Learn Animation Production with Blender 2.9 | Darrin Lile | Skillshare

Learn Animation Production with Blender 2.9

Darrin Lile, Blender Foundation Certified Instructor

Learn Animation Production with Blender 2.9

Darrin Lile, Blender Foundation Certified Instructor

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63 Lessons (10h 52m)
    • 1. Promo Video-Learn Animation Production with Blender 2.9

      1:58
    • 2. 001 A Brief Introduction to Blender

      8:39
    • 3. 002 Reference Images and Project Scale

      10:55
    • 4. 003 Beginning the Cargo Container

      8:32
    • 5. 004 Blocking In the Front of the Ship

      8:53
    • 6. 005 Blocking In the Engines

      10:09
    • 7. 006 Creating the Rear Thruster

      8:41
    • 8. 007 Adding Detail to the Cargo Container

      10:33
    • 9. 008 Modeling the Side Clamps

      9:50
    • 10. 009 Creating a Top Hinge Clamp

      9:11
    • 11. 010 Using the Boolean Modifier

      6:34
    • 12. 011 Modeling the Landing Gear

      12:25
    • 13. 012 Adding Detail to the Rear Engine

      12:23
    • 14. 013 Adding Panels to the Ship

      9:13
    • 15. 014 Modeling the Window Frame Details

      11:22
    • 16. 015 The Discombobulator Add on and the Array Modifier

      12:36
    • 17. 016 Adding Details to the Front of the Ship

      9:57
    • 18. 017 Adding Details to the Back of the Ship

      8:58
    • 19. 018 Finishing the Back of the Ship

      7:16
    • 20. 019 Naming Objects and Organizing the Outliner

      15:54
    • 21. 020 Beginning the Landing Bay

      9:41
    • 22. 021 Modeling Sci Fi Panels in the Landing Bay

      8:56
    • 23. 022 Using the Path Tool to Create Hoses

      11:28
    • 24. 023 Finishing the Modeling and Organizing the Scene

      10:31
    • 25. 024 Creating Sci Fi Panels with the Node Editor

      11:30
    • 26. 025 Adding Grunge to the Panels

      9:13
    • 27. 026 Adding Sci Fi Panels to Front and Side

      9:35
    • 28. 027 Texturing the Rear Engine and Window Frame

      9:20
    • 29. 028 Materials for the Front Panels

      14:55
    • 30. 029 Finishing the Materials for the Ship

      10:40
    • 31. 030 Setting Up the Materials for the Container

      7:49
    • 32. 031 Painting Edge Wear on the Container

      12:01
    • 33. 032 Adding Materials to the Landing Bay

      10:53
    • 34. 033 Finishing the Materials of the Landing Bay

      14:44
    • 35. 034 Beginning the Star Field edit

      13:56
    • 36. 035 Finishing the Star Field

      8:27
    • 37. 036 Beginning the Planet

      9:13
    • 38. 037 Adding Color to the Planet

      9:56
    • 39. 038 Adding the Roughness and Bump Information

      11:06
    • 40. 039 Creating Cloud Layers

      12:41
    • 41. 040 Adding Lights to the Landing Bay

      11:29
    • 42. 041 Adding a Sun Light for the Planet

      9:28
    • 43. 042 Beginning the Landing Gear Rig

      9:49
    • 44. 043 Setting Up Inverse Kinematics

      11:07
    • 45. 044 Continuing the Landing Gear Rig

      10:59
    • 46. 045 Finishing the Rig for the Ship

      12:39
    • 47. 046 Starting on the Animation

      12:27
    • 48. 047 Continuing the Ship Animation

      13:35
    • 49. 048 Using the Graph Editor

      19:23
    • 50. 049 Animating the Landing Gear

      10:19
    • 51. 050 Finishing the Ship Animation

      13:46
    • 52. 051 Animating a Texture for the Plasma Drive

      9:45
    • 53. 052 Creating the Rocket Exhaust

      8:59
    • 54. 053 Animating the Rocket Exhaust

      4:20
    • 55. 054 Final Adjustments

      14:47
    • 56. 055 Creating a Test Render

      11:14
    • 57. 056 Importing Characters Into the Scene

      16:27
    • 58. 057 Rendering the Final Animation

      9:55
    • 59. 058 Adding Music in the Video Sequencer

      9:35
    • 60. 059 Adding the Fly In Sound Effects

      11:33
    • 61. 060 Editing the Landing Sound Effects

      7:24
    • 62. 061 Rendering the Animation with Audio

      2:07
    • 63. 062 Conclusion

      0:44
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About This Class

In this course we will create an animated scene solely in Blender, from the first polygon to the final render. We will begin by bringing in and setting-up reference images that will help us create the 3D models of the ship, the cargo container, and the landing bay. We will then use Blender’s Node Editor to create the materials and textures for the 3D objects. Once that is complete we will begin work on creating the star fields, as well as the planet and cloud layers.

To prepare the ship for animation, you will learn how to create the rig for the landing gear, so that we can animate the legs and control the ship's bounce when it lands. You will also learn how to use Blender’s Graph Editor as we animate the ship coming in for a landing. And we will have some fun animating a texture to create the plasma-drive engines, and create a jet exhaust animation for the rear of the ship.

You’ll learn how to import characters into the scene and how to render a final animation. We will then bring in music and sound effects and mix the audio to picture in Blender’s Video Sequence Editor. Lastly, we will render out a video clip with both picture and sound.

If you’ve ever wanted to create your own animated scenes in Blender, then this course is for you. Using only free, open-source software you can create anything you can imagine.

So join me for this complete course where you'll Learn Animation Production with Blender 2.9.

