge mode. We're going to add a cut here. And I'm going to add 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, this looks very nice. I like it. I'm going to select all of these different polygons and also these ones and also the ones on the outside. I'm going to make sure that this are on the correct place. And I think I can move them even a little bit more like so. So they are aligned with these other one. Okay, that's going to look nice. Let me see how this looks with the subdivision. Ok. And let's turn on the visibility for the rest of the objects 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 images. I'm going to get closer. 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 Cinema 4D. Select 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. And I'm going to use the edge capsule to cut these edges. I'm going to go to the subdivisions and I'm going to add 12 subdivisions with an offset of 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 and gums options on. So if you have it on, just make sure that you turn it off. So you can see that the front cats, okay, now I'm going to start selecting with the loop selection tool, some of these different loops of polygons. Like so. So as you can see, I selected one, left, one unselected, selected the other one, and so on. Now I'm going to use the extra tool again. I'm going to make a small extrusion like so. And then I'm going to the same with the rest of the polygons that we didn't select before, which are the ones in the middle. In between the exclusions that we just made. I'm going to use the extra tool again, make those extensions again. They have to be similar in depth. I'm going to redo that. Like so. Okay. And now when I turn 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, this 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 - Creating the hand: Hello class and welcome back. In this lesson, we're going to continue adding some details to the interior of the watch. So let's start. Okay, So this is what we have model so far. And I'm going to add the rest of the details that we have to add here. And let me show you if we come to the front view and we hide all of these objects, including these ones. You can see that we have to add some numbers, some lines over here, and a hand here. So I'm going to start with the hand. And 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. And I'm going to rotate it 90 degrees. And I'm going to move it down. I'm going to shrink it down. And I'm going to put it in place, shrink it down even more. So we want you 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 editable. Perfect. All right, now I'm going to select this edge is at the bottom. These two edges. And I'm going to use the scale tool, 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 this size matches the size or thickness of these 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. And I'm going to select this point at the bottom. And I'm going to move it down as well. So we have a pointy end like that. Perfect. Now let me go to the perspective view. And I want to add some thickness to this hand. So to do that, I'm going to go to the polygon mode. 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 caps in the back. So let me do it without the option to 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 caps 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 a little bit rounded. And it has some kind of Hall 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 this a round shape like that. Let's do it again. A little bit more rounded, like so. And then these polygons 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. Like so. And 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 this effect a little bit better. I'm going to do 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 edges. So the edge is going to look sharp. And let me do that. I'm going to use the loop cut tool. I'm going to add a cut here and another one here. Let's see the difference. As you can see now, this looks much better. Okay? Now let's go to our reference image to see it we're doing okay for us. Let me select one of these edges and move them in a little bit. Let's go to look better. Okay, Let's go back to our reference image. And as you can see, we are doing well so far, but 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 view. And here I'm going to select this edge here in the middle. And also this other one on the bottom, like that. And I'm going to go to the side view because I'm going to move this. And I want it to be all the way up here. So I'm going to move it like that. Okay, That's going to look good. Let's go back to the perspective view and see how this looks. I think I can move it even more like that. And to compensate, I'm going to move this point here. So we don't have this kind of effect going on. I'm just going to move it. So it looks more like a straight line. Like that. Let's turn back on the subdivision surface and see how this looks. I like it, but I'm going to add some subdivisions so we can see this better. I'm going to start by selecting all of these edges here, like so. And I'm going to use the edge to add some edges in-between. So I'm going to use four or five. Let's try with four and apply it. Let's turn back on the subdivision surface. And I think it looks okay. So remember that if you don't see the cat is because you have the create and guns options on. So I'll just turn it off and you will be able to see the different cuts. Okay? Let me go back to the polygon mode. And I think that this is way too thick. So I'm just going to select these polygons in the back. Going to go to the right view. Just to make this easier to do for unselect all of those polygons. And I'm going to move them closer to these other polygons. 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 a cut here. And another one here. To be able to see this edge a little better. You can see now that this looks much, much better. I'm just going to clean everything that we need to clean. And it looks like we're okay. Everything looks very good. I'm going to turn back on the subdivision surface and I'm going to add another cat right here. So this edge is sharper. And one here in the middle of those polygons, and one here in the back. Let's see how this looks. Okay? And now let's see how it looks with the rest of the objects that may turn back on the visibility for all of these. And I'm just going to move this hand into position. Okay. It looks nice. We can rotate it if we want to. For now, I'm just going to leave it like this. 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 - Modeling the marker lines: Hello class and welcome back. In this lesson, we're going to continue adding details to the interior of 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 some details 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. And 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 an array object. And now let's go through the different views. So you can see what this array object does. And now I'm going to place this cube inside of this array. Object has a children like so. Now as you can see, this object got duplicated multiple times in a circle. But this circle is not on the orientation that we wanted. So we want it to be on this orientation. So we're going to fix that. And the way we fix that is by coming to the array object. And we have to go to the Coordinates tab. And here we have to change the rotation values. So you can see that if I change the rotation values for h, you can see that this is going to spin this way. And that's not what we want. So I'm going to take this back to 0. 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 want it to rotate. So we're going to use 90 degrees for this 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 them. 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 tab and I'm going to reduce the radius. So these cubes are going to get closer to the center. So that's reduce the radius. And you get closer. And let's reduce the radius even more. Like so. Okay. Now I'm going to select the object that is being duplicated. And as you can see, we have these little dots here, the orange dots. And that is because we still have a primitive. This cube is still a primitive. We haven't made it editable. So that means that we have these handles. And with these handles, we can change the shape of 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. It is shorter. Again, similar to what we have in the reference image. Like. So I'm going to have to modify again the radius. Like so. Okay. Now let's go to the perspective view. And as you can see, we need to select the cube again and make it thinner. This other way. Like that. Now if you cannot see this dots or if you want to see the original cube, all you have to do is to turn off the array object for a second. And this way you are going to be able to see the original object that you are 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 see it, you have to turn it off. Okay? Now, as you can see, this is not the same number of 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 view. And now I'm going to turn back on the visibility 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 as this 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 editable 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. Like so. And I'm going to select the array object. And I'm going to move it like so. Let me check and see that everything is okay. 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 them just a little bit like that. Okay. Good. Do the same with these other ones. Because I want it to be all the way down here. As you can see, there's a gap. I don't want that gap. So I'm just going to move this point just a little bit. And now we don't have that gap anymore. Perfect. Now let me go back to the front view. 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. This one also, and also this one here. So to do that, we first have to make editable these array object. But before doing that, I'm going to do a few things. First of all, I'm going to make a copy of this one because it is setup and I can now just duplicate it and place it over here and then our here. So I want to have a working copy. So I'm just going to make a copy here. Hide the visibility for this 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 editable like that. Now when I make it editable, you can see that now each of these different cubes 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. And like that. Okay, that's going to be good. I'm going to select this object. And I want to have this array 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 visible. I'm 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 y-axis. I'm just going to copy it. I'm going to select this other object. And I'm going to paste the value for the y axis that I copied from these other object. I'm going to paste in here like that. And as you can see, we had it a little bit off. So now it is working properly. Like so. Let me go back to the perspective view to see that this 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 too many objects, I can just right-click and select the option. Connect objects, delete, like so. I'm going to delete this group because I don't need it. And I'm going to rename this object like that. And since this is a new group, now I can take advantage of that. We're going to use the Lasso selection tool. I'm going to go to the point mode. And I'm going to select all of the points on the outside like that. And I'm going to get closer here. You can see that we need to modify this 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 gap there. But now it is okay. 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 okay. They are all in their correct position. And now I can turn back on the visibility for the rest of the object, like 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 - Creating the numbers: Hello class and welcome back. In this lesson, we're going to continue adding details to the interior of 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 why we're going to be making in this lesson. And 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. And I'm going to reduce the hate to something around 20. We're going to get closer here. And now I'm going to create a new extrude object like that. And I'm going to make this object a child of the extra object. Like so. Perfect. Now I'm going to select the text. And I'm going to change this text to 60, which is the number that we have here. So I'm going to type 60 like that. And now you can see that if I move this one down over here, you can see that the font 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 font. I'm going to select the text object. And I'm going to change this font. So now I'm going to use this font called mural like that. And you can see that this font looks closer to the font 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 font that we have in our reference image. Now, you may not have this font installed in your computer. So I'm going to recommend you to go to a website called the font.com. And there you will find this font and you will be able to download it for free. It's a free font. You can download it and install it. And you can use this font for this project. Okay? So now that you have installed that font, I'm going to place this 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 and I'm going to make it smaller like that. So we can do that in different ways. Like I said. One way is to select these. Make a copy of this object, move it over here, rotate it like that, and place it into position like so. And just change the 60 to 40. And that could work. But it is not going to be very precise. So I want these numbers to be placed at a precise position. So to do that, we can do a trick. And that's what we're going to create a new null object. And we have to place this null object right in the center of this 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. And I'm going to use the torus, 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 this null object is aligned with. And 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 tab. Copy this coordinate for the y-axis. I'm just going to copy it. I'm going to select my new 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. So I'm just going to select it. For the y-axis here, and click enter. And as you can see now, this null 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 null object. And if I rotate this null object, you can see that it is going to rotate around that circle. So wherever we place it, It's going to be perfectly aligned. And we will not have to be playing around with the position 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 this is going to be the number. Now I'm going to make a copy of this number. Is going to rename this to 60. This other one is going to be 40. And it is going to be 40 on the left. I'm 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 rotate it. Like so. Perfect. Now I'm going to select the text object, and I'm going to change this from 60 to 40. I'm going to do the same with this one. Like so. Now let me turn back on the visibility for the circle. Let me go to the perspective view. 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 select 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 and I'm going to add some caps here. You can see that this looks very sharp. And you can also see that this has more depth than we need. So I'm just going to make sure that the extra object is selected. I'm going to go to object. And here I'm going to reduce this number to something around six. You can see that it is going to work much better. I'm going to select the extra. Again. I'm going to go to the Caps tab. And here I'm going to change the startup to a filet cap and also the endcap like that. And I'm just going to change the steps 2, 3 here. And the radius, I'm going to use a much smaller radius like 0.5. And also for this 1.5 like so. Let me see how this looks. As you can see now this looks much better than before. Going to get closer again. Wrench like this object and move it just a little bit more outside. Like 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. And now you can see that this looks much better now. Perfect. Now, I don't want to do the same modifications that I did too. This one and also this one. So I'm going to do something easier. That's going to be to delete these two. And since I have this one setup already, I'm just going to copy and paste it. I'm going to rename it again for the left. Copy it again. And this one is going to be 40, right? Like that. I'm going to rotate this one. If I remember correctly, we rotated it 120 degrees. So 120 and this other one, 120, like so. Okay, I rotated the wrong one. And how to rotate this one? We're going to retain it 120. And I have to change the number to 40. And also for this one, it has to be 14. Like so. And as you can see now, these are at the correct angle. They have the fillet cups and they look nice. Let me bring back the VC will either four of the objects. And let me see how this looks. Let me make a quick render. And as you can see, this 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 this object. And we're going to create a new null object. And I'm just going to copy the value for the y-axis, for the position of the y-axis. So I'm going to make sure that I am on the object mode. I'm going to copy this value and I'm going to apply it to this null object. I'm going to paste it in here and apply it. So now this new null object is and the exact same position as this object. And I'm going to do that to place all of these inside of this null object. And that is because when I move this object, when I copy this amble exam moving over here, I want them to be ready to go. I don't want to do all the setup 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 a while. So I'm going to select it as well. And paste this number here. Like so. So we're going to do that as well. And I'm going to create this null is going to be the norm for the circle. Because I want to have all of the objects that make this circle inside only one group. So I can select the whole group and move it to these two sides here. So I'm going to select this circle, place it in here like that. And this one will have its own subdivision surface, like so. Okay? And also the array object is going to be inside here. I'm just going to turn off the visibility for this one for a second. I'm just going to make sure that this is the correct size. Let me select the 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 copy, 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 array 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 them. To editable objects. And 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 them back in here. These ones are going to be the ones that we're going to edit. So I'm going to turn off the visibility for those. And I'm going to comeback here, turn off the visibility for the circle object like that. And now I can select this text object. I can turn off the extra object for a second so we can see this much easier. And with these text objects selected, I'm going to make it editable. 