Vintage Fridge: Autodesk Maya Complete Modelling Course | Lukas Partaukas | Skillshare

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Vintage Fridge: Autodesk Maya Complete Modelling Course

teacher avatar Lukas Partaukas, PolyGoods

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

39 Lessons (6h 26m)
    • 1. Introduction

      2:23
    • 2. Setting up our workspace

      1:06
    • 3. Creating initial measurements for our object

      8:00
    • 4. Visualising created measurements

      6:24
    • 5. Saving Project

      1:41
    • 6. Creating main body of a fridge

      10:33
    • 7. Creating a base shape for the front doors

      9:40
    • 8. Adjusting shape using soft selection

      2:49
    • 9. Adding overall detail to the front doors

      15:40
    • 10. Filling in the door gap

      3:32
    • 11. Creating a fridge handle

      15:07
    • 12. Creaitng detail using a boolean functionality

      12:59
    • 13. Smoothening out edge transitions for the base

      7:49
    • 14. Reusing topology to create extra detail

      12:02
    • 15. Creating additional 3D mesh for the hinges

      12:01
    • 16. Attaching hinges to the main body of our prop

      15:18
    • 17. Creating a text to write the decorative naming for the fridge

      8:17
    • 18. Creating a decorative badge using subdivision techniques

      15:42
    • 19. Adding radial symmetry detail to the badge

      11:57
    • 20. Using deformer to manipulate text

      13:23
    • 21. Creating low topology fridge body by reusing existing mesh

      12:11
    • 22. Reforming and welding mesh to retopologise the fridge

      17:07
    • 23. Optimising topology for the hinge area of our object

      9:03
    • 24. Final mesh adjustments for low poly base of our vintage fridge

      6:38
    • 25. Optimising front decoration of our mesh using polygon primitives

      4:18
    • 26. Retopology of a handle

      18:35
    • 27. Creating partial bevel of an edge

      4:17
    • 28. Organising the outliner

      20:01
    • 29. Creating soft edges for our mesh

      8:23
    • 30. Setting up high poly mesh for color ID

      8:35
    • 31. Continuing to create the colour ID map

      13:56
    • 32. UV editing basics and unwrapping the badge

      8:51
    • 33. Creating UVs for handle and hinges

      13:43
    • 34. Splitting main body into UV shells and adding extra vertices onto the mesh

      11:50
    • 35. Editing mesh without impacting UVs

      6:44
    • 36. Fixing UV distortions

      9:10
    • 37. Laying out UV shells onto 0 to 1 UV space

      12:14
    • 38. Creating a cage for the bake

      8:23
    • 39. Exporting maya files as fbx

      5:28
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About This Class

Vintage Fridge: Autodesk Maya Complete Modelling Course

 This Polygoods ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ will help you improve your 3D modelling workflow by taking you through the entire pipeline of the modelling process for a vintage fridge prop. It will take you through various skills and new tools used within a current professional practice of Autodesk Maya modelling workflow in its current 2020 version. The purpose of these lessons is to teach you different techniques which you will then be able to incorporate onto your own personal workflow to increase your creative freedom in 3D modelling. It will also teach you everything that a modeller needs to know within Autodesk Maya so as to create a great 3D asset, that is perfect to be used as a video game model.

‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ is set up with varying difficulties; helping you learn more advanced skills progressively. As we continue with the course, learning aspect and techniques will become harder, helping you to better ease into the modelling process.

 

 Retopology

This course will cover the fundamental basis of modelling retopology in addition to advanced techniques. We will go through the basics of how we utilise a high-poly mesh to set up an optimised low-poly version. You will also learn how to use ‘quad draw’ to manipulate and create new vertices so as to create a good topology for the mesh. We will go through various techniques that take advantage of other tools, such as ‘snapping tool’, to easily manipulate. Through this course, you will learn how to easily fill in the gaps of the optimised low topology. ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ will show you how to speed up our overall retopology process.

 

 Symmetry

By enrolling in ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’, you will learn how to make best use out of symmetry tools to speed up your workflow. Combined with other tools, I will show you how to use the symmetry tool to become more efficient at the 3D modelling process. Your learning outcomes will include knowing how to use mirror-based symmetry and radial symmetry – allowing you to create more intricate shapes and edit these with ease.

 

 Measurements

Through this course, you will learn how to set accurate measurement pointers for three-dimensional (3D) object regardless of its size. To achieve this, I will walk you through the tools provided in the base version of Autodesk Maya. Through learning to manipulate what is there already, we will be able to accurately scale the object. ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ will also teach you how to match an object to the set measurements to produce a model with perfect or realistic proportions.

 

Gizmo Manipulation

Throughout the course, we will learn what the best ways using gizmo manipulation are, and I will show you how to speed up the workflow. ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ will show you how to use gizmo manipulation together with different snapping options, such as snap to grid, and snap. This will allow us to make quick and accurate mesh adjustments. You will also learn how to position and orient gizmo tools to quickly and easily achieve the desired results of our creative workflow.

 

Transform Constraints

The course will cover ways of which we can restrain our transform tools in order to allow you to be more specific with mesh modifications. It will show you how we can easily use step snap tool within Maya to get the exact desirable rotation results within our workflow. It will also teach you how a transform movement constrain can be helpful to create perfect gaps within a pattern of a mesh.

 

Mesh attachment

Through ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’, you will learn different methods of wielding objects together. You will learn how to use ‘join mesh’ alongside manually using the ‘target weld’ tool. We will go over the ‘target wield’ tool’s practical uses in the vertex and edge edit mode. You will also be given examples of situations in which you can automate the process and weld based on vertex distance. Finally, we will cover how to use the Autodesk Maya ‘bridge tool’ to fill in a gap and keep the existing vertices in their order.

 

Boolean

Using Autodesk Maya’s boolean operation, I will show you how you might negatively impact the mesh via a trial and error process. I will demonstrate how misusing the boolean operation can cause various unexpected errors, such creating n-gons that ruin the smooth subdivision of an object. ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ will show you how to use the boolean operation to get the desired results, in addition to how to fix your topology, in the event of an error, to keep a subdivision friendly shape.

 

Low-topology Optimisations

Within the course, we are going to go over ways to optimise our high-poly mesh version into a game-ready asset. We are going to learn of ways to reuse the existing topology and modify topology to lower the overall polycount. ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ will also show you which details to remove from your low-poly topology prop version to let you bake the normal texture map using a high-detail version mesh.

 

 Quad draw

During the process of making a low poly game asset in Autodesk Maya, we will be covering the uses of the ‘quad draw’ tool. The ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ will (a) teach you the basics of the ‘quad draw’ tool, and (b) show you how to modify topology using this tool to create your own topology from scratch. Later, we are going to be moving onto some of the more advanced uses of the ‘quad draw’ tool and learn ways of using it in combination with other mesh editing techniques to learn more adaptable ways of workflow efficiency. This part of the ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ will give you greater control over the overall topology of your props.

 

UV Unwrapping

The ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ includes an entire lesson on the UV unwrapping stage. We will go in-depth on how to easily split UV texture coordinates into multiple shells using manual and automatic ways of doing so.  We will also be also covering ways to help you avoid distortions within a mesh’s UVs. You will also learn the methods that professional artists use to fix distortions. The ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ will teach you ways to utilise UV shell layout within Autodesk Maya as well. It will cover all the information needed for you to make the best use out of an automatic layout tool and its menu. It will also cover manual methods, such as the ‘pixel density scale’ tool to help and give you a complete control over the resolution of individual sets of shells.

 

Mesh Editing with UVs

Sometimes adjusting the mesh models is inevitable. This ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ will go over techniques that can be used to edit the topology of a mesh without ruining the UV shell layout. You will learn how to add additional topology to increase texture density within a specific area of your mesh.  We will also be learning ways to fix the topology of an edge-flow to get a low-poly version which would be more suitable for your model’s texturing stages.

 

Mesh Cage

Through this ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’, you will pick up skills for creating a cage asset for a 3D mesh within Autodesk Maya. Cages are used in professional 3D texturing practices because they allow artists to manage their texture bake outcomes. The cage controls the way rays hit the mesh to bake the detail from a high-poly version of a mesh onto a low-poly version. By the end of this course, you will be able to create a cage with ease for any mesh in all your future projects.