Meet Your Teacher

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Darrin Lile

Blender Foundation Certified Instructor

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Transcripts

1. Promo Video-Learn Animation Production with Blender 2.9: Hi, I'm Darrin Lile and welcome to this course where you will learn animation production with Blender 2.9. In this course, we will create an animated scene solely in Blender from the first polygon to the final render. And here is that final render of a spaceship landing and a cargo bay. We will begin by bringing in and sending up reference images in blender that will help us create the 3D model of the ship, the cargo container, and the landing bay. We will then use blenders note editor to create the materials and textures for the objects. And once that is complete, we will begin working on creating the star field, the planet, and the cloud layers. To prepare the ship for animation, you will learn how to create the rig for the landing gear so that we can animate the legs and control the ships bounce when it lands. You will also learn how to use blenders graph editor as we animate the ship coming in for a landing. And we will have some fun animating a texture to create the plasma dr engines, creating a jet exhaust animation for the rear of the ship. You'll learn how to import characters into the scene and how to render a final animation. We will then bring in music and sound effects and mix the audio to picture in blenders video sequence editor. And lastly, we will render out a video clip with both picture and sound. If you've ever wanted to create your own animated scenes in Blender, then this course is for you using only free open-source software. You can create anything you imagine. So join me for this complete course as you learn animation production with Blender to 0.9. 2. 001 A Brief Introduction to Blender: Hello, Welcome to learn animation production with Blender 2.9. I'm Daron Lyle, and in this course we will be creating this scene. We will be doing it all in Blender from the beginning to the end. And ultimately, our final goal will be a rendered animation to an MP4 video with both picture and sound. Now let's take a look at that. Here we go. It's bring this up. So the scene is the ship flies in and lands, and we've got music and sound effects. We've even got a couple of characters here. And ultimately that is our goal. And throughout the course you're going to be learning about 3D modeling in Blender, about animation, rigging, about how to create jet exhaust and animating textures. You'll also learn about how to use the Node Editor here in Blender to create materials and textures. I'm just going to zoom in here and let's turn on the render view. So you'll learn how to create things like edge where using blenders, texture paint tools, you'll learn how to create sci-fi panels using the node editor as well. We will light the scene and blender and create the star fields here. And the planet all here in Blender will do everything in Blender. This amazing free open-source animation software from the first polygon to the final render. So if you are new to Blender, that's okay. What we're gonna do for the rest of this video is just to go over some of the basics of Blender. So what I'm gonna do is create a whole new scene and we'll begin there. So let's go over to File and New. And I'll create a general layout here. I'll go ahead and save this. And here we are with a brand new scene in Blender. Now when you first install and open up Blender, this is what you get just a cube, a camera, and a point light. And throughout this course, you'll see my mouse clicks and keyboard shortcuts appear near in the bottom right of the screen. Now let's first talk about just moving around here in the 3D view in Blender. To tumble around, you just click the middle mouse button and drag the mouse and you can tumble around the scene. To pan you hold the Shift key and middle mouse button, click and drag. And to Zoom, you can press Control middle mouse button and push the mouse forward and back. And also to zoom, you can scroll the mouse wheel in or out as well. To select an object, all you have to do is just click on it. Whichever object you want to focus on at that particular time. There are a couple of ways to move and rotate and scale objects. You can come over here to this sidebar and click on the move, rotate or scale tools here. And then you can use the arrows to move the objects, say in the x-axis, the red axis, you can move it in the y, move it in the z, up and down. And if you ever want to frame an object up within the 3D view and have that be the center of your tumble. You can just hit the period key on the number pad and that will zoom in. And now when we click the middle mouse button and drag will tumble around that object. Now you can also use the Rotate tool here. You can rotate it in any axis like this. Or you can use the scale tool as well. Click and drag on one of the axes. And you can scale it in any axis. Now as you're doing this, you're changing where the object is, how big it is, et cetera. And you can see that if you press the Enter key, you bring up this sidebar here over on the right. And you can see that it's got all the information about the location, the rotation, and the scale for the selected object. Now if we wanted to move this back into the center of the grid, we could just click and drag on these three fields here, type in 0 and enter. And it would take it back to the center of the grid. We could also click and drag on these three fields type in 0 and it would take away all the rotation. But the scale we would need to type in one. So if I type in one and enter, it will take the scale back to its original default settings. I'll hit the period key on the number pad, and now I can tumble around the object once again. You can also adjust the transformed by clicking and dragging and any one of these fields. So if I clicked and dragged, say in the y-axis, it will move in the y axis just like that. So all of these fields here are just representations of where the object is, how big it is, and how it's rotated. Now regarding objects, they have a couple of different modes that you can use to work with them. Currently we're using object mode. You can see that here for this as we move and scale and rotate. But we can also use edit mode to actually adjust the components. And you can see that now that we've changed to edit mode, we have a whole new selection of tools here. And if you want to see the names of these, you can click and drag out like this. And then you can see the names there. So now any polygonal object, any object with polygons is basically made up of three components. Vertices, these small points here, edges, the lines, and faces here. Now you can select between any one of these with these buttons up here. Vertex select allows you to select vertices. Edge mode allows you to select edges. And face mode allows you to select any of the faces. Now you can change from one to the other on these by just pressing the one key on the keyboard, the two key or the 34 vertex, edge and face modes. And you can also switch between edit mode and object mode by just hitting the tab key. So I'll hit the tab key and go back to object mode. Now lastly, I just want to mention two foundational modelling tools that are great to know right up front. These two tools are the extrude tool and the loop cut tool. So if I tap back into edit mode, you can see the loop cut tool here and the Extrude tool here. But I'm just going to be using the shortcut keys. So if I select a face here, I can hit the E key for Extrude and then pull up with the mouse and then click. And now we've created a new area for the object. Now I can select this face here, it E, pull out, and there's another new piece of the object there. The other tool is the loop cut tool, and you can see that the shortcut key is Control R. So if I press Control R and hover over an edge, it will allow me to place a new edge loop in the object. So I'm going to click here, and then I can drag the mouse back and forth, get it just where I want it, and then click again. And that creates yet more new faces that I could press the three key, select the face, it e, and extrude that up. And there we go. So those are the things I just wanted to talk about right up at the front. Blenders, navigation within the 3D view, the move, rotate, and scale tools, object mode and edit mode with the Tab key components of the object within edit mode, vertex, edge, and faces, and also the extrude tool and the loop cut tool. All right, so now what I'm gonna do is save this scene. I'm gonna go to File, Save As. And I'm going to call this just like all the others here, learn nm production 000 001, and then I will choose Save As. Here we go. All right, In the next video we will look at how to import the reference images so that we can use them as guides while we do our 3D modeling. 3. 002 Reference Images and Project Scale: Before we begin modelling anything, Let's take a look at the reference images. I've done a couple of drawings here of the spaceship that I want to create. I've got a couple of different views, side view, top view, front, et cetera. And in addition, I've gone through and split these out into their own individual images. So we've got the top and side and the front, et cetera, that we can bring into Blender individually to use as reference when remodeling. So let's work on bringing these images in. I'll come back to Blender here and let's just hit a and delete everything out of the scene. And let's begin fresh here with Shift a, and I'll go to Image and reference. Now we can browse to the reference images folder here in our project folder. And let's begin with the top view. Now, currently if we brought it in like this, with this aligned to view checked, it would align itself to where the camera is. And I don't want that. I want that to be flat on the ground plane so we can see it from above. So I'm going to uncheck this and then click Load reference image. And there we go. There is our first image in the scene. And then I'll just turn on the move gizmo and maybe just move this down and the z-axis so it's below the ground plane here. We can also hit the M key to bring up the sidebar. And we can say, maybe move it down negative one. We can just type in negative one and a z field. And that'll take it down to there. Alright, so we have one in, and what I'm gonna do is kinda create a box of these images. So from any direction we can see that particular side or view of the ship. Alright, let's try this again. I'm going to this time hit the one key to go to the front orthographic view. And let's press Shift a image reference. And this time let's choose the front image and load. And notice what happened. It just brought it in flat on the ground plane again. Now we could turn it in the x-axis, that would be fine, but let me just show you, I'm going to press Control Z and go back to that front view. And if we press Shift a and image reference and we choose a line to view, now, I'll select that front load image and there it is. So now it's in the correct orientation. Alright, let's get it up on the ground plane. I'm just going to click and drag and bring it up. So it sits right on that x-axis, right there, right about there. So what do we have here? 0.9 in the Z. Let's go ahead and just type in 0.9 so it's clean. And now when we bring in the others, we can just type in 0.9 as well. So let's move it back. Move it back to about here. Let's move it back three meters in the Y. Type in three and the y axis, and there we go. All right, Let's hit the three key on the numpad. Go to the right orthographic view and press Shift a image reference. And with this aligned to view, still check, let's select the ship side view and load that in. Now we know from the previous one that we can type in 0.9 in the z, and that'll bring it up on that y-axis there. And we also know that we should be able to type in negative three here in the x negative three and put it right there for the side view. All right, now let's take a look at the back view. If we go to the back view port here in blender with Control 1 on the numpad. We can see the front view from the back. For now what I'm gonna do is just select that front view and I'm going to hide it. I'm just going to come over here and hide that in the viewport over here in the outliner. Now let's go ahead and bring in here in the back view. Let's bring in that other image, shift a image reference, and choose the back load. Now we know once again we can type in 0.9 in the z and that'll bring it up. Now let's bring it in this way toward the front. And let's type in negative 3 and the y. Okay, so we have those in. Let's bring back our front view here. So when we're looking toward the front of the ship, we can see the front image here, but we can also see the back image and we don't want that, right. Same with the back here. We can see the back image, but we don't want the front. So what we can do is we can select these and turn off their visibility from the back. So let's come over here with this selected. Let's come over here to the object data properties for the image. And here in the side field, Let's click front. So we can only see it from the front. Now if we tumble around here, it's invisible. There we go. So let's try this one here. Let's select the back view. And let's choose front here and see what happens. There we go. So we have it visible in the front, but not in the back. Let's try this one here. The side, front. Yeah, that looks good. And we might as well get the bottom one here. Just choose front there. There we go. Alright, so we have our images set up here in the viewport. Now, you can see that currently this image is only five meters long and that's really not going to be big enough for the final ship. We're going to probably want that, I don't know, 25 meters long. And we could do that here. We could type in 25 for each of these and then arrange them just like we have here. Or we could model the ship as is the way it is here. And then when it's all done, scale it up all at once. So it's really up to you how you want to do it. And frankly, for different projects, I do it in different ways, but I think for this, I'm going to go ahead and scale this up now. And once we're done with it, once we're done with the modelling, we can of course scale it up or down altogether however we want. But let's go ahead and get it a little bit closer to the size that we want. So I'm going to take this bottom image first here and I'm going to type in 25 meters. And that's how big we want that to be. That's pretty good. So let's do that with these others as well. I'll take that side view. Type in 25. It is. Now we need to move it out, right? Let's move it out here. And we could probably type in negative 14 here. And let's bring it up in the z again. I'm just gonna bring it up, drop it right on that y-axis. See where we are. We're at 4.5 and the z. So I'll go ahead and type that and just clean it up. So now we know we can take these type in 25, type in 4.5 and the z, right, right over here, 4.5 and the z. And we can probably type in 14 in the y. Alright, let's do that again. Here. Type in 25, type in 4.5 in the z. And let's type in negative 14 in the Y. Alright, so there we go. Now we've got our images to approximately the size that we want this to be. Now how do we know that? Well, I've done a little research and found things like the space shuttle I think is 26 meters long, things like that. But what we can also do is create a reference object just to see. So let's press Shift a mesh cube here to create a cube. And for this cube you can see the dimensions are two meters by two meters. If we took the z-axis and typed in, say, 1.8 meters, That's kind of the height of an average human being, I think. And then we took the x and the y and typed in 0.4 for each of these 0.4 here. Then we could bring this up onto the grid like this and see if this is about what we think this ship would be. So I could move this over here. Yeah, so I think this is about right for me because I wanted this panel right over here. Let me just show you what I mean. And I wanted this panel to be about the height of a person. So once it's landed in the landing bay, they could come over here and push buttons and find out the status of the ship or whatever. So it's just kind of a an access panel that they can punch in things and control things from that panel there. So it seems to me that this is about the right height, about the right size for this ship. All right, Now lastly, what I'm going to do is go through and select each of these and give these a name over here in the outliner. So that's the side view. This is the front view, the back view here, and the top view here. I can get rid of that cube. I'll just hit Delete. And then I can change the name of this collection here, call it reference images. And there we go. Now the last thing I wanna do is make sure that I don't accidentally select one of these and move it around or scale it and throw it off out of position. So what I'm gonna do is come up here. And with this restriction toggles area, I want to turn on the selectable toggle. Now if I turn this off right here for that collection, I can't select any of these. These are not selectable at all in the 3D view. I can still come over here and select them here in the outliner and make any changes down here. But while we're in the 3D view, I won't accidentally throw anything out of position. All right, so now that we have the reference images in place, in the next video, we'll begin blocking out the basic shapes of the ship. 4. 003 Beginning the Cargo Container: All right, Let's begin modelling. I think I'd like to begin with this cargo container. So if we build this cargo container and then kind of build everything around it, that might be a good way to go. Let's give it a try. I'm going to press Shift a to bring up the Add menu and go to Mesh cube. And if we bring in this cube, if we add this cube and then we try and select it, we can't select it. And that's because look where it came in, came in within the reference images collection because I had something selected in here. It just went ahead and automatically created it there. So what we can do is just select that cube over here in the outliner and just click and drag it up to that scene collection at the top. And now it's outside of the reference images and we should be able to select it. Now. In fact, what we could do is create a collection for the ship itself. Let's do that. Let's come up here and right-click new collection. Here it is. Collection too. Let's double-click that and just call it ship. Now we can take that cube and drag it in there, and there we go. In fact, what I'll do now is change the name of that. Let's just double-click that and we'll call this cargo container. And then we go. All right, now let's hit the three key to go to the side view. And I'm just going to bring this up and move it over. So it's kind of in line with this corner. Let's say you can do any corner, but I'll just put it there. And then I'm going to tab into edit mode and hit the three key to go to Face Select. Now if we tumble around, we can select this face here. Now hit the three key again. Turn on our move tool. And I'm just going to click and drag, and drag this all the way back to here. Let's say something like that. Now it's going to be helpful for us to be able to see through the object is we create them. I'm going to press Alt Z to turn on x-ray mode. You can see that up here. I click this, it turns it off and click it, it turns it back on. So that's just all z. So I'm going to click on this top face here and just drag it up. And there we go to the top of that. Now if we tumble around, we can see it's not quite wide enough. So let's hit the seven key to go to the top view. And up here we can scale it in the x-axis by pressing the S key and then pressing the X key. And now we're only scaling in the x axis like this. However, let's take a look, look at what I did. I only scaled the top. Let me press Control Z with select this face and this face here. Now let's go back and do that again. Press S x, and we'll scale those two sides out so they're about the same width as the cargo container in the drawing. Now you can see that we're slightly off during the top. But if we hit the three key, we're on in the side, that's going to happen and that's okay. These are really just guys to help us get things in place. Alright, so if we tap back into object mode here, we've got the general size and shape of that cargo container. However, you can see here, right here that it's got kind of an angle to it. And in fact, we may want to bring in those three-quarter views from the design drawings just so we can see it from yet another angle. So to do that, I'm just going to create a new window over here. I'll just bring this up a bit. And then I'm going to hover over this corner until it turns into an x and click and drag down. So we create a new window. And then I will change this window from a properties window here to an image editor over here. There we go. And now maybe I'll bring this out just a bit. And now I can click on this open button. And let's browse to the reference folder. And I just want this one, this ship design drawings. I'll click Open and here it is. If I scroll the mouse wheel, I can zoom in or out and I just want to bring it in O to maybe this view right here. Yeah, something like that. Just so we can kind of see the angle of this. So now if we tap back into edit mode, we can hit the two key to go to edge select mode. You can see the buttons up here for each of them. There's edge and face select and vertex select. And of course you can press the one key too, three key to choose between them. So I'm going to hit the two key and select this edge here. This is the one I want to create that angle here. But if I do that, I'll also have to do this other side as well. And before I do anything that's going to be symmetrical on both sides, I should probably split this and add a mirror modifier to it. So whatever happens on one side also happens on the other. So what I'm gonna do is press Control R to turn on the loop cut tool. And I can click once and then drag this back and forth like this, but I want it right down the center. So what I'm gonna do is just click the right mouse button and it'll pop it into the center there. Alright, so now that we have that, I want to delete one side so we can measure the other one over. To do that, I'll press the three key and then I'm just going to click and drag and drag a selection over one side of that. You can see here that the select box is turned on. And that's how I was able to do that. All right, with these faces selected, let's hit Delete and choose Delete bases. There we go. So now we just have one side of that box. Now let's come over to the modifiers Properties panel. And we'll click Add Modifier, mirror. And there we go. Now we have it mirrored over to the other side. So we can see the wireframe on that mirrored side. Let's turn this on right here, the on cage. And I'm also going to turn on clipping so that each point of this is clipped to the other. If we turn that off, let me just show you what happens if we turn that off and select one of these center points? I can pull them apart. And we don't want that. So in the press Control Z. But if I turn on clipping, I'm going to deselect and then select it again and try and click and move it. It won't do anything, it'll stay clipped together in the center. All right, let's work on putting an angle on this edge here. So I'll hit the two key to go back to Edge mode, select this, and now you can see that the other side is also selected. So what I'll do is just add a bevel to this. You can come up here to the edge menu and you can see that bevel edges is Control B. So let's go to the front view. Press the one key. So now let's press Control B to turn on the Bevel tool and I'll move the mouse out and just pull this out just a little bit like that. And click. And there we go. Now we can take a look at this bevel properties panel here and we can add some segments like this. But I think we just want it with one segment. So it's just one angle there. Alright, that looks pretty good. But I think I also need a bevel right down here on the bottom. Let's look at that. I'll select this edge down here. And if we go to the side view with the three key, we can see how high or how far up that bevel goes. So let's once again press Control B and move the mouse out to right about there. Let's see how that worked. So I'm going to press Alt Z to go back solid view. And there we go. If we tap back into object mode, that's the beginning of our cargo container. All right, well now that we have that, we can begin to create, say, the front of the spaceship and everything around that cargo container. So we'll begin doing that in the next video. 