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. So I'm going to select all of the points for the Ciro. In fact, I'm going to select them all. And I'm going to scale them out. Like so. I'm not going to move them into place so they match the numbers that we have behind. Because we already much that with the circle that we have here. With this circle here. So if I move it, it's not going too much anymore. So I'm just going to worry about the thickness of these numbers. Okay. Let's go on to be good. I'm going to come over here to the Number 14. And 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 editable. I'm going to select all of these different points and scale it this way. I'm going to scale it 140% like that. And I'm doing that so I can apply the same amount over here. So I'm going to come over here, select these one, make it editable. 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 this axis by coming over here. So make sure that you are on the object mode. So you can scale it only this way. Because if not, you will not be able to scale it properly. Okay, remember that we talked about that before. Okay. Now let me turn back everything on. And also this one. And also the research really refer the circle. Okay? And this is going to be our circle, circle at the bottom. And I also have to place these lines inside of this circle. Don't forget about lines. Alright, 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 - Creating the other two circles: Hello class and welcome back. In this lesson, we're going to continue adding details to the interior of 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 of the watch. And now this is going to be much easier than the circle that we did before, because we have everything setup already. And I'm going to go to the front view. I'm going to make a copy of the circle, just Command C, command V. And I'm going to place it right over here and make sure that it is at the correct place. And to make sure I'm going to come to the perspective view and just make sure that it is where it has to be. It looks like it is. I don't see anything wrong. Like so. And now I'm going to make another copy is going to be a circle. On the right. I'm going to make a copy of the circle and I'm going to move it 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. And 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, I'm going to turn off the visibility 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 their visibility for the circle so we can see what's behind. And we also had to move the hand, so we're going to do that later. I'm just going to make a copy of the hand, another one. And I'm just going to hide them for now because I forgot to include them within the circle, but we are 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 delete 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 Islam that we have over here. So I'm going to increase the number until it matches with the ones that we have here. And you can see now it matches. 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. And to do that, I'm going to make another copy of this one. I'm going to turn it back on. And 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 the big lines have to be here, here, here, here, here, and here. If I hide this, you can see that this is where they have to be and that's where we have them. Okay. I'm just going to delete this, this and this other one because there we have numbers. So I'm going to make this editable. I'm going to select these ones that we've done it. I'm going to delete them. So now 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 view. I'm going to turn back on the visibility for the silicon so I can see what I'm doing. I'm going to select. The points that make this cube. And I'm going to shrink it down. Perhaps a little bit more like so. And also these other ones. I think we have to shrink him down even more. Next. 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 modify. This one's here. I think I overdid it, so I'm just going to make it a little bit larger. Okay, that's going to work. That looks nice. Okay. I'm going to come back here. I'm going to hide the visibility for the circle. I'm going to make this editable. And I'm going to make sure that I delete the ones that item name. In this case, it's going to be these one. This one over here. Let me turn off the VC little for the larger ones. So this one is large. This one has a number I don't need. This one has a number. This one is large. And this one over here is large as well, I believe. Let me turn back on the visibility for the other ones. Yes, it is large, so I'm going to delete the small one. Okay. Let me turn back on the visceral layer for these ones. 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 I have to do is to place the different numbers. And that's going to be really easy because we already have the setup. So I'm just going to hide the visibility for this vehicle so we can see the numbers. I'm going to turn on the visibility for this one. Let me see which one is. I'm going to go to my reference images. What number we have to place there? It is a 30, 20, and 10. So 30 other top 10 and 20. So x1 has to be 30. I'm going to place 30 here, 10 and 20. I'm going to let these one, let me see. This one has to be 20. I'm going to change this to 20. And the other one is going to be ten. Now you can see that these numbers have to be much smaller. So I'm going to go to the point view. Go to make this editable. And let me see, this is a 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 editable. Going to select all of these numbers. And this time I'm going to shrink him down. But instead of this way, I'm going to shrink them down this way to 90 or 80 percent. I'm going to live with that 80 percent. I'm going to do the same with this one. Make it editable, select all the points, and shrink it down to 80%. And this one as well, select all the points, shrink it down to 80 percent. I'm going to turn back on there. We similarly for the different extra objects, come back to the perspective view and see how this looks. Let me turn back on the visibility for the circle. And also for the circle at the bottom. You can see that this looks really, really good. So all we have to do now is to modify these circle on the left. And that's why we're going to do now. Let's come back over here. Let me hide this circle on the left. So we have to add 12963. So I'm going to do the same. Which one's going to be the one on the left? On and turn off the visibility for the circle. Now for the lines, I'm just going to delete them as well. I'm going to turn on the array object. And you can see that the size and position of these objects is okay. So I'm just going to make it editable. 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 this one. This one. I'm going to turn off the visibility 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 this one here either. Okay? Perfect. Now these lines are okay. We are going to change this length. And now all we have to worry about are the numbers. So we don't need these numbers here. We need this at the bottom. So this is going to be 12. And you can see that they are at different positions. So I'm going to delete these two. I'm going to make a copy of this one. I'm going to rotate it 90 degrees. I'm going to make another copy. Rotate it 90 degrees. Make another copy. Rotate it 90 degrees. Like so. So this is going to be 12. I'm just going to select this. Change it to 12. Like that. I'm going to make it editable. I'm going to select the different points. And I'm going to shrink it down to 80 percent. I'm going to go to this one which has to be three. Like that. Make it editable. Select all the points and shrink it down to 80 percent. Now this one, make it editable before I have to change the number. Okay? Now with this number, I'm going to make it editable. I'm going to select all the points. I'm going to reduce it to 8%. I'm going to do the same here, and it's going to be nine. Selected. Change these to nine, make it editable. We're going to select all these points, shrink it down to 80 percent. Now I'm going to turn on the extra object for all of these different numbers, including the 12th, which is this 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 over here. So this hand has to be on circle. Let me close these down. Circle at the bottom. This is the hand like that. And this has to be inside of this 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 the visibility on 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 y. So for x, it's going to be this one. I'm going to copy it, paste it in here. Like that. Then again for y. And I'm going to paste it in here. Now we change the display mode. You can see that this is perfectly centered like that. And I'm going to do the same over here. I'm going to select this object, copy the value for x, and paste it in here. And copy the value for y. And paste it in here. Like that. Let's check that everything is perfectly aligned. And it is, again, see. So they have to do now is to place these hands inside their own groups. So this going to be the circle on the right. This is the hand on the right. I'm going to place it here. Ungroup these. So both of these objects are affected by the subdivision surface. I'm going to rename this circle. Other hand, like so. Lines, small. Lines, big. Okay? This is 30, this one is 20. This one is 10. Okay? So now this is properly named. Just going to select it and move it over here. Going to make sure that this is properly named. And I don't need any of these anymore so I can delete them. So it's going to be the circle and hand. I can copy these, paste them in here. I don't need these anymore. 60, 14, and 14 can close this one. And now only have to do is to modify these one. Is going to be 12. This one's going to be 3, 6, and 9. I'm going to place the hand inside here. I'm plays a circle inside. So it's going to be Segal and hand. Copy this, paste it in here. Okay. Now all of these is properly organized because you can see like so. So I have the Rolex is going to be the body like 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, this looks beautiful. And before wrapping up this class, I'm just going to select the hand and I'm going to rotate it just a little bit. I'm going to do the same with these other one. And also with this one. Next up, 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 modelling some details to the interior of the watch. So let's start. Okay, So this is what we have so far. Now, I'm going to go to the front view. And I'm going to organize all of these objects. So I'm going to create a new object. Then I'm going to duplicate it. I'm going to name these relics. And this one is going to be for the circles. Now, I'm going to select these different groups where I have the 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 are going to be making. So I'm going to create a new text object. And 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 this object and shrink it down. And I'm going to move it like that. Now 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 font that we have in our reference image. So I'm going to have to change this font. I'm going to select the text object. I'm going to go to fund. And for this, I'm going to use a font called Callisto empty. As you can see, this font looks much similar to the one that we have in our reference image. It is not exactly the same font. But don't worry, if you are working for a client, the client will tell you which fonts they are using. And sometimes the client even provides you with a font. So this shouldn't be a problem. And for now we're just going to use a font that is close enough to the front of our reference image. So I'm going to select this font. And I'm going to change the horizontal spacing. Because you can see that we need to have more space between each of these layers. I am going to increase the horizontal spacing, maybe 1.5. Okay? I'm going to reduce it to 1.2. That's going to work. And now I'm going to duplicate this object. I'm going to move it down. And I'm going to type this text. So I'm going to select the text object and type the text here. I'm going to select it and move it back into place. And as you can 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 these texts 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 this text here. So I'm going to select the text object and type it here. And 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 this up. And I'm going to make another copy and move it down and type the text. 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 the Fillet cap. 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 view to see how this looks. Just to make sure that this is what I need. And I think it looks okay. So I'm going to do something similar to the rest of these extra objects. So let me see. I have 0.2. I'm just going to copy this value here. And I'm going to select all of these objects. And I'm going to apply a flake up to all of these objects. At the same time. I'm going to add three steps. And also here, I'm going to paste the value that I copied here. As you can see now, all of these different objects have that same effect. Okay? Perfect. Now let me select them all. I'm going to go to the Object tab. And here I'm going to change the movement for z. I'm going to add 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. And I'm going to move them so we can see them like that. That's going to look nice. I'm just going to select the Rolex one and I'm going to move it a little bit more like that. So you can see this 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. And I'm going to modify these two different objects that as you can see, are, 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 editable. I'm going to go to the point mode. I'm going to select all of these points. And I'm going to use the scale tool to scale everything up. I'm going to move them up and make sure that these are the correct size. Like so. I'm going to do the same with this text at the bottom. So I'm going to select it. I'm going to make it editable. 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. Like so. Okay. Let me come back to the perspective view and turn back on the visibility for everything. And I'm just checking that I don't have any typos. And 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 create another null object. I'm going to move it up. And I'm going to place all of these different Excellent objects inside of this group. And I'm going to rename these two texts like that. And I can place it inside of these relics 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 class and welcome back. In this lesson, we're going to continue creating the details for the interior of the watch. So let 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 this 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. Like that. 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 decrease the, this segment. I'm going to use only two. And I'm going to make this editable like that. Now I'm going to select the polygons 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 this way. Like so. So this is going to be the base for our logo. Now, I'm going to use the loop selection tool to select all of these different points in the middle. I'm going to scale them out like this. And then I'm going to scale them down like that. Now let me make sure that this looks the same way as the reference image. Looks similar. But to make this easier, I'm going to select it and 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 them like that. Okay, Now, I'm going to select this other points. I'm going to move this down a little like that. Okay? Now I'm going to move this two to the sides. And to do that, I'm going to use the scale tool. And I'm going to scale them out like 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 okay. And now, as you can see, this logo is symmetrical. So we can only make one side and 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 viewport 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 this on the x axis. So I'm going to select the offset for x and move it maybe 0.7 or 8.6. Like that. That's going to look much better. Now as you can see, it is aligned 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 of this logo and then reflect it to the other side. So I'm going to select all of the points on the left, delete them, and I can create a new symmetric object. I'm going to make sure that the symmetry object is up here. And then I'm going to make this a child of the symmetry object. So now whatever changes we make on this side are going to be reflected onto the other side. Okay? Now let me select these edges. Here. I'm going to deselect this one. And I'm going to make a small extrusion like this. And then I'm going to use the scale tool. And I'm going to scale them down. So they look a little bit more flat. I'm going to move these edges like so. Okay. Now I'm going to go to the point mode and I'm going to move some of these points around. So this one has to be over here. I'm going to move this one as well. This one is going to be right in between these two different lines. It's got to be about here. And this one has to be in-between these two lines here. Like that. Okay? This looks better now. So now I'm going to select this edge here. And I'm going to make a small extrusion like that. I'm going to make sure that this point here is right on 0 for the x axis. And I'm going to select these two points and move them up like that. And now I can select this point and getting closer to the other one. Like that. Okay. This is looking good. Now let's do the same. And this time with these two edges and I'm going to make a small extrusion. Then I'm going to select these edges and move them up here like that. And now I can scale 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 edges. I'm going to move him over here, scale them down so I can get the shape that I need. Now as you can see, this 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, like so. And then I'm going to modify it. I'm going to reduce the, this segment to only three and the rotation segments to 24. Like so. Then I'm going to make it editable. Like so. I'm going to go to the object mode and make two copies of this disk like that. One copy is going to be for this one. So 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 this one with this other one. So that's going to be easy like that. Going to scale it out a little bit. Like 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 disk. 