 

Colour ID Mesh

The course will show you all the basics for setting up a high-poly version of a mesh for ID texture map baking. The ‘Vintage Fridge: Autodesk Maya Complete Modelling Course’ will teach you ways of colouring our objects, including how to colour individual mesh pieces. It will teach you how to efficiently apply colour variation. Finally, enrolling in this course will enlighten you to the tips and tricks of how to categorise the mesh by showing you where the variation should and where it should not be.

Meet Your Teacher

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Lukas Partaukas

PolyGoods

Teacher

Hello, and welcome to Polygoods where we do 3D Modelling primarily focusing on assets for video games. We go over a variety of different tools and workflows, primarily focusing on the software such as Substance Painter, Autodesk Maya and Unreal Engine 4.

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Transcripts

1. Introduction: Hello, everyone. Welcome to the polygons workshop. In this course, you'll be taken for all the necessary steps involved for modeling a professional three D object and odorless Maya software within. It will cover a variety of different stages involved. We'll begin with simple basics of modeling and which will be making a high resolution vintage bridge using various subdivision techniques. Help us create smooth combination of shapes for a problem during this process will also cover how we can make use out of a 1,000,000,000 functionality and how to get the right apology out of it so it would work without any trouble with our subdivide herbal mash. Then we'll move on to creating a low poli mesh and go over different posts syllables. We'll cover ways we can reuse existing MASH in order to speed up a written apology process as well as look at ways we can make out the Poldi shaped around our already existing high poli version. In order to create more optimized versions of Hermesh. Later, we're going to be moving on to you be editing section in, which will go over a few ways on how to set up and mortify you, Michel layouts. We'll also cover how we can eight ourselves for more off the complex processes with some of the more usually underappreciated tool sets the panel view tools. We'll cover those to help us visualize and clarify the manual. You, the work that we can do within the stage, will also be covering ways of how we can easily add it. Matched apology without ruining or distorting any of the UV coordinates. Finally, we're going to be covering extra assets that aren't always needed but are often years within the professional prop bottling pipelines. This will include covering how to prepare a match for the creation process off a color I. D. Texture map, which is essential five for every texture. Artist lecturing I'm more complex shape as it can save tremendous amount of for work time. And then it will finish off our course by going for the creation of a cage asset process, which is again use within a texture stages in helping to get a better normal base. Now that's just the glimpse on what we're going to do. The purpose of this course is to teach you a variety of new and interesting techniques used by professional, freely motiveless, all of which you will then be able to incorporate into your own personal modeling workflow , giving you on overall greater creative freedom within your future productions. So join this course and let's go for all the modeling stages together. 2. Setting up our workspace: Hello, everyone. Welcome to the first lesson. Before we get started, let's make sure we have the same or space layout. I want to do that. Let's go to work space and select modeling standard. Now it still doesn't look the same. Just go back to the the menu and click reset current workspace. Once you do that, let's click on a button to our left to open up in out. Lana. This menu will help us navigate between our objects as well as organized are seen. That's quite useful to have it around. Now what's we have or workspace? Sorted? Let's go to window stab, Click on the workspaces and next to the modeling standard, Let's click on the box next to it. Once we have this window open, make sure you antic automatically safely are changes and then click apply on clothes. If you wouldn't have this option ticked off, you would always have it saved whenever you make changes to it. 3. Creating initial measurements for our object: all right now, before we dive into modeling, I personally prefer to get measurement out of the way first, to get the proportions right for the model itself. Now, in this case, I know that the fridge is going to be 60 sentiments with 55 centimeters in depth and 125 centimeters in height. However, if we are making it to its actual size, it wouldn't fit or grade and preferred to keep working on its original centimeter grid until the very end for acid. All right, so let's get ourselves a tool for measuring distance. So go to create tab, hover over measure tools and select this and stole. Now that we have that, we could start by simply clicking and dragging on, too the grade. But I'm going to do that by clicking, Control said, and instead I'm going to tap space on our perspective. You to get four paddles and then I'm going to go onto the front of you by hovering over my mouth and topping space again. So now we are in the front Zet access. Within this view, we could hold fault and middle mouse button to pat around as well as old. And while holding right mouse button, we can zoom in and out off the grid. So let's start with a high value going to create tab, hover over measure tools and select this and stole. Now we're going to click close to the center, and while holding shift, we're going to drag it up and leave it closer to value. We won't that the high value would be 125 centimeters. However, it would be too high if we're planning to use our great value in order to keep or asset within the centimeter grid line. Let's scale the asset down by 10. So in set up 125 centimeters, we're going to make it 12.5 instead. And for us to do that reversible need to readjust our locators, so we need to move the locators to the middle of the grade. We're going to click on Locator one within the outline er, and while holding ship, we're going to click on Locator to now going back to remove tool by clicking W Hold X to enable the snapping tool and drag it to the left to put it in the center of the world, and now we need to put our first locator at the ground level. And to do that, click on the Locator one, hold fax to turn on the stopping tool for the grid and drag it down to make sure the lines to the center of it. Once we do that, we can finally are just the value for the height. And to do so. Let's go back to locator to and then let's go on to attribute editor on the right of her side, located two and transform attributes. We cannot just the height by adjusting the second value, since the values go in order, off X five said. And we know that the value why is height since we can look, have a look at the bottom left of our panel, we can adjust this to say it's 12.5, and now we have ourselves a hide for the fridge that's downscaled by 10. All right now, let's go ahead and make ourselves save with That's scaled down by 10 so original size would be 60 centimeters, and in our case we need to make it six centimeters. Let's go back to our distance still measurement and because we were using it as our last tool. We can see it right here if you hover it. It says Lost Tool used. So click on the distance tool from here and now we're going to hold fax and to stop ourselves on the borderline of the great and free blocks to the left. It's okay if you don't see the plus symbol off the locator, it's because it's exactly within the grid line. And now we're going to hold X again. And then we're going to hold X again and click to rights out of it. Free blocks, right? So this gives us a value of six. Exactly. Now there might be a case where you don't have exactly the same scale off grade, in which case you can go into this icon right here. Click on great Options and my case. I have have grid lines, every five units with subdivisions of five, so it's a great lineup. Every unit, basically and because in total, there six squares, it'll give me six units, which is six centimeters. Another way we can manually address it is by simply clicking on locator free, going into attribute editor, clicking on locator free transform attributes and its values minus free. And then, if you go to look at a four, it is set to free. So in total, it'll be six units. Finally, we want to have a measurement for the death, and to do so, we need to go on to a different view. So let's stop space while hovering over our view with for mouse. And then let's go to Side X panel. So tap space again to go into it and again holding tap and middle mouse button to pounded around. In this case, we want our depth to be 55 centimeters, and we're going to scale it down by 10 again to keep it consistent. So we need to make it 5.5 centimeters. And to do so, let's go back onto our measurement tool. And while holding X, I'm going to tap it in the bottom line, and then I'm going toe tapping on the right side of it. This makes sures. Our measurements are within the ground level, probably do need to set up our distances, and we can't exactly do it the same way we set up our with since it has a fraction valley within it. So I'm going to go on to look at a five click W to go back to remove tool. And while holding X, I'm going to drag it to the center of the world. Now I'm going to go to locate a six and let us go back to attribute Editor located Sixth Transform Attributes and let's set the value too. 5.5. But I preferred the I preferred this locator to be on the right side, so it will add a negative side to it. And now we need to sort it back onto the center of the world in order for us to have our measurements in the middle of world, since we want our object to be at the center of it. So to do so, what we can do is click on Located five hold shift click on Located six, and now we want to have a pivot to be in the middle of it, so the easiest way would be to group them up and treat it as one object to get the pivot right in the middle. So let's see that that's click control G to group the selected pivot points, and now we're going to press D to go into pivot edit mode and let's hold right click and select recent third position. Now our pivot is right in the middle before we want it. Let's go out of pivot editing mode by clicking D. We can see the change in the gizmo when it goes back, and now let's hold X and drag it to center of the world so it snaps right in the middle. 