Introduction to Blender For Beginners - #4 - 3D Modeling Basics | Danan Thilakanathan | Skillshare

Introduction to Blender For Beginners - #4 - 3D Modeling Basics

Danan Thilakanathan

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7 Lessons (40m)
    • 1. Objects in Blender

      5:33
    • 2. The 3D Cursor

      1:13
    • 3. The Edit Mode

      3:35
    • 4. Vertices, Edges, and Faces

      5:54
    • 5. Loopcuts, Extrusion, and Subdivision

      7:08
    • 6. Modifiers

      9:07
    • 7. Exercise: Creating a Vase (Curve Modeling)

      7:31
23 students are watching this class

About This Class

In this class, we will learn the basics of 3D modeling in Blender. We will look at objects, the Edit Mode, Curve Modeling and tools such as modifiers, loop cuts, extrusion and so on.

By the end of this class, you can expect to create basic 3D objects using the modeling tools available in Blender.

Transcripts

1. Objects in Blender: hello in this video will be focusing on object types in Brenda. Not that in this section we won't be focusing too deeply on three D modeling, since that is out of scope, for this course will only be focusing on just the bare basics off three D modeling enough for us to use the most important three D modeling controls in Blender. So let's begin this video by discussing the object types in Blender. There are a number off different object types in Brenda. Here we have the primitive object type. We also have curves. We have Mittal's, We have text, we have lamps and we have cameras. So let's just go through them one by one. First up primitive object types Primitive object types are the basic building blocks off three D. So basically what that means is these objects are pretty much in built into blender, and you can confirm this by pressing shift a mesh and the objects here are the same as the objects in the 20 people. I've already have this prepared for this tutorial. So the idea is you can use any off these objects as a basic building block to model. Whatever that you want to model so you can basically start with a cube and then go ahead and model a character or a car or building or a landscape or ocean. Whatever you name it. These objects are pretty much the foundation of your Final three D object. I know it's pretty hard to build any kind of three model with a monkey head, but I think the Blender Foundation team left the monkey head in debt. Since this monkey is the mascot off Brenda and her name is Suzanne, the next object type are curves. Curves pretty much allow you to model anything that is, well, curvy. When you actually get into three D modeling, you'll realize how painful and tedious curb bonding can actually be. And that's the reason why we have curve object types. It aims to simplify our lives so we can extend our curve. We can bend it, we can do many different things with it, and this makes it easy to model certain objects, such as pipes on, you know, roads on things like them. The next object type is metta balls. Um, edibles are a sort of weird way to create interesting forms and shapes. Um, basically sort of works like jelly. So you have one miserable here. For example, if I do begin one minimal and I can sort of stick this memorable onto the first memorable and as you can see there, so stick onto each other and you can keep doing this to create interesting, interesting shapes. You know, there's no limit to what you can create. How long you play with that. You probably realize you can build up interesting forms that may take ages to do Why a hand Munley. So that's metals. Next, we have text objects, text objects, obviously great if you have anything that requires words in your three month. So when you want to create titles or if you have, say, a shop front and you want to give you a shopping name, you can do things like that. You can obviously use a text object. So again, one of this is in here. Shift a mesh for primitive under types curve for curve types. Text for text under types. Metal ball form edibles. Um, so you can visit this tab and then create any text you Mike, you can change the front of your object of yours, you have to have a front installed on. You can also add modifies and things into it. Like I use a solidify. Modify it to give my text object a bit of thickness so you can do many, many different interesting things like that moving along. We have lamps, lamps, obviously helped to light up our world. Without labs, our renderings would pretty much be pitch black, so we need lights. So we obviously we need light sources to help. We'll see our three D seen so in blender. We have a number of different lamps, so this is probably great if you have a character on stage and you just wanna have the light shine on your character but dark everywhere else so you can do different, different, interesting things like that in Brenda, you can have more than one camera in your scene, and this can obviously be used to create multiple angles of your animation shots. For example, if you have two characters talking, a common film technique is to have one camera facing one character, the other camera facing the other character and the sort like the main camera facing both the characters and then as your animation place, you can use the video editor to control which camera is triggered and which part off the time frame you can control. Which camera is the main focus camera? Uh, during the timeline, and when you're doing video editing, for example, you can control on the timeline. Which camera should be the main focus and things like that. So those are the main object types in a blender, and those are the main three D objects in blender. I hope this video has been useful to you and that you have learned something interesting. Keep lending, and I hope to see you in the next video. 