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, glass, delete. And now we have only this half. So I'm going to make this, I'm going to make this a child of the symmetry object, like so. Okay? And now I'm going to go closer here. I'm making sure that I am on the point mode. I'm going to select these two points. I'm going to use the well-to-do to weld them together. Then these two like that. And I'm going to do the same with these other points. I'm just selecting them and using the well-to-do. I am welding them together. And finally, these other ones. So I'm going to select these two points. Weld them together. They sue them together. And also these two weld them together like that. And now I can select the symmetry object and make it editable. Like that. This is looking good. I'm going to take this outside the symmetry and delete this one because we all need it. Now, I'm going to select all of these different polygons and I'm going to use the extra tool. And I'm going to make a small extrusion and like this. And I'm going to make sure that the create caps option is on so I can have these caps on the back. Like that. I'm going to make sure that everything is looking okay. And now I'm going to go to the polygon mode. I'm going to use the selection tool. And I'm going to select all of these different polygons. Here in the middle. I'm going to use the move tool 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 this rounded. So I think I'm going to have to move them a little bit more like that. And then I'm going to select only the ones in the middle. Just a little bit more. Thanks. So I'm going to create a subdivision surface. And I'm going to apply it to this object to see how this looks. And 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. And we also have these polygons. I'll be showing half here. So I'm going to select these polygons here in the middle. We're going to delete them like so. And then I'm just going to connect these two points here using the well-to-do and these ones in the back. I'll start using the tool. And now if I apply the subdivision surface, you will see that we don't have that problem anymore. And now I can check that the roundness of this recalls. It 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 tool. I'm going to select all of these different edges. And using the edge cut tool, I'm going to make a few cats here. I'm going to use four. And let's see how this looks. Now you can see that this looks much better. But I'm going to make another cat right down over here. Next. So another one over here, another one here, another one here, and another one here. And I'm going to do the same up here. A gut one cat here, one here, here, and finally one here. So as you can see now this looks much better. But still I need to add another cat right here. So I'm going to select this disk. I'm going to make a cat here in the middle. Like so. Perfect. Let me see. I'm going to add another cat here. So we don't have these ugly deformations that we can't 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 this. Like so. Let me see how this 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 class and welcome back. In this lesson, we're going to continue adding details to the interior of the watch. So let's start. 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 this object. And I'm going to take it out of the subdivision surface object and delete this subdivision surface. I'm going to rename these two logo, and 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 this 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 font. We're going to use the mirror font. And I'm going to change the alignment as well to middle like that. And now I'm going to take this text object and place it inside of this extra object. And I'm going to shrink down like this. Now I'm going to move this object, but make sure that you move only the decks 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 this object and we're going to rotate it. And since we didn't move this object, the axis 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 want. 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. Now, 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 leave it like that. I'm going to rename this to one. I'm going to make a copy of these. I'm going to name it too. And I'm going to rotate it like that. And I'm going to change these two. Like so. I'm going to make another copy of this one. This one is going to be four. I'm going to rotate it. And I'm going to change this one to four. Okay. I'm going to make another copy. This one is going to be five. I'm going to rotate it and change this to five like that. And we're going to do the same for the rest of the numbers. So I'm just going to make a copy. One more and two more. Like that is going to be seven. This one is going to be eight. This one is going to be 10. And this 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 now all I have to do is to change the numbers. So I'm going to start with 7. And I'm going to change this to seven. This one is going to be 8. This other one is going to be 10. And 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 this object and I'm going to make it editable. I'm going to go to the point mode. Select all of these points that makes this number. And I'm going to modify them. So I'm going to start by using the skeletal and I'm going to scale it this way. Let's use 160% and 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 do the same with the rest. So let's start with this 11. Let's make the text object editable. Let's grab all of these points and use this tool to scale this, this way. Remember 160% like that. Now I'm going to do the same with the rest of the objects. This one, I'm going to make it editable. Select all of the points, and scale this out 160 percent. And let's move it into place. Like so. Let's go with number 8. Make it editable. Select all of the points and scale it. 160%. Like so. And I'm going to move this one like that. I'm going to skip the seven because as you can see, this is not even similar to the one that we have below. So I'm going to leave this one for the end. I'm going to continue with this number 2. So remember, select the text object, make it editable. Select all of these points. Scale this 160% and move this into place. Now let's do number 4. Select it, make it editable. Select all of the points. Scale these 160%. And let's move this into place like that. Now let's do number 5. Select it, make it editable. Select all of the points. Scale this 160%, and move these points into place. Like that. As you can see, this looks really good. Or they have to do now is to modify the seven. So let's select This is number 7. 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 turn this off for a second. And I'm going to create a new number seven. So I'm going to use the pen tool and I'm going to create it by hand. So I'm going to click here, add 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 these handles. And as you can see, when we get these handles, this is going to create a curve. So I'm going to click and drag until we have the same curve that we have in our reference image. Then I'm going to click Shift and hold it. And as you can see when I press Shift, I can break this handle. So 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 this is pointing to this direction like that. I'm going to really shift and I can create a new point here. Now, I'm going to go all this way to this other side. I'm going to do the same thing. I'm going to click and drag until we get these handles. And when the handle and the line are the way I want them. I'm going to press Shift and 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 7. And I'm just going to move this inside of this extra object where we have the seven is going to be seven. And now I'm going to turn on the visibility for this text object. So I can see this as a guide. And I'm going to select the seven that we created. I'm going to select all of the points. And 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 all 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. Like so. Now let me go to the perspective view to see how this 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 these 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 Philae 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 view. Okay. Let me reduce that. True. I think that 0.5 is going to work much better. Okay, I like it. Now. I'm going to create a new null object. And I'm going to rename these two numbers. And I'm going to place all of these numbers inside. And I'm going to place it inside of these relics group. I'm going to turn on the visibility for all of the objects. And now all they have to do is to move this group to the front. Like that. Now as you can see, I have a problem here because these two objects are colliding. So I am going to have to fix that. I'm just going to check that I don't have any other problems. And it looks like these are the two 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 them down. Let's see if that fixes the problem. I'm not going to move them. So I'm going to move the numbers themselves. I'm going to select number 2. I'm going to select all of these points and I'm going to move them just a little bit. Just so This is not colliding anymore like that. And 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 move them like so. Okay. Now to make sure that it doesn't look bad, I'm going to undo that. Also the two, I'm going to move all of these numbers. So I'm going to go to the front view. And first I'm going to check which one is wrong if the numbers are, if 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. And I'm going to turn on the visibility only for the circles. As you can see, the circles are bigger than they should be. You can see, if I turn this off, you can see that the circles are much bigger than they, than they should be. So I'm going to do something really quickly. I'm going to select this circle and I'm going to scale it down. And it's going to make sure that I see how much I'm scaling this. And it's going to be around 90, 94%. So I have to do the same for this one. Scale it down to around 94 percent. I want to be as precise as I can. Okay. Needed 3.99 at around 84. And I have to do the same for this one at the bottom. Let's, let's make sure that this is 9494%, 0.1. That's going to be enough. Okay? Now let me turn back on the visibility for all of the elements. And as you can see, now, they are not colliding as much. Let me get closer here. They are not colliding anymore. 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 these points. All of these points that make this circle which is a whole. And with all of those points selected, I'm 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 as you can see, I have selected only the points that I need to modify. So now I'm going to scale this down to something around 95 percent this time. Like that. Let me turn on the subdivision surface and let me see that everything is looking okay here in the perspective view. 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 ones as well. So let me come back over here to the front view. Let me select these interior panel again. Using the Lasso selection tool, I'm going to select all of these different points that make this circular Hall. And I'm going to scale this down to around 95 percent. Okay? And finally, I'm going to modify these ones at the bottom like that and scale them down to something around 95 percent. Like so. Okay. Let me go back to the perspective view and 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 now we don't have these numbers colliding with the circles. And the side is 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 this even better, I can come over here to the numbers. We're going to select the number ten. I can select this one. And I can move it even further away from that circle. I can select all of these points. And we were a little bit further away from the circle. Like 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 class and welcome back. In this lesson, we're going to continue adding details to the interior of 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 these groups down. And I'm going to turn off the visibility for all of these objects. And now you can see that we have to make this small squares here. So that's where 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 this down like this. And I'm going to create a null object. Place this inside of this null object. And I'm going to move it into position like that. I'm going to make this editable and scale this out. So it matches the size of the object that we have here. And I'm going to create a new subdivision surveys 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 this square like that. Let me come to the perspective view to see this better. And I'm going to add some cats using the edge cut tool. I'm going to add three cuts. Like that. I'm going to use the loop selection tool to select all of these edges. And with this, I'm going to get them closer to the sides like that. And I'm going to do 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 this for a second. And now 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 view. And I'm going to select now all of these other edges using their risk selection tool. Select. So let's use the edge cut tool again, create three cats. Use the ellipse selection tool to select all of these edges. And let's come and see where these edges have to be. Okay? Perhaps a little more to the edges of 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 these 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 gaps option on. So I have to turn these off. So I can create a hall. And I'm going to move this back. I'm going to turn back on the subdivision surface. And as you can see, now this looks better. I'm just going to add some lines here, some cat. So I'm going to create one cat here, another here. I'm going to add another run here, and another run 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 now I'm just going to add one cat right over here and another one here. Perfect. Let me come back to the perspective view. And 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 dissolve them. So these polygons follow this line and I can create those edges again using the lookout to 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 this subdivision surface. I'm going to make a copy and paste it. And now I'm going to rotate the subdivision surface. And since the axis of the subdivision surface is right in the middle, if I rotate this, you can see that it is going to follow the same path, the same circular shape. I'm going to make another copy and rotate it as well. Like so. I'm going to select these three objects and I'm going to take them out of the subdivision surface objects. And I can delete these now because I don't need them. I'm going to take all of these three objects. I'm going to right-click. And I'm going to use the option Connect objects, delete. So these are now only one object. And now I'm just going to reset the axis. So I'm going to select this object, make sure I am on the object mode. Make sure that the axis mode is selected. And I'm going to reset this value for the y axis to 0. Now, our axis 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 of our document. Okay. Let me go back to the perspective view. And I'm going to turn back on the visibility for all of these objects. I'm going to make sure that this object is where it has to be. Like. So I'm going to place these inside of these group here. So the subdivision surface object is going to affect it like that. Now let me make a quick render and let's see how this looks. And as you can see, this 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 seconds hand: Hello class and welcome back. In this lesson, we're going to continue adding details to the interior of 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 this way. So I'm going to go to the View settings. I'm going to go to Mode and select View settings. And here I'm going to make sure that I am on the map tab. And I'm going to increase the rotation value for this reference image. So I'm just going to increase this like that. And I'm just going to use 34.5 in this case is 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. That way we want it to point. So now I'm going to create a new plane. I'm going to rename this to hand. And I'm going to make sure that the segments are set to only one. Like that. I'm going to rotate this object and shrink it down. And I'm going to make it editable like that. Now, I'm going to select all of these points and I'm going to make them thinner. So you can see that this is the object we are trying to make. So I'm going to get this even thinner, like so. And as you can see, we have a circle here. So I'm going to start by creating that circle. I'm going to go back to the real settings. I'm going to move this down the reference image. So the circle is aligned. Okay? Now I'm going to select the edge mode. I'm going to select these two edges. And I'm going to use the edge cut tool and make three cuts. Make sure that the offset is set to 50 percent and apply it. Now I'm going to go to the point mode. I'm going to select this point. And in fact, I'm going to go to the edge mode. It's going to be much easier if I do it this other way. And I'm going to select these edges and make an extrusion like this. And then I'm going to select the skeletal and scale this down. Make another small extrusion. And scale these polygons down like that. As you see, we are creating a circle here. And I'm going to do that once again, extrude and then scale these down like this. And I'm going to grab only these edges and these ones here. And I'm going to scale them out a little bit more. And finally, I'm going to do the same with these points like that. Now it looks okay, but just make sure I'm going to add a disk and 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. And I'm going to select all of these different points. And also these ones here. I'm going to just call them out. So what I'm trying to do is to get this point colliding with the circle here. And also this one colliding over here, this one collating over here, and this one colliding 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? And it looks okay. I'm just going to grab this other points. I'm going to scale them out and get them closer together. This way. Maybe a little bit more like that. Now, I can delete this disk. As you can see now we have a sphere or a circle. Okay? Now I'm going to select this object again. I'm going to go to the edge mode. I'm going to select all of these edges in the middle. And I'm going to add a cat right in the middle. So I'm going to use the edge cut tool. I'm going to add only one cat, making sure that the offset is set to 50 percent. And I'm going to apply it. 