4. Visualising created measurements: So now if you click space and tap space in a perspective, you we can see we already have our measurements in to see how our dimensions turned out, not before continuing. Let us organize the locators because although they are accurately measuring the distance, we probably don't want them to be scattered all over like this. So what I will do is first of all, let us group them up separately based on what they measure. So let's click on Look It a one and Located two and thes Two locators measure the height, so I'm going to click control G while selecting them, and I'm going to rename it as height. Let's go ahead and click on Locator Free and Looking a four and these two are are with. So let's go and control G double tap on it and let's rename it to with and finally, for that, we already have a group, so let's click on it and rename it to death. Now, once we have that, we can click on height for starters and move it within the X value. Then we get a click on or depth, and I'm going to move it slightly out as well. Now I can click on whip itself, and I will move it slightly forwards in the that direction. That's the Blue Arrow while holding X is that prefer to keep it locked within the grid afterwards? What we can do is we can actually make a measurement box to visualize overall proportional for fridge to begin. Let's great ourselves a polygon cube, and I prefer my Cuba sit on the ground level of access to push it all the way to ground level. We're going to click D to go into pivot editing mode, and while holding shift, we're going to click at the very bottom off the face off the mesh. Then letters go to or move toe by clicking W, which goes out off the which goes out of the period editing motives as well. And now, while holding X to make sure it's snap to the grid, we can move it up to position the cube right at the top off the grade and out to adjust the height off it. Let a select the face off the object. So while hovering with a mouse over object, we can hold right click and select face. Whatever I hold right click and drag it downwards instantly, it'll select faces, so it's quite a nice shortcut to go into face election. Then again, while I'm moving my mouse downwards, I'm going to tap it. So, as you can see, although my menu is higher, it is highlighted the face so far, release it. It'll go factor face. And if I want to go back onto an object mode, drag diagonally up and right. It is a nice way to changing between editing modes. Just when you do it, make sure your mouse is overdone. Object wise. If I tried doing it over locator, it doesn't pop up with same menu because it's giving me a menu off to locate instead. Not often object. It takes a bit of to get you suited for the one to do it. It is way faster and more efficient to go between modes. Alright, once we select the top faceoff on object, what we can do is we can snap it to the top section off our measurement tool. But instead of holding X to snap it through grid, we're going to hold be to snap it to avert disease since the locator is counted as a courtesy, we can drag it up, and it will simply drag it to the exact location off where the locator is. Now. Let's do it for old other sides. And although put away, for example, we can selected one side and hold the suggested it might want to go to another locator. So what I prefer to do is go out of the perspective vote by tapping space. I didn't go into the top view and out while in a top view I can hold the dragon to my locator to get another side hold left mouse button to create a selection box. Really said and out Asshole Side is selected, but we need to do selective middle faces. So let's hold control and drag a selection box to the right side of it. So while the left side is selected, let's go and hold the and drag it to the to the WITHS locator. Let's redo it for death locators as well. So holding left click to make a selection box hold control and then holding left click to do the same thing for a top, and it selects the face that's only facing front. Hold the drag it to the depths. Locator using Is that a movement after only Then drag it on the top. Hold control. Dragon of the Bottom selects the back face off her box. Fold the click on the arrow and drag it to the locator. So now be tap it out off the view. Tap back into perspective. You We have, ah, Fox that fits perfectly within our dimensions, and we can rename it to reference measurement. Now let's go ahead and clean up for fork space. So click on a distance. I mentioned one offer out liner and holding shift collected the reference measurement Click Control due to group them all, and let's rename it to measurements. 5. Saving Project: make sure you save your file constantly. You can do so by clicking control s which, if you haven't saved, it's already will prompt up to saving it as window. Now, personally, I would recommend you to also save it as a separate file every once in a while. So if you click control shift and s, it'll pop up with save as files. The reason you'd want to save it as a new file every once in a while is because sometimes the scene might get corrupted within a file and you might fail to open it. This is quite rare, but it can't happen, Evan, any software, so I'd recommend you doing that. So basically, you don't lose all of your progress in case it does happen. Another reason is because it allows you to go back onto your older versions. In case you're planning to make some adjustments creatively, that'll affect your overall asset, and you want to revert to its previous state. You can simply go back to an older version. So now, once we're within the same s window personally, I prefer to always have my workspace window open within windows. I can copy the location were filed by tapping on the location and clicking controlled seats copying. And so now you go back to save us window. I can top of location, click control eight to select all of it and deleted. Then click Control V to Pay said Hit. Enter and it's within my folder and I'm just going to rename it. Save It is binary. The full turnings will be a right, so just save it as 6. Creating main body of a fridge: Now we have our measurements in our workspace set up. We can go ahead and start making our model mouth. So let's make sure we are in our object mode that select measurement box, and we need to duplicate it. So let's click Control D. Now we click F while hovering over our outline. Er, we can see that it created a do create object. So by holding middle mouse button, we can drag it out the measurement section. Just make sure you drag it out between the items within our list, so it just shows the horizontal line instead of a box. Now we can hide or group again, click on the group and drag it up to keep it on the top. Now let us hide the special group by clicking age. We're not going to need it. For now, we can always bring it back to view by clicking ship age again. I'm just going to hide it. Now Let's click Alert Box and use it as a starting point. But to make our vintage fridge, we are going to be using subdivisions. But for now we're going to be using Subdivision Preview, which we can enable by clicking free on our keyboard. We can always go out of it by clicking one. So as you can see, since we don't have enough for Texas, it tries to round it off into a neck shape. And to fix that, let us add some basic for disease from sorrows. So let's click on Malta cattle on the top of the Poly modeling list. And now, while holding control, we can insert an edge loop. But what we want to do is in set up left clicking That's middle click, which adds an edge loop right in the middle. So I'm just going to do it for an upper section in the lower section as well, and I will also add a couple to the side of it. Then I'll pick click free. We can see it's taken a better shape. What we need to do is we need to start with the base up the fridge, and so we need to leave some space for the fridge doors that's going to an object mode, so whole right click on object mode. Now let's click D and go to the back of our fridge. If you look at the bottom left. We can see that the set gizmo is going forwards this way, so the back will be this section over here. Hold shift, click on the position and now we can click, are to go into scaling mode. And now we get scared just within the said scaling. We can turn on the measurements real quick by clicking on the measurements, holding shift at a clicking age and going back to the measurement tool, then going back to our initial object, and I'm going to scale it down to run this much. It doesn't have to be perfect. We can always adjust. Sit in the future as much as we want. So let's go and click on the measurements. Hide the measurements. That's elector object. Now let's click free to this time. Let's fix the bottom section off the fridge to make sure it doesn't actually smooth in itself. All and what we will use. Let's go back to original shape to make it easier. What we will use is we will crease the edges at the very bottom and to do so. Let's select that just now. Let's click you to go with selection mode and just double click while holding shift on one side off the mesh, another side and basically just select the whole bottom edge. Loop off the fridge. Now, while in an edge mode. If you hold shift and right click, you get a menu for told that it can be used with edge mode. So in our case, we want to select Crystal. And while we're in the crease tool, we can increase the selected edges by holding a mouse button and dragon and evil right or left. If you look at the bottom off the Meyer, we get to the values the Maxwell used to. Once we drag it past two, it'll be Maxim increased, and now we click free for preview. Now we see that the fridge. It's taken a bit of a shape that's try fixing the brunt of the fridge. This time, you can see that the front is getting smoothed off too much for the base of the fridge, so we need to crease the front off the fridge. But in this case, instead of doing that will simply double click on the edge while being an edge mode and having ah while having selection tool enabled and I will go to subdivision Preview, click W and moved Teoh Edge Loop forwards. This way I can adjust it while visualising it What it looks like now. We'll go to object mode they selected, and I will check how the fridge looks like now that I'm happy with the way the front goes in. Let's start by making adjustments to the corners of the fridge. No going out of preview taking one. For starters, let's go on to multi cattle. Hold control and click middle mouse button to add in a loop right in the middle of her fridge. Now, once we have our edge loop right to the middle of the world that splits up the X axis, we can enabled symmetry to help us with modeling. So let's go into modelling tool kit, and under its there will be a