2. The 3D Cursor: just a quick mention when you want to add it through the object, the object will be added exactly at this three d Kherson. So if I were shift a measureless to say this feel it'll be out of debt. I can. Then left click anywhere I wanted the three of you port and the three coastal would change that location, then reference shift a cylinder. It'll at the soon that location are. They can then click here, shift a cone and then create the object in that location. So whenever you add a three d object, it will always be placed at the truly Gerstle. If you want to move, you're pretty close up back to the center. Well, you have to do is press shift s closer to center. It will put the three closer back onto your object to select your object and then go. Shift s closer to selected. Also, if I go back to close to the center again, if I wanna put the spear to the curse, all I can do shift s selection to herself. So the opposite and the same applies to the others. So that is the basics off the three d Costa 3. The Edit Mode: Hi. In this video we will discuss the edit mode in Brenda. But before we go ahead and work the edit mode, let's just discuss this little which it here that you may or may not have noticed. So as our highlight is region, you can see that it sets the object interaction mode. So festival, make sure you select your through the object. In this case, I want to start this fear. And then when I click this, I can see all the different ways I can interact with my three d object. I can sculpt my sphere. I can edit my sphere and thes three others are a little bit advanced for this video. So I'm not gonna read, discuss them. They required your toils on his own. But in this video will simply focus on the edit mode. But before I go into the edit mode, we have to discuss the object months. Since that is what we've been pretty much working on throughout the beginning. Off this course, the object mode allows you to control the transforms of the object at its most basic general form. What that means is we can only carry a very very basic to remodeling without selected object, so you can change the position off the sphere. You could change the rotation. You could change the scale you could, distorted by squashing and stretching sayings that axis. And that's basically as much as it can go. You can actually make say, for example, a three D character on a I mean, for example, if I want to flesh out the nose and the mouth will be a very difficult I mean, sure, I can sort of create another object for the nurse, say another UV sphere, and it's cute to have a nose like that more. But it ends up being very finicky to work with this way, and it's not a very proper way of remodeling it. It just ends up giving him or headaches down the road. The way to actually do proper three D modeling of your object is by going to the edit mode . So here we can actually model the fine details of our object. We can use this you biosphere as our basic building block and then go ahead and model the final object that we want to model. And that is only possible through the edit mode. So if I want to model the nose now, it tends to be a lot more easier. Um, obviously, that that isn't a very good nose. Pretty sure the one, but it is much better than you know, using a UV sphere, since you have everything in one unified mesh. And given that I spend a bit more time with this, this will turn out to be a lot better in the final run on. This is generally what will convert your UV sphere into that trick or that avatar character . You can't do it through the object mode. You can go into the edit mode by clicking the object in direction mode and then clicking edit mode. Mm, the show Konkey is a simply press tab, so when you press the tab key, you can toll in out off edit mode. So in summary, the object mode allows you to transform the object in its most general overall view, whereas Theo ended mode allows you to flesh out the details of your three D model on by working directly on your mish. Now, the edit mode contains a lot of three D modeling concepts and tools which is one of the reasons why I don't wanna go into great detail in this course. At least just want to focus on introducing you to blend up. I probably focused this on a separate course that is solely dedicated to three D modeling. So I hope this video has been useful to you. And then you learn something. Um, keep lending. Andi. I hope to see you next video. 4. Vertices, Edges, and Faces: Hi. In this video, we will discuss 30 sees, edges and faces in Brenda, so let's start off with a mish. A three d mesh is one of the most frequently used object types in blender, so but what makes up a mish well, vergis ease edges and faces make up a mish. So does create the most basic mesh possible. So I will go ahead and create a primitive object on a type A plane. And every primitive object on a type by default is a mish curves. Medals and lamps and cameras are not mrs. However, Kurds. Metal balls and text can be converted into a three D mesh, which is commonly done by a lot of pretty artists. So now we have a plane. I'm now going to go into edit mode by oppressing tap. So here we can see are vortices, edges and faces. So if I just separate this out on its own, someone told us selected this medicine by right looking shifty. Just put it anywhere here. Vertex is simply a point in three D space. Now I can duplicate another verdicts by pressing shifty on moving at some way here, and then I can shift right like this, Medics is that both body Cesaire selected and then press if to feel