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, these other way like that. Now I can go to the point mode and move him up. Like that. I'm going to leave this one in the middle there. And now I'm going to modify only these other points and move them down. And finally, these other two points. And I'm going to move them 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 cut tool, and I'm going to add one cat here. And a few more leaves, way like that. Okay? I'm going to get another cat 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 cut tool. And I'm going to add, this time, I'm going to add six subdivisions. Let me see if that works. Okay. I think six is going to be enough. And now I'm going to select the edges at the bottom. And I'm going to make a small extrusion, take those new edges and move on 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 CAT tool and make three cuts like that. Now I'm going to select these points and I'm going to scale them out. So I'm trying to make the shape, this shape that we have here. So I'm just going to take those points and scale them 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 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 these hand. Let me go to the perspective view. And I'm going to place this object inside of this group that has the subdivision surface, like so. And let me turn on the visibility for this one. And let's see how this looks. As you can see, this looks Good. I'm only going to add another cat here. So I'm going to use the loop cut tool and add 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. Alright. Now I'm going to select all of the different polygons that make this object. And I'm going to make an extrusion. Let's make sure that the create cups option is turned on. Let me make the small extrusion like that. And now I'm going to add a cat right in the middle of these polygons. Like so. Let's turn back on the subdivision surface object. Now let's see how this looks. And I think this looks very good. And this hand is complete. So all I 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 this. 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 minutes hand: Hello class and welcome back. In this lesson, we're going to continue adding details to the interior of 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 it to get in our way. And now we're going to model these other two hands. The one for the hours and the one 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 View settings. And here I'm going to reduce this angle of rotation. And I'm going to also reset the value for the offset of y. Like that. Okay, Now we can start modeling this hand. And 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 and I'm going to rename it. And I'm also going to reduce the segments. I'm going to use only two. And now I'm going to make this editable. Okay? Now I'm going to select these edges here. I'm going to make a small extrusion like that. And 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. And I'm going to shrink it down as well. Like so. Now I'm going to go down here. I'm going to select these two edges and I'm going to do 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 select 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 this goes from black to white. So right in between these two colors, I'm going to make a cut. So I'm going to use the loop cut tool. 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 view. I'm going to go to the polygon mode. And I'm going to select all of those polygons. And 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. So I'm just going to make a small extrusion like this. All right. So let me turn off the X-ray option so we can see this object better. Now, I'm going to make a copy of this object. And I'm going to rename it to guide. And I'm going to turn off the visibility for this object just for a second. And I'm going to select the edge mode. And 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 of triangular shape if we look at this way. So I'm going to move these edges app like this. 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? And it'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 polygon mode. And with these different polygons selected, I'm going to make another extrusion. But this time I'm going to make sure that the create caps option is off because I don't want to create new camps. So I'm going to turn off the create gaps option. And 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 scale tool and I'm going to scale them this way until they are the size that we need them to be. Like. So I'm going to move him down a little bit like that and I will have to scale them 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 deselect and those polygons there like that. And now I'm going to make another extrusion. Again, make sure that the create cups 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 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 of this group so we can affect it with the subdivision surface object. And I'm going to make it visible. And I'm going to add a few cats. So I'm going to use the loop cut tool. I'm going to add a cut right over here, another one here. Let's see that with a subdivision surface. Okay? I'm going to select the hand again. We're going to come down here. And I'm going to add a few more cats. One here, another one here. And I can add a cat here in the middle of these polygons that go all around. And I'm going to do the same over here. I'm going to add a cat right in the middle of these polygons like that. Now to make it look better, I'm going to select all of these polygons. I'm going to get closer. And I'm going to add an inner extrusion. Like so. And you can see that now this 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 an inner extrusion like that. Okay? Now as you can see, we need some more subdivisions here. So I'm going to select this object. I'm going to go to the edge mode. I'm going to select the ring selection tool, select all of these edges. And using the edge capsule, I'm going to add 40 different cats like that. Okay, this looks better. All right. And now I'm going to select these polygons here. And I'm going to make a small extrusion. And we made sure that I select these polygons here. And also these other ones here. I'm going to make a small extrusion. And I'm going to make it like that. Maybe not so much, a little less like that. Now as you can see, this looks much better. Let me come over here. And I'm going to add a cat right here. Okay? And now I'm going to select all of these polygons in the back. And to make that easier, I'm going to go to the side view. I'm going to grab all of those polygons in the back. So let me go back to the perspective view. And I'm going to make another extrusion. Make sure that the create caps option is up like that. Let me turn back on the subdivision surveys to see how this looks. And I like it. I'm just going to add it got 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 this looks with all of those objects. I'm just going to grab this hand and I'm going to move it into place. Okay. I think we made a mistake because you can see that we didn't extrude this polygons here. So I'm going to fix that. I'm going to undo this a few times. Okay? I'm going to go back to the polygon mode. I'm going to make sure that I select all the polygons that I need to select. Let me go back to the perspective view. And now all of these polygons are selected. And I can make the extrusion again. I'm just going to make sure that I have selected all of the values that I need. And I'm going to make that extra motion again. So when things like this 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 cap here like that. And we're going to try it 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 the visibility for everything. Turn on the subdivision surface, select this object and move it into place like that. And I think I have to shrink it down and 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, this 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 polygons 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 sides. So I'm going to select this, this, and also this 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 syllable that we're going to make. Let me make sure that this is the correct size. Has to be like this size. Okay. And now I'm going to go back to my hand object. And with this polygon selected, I'm going to make sure that these polygons are following the shape of the circle that we have in the background. Let me make it bigger like that. And now I can make a mother small extrusion like that and shrink it down this way. And another small extrusion and shrink it down. And I can select all of these points and these other ones. And using the skeletal am going to separate them 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 and we don't need it anymore. So I'm going to delete it. Also the 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. And 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 to the your settings. I'm going to rotate our reference image again like that. And I'm going to turn out the VC validity for these hand. And I'm going to work on the copy. So this one is going to be for the hours. I'm going to rename it. And I'm going to turn off the X-ray option. I'm going to shrink it down like this. And now I'm going to select all of the points out of these outer points. And I'm going to shrink them down this way and move him like so. Even more like that. Let me turn off the view so we can see the hand in the reference image. Okay. Let me go back to the perspective view. And I'm going to place these hand inside of this group. And I'm going to turn on DVC valine for everything again. And now I can select the hand for the 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 can 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 these points. And I'm going to shrink them down, move them into place like that. And now I'm just going to select these points, shrink him down a little. Also these ones. And these ones. And finally these ones. So what I want to do is to create a straight line here. So I may have to modify some of these points a little bit more like so. Okay, let me go back to the perspective view. I'm going to turn off the X-ray option. And I'm going to turn the visibility on all of the objects. And also the subdivision surface. And now only have to do is to move this hand. I'm just going to make sure that all of these objects are on their correct position. Then this hand. So I don't want to have these objects colliding with each other. So that's all I'm doing here. And finally, the one for the seconds is the one that is going to be on top of all of these hands like that. I'm going to select the hand for the hours and I'm going to rotate it like so. Let me get closer just to see if I have to fix anything. But it looks like everything is the way it should be. Okay. Now, I'm just going to make a quick render to see how this looks. And as you can see, this 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 class 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 Bessel object. I'm going to go to the polygon mode. And I'm going to select these polygons here on the side. So I'm going to use the loop selection tool. And I'm going to select these polygons. Okay? Now I'm going to right-click and I'm going to select the split option. So now we're going to take these 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. And now I'm going to select all of these edges. Like so. I'm going to turn on the subdivision surface. And now I'm going to go to the side view and I'm going to make a small extrusion. I'm 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 view to see how this looks. Okay? Now I'm going to make another extrusion. I'm going to shrink this polygons down and I'm going to move him into place. So as you can see, I want this to be rounded, like so. And I'm going to make another small extrusion. I'm going to shrink these edges down. And then I'm going to go to the point mode. I'm going to use the loop selection tool and select all of those points. I'm going to get him closer together using the scale tool. And I'm going to use the weld tool 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. So I'm going to turn off this object to see this better. And as you can see, we have the roundness that we need. So I think we're good. I'm just going to select these polygons in the middle. I'm going to move them a little bit more. And I'm going to do the same with this edges like that. Okay? Now I'm going to make another cat here. Like so. Okay, so this crystal is almost ready. I'm going to do is add one cat here. Because I want this edge to be sharp. So I'm just going to add a cut here and another one here. Perfect. And now I'm just going to turn off the visibility for these abject like that. So later on we're going to apply some materials. And this is going to have a crystal material. So it is going to be transparent. And 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 crown here. We're going to use. 