symmetry option that's enable object Thanks how to keep some proportions. I will add an edge loop in the middle, so middle mouse click and then I get a middle mouse click going to edge selection. Select the quarters and let's go on to preview mode. This time, we need to drag the edges quite a bit down that's tracked over one as well. I can see that this move inning isn't going as well, so let's had a never each loop within it. Middle Mouse. Click now select the starting point of an edge and while holding shift double click at the end off the edge. And now let's read just a curve a little bit. So let's get going to starting point of an edge. Hold shift DoubleClick At the very end, Click W to go into move Tool and I can simply readjusted can also drag it more to the left if I wish. If I double click on a part of a line, it's like the whole edge loop, and now I can drag it to the left and the symmetrical point will drag it to the other side . Now, if we chicken, we can see that it looks better than the original shape, Not a look at it. There is a bit of a need for edges to be curved in a little bit more, so let's go on to edge mode. So right click drag it to the top and double click the edge in a corner. It only select the very edges and set up going the whole way around this. It doesn't actually consider this an edge loop that's at the very top of in deception. Off the squares, instead of going around it actually go straight and then turns right anyway. Once we select the edges, let's click be This enabled the soft selection. Using it, we can adjust multiple vert disease to create a soft movement. Before we do that, we need to adjust the scale the size for a brush. So if you hold be, we can scale it up and down. If you're not seeing the brush, Or maybe everything is just highlighted. Look at the bottom left value while I just sing it. That might be a chance that your brush is just too big and you just need to scale a doubt all the way a reasonable value. So once I do, Dad, I'm just going to I get a little bit down. Have a look at it by selecting the fridge to know. Looking at the preview, you can check the way our fridge looks, and we probably want toe make a quick adjustment to the back of it as well all over Reddit . So select the fridge again. Go out of the soft preview mode and let's go into Vertex selection this time. Now let us select the edges off the back off the fridge. Click. Be deter non soft selection and increase the value when increasing the brush radius value. It is best to look at the way it highlights toe courtesies. Once we're happy with the way it selects it, that's going W to go into move tool and let us drag it down. What's a little bit that's actually move to hold back loop down as well. So click on the Vertex for an edge, and then we can double click while holding shipped in the middle of our text. Since the symmetry, it'll select both sides. Now make sure you have a soft selection turned off by clicking Be and drag it down a little bit. Now we have the base of the fridge ready, and we can move on to making doors for it. 7. Creating a base shape for the front doors: all right. The next step we're going to be doing is creating the doors for the fridge. And before starting, I'm going to minimize some of the taps that I'm not using. Let's click on The Attributes editor, which minimizes this tab and puts it on the right side. We're going to tap of the fridge and remove the subdivision preview by clicking one that we can reuse the front of the faces to use it as a starting point for our fridge. So I'm going to go into face selection by holding right click and dragging it to the bottom of it to select the faces. Now let's hold tap change of selection mode and simply drag it pro two Middle off the fridge. What to do that we can hold shift and use greater than symbol to expand our selection. Finally, you finish off the edges. We can hold tab again and your quick selection off them. Now we have our front selected. We can click on duplicate button, which creates a whole new object. So if we look into our outline, er, we consider copies the group outside of an object and makes a duplicate outer of selection . I'm just going to undo the action but clicking, Control said. And now, before continuing, we need to delete the history of for a group, though if you go to bed it and delayed by type, we can see the living history. Or, alternatively, you can use Old Shifty while having the group selected. So let's go ahead and do that. And once you do it, transform that was. Exit has disappeared. So let's say, like those super Gator paces and drag it slightly outwards. But we can see it's a separate object. And now let's go ahead and give some thickness by extruding the faces that's extruded outwards. So let's click Control and E and let's use Flu Arrow to track it out. And like we did with Far Fridge Body, let's go into Subdivision Preview to see how the doors look like we need to sharpen the bottom section of it. So let's go ahead and do that, going to click one again to go out of the preview, holding right click and drag an all the way up. And then I'm going to select the bottom section, and while holding control, I'm going to select the once above it to select only the edges underneath it. Now let's called Shift and hold right click to select the crease stool and drug it all the way to the right using middle mouse button. So now we go to the preview against you know it sharpens the edges. Don't worry about the darkened areas. They're not going to be there once we subdivide the model itself. And although the fridge we're making hats two doors for it, the one on the top and one on the bottom, we're making it as one for now, since we definitely need to make the curvature consistent for our doors. So let's go out of the preview mode by clicking one. Now before we continue. Let's go on to modeling Toolkit real quick and enable the object X symmetry. Once we do so, let's minimize their modelling tool kit by clicking on it. Now let's select the top edges for it. Let's click W to go into move tool. So now we can make some adjustments for the top curvature. But But before I do that, I want to see how it's going to affect the smooth and subdivision, So let's click free. Now we move it while it's subdivision preview. Notice how the edge it's actually much lower than the base of the fridge. That's because of this have been up of the vert disease to support its flow. So let's go out of the preview mode by clicking one. Let's have some more vertically through back of it. So what we need to do is to go to the moral selection. So let's go on to object mode. And now let's click Control one, which isolates all the objects except for the selected one. This way we can t your back off the mesh without the other model interfering us. And afterwards, let's go into our face selection. All right, click dragging downwards, and now we can use Tab to make a quick selection off the whole back. Afterwards, let's make an extrusion action using control and E, and this time we're going to use upset within the menu. But before using it, let's make sure that our sensitivities set to slightly lower. So if we keep clicking on the circle that's on the top right of the tab, we will be increasing it until it resets this value and turns to the minimum amount afterwards. Let's click on the upset word, and while holding it, we can actually adjust the value while doing it. You can notice that upset. Well, no, actually affect the other. Vergis is within it, so we can actually use the upset to go more than the needed value to go higher. We're going to use the scaling tool to do it manually. So let's click are. And since we already have the face of selected great scale the values inwards a little bit , which will affect all the polygons inside. And since we're using the symmetry, it'll keep itself to the center now for the top section. I wanted to go downwards, but I don't want the Vertex is on the bottom of it, too. Be affected as well. Let us change the pivot center. Go to pivot edit mode by clicking on D while holding shift. We're going to click at the bottom edge off the selective mesh, so click it and then and then go to scale moment. Clicking are and scale down the void value. Once we get similar thickness to the one on the right and left sides, we can leave it as is, we don't have to be completely accurate. We can easily just eyeball it, since once we subdivide, it will give us a similar results. Once we're done with the back, we cannot just the sides off the front of the fridge. Let us go quickly onto Subdivision Preview to check, and this edge smooth is way too much for us. Let's go out of the subdivision preview by clicking one that suggested for us to become smoother. That's going to our face editing mode whole right click and click on the face. Let's just quickly select the faces by holding tab button and this time, before scaling it, Click D, right click and reset Put position. This will make sure our pivot is in the center of the symmetry mode, and now let's click are to get scaling mode and drag inwards. Now we need to make sure that the front comes out. Morton the edges back into face editing mode holding tab. We're going to select all the faces in the middle. Let's click W to go to remove tool and let's move there that just forwards that they're just surges. We click on the 1st 1 and while holding shift DoubleClick Attar at the one on the end and simply drag it out so a little bit to make sure it gives a nice curve. You can even go top space and use the top section kind of manually set the curve as we wanted to be. Let's do it again for another line, tapping on the line on the top, holding shift, double tapping on a one at the bottom. And when it selected, we're going to drag it within the top view as well. We want to curve to be slightly higher as it approaches the edge. Once we're done with that, let's click free to go into preview toe like the object mode and on top from the object to check the way it looks. After some inspection, I see that we need to adjust the angle of our top, which is the needs of thick. So let's go ahead and do that. Click on an object and click. Want to guard of the preview mode? Right click drag to the top. Dislike edges Nick W and using the Red Square. Let us move it slightly higher. No click free to view the way it is want to go out of it and out to view the way it looks. That's clip control. One to guard of the isolation mode. And I'm going to enable the preview on the base of the fridge of selecting the fridge Object picking free, selecting All right. So far, so good. I do want to check the way our measurements are, though, so going to click on the measurements. Click Age, John. Hide it and it looks quite close, although