5. 004 Blocking In the Front of the Ship: To begin on the ship, I think I'll begin once again with a cube. So let's press Shift a to bring up the Add menu mesh cube here. And if we hit the three key to go to this side view, I can hit G and bring this up. And maybe I'll put it right about here, kind of right on that corner, right there. And now once again, because we had this cargo containers selected and it was in the ship collection. The next object came into that collection as well. I'll rename this object, I'll call it ship main. And before I do anything, let me split this in half just like we did with the cargo container by tab into edit mode, I'm going to press Control R. And now another way to ensure that that loop is right down the center. I'll just hit the Enter key twice. There we go. Now that's directly down the center. So if I press Alt Z and the three key to go to face mode, I can click and drag and select these faces here. Hit Delete and delete faces. Now let's come over to the modifiers panel, add modifier mirror. Once again, we turn on, on cage and clipping. Okay. Now if we go back to the side view with the three key on the numpad, we can begin moving the points around to get this in the right shape. So if I hit the one key, I can click and drag this point here, which will then also select this point in the center and the other one on the other side. So then I'll take this and just drag it up to here. Let's take these points here. I'll click and drag and drag them out to the very end right here. And let's take these points, hit G and move that two right there. So we've got that generally in the right shape. I think if we tumble around and take a look at it, you can see it's not quite the right shape from the top view. So let's hit the seven key on the numpad. And from here, we can click and drag and grab that point and move it out. It looks like we could take this point here and move it out as well like this. But it kinda looks to me like we're going to need another edge right along in here to move this out. So let's take a look at that. I can tumble around here and press Control R. And I'm just going to click two times right there, just to put that in there. Now we go back to the top view. And it looks to me like this point I think could come out to here. And this point could come to right here. Let's try this. Let's see, Let's tumble around and press Alt Z and see what we think. Well, I don't know. One thing we can do is use the Quad View here in Blender to be able to see the scene or see the model in multiple views at once. So to turn on quad view, Let's press Control Alt Q. Now we've got several different views here. We've got the front view and the side view, the top view and a perspective view here I'm going to hit the End key to close that panel there. All right, so now let's take a look at it with this. Let's press Alt Z and see what we can see here. So now from the front view, it looks like we've gotten this point in the wrong place, right? So maybe we can take this point and move it in like this. And this point as well up here. So we take this and move it in. So it can really help to have multiple views open here as we're doing this. Well, let's take a look at this one here. Maybe we could move that into there. And then let's go take a look at it from the top here. So it looks to me like this is a little bit better. Let me press Alt Z to go back to Solid mode. Yeah, it looks like this is a little bit more in line with the way the drawing is. The only problem now is that this point right here seems to be kind of out of alignment. I'd like it to be in-line with these other points. So what we can do is just slide that point down or even actually pull it out, see how it's bent down some. So let's press all Z. There we go. Yeah. Let's just bring this straight out like this. There we go, right in line with bad. All right. I'll z. Yeah, that's looking a little bit better. Let's press Control Alt Q to go back to our perspective view. And yeah, that's looking a little bit more like our drawing here. So you can see how having multiple views open can really help. So let's go back to that Quad View Control Alt Q. And let's now select a couple of bases down underneath here, say this face and this face. And of course the other side is selected as well. Once we choose those, well, we can do now is just hit the E key to extrude those faces down. So I'll hit E and I'm going to pull down to right about here, right there. Now let's press all z. Let's hit the one key to go to vertex select. And I'll just click and drag this point here and move it back like that. And let me move this forward just a bit. There we go. Okay, so we've got that now. Let's do that again. Let's hit the three key and select this face and this face. And then we'll need to extrude down again. But, oh, take a look at this. Look how this is off here. So once again, a good reason to have this multiple view open. Let me select this point and pull it out. And grab this point and pull it out just to pet like that. This looks okay. We might even be able to pull these out just a little bit like that. Maybe might be able to bring these in some. So even as we move forward, we might need to just go back and take a look at where we are, make sure everything's in the right place. And on that note, look at this. Once again. If I select these points, I think they should probably be angled back like this. Yeah, sure enough. So instead of pulling that one forward, I should have pulled the other two back a bit. All right, so now let's select these faces on the bottom once again. And let's extrude down one more time. I'll hit E and pull down to right about here. Hit the one key to go to vertex select, select that point and move it back. And from the front view it looks like we once again need to grab this point and pull it out. And in this point we could probably move out just a bit like that. All right. I think the next one could be just one extrusion all the way down to this point. And then another one for here. So let's hit the three key. Select this face and this face. Let's now hit E and pull down to this point right here. Hit the one key, select this point, drag it back. All right, I think this is in line, pretty good here. Now let's select those faces one more time. Now, we could also, I guess we could also come over here and just click and drag these points and that sticks those faces there as well. So we could just do that. Get E bowl down. So it looks like we're inline here. But over here I feel like we need to move these n like this, Something like that. So once again, we're not all the way down here in the front, but we are here in the side. So I think that'll work. I can move these down just a little bit more like that. All right, let's take a look. I want to press Control Alt Q, and then I'll press Alt Z to take a look and let's tap back into object mode. And there we go. So we've got least I think the beginnings of that front part of the ship. Now in the next video, we'll begin extruding this back like this, and create the back of the ship as well. 6. 005 Blocking In the Engines: For the back of the ship, Let's just select this and tab into edit mode. And we should have a few faces here that we can use to extrude back. Let's select these and then hit the three key on the number pad to go to the side view. And let's just hit E and extrude this back all the way to here. Let's go to there. And then from here we just need to add an edge right along here to create a face that we can extrude up. So let's press Control R and click and drag this just right about here I think. And then if we hit the three key and select that face, Let's once again go back to the side view and hit E and extrude up to the top right about there. All right. Let's take a look at that. Yeah, I think that's pretty good. Now, once again, we've got this kind of angle here. We've got a bevel right here. So let's hit the two key to go to Edge mode and select that edge. Let's go to the front view on hit the one key on the numpad. Let's press Alt Z to go to x-ray. And then let's press Control B. And let's pull this out down to right about there. Let's try that. I'll tumble back around, press Alt Z. And yeah, I think that's pretty good. That's what we want from this angle here. Now before we go into any more detail on this ship, let's add the other major components here, the engines on the side and this thruster in back. So for this, I'm going to tab back into object mode and let's create new objects for this. Once again, I'll press Shift a to bring up the Add menu. And let's create a cube. And let's bring this out here. And this is going to be the engine here. Once again, let's go to that Quad View Control Alt Q. And let's see if this can help us put this in place. Yes, so let's press Alt Z here and then hit the G key and move this right into here. I'll scale it out in the x-axis with S and then x. Let's scale this out like this, out like that. And then let's scaled in the z, S, z, bring it up. So it's about like that. Maybe move it up just a little bit. There we go. Now we should move it back. Let's grab it and move it back here in the top view. And then press S and Y and scale it out in the y-axis here. Like that and move it back just a bit and we go. All right, so here it is in the 3D view. Let me press all z again so we can see it in solid mode. All right, now let's tab into edit mode, and let's hit the two key and select these edges. And let's bevel these as well. So once again, all z. And with these edges selected, let's press Control B. Ring the mouse out like this. Kind of bring it right down like this. There we go. Okay. That's looking pretty good. There it is there. Now let's extrude in around the edges here you can see how in this drawing they go in a bit. So let's select this face here on three key and select this face. And I'll press Alt Z again. And let's now inset this face. And an inset is kind of like an extrusion and a scale all at the same time. So we could press E for Extrude and then S and scale it in, or you can just hit I and then move the mouse in like this. Yeah, let's give this a try like that. Now, when I did this, it looks to me like I'm going to press Alt Z. It looks to me like these edges here are a little bit wider than this here. And the reason could be because we scaled this cube in a certain way. So let me press Control Z and go back a bit. And then I'm going to tab into object mode. Now. Here in object mode, Let's hit the End key and bring up the sidebar. And if we look in this scale, you can see that the scale is non-uniform. In other words, we don't have uniform values in here. And I think that's why we're getting a non-uniform inset. So to make the scale uniform, we need to apply the scale. To do that, we can press Control a. And here in the apply menu we can choose scale. Now look over here, we've got all ones. These are all uniform, all the same. So if we tap back into edit mode and select this face here, let's try it again and see what we get. So I'll press Alt Z and then I'll press the I key. And let's scale in just a bit like this. Now let's take a look at this. I'll press Alt Z. Yeah, that rim now looks a lot more uniform. So there are several tools like the inset tool, even the Bevel tool, that looks at the scale as a reference as to how to apply the tool. So sometimes if you see some strange behavior, check and see if that scale is applied. Alright, so let's tap back into edit mode and all z. And with this phase still selected, let's press the I key again and move this and like this. Now we can maybe pull it back. You can see here it's kinda pulled back. So let's just take it and pull it back like this. There we go. I'll z Yeah, I think that's pretty good. All right. Let's spin around and do it on the other side. I'm going to tumble around here and select this face. Now, I don't really want to change the front view to the back here in the quad view. So what I'm gonna do is press Control Alt Q. And then I'm going to press Control 1 to go to the back view here. And then all z. And I want to bring this in to match these edges here. It looks like in my drawing, I brought this in a little bit more, but I think I'd like him even so. Let's go ahead and with this face selected, let's press I and bring this into right here. And then I, and bring that in as well. And then we can come over here. And I'll go to the three key here. And maybe we can just bring this back in like this. All right, all z. Let's take a look. Yeah. That looks pretty good, I think. Now we can also put that over on the other side. We can take this and mirror it over. We can use that mirror modifier again. But the thing about the mirror modifier is that it mirrors around the origin of the object. When we, we're mirroring the ship or the cargo container, you can see that that origin is right in the center of the grid here. This origin is not. So we need to move that origin to the center of the grid and then apply the mirror modifier. And to do that, we can use this 3D cursor. Now, usually at least when you first opened Blender, the cursor is in the center of the grid. Now it could be that it may be off somewhere. We could select cursor here and just click and move that cursor out. So to get it back to the center of the grid, we use the snap menu and you can just press Shift S to get that. So we can say move the cursor to world origin or the number one. So I'll click here and there it is. Now to move this origin to the 3D cursor. We can come over here and go to Object Set Origin, origin to 3D cursor. There we go. Now you can see that orange dot has moved into the 3D cursor. So from here with this selected, let's go to Add Modifier mirror. And here we go. Now we have it over here on the other side. Now I realized that earlier I mentioned I didn't want to change a view in the quad view, and I just want to go back and show you how you can do that if you want to do it. So I'm going to press Control Alt Q. And if you wanted to change a view, say this front view to a back view. You could come over here to view in the sidebar. And right down here, there's a little thing called Quad View. And if you turn off the lock right here, you can then hover over one of these and press say control numpad 1 and switch over to the back orthographic view. I'll hit the one key here. Or you could change, say, from the top to the bottom with control numpad seven up here. So you can change. I just like to keep them locked because it tends to confuse me as to what I've done and which view should be what. So I just wanted to show you that you can do that if you wanted. All right, so in press Control Alt Q again. So in the next video, we'll work on creating these braces that are holding the engines and will also work on the thruster in the back. 7. 006 Creating the Rear Thruster: Now let's add this brace here that holds the engine. If I tried to select the engine, now if I click here, you can see I still got the cursor on and whatever I tried to do, I'll just move the cursor. So let's switch back to the move tool here. And then I'll press Shift S and move the cursor to the world origin. There we go. Just to get it out of the way. As an aside, if you ever want to hide that completely, you can come up here. The viewport overlays and turn off 3D cursor here. But I find it pretty useful sometimes, so I'm going to just leave it out there. Alright, so what we can do now is press Shift a and bring in a cube, and let's slide it over. Bring it up, and let's put it in place here. I will once again bring up the Quad View with Control Alt Q. And then let's move the windows around or zoom in a bit, I should say. And let's try and get this in place. So I'll press S Z and scale it here in the front view, in the z-axis. And let's move it in the y axis here. In the top view. Sy, move that out a bit, something like that. And I'll press Alt Z just to be able to see it a little bit better. It looks like over here I could scale this in the Z s. Here we go. All right, so we have that generally in place and that's okay. But the way I drew it over here, it has just a bit of a curve to it. So I think I want to add a bevel. Now recall what we said about scale and applying the scale when using a tool like inset or bevel. So let's press Control a and apply the scale actually before I do them at, let me just hit the End key and take a look. Yeah, see, since I scaled that down in object mode, it has non-uniform values in the fields over here. So let's press Control a and apply the scale. Now we've got all ones. And so the Bevel tool will work a little bit better on this. I'll press Control Alt Q to come out of the Quad View. And let's now tab into edit mode. Hit the two key for edges. And let's just select these four edges. And then let's press Control B and pull out like this. And then I'm going to scroll the mouse wheel. To scroll the mouse wheel up like this or down, just to add a new edges to this. And I think maybe we want to do is something like that. I'm trying to get that middle part about the same width as the other segments that I can click there. Now if it isn't quite right, you can always come over here to the Bevel settings panel that pops up once you use the tool and you can increase the segments here, right? Or decrease them. You can increase or decrease the bevel amount with the width. So I can bring it out like that back and forth, whatever you think. And also you can hold that shift key down as you slide the mouse cursor in here to kind of slow down the change. And there we go. All right, I'm going to tab into object mode alt a. And there we go. Now we've got that curve there. Ultimately we're going to want that a little bit smoother. So we're not seeing the polygons. And the way we'll do that is just go up to Object and shade smooth. And we'll be doing this more with the rest of the ship as we go forward. But if we click here, that helps with the smoothness a little bit. Yeah, that's pretty good. But also we can come down here and go to the Object Data Properties. Click here and let me twirl these up here. We go to the normal section and turn on auto smooth. Now we can click and drag in here and drag that degrees value up. You can go all the way up to 180 and all the way down to 0. And what that's saying is anything under any angle less than this is going to get smooth. So that's pretty good there. And let's, let's do that. Alright, now let's look at the thruster back here, this part back here, this is just kind of a big rocket engine on the back of the ship. So let me zoom out here and take a look at this. This is kinda what I want it to look like. And for this instead of a cubed will begin with a cylinder. And also, we could take, say, this edge right here. Let's click this. And we could move that 3D cursor to here so that the next time we created a new object, it would pop into this place instead of in the center of the grid. So with this edge selected, you can see its origin there. I'm going to press Shift S and say cursor to select it here. I click that and the cursor moves to there. Now I can tab back to object mode, press Shift a mesh and cylinder. And here we go. Now in the settings panel, we can choose how many sides we want on the cylinder. Currently it has 32 sides. I think that's just fine. It's one meter wide and two meters tall. And also we can change the kind of cap villain has. So we can choose to not have any top or bottom. Or we can choose to have an in Gabon which is a polygon with more than four sides. Or we can have it create the top, the caps as a triangle fan. Currently, I'll just leave it as an end gone. I think it's fine as it is. So I'll hit the period key on the numpad to zoom in. And let's rotate it around the x-axis here, the red axis in the worldview. So to do that, I'll press R x 900 to turn it in the x-axis, 90 degrees. Okay, so now let's go back to our Quad View Control Alt Q and a. Let's zoom into this area right here. Yeah, I think this is pretty good. Let me hit the End key to close that panel. Now Alice do is get it in place. I'll hit G and kinda move it into the center here. I'll hit the S key and scale it up. So it's about the width of the base of the thruster here. And then I will tab into edit mode and select that face here. I've got to hit the three key to go into face select mode and then click that. Now, bring it back right here. You can see it here as well. And then I'll hit the S key and scale out to get it about the right size there. Now, if you wanted to, of course, as I said, you can hit the End key. Go to View, turn off the lock for the Quad View and hover over here and press Control numpad 1 to spin around to the back view. I'll hit the N key to close that panel. And then let's press all z. And now we can see the drawing here. So what Let's do is with this face selected, let's go ahead and press that icky and inset this just a little bit like that. There we go. And now let's extrude back into the object. So I'll hit E and pull it in. And I think I wanted to go about to hear, I don't want it to go all the way and I wanted to maybe come to right about here, let's say. And then I'll hit the S key to scale in that we get to about right here in the drawing, right about there. Now I'm going to want to extrude in a little bit more. So maybe I better bring this back out just a little bit more like this. So I have a little bit more room. And then I'll hit I and bring that in like that. And then here's where I want to extrude a little bit more, bringing that back to here. And then let's hit the S key and scale and like this. There we go. All right, now let's take a look at it. I'll Z Control Alt Q. And there we go. Okay. Yeah, that's about what we want now. All right. We've got two more pieces in, I think in the next video, let's work on the landing gear and maybe we can work on some of these clamps here as well. 8. 