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 the loop cut tool. And I'm going to add a cut here. Like that. I like it better this way. And another one over here. Like so, as you can see now this looks much, much better. I'm going to take the whole object and 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 loop cut tool. I'm going to make a cap 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 this other one. So we're going to the same here. I'm just going to select these other crown. And I'm going to the same. Make a GET here and another one over here. Like so. Okay, and now I'm going to select this logo. I'm going to make a copy of this logo. I'm going to rotate it 90 degrees this way. And I'm going to move it to this crown over here on the side. And I'm going to change the display mode so I can see the different polygons that make these objects. I'm going to select the crown again. I'm going to select the logo again, and I'm going to use the center axis to option to make sure that the axis for this logo is in the center. And I'm going to place it right here. Got to make sure that this is centered. So I'm going to move it into place. I'm going to rename this. And I'm going to turn on the subdivision surface and change the display mode again. I'm going to shrink it down a little bit. And now I want these to have this roundness here. So I'm going to select the logo for this crown. I'm going to go through the point mode. And I'm going to use the Lasso selection tool. I'm going to select all of these points at the top, including these other ones. And now with those points selected, I'm going to change to the selection tool. And I'm going to change the mode from normal to soft selection, like so. And now I'm going to change the radius for the selection. I'm going to decrease it. I'm going to use something like five or maybe more. Let me increase this like that. And now I'm going to get this closer. Like so. And now I can deselect these points here and get these closer like this. And I'm going to select these points at the bottom and get this closer. And I can even rotate this point. We're getting closer. Let me turn on the subdivision surface. Okay. It 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 these points. Now the top, I'm going to rotate them a little bit like that and I'm going to get them closer to the crown. Like 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. I'm going to move him back. But I'm going to decrease the radius for the self-selection like that. And I'm going through the same with these points here. Let me turn on the subdivision surface to see how this looks. And as you can see now this looks much better. I'm just going to select it again. And I'm going to select these points and also these other ones. And I'm going to get him closer a little bit. I'm going to change the radius for the soft selection. And I'm going to get him closer. I'm going to rotate them a little bit more. Let me turn back on the subdivision surface. As you can see now this looks much better. Okay. Let me make a quick render to see how this looks. And 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. Modeling the bracelet - Creating the metal links: Hello class 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 Mode and view settings. And here I'm just going to reset the rotation value. I'm going to type 0. And now we are good to go. Now this is what we're going to be making, the bracelet. And to get a very BYU 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 null 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 this null object and a child of this subdivision surface. And I'm going to make this object a child of this group. Now I'm going to select the plane and I'm going to rotate it. So it is facing us this way. And 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 editable. I'm going to turn off the subdivision surface for a second. And I'm also going to change the display mode 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 rotate it this way. And now I'm going to select my object. I'm going to go to object mode. And I'm going to scale it out. And this, 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 and move it 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 change the settings for our selection tool. So if I go to the point mode, you will see that if I select a point, I'm going to get a yellow gradient. And that is because we have turned on the soft selection option for these two. So I'm going to select the tool, the 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 select these two edges. And remember we're going to add a few cuts here. So I'm going to select the edge cut tool. 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 move them 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 mode. And I'm going to select these two edges. And I'm going to make a small extrusion like that. And I'm going to use the scale tool 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. I'm going to do now is to reset the rotation for this 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 this object to face this way. I want it to face up. So I'm going to make sure that the rotation for this is set to 90. Like 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 or here like that. Perfect. Now let me go back to the front view. And here I'm going to make these link in the middle. So I'm going to select all of these polygons. And I'm going to make a small extrusion. Just make sure that the create gaps option is off and make that extrusion. I'm going to turn off the subdivision surface and I'm going to go to the front view to make sure that I move these polygons to the place where they have to be, which is right over here. Okay? Perfect. So now we have only half of this link. So to make it a complete link, 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 editable. I'm going to take this back inside of this group. And now I can delete these null objects 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. And as you can see here, I have an image of this bracelet, which is a image that I'm going to use as a reference image. So I'm going to go back to Cinema 4D. I'm going to go to Mode View settings. And here I'm going to replace this image. So I'm going to grab this 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 y. As 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 modify the offset for x. Like so. 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 tool, going to select these edges. And I'm going to use the edge cut tool. I'm going to make one cat only applied. But this time I want this guy to be closer to this edge here. So I'm going to have to change the offset. I'm going to use 90 percent. And I'm going to do the same on this other side. So I'm going to use the a ring selection tool, select all of these edges. Use the edge catch-all, 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. And as 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 visibility for the one in the middle. So I can work only on this one. Okay? This has to be like bees. And now I'm going to select all of these points here. And I'm going to rotate them a little bit. So they have a small angle like the reference image. And now I'm going to select all of these points and move them here. Select all of these other points and move them over here. And again, I'm going to have to make a small angle here. Like so. Okay. Let me go to the perspective view. Let me turn on the visibility for this other object. And also let me turn on the subdivision surface. Okay, this looks good. Now I'm just going to make this one here. We're going to move this point closer to this other one. So we don't have these gap. And I'm going to do the same with this one. I'm going to select them all and I'm going to scale them out like this. Okay, that's good. Let me go back to the perspective view and see how this looks. And as you can see, this looks really good. Now I'm going to come back to the front view. And I'm going to make a copy of this one. I'm going to move it up like this. I'm going to make another copy and move it up. Let's make another one. Move it up. And let's do it again. Make another copy and move it into place. Like so. Okay, So this one at the bottom is ready. I'm going to turn off the visibility for this one. And now I'm going to work on this one. To make things easy, 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 them closer to the other side. And also these ones even closer like that. Let me turn back on the subdivision surface. Like so. So this one is ready. I'm going to turn off the visibility for this object. I'm going to do the same with these ones. Don't on the X-ray option. So we can see what's behind. I'm going to get all of these points closer to this edge. And now this other points like 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 option for this. And let's modify this point. I'm going to rotate this a little bit. Like so. I'm going to turn back on the subdivision surface and hide these objects. And I'm going to do the same here. I'm going to turn on the X-ray option so I can see my reference image. I'm going to select these points and move them into place. And I'm going to rotate this a little bit. Like so. Okay, now let me turn back on the subdivision surface. And let me turn on the view for all of these objects. Like so, let me go back to the perspective view and see how this looks. And as you can see, this looks really good. We only need to make the other side here. And 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 these two. I'm going to right-click. And I'm going to select the option Connect abducts plus elite. Also for this one, Right-click connect objects plus Delete. And I'm going to do the same for the rest of these different objects. Like so. Now I'm going to take them out of their groups. And I'm going to delete this, all of these because I don't need them 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 tool 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 1, 2, 3, 4, 5. So I have to have five symmetry objects to like that. And I'm going to place each of these objects inside of one of these like that. So as you can see now, we're getting the full links. Let's go to the perspective view. And now all they have to do is to select all of these symmetry objects and make them editable. And now I can take the objects inside of these groups and take him outside. And I can delete all of these null objects that I don't need anymore. So now the links are complete. And 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 axis for these different objects is 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 this one here, which is the central axis to two, like so. Now if you don't see this tool, that may be because it is hidden. So you may be seeing this. So all you have to do is to grab this and move it up. And now you can select the object, select this option. And that's going to center the axis for this object. Do the same with this one. Select it, and select this option. And that's going to center the axis. And we're going to do the same for every single one of these objects. Like that. Now as you can see now, all of these objects have their axes properly centered. Okay? Now still, it is not the way I want it because when they rotate these 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 the 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 axis down right about here, where this line begins. I'm going to do that for this one. And now if I come back to the perspective view and they rotate, let me turn off the axis 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 do the same for the rest of these objects. I'm going to select the object, make sure that I am on the axis mode. And let's move the rotation or the axis down over here. Like so. Let's do the same for this one. Let's move the axis. Now this one, Let's move the axis down. And finally, this other one. And let's move this axis down like that. Now, as you will see, if I turn off the axis mode and I rotate this object, they are going to rotate the way that I want them to rotate. So This are ready. Okay. Now I'm just going to create a null object and also a subdivision surface object. I'm going to place all of these links inside of this null object. I'm going to rename this null object. And I'm going to rename also the subdivision surface object. And now I'm going to place everything inside of this subdivision surface object. And as you can see, this link looks really good. Now, let's come back to the front view. I'm just going to make a copy of this last one. I'm going to make a copy of this one. And I'm going to move it right over here. Like 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 this subdivision surface object. I'm going to make a copy of this one. And I'm going to rotate this whole group like so. And now let's go to the perspective view. 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. Modeling the bracelet - Modeling the end links: 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 the front view. And here we're going to continue creating this bracelet. Now, let me turn off the visibility for this object 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 this other line here. So I'm going to go to Mode View settings. Can here, I'm going to change the value for y. So this is a line with this object here. Okay? That's going to work. And now I'm going to turn back on the visibility for the bracelet. And I'm going to select all of these objects. And I'm going to move them. Make sure that you select the object and not the subdivision surface. Because the subdivision surface, we need to keep it right here in the center, so we don't want to modify the axis for this one. So select 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 bracelets. So I'm going to go to the perspective view. And I'm going to use this object as 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 this bracelet base. And this is going to be the base for the bracelet. Now, for now, I'm just going to turn off the visibility for everything, including all of these objects. And I only going to turn on the visibility for this 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 add a cut in the middle and one over here. Now to keep the round shape, I'm going to select this point. And I'm going to move them up a little. And these ones in the middle, I'm going to move them down just a little. So now this is round. And now I'm going to select this edges here. And I'm going to make a small extrusion like that. And I'm going to move it so we can place it with this other edge here. So we're going to weld these points together like that. Then I'm going to make another small extrusion. And 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 which come over here. Select these two points. Let me make sure that these are selected. And I'm going to use the well-told 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. I'm going to move all of these edges 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-told to weld them. Like so. Okay. I'm going to the same I'm just going to make another extrusion, move it into place. And I'm going to weld those points together like that. Let's do the same. This time. I'm going to make only one extrusion. And I'm going to move it all the way down over here. Like so. And I think I don't need these edges here. So I'm going to select them. Make sure WR on the edge mode, select these edges here. Also these ones. And let's select them all. Select those edges. And since I don't need them, I'm just going to right-click and select the option dissolve. Okay, so that simplifies our object. And now I can just come over here and make a cut 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, select 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 visibility for this, we have some kind of base that we can use as the base for our bracelet. But we still need to make this gap 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 polygon pen tool. I'm going to create new polygons here, Here. Here. And for this one, I'm going to use the close polygon hall to 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 tool. 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. So I'm going to select that polygon. 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. And I'm going to make sure that all of these points are on 0 for the x axis. So to do that, I'm going to use the scale tool and I'm going to scale them down. So all of these are at the same position. Like so. And now I'm going to make sure that the position for these points is set to 0 over here. Like that. Perfect. So now if I create a symmetry object and I place these bracelet inside, we're going to get a copy to the other side. And now I can select the symmetry object and make it editable. And place these back inside of this group. I'm going to delete these null object because we're on the right. And let me turn on the subdivision surface to see how this looks. And 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. And as you can see, this looks very, very good. Okay, so all I need to do now is to modify this 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 turn off 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 at this point, and also this one's on this other side. And I'm going to modify the axis for the selection. So I'm going to go to the axis mode. I'm going to move the axis of the selection down. So it is aligned with the last point here, the one at the bottom. That's what it is important. So now if I turn off the axis mode and I scale this down, you will see that this points at the bottom will not be moved. And the points at the top and the ones in the middle, those are the ones that are going to move only. We can see that like so. And now I'm going to do the same with these other points. Select them and they will the access mode, move the axis for the selection, make sure that the axis is where the last point is. Disabled the axis mode, and use this to scale these polygons down. Like so. We're going to do the same for these ones. Again, Let's enable the axis mode, move the axis for the selection, disable the axis mode, and scale this down. So the only thing I'm trying to do here is to get a straight line right here. I'm going to do the same for these ones. I'm going to move the axis of this selection, disable the axis mode. And using the scale tool, I'm going to scale this down. So now as you can see, this is more like a straight line. And I still have to move some of these points. So I'm going to select these, all of these at the very top. And I'm going to use this council and scale them down. So they are flat. Like so. Now I can come back to the perspective view and see this object. Now I'm going to turn off the X-ray option so I can see this better than me turn back on the subdivision surface. And as you can see now, this is the way we need it. Let me turn back on the visibility for all of the objects. As you can see, this 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 these points are here at the top. And I'm going to move them just a little bit. Like so. Let me undo 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 axis. So I'm going to click here. And now I can move this object down. Let me turn on the subdivision surface. Like so. You can see that now this 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 this object right here. So I'm going to select it. I'm going to add a few cat here. I'm going to go to the edge mode, and I'm going to add a cat here. It is at 32, 0.3%. I'm going to do 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. I'm going to select these different polygons, like so. And I'm going to make a small extrusion. Make sure that the create gaps option is off. And I'm going to come to the front view again. And I'm going to move these polygons like so. Let me go back here. I'm going to rotate these polygons. And to do that better, I'm going to move the axis of the selection right about there. And now I'm going to turn off 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 loops, you very good. I'm just going to come over here. I'm going to select this point here. I want to make sure that they are where they have to be. Let me come to the side view. Like so. And now let me turn on the visibility for the bracelets