I do want to move the or it's a little bit in words I wouldn't do that doesn't need to be completely accurate as we're making a game acid. But as long as it is quite close, I'm happy with it. Out of hide the measurement tools again by selecting it and clicking H and I want to keep the gap way smaller than it is. I'm going to go out of the preview mode and let's click D to go into of its editing mode. Old shift to click on the face. Now we can go to scaling mode and simply scale it using the set access. You get it, close the fridge, but make sure you leave the gap as we are going to be feeling that in later 8. Adjusting shape using soft selection: Now, before we continue, I would like to adjust the curvature for the top section off our fridge. Let's begin by going out of the subdivision preview. Select both of the objects and click one now, in order for us to add it. Both of the objects edges simultaneously. We need to, firstly, select the door a separate object, then holding a right click and dragging up. And now, while in edge editor, we hover over our main body of her fridge and then select edge again. This allows us to add it. Edge, it's of multiple objects. Wants to do so. Let's stop space on tap on front set camera, and within it we can zoom in on the top and holding left marks button. We can select the edges, then holding control. We can select let's side on the right side as well as the bottom side. So now, if you top out of it using space again and top in into perspective, we can click W and adjust the top off the fridge. Let's also enabled a soft selection click on the B button. I just scale accordingly, so it picks up the edges to our left and right, and now gradually drag it out upwards. Once we're done, I will de select off selection and slightly adjust the edges. Rerelease elected. So now we go into object mode, both for the base off the bridge as well as for the doors. We can be select the whole object entirely. Now we can select them and click free to enable the preview, and we can see that the curvature is much nicer right now. I do want my door to round off a little bit more than it is, so let's go into edge mode. Select both of the edges on the side, enable the soft selection by clicking B and holding. Be adjust the radius so the red touches the edge of this line and now drag it down a little bit. Now let's click free to going to preview to check how it looks. All right. I'm quite happy with this result after checking the door from the Frankel's that do want it to be slightly shorter so we'll go to skating mode and since a gizmo in the position they wanted now I will just lightly shorten it, going out of the object mode to give it a quick check 9. Adding overall detail to the front doors: And now let's go and separate the bottom section, since I want to add some detail in the middle, but I don't want the bottom of it to have it. So click on multi cut tool Old Control, and while I bowling it, we can I can click to make a line. Now, if you don't like the position of it, we can always que double click on the line to select the whole edge loop and then tapping W we can moving up and down. We could move it like so since line above it and underneath it. But for the edge, Loops don't have different positions in terms of X ends that values. So once we get something like so let's go to face selection by holding right click and dragging. Now let's select Call the bottom faces off it, make sure all of its selected we can check it by clicking control one to check if all the selection is exactly what we want. And in our case it is. So let's control one again, the guard of it and I select this extract icon right here to separate our object. Once we're done with that, we can go into object mode into objects election mode and let's click control one. Once we have this area isolated, we can go into edge selection mode, double top on the edge and click bridge icon. Although this gives us a face, Phil, it's kept us and gone, and we need to fix that if we want to smooth in it. So, for example, if we wanted to try doing that now, it'll give us some mesh errors. Federal behave in another way. We'll go out of it clicking one. Now I'll select the face in the top, and the easiest way to fix it would be too triangulated. If you want to be a little bit more fans here, we can go ahead and click Michigan and click on Congratulate. This will just remove some of the edges were not needed. Now we need to make an edge loop, you know, for the faces. Do not behave in any way the way so click control E to go into extrusion mode and now get the offset to go inwards. If the sensitivity is too big, make sure you lower it using the circle on the top pried off the window. Now, once we get the way we like it, we can click you to the selected Goto object mode and lets out an extra loop underneath it . All right, What's up? Happy with the results that's click control one to go out of it, I'll enabled the division preview by clicking free. And now let's select upper section off the door. Click Control one and let's go ahead and do the same thing we did for our bottom section. So going to edge mode, double tap on the bottom off her door. Fill it in, select the face. Go to mesh. Triangulate now click control e get it to go in using offset. And now, let's see. Selected. Going to object mode. Click free to go into subversion. Preview again. And now let's clear control one to see how it looks like. And I do want to make a bit more of a gap between those two sections of separated. So let's go back into our selection. Click one going to face selection. Make sure while you're doing it, you're not hovering over another object. Select the bottom off the bridge. Hold control to de select the top of it Click W two going to move tool and that once were selected. We can go back onto Smooth Subdivision but clicking free and drag it upwards. That's the selected Click one out to guard of the preview world. Select Multi Cattle. And while holding control, that said another. That's loop. This looks all right, but I wanted to be a little bit sharper and set up, dragging it down. I do want to use some crease, so let's undo Toe Preview to elect a register. Easier click you to go into selection Tool. Go to edge selection double tap on the poli loop that goes around the edge. And now let's go back into our preview mode by clicking free holding ship. Let's hold right click as well, Chancellor Crystal and using middle mouse button. That's increasing 2.8. If you look at the bottom left, you can see the value so point it is clicking que going to object mode and in selecting it to see how it looks like. All right now, back onto the upper section or for a door, we need to add an extra detail in the middle. The easiest ways to use edge loops. Well, let's undo the subdivision preview. However, there is a bit of an issue if we were to use a multicultural as it is, and I'll just give you an example. If I were to make edges next to the corners of the already exist next loops, if I were to subdivide it, we can see that will give us some unwanted pinching, so just going to click controlled set to undo it. To avoid that, we need to double click on our multi cattle. Make sure the actual multiple tool is selected to give ourselves its menu. Now within it. That's enable edge flow. This will allow us to create edges that will not affect the dynamics of division. So if I hold control and, for example, created in the middle, as you can see it bumps it up slightly, it doesn't create it exactly well, thought any movement. So we turned on our edge flow. Keeping it as one is fine for our sake, So let us at some edge loops before doing so. Let's enable symmetry on object X now, but zooming out. We can visualize the thickness off where it's going to bump out it. We can click free to check it within lower preview mode. And again, it's no affecting the flow. Now let's go click one to guard of it. That's disabled edge flow, since we're not using it anymore and close down full settings. And now let's go out of the multiple selection by clicking Que To go into selection mode is going to face election mode. Whole right click. Go to Pace and I want holding tab. Let's select all the front faces. Simply hit control. E extruded rockets blew our A little bit outwards and click are to go into scale mode and a limited scale. It inwards a little bit. You click free to check the way it looks going to go on top jock mode and the selected All right, we need to break off the edges between the middle and the sides, so let's click back onto the object click. Want to go out off the preview? Whole right click going touch mode. Double click on the edge. Since rehab symmetry both that were selected that we can click free to go back into preview , hold shift right click crease stool and to drag it in words. I don't want the complete value. So around 1.8 it's fine again to this have to be an exact value. As for a top it, I want the edges. I went there just to end with the courage of low, so I want my verdict to be dragged back to this position. Let's go into edge selection boat like the that just I go around it. Make sure you select the section as well. Ticos Inwards as well. We'll shift. Go decrease tool Click preview so you could visualize it while editing in. And now, by simply increasing it. I don't want it to be Max value. Since it's too sharp, the having at a 0.7 is fine. Now you might notice that there are some weird edges around the corners off the at the area , and that's because we don't have enough subdivision within our preview. So the change that we can click on an object go to attribute editor and within smooth mash subdivision levels changed us to free, and that will be more than enough for our case. That's where that picked in the top section. We can finally separate the upper store from the bottom one. So let's click on it. Go out of the pre mode by clicking one, and in this case, I'm just going to go to edge mode. Double click on edge. The select a loop Click W Let's a justice line as we see fit. We wanted to be around this height, and then we can hold right click to go to face selection. Hold most button and drag. Select the bottom section and let's click on extract button. Then let's go to object mode. Select both for objects at a click old shift, then D to delete the history. I'm just going to go to back to the modeling kid. Now let's click on the bottom section off the door. Take control one I didn't control one againt isolated. Now is it can see in the back. The line isn't actually going isn't actually going straight. We can easily fixed that by simply going to edge selection half the loop selected and then a mechanic. Click far to go into scale mode. Click D to go into Gizmodo mode. Hold