007 Adding Detail to the Cargo Container: Well, that's I'm thinking about this. I realize I'm probably going to need to create these indentations in the cargo container before I create the clamps because I won't know how far the clamps go in until I have those indentations. So let's work on those. I'll go ahead and select the container and let's tab into edit mode. And I'll hit the three key and all z so we can see through it. And I think I just need to insert a few edge loops here to define these different faces that we're going to inset and extrude. So I'll press Control R, and let's scroll the mouse wheel to add new edges. There we go. I think that's all we need is for cuts here. I'll hit the Enter key twice. And now let's press the three key and select these faces here. And we're going to want to inset these just a bit before we extrude them. So let's hit the I key. And as an inset, it, it insets as all one selection, all one area. And we don't want that, we want them to be individual faces. So at this point here, I can hit the I key again and it'll switch to individual faces. So let's coming in right about there, I think. And then let's hit the E key and extrude in just a bit like that. There we go. Alright, so we have those now. Let's also get these three indentations up on the beveled corner there. And let's select this face, this face, and this face. Let's hit I and set these. And then we'll hit E and extrude those in just a bit. All right, for these little panels here, let's insert a few more edge loops to create those. I'll press Control R. And how many do we have there? We've got five, so four cuts should do it. That control our scroll, the mouse wheel, I'll hit Enter twice. And there we go. And you can of course also click twice. So now that we have those, I'll hit the three key. Select all of these bases here. And then if I hit the I key, the inset is still set to create individual insets there for each face. So that's good. And then we can hit the E key and extrude this out. There we go. So we've got those basic elements now. Let's also do the top and the top indentations. R square. So I didn't put any rounded corners on them. We'll just be able to keep them square and that's good. So we'll also come back and do the bevels on these corners here in just a bit. Let's tab into edit mode and let's select these faces here. If we tried to do all of these, we'd get individual insets for each of those and we don't want that. So let's just select these first. And now we may need to use the extrude tool here because we have a mirror modifier on this object, right? So if I hit the I key, this is what we get. And even if I hit I again, it isn't gonna do anything because It's seeing these as two different objects, two different faces. So that's not going to work. Control Z here. So instead of using the inset, remember I said that an inset is really just like an extrude and a scale. We can use that here. So if we get E and S and scale in, we get this behavior. They stay as one unit, right? The two selections. But they're just moving in towards each other. They're not scaling in the way it is in the center. So that's not gonna work Control Z. What we can do instead is come up here to this Transform Pivot menu and change from median point, which is the default to individual origins. And now we will see each one of these selections as individual units. So if we hit E and S and scale in now, you can see we can do that like that. All right, now let's select these faces as well. Here, here, here and here. And then once again, E, S. And let's scale in just a bit here. So sometimes you need the inset tools, sometimes you need extrude and scale. They do similar things, but they can have a different effect depending on the situation. I'm going to go ahead and select these now. And let's hit E and extrude this down just a little bit like that. Alright, so now we've got our insets, but as I said, I want these to be curved here. So we need to go in and select those edges and beveled them. Tab back into edit mode. And let's come over here. And I need to select this edge loops. Let's hit the two key. I need to select this edge and each of the four edges all the way around. And if I go down here, I can select this and then I can spin it around. And but that gets kind of tedious. There is a better way. Now, if I press Alt and click an edge, it will select an edge loop from that edge, right? But that's only if they're connected into end. How do we do that with these parallel edges? Well, what we can do is press Control Alt and click one. And now it selects this loop of parallel edges here. Alright, so we can do this a little bit quicker. So to add more to that, Let's press Shift Control Alt, and click here. Now it's going to select these and that's okay. We're going to come through and de-select those here in a minute. Shift Control Alt, Shift Control Alt, and then Shift Control Alt. Now we can deselect these. You can go through and press Shift and click to deselect, but you can also use the circle select tool. Now, it's over here. Here you can see it circle select, or you can also just hit the C key. C key. And now I can scroll the mouse wheel and increase in, decrease this size of this circle select tool. It's kind of like a brush almost. Now if I click and drag, it'll select things, select components. But if I middle mouse button click and drag, it'll de-select. So I can just middle mouse button click and drag these. And then I'll hit Escape and move over here. And then hit C again, middle mouse button click and drag these here to deselect. And then you can hit Escape or right-click to get out of the circle select tool. All right, Now that I've gotten those edges selected, let's use our Bevel tool with Control B and pull out a bit like this. Now, I don't want them to connect all the way in the corner there. I want to keep them apart from this pole here. We've already got enough edges going into that. We don't need anymore. But I'm going to scroll the mouse wheel about like that to create those curves. And then click. So now we have those. Now also I wanted to have a little bit more realism. I want the edges to be not quite so sharp and perfect. And for that, as you've seen, we can use the Bevel tool, but there's also a bevel modifier. And if we come over here to the modifiers panel, Let's select that container add modifier. You can see there's a bevel modifier here, so I'll click that. And what it did is it just added a little bit of a bevel to every edge. And if I come down here to the bevel panel, I want to increase the number of segments. I'll just increase it here to maybe three. Now they're going to be some little issues here like this. Let me tab into edit mode where that pole happens, where these multiple edges come into each other. And that happens. But honestly, I'm not too worried about that because we're not going to see this very close. We're going to see it back like this. So I'm not too worried about that. Now, we could also try and smooth this object. Remember we smooth this object to get those polygons from being so sharp. We could try that over here. If we select that go Object, Shade Smooth, and then come down here to our object data properties and turn on auto smooth. We could increase or decrease the angle here, but ultimately it's not doing much good. And look at what it did. It really gave us a few artifacts here where that bevel happened. And I don't really like that. I think from this distance we might be able to see that. So my point here is that sometimes the smoothing, the Shade Smooth works and sometimes it may not be applicable. So I'm going to come back here to object and go to shade flat. And I can even turn this off. That really doesn't matter there, but I think personally that it looks better like this than it does with Shade Smooth on. However, this over here looked better with Shade Smooth. So they're going to be some times when you may need to make a decision as to what needs to be smooth and what doesn't. And if you've noticed, I've been creating a lot of this ship as multiple objects. And when I do that, I can choose to smooth this, but not smooth this add a modifier here and not there. That's the beauty of being able to create the object in multiple pieces. You can kind of pick and choose what tools and processes you're applying to each piece. And ultimately, we're just going to parent all of this to a rig for animation. So it isn't going to matter how many pieces we have here. Alright, so in the next video, we will work on these clamps as well as we should go in and do some work on the landing gear as well. 9. 008 Modeling the Side Clamps: All right, For these clamps here that hold the cargo container down, Let's go to this side view with the three key. And instead of all z, we can also use wireframe view. If we hit the Z key, you can choose what view you want, and we'll just choose wireframe here. Now, the same things are up here as well. Wireframe, solid material and rendered up here. But I think just for what we're doing here, Let's try it with the wireframe. Now, I want to move this cursor over to here because I want the cube 2 come into this spot right here. So I'll go over to the cursor and then click right here. Alright, now let's press Shift a mesh tube and there's our cube. Then I'll hit S and scale in. So we get the cube about right here. I'll go back to the Move tool and move this over just a bit. I'll move it down into here. And then let's tab into edit mode. Hit the one key per vertex select. And then I'll just click and drag and select these points on the top and pull this up to about here. Alright, now let's tumble around and we can see it here. We need to pull it out. Back into object mode. Pull this out a bit. Maybe go back to our solid view with the Z key. And it looks like it's a little bit thinner here. So let's hit the S key and then X to scale on the x-axis and maybe bring that in some like this. Maybe right about here. And then I've got a little bit of extrusion here. So what Let's do is let's move this in to about where it's going to be right next to the container. I'm going to hit the period key to zoom in to this selected object. And if I move it over right about there, I feel like it's a little too tall. So maybe I'll tab into edit mode and just pull this down some. That's not quite what the drawing on the side view had, but I think it's okay. I think sometimes we got to do our own thing and not be completely slaves to the drawing here. Okay, so now what I'll do is add an edge loop so we can create a face that we can extrude. So I'll press Control R, click and drag up here. Maybe a little bit higher, something like that. And there we go. And then let's press all z, the three key and choose that based. They're all Z again and then hit E and pull this out at about two there. Then what Let's do is add a bevel here. You can see I've got this kind of curved here on the top. So let's select this edge and let's press Control B. If I pull this out and scroll the mouse, we'll look at how that bevel came out. It isn't quite even between the two edges, right? It's kind of flat. And I think once again, applying the scale will help with that. So let's press Control Z. Go back into object mode, hit the N key and sure enough, our scale isn't uniform because we scaled that cube to get it the right shape. So let's just press Control a and apply the scale. That gets that back to all ones. We tap back into edit mode and press Control B again and pull that out. Now that bevel is centered on that edge, and it looks a lot better. Yeah, let's do that. I'll select this edge controlled BY and pull that out like that. There we go. Now, if we need to, we can of course, pull that up or down. Say I wanted it to be a little bit taller. I could go to vertex mode and click and drag and select these points up here. And then I could just click and drag, move these up or down depending on what we need. There we go. Now let's create one of those trays here. One of these things that this, at least what I'm imagining is that these things slide out for the container to drop in and then the little clamps slide in and hold it there. So what I'll do is I'll just press Shift a again with this cursor still in place and create a cube and scale this down. And let's scaling the Z with S and Z and bring this over and let me center it a little bit better here. Scale it out Some. There we go. So I'm going to bring this down to about here. I'll bring it out to the edge because it needs to slide out. And then I will press Alt Z tab into edit mode and hit the three key to select this face here. And then I just want to bring this in right about here. And then I want to grab this edge right here and just drag this in as if it's kind of angled to wear that supposed to sit in. Once again, I'm going to tab into object mode and make sure my scale has been applied here. I'll press Control a, ply the scale so that when I inset this face, it'll be even, I'll instead it to about right here. And then I want to scale or extrude that down a bit. Let me hit E and pull down, but it's not really wide enough, is it? So I need to take this whole thing right here and just scale it out in the Y, S Y. And maybe move it over just a bit so it fits around that clamp just a little bit better. All right, There we go. So now we've got this in place. I think I also want to add a bevel around the edge here. If I added a bevel modifier to this, it would bevel all these edges as well. And I don't want that, I just want these on the sides. So let's just go through and select an edge mode. I'll select this edge and alt, click this and Shift Alt click this and this. Now, I don't want this one. I'm going to Shift click that to de-select that. And then Alt Shift click here, here, here. And then de-select that with. Shift click. Okay, now I'll press Control B. Pull this out a bit. Probably don't need that many edges. Maybe just two in here. And click that. Let's see how that's looking. Yeah, I think that's pretty good. And then maybe we need some bevels down here. But down here we might be able just to use the bevel modifier. Let's see, let's, with this selected, let's come over here. Click Add, Modifier and Bevel. And then let's increase the number of segments to three. And let's see how that looks. I don't know that looks a little bit too rounded for my taste, so I don't think I want that. Let's try beveling on our own here with just say maybe these edges here and maybe these around the top. Let's try that. Control B and pull out a bit. And then click. Let's see how that looks. Yeah, that looks a little bit better to me. So once again, you've gotta kinda maybe try one way of doing things. One type of bevel, try the other, see what you think. So now that these have the same kind of bevel on them, I can join them into one object. If, say I use the Bevel tool on one and the bevel modifier on the other. I'd have to keep them as separate objects, but let's just take these two and join them together. You can come up here to the Object menu and click Join. Or you can see here that the shortcut is Control J or Control J. And there we go. Now that I have this, let's duplicate it and move it over for the other one, I'll press the three key it z, go to wireframe. And now let's just press Shift D to duplicate, and then the Y key to slide it over in the y-axis right here. And click. Now let's hit Z, go to Solid mode. And here we are. Now what we can do is take these and join these two together, Control J. And we can mirror this whole object over now to the other side. But we have to move that object origin into the center of the grid. Now we don't have our 3D cursor in the center. So Let's press Shift S and choose cursor to world origin. Then let's come up here, go to Object, Set Origin, origin to 3D cursor. And then we can come over to our modifiers panel mirror. And there we go. We have over on the other side. All right. We've got our clamps holding the cargo container down here. We're also going to need them up on top. So we'll work on those in the next video. 10. 009 Creating a Top Hinge Clamp: All right, now let's start working on the clamps here at the top. Actually, before I do that, I see now that I didn't apply Shade Smooth to this. So let's come up here to object and Shade Smooth and then come over here to the object data properties, normals, and let's turn on auto smooth. Yeah, that looks pretty good. All right, so for this clamp up here, I think I want to begin with a cylinder to create this hinge. I have the idea that these things kind of open up. And then the container comes down and then they flip down to hold the container in. So I will tab into edit mode here and go to vertex select. Let's then press Shift S and two cursor to select it. And then I'll tab back into object mode, hit the three key, and then let's press Shift a and create a cylinder. There we go. Now, I don't think I need 32 sides for this, so maybe let's cut that in half and give it the 16. And then I want to rotate it in the y-axis here. So I'm going to press RY 900, and then let's press Alt Z, scale it down with the S key and hit G and move it into place here. Now let me scale this down quite a bit and get it right about there. Let's see how that works. So I'll press Alt Z and let's spin around here. So there it is. Let's take a look at it from the front view, I'll hit the one key on the numpad and Alt Z. And it looks like it needs to be a little bit wider. So I'll press S and X and scale out just a bit like this, something like that. And let's go ahead and split it in half, just like we've done before. I'll tab into edit mode, press Control R, and then I'll hit the Enter key 2 times 2. Drop that edge right down the center. Let's then click and drag to select one side. And I'll hit the X key or the delete key and choose to delete faces. And there we go. And now if we tap back into object mode, go to our modifiers panel and let's choose the mirror modifier. And it didn't do anything. We don't see it here. And that's because if you look over at the sidebar, you can see we turned the object 90 degrees in the y axis. So just like the scale, sometimes blender looks at the rotation of an object to apply a modifier or apply a tool or whatever. So Let's just press Control a. And this time let's choose to apply the rotation and the scale. And there we go. So we have zeros here and ones here. Alright? Now Alice do is let's insert an edge loop. I'll come over here and turn on the cage. And in addition, I need to turn on clipping here so that once again, those points clipped together. Now I want to create kind of an inset in the center here. I'm going to press Control R to insert an edge loop and move that over to here. And then I want to select all of these faces here. So to select a loop of faces, you press Alt and click an edge between two of the faces, and that selects the whole loop. Now I want to extrude it and scale it in, but only in the z and the y-axis. I don't want to scale in the x. So to do that, I'm going to need to press Shift X after I hit S. So here we go. I'm going to hit E to extrude. Then the S key to scale. And then I'm going to press Shift X to turn off the x axis and then we can scale in like this. So I just wanted to maybe come in about like that. There we go. Now let's select this face here. And let's hit I to inset, e to extrude. I to inset. And then E to extrude and I'll pull out kinda like that. There we go. All right, now for this piece here, and if you look at it over here, it kind of turns down. It's the similar kind of shape to these clamps here. So with the cursor still here, I'll press Shift a and select a cube. And let's scale this down and put it in place here. I'll hit G. Scale it down a little bit more. This bring it into that cylinder. Let's take a look. Wow, we're going to have to scale it down a bit more, aren't we? So I'll press S to scale it in the z-axis and let's bring that in like that. Alright, and then let's scale out in the x, s and x. And then if we tab into edit mode and select this base here, I'm going to hit the three key to go to the side view and then I'm gonna move this out like this. And I don't think I need it to be quite that far in here because we only needed to go to here. I'll press Control R and create an edge right here. So we can then choose this face, all z, 3, choose that base there. And let's extrude this down E and pull it down till it just almost touches that. There we go. Now, I feel like maybe we should pull this out a little bit more, something like this. There we go. Alright, now that we've got this, I want to give it a few bevels, but once again, our scale is off. Control a. Apply the scale. Now I want to select this edge here, Control B. Let's pull that out. Scroll the mouse wheel like that. And maybe I want to select this edge here and this edge here. And let's try beveling knees. And we go. Yeah, I think that'll work. And what about this here? We could maybe add a bevel here. Let's try that. All right, I think that works. Okay. Now let's add one more cube in here. Shift a cube, scale it down quite a bit. And let's put it right in here as the base of that joint there. So let's press S and Y and scale in like this. Let's scale out with S and X. And then I will go ahead and bring this down just a little bit further like this. Maybe bring this up a little bit like that. Alright? And once again, control a scale. And let's add a couple of devils right here. Okay? Now let's combine all these together into one object. I'll select this, this and this. And let's press Control J. Oh, and look what happened. We lost our mirror. And that's because the other two objects didn't have that mirror modifier on them. So let me press control Z. And what we need to do before we combine these is to actually apply the mirror. So I'll come over here, pull this arrow down and choose Apply. Here we go. Now it's all one object. Now we can take this, this and this Control J. And there we go. Now it's all one object. Let's smooth it and see how that looks. Objects Shade Smooth. And we'll go over here to the object data properties and turn on auto smooth. Yeah, that looks pretty good. Let's go with that. Now, I realize that if we're going to do the same thing over here, the way I have it drawn. Let's take a look at this. You can see the way I have it drawn. The joint that this would rotate up on is hanging out over the container. And if this were actually the case, the container wouldn't be able to slide down or be pulled up. So this particular design may not be exactly what we want to do. So in the next video, I think we'll take a look at maybe cutting into this part back here to drop that hinge clamp into it. So we'll work on that coming up next. 11. 010 Using the Boolean Modifier: Well, I think for the clamp at the back here, I can just use this duplicated and move it back. But then we're going to have to deal with cutting into that object. So let's first grab this. I'll just select it and press shift D and Y and bring it out like this. And then I'll spin it in the z-axis with our Z one 800 to rotate it a 180 degrees around the z and then Enter. And then let's bring this back and kinda put it where we think it should be. I'll hit the period key on the numpad to zoom in. And so there it is, That's kind of where we wanted it. It could go up a little bit more. You know, it could come up like this may be in this could extend down just a little bit more. But let's work on cutting this. So to do that, I'm going to use a Boolean modifier over here in the modifiers panel. You can see that here. But what we need for that Boolean modifier is a cutter object, an object to actually cut into this object here. So what I'll do is I'll create a cube. If I press Shift a mesh cube, it's going to pop in over here. And that's fine. I'll just move it over. And then so that we can see what's happening. I'm gonna come over here to this object properties panel. And right down here under view-port display, I scroll down all the way down here. We've got a display as pull-down and it's currently at textured. So I'm gonna pull this down and select wire. Now we can see through it. And I like to do this just so when I'm using the cutter object with a Boolean, I can see what's happening a little clear. Alright, so I'm going to scale this down, bring this over here and kinda put it right in here. Now we'll do is let's give this a name so we know what it is within the outliner here. I'm gonna come over here and change the name to cutter. And this is just a temporary object that we're using for this. All right, so now I'm going to select this object here that we want to cut into. Go to the modifiers panel, and I'm going to add a Boolean modifier year. Now, if we come down here and in the object field, I'm going to click on this little eyedropper here, and then I'm going to come over here and hover over that cutter object and click on that. And there we go. You can see what's happening here. And you can see that the cutter has been put in the field, in the object field over here in the modifier. Now if we select this cube here, we can move it around. And we can see the cutting happening as we move it around. So I can move it here into the center. Let's say I can scale it in the x, right? I can move it back. And this is why I changed this to wire view so we can see what's happening here. All right, so I can bring this down like this, let's say. And then I can maybe move this. Into here and yeah, I'll probably want to bring that down. So we're just getting kind of a good sense of what's happening here. I'm going to select that cube and I'm going to type in 0 in the x just to be sure I keep it right down the center. Since this is a mirrored object, we want the same thing happening on both sides. So how is that? I mean, what what do you think is that? And of course, you can do whatever you want here. You can have yours be how ever you like. But I think I'm going to go with this right here. So what that means for me is I'm going to take this face right here, hit the three key and select, select this face right here. And I'm going to bring this down. So it just almost comes in contact with that. So it's a little bit longer on this side than it is over here. But I don't think I'm mind that. Now that I've got this, What am I gonna do with it? When hit the period key here? Because if I select this object here, and if I try and apply this Boolean now say, Okay, I have it the way I want it. I'm going to click Apply to make that cut permanent. If I do that, pull this down, hit Apply and look what happens. That's ugly, right? We don't want that. So I press Control Z to undo. Now as a general rule, when you apply a modifier, you usually want it to be up on the top of the stack. So we could take this, we could grab this and drag it up to the top and look at that. We get the same thing again. So the combination of the mirror modifier and the Boolean modifier isn't working real well. Alright, let me take this down. So the only other option we have, I think is to apply the mirror modifier before we apply the Boolean. However, I've still got work to do here on this main part of the spaceship. And when I do something on one side, I'm going to want it to happen on the other side as well. So I don't want to apply this quite yet. But just as a test here, Let's apply this mirror here. And we can always press control Z and undo that. I'm going to apply this here and then apply the Boolean modifier as well. And there we go. So now it's permanent. We could delete this here, x and delete, and now it's permanent. However, as I said, I still want to create details on this main part of the ship and have it mirrored over to the other side. So I'm going to press Control Z, bring everything back. There's the Boolean modifier, there's the mirror. So what I'm gonna do is I'm just going to take this here and I'm going to come over to the outliner and I'm going to hide it. There we go. Now we can see how it looks with that cut there. And also we can continue working on the ship and still have our mirror modifier there. We just need to remember when we're all done that we've gotta come over here, apply the mirror and apply the Boolean to make that permanent. All right, In the next video, we will start working on the landing gear. 12. 