just to make sure that these points are where they have to be. Okay? Perfect. Now I'm going to use the loop cut tool and I'm going to add a few cuts. So I'm going to add a cat here, another one here like that. And I'm going to add one cat here, another one here in the middle, and another one right here in the middle as well. Okay. This looks nice. Perfect. I like it. Let me turn back on the similarity for everything. So we can see how this looks. Now as you can see, this looks really, really good. Alright, so that is complete. And now I'm going to do this link over here. So let me go back to the front view. And let me go to the bracelets. And these last bracelet, and you can see that is different. So you can see that these bracelets are different, so they are individual rights. Let we have a link here, another one here in the middle, and another one here on the other side. And 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 polygons, 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. So I'm going to select these polygons here. None of these polygons. And I'm going to make a small extrusion like that. I'm going to use the scale tool to bring these polygons together. And now that they are 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 the scale tool to get them closer together. Like so. And then I'm going to go to Mesh commands and optimize. Let me change the value. Let's try with 0.2. And it looks like it worked. So I'm going to turn the visibility for all of the links and also the subdivision surface to see how this looks. And as you can see, this looks like one piece now. But I have to make a few cuts here so we don't get this deformation. So I'm going to get back here. I'm going to use the loop cut tool. I'm going to add a cut here, another one here, and another one here in the middle. Now, it looks better. And I can add another cat right here, another one here, and another one here. So now this looks much, much better. I'm going to select this object. And I'm going to move it just a little bit closer to this other link. So the gap between them is not that big. Like 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 - Making sure the Normals are facing the right way: 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 name it anymore. Since we modified this one already, we can only just make a copy and rotate it. But before doing that, I'm going to make sure that all of the objects that contain these bracelet are okay. And 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 on the, on the bracelet. And I'm going to go to the polygon 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? And the answer is very simple. When we have an object in cinema 4D, Let's say a cube. And let's make this editable. When we select an object and when we select the faces or polygons of 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 this polygon here. And I select this polygon. You can see that the polygons on the outside have to look yellow. But if we look at the inside, they look blue. So in cinema 4D, the one we have an object and 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 texturing process. So we want to have these the correct way. I'm going to delete this object because I don't need it. I just wanted to explain you why this looks a different color. I'm going to come over here. I'm going to go to the polygon mode, make sure that all of these polygons 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 this normals. And as you can see now, these normals are facing the correct direction. Now, if we delete some polygons here, you can see that the Normals Inside or the polygons inside our blue. And now these polygons are facing the correct direction. So I'm going to undo that. Let's select them all again. And now, since these 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 select this. You can see that they turn yellow. Let me select all of these objects and select them all, all of the polygons. 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, these edges. So I'm going to select all of these objects. I'm going to deselect 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 do the same for these ones. Okay, so what I'm doing here is just selecting all of these polygons because we're going to add an inner extrusion. And 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 extrude inner tool, and 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 visibility 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 and at the bottom. And as you can see, this looks really good. Okay? Now I'm going to create a new null object. I'm going to name these bracelet. And I'm going to place all of these inside of here. And now I can take this group and place it inside of these relics 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 this looks. And I like it. So I'm going to check the rest of the objects and make sure that the normals for these objects are facing the correct direction. So we select all of these different polygons of 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. I can deselect all of those polygons, hide this object. I'm going to select the rest of the objects. And 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. And over here it looks like they are all facing the correct direction. But this crown is not. This one is. So we have to fix the crown. And also these cap here. So I'm going to select the crop and the crown. I'm going to select all of these polygons and use the shortcut you are. Now, as you can see, these normals are fixed. I'm going to go to the cap. And again, using the shortcut you are. And now 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 do the same. Let me select them all. You can see that these are okay. The hand and the circle. Let's do the same here. Also. These ones are okay. And I'm going to do the same with these other ones. Select them all. And these ones are okay. Perfect. So from numbers, I don't have to do that because we use a text. So they shouldn't have any problems. So I'm going to close these circles. And all of these are texts, so we shouldn't worry about those. And 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, this 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 - Making the buckle: Hello class and welcome back. In this lesson, we're going to continue making the bracelet. So let's start. 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 this piece here. You can see I have some images. And here I can see that this is a bit rounded here. So I'm going to do that. So let's go back to Cinema 4D. And I'm going to go to the front view. I'm going to zoom 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 editable. And 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 image. And 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 view. And as you can see, I have to scale this down this way, like that. All right, Now I'm going to select these polygons here, this one, also this one, and this 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 these edges. And I'm going to use the edge cut tool. And I'm going to make a few cuts here. I'm going to try with four. And let's make sure that the offset is set to 50 percent. 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 this 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 ones at the top. And 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 him 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 loop that too. 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 cut in the middle. And to make it easier, I'm going to select all of the edges using their ring selection tool. I'm going to select all of these edges. I'm going to use the edge capsule to make three cuts. Like so. And as you can see now I have these cats here. And now I'm going to make another cat right about here. I'm going to go for 20 percent. And another one here at 80%. Okay? Perfect. Now, 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 polygons that I don't need. And I'm going to delete them. So now I can select these polygons here in the middle. And I can make a small extrusion. So I'm going to come to the perspective view and I'm going to make a small extrusion. Like so. I'm going to move it a little bit more like so. I'm going to delete these polygons here, and also these ones here at the bottom. Okay? Now I'm going to create a new subdivision surface. And I'm going to move the subdivision surface up. I'm going to place these inside of these subdivision 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. And I'm going to make two cats, one here. This one is going to be at 90% and also these one at 90 percent. Okay, this looks better. And now I'm going to select all of these edges using the ring selection tool. And let's go to the edge mode. Select this, this. And I'm going to make one cat in the middle. So I'm going to change the subdivision 2, 1, and the outset has to be set to 50 percent and I'm going to apply. Okay? Now I'm going to select all of these edges here. I'm going to select these ones. And select this 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 scale these edges out like that. Okay? I'm going to add a cut 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 cut 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 these have to be two different objects. So I'm going to select these polygons 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 view. I'm going to take these 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 these polygons because we have 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? And I'm going to place this group inside of this subdivision surface. And I'm going to turn it on. Okay? Now we have to add a few cats here. So I'm going to add one here and another 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 these edges at the top, like 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 this like that. Let me turn on the subdivision surface to see how this looks. And now all you have to do is select this point and this other point. I'm going to go to the top view. And 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 do the same down here. I'm just going to select all of these edges at the bottom. And also these other ones. Like that. Again, let's make a small extrusion. Let's scale this down like that. And let's move these edges like so. And I'm going to select the points. These points here. I'm going to move them back into position like so. And let's see how this looks with the subdivision surface. And as you can see, this looks really good. So I'm going to do the same for this other part. So I'm going to hide this one and turn the visibility for this one. I'm going to the same. So I'm going to start by selecting the edges at the bottom like that. And I'm going to make a small extrusion, scale it down, and move these edges like so. And I'm going to select these points here. I'm going to go to the top view and make sure that these are line like so. And finally, I'm going to do 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 undo that. Okay, I'm going to undo that because I forgot to select these 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. And I'm going to select this point. I'm going to go to the top view. And I'm going to move him like so. Okay. Let me turn on the visibility for the other one and also the subdivision surface. Okay, as you can see, now, this is complete. I'm going to add a few cats here. So I'm going to select these points first. And also these ones. And I'm going to spell them out like so. Okay. Now I'm going to select both of these objects. And I'm going to make a cut using the loop cut tool. I'm going to make a cut here in the middle. Also here in the middle, and on these other sides here. And also here. Let's turn 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 these for a second. And as you can see, I need a logo here. So I'm going to go and grab the logo. I'm going to make a copy of these logo. It's down here. And I'm going to center the axis with this tool. And I'm going to move it up. I'm going to get closer. I'm going to place it here. And I'm going to scale it out and move it into place like that. And I'm going to come back to the perspective view. I'm going to place this inside of this group. And now I can move it. So it shows on this other side. Like so. Okay, I'm going to select this logo again. And I'm going to scale it this way like that. And I'm going to get a closer like this. Perfect. Now, let me turn on the visibility for the rest of the objects. And I'm going to select this. I'm going to make sure that this is right over here. Like 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 this for a second. I'm going to grab this and I'm going to shrink it a little bit this way. Like that. Let's go back to the perspective view. And I think this looks better now. I'm just going to make another quick render. And now this 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 - Giving it a round shape: 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 the subdivision surface inside of this 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 this circle is going to be the base because we are going to modify these links. So they follow a circular shape. And the circle is going to serve as a reference. So I'm going to move it over here. I'm going to make it editable. I'm going to go to the point mode, select all of these points. And I'm going to scale it out. And I'm going to scale it this way. And I'm going to move it. So as you can see, I'm trying to get the same angle here that we have in our reference image. I'm going to scale it a little bit more. Like 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'm going to go to their use Color option. And I'm going to turn it on. And I'm going to click here, and I'm going to use a bright color like this green. So now if I unselect it, you can see that this is a bright green. Okay, so now we are set and I'm going to select this buckle. And we're going to move it over here. And I'm going to rotate it like so. And now I'm going to start with this links. So I'm going to select the first one. I'm going to rotate it. And I'm going to do 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 do the same with this one. I'm going to move it into place, rotate it. And I'm going to try to live the same amount of space between links. So I'm just going to move this one here closer. So the space between these two links is similar to the space between these two links. Like so. I'm going to select this other links. And I'm going to move them. And I'm going to rotate them 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 I have to live. So I'm going to move this closer like that. Okay. I'm just going to rotate it a little bit. I'm going to look at this, this other way. And move this a little bit. Make sure that we have the same space between these two links. And I'm just going to move this over here. Live the same amount of space and rotate this link, like so. And now we can do the same over here. I'm going to close this down. And I'm going to start with this link. I'm just going to rotate it, select the next one. Move it into place. Rotated. Make sure that the space between the two links is similar to the one that will live on the other links. And I'm going to continue moving these different objects. I'm going to move this up here. Rotate it. I'm going to work on the next link. Rotated a little bit. So like the other ones. And I'm going to rotate this one. And finally this other one. Like so. And as you can see, we need a few more of these links. Or we could modify our reference circle. And I'm going to do that. I'm going to shrink it down a little bit like that. Now 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 rotate it. Now this one I'm going to move it down and rotate it a little bit. We're going to select this one, move it down, rotate it a little bit. And finally, this other one, I'm going to move it down and rotate it like so. And now I'm going to do the same with these other links. I'm going to rotate this one a little bit. Move. This one's going to say this one. Move, these two ones. I'm going to rotate this one. And finally, move this one into place and rotate it. And again, let's make sure that the space between links is similar. So as you can see, these are too close. So I'm going to select all of these. And I'm going to separate them a little bit. And also this one's just a little bit like 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 view. 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 and the last link. And I'm going to move him. I'm going to rotate them. And I'm going to move them into place. Like so. Okay. Now I'm going to select the buckle and I'm going to rotate it a little bit and move it into place. Now to make sure that this is okay, I'm going to go to the perspective view. 