shift, click on the line. That's the front of the fridge. Now click are to go back to scaling mode and simply drag the green cure down to scale it down. So now we can go back into our selection mode. But clicking que and once we have our upper edge is selected. We can click on Bridge, then go to face select upper section, go to mesh trying Glade. Now we're gonna click e and use offset to Go inwards. That's also add on edge loop underneath it. So go to multi Crittle, hold control and click for it to go around it. Once we're done, we can click you to go into selection mode. All right, click to go in to object mode. Click free to to view the dynamics of division. Nobody selected, and after checking up on our edge, we can make adjustments to it. So click on it. Whole right click got edge mode. Old shift right click Go to crease tool on our middle mouse button to I just did one point free of a crease. Value should be good enough. Now I'm going to go collect cute this ago selection mode. Go to object mode by holy right, click and click do hide the white frame and yeah, usually looks good. Now let's click control one to guard of isolation mode and let's continue away for upper section that's collected in the wild, where an object selection mode click control one to go to isolation and now, holding right clear, go to edge mode, double top on the lower edges and bridge them together. Now hold right, Click going to pay selection mode. Click on the face, go to bash Triangle Aid and Click Control E to extrude it. And now let's set off set around this amount. All right. In this case, we're left with the problem that was similar to previous one. Except right now it is with the faces, but the method is going to be very similar. Computer last one. So going to face election mode drag it across and out, hold control to be selected. The top section. Now click are to go to scale mode, and in our case, we already had or pivots selected, and in my case I would have the pivot saved by the previous subject. But just in case you don't have it, a quick reminder clicking D and in holding shift to click on the edge in front of us to change the puppet location. Now click are to go out of it and going to scale, mode and weaken. Drag the Green Cube to scale it down. Once we're done, let's not forget to add a quick edge loop at edges for mesh, and now we can click free to preview it and go to edges by holding right click that has been already selected previously. So it remembers which edge loop. But again, just in case it is the one that's lowest in a corner, click free to go back out of it. Old shift right click crystal. Let's adjust our value to when my freeze fine the selection mode object mode, tapping out off the object any after having a quick check. I like the way it looks, so So let's just leave it as it is. Now let's click Control one. And yet now let's set a bit of a gap between the pieces. So while hovering over the Forum section of the fridge, hold right click, go to Face Election and it selects our faces for that object. Now let's just drag it for a top section off it, and I'm just going to hold control to de select ones that are slightly lower. I'm not going to de select these ones, since it's part of an edge loop, since this actually controls a smooth subdivision for four edges. So I'm going to leave it as it is. So let's click W to move downwards, and I'm just going to slightly drag it down. They want to make it too much. So check the weight looks whole right click object mode. Step out of it. 10. Filling in the door gap: now, once we have the base for a front, said, Let's fix the area in between the objects to start up. I want both of them to get in closer. So while hovering over the bottom section, all right, click select face and then have over this section that's above it and select face as well. So now, once we have paid to select for both their object that strike it outside to do select any faces we have selected just in case taps face going to side X view tops face into it. They have Dragon select the face from the right of the object, hold control to drag it and select the ones that that are going out too far. Click W. And let's just quickly reset the gizmo. Since we haven't done so, click the we'll right click reset private physician. Let's click W to go back into it now we can manually just move it inwards. Close it up for it to be touching. That should be fine for us. So let's stop space and tappin into perspective by topics face again. Well, right, mouse button, Go talk to code Andi, selected now for the upper section of four door or 12 fridge tablets like Gap left. So nor for us achieve that at Select the door, Click Control one. And in this case we can use the face there are within Norm Ash. So the whole right clear go to face election. And while holding tab, we could select all of these edges by quickly dragging the mouse around. Once we're done so we can actually control E to drag it out. I'm going to tap one politically control. Want to go out of the isolation of you? I'm just going to make sure that the polygon to go inside of the main body, but is once we're done, let's just simply delete the back paces. So since the face start selected descriptively, then basically we're doing this because now the subdivision mode will not get smoothing out the very back that says we're not using the pace of the back. It's the fastest way too hard on those edges, basically, all right, so going back on the object, click on Control want to isolated clicking one to go back into the whole object mode. All the right click on attach mode, double tapping on the edges. And now again, that's hold. That's hold shift to Let's hold shift and we, frankly menu going to Crease tool now hit free to go into preview mode again. This would allow me to visualize it while increasing in. But the rockets we just want to max value, which is to I was were done just e selected Click you hold of right mouse button. Go to object mode. Let's look control. One to go out of isolation would give it a quick check with the object. This might look quite smooth right now, but once we're starting subdividing it since the crease, Value said, That's maximum Valley is just going to keep those that just sharp, so just keep that in mind. 11. Creating a fridge handle: Okay, now let's go ahead and start making our handle for the fridge. So go ahead and create a new Polygon Cube. And in this case, since it's a simple object, we can click control Oneto isolated, then workers is. So now I'm just going to go to face election mode by holding right click. Select the bottom Face Top W to go into move tool. And while holding X, I'll just drag it up the world and the same time I'll just delete the bottom pace. We left with sharpened edges. Their bottom. Let's like one of the sides. Track it downwards a little bit. Now click on the top section. Click Control E. It's time we want to manually adjusted, so click are to go to scale mode and using the blue and the red scale Money Players weekend quickly. I just to to shape we want. I want this part to be slightly higher, so going to click W and bring it up. And now let's click Control E to extruded is the PLO arrow to move it up, then extruded again to keep this edge loop, and now we want to have her handle going outside of the objects so that stop on our protection, click control Lee to extrude it again and drag it out towards this. We want to make a quick game acid and simply able it, and it's fine, especially if you're going up against that line. So you want to keep up past pace. And now we wanted to go the upper edge lower. So hold right click to go a Dutch mode. Select Upper Edge Trick W and moving downwards. All right, now that we have to base shape in we can do are a lot of suggesting and fixing. All right. Clear. Go to pay selection mode, click you to go into selection mode. Grappler edge, face and let's make it curved in other bed. So click control E rocket outwards. Let's click are to scale it down. Now we want the upper area to be slightly more curved, so I will also use rotation, so click E and then use the red access to move it like so that we can move it upwards by clicking. W on moving it up if you want more accurate so we can always hold right click click edge tap on the edge and then moving towards. All right, No collected set right here, Greg It like so. And now we need to select their just on the sides off the handle. Go to face mode, whole right click face and now holding tab. We can select the sides off it. Make sure you select both of them not to select the surrounded area for faces. We can hold control and hold right click and select co two edges and then to edge parameter . Let's go to Crystal. Hold shift. All right, Click Crystal Top free to go to preview mode and let's adjust the value 2.6. So right clear, go to object mode on top it to check the curvature. This looks fine, but now I want to adjust the and section well. Hold right click or two faces top of the face, and I will actually go to normal preview to make it my life easier. No. Click are and drag it in towards a little bit. Not to be too much, but a little bit. It's fine. It'll just make sure this has a nice curvature. Let's do a quick fix for the base off or handle though out of the preview mode Albright Clerk to Go the Edge election and what we can do is the tap on edge about holding ship. We can double tap on edge next to it, which selects the whole edge loop or silently. So now we can hold shift right click to let Crystal stop free and adjusted accordingly. What by five should be enough Now let's suggest the ones on the top two. Decide to step on the top section. Select the search loop, but with the crease still again, click free preview mode. In this case, I'm leaving it as well. But its subject. Let's go ahead and add more detail for Subdivision Preview. So go to attribute editor, move, MASH subdivision levels and keeping us free. And it s case we went out some detail. What a handle. But if we want to have straight lines that go across the object, we can't simply hold control and add alliance. Otherwise, they will be adding lines that followed the direction off the surrounding edges. So in here we can see that goes sideways as well as it'll be following it sideways in upper section off for handle first of all, let's click you to go into selection mode. We'll right click go to object mode, selector object and our tap space to go out of the perspective mode and tap space onto our top wide view, then hit control. One is we have our object selected. It'll isolated. Let's go back to Modeling Toolkit going to multi cattle, click Middle Mouse button to put the line and center for object. We cannot turn on symmetry, though. Go ahead and go to symmetry. Object