or I can go into the menu here, Andi, create and edge. So when two or more verses form online, that line is called an edge. So I'm just gonna go ahead and create another Vertex so I can press control. Left like that will add another Vertex and joining to the previously selected one. And then I can shift right click the original Vertex. Andi. I can press if to create another inch between them and then I can shift right click the third edge, the press f again to fill into a face. To this time, Instead of making an edge, I make a face. A face is where three or more edges form a loop and is filled in to create a face generally as a practicing blender. I prefer to use four verses to create the face so I can select for three days time remove that edge by pressing picks and delete edge. I can then select all four shift right click shift right click shift right, like if to create my face and that pretty much forms a plane. So if I just delete everything here by a toxin ect X to meet policies something on the street one day we can then work with our plane. So I'll be here. You can see the edit mode selections. So right now we're on Vertex select. So anything I right click will just select the Vergis is off your currently selected three D object. All right, um, this is the edge Select mode. So anything I right click on your object will select just the edges only. And this is a face like mode, So this would just select the faces. No doubt in your three model, only the faces will be visible when rendered the edge is on, the verge is's will not be visible. They just simply form a scaffold for you to see how your three object is constructed. The faces in Brenda, what will be visible when you render your three D object? Vergis is and edges will not be visible when rendered. They just simply form a scaffolding for you to see how your three D model is structured. Basically, without three d object, we can go ahead and create many different shapes. So, for example, if I start with that bird ISI, I can control Click Control left Lee Control left control of control of it and keep doing that to create interesting shapes. So that is what I played was created in two minutes, just right in front of you. I can didn't make a face out of this by shift right clicking and then President Jeff every time I slept for disease. Every time I take full of odysseys, I can just simply create face. There's no definable that you have to create a face using four policies. It's just that I do a lot of character modeling work. So it's been invited us for policies to create the face of the three D character. Because, um, it's a bit complex, basically allows your card is deformed. So I guess just with the last bit Enrique and these three businesses, and we just created a nice little a nice little hook or a tag. So just in the space of one minute we've created a little nice little tag. So that's a very, very basic, a shoddy three D modeling off something so you can embassy play around with voter sees edges and faces as much as you like. The canoe inspector a face you can shifty to duplicated. You can go back to Vertex like mode. You can join them up by pressing F and then you know, joining that into a face as well. So you can see how the basic building block of our plane can be used to the foundation to create more complex three D objects. And that's how you see all those little cubes get converted into massively detailed three D characters and buildings and trees and landscapes and all that stuff. It all started from these primitive objects on duh. Yep, that's the basics off the Verdecia edges and faces in Venda, so keep lending. Keep playing around on. I hope to see you in the next video. 5. Loopcuts, Extrusion, and Subdivision: Hi. In this video, we'll look at the basics off Luke cuts and extrusion. So let's go ahead and create a cute by pressing shift A and then cube. Okay, now let's go into edit mode. By pressing Tab, Lucas helped to create loops around our three D objects so that we have more detail toe work with, so to create a look at you simply press control are and then you'll see a purple outline. When you hover over your through the object, you can either create a loop horizontally or vertically. You just have to sort of Harvey a mouse in the right area. So I'm gonna create one horizontally. So just left Rick, and then you'll see the outline off your to your new loop. Then move it where you want to add the loop. Something added. They say, Don't protest to say we want to add three more loops. So impressed. Control are that I can scroll up and down to add more loops. So he only had three loops and then I want to move it up here as well. Now I want to move these two loops up as well. Um, it would be tedious. If I select one loop one of the time and then move them up by putting grabs e and then go into here and do the same for this side and sort of hope that it lines up, that is not that is not ideal. I want to set the entire loop. So to do that hover the mouse over the look that you want to select. Depressed the whole turkey and then right click that will stick your entirely Nike brisk grab said to move your loop close up to the original. I wonder the same thing with this as well. To halt right click Grab said. All right, so that looks good. I can go ahead and clear. Look out here as well. Let's just say to look. Cuts over here would be good. Um, all right, it just like this one. You can also press G twice, so I can I can either breast grab X. But in some cases, if your object is rotated around, grab X might not work. I don't have to always look at the axis and press crab cakes. I can simply just pressing G g some press G twice and that