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. And I'm going to scale it out this way just a little bit. Like so. Perfect. So it is okay this way. But we're going to add another link over here. Let me go back to the side view. I'm going to select this buckle. And I'm going to change the axis. And we're going to move it over here. And I'm going to rotate this like so. And now I'm just going to say 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 and the last one. And I'm going to move it down like this. I'm going to rotate this one, like so. And I'm going to place this one right here. And I'm going to rotate it. Now let's go back to the perspective view to see how this looks. As you can see, this 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 point. And 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 these points a little bit more like that. Now I'm going to select these one over here, and I'm going to move some of these points. So this curve is a little bit more pronounced. Like so. Okay, let me go back to the perspective view and see how this looks. And as you can see now, these looks better. All right. Let me close all 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's these 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 - Creating the back side of the buckle: Hello class and welcome back. In this lesson, we're going to finish modelling 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 backside 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 buckled group. Like so. I'm going to turn off the subdivision surface for a second. And now I'm going to select this object and I'm going to rotate it 90 degrees. And I'm going to move it. Okay? I'm going to change the size for this object. This way. Like so. And I'm going to move it. So it is not colliding here or here. Okay, perfect. Now I'm going to select the object and I'm going to go through the segments, and I'm going to change the segments to only one like that. And then I'm going to make this editable. I'm going to go to the edge mode. I'm going to select these two edges. And I'm going to go to the edge CAT tool. And I'm going to add five subdivisions here. Just make sure that the offset is set to 50 percent and 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 and the ones at the bottom and select it. And then I'm going to make sure that this 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 deselect these points and these other ones. And I'm going to the same, make sure that these points are following this curve. And finally, I'm going to do the same with these ones. Like so. Okay. I'm just going to select these ones and I'm going to move them a little bit more like so. I'm going to do 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 edges. And I'm going to use the edge cut tool. And I'm going to make three cats now. Perfect. And I'm going to select these edges. And also these other ones. I'm going to use the scale tool to separate them away from each other just a little bit like this. And then I'm going to use the verbal tool to create new edges here. Like so. Perfect. Now I'm going to use the loop cut tool and I'm going to add a cat right about here. And a cat right about here. Like that. Perfect. Now I'm going to go to the polygon mode, and I'm going to select these 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 them. But before doing that, I'm going to cut these polygons in half. So I'm going to use the loop cut tool. And I'm going to cut this in half. And also these ones down here. So now I can select these polygons, like so. And also these other polygons here. All right? And now with this polygon selected, I'm going to make a small extrusion. Make sure that the create gaps option is off. And let's make a small extrusion. 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 cat here. So this area is not too rounded. So I'm going to use the loop cut tool. I'm going to add a cut here. And the other one here, one here, another one here. That looks better. And I'm going to go down here. And I'm going to add a cut here and one more here, and also here. So this area doesn't look too rounded. Okay, let's see how this looks. And as you can see now, this looks much, much better. Okay? Now I'm going to add some thickness to this object. So I'm going to go to the polygon mode. I'm going to select all of these polygons. And I'm going to use the extra tool. I'm going to make a small extrusion like this. But as you can see, it changes. So I'm going to undo that. I'm going to select them again. And I'm going to do the extrusion to the other side. I'm going to turn on the Create caps option. Like so. Let's see how this looks. And I think it looks good enough. So I'm going to come over here. I'm going to select this object, and I'm going to add a cat here in the middle of these new polygons. So I'm going to use the loop cut tool. And I'm going to add 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. And I like it. I'm just going to grab it. And I'm going to scale it out just a little bit. Like so. And as you can see, these loops, very, very good. And I'm going to make a quick render. And now the cycle is complete. And that's all for this lesson. Thanks a lot for watching. And I will see you in the next lesson. 33. Lighting the scene: Hello class and welcome back. In this lesson, we're going to light our scene. So let's start. Okay, So we're going to light our scene. And to do that, I'm going to use HDRI images. Now, HDRI images are a great option because they provide us not only with light, but also with reflections. And the object that we're making here, the watch is going to have different materials and most of those materials are going to be reflected materials. So using HDRI images is the best option for our project. Now, you can get a lot of HDRI images for free if you look for them online. But the best website that I know for free HDRI images is HDRI haven't. Now, as you can see here, we have a lot of different HDRI images. And the best thing is that all of these images are available for free. So if we go to the license page of this website, you can see that they use a Creative Commons license. And 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 of these images. And you can redistribute these images. Now if you're going to use these images in your project, it would be nice if you at least mentioned this website. And you can also come over here and donate to this website. Now, like I said, we have a lot of different images in this website. All of these are HDRI images. So we have some for exteriors, some for studios, and some for interiors. Now for our project, I'm going to use only images of interiors. So I have gone ahead and I have selected a few of these images like this one. Also, this, this one, this one, and these other ones. Now like I said, I'm selecting only images of 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. And you can see that you have different options, starting from 1 k 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 4 D. Okay, so we are back in Cinema 4D. 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 HDRI images. So I downloaded only eight of these images, and I place them inside of this folder. Now let's go back to Cinema 4D and to set up the lighting. I'm just going to go ahead and create a new sky object like 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 and the reflectance options. I'm going to turn on only the luminance 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 this one is set up. I'm going to rename this. And then I'm going to make a copy of this one. And I'm going to have to make different copies. And I'm going to rename this capitalist is one is going to be this HDRI, O2, HDRI, or three, and so on. Okay? Now I'm going to go to HDRI O2, and I'm going to change the texture. I'm going to drag the second one and drop it here. And I'm going to do the same for the rest of these images. Okay, So now as you can see, all of these different materials have a different HDRI image, and that's what we need. So I'm going to close this down. And all they have to do now is to grab all of these materials. And I'm going to apply them to these sky object like that. Now as you can see, if I rotate this object, you will see the HDRI map. Like so. And now I'm going to go to my Render Settings. I'm going to turn off the save option. I'm going to go to output. I'm going to change this to a 1920 by 1080, like so. And I'm going to make sure that we run there 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. I'm going to turn off the default light option. Like that. Let me close this down. And I'm going to make a quick render. Now as you can see, this is not looking good. And the reason is because we haven't turned on the global illumination. So I'm going to close this down. I'm going to go to my Render Settings again. I'm going to go to effect, and I'm going to select global illumination. Now, using global illumination is going to make your renders little bit slower, but it's going to make much better renders. For now, we're going to keep the settings the way they are. And I'm just going to make another render. And as you can see now, this image is properly lit. We can see the difference between having global illumination and not having global elimination. And also the difference between this setup and the setup that we started with, which is this one. So this one looks much better. You can see the shadows here. They look good. And 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 reflectance to these objects. So I'm going to close this down. I'm going to select this guy. I'm going to name it Sky one. And I'm going to duplicate the sky multiple times. So this is going to be k2, 3 and so on. And now I'm just going to apply one HDRI texture to each of these guys. So this is going to be for Skype number one. This one is going to be for Sky number two, and so on. So what I'm going to do here is just to make a render with each of these different HDRI 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 these guys. Because if I leave them on, they will all be affecting this image. And it's going to be completely bright and it is not going to look good. So I'm going to create a new null 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 dots 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, OK. And now I'm going to select this 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 the sky object that has the HDRI image applied. So you can see the before and the after. And these are the exact same images. The only thing that we did was to rotate this image. So I'm going to close this down. And 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 right-click on the sky object. I'm going to go to cinema 4D 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 still affect the lighting and the reflections in our scene. So I'm going to make another quick render. And now as you can see, this looks much cleaner. So we have only our watch 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 them now. I'm just going to delete them. And this one is going to be HDRI one. I'm going to copy the name. And now 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, the main source of light is over here. So I'm going to make sure that this area is in front of these wild. So I'm going to rotate it back like this. And I'm going to make a copy of these compositing tag. I'm just going to grab it by pressing Alt. And I'm going to drop it here. And now I'm going to make another render. And as you can see, this is the Render using the second HDRI image. So 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 colder colors. You can see this is kind of bluish and this other one is kind of yellow. So you can see that just by using different HDRI images, we can get different lightings. And now I'm going to do the same with the rest of this HDRI images. 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 rotate it, make sure that the main source of light is this way in front of the watch. And I'm going to make a copy of these compositing tag and place it 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 it from the side. So it is lighting the face of the watch. So I'm going to rotate this 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 this 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, where are the main source of light is I think these two lamps. And I'm going to move him over here like this. I'm going to apply this 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 HDRI 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 the visibility for this other one. I'm going to rotate this to see where the main source of light is and it is here. So I'm going to make sure that this part of the image is facing these watch. So 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 the compositing tag 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 a difference between the two of these using warm colors and very cold colors. And I want something in between, like this 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. Turn on the visibility for this other one. And I'm going to rotate this sky object. So the main source of light is coming here. So I'm going to rotate this and make sure that that source of light is facing our watch. This compositing tags, I'm going to apply it here to make sure that the HDRI 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. And I also like this render. This looks really nice. I'm going to rename this. I'm going to close this down. I'm going to turn off the visibility for the sky. Turn on the visibility for this other one. And I'm just going to make sure that the source of light is facing the watch. And it was. So I'm just going to take it back like that. And I'm going to apply the compositing tag. And I'm going to make another render. And I also like the surrender. So I'm just going to rename this. I'm going to close this 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 sky object and rotate it. So I found the main source of light, which is this one. I'm going to bring it back to the front of the watch. And I'm going to apply the compositing tag. And I'm going to make a render. Okay, So I like this render 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 HDRI image that corresponds to that render. Okay? So for now, I think this is a good option. Also this one, this 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 texturing the 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 format, I could use tiff. But since these are not our final renders, we're going to use JPEG because we don't need all of the information that a TIF file saves. We just want to see this as a reference when we select which sky object we're going to use. So JPEG is going to be enough. And for the depth, we're going to leave it at eight bits per channel. And I'm going to click Okay. And I'm going to go to my folder. And I'm going to go to the Render folder. And here I'm just going to save this. Now I'm going to select the second one. Save it. And I'm going to do the same for the rest of these images. Okay, so now I have saved all of these renders. Now if I go to my finder, I can come to my renders folder. And you can see that here I have these renders that we just made. I'm going to go back to Cinema 4D. And as you can see, using HDRI 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 - Creating and applying the silver material: Hello class and welcome back. In this lesson, we're going to start texturing our watch. So let's start. Okay, so this is where we left in our previous lesson. And now I'm going to start texturing this word. 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 to open it up. And I'm going to right-click here. And I'm going to change the size to huge. So we can see this better. Now, I'm going to turn off the color and I'm just going to live on the reflectance channel. And now in the reflectance channel, I'm going to select this default specular and I'm going to delete it. And now I'm going to add a new layer. I'm going to use a GTX. And here I'm going to increase the roughness to around 5%. I'm going to reduce the reflection strength to something about 70 percent. And I'm also going to reduce the specular strength to 15. Okay? Now, I'm going to go to layer for now. 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 and 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. And I'm going to apply it to these different objects. I'm going to apply it to the Bessel, also truly case, and to the crowns, and also to the logo of the crown, to the case in the back. And for the interior panel, I'm not going to apply it. I'm going to skip that. I'm going to apply it to the logo and to the detail. The cubes that we have here inside. Also to the hands. And for the crystal, 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 this material. It is because of the HDRI image 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 and apply these to these group which has all the texts on it. And also to this other group with the numbers like this. And I'm also going to apply it 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. And here I can select the HDRI image that I'm going to use. And I think this one looks the best. So I'm going to choose HDRI 07, which is this one. I'm going to turn it on. I'm going to close this. I'm going to rename this to lading 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 applying that material. So let's go through the preview render, which is this one. You can see how it looks. And now let's see the new 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 of that noise. 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'm going to increase this number to eight. Now, this is going to make our renders much, much lower. But it's going to look much better. I'm going to close this one and I'm going to make another render. Okay, So this is the new render. Now let me get closer. And as you can see, this already looks much smoother than the other render. I'm going to get even 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 noise 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 what I'm going to leave it like that. Now I want to have the links on the sides a little bit darker than the rest of the watch. So I'm going to close this one. I'm going to make a copy of this material. I'm going to open it up and I'm going to rename it. And all I have to do here is to go to this layer. And I'm going to reduce this value to something around 55 percent. Now let's see the difference between these two. You can see that this one is brighter and this one is darker. Okay, so I'm going to close this down. And now let me come to the bracelet. And to these different links. I'm going to select them all. I'm going to go to the polygon mode. And I'm going to select those polygons for all of these different links. I'm going to grow the selection. Remember pressing Y. I'm going to do that a few times. So now all of these polygons are selected. And with this polygon selected, I'm going to select my new material, the silver darker material, and I'm going to drop it right here where I have this selected. And as you can see, there is a new selection tag here applied. And that's selection tag is going to have this 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 U i. All right, now I'm going to select my silver material, the first that we created. And I'm going to apply it like this. And now you will see that there are two different tonalities. Over here. One is darker and 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 this at 50 percent, like so. Okay. And then I'm going to do the same with these other links. So I'm going to close this down. I'm going to select this 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 polygon selected already. So I'm going to use those. I'm going to grow my selection. You why? I'm going to do that a few times. And once those polygons are selected, I'm going to apply the darker material. Then. I'm going to invert the selection. You, I and I'm going to apply the other material, the lighter one, like 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 this looks. All right, So now as you can see, the links in the middle are lighter than the links on the sides. 