X. And now what we can do is go and click and tap and that while drug and Allied, let's hold shift. And once we drag it across the object, let's release it. So basically line sites above the object and goes across it, and that would make a cut. It's perfectly straight to the object. Once we've done that, we can God of this view, so top space to go out of it and top space to go into perspective. You super. Now there's going tomorrow, the cattle, and while holding control, let's add some lines to it. They were going to get some or extra. Let's go ahead and delete the middle line go to the selection tool Double top allege. And then, while holding control, hit backspace we need to hold. Couldn't you need to make sure to hold control are wise. That keeps the vergis is old. But for example, if I were to do it and go to Vertex, you can see they keep server tissues that are later later lines. So again, holding control leading it just leads Beaufort. This is an alliance. Now we can just double tap in our lines, just him accordingly. And now hold right clear, going to face selection mode so that we could just tap on the line. That's what a handle and double top of the line next to it, then repeated for the lights as well and how we can hold control and drag to the select the ones that are outside a handle. After we're done with it, we can fold control and click E, and then we can bring it in words. And yet this looks all right. So go on to edge mode now Baltika toe and we want our handle to go inwards a little bit and to do so we can do is control and add a bit of a Dutch loop near the handle, then click you to go into selection mode. Let's elect both sides of ledges, have the symmetry selected for me and moving outwards a little bit. Once we have so we can go on to face election, click on the face, hold shift, double tap on the face next to it. And now let's select ah, basis in between the curvature. Do the same thing for the ones in the back and that we can extruded. We could do so by a fever or simply while in a move tool holding shift and moving in downwards. Now, if you go into preview mode again, see that the handle gets smooth and out the very bottom of it and out to go to a white cream. We can see that this edge doesn't have any creases. Let's go ahead and fix that go to edge selection mode. Simply select thes edges by double clicking on them and then the selecting the very corners of it going to do the same thing for this. So now if you go into a preview mode and holding shift, going to crease tool and keeping the value is 1.6 is fine in this case. So let's that's increases for these groups in here. So let's go on to edge mode. Turn on your symmetry to object, fax and then dull. Tap the inside as well as outside off the mesh. If your camera is not rotating around the right access, just click F to read. Center a camera around the object of your selection. So, for example, if you have a piece selected in here and you wanted to move it around, clicking every airlines, your camera and the center point lets you easily navigated. Prove it All right back to it. Now double click on the grooves. Check where the groups and since we had our extrusion inwards, is just going to have a square 10 so our edge loop will end the right position. Let's click on inside and outside and do it for all of them. Once they're done with it, click free hold shift and to crease mode, Then drag it out. I'd say we can keep it to around one value now if we go out of it object mode and topping. Now, if we want, we can also make some slight rotations for the handle that wouldn't look in a default position. To do so. Go into pay selection by holding right click bag the box for the top section off the handle . And now what we want is to expand our selection before hockey off shift greater than or coma symbol. This clicking couple of times until you get to the edge. So, basically, if we click another time, it'll expand onto the surface anyway, once we get to Dad. Once we get to this point, best turn off the symmetry. Click E to go to rotation mode and let's position or pivot point. This time we need to do it manually. So while infinite edit mode, we can drag it around and manually position. It doesn't have to be an exact center, since those that Valley already has its center. I'm not open by in a smooch. Now let's click E to go into a rotation mode, and now let's give it a gentle twist to it. All right, go out of it. Let's click free to give it a final check, actually want my base to be a little bit thicker, so let's go ahead and fixed that go to face, select both faces. Click are for scaling and then just increase the debt for it. All right, this looks good. I'm going to keep it as it is. Now let's finally turn off the isolation mode held control. Click one. You go out of it. Drag the handle outwards, and let's suggested to the fridge. We're just going to move it up. Good to Rotation Road. Now let's hold J to eternal the snapping mode, which you can see turns on in the step snap mode. The default is set to 15 degrees, so if you keep dragging it, it's going to turn into night two degrees and afterwards, let's kill it down to our preferred size. Put it to the fridge and simply attach it to the way the way we need it. Small adjustments, scaling it down while constant checking the proportions at the same time we look from higher. I need to adjust it so it would fit the curvature off the fridge, and we can do so from the top view instead. So taps pace and going to top view. Step space again. Whole control. Click. Want to remove the isolation that we didn't previously, and now we can adjusted based on its curvature. So go into rotation tool by clicking E and adjust it to the way. Yes, I, uh, very to be I get in a word salad a bed to make sure it goes within the object, then that step out of it by clicking space and top space onto our perspective mode. After checking a couple of times to realize that I want my handle to be longer than it is, since we made, the handler did a bit sideways. It's a slightly different method, unusual Hubbard Celanese affixed. So let's go ahead and do that. Click on the handle, go to face, turn off the preview mode, select upper paces, well, control to remove the lower ones and that lets go into poet added mode by clicking D. And now we found holding shift. Let's just tap on or handle the face that we see is aligned properly to the handle itself. So, for example, the space right here is the line to the way we wanted. So let's stop on it. And now we can use the skills mo to make the handle lengthier That's it. W to go into the move tool. And now we can use this blue arrow right here, too. Drag it outwards. But now, since tomato had a larger, I am actually going to scaled to handle down a little bit. I like these proportions of the scale going to leave it as it is. 12. Creaitng detail using a boolean functionality: So let's elect that Peace is an object. Let's click control one to hide everything. Let's click. Want to go out of the subdivision preview mode? Let's begin by having our shape go inwards within the middle. And to do so, we're going to use a bullet operation. And to do so instead of doing it manually, we're going to use Boolean functionality. And so we need to make a new shape that we can use to subtract from our mash. So let's go ahead and do that. Go into Upper left section and select Polygon Cube to create a cube for ourselves. Let's click w two Going to move tool and let's drag it outwards like So I went to Skip to be wider, So going to click are to go to scale mode and simply dry. Get it out. Like so, for the subtract herbal object that I'm making is I want to make it so it would be larger than the intended whole from planning to. So, for example, if my intention for the width of the soul is to be around this much, I wanted to be a little bit larger, so I'm going to widen it a little bit more, and the same goes for that perception. So I'm going to hold right click, going to face election and then select upper a section of the face. Don't click w two going to move, tool and drag it outwards like so. And as for the bottom section, I wanted to make sure it goes outwards out of my objects quite a bit. So when I make use out of the bullion subtraction functionality are making sure it doesn't create anywhere, advertises with it. Once we have to shape, I want my edges to be curved. So let's go into object mode. Select the Cube. Let's use bully and functionality. Using this, we can increase the segments. Let's keep it free. I'm going to click back on the object to make sure I can see the white frame ash. And with this, I'm also going to lower the fraction amount two point free. That looks all right. And I'm actually going to lower it a little bit. This well, which affect the way the curvature gets dead. So I'm going to keep it us 0.9 like so. And actually, I'm going to move object a little bit higher. That's after the bubble operation. I could see that I wanted to be a little bit higher. I'm going to do it like so I'm just making sure that the Virgin sees that are being beveled aren't actually intersecting with the mesh itself, since if I were to do that, that would need to fix it manually after the bullet and functionality. Once we have the shape ready, we can go ahead and select. Once we have these two shapes ready could go ahead and select our fridge, body, section first and animal holding shift. We can select the Cuba's well. Make sure you select the fridges body first, and then the cube second. The last section is going to be color coded green that so I know it's the second selection . Once you have these two objects selected, go to mesh tab, hover over billions and then select the French aid. Once I'm happy with the result, let's click old shifty to delete the history off the object so it wouldn't get in our way. And now we need to sort out the polygons. The reason I like my as Billy and functionality is because it leaves and guns for us to work with, which we can decide what to do with them on their own. However, the and guns don't work quite as well with the subdivision preview. So we click free. We can see that it's not going by the edge flow the way we went to two. So we need to manually fixem polygons. So now I'm going to click. Want to go back into the go back into my model? Let's fix the line in the middle. This will allow us to work with symmetry later on. No, I'm just going to click on the multi cut tool, and now I want to go to the front view. So let's it space. It's It's based on a front view, and within this we want to select the urgency that's in the middle. On the upper section. I never It's the sort of bottom sections well, like so wants to do that we can go. It's space and it's base again. To the perspective, you, the