obviously a lighter. Scroll your lip from the first loop to the second. So I'm gonna pray. Place it somewhere here on the left. Like right Click G on. Let's move it some way around to say here, right click G. That's pretty much Yeah, that's pretty much the basics off look, cuts next. Extrusion extrusion. It's sort of like forcing out a surface on an already existing surface. Sercan build form and volume on an existing three D model. I'm gonna go ahead and change to the face select mode. So these are now my face is and I want to select some faces to extrude out. All right, so, to extrude, all you have to do is press the e key and then move your mouse out to actually extrude. And there you go. You pretty much created a new surface. A new form off your three D object. Extra volume of your to the object so we can keep extruding out. Second que thinking again? I think it's like this facing the e again and that you can see we create a new volume markets like this facing of e this face e create, you know interesting, interesting shapes. He and this is basically how extrusion works. This is also the basic building blocks of how buildings are created architecture. So e he on dime every doing anything other than pressing E and just moving my mouth. I don't know what I'm creating, by the way, it looks like I'm creating some type of robot, but, you know, I can also go ahead and add new cuts on the newly extroverted sees, which obviously changed to legislate mode by default. I want to get it back to face it and then be create new loop here and then, if you won't write like this one. G all right with this one g go to face select, and yet I'm just I'm obviously going with other bored with this, but you can see how using a combination of loop cuts and extrusion can help you to build for of your three model and obviously help you to create awesome three D models. Loop cuts in extrusion can be used not only to make your architectural modeling a lot easier, but can be used for other things like character modeling and organic models as well. I guess, for Now I recommend that you play around with Luke. Cuts and extrusion member who cut his control are and scroll up and down to control the number of cuts. Andi extrusion is simply e, and a lot of those modeling tutorials on YouTube will use extrusion and Luke cuts a lot. I recommend you get comfortable with Luke cuts and extrusion. Oh, just a quicker modeling notes. Apart from this, during loop cuts and extrusion, you can also do subdivision to add more detail to your subjects. So to do so, you can select to overseas and then present w and then subdivide. So when you do that, you'll notice an extra Verdecia is here for you to play with. That is one handy way to create more details for your objects. Um, if I had to go back and do that again, it's under that again by pressing control. See, let's licked all the bonuses, repressing a then press w subdivide. I could see that the model has now added far more. Vergis is for us to play with. In other words, we have a lot more detail on our three D object. This can be good for green final details on it through the object. So detail characters, detailed buildings Onda or is he can create more Hi Polly models just by using subdivision a lot. Another way is abusing. Subdivision is going into the subdivision service panel in the modifies temp. But modifies tab will smooth out your model as well, so keep that in consideration as well. But it is not really a morning technique. It is just nondestructive way to add detail. It does the same thing. Like if I press this one, you can see the extra little vortices that have been added. The 100 black is Oliver Disease, but this little bends that you can see here are the extra little engines that have been added by the subdivision service and none destructive in the sense that if I remove it, it goes back to normal. That is basically how you do subdivision in the edit mode of this video's been useful to you and keep lending 6. Modifiers: hi. In this video, we will learn a bit more about modifies in vendor and actually make a little scene out of it. So let's start with a basic cube. Modifies help to make your three D modeling a lot easier. It helps speed of your workflow by doing three D modeling operations, which could be repetitive and boring as it remodeler. So let's have a look at a simple example off modeling A simple brick wall I don't know will be easy to start off with. So, um, I can start off with a little cube and let's create a little brick wall. So I'm gonna go from view by pressing number one and then changed to the, um, orthogonal view by pressing five. Since I can see more accurate dimensions in this view, shift school up just to move the people it up a little bit. If you put down a little bit, sorry and that's sort of model a brick. So I'm just sitting on a model this in the object mode, so just very basic. But I will go into the edit mode, actually, just do that. Let's go into the edit mode. So let's go into the edit Morneau by pressing tab, and then I'm going to go ahead and select a low bottom ver disease. Now, if I had sort of, uh, middle mouse drag, I can see that I didn't really stepped all the bottom Regis's. It only started the 1st 2 and missed up and last to begin sort of unable to sort of ghost effect. Where, if I have a box selected in all viruses behind get cited as well. Did you did you just click this This limit selection too visible a double. And I can sort of see a ghost Verdecia, which is the policy at the back and now in a prison box. Select instead along the bottom courtesies pretty quickly. Okay, lets go, Grab said. And I can just press the control p and by pressing