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 this 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 - Creating and applying the plastic materials: Hello class and welcome back. In this lesson, we're going to continue texturing 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 texturing the interior of the watch. And I'm going to start by texturing 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 rename it. This one is going to be red. And I'm going to go to the Color tab. I'm going to make these a red color. Then I'm going to go to the reflectance channel and I'm going to add a new layer. So I'm going to add 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 duplicate it. 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 this one. And this one is going to be white. And of course, I have to change the color to white. Next up. I'm going to close this down because now I have the different materials that I'm going to need to texture the circles. Okay? So I'm going to start with the hands. I'm going to close these group. And I'm going to open the group for the circles. And I'm going to go and select these hand. I'm going to get closer here. I'm going to use the Lasso selection tool. 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 circle. I'm going to select the hand again. Now I'm going to get closer here. I'm going to select these polygons that make the circle. And I'm going to do the same for the other circle. I'm going to go over here, select the hand and select these polygons that make these circle like so. Now that I have the selections, I'm going to select all of the hands like that. I'm going to get closer to this one. And I'm going to drop these material, I'm going to grab it and drop it in the selection, like so. And as you can see now, these was applied to all of these three different hands. Now I'm going to invert the selection. Remember you, I, to invert the selection. I'm going to get closer here again. I'm going to apply this black material. Let me zoom out. And the select this object. And as you can see, now these hands have these textures applied. Now I'm going to select the circle. I'm going to come out here. And I'm going to use the loop selection tool and select these polygons. And 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 deselect all of these different polygons like that. And finally, I'm going to select the other circle, which is this one over here. And I'm going to deselect these polygons here. So the goal is to have all of the polygons with the circle selected, except for these ones that I have the selected now. Okay, welcome to the same process. So I'm going to select all of these three circles. And 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 the selection. You. 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 apply the black material for the length. 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 apply the black material to the lines and also to the numbers. And now this is complete. So finally I'm going to come to these other ones 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. And as you can see, now this 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 second. And I'm going to apply 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. And it is when I was texturing the bracelet. You can see that I applied the dark material to these two objects. And these ones shouldn't have the dark material. So I'm going to delete these material. And also the one for this other object, which is this one. I'm going to select this material here and delete 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 applied to them. Okay. Perfect. Now I'm going to zoom 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 - Creating the UVs for the interior panel: Hello class and welcome back. In this lesson, we're going to prepare the UVs for some of the elements of these 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 these, what I already have a material applied to them. So we can say that most of these elements are algebraic textured. Now so far, all we have done is to apply materials to the different elements of this watch. But we haven't created any textures yet. 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 4D and 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 of this watch that I have to apply some textures to. So the first one is going to be the Bessel. And as you can see, this Bessel already has a material applied bad. I need to apply a texture because I want these Bessel to have some details around over here. And I'm going to do that by applying a texture on the bump 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 of this course. So make sure you check the resources section of this lesson so you can download those textures. Now, since I want to be very precise when I apply those textures to these objects, I'm going to work on the UVs for those two objects. So that's what we're going to do in this lesson. So let's start. Now. There are different methods to creating UVs. 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 UV mapping layout, which is this one, body paint, UV Edit. And here I'm going to select the objects that I'm going to apply, these UVs two. So the first one, It's going to be this panel here. So 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 polygons are selected. And then I'm going to go over here to the UV mapping tab. And I'm going to go to the projection tab. And here I'm going to select frontal, like so. Now as you can see, these polygons that I have here are represented in these 2D image. So I'm going to select the scale tool, and I'm going to scale these polygons. But make sure that we are on this mode so we can scale 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 UVs is that we don't go beyond these squared that we have here. Because if we come over here, these polygons will be outside of our document. And that's going to give us a lot of problems. So make sure that all of these different polygons inside of the square. Now I'm going to go to File and I'm going to select new texture. And here I'm going to use a 2D texture that's going to be 2048. By 2048. And I'm going to click, Okay. Alright. Now I can go to their different layers here. And as you can see now I have this 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 your viz. And now I want to have these different polygons painted here. So when I go to Photoshop and I apply the texture over here, I can see where these polygons are. So to do that, I'm going to go to the Brush tool. 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 UVs layer. Now, I'm going to come over here, select this option. And I'm going to come to layer. And I'm going to select the option outline polygons, like so. And now, as you can see, we painted the polygons in these texts are, alright. So now all I have to do is to go to File and Save this texture. And for the format, I'm going to use BSD because I'm going to edit this in Photoshop. And I'm going to click Okay. And I'm going to save this texture in my textures folder. And I'm going to rename this texture. And I'm going to click on Save. Now, if I go to the Finder and I go inside my textures folder, you can see that now we have a new PSD file. And this file has this image that we just created. And that's all, believe it or not, the UVs for this object are ready. And we're going to use these 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 - Creating the UVs for the bezel: Hello class and welcome back. In this lesson, we're going to continue creating the UVs for these watch. So let's start. Okay, so this is where we left in our previous lesson. And I'm going to continue creating the UVs this time for the vessel. So I'm going to select the Bessel object. And I'm going to go to the perspective view. I'm going to go to the polygon mode. And I'm going to use the loop selection tool. And I'm going to turn off the subdivision surface to see these polygons better. And now I'm going to select these polygons over here, starting with this one. Also this one, and also these ones here. So these are the polygons where we are going to apply our texture. And now I'm going to go back to this mode. And I'm going to move these polygons that I have selected. I'm going to move him here for now. And then I'm going to invert my selection UI. And I'm going to make these polygons smaller. I'm going to shrink them 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. And I'm going to move him back inside of my canvas. And I'm going to scale them down a little bit. And I'm going to move them into place. Like so. Perfect. Now I'm going to select this polygon at the top just to make sure that these polygons are oriented properly. So we have this at the top, and it will 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 texture. And I'm going to click, Okay. And now I'm going to come to the layers tab. I'm going to create a new layer. I'm going to rename it to UVs. I'm going to select all of these UVs. 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 UVs layer. 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 Okay, and I'm going to rename this. And 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 - Texturing the interior panel: Hello class and welcome back. In this lesson, we're going to continue to exceeding our watch. So let's start. Okay, so this is where we left in our previous lesson. Now, since we finished creating the UV maps, I can now change the layout. So I'm going to go to layout, and I'm going to change to the model layout. I'm just going to resize 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 we're 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 and 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 PSD 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 to apply to this object. Now, as you can see, now, we have this texture applied. And just make sure that Let's select a list tag here. And just make sure that the projection is set to UV 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 this object. So now I'm going to come back to my Finder and I'm going to open up this file in Photoshop. Okay? So now I have this file in Photoshop and you can see that I can turn on and off these UVs because this UVs 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, our PNG files, and that means that they have transparency. So I'm going to select the first one, which is the one for the interior. And I'm also going to open it up in Adobe Photoshop. Now, I'm going to select this layer. I'm going to go to Select, select all. Then I'm going to go to edit, 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. And I'm just going to modify this size for this image. So I'm going to go to Edit and select Free Transform like that. And I'm going to scale this out like this. And now I'm going to hide the UVs. And I'm going to create a new layer for the color. I'm going to use black. And I'm going to fill this layer with black, like so. And I'm going to save this file. So I'm going to go to File and Save. Then I'm going to go back to Cinema 4D. 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 this 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 deformations here. You can see that this lines should be straight and 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 this subdivision surface object. And here in the sub-divide UVs option, I'm going to change from standard to edge. Now, as you can see, these 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 Photoshop. I'm going to turn back on the UVs. I'm going to select this layer and I'm going to shrink this down. I'm going to turn off the UVs. I'm going to save this file. I'm going to go back to Cinema 4D, and I'm going to reload this image. I'm going to click Yes. And as you can see, this looks better. But I think I still need to shrink the image down a little bit more. So I'm going to go back to Photoshop. And I'm going to shrink it down even more. I'm going to turn off the UVs. Save the file. Go back to Cinema 4D and reload this image. Click Yes. And now as you can see, this looks much, much better. Okay? I'm going to turn back off the visibility for all of these objects, except for this one and the vessel. I'm going to make a render just to see how this 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 - Texturing the bezel: Hello class and welcome back. In this lesson, we're going to continue takes during their watch. So let's start. Okay, so this is where we left in our previous lesson. And now I'm going to texture the Bessel. So as you can see, these Bessel already has a material applied to it. So I'm going to make a copy of these material, which is the silver material. So I'm just going to select it and duplicate it. 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 Photoshop. And as you can see, I have already opened the PSD file that contains the UVs that we created before. And if I come to this other document, you can see that here I have the stakes are and this is the texture that we're going to use. So I'm going to go to Select. And then I'm going to go to Edit and Copy. And I'm going to come back to this file. And I'm going to paste here the texture. Okay, now I'm going to select these new layer. And I'm going to go to Edit and Free Transform. And I'm going to scale this out. And I'm going to make sure that this is properly centered. Like so. Then I'm going to turn off the UVs. And I'm going to create a new layer. And I'm going to use white for the background. And I'm going to fill this with white like that. Now I'm going to go to File and Save. Now I'm going to go back to Cinema 4D. 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 and drop it here. And now I'm going to close this down. I'm going to go to the Bessel and I'm going to apply these new material here. Now let's make sure that this material is set to UV mapping. Like so. Now let me get closer here. And as you can see now, we have all of these detail. But I don't like it that much. So I'm going to have to modify it a little bit. So first of all, I'm going to go back to Photoshop. I'm going to turn on the UVs. And I'm going to scale this down a little bit like so. And now I'm going to make a copy of this 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 car B. I'm going to go to Filter Blur, Gaussian Blur. And I'm going to apply a blur of about 4. I'm going to click Okay. And I'm going to hide the UVs. Again. I'm going to save this. I'm going to go back to Cinema 4D. I'm going to select these material. Opening it up, go to the bump channel, click here, and reload the image. Let's click Yes. And now as you can see, this looks much better. Now I'm going to reduce the strength a little bit. I'm going to use 8%. And 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 zoom in over here and 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 zoom 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. 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 reflectance tab, and I'm going to turn off the default specular. 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 and I'm going to use glass. Okay? I'm going to close this down and I'm going to apply it to this crystal. And I'm going to make a render. All right, so as you can see, now this looks much better. Let's see the before and the after. So now we have the crystal, and now this looks better. I'm going to close this 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 render to the previous one. And as you can see, just by rotating this guy with the HDRI image, we can change the lighting of 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 this 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 this one. And this one. So I like this one because I'll do the reflections on the glass and also this one. So if I want to keep this one, I can just keep it like this. But if I want to keep these 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. So I'm just going to close this down and I'm going to show you how you can add some light and 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 view and I'm going to move it. I'm going to resize it. And I'm going to scale it out like so. And I'm going to move it to the side. Now. I'm going to create a new material. I'm going to open it up. I'm going to turn off the reflectance and color channels. And I will turn on only the luminance 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 these to lagged the front of the watch and I can rotate it like so. And 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 100 afflictions a little bit to the left from the center. Like this. And now I'm just going to make a preview render here just to see how this looks. And I like it. As you can see, the plane that we added is adding some light and also some reflections hour 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. And I'm going to select anti-aliasing. I'm going to change this from geometry to best. And let me close this down. And 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.