reason we want to go to our front views, CASS. It cuts based on the view mode. So, for example, if I have my view like so it would have cut it lake. It would have made a cut straight, the way the cameras perceiving it, and we wouldn't want to do that. So that's what we need to go through front for you to make a cut. And at once we have the slide. We can turn on a symmetry mode, So let's go ahead and go to symmetry and turn on Object X within the modelling tool, kid. So for starts, I want these lines to go across the object straight, you know, to make a nice etch flow. We need to make sure we have a nice edge flow since we're working on the curb, its open object. If we were to subdivide the object, it wouldn't create the nice topology flow the way we want it to be. So let's click one to guard a bit, and now I'm going to go back into the front view so its base and hits face again to go into the front view. Now let's select the Monica Tool again and click on our perception of for to see and then the one that's beneath it both. There just for the sides are going to be done since we have the symmetry turned on now can go back into the perspective mode. So now we want to create extroverted cysts on the sides so we could connect these corners over here. And in order for us to do that, let's first. So we'll get ourselves a top section to be an end going again for us to make it easier to edit the Etch Flow. So go to face election whole tab. Select old face in the top like so and now let's hold shift and greater than symbol to expand our selection, and it's a delete. Now we can go into selection double tap in upper section, and now we can use bridge crate tool to fill in a gap like so Now let's go to the front view by tapping space, electing front view said, And I will offend this view. Using the symmetry. I'm simply going to go select born edge and hit the top one head edge and then hit top, now resetting our multi cut tool. So clicking Q and then G to go back into it, collecting the other Verdecia like so and clicking on the line on top now going to selection mode by clicking Q and then clicking g again to reset our tool, selected never to sit next to it, dragging a line across, resetting our tool with Cuong combination. And let's select our final line like So Now we can go into a prospective mode by tapping space and simply go into perspective. You. Now let's click you to go into our selection, holding right click, going too much selection tool. We can see that our line is just going straight, and we want the liberal curvature within the section. But before we do that is going to go click one again. Before we do that, we want to add on edge loop that goes on inside out for mesh. So let's go into our multi cut tool again. And while holding control, we can create an absolute Blake. So since this is an end going, it will stop. But then end gone. So basically will be having a line that goes for the inside the inside of our middle on Lee . Now let's go, and I just thes lines to make sure it fits the curvature click. You go into selection mode, and now we select the line in the militant in the middle that goes vertically like So let's click W to go into removed tool. Let's make use out of our soft selection tool by clicking Be and let's change your follow Paredes, too. The Sam I'm going to be using full operators of 0.24 Now I'm just dragging it out words a little bit, and I need to adjust to slide as well. But I will turn off the self selection for this line like so make a small adjustment. I will also select the longer edge as well and make a minimalistic adjustment like so, or I'm happy with this result. It just makes sure my line hiss has a little bit curve offended. Now let's finally make an edge loop that goes around the sides off this mash and a passes way for us would be to use extrusion tool that we need to select the whole of the inside off the smash. So let's go into face election and that while holding Tab, I'm going to select a couple of faces in the middle to make my selection a little bit faster. I'm just going to expand my selection by holding shift and using graded and symbol like so and now we can select the rest off the faces that weren't selected. Once we have our selection done and making sure we only have these faces selected, we can finally click control E to make an extrusion. And now let's use the blue arrow to drag it a little bit in words like So for the sake of it, I'm going to make sure that the lines that go inside and the outside are somewhat off similar. The more of a similar with like so All right, this looks all right. So now I'm going back to object mode. Let's fix up the bottom section off the mesh, and for us to do so we need to do is just simply select. Ah, and just around it, where perhaps a majesty selected us creases. So we need to do is select the ones that don't have creases. And once we do so we hold shift, right click, go to crease tool and increase it up. We just want the bottom section to be fixed temporarily so we could use our smooth subdivision properly. No, we need to do something similar for the top section, except in this case, we need to get some edge loop so it would have around it off shape our top section of this mesh. I'm just going to select this and gone on a top and actually top section is slightly and even so, I'm just going to click are to go scale, mode and then scaled. Why access? Like so to make sure it's all straight. And afterwards, all in it there is Click Control E to go into our extrusion mode, and then we can use offset to go inwards, like so very in to keep it as this. Now we can triangulate this piece, so going to mash and it hit triangulate. But I was a nice move edge, and then finally, we want to clean up any unwanted end, Gun said. We left behind. Let's go to mesh, click on Cleanup Display Square next to read change operation to select matching polygons. Make sure it's only selected faces with more than four sides that it select and then hit cleanup. So we got a couple of cases the once at the top and a bottom. Let's fix the section on the bottom, select the face on the bottom and click mash than triangulate. And as for the top, I want EJ flow to go sideways instead of making it a triangle. Since it is a curb after role in this area, let's go ahead and do that. I'm going to select multi cattle, then hit on over to see here. And now let's it on this edge right here. That's on 1/4 like so then we just need to make sure it straight enough, but it's up to be completely straight. I was once a smooth and out. It's not going to make much of a difference. And then afterwards, since this is a long, straight face, we can connect R Triangle right here and leave it like so. So for now, we're going to leave it as it is. I am planning to come back to it in the future to make some overall adjustments for the object. So now let's just go out of isolation mode by clicking control, one that I'm going to click free to go into preview mode 13. Smoothening out edge transitions for the base: we can go ahead and make some curvature that goes inwards a little bit on the bottom section off the fridge, So let's begin by doing it. So for the main section off the fridge, though, go ahead and select the main body of the fridge, isolated by clicking control one. And after this part is going to be quite simple. All we need to do is go to pay selection and select the bottom section off our fridge to do so. I'm just going to drag across my selection sideways, like so I don't my older control. I'm going to drag across the top section so we only keep the bottom selection. Now I'm going to click W two going to move toll target upwards a little bit Now we can use extrusion by clicking control E and targeted downwards and out with freehold eggs. We can lock it to the world position like so, and if we are in a subdivision most straight away, we can see the curve itself, the bottom section off the fridge. We used extrusion option for the sake of adding an extra edge loop, although we could have done it using multi cut tool. Decide to take this approach, since it's also completely viable way of adding edge loops once we have a general curvature like so let's remove the creases that we had before had going to edge election. Select edges that were highlighted, and now hold shift and right click and select Crease Tool. I just drag it all the way through. Left like so this will make sure does know pinching that'll affect the normal maps or anything like off the sort. Now we can go out off the isolation mode by clicking control one. And now what we want to do is to crease the front edges off our fridge. Otherwise, when we're baking normalised, there will be an empty space here, and it will create some normal texture map that we wouldn't like to see, because during the baking time the rays will be hitting this empty space right here. And so it will not detect any edges that'll keep it the fault. Normal value, which, visually it will not make a good effect on it. So anyway, all they need to do is select the front edge double tap in in, and it selects the whole edge loop that afterwards, we hold shift right click, select crystal and then drag our values to around 1.5 so it wouldn't be completely sharp. But it will make the edge get closer to the corner off the front of the fridge. Now let's go ahead and fix the front section of the fridge and make a curve, which is similar to the main body of the fridge. The figurehead and select the bottom section off our fridge, like so and then clicking control. Want isolated. Now, this case, fixed in the bottom off section off the match, will not be. It's easy, since it's a lot more complicated than the previous world, but it's still a relatively simple task. So let's go ahead and fix it all right to start off, I'm going to delete the whole bottom section off the fridge, except for these front loops, since it is affecting the curvature in a nice way that I quite like the rest were going to delete. So So let's click, want to guard the smooth subdivision mode and then click you to go into selection mode. And while holding tab, let's just drag it across like so to select most of the faces, except for the edge loops that go next to the courage of the tent and simply click delete. The reason I'm doing it is I'm planning to create an end gone in here anyway, so I'll just make my life a little bit easier if I do it straight away. Now click free and check our edge surrounded. We could see that most of our hedges go nicely downwards, except that you go to the back of her edge. Except if you go to the back of our edges. If you go to the back of for model, we can see there are some squares that go diagonally to the mesh, and this will definitely affect the curvature on the