control, Aiken fine grain. Control the dimensions a little bit and just create a quick break shape. Let's go to the right. Viewed by prison, three be drank, be left a drag and then, um, grab Why? Let's move it about their grab a box late again, just like this, and move it by pressing control. They're sort of like a brick. All right, so we have a little break. Okay, let's not make up. Brickell Uber smooth like more like a realistic brick sound like a cartoon book. So now we get to work with the modifies. So I'm gonna go to the modifies panel now and click that add modifier. I want to add a subdivision service. Remember, this moves everything out by subdividing your cube into more vortices and then smoothing it out. So obviously now just looks plain on. It just doesn't look right. I'm gonna press smooth shading just so that we don't see those sharp edges that doesn't look right for Brick. So I'm not gonna go to the front view again. And in edit mode, I'm sitting on add to loop cuts just like that. The main reasons that we don't have enough courtesies to define the detail off our brick, so it sort of creates an over because it doesn't have enough for this is to work with. So So he needs it. Just needs more detail. So grab Grab on this. Moving down. All right. Like this loop. Grab, grab. Let's live it up. No one due to the sides as well control our scroll up to two look cuts, right click, grab, grab and moved aside, told rightly proud grabbing moved aside So we can see we have a sort of ah smoothed looking brick. Now we want to move on. I'm making more Smith that I just living it down a bit more is up a bit more. This was well, and there we go. We have a very smooth looking brick. If I after some division, it looks even smoother. So that's a pretty good basic cartoony brick. Let's put enough for our case. Now, let's add another modifier to create our brick wall. So to do that, I'm gonna add the rain modifier. As you can see, we have two bricks. So we are duplicating our brick without having to do it in the edit mode, which saves a lot of time. So now you know up the count, too, about the length off al Brick. So 15 bricks should be right. I guess only 16. All right. Um, this is the X y and Z offset. The better team is the distance between, um, the duplicate set up with 1.1. It creates a 0.1 distance between the original object and the duplicate. So about giving it just one, it shifts it exactly one place from the original object. That makes sense. So by putting values that point, we sort of create that little distance between the duplicate. So maybe up a little one, just to be realistic. And now let's create the height off Al Brickle. So this at another array motor file. But this time I don't want to create, like, 16 plus 16 only create. Also, it's too one by pressing to it sort of doubles the original length off the wall so that I have 32 bricks. But I don't want to do that. So I wanna move to zero so that it sort of falls in on itself. I want to change Zed to one so that it, you know, goes upwards. Um, now, when I increase account, I basically created the height off my brick wall and yeah, that people doesn't look right. It doesn't look like a proper brick wall, so I'm just offset it on the X axis just by a little bit. Oops, that's a lot. Uh, but points over five. 22 0.0 to 5. So there you go. We have a little brick wall I know doesn't look right, but is at the stage where I apply the modifier. So this apply, apply, modify some. Now it becomes part of a mish, and then we can obviously go ahead and cut away at our object in edit mode. By the way, you can select entire objects by hovering over the object. Everything ill l o l or A quicker way is you can select multiple vortices at once. Someone's circle select for this one. So, just like any random courtesies there, just press right. Click the press control L. So these respect entire objects. Knocking Chris Street courtesies. Andi just like the straight ones there to the treat disease. You can see our wall sort of coming to shape. I'm sorry. Go ahead and put a line there. Control L to the fantasies. And there we have our little brick wall so you can see using modifies weaken very, very quickly. Create three models without actually affecting original remodel. By the way, you have a note that modifies on non destructive. So when I turn off this subsidy modifier, you can see the original to the object, as is without any subsurface. When I turn it on again, you can see that the subsurface is applied. Same with the arraignment. A fire. If I didn't apply the motor file and then I switched it off, it would have looked like a problem. Mortar fire. So let me just go back and do that again. So in this case, so let me just go back and do that again. See, we have all our modified here. If I turned, I switched off the visibility of it. By taking that I and that I can see the original brick is still there. I'll just turn off the subset visible and originally model brick is still there, so modifiers are non destructive. You can always come back to your original model if you're not happy with it. Modifies make life a whole lot easier for three months and you can always experiment with it after you apply your motor file. That's when it starts to become destructive. You've made that changed in life. I hope this video is being useful to you and that you could see the power off blenders modifiers. Keep playing around with these modifiers. Keep blending. Andi, I hope to see you next. Video 7. Exercise: Creating a Vase (Curve Modeling): Hi, everyone. In this video, we're gonna do a bit of curve modeling and work a little more on modifiers by actually creating a vast. So this will