011 Modeling the Landing Gear: All right, let's take a look at the landing gear. I'll begin with this front one here. And if we take a look at it, I didn't really draw much detail on this now, did I? We may need to add a little flair to it or just some extras, something just to give it a little bit more visual interest. But first of all, let's begin with this foot here. We've got the 3D cursor up here. So let's bring it back into the center of the grid with shift S1. And I'll press Shift a mesh cube. And if I hit Z and go to wireframe, we can then bring this over so we can see it. I'll hit the period key on the numpad and let's scale in the z with S and Z. Bring that down about like this. Move it up. Something like that. I'll bring it in and the Y S and Y, something like that, just to begin with, now we'll do this curve up in just a bit. But for now let's also work on these things. Let's once again create a cube, mesh cube. And I'll bring it over here. And maybe let's scale it down. And then we can scale it up with S and Z, Something like that. I'm going ahead and bringing it quite a bit up into the ship. We're going to create holes at the bottom of the ship for the landing gear to come out of. But for now, let's just have that go up into the ship. Now for the circles, you know, what we could do is we could select this right up here, this hinge, and use this for those hinges down on the legs as well. So I'll tab into edit mode and I'm going to hover over this piece and press the L key. And that will select all linked components for that part. Now let's just press shift D and bring this all the way down here. And there we go. Now, it's still part of this object. We need to split it out from that object. And what we can do is use the separate menu for that. To bring that up, you just press the P key and then will choose to separate by selection right there. Alright, now if we tap back into object mode and select this, now it's its own object. However, that object origin is still sitting up here, so we need to move that down to the new object. Let's come over here to the Object menu set origin and origin to geometry. And there we go. Zoom in with the period key on the numpad, and let's scale up a bit. And there we go. Okay, Now let's go to the front view with the one key. And I'll hit Z and go to wireframe. And it looks like we could bring this in just a little bit. I'm going to hit S and X and bring these in some like this. And then also I want to make that center part a little thicker. So let's tab into edit mode with this. And, you know, we don't really need that edge here anymore. I'll just Alt, click it, press, Delete, and choose dissolve edges. So we get rid of that edge. And now if we click on an edge between two of the faces in face mode, we can select that whole. Loop. And then once again, we're going to scale this up with turning off the x axis. So I'll press Shift X. And now we can scale this up. I'm going like this. And we go, all right, Now that we have that in place, and let's take a look at it from the side. I may want to move this over just a bit. And for now, I'm creating these up and down or vertical instead of angled in a tilted like this. And like this, I want to just get the pieces in first, straight up and down, and then I'll kind of bend them into place. So I'll just take these two pieces and just press shift D Z and bring them straight down like this. And maybe bring in right about here. I'll select this one and let's grab these points right up here and bring these straight down like that. All right, we have our pieces in place. I think now what we can do is combine them. So I think this piece and this piece need to be one object. So I'm going to press Control J. And then I'm going to select this one and this one and press Control J as well. So we get those all one object. And then what I'll do is just to turn these into place, I'm going to move the cursor to this origin right here. So Shift S to cursor to selected. And I'm going to come up here and choose to have the pivot point at least temporarily at the 3D cursor. So we go back to our side view here I can hit R and it'll turn it at that joint. And then I can also hit R here and it'll turn it at that joint as well. All right, so we've got those pretty much in place. Let's think about a little more detail on these pieces. Feel like we could maybe select these faces over here. And I will change back to median point here. And let's hit the I key and bring these in some like that. And then let's hit E, S and hit the X key. And that will allow us to scale in the x here like this. Yeah, like that. And then let's do a similar thing on these sides here. I'll hit I and bring these in. And I guess I'll do these individually since they're angled here. I'll hit E and bring this in just a bit. And hit E and bring that in just a bit. There we go. So we have just a little bit of interests. They're a little bit of a little bit of detail there. Let's take this and I'll go ahead and do them all at once here. I can hit I and let's hit one more time. And there we go. Now we can do them as individual faces. And then if I come up here to individual origins, I'm going to hit E and extrude all of these in kind of at the same time. There we go. All right, so we've got those two pieces with a little bit of extra visual interest. I'm going to also maybe add a bevel to it. How about that? Let's press Control a and apply the scale here in object mode. And then I will select these four edges on around like this. And then just press Control B. And let's bring those out just a little bit. Add a couple of edges. And there we go, something like that. And I'll do the same thing down here. Select all four of these edges, bevel and bring those out just a little bit. So that's all, that's all I'm trying to do is just add little bit of extra interests there. We can then select these and go ahead and smooth them again because I don't believe the cube part had been smoothed. Get, there we go. Alright, so now let's do is let's take this whole thing and let's duplicate it and take it back to the back of the ship. So I'll hit three key. And let's press shift D and Y and move this back to here. Let's go to the front view and let's drag it over like this. And then we could select this and scale this and ha, s and x like that. There we go. Then we could take all three of these objects, press shift D and X and move these over to here. Now, I haven't done this one yet, have I? Let's take a look at that. I'll go back to the front view and hit the Z key and wireframe and S and X and bring that in a bit like that. Then let's work on that little curved piece. We can keep it really simple. We can just insert an edge loop here like this. And then we can take this face here and extrude it up it e and pull that up like that. Then we could turn it, hit the R key and turn it some, maybe scaled in the y SY, bring that back out a bit. And then we could take these edges right here, this edge. Oh, we could do this edge. And we could put a bevel on those. Now, how's our scale if I tap back into object mode, yeah, our scale needs to be applied. So control a, apply the scale. Now let's just press Control B and bring these out like this. And we may be able to bring these out as well. Let's maybe tilt this forward just a bit like this. And we could maybe grab one of these edges and bring them forward a bit. And I like this. Here we go. Maybe grab these and bring him back. So I'm just trying to do it in a very simple kind of a way. If we wanted, we could also grab these two edges and bevel these. And we could also grab this edge back here and go to a bevel there. See How about Looks. Yeah, so something like that. I will smooth it. And let's turn on auto smooth here. Looks like we may need to drag that percentage up just a bit. I'll click and drag in this field. There we go. Anything else here? Well, there's a couple sharp edges here. Let's just drag it up a little bit higher. There we go. That cleans that up. And what about these back here? We wanna do anything with these. Well, we could maybe add a bevel along the top here. Well, let's apply the scale, Control a and choose scale. And then let's select these edges here, and let's just press Control B and maybe put a bevel on that. Yeah, that's nice. So let's add shade smooth and auto smooth over here. I think I want to drag it up just a little bit more like and we go, That's not too bad. And then I guess let's just delete that one and just duplicate and bring this one over again. Shift dx and bring that over about like that. There we go. All right. We have some landing gear now, in the rigging portion of the course, we will go through how to rig the legs here and the landing gear so we can fly the ship and move the landing gear at the same time. But for now, in the next video, let's go through and add a little more detail to the rear engine here. We've got some tiles here on the outside and a few details on the inside that we can work on. So that's coming up next. 13. 012 Adding Detail to the Rear Engine: All right, what needs to be done with this rear engine here? Well, first of all, I think I'd like it to have some tiles. We've got this kind of tiled look on the outside. And then on the inside we've got some panels here. And it looks like maybe some indentations here. So let's see if we can get those basic details in here. So first of all, let's see how many edges we need to put in for these tiles. I will go to the side view and then let's hit the Z key and go to wireframe. And if we tab into edit mode and I press Control R, we can insert edge loops. Well, look at this. We can insert edge loops both on the inside and on the outside. So we, so we don't want to do on the inside, Let's do it on the outside and let's scroll the mouse wheel here. And it looks to me like if I put five cuts in there, that's going to be about right. So let's do that. I'm going to click and click again. And then let's see how we can create those tiles. Now, the issue here I think we're going to have is that I want these tiles to be kinda two squares long, kinda like this. But we can't really use our inset trick because that'll just do one square root of time, one face at a time. So if we had multiple squares here and I hit the I key, I could either do it all one like that or hit the I key and do it individually like that. And even over here on the inset faces panel, I've got individual here. I can turn that off and on here, just like we're hitting the I key. But I don't have any way to say I just want it with two faces and not one. So let me press Control Z here. What I think then we're going to have to do is select edges and then bevel those edges to split these out into two base segments, right? So let's give that a try. I'm going to get the two key and I'll press Alt and click this edge. All Shift and click these edges here like that. So I know we want those selected. But then we want every two selected. So I'm going to press Shift and click here and here, right? We're going to want these all the way around like this. And that's going to get tedious. But honestly there's not a real good way to do this. Well, there may be one way here. Let's, let's take a look. It's just going to go on around here. So I've selected every other edge along this. Now, since I want these kind of offset from each other here, what we may be able to do. And let's see. Yeah, you know what we could do? We could press Shift. And click and go in a diagonal like this. So I've got this one selected. Then I go here, here, here, here, and here. And then I've got this one selected and I go on down like this, like that and I think that's gonna do it. That's going to give us that alternating pattern. I should probably turn off the move gizmo, let me click over here to turn that off so we can see a little bit better. So now with this selected, I need to go at an angle, diagonal down like that. And if this one selected a diagonal down like this, and then this one down like this. And this one. So it's still tedious. I will say that it's still tedious, but it's at least a pattern. Oh, looks like I missed one here and let's add that. So once again, here's a selected one and then angle it diagonally like bad year and diagonally. So it's just, I don't know if it's any easier to do it like this than it is to do it one row at a time. But this is the way I have begun, so I'm going to stick with it on around. And sometimes selection is really the hardest part. If you're doing something like this. Here's the selected one and then add an angle like this. And we go here and here. And here. This may be the last one. Let's see, did we get them all? It looks pretty good. Yeah, let's give this a try. Okay, I think I've got them all selected now, what I'm gonna do first of all is tab back into object mode and apply the scale. It is uniform, but we've got some rotation here, so I'll press Control a and apply the rotation and the scale tab back into edit mode. And from here I'll press Control B. And I'm going to pull out just a little bit. I better hold that shift key down so it moves a little bit slower. Maybe about like this. There we go. Now we've got Our to face panels defined by the beveled edges. Now we need to go into face mode with the three key. And what I wanna do is now select these panels instead of the in-betweens. So I think we can just invert the selection to do that. We can come up here to select and choose Invert, or we can just press Control I. And there we go. Now we've done that. However, we've got all of these selected so we can use our circle select tool. If the C key and middle mouse button click and drag to de-select all of these. And I'll come up here and carefully de-select these. Now if you accidentally de-select an area that you didn't want to, you can always just hit Control Z. All right, so there we have all of our tile selected in face mode. Now, we've also got individual origins still selected and that's good. However, I think there's one last thing we need to do. If I press Alt Z, look at that. There's a face back here that we need to de-select. So right back here I'm going to press Shift and click. There we go. You need to de-select that as well. Alright, all z. And there we go. Now, with that individual origins still selected, I'm going to hit E. Woo, look at that and I'm going to pull out, just push out just a little bit like that. And click. And there we go. There we have our tiles. I'm going to de-select, tap back into object mode, and there we go. Yeah, I think that's probably going to work pretty well actually. Once we smooth it and everything. And we could even throw a bevel modifier on that as well. Let's now do this interior part. I want to tab back into edit mode, go to face mode, and I'm going to hit the C key and click and drag and select all of these here. Then I'm going to hit the I Key, bring that in, hit the I key again. And there we go. There. And then I hit E and bring these in just a little bit. I'm going to press the shift key again. So I have a little more control over it in there. Okay? Now, Yeah, we're getting there. Now we want these little holes here. So to do that, Let's tab into edit mode and I think let's insert some edge loops. I'll press Control R. Scroll the mouse wheel here, and click right about here. And then let's select these faces. Every other base in this, all the way around, like this. And then let's hit E. And let's bring these in a bit like this. Okay, so now we've got all the basic pieces in. Let's try and smooth it and see what that does. Object Shade Smooth. Whew, that's bad. Let's turn on auto smooth. And hey, that's not bad. Look at that. And as I mentioned before, let's go ahead and try and throw a bevel modifier on this. And we go. Now it's beveling these center edges as well, which is making them more visible. I don't really want to see those. So what we can do is instead of having it be like this with the offset, Let's choose a limit method of angle. There we go. And now we've got this 30 degrees, we can bring that down and up. Let's try that. I can also increase the number of segments from one to three. And that's looking pretty good. And let's see what else we want. Let's look inside here. If I drag that angle up, how does it look? That's not bad there. If I take it up to 55, What does it do to it out here? Pretty good. The only thing I don't like now is this right here. You can see little, little artifacts. And honestly we may never see the back of the ship and our animation. But if we wanted to clean that up, we may need to add an edge loop or to through there. And now that I've done all this extruding here for the tiles, I don't know that we're going to be able to get an edge loop through here because you can only insert an edge loop through quads, through four-sided polygons. And these polygons like that, they've got a little extra edge there because of what we did with the beveling. One I could probably do though, is select all of these and then use our inset tool to insert a couple of edges. So let's try that. I'm going to have to go through and just click on all of these because I don't believe I'll be able to. Now I can't alt click between two of the faces to select whole loop because once again they are not quad. So that always throws a wrench in the works. So let's now with all of that selected, let's hit the I key, and let's bring this in. And then let's hit the I key again, so they're all connected. And then I'm just going to bring this in about like this. There we go. Let's try that. Yeah, that clean that up just a little bit. All right. There we go. We've got the rear thruster now that looks pretty good. In the next video, Let's begin thinking about how we're going to create the panels on the ship, on the frontier and on the side engines. 14. 013 Adding Panels to the Ship: Now I'm thinking about the design of this ship. I kind of pictured that these were panels, those kind of sci-fi panels you sometimes see on spaceships or space stations or something like that. So I'd like to try and work on that. And to do that, I think what I wanna do is tab into edit mode here and select all of these faces here. Because I think I want the panels to be here, but not on the back. And I also think I want panels to be on the side engines here as well. But let's take these panels and let's duplicate this and kind of pull it off from the main part of the ship. So let's press Shift D and then I'm going to press Enter and let's go to our move tool here. I think I just want to pull this out just a little bit like this. If I click and drag on the x and then hold the Shift key down, I can move it a little slower. So something maybe like this, just pull it out just a little bit. And then what I wanna do is split the panels apart from each other. So there's just a little bit of a gap in there. So if I go to edge mode and I press Alt and click here, Alt, Shift click or these here. Let's now bevel these lithium tab back into object mode and make sure my scale is all ones here. And then I'm going to press Control B and pull out a bit. Now I don't want it too much here, so let's come in here to the bevel panel and let's type in 0.01 and see how that works. That's not bad. Let's try 0.005. Let's try that. That may be a little bit too small. All right, so let's go with 0.01. And then I'll make sure I'm in face mode now. And let's just delete these. Let's hit Delete and delete faces. And there we go. So now we've got these panels that we can kind of see through in-between. But one thing I didn't do is I didn't split these out as their own objects. So let me just go back and choose these and then hit the P key again and choose to separate by selection. There we go. I'm going, I'm a tab back into object mode, de-select everything and select those panels again. Alright, now let's tab into edit mode and see what we can do with this. First of all, I don't need the Boolean modifier on this since this is a new object. Now I can take that away. Second of all, let's add some thickness to this. Because currently you can kinda see that it's just a flat piece of paper. So let's come over here to add modifier and let's choose solidify. And then you can see it's happening just a little bit there. Let's click and drag on the thickness field here. Bring those in and out like that. I just want to bring them in just enough so they intersect with the main body of the ship there. Then I want to turn on only RIM, which means it won't have a back face in there. And then I'm going to choose even thickness just for good measure. And I'll turn on cage here. Okay, so now let's go back. Here we go. If I tap back into object mode, That's what we get. So we're hopefully what we can do is make the inside of this a little bit darker than the panels so we can kind of see through those edges there. Hopefully that'll add a little bit of visual interest again. Now, in addition, if you want to, you can always come over and add a bevel modifier. Let's try that. I'll click Add Modifier bevel. Let's increase the number of segments. We can also smooth it object Shade Smooth there, right? So you could do that as well. It increases the width between the panels. So here it is with the bevel and then we turn it off. Well, let's turn on auto smooth and we go. So we have it there without the bevel. And here we have it with the bevel. I don't know. I kind of liked them both actually so well, let's leave the bevel modifier on here. And we can just keep it off and see what we think as time goes forward here. All right, let's try that on this over here on the engine. So I'm going to tab into edit mode and I'm going to Alt click between two of the faces and select that whole loop of faces around the engine there. And then let's press shift D and Enter. And now I'd like to expand this out just a bit. Kind of like when we scaled in the z and the y and we turned off the x-axis with Shift X. We could do that here, but in addition, there is a tool we're right over here called shrink fatten. And you can see that the shortcut is Alt S. So with these selected, we can press Alt S and pull out or push in just a bit and that'll bring it out like that. So it's really kinda the same thing as turning off one of the axes when we're bringing these out. And we go. So maybe I'll do that there. And then let's split it off. I'll hit the P key and separate by selection. I'm going to tab back into object mode, de-select everything, and then select that one new object. Now let's tab into edit mode, and I want to add a couple of the edges here just to here. Let's do that. Control our scroll, the mouse wheel, click and click again. So we've got those two now. Let's now go through and press Alt and Shift and select these edges here. And we'll go through the same process we did with those other panels with these edges selected list press Control B. I'll pull out a bit. Let's click and then come over here. And what did we do? We put in 0.01, right? Alright, now let's hit the three key and de-select these bases here all the way around. Like that. Then we delete these, hit the Delete key, delete faces, and there we go. Now what we can do is once again add a solidify modifier and we can click and drag that in just a bit. Maybe something like this. Now we may get some overlap in here. We may have to deal with that. And I'll choose only rim and even thickness. And then we could also add a bevel. Let's try that here. Let's take this up to three. And then let's smooth that object. Shade Smooth. Come down here, turn on auto smooth. All right, so what do we think? Now that one, I'm not, I don't like that quite as much if I turn it off over here. Yeah, that may be the way I want to go without the bevel, especially for the engines here. To get rid of some of this Z fighting, meaning that we've got two polygons in the exact same place. I could maybe scale this in the y here just a little bit. Sy, and I'm going to hold the Shift key down and scale in. Oh, it's, it's pulling it toward the object origin here, so I don't want that. So I'll tab into edit mode and select all of these. And now it'll scale from the center of it. Sy, hold the Shift key down and scale in just a little bit like that. There we go. Yeah, that helps. Okay. So we have our little panels on the front and on the engines. We can always turn on the bevel modifier if we want at any stage in the process. But for the next video, what Let's do is let's work on some of this front area here that we've got. This area here that looks like it needs to be extruded in. We've got these up here, these insets, this panel, and also the window here. So in the next video, we'll begin working on these. 