be a great time for you guys to follow along. So open up a default pendency on, then select everything by pressing a, uh, that Destexhe everything. Because I already have something selected and pay again. And an ex delete. I was gonna move. Shift s close to the center. If it isn't already on this, add a curve. So shift a curve. I want to choose this to say a easier all right, going to the front view. And how much is a photographic? They don't rotate around the y axis so that it faces upright. So are why, Let's say, 90 eso You should have something like that. And then I want to sort of rotate people around the Z axis. So are said 90 something like that. Then, um, let's just move. This is going to edit Modell press tapped, avoided and mode on. Let's just move our I could up to the center point that All right, so just move it out a little bit, and I'm gonna go. And it's like this control point and sort of move it around to the center, like so to control it better. I'm just gonna go ahead and make that zero zero zero. So that's exactly at the centre. Okay, Now you can go ahead and create an interesting shape of a vase. What Half of Oz looks like. So just like this one rotating around scale in this one scale it down a bit so that we have more shape to work with and then press e to extrude on by extrusion. And it's moving in like that. He again it's pretended away like this on may be e one small in e one small to go out upside, rotate away tape like that. Andi, something is crazy like that. You make a bigger and like that and something like that. So this is the half off of arts to try to create some kind of shape because we're gonna do is want to spin this around the middle of the set. The blue line will create our vase so you can't be to do things like that. You can extrude. You can also add more points between the 1st 2 points. So why don't you just directly the first control point? You should likely the second control point. W Some divide cell, creating extra point for you to work with so you can further fine grain control that even more, you find some parts too harsh and shop. Try just rotating it or scaling it down. Well up it's for he's just away. The control points work. So once you happy with that, I'm quite happy with that myself. I can not use the mortar fire to sort of spin it around, so that's good to modify. Step Admiral file. I don't want to choose, screwed and look at our beautiful, vast look at that. It looks like a circle which not correct. The main reason for that. Well, it's spitting on the wrong access. It's spinning on the debt access, I thought that's the correct access. Well, not really. When we rotated our curve, we changed its local access. So if I changed from global to local axes, you can see that is that exit is actually facing in this way. Remember how we went from number? How was flat on the ground and then we were attended upwards. So as that access also followed and moved 90 degrees. So we now have to change the axis. According to Theo, the global axes since the screen want If I always works in the local access, we just have to obey their law. So in this case, we're gonna use the X axis as our access point. So, um, let's change this to the X axis on. There you go. Our beautiful little vase is complete. Let's go ahead and add one moment of file that's called Solidify Model file. This just simply as thickness to our loss. So if you make this a glass object, you can sort of see the little reflections and refraction is in darkness Stuff. Let's make a smooth by adding a subdivision surface. So now you can start to see the power on, Modifies said. There we go. We've created are beautiful of us on. I hope this has bean useful to you Help you create something interesting. If you have they posted out, let me know. I would love to see your creations. So those are the basics off curve modeling and modifies as well, just to the real quickly just before we leave. I know it's a little rushed. I'm trying pushing much confidence possible. Um, you can also create little pipes and things like that. So I'm gonna create very messy code right now. That's like this one, E e andi. Um uh, he Oops. Rotate around and this is gonna be a little pipe. Okay, so I'm spreading in our a lot and moving it around. Okay, so they were a credible pipe. Let's just assume that's a pipe to actually create the pipe. Gonna go into the curb setting. So the data tab object, Donna. So to make our piper look like a pipe, we need to have some thickness could. So I'm gonna add a depth. So let's just say I want that thick, and that looks weird. It's sort of most like 1/2 done pipe, like like a party streaming being decoration. That's because it's only half filled. Also, resolutions with bad. So one thing we can do is we can smooth this out a bit. So I was only increased the resolution by 1234 and I stopped look smooth, but still, it only looks half filled. And the main reason for that is because over here we can see that it saves fill half. We need to be full. It's like that. And then we can see it's full. And there we go. That's our pipe. So depth will increase the size of our pipe resolution will increase the smoothness off the pipe. And this obviously full fills it up where they went. Full front, back or, you know, half. But I don't know why you generally need to use that. I'm sure. Example with will be a party stream or something. You want to use that or half a pipe? I guess I could see purpose for that. Um, my general. Always useful on. There you go. So I hope this video has been useful to you on Keep lending. Keep playing around with these modeling tools. That can be can be quite fun. Andi, I hope to see in the next video