15. 014 Modeling the Window Frame Details: Well, let's begin with the front part here with a couple of these insects are extrusions here like this one looks like we should push that in a bit. So let's grab this part of the spaceship and select this face here. And then let's just inset this. No, we can't do that, right? We have to use the extrude and the scale because if we get i, even if we hit eye again, it's going to break it into two sections. So we can't do that. Let's undo that. So we need to do e and then S scaling like this. And then we can hit B and extrude that Anna bit like that. There we go. Okay, so we have this this up here. I think this could be a, an inset is well, let's go ahead and see about that. Let's grab this face, get e, s, bring this in. And it looks like this side isn't coming in as quickly as this, mainly because it's rectangular rather than square. So let's just press S and X and scale these and just a little bit like that. Alright, and then let's hit E and pull that in. Okay? What about these up here? Let's try these. Let's select this face here. Let's go to the top view and press all z so we can see those. And then here I guess would be a good time to use the icky, right? We can inset these individually. Bring these in about like this. And then to create these angles here, we need to use the Bevel tool again, but we need to use them on individual vertices and edges. So just like we have bevel edges under the edge menu, we also have bevel vertices here with Shift Control B under the vertex menu. So let's do that. Shift Control B. Let's pull out a bit, and there we go. Let's bring it out to about right about here. Alright, now let's hit the three key. Select that face and let's extrude and push that in just a bit like that. Okay, so now we've got those basic elements. What about the windshield here? We've got this kind of cross-sectional design on the window. Let's work on that. For this, I think we're going to need to split this area off, say this area right here. We should probably split this off into its own objects so as we work on it, We don't affect the rest of the model. So to get the part that we want to pull off here, Let's extrude and scale this. But because we've got this angle, we might have a bit of a problem. When we scale, it's going to scale around this point. So here let me show you what I mean. If I hit B and S and I scale in looking at how it pulls it in. And I don't want it to pull it in like that. I want it to be even. So we need to do something else with that, let me press Control Z. What we really need to do is change the place where it scales. And to do that, we can use our 3D cursor if we. To vertex mode and select this point here we can move our cursor to that point. Shift S2, right? Cursor to select it. And that moves the 3D cursor to that point. And then we need to ensure that we're going to scale around the 3D cursor. So up here we need to change our transform pivot point to 3D cursor. Now, if we select these faces here, that point of pivot or scale is here, the 3D cursor. Now let's try it again, E and S and pull that in a bit. And there we go. Something like this. Yeah, so that's a lot better than before. Now we may need to move these edges a bit. You can see how this part up here of the frame is thicker than this down here. So we can use our slide tool for that. If I hit the two key and select that edge, we can hit the G key two times. And that will move and slide that edge along this existing face. So we'll just bring it up maybe about like that. And we can slide this one back as well. Get G2 times and slide that up. Just a bit like this. Yeah, let's go with that. That's fine. Now if we select these two faces, we can extrude these n, hit E and push in. Now we're extruding around that pivot point around that 3D cursor. Is that okay? It doesn't look bad, but let's try it. Let's hit Control Z. Let's go back to median point. And let's see if it's any different. I'll hit E and pull in like that. And no, it really isn't any difference. So that's fine. Alright, now that we have that frame setup, let's go ahead and take these faces, duplicate them, pull them out, and split them off into a new object. I'll press Shift D and Enter. And then I'm gonna just grab the y-axis and pull it out here. All right, let's split it off with the P key and separate by selection. And now if we tap back into object mode, There it is. We can of course come down and take the Boolean modifier off of that. We don't need that. And let's take a look at how we're gonna do this. I'm going to hit the one key on the numpad to go to the front view and press Alt Z. Let's tab into edit mode. And what we're gonna do is use the knife tool here to create this pattern. So I'm going to hit the one key so we can see the vertices. And then I'm going to press the K key right here. And now we have a little knife tool that we can then click on one vertex, hover over it and get it right there. And then bring down to here and click there and hit Enter. And that will create an edge between those two points. All right, let's hit K again. Maybe put one right here and drag across to here. And click and enter. And then let's hit K again, and I'll select this point. And this point. Hit Enter. We need one here, k right from here to here, let's say Enter and then one down here, K here, and here. All right, I need to make sure that I didn't add any extra vertices when doing this, it looks like I may have done one here to zoom into this point. Another handy shortcut is Shift B. And you can border select this area and it'll zoom in. Oh, look at this. We do have quite a few here. So what are we going to do here? Let's merge these points together. I'll select these points here, and then I'll select this one last. And then press the Enter key to bring up the merge menu. And we want to merge all of those to the last one selected. I'll click that and there we go. Alright, let's see what else we have here. Shift B. And I'll zoom into here. That looks fine. What about this one down here? Now it looks okay. Shift B. Yeah, I just want to make sure that I didn't accidentally add any extra vertices here. I think they all look fine. So that's good. Okay, Now that we've done that, let's go ahead and apply this mirror modifier. Because ultimately we're going to want to get rid of this edge down the center, right? We don't have a frame or a bracket piece down the center of the window here. So we're going to want to get rid of that. And we can't do that yet until we apply the mirror modifier. So let's go over here. Click Apply. And then we can select this, this, and this, hit Delete and dissolve edges. Right? Now. How do we create the thickness of these cross braces? Well, we could use the Bevel tool, but it's going to push the edges of the object out. So if we, let me just grab these real quick. If we went through and selected all of these edges just on the inside here. And we press Control B. Let me do that. See how it's pushing the frame and it's changing the shape of the object. So we don't want that. What we can do though, is we can go at it from the faces and we could use our inset tool again to create those frames. So if we select all the faces, now if we hit the I key and push in, I'm going to press the Shift key again. We can push in like that and get it something like that. Alright, so now we've created those frames and now we want to extrude them out. So to invert the selection, once again, we press Control I. And then I'm going to press E and Enter. And then I'm going to grab the y-axis and just pull them straight out. And I'm gonna pull them out quite a bit because we're going to want to have plenty of room to insert this in. Now once I've got that, I can go back in and select all of these faces here. And we can delete these delete faces. There we go. Alright. Now, let's move this origin to the geometry object, set origin to geometry. And then let's bring it on back. See how it, see how it works. Alright, so if we bring it back into there, That's not too bad. Kinda like to bring it up sound let's bring it up a little. How's that? Yeah. Fits in there pretty well. I kinda like that. Yeah. All right. So we've got our cross braces here on the windshield. In the next video, Let's start working on this area up here. And maybe these panels down here as well. 16. 015 The Discombobulator Add on and the Array Modifier: All right. Let's work on some of these front panels. There's not a lot of information here. Let's go to that front view and zoom in here. And this is what I wanna do. I want to create something that's kind of like this, but just some sort of business or detail as if there's things going on here in this little panel. As I said, I think I said earlier, I'd like to have this just as a panel that like a person could come up and punch a few buttons and get the status of the ship or, or something like that. So let's begin with this here. And if I went into here, let me tab into edit mode and select this. And if I began inserting edge loops for this, because I think I would like a couple of edge loops here to use a particular ad on. And if I began inserting edge loops here it is, begin going through the whole ship and I don't need that. I don't need to do that. But let's do is let's take this and let's duplicate it once again, create a new object from it. And then let's work with that. Then no matter how many edge loops we insert onto it, it isn't going to affect the rest of the ship. So what I'll do is first of all come over here and go from global to normal. And that changes my move manipulator to point in the direction of the polygon here so that when we press shift D and hit Enter, I can then just pull it out directly here in the z-axis. It's z-axis, the local z-axis of this polygon. Alright, now that we've got that, let's press P and separate this by selection. I'll tap back into object mode selected. Let's hit the period key on the numpad to zoom in. And there it is. Now, for this particular piece, we don't really need a Boolean modifier once again, and I don't really need a mirror modifier either. So let's just click here and click Apply. And now we have just this singular object with and polygons on it. So if we look at this, it looks like it's kind of off-center here into one corner. So what we could do is just create a couple of edge loops. I'm going to create an edge loop here and an edge loop here. And let's say it's about this big. I can move it over just a bit like this, something like that. So that's how big this is. And then also I'm going to take another edge loop and just put it right about in here for this. And then let's get one here. I'll press Control R and get one here. So you can see what I mean. It, it really doesn't matter how many edges I put into this because they aren't going out into the rest of the ship. So now to add this little bit of detail, I'm going to use a fun little blender add on that comes with Blender. It just isn't usually enabled. So let's go over here to the Edit menu, go down to Preferences. And in here, Let's search under Add-ons for discombobulated. So let's type in D SCOM. And there it is. Discombobulated are now you can spin this arrow down here and you can see that it's going to be under the Add menu, under Mesh. And you just need to add a checkmark here to enable the add-on. And it'll be in the Add menu. So let's close this. And if I tap back into object mode, we can first shift a mesh and there it is, down at the bottom. But what I wanna do is I want to apply this to these particular faces, right? I want to add some discombobulated tooth he's faces. And you may be wondering, what does this do? Well, let's give it a shot. I'm going to press Shift a and choose the discombobulated. Now we get this panel. I'm going to go ahead and click OK. And there we go. So it's creating these kind of sci-fi greebles on the faces that we choose. So I'm going to take this down to now let's try 0.05 for the minimum height. And actually I'm gonna take it and the point 0, 1 and maximum height I'm going to put at 0.05. And there we go, that's getting there. And now these are the different possibilities that it can do. So we've got four faces here, and if you look at them, you can see that in this face here it made two panels. In this face, it made three and this face it made for, and in this phase it made three. We can change what it does here. I can turn these off, so it only makes for little panels per face. We can do it, so it's only 43, so we've got three here, four here, 33 to 34. So you can just kind of play with this and see what you like. This isn't bad here. I'm going to well, let's see. I'm going to try a one. Well, that's not bad. I turned one on but I didn't get a one in here and that's just a random occurrence. So if you turn it off and turn it back on, you may get something different. See there's a one there. So I'm going to turn off the one. Turn back on the two. Yeah, That's kinda nice. I like that. All right. So there is the discombobulated or add on. We'll use it more here for this panel. But let's continue working here. These little pieces, I think just, we can use cubes for these. And what I'll do is I'll tap back into edit mode. And maybe if I just select this face here and press Shift S2 to bring the cursor to that. I can then create a cube, shift a mesh cube. And let's take this cube down to about o instead of two meters, 0.25 meters. Let's try that. Yeah, that's a little bit better. And then what I'll do is I'll just kind of shape this to match what we have. So let's just press S and X and bring this in, maybe something about like this. And then we can tab into edit mode and grab this face here and just bring this down like a bat. And then we go. And then we can press S and Y and kinda scale that in. Now I'm still in normal transformation orientation, but I can change back to global. There isn't a whole lot of difference for this particular object. But let's go to the side view. And I'm going to just turn this. Let's set the origin to the geometry, so it's in the center of the geometry and I'll just hit R and turn this so it's kind of in line with this angle here. And then let's just move it over. Kinda put it in place, and see what we need to do. Now, look at what I've done here. I've changed the transform orientation back to global, but we could really use it in local mode here. So I'll change this back to local, and now we can move it in line with the object and it still doesn't look quite right. You're like I need to turn it in the x-axis, so RX, let's turn it just a bit. There we go. Move it back in. And yeah, let's put it right about here. Okay. Now, we could just duplicate these on over, but we could also use a handy modifier called the array modifier. So with this selected, let's come over here to the modifiers panel, click Add, Modifier, and choose array. There it is. Now you can see it's added an extra one on here. Let's pull it apart. Here. It's currently aligned in the x-axis. So let's take this factor X and click and drag in here, and let's open that up some. There we go. So I'm at about 1.3. Now we can increase the count. I'll just increase the count here. And let's see how many we think we need as that, That's not bad. 1238. Yeah, we've got 8 over here. This is 1, 2, 3. Well that's seven. So yeah, that's pretty close. You can always bring it back down like that to seven and then click and drag and the factor x and move him in and out of bed. So got quite a bit of leeway as to how you want to put them in here. There we go. All right, so we have that now. Let's add these things. These are little warning lights or something. I'm not exactly sure. I didn't really put them in here. So I don't know, I kind of liked them from the front view here. So let's go ahead and add those. I'm going to select that panel once again, and I'll select this face and press Shift S2. And now let's bring in a sphere at the cursor here I'll press Shift a mesh UV sphere, and we go. So I'll move this out a bit, and let's turn it in the x-axis. I'll press RX 900, and we'll turn it a bit. I'll go to the side view and tab into edit mode. And let's then go to X-ray with all Z. I'll click and drag and let's delete half of this right here. X delete faces. Oh, looks like I missed one up here. There we go. And then let's scale this in just a bit. Let me change back to global and let's scale in the y SY and I'll flatten it up, get a little bit like that. All right, let's go back to the front view and I'm a little off as to where I'm going to put it, but I'm going to scale it down. So it's about the right size, something like this. Now let's bring this in. Hit the period key on the numpad. And from here I think what we can do is just begin extruding edges. So if I Alt click this edge here, what we can do is I want to make the light bulb and the housing here. So I'm just going to hit E y and move this back like this E S and scale out EY and pull forward a bit the S and scale out. And then let's hit EY and extrude back. Maybe just one little more piece here with E and S UI and pull that back like that. And yeah, we've got something kinda like that. Let's scale it down a bit. I also don't think I need it this far out, so I'm going to select this point here. And to expand a selection on an object here, we can press control and the plus key on the numpad. So Control plus and expand. I'm just hitting that plus key and expanding the selection out like this. So then I can grab that and just move this back like that. And we go. All right, let's smooth it and see how it looks. Shade Smooth. Yeah, looks like we need to come over here to the object data properties and click on Auto Smooth. There we go. That worked out. Alright, now let's press Shift T and X and move this over a bit. And then let's press Shift dx and move it over here. And this one looks like it's quite a bit smaller. So let's hit S and move it in. Maybe move it down a bit. Like this. Alright, I think that'll work. Let's see. It'll be interesting to see once we begin putting the materials on it. There we go. So we've got our panel here. I think well, it's due in the next video is also work on the panel down here. And we can begin working on the details up here as well. 17. 016 Adding Details to the Front of the Ship: All right, Let's add this panel right here. If I go into edit mode, I could grab this face and move the cursor to it. So I'll just press Shift S2. And this time now just once again, bring in a cube. It's pretty small, That's fine. Let's zoom in with the numpad period. And what I'll do is go into X-Ray mode and the front view. And I'll just move this over here and I'll scale it up about like this. I'm just trying to get a rough estimate here on about how big this is going to be. So let's say it's something like this. Now it's probably not in the right place. Let's take a look. So yeah, we could maybe move this up a bit. And I will scale it in the y with x and y. And let's move it over. So something about like this, going like it should be a little bit smaller. Anyway, we can adjust it to our heart's content here, but for now, I will go ahead and get this kinda like a frame around this. So let's press Control a to apply the scale and see here now we have ones. I'll tab into edit mode and select this face. And I'll hit the I key and kind of scale in like this. And then we'll hit E and push in a bit like that. Alright, so now that we've got that, let's add a few edge loops here. Think I'll press Control R and add. Let's try six cuts here. I'll do that and then Control R and maybe five cuts here. Let's do that. Now we can do is just go through and kind of pick faces that match this rough designs. So maybe I could select these faces here like this and go over like that for this piece. Maybe I could grab these down here for this piece. And maybe these over here for that. And then maybe we could add a few. Maybe i'll, I'll put one here and one here. There we go. Alright, let's run that discombobulated or add on. I'll press Shift a and choose that here. Now I'll click OK and let's see what we get. Well, that's actually not too bad. I'm going to turn off too, so they end up being a little bit smaller. And also I don't want them quite this high. So maybe I'll change the max height to point 0, 3. Let's try that. Yeah, that looks a little bit more like a panel with buttons that you could push. Yeah, let's do that now. Keep in mind these are completely separate objects from the original object. It actually creates a whole new object. So what I can do is I can select this and then shift click this, and then press Control J to combine those all together. And I think I'll just Take it back to about right there. Yeah, let's go with that. Now for up here, we're going to want to work on this. But for these up here, I feel like there's something else we can do up here. I think I'll tab into edit mode and just select this face here. Now I don't want to just run the discombobulated add on with just this one. So I'd like to split it up some kind of the way we did down here. So I'd like to add some edge loops, but if I press Control R, You can see I can't get an edge loop through here because this isn't a quad, this isn't a four sided polygon, It's an N gun. So what I need to do is somehow make this four-sided. And one way I can do that I think, is if I just hit the one key to go to vertex mode and NAN, I'll hit the KCI and let's knife and edge through here like this. And then let's do another one down here. Okay? And I'll go here. And here. Let's try that. So now this should be a four-sided polygon. If I press Control R, Yeah, I can add an edge loop through here. And then maybe let's do three edge loops here for four different segments. So then if I take this, this, this, and this, let's run the discombobulated are on that shift a. Here we go. Click. Okay. Alright, let's see how we're doing here. I'd like to add all of these. Let's do all of these. That's not bad. Maybe I can bring this up just a bit. Let's bring this back up to 0.05. And let me turn off one. Yeah, let's go with that. That's fine. So if I take this new object and I add it to the main ship object because it has a mirror modifier on it. If I press Control J, it'll add it over to the other side as well. All right, so I just wanted something there somehow. Now for this piece here, I think what we can do is once again create a new object from this. So if we select this and tab into edit mode, if we duplicate this off, we can add our edge loops and our design elements without affecting the rest of the ship. So actually I think I'll pull this down a bit. I'll change to normal transformation orientation and pull that down a bit. Then I'll press Shift D and duplicated and pull the new and backup. So it's bad here. Let's hit P and split that out as its own object. And then if we select it, we can once again get rid of the Boolean and apply the mirror. So there we go. Now, I want to add a few edge loops here. What's press Control R and I'll add. Here. And I'll do the same thing over here to here. And then let's add some horizontal ones. About seven cuts for eight segments there. I'll hit Enter twice there. Okay, so now we've got these edges that we can work with in trying to create this design. So first of all, I think what I'll do, well, let's go to the top view here with all z. So I think if we select these edges here and these edges here, I'll go back to global orientation. And we scale these in the x Sx, pull those out like this. Now let's take this entire edge here and here, and let's add a bevel Control B. And let's pull that out so there's that we can extrude those up bad. All right, so we could take these and we could extrude this up E, and I'll pull up like that. Now we can also take these edges right here and pull them down a bit. I will once again go to the normal transformation mode and I'll just bring those straight down like that. And they kind of angled down there. Okay. Now let's go back to the top view, all z and what else do we need? Well, we should probably move these edges n, but we need an extra edge here. Like the way that's moving there that's angled like that. So I think what we should do is let's take, let's take all of these here that's in here. And let's inset the let me make sure I have all 1's here. Yeah, I do. Okay. So let's hit I and inset these. And then let's just bring them up like this. And we go. Now if we go back to that top view, kind of got that. So we could maybe take, should we just take these here and scale them in SY and scale them in like this. So they're straight across there. And then what should we do now? We've got there isn't a whole lot more information here for us, is there I didn't do a whole lot of work on the drawing, but what we could do is we could emphasize this particular structure. Let's try this. Let's, let's take some edges, Let's take these edges and maybe this edge here, and let's bevel all of these and then bring them down. So first of all, let's press Control B and bring these out a bit. And then let's just hit E and go straight down like that. Yeah, Let's go with this for now and we can always add other details, but I think that's probably pretty good once we add some materials, some textures to this. I think that Majors work fine. All right, so we've got our detail features for the front and top of the cab here of the ship. In the next video, Let's begin working on some of the details in the back as well. 18. 017 Adding Details to the Back of the Ship: Now let's work on adding some details back here on the ship. We can see in the images we've got some designs here and I've done these designs really based on inserting some edge loops here. So I'll show you what I mean when we get to that. But on the top here we've got looks like for cuts we can put in here. And then we've also got this little detail which is very similar to the one on the front. So let's see if we can work on this. Let's go to the top view with numpad seven and I'll go to x-ray mode with all z. And you can see here we've got these four edges here. Let's go ahead and add those. So I'll select the back here tab into edit mode. And let's add four edges here. And in addition, up here, I'm going to add a single edge loop right along here so that we can pull it out to get that design. So if I press Control R, Let's take this and move it right here. And then we can just grab this one edge. I'll go back to global here. And let's just take that one edge and it will pull it out this way. Alright, so let me go back here so we can see it. I'm just gonna take this, bring it out to here. And there we go. Now, if we take this edge right here, we can once again use the Bevel tool and press Control B and then bring that out like this. Something like that. There we go. Now we can take this and extrude it up. So I'll hit E, pull it up. And there we go. Now for this inside part, I don't have much drawn here, but in the same way that we did this piece up here. Let's grab these faces here, and let's extrude or scale in and then pull it up. So once again, we can't really use our inset tool here over the mirrored side, but we should be able to use E and S and scale this in like this. And then we take this and just bring it straight up like that. So we just add kind of a similar detail that we had in the front. Now for these side pieces here, I think I want to create panels here and extrude these up. Now, we've also got these parts right in here and we need to think about those. My guess is, is that I want to use a Boolean to cut into these as well. So let's see how that would work. I'm going to tab into edit mode here for this. Here we go. I'll grab this edge and I'll bring the cursor to it with Shift S2. And then let's create a new cube, shift a mesh cube. And for this once again, I will change it to wired view. Let's come over to the object properties and down here under display as let's change to wire. So we can see that a little bit better. I'd like to change the name on this, so I'm going to press F2 and you can change an object's name here. So I'm going to call this cutter too. There we go. And then let's bring this down and let's add a Boolean to this object here, just like we did before. So we've got our one Boolean here for that centerpiece. And let's also click Add Modifier, boolean. We'll click the eyedropper here and we'll hover over cutter to and select that. Now, let's grab this and let's bring it down. And there you see it there. So how big do we want this to be? Well, we want it to be fairly shallow, so I'm bringing it up some. And then let's scale it out S and X. And we wanted to be about like this. I think it looks like I've got the drawing going all the way over to the edge, but I don't know that I want to do that. I think I want to keep it fairly inside there like that. Maybe a little bit farther down like this and bring it down just a little bit more. Okay, so we can see that there. And what I'll do is once again, I'll add an array of cubes, just like we did up front here. I'll add an array of cubes. Well, I don't even have it drawn here now, do I? But I do have it here and I kind of like that detail there. So I'll add an array of cubes to that just like I did on the front. Now to get this over on the other side, what we can do, we can be a little sneaky here. We can move the 3D cursor into the center of the grid with shift S1, we can move this object origin to that 3D cursor. And then for this object, and we can add a mirror modifier here. You see how it brings it in over there. So now we're getting the cuts on both sides. If I select this ship object again, what we can do is wait to apply this, just like we did before. Wait to apply this until after we've applied the mirror modifier. Kind of like this one. If I just apply this real quick, Let's just apply it here. You can see that they're still there. So I'm going to press Control Z to bring that back. So let's take this and let's hide it. We can hide an object with the H key. There we go. Now we've got those cuts in there. We can see how it's going to work. And we can add our cube objects in there now. But once again, we won't apply that Boolean modifier until after we've applied the mirror for the object. All right, So let me tab into edit mode here. And you can see that this cut does not go back as far as the edge here, right? And that's good because we're just going to create some panels along here. I'm going to select all of these. And these are going to be panels just like these here. But what I'd like to do is have this whole thing be a panel. Once again, if we hit the I key and then the I key again, that'll split those up, right? I'll press Control Z. And even here, if we tried to do E and S, it would do the whole thing. Or even if we did individual origins, it would still do the individual faces. So what I'm gonna do is do them individually, but I'm going to do them with a set amount of inset. So if I hit the I key and bring this in and then hit the I key again, there'll be all one, right? Then I'm going to click. And now over here in the thickness panel or excuse me, the inset faces panel here in the thickness, I can type in, I don't know, point 0, 1. Let's see how that's a little bit too much I think are excuse me, too small. Let's try 0.05. That's a little bit too much. Let's try 0.025. Yes, something like that. 0 to two. Let's try points 0, 2. So what I'll do then is take this one and this one. And as I instead it, I'll then type in 0.02. So I'll hit the I key and then 0.02 and then Enter. So you see in setting these in the exact same amount, i 0 to enter and I to enter. Also, I'm gonna do this one here. Points to enter. There we go. So now I can take all of these and I can extrude them up. But I want to extrude them so they don't just go in one direction. They go, the top ones go up and the side ones go to the side. So let's come back to our individual origins here. And then when we hit E, you can see everything's going in their own direction. So I'll just pull those up just a little bit like that. And there we go. Now we've got those panels. So there's always a way to get these tools to do what you want them to do. You just sometimes have to do a little planning ahead. Alright, so there we've got those panels. In the next video. Let's work on the design here on the side. 19. 018 Finishing the Back of the Ship: For the designs on the side, I think we're going to use the edges here that we've already created. So if I hit the three key on the numpad and press Alt Z, you can see that I've kind of design this with that in mind. So if we put an edge here and an edge here, and one here and one here and one here. We should just be able to pull these around to get that basic design. So I'll press Control R, and I'm going to scroll the mouse wheel till we get, yeah, five cuts should do. And I think I'll hit the Enter key twice. Now, the first thing I'd like to do is actually create some sort of a inset here. I'm going to select this edge with onclick and then Alt Shift click this. And that should get it all the way around. Okay? So I'm going to bevel this and then create an edge in the center of the bevel and then just kinda scale it in just to provide some sort of differentiation between the bottom area here and the top here. So I'm just going to press Control B and move this out just a little bit like that, let's say. And then I'm going to add an edge in their number of segments to right. And then I want to select this edge that I just created, that. And it should go all the way around there it is. And then I'm just going to scale in, hit the S key and pull in some. And that should just kind of give us a ridge detail there. I may bring some of these up because you can see, since I did this at a corner, these are a little bit lower than the one up front here. So maybe I'll just take these and I'm gonna move you that just ever so slightly like that. Just so it's more in line. Yeah. So that's more straight. That's all that's all I wanted was just this edge. So it kind of looked like there's some sort of a separation there. Alright, so let's go back to the side view, all Z tab into edit mode. And here we go. So now we've got these edges, we can begin pulling around. So I'll grab this and just pull that up like that. And I can grab this may be in, pull it over like this. I could grab this and move it over to here. And for this, maybe I could just grab this and move it like this. Someone could move over like this. Something like that. There we go. So we've got them all kind of inline. Okay, so now we want to select all of these edges. All of the edges along this basic design here. And I'm going to bevel these and then extrude the men. So we get a little bit kind of a design line for these alt Z. Now let's press Control B and pull these out. And I don't need two segments for this, so I'll take that down to one. And then let's just hit. E and push in. You know what I'm gonna do. Before I do that, I'm going to press Control Z to go back. I'm gonna come up here and change back to medium point. Shouldn't make a difference because all of these faces are pointing in the same direction. But just in case I'm going to switch back to median point, I'm going to pull him back and like that. So there we go. Now we've got those elements and then I'm just going to extrude a couple out. Let's maybe select these and this. And well, I'll go ahead and get all of this in here too. And let's just extrude these out now. Just for some sort of design element here, that's all I'm going for is just some sort of visual element here. And I'll pull out just a bit. There we go. So you, so you see it's just kind of a design on the back of the ship there. All right, so with that done, let's come back up here and deal with these things, the array that we want to make up here. So I will once again select an edge, bring the cursor to it with Shift S2. And then I will press Shift a mesh cube. Let's scale it down quite a bit. And let's see if we can put this in here. I'll turn on my Move Gizmo here, and let's move this in, SX, move that in. And let's bring this to hear a little bit too much. There we go. Kinda put it in place here. And then I'll just take this and move it all the way back. Here we go. And then I'm gonna go ahead and press Shift a and apply the rotation and scale. I will come over here, click Add Modifier, choose array. And let me in the x field, I'll click and drag asymptote like that. So I've got 1 point 2, and then let's increase the count. So with 10 goes a little bit over, let me click and drag in here and see if I can get this evenly distributed here. Yeah, that's pretty good. Actually, I'd like to take this and move it up just a little bit like this. There we go. Yeah, so there we go. And then what we could also do is move the cursor back to the center of the grid width shift S1, move that origin to 3D cursor. Then we could also add a mirror to this, and it'll pop it over there. And there we go. All right, well, we're pretty close to being done with the ship here. I see an issue down here that I think these aren't quite long enough. Let me go to the side view. Yeah, let's press S and Y and scale this up just a bit and move these forward so those are a little bit bigger. Yeah, Those look a little bit better now. So that is the modelling for our ship. Now, in the next video, what list do is let's go through and clean this up a bit. If you look at the outliner under the ship container, it's just got a bunch of cubes. And what we should do is go through and rename a lot of these. And also we can combine things. We can join things together. We can apply the mirror modifiers, Booleans, all that kinda stuff that'll just help us clean up the ship and get it ready for the next phase of the project. So we'll work on that coming up next. 20. 019 Naming Objects and Organizing the Outliner: Well, as I mentioned before, our ship container here is quite a mess. We need to clean this up, rename objects. So we have a better sense of what's what. Now I had said some time ago with these panels here that maybe we could come back to the bevel modifier just to see how it might work. Let's take a look at that. If I turn the bevel modifier back on here, this is what we get. And I didn't like how far apart these were here. And I'm not real sure about the connection on the edges here either. So what Let's do is let's take the amount in the bevel down from 0.1 to 0.01. And that really tightens up those edges in here. And I think I like that. But let's bring these edges together just a little bit more. So I'll tab into edit mode and I'll hit the one key to go to vertex mode and all z for X-ray. And let's just drag select these and then press S and Y and bring these in just a little bit like that. And then I'll drag select these SY, and let's bring those in just a bit. There we go. Let's try that. See how that looks. Yeah, I think I like that a little bit better. That's pretty good actually. Now over here on these panels, let's try the same thing. I will turn the bevel modifier back on here in the viewport. And then let's, instead of 0.1, Let's take it down to 0.01. See how that works. Yeah. I kind of like that. I think I'll go with that. So now what we can do is we can apply these modifiers. Now. We could leave them here. There's really no reason why you couldn't leave them while you're animating the ship. The problem is sometimes it can slow down your computer because these are adding extra processing for every frame. Now with newer computers, they're faster than ever. It may not be an issue, but I might go ahead and apply the modifiers just so you can see the process. Now, before you go through and apply all the modifiers, you may want to save a new file. If you've noticed, I've been going through each file here, each video, I've been creating a new scene file. And the way I've been doing that is just pressing Control Shift S. And then you can see the current file here. And then if I hit the plus key on the number pad, it'll increment that file and then I hit enter and I have a new file. So as you're working on a project, it can really be helpful to just increment the file numbers as you go. Maybe every day. I don't know, every hour, whatever you think, whatever's appropriate to the project, save a new file. At the end of a project, I'll sometimes have dozens of Blender scene files. So I can go back to any point in the project and make changes if I need to. So just a suggestion. If you're gonna do a major change, like go through and apply all the modifiers. You may want to save a new scene file. All right, so I've already done that. This is file number 19, and I'm gonna go ahead and begin applying our modifiers. And to do that, you usually want to apply them from the top down. So for these front panels, I'll apply the mirror and then the solidify and then the bevel. There we go. All right, so we have those. Let's now change the name for this. To do that with this object selected, you can just hit F2. And that'll bring up the object name field and we can call this ship panels front. Let's try that. All right, what about the panels on the engine? And let's do those. But once again, we can apply the mirror modifier here, apply these, solidify, and apply the bevel. There we go. And then we also have the inner part of the engines here. We could go ahead and apply the mirror to that. And what about this? Well, we've got these here. This one looks like I need to mirror over. Let's do that. I'll take this, move the origin to 3D cursor in the center of the grid. And then let's apply a mirror modifier. Here. There we go. So we know we have those. Apply that modifier. And then let's just combine all of these. Select all three of those Control J. And there we go. So now we have the engines on the side here. Let's give those a name. F2, ship engines side. And we go. Now the back here we could give this a name, Let's select it, it F2 and call this ship back engine. Or maybe ship engine back kinda keep a consistent naming convention there, right? So we've got ship engines side and ship engine back. Okay? Now we can also apply the bevel modifier to this. Let's go ahead and hit apply there. Now let's take a look at the cargo container. I'm going to isolate this with the division key on the numpad. And you can see here we're in local mode. And now we should probably apply this mirror modifier here. I will come over here and click Apply, and we go. And I may want to leave this bevel modifier on if I apply this, Let's see what happens. I'm going to click Apply and then tap back into edit mode and look at what it did. It added a bunch of edges here down the center and I don't think I want that. So I'm going to. Control Z back out of that. Now we could limit the bevel by angle. So it's only going to bevel angles that are more than 30 degrees. Now if we applied it again, click Apply. Now we don't have that problem. So we could do that. Let's now go ahead and work on this here. So if we selected this face and this face, and then this face and this face, we can then extrude these n to get these little details here. But I'll also do is come over here and select individual origins so that whatever we do on one side happens on the other. Now I'm going hit the I key and scale in just a bit or push in, I'll hit the I key again to close that up. There we go. So I want to bring it in like this. And then I'm going to say that these are extrusions out. This is an extrusion out. So what I'll do is I'll hit E and pull out. Let me go the other way. There you go. And you can see as I'm pulling out here, it's also pulling out in the back as well. I'll come out to about right here. I'll hit I again and bring that in. Like that. Let's say I'll hit E and let's bring it in just a bit. I'll hit I again and bring that in. And then we'll hit E and bring it back out. Just a little bit like that. All right, let's see how we did. Here we go. So that's all we really need. I think I'll hit the division key again. And there we go. We've got those details in there. Now, what about the ship here? Let's go ahead and add or apply these modifiers. So apply the mirror, apply Boolean, and then apply the Boolean again. And now all of these should be all baked in the tab into edit mode. You can see they're all part of the mesh. And we can take these now, apply this array modifier here. And then the mirror like this. And then take this object and Shift-click this and press Control J. And there we go. Now that's all one piece here. Now, here's one thing I might have should have taken care of when I had the mirror modifier on. Let's take a look at this. This right here, this face right here, you see how it's kind of angled down a little bit more than the others. And that's because it didn't have that top part when we extruded it, like they do over here. So I think what I'll do is just do a little bit of tweaking here. I think what I wanna do is just move it up and move it in just a hair. Let me change to normal transform orientation. And now I can move this and see how I can move it just in or out like this. Move it back and then move it down. Just a hair. So it kind of is in line with the others like that. All right. Let's try that on the other one on the other side because since I applied the mirror before. I did this. I've gotta go back and do each side individually. So I'm going to pull that up to here. Pull that down like that. There we go. So now this should look a little bit better. A little bit more even along here. Yeah. All right, What else? Well, we can go through and name the objects now, so let's do that. Let's hit F2. Well, this is called ship main. That's good. How about up here? Let's take a look at this. We could call this ship Panel Buttons. Do those since those little buttons that a person can press. This panel here could also be joined together with these objects. Let's add this array modifier or apply it. Then we select this and then this panel. And we can press Control J. And this is a panel of greebles. I'll just call this I'll hit F2 and we'll call this ship panel greebles. And we'll just do that. Now. This, we can call this Light large one and this one can be quite large too. And this one can be light, small. It'll do that. This year. We can hit F2 and call this ship window frame. This up here we could call and call this panel top. These have already been added to the main ship group or object. This could be called ship clamp front. Let's call this ship clamp back. And these we can call ship clamps side. Let's do that. Alright. We're beginning to get some things properly named here in the outliner. What else do we need? Well, how about the legs? Let's hit the period key on the numpad and go down here. This, I think the naming convention is going to be, let's call this leg F for front D21. And I will go back and highlight these and press control C to copy that. And then we can hit F2 Control V to four leg front two. And this one F2 Control V for lakefront. Three. There we go. We've got those there. Back here. Let's do a similar thing. We'll call this leg back, left dot one. I will highlight these press control C. Now let's select this F2 control V2. This F2 control V3. Alright? This one can be called leg back, right? Dot one. And then we once again Control C, F2, control V to F2 control V. All right, now we've got just about everything named here. Let's scroll down and see how we're doing. Yeah, I think we've got everything pretty well named. We can bring back the cutter objects and just delete these. We don't need these anymore. Get rid of those. And now we can go through and kind of combine these within containers, within the main ship containers. So let's take this leg object and shift select this one. Now we can create a new container for all of these. I'll hit the M key and then select New Collection. And let's call this ship legs. Here we go. And that was created outside of that ship container. So let's drag it back in. We can take the three light objects and once again press M. And now since we've put that collection in, the ship collection, we can come in here and create a new collection in there. Again, new collection. We'll call this ship lights. We go. We can take the clamps and put those in their own container. M ship new collection ship clamps. What else? Well, we can do the engines would do that, hit em, new collection ship engines. And we can do panels here. Let's do all the panels. M, new collection, ship panels. All right, there we've got all of our objects named and organized into collections. We can come up here and turn off the reference images. And if we ever need to select all of this, we can just go up to the ship container and right-click and choose, Select objects. And we can select everything there. And that'll be helpful when we begin to rig the ship and need to parent everything to the rig for animation. All right, Well, I think we have the ship pretty well in hand. In the next section, let's begin modeling the landing bay. 21. 020 Beginning the Landing Bay: Well now we can begin modelling the landing bay that this ship is going to fly into. And to do that, we're gonna be dealing more with how it's going to be seen within the camera, within the frame of the camera. And I think what I'd like to do is get a camera in this scene now and frame it up for the last frame of the animation so we know what we can see and what we can't. Because if we begin modeling a landing bay here, where do we where do we end? I mean, how big do we make it? What's going to be seen, what isn't? So at this point in time, I really like to get a camera into the scene, so I don't waste effort on creating things that are not going to be seen through the camera. So what Let's do is let's just press Shift a and come in here and create a camera. And here it is, here. Now it came in in the ship container. Let's just click and drag that out and put it in the scene collection here. And also, I'm going to take this ship container and I'm going to turn off the select ability, so I don't accidentally select it and move it around. All right, so with that camera selected, let's kind of frame up our ship the way we think it should be at the end of the animation, right after it's flown in and landed. How do we want it to look? So I think I want it to look kind of kind of like this. So we're kind of looking up at it. Something like this and we pulled back some yeah. Something kind of like this. Now, we're still not looking through the camera here to move the camera to this place where we have our viewport. I'm going to press Control Alt 0. And that'll bring that camera to this position. Now it isn't quite right. Let's hit the End key. And if we go over to the view tab, we can turn on, let me pull this out. We can turn on camera to view. And once we do that, you can see there's this little dotted red line around the frame. And as we move our viewport around, our camera is locked to that. So I'm just going to move the camera around until I get it about the way on one at something like this, I think, you know, however, I'm not liking the actual focal length of the camera. And what I mean by that, if I come down here and choose this camera tab right here, you can see we've got a focal length of 50 millimeters. And I think I'd like to change this. I'm just going to click and drag on it and change this. Maybe I'll just type in 25 millimeters. Now with camera view still on, we can zoom back in and it gives us a little bit more of a wide-angle feel. Yeah. So I'm thinking something like this. So let's go with that for now. I'm going to hit the End key and turn off camera to view. And now when I tumble around, I, I tumbled out of the camera view. And if we want to go back into the camera view, you can just hit the 0 key on the numpad. And there it is. Now, we can also take this view here, and we can make this a 3D view and put the camera in here. So let's change this from an image editor to a 3D viewport. And here it is. And then hovering over this, we can hit the 0 Qi, and that's our camera view. Now we've got a lot of other things in here, all of this, if I middle mouse, button, click and drag and move this over, we can turn off the overlays and we can turn off the gizmos. So there is just our camera or just what we're going to be seeing through the camera. There we go. All right. So now we can always keep an eye on how it looks through the camera over here. Now that we've established kind of where the camera's going to be at the end of the animation. Let's also frame up the landing bay as we model it. So to begin, I'm going to, first of all create a new scene collection over here. I'm going to come over to the scene collection and right-click new collection. And here for collection 3, I'm going to change this to landing bay. And I'll put the objects that we create for this in that container. And let's just begin with a cube shift a mesh cube. And I will scale it up pretty big here. Something like this. And I'll tab into edit mode and take this face and this face, and let's delete those delete faces. And then let's move this up. So it's sitting on the grid and actually, I don't think I need it to be quite that big. Let's now looks like I have normal transformation orientation on, I'm going to change back to global. And we go and also I've got individual origins still on all change back to median point as well. And I'm just going to scale in the z and begin to get this kind of in-place GZ. Move this down to the grid here so it's sitting on the floor there. And now we can just begin moving this around to kinda get a sense of how big this needs to be. So flying in. Oh, I would think you'd need quite a bit of room for these ships to go in. So let's just begin like that. And as we model, we probably want to mirror this. So whatever we do on one side happens on the other. So I'll just press Control R up here and hit Enter two times and control are down here and enter two times. And once again, that just ensures that those edges go straight down the middle. And then I'll delete one side. And let's with this side selected, let's add a mirror modifier here. And then I'll turn on clipping and the cage. And we go. Now, what do we want this to look like? Well, I think I want kind of a bulkhead look to it up here. So if I just bevel this control be like that. And then maybe let's do a smaller one down here, Control B. And I'll pull that out like that. All right. And then let's also have kind of an area out here as well. So let's create for edge loops here. And then I'm going to scale these out just a bit. I'll press S and Z and pull those out and then I'll take these and pull these out as well. And then can we take this kinda pull it out like that? Yeah. So we've got kind of a, I don't know, a sci-fi kind of a shape there just a little bit. And then we want to move this over. I feel like we want to be able to see the whole opening here, something like that. Let's see MY scale in the x. I'm going to grab these here and bringing them in just a bit like this. And then move this whole thing over just a little bit. So I'm keeping an eye over here on the camera just to get a sense of what it's going to look like. Ultimately. Something like that. I want to be able to see out and have a planet kinda right back in here. So we see, so there's a planet right in here. Let me hit the 0 Qi to look through the camera. So I'm thinking that there's a big planet right out here. We see kind of a part of a planet here. So let's see how this is going to work. Now that I've got this, I'm going to select the landing bay and go back to Edit Mode. And I want to click on this edge and I'm going to bring this in. So we get kind of a rim around here. I will hit E and S and let's see how this work. Bringing that in a bit like that. And then also let's extrude it back as well. I'll hit E and y and let's bring this back like that. So we have a little bit of thickness there as well. All right, let's hit 0. See how we're doing here. Yeah, I think so far That's pretty good. I feel like this is a little too high that they'd want to be able to come in here a little bit easier here. Let me grab this. So we're just trying to figure out the basic composition of this environment. And as I said, when you bring in a camera like this, it really helps you model for composition and also helps you not waste time on things that aren't going to be seen. All right, In the next video, we will continue on this and we'll begin working on creating sci-fi panels and the flooring, et cetera. 22. 021 Modeling Sci Fi Panels in the Landing Bay: Before we go any further with our landing bay, I think I'd like to give it some thickness because ultimately, we're going to put some lights out here on the outside. And if we're not careful, because this is such a thin surface here, we could have some problems with light leaks along the edges and shadows not rendering properly and things like that inside the landing bay. So I think we need to give this some thickness to do that, let's go ahead and select the landing bay and let's go over to Add Modifier and solidify. And then I'll just click and drag in the thickness field here. And let's go out this way like this. Also, if you notice what's going on with the ship right now, look at these kind of artifacts. And that's really nothing to be worried about. That's just a viewport thing. We can fix that by pressing N and going to the sidebar, the View tab. And under clip start, we could change this from 0.01 to 0.1. And that clears that up. And the farther you get away, the bigger the objects are, the higher this clip start can go to clean up those artifacts. In addition, if you have the same issue with the actual camera that we're going to be rendering from. You can come over here to the camera panel and here too it has eclipsed start and a clip end. So adjusting these for either camera can help with some of the artifacts here in the Viewport. Alright, I'll hit the End key to close that. And now that we've given this sum, the thickness, Let's begin working on the interior for the floor BY select this and tab into edit mode. I feel like I'd like some panels that could seem like they could be lifted up and access machinery or cables underneath the floor and that kind of thing. So I'm going to press Control R. And I believe I want, well, let's try five segments going this way. And then let's try eight segments or seven cuts going this way, like this. There we go. Now we can go through and choose each one of these faces, and we can use these to create our panels. So I'm gonna hit the C key and just use that circle select tool and paint the selection here. Now with all of these selected, I'll hit the I key and oh, we've got some issues with the solidify modifier. We should probably apply that solidify modifier before we do anything else. That would be a good idea. Let's tab back into object mode. Come back over here to the modifiers panel, and let's go ahead and choose even thickness. And I will pull down the menu here in the modifier panel and choose Apply. There we go. Now if we tab and edit mode, we can see that it is all one object or one mesh. So now we can go back to face mode it that C key. And let's once again paint our selection here. Psych, I got a little bit more than I wanted back here. See middle mouse button, click and drag everything. Okay, back here, yeah, it looks like we got all those de-selected. So now with all of these selected, let's hit the I key and push in just a little bit. So we have just a bit of a border between these something like this. I think. There we go. And then I went to bevel these corners so they're a little more rounded. And instead of using the edge bevel, I'm going to use the vertex bevel, so I'll hit the one key to go to vertex mode and recall that the vertex Bevel tool is Control Shift P. And then let's pull these out a bit. And I'm going to add quite a few segments to this. I'm going to scroll till I see about six segments about like this. And we go. And then I need to go through and select all these faces. Once again, that's not going to be as easy as before because I gotta go through and select and click on each one of these. But that's okay. It won't take too long. And I'll tumble around over here. And let's get these. There we go. Now that we've got all these, Let's once again use our inset tool. I'll hit the I key and pull in just a little bit. And then once I get just a small border for these like this, I'm going to click and come over here to the inset faces settings panel and choose this select outer. I'll click that. And now we've just selected that thin rim we've created for these. And now I can just hit E and extrude these in. And there we go. So now we've got, you can see over here a nice system of panels for the floor of the landing day. Alright, let's look over on the sides here. What do we wanna do on the side? Well, I'd like to do a similar thing. I think. Maybe we could select these faces along here. Let's do that. And we could inset these again, let's hit I and inset these. And now that select outer is still selected there, but I don't want it quite like that yet. I'm going to turn that off. And then we're gonna do this again. I'm going to hit I and bring this in again like this. And then I want to select outer. And now I'll push these back in the and bring those back like that. So we've got those in a similar kind of way up here. And let's think about what we might want for up here. Let's add something a little bit more vertically oriented. We've got these that are kind of horizontal. Let's switch it up a bit and maybe add two edge loops in each of these here. Like this. All right, There we go. Now, we can go through and select maybe every other one of these. Let's try this. And then maybe I'll hit I, and let's bring these in a bit like this. And then I'll turn select outer off E, pull out a bit. It, I push in a bit, and then hit E and pull in a bit like that. So we've got kinda of these panels like that. Maybe that'll work. How about up here? I think I'd like some sort of lighting up here along this panel. And what Let's do is, well, let's add some edge loops here. How many do we think we need? Well, let's go to six cuts. Let's try this. I'll hit enter there and then we can select rows of these for the lighting. Let me go to face mode and I'll just select like four or five of these faces here. And these will be light panels. And we can add an emissive material to these so they kind of glow. And then we can turn on Blum and maybe they'll give us some, some nice effects. Let's try that. I'll go ahead and select all of these here. And yeah, let's do that. Now once again, I wanna do something like we did down here. So what Let's do is let's just hit the I key. And let's bring these in a bit. Oh, I need to hit the I key again, so they all, So it is all one selection there, like that. And I'll do that again. Let me bring them in one more time like this. And then what I'll do is I'll use select outer, and then I'll extrude those n like this. There we go. So those will be lighting panels up here. All right, In the next video, we'll add a few more modeling details, and then we'll begin to think about our materials and textures. 23. 022 Using the Path Tool to Create Hoses: Well, let's add a few more things to our landing bay. Let's maybe add a bevel to this opening here. It looks a little harsh with that sharp edge there. Let's tab into edit mode and I'll just Alt click this edge. And let's press Control B and pull that out. Some will also scroll the mouse wheel to add some more segments to that, being like that. Now, so let's add one to the outside too. I think you can probably tell from the inside if this is beveled or not. So let's select that edge controlled BY. And let's pull that out as well. Let's do a little bit like that and we go, all right. We've got those. What about just a couple of things inside here? Feel like we need something over here along the wall. Like maybe we could just take this cargo container here o that I can't select because I've turned off select stability. There we go. So what if we took this cargo container and just duplicated it and put a few extra over there. Let's try that. I'm going to press Shift D and X and move this over. Let's bring it down to the floor here. About like that. Um, let's move it over. I'll drag it back and I'm just watching over here as I move it around. Maybe if it's like maybe if they've put it over here and let's have another one as well Shift D Y, we could move that to there. Maybe bring them back. Yeah, so we've just got something extra here. Maybe one more shift DZ. And I'll bring this up. And, and what we'll do is we'll just make these different colors with slightly different textures. Grab this and move this one out just a bit. That How's that? Yeah, so it's just a sense that there's more going on over here. Also. Maybe there's cables are hoses or something on the floor here too. We could work on that to create hoses and cables. We could use the path tool. So I'll press shift a curve and path right here. And then let's just take this and move it over here like this. And there it is, on at the period key. And there's our path. If we tab into edit mode, you can see it's just got a couple of points on it. And if we take one, let's say we take one of these points and I'll turn on my move manipulator. And we could just take, say, this blue plane right here. The blue plane turns off the z, the blue z-axis and just slides in the Y and the X. So if I click that blue, I can take that over like this. You can see how it just begins to create a curve with these points. So we can just move these around however, we want to get a particular curve to get like a hose or a pipe or a tube or something. So let me just move this into frame here. If I Over here and turn gizmos back on. You can see here's the gizmo or the path. We can turn on overlays and we can see it there. So we can just begin adding a few tubes and pipes and hoses and things like that out here. Just to give it a little bit of visual interests. And once again, we can use our camera frame here so we don't try and create more than we need. I'll let the 0 key over here. And also one thing I'd like to do is make the outside of the camera a little bit darker in this view here. So if we select the camera, come over here to the camera tab, go down to Viewport Display. And this passive part 2, we can click and drag this up, maybe take it up to like 0.95. And that makes the outside quite a bit darker. And I think it's just easier to see what's in the frame and what isn't. So we've got this hose right here. We could take this now and duplicate it. Shift D. And I'll grab that little blue plane and move it over here. And we could spin it around our z. And if we go, and then, oh, we could maybe get another one over here. Let's press shift D y. And then I think I want one kinda going through here in an angle. Let's try this, maybe move this back. I'm just trying to compose them within the frame of the camera. We're also going to have the camera moving throughout the shot. So it'll maybe begin here in the center and then move over and finish here as the ship is coming in. So we'll want to be sure that these extend to somewhere. But me move this r z like this. I think I want another one too. I didn't hear like that. Alright. So that's generally how I'd like these hoses to be. Now I can begin extruding them. So we can say take this one tab into edit mode, grab this point and then begin extruding it out so I could hit E, Shift Z and slide it around like this. Let's move it over here. E, Shift Z, and I'm just turning off the z-axis, so it slides along the x and the y here. E Shift Z and move that over there. So there we've got a hose there and I think with the camera here, that'll still be out of frame. And then let's take these here. I can tab into edit mode and hit Shift D, E Shift Z, and on back like this. And then maybe this one here, E shifts the, begin getting this out of the way over here, back like that. And then this one here, maybe we can take this and move it this way just a bit. And then E Shift Z and move it like this. That and this over here should go back as well along here. So E shift D, shift D, and I'll take that back like that. Alright. So you can just kind of create hoses and tubes however you want here. But of course, they need to have some sort of a thickness now Dante. And maybe for this one instead of ending, I think I'll have this one end here with a coupling or a connector on it as if you kinda drag it over and plug it into the ship. But this one I think I will extend and have it earn back and go this way. So the shift Z and I'll take it across here. This one, here we go. Okay, so now let's begin adding some thickness to these. First of all, let's work on this one here. I'll come over to this object data properties for the curve itself. And we want it to be 3D here. But we want to first come down to the geometry section. And we want to click and drag on the depth. So if I do that, you can see it begins to create a tube or a hose or a cable, her whatever we want to call it. And so how big it should be totally up to you. I don't really know, so I'm going to just going to go like this here. Keeping an eye on the camera view over here, we can also hit the 0 Qi. So there's that one. I'm going to bring it up so it sits a little bit more on the on the floor here like that. And then let's do a couple of others. So let's grab this one here, right here. Let's scroll down into the bevel section and click on the depth field and drag that out a little bit like that with this one. Maybe move it up as well. And we go. And this one too. Maybe we make this one a little bit bigger. Bring that up there. Now if we wanted, we could take this hose right here and kind of bring it over these two. So if we tab into edit mode, we could select this point right here and bring it up a bit like this. We could bring it up to here, I guess, and then we could add more nodes here to get them to bend down. So if you select this one and this one, you can right-click and choose sub-divide. And now we have a point right here. We can bring that down a bit if we want. Maybe we could take this one and slide it over some like this. And then this one can come back and a little bit and see maybe we could add one more point between these two. So select these right-click sub-divide, and grab this one. We could pull that down a bit, please, or you can just move them around even once they have thickness to them. I think that's pretty good. What I need to do now is add thickness to this one here. Bring that out like that. And then this one said, I think I'd like this one to be like a fueling hose. So we'll need to add a coupling there at the end of that. Now I haven't done a whole lot in terms of terminating these anywhere, and I won't unless we happen to see the ends of them from the camera view as we move the camera over here and animate it in this way. So they're just here kinda for decoration. And we'll see if we need to do anything more once we get the whole path the camera in when we're animating. All right, In the next video we'll create a little coupling here, and then we'll smooth the whole thing and see how it looks. And then maybe move on to our materials and textures. 24. 023 Finishing the Modeling and Organizing the Scene: In this video, I'd like to just finish up the scene, finished the modeling, clean up the outliner mixture. All of our objects are named and in the right place, just kind of finish up the modeling before we move on to creating materials and textures in the next section. So one of the things that I think I'd like to do is just looking at the framed image over here. I feel like maybe we need one or two more containers over here. If we hit the 0 key on the numpad, we can go to our camera view. And I think I'd just like to take, maybe take this and press shift D y and move it over like that. And while we're here, maybe I'll just do that. Same thing here. I don't know. I've I just feel like we need a little bit more over there. And maybe as the camera moves from its beginning spot over here, we may see more of this area, so we'll just add a couple of containers there. Another thing I'd like to do is just smooth the landing bay. You can see the polygon faces here along this beveled edge. So let's just go up to Object Shade Smooth. And then let's come over here to the object data properties and click on Auto Smooth. And that should do it at 30 degrees here. Click and drag and take it down and then up. And I don't think I want to take it up quite that high. If I take it up too high, you can see I lose these edges here. So watch those. You can see they just kinda go away. And even here in here, so I don't want to go that far. I want to keep those edges, so yeah, around 30 degrees is probably about right. And one thing I noticed about the landing bay earlier, as I was preparing for this video, I realize if I tab into edit mode and go to face mode, and I press Alt Z, take a look at what we have here. Right in here we've got a row of internal faces. You can see them right along in here. And you can see them right up here. And that's a problem. You should really never have internal faces. And this is because in the modifiers panel, I applied a solidify modifier underneath a mirror. And if you recall, I'd said some time ago that the order in which you apply, the modifiers can make a difference. And this is one case in which it did. Probably what I should've done is taken away the mirror, run the solidify modifier, removed these faces and then added a mirror modifier again. But these things happen and we have to know how to fix them. So Let's go in and just remove all of these. I'm going to press Control and click and drag all of these to de-select those on the sides. And then it looks like we've got base right in here. Yeah, one more in there. And one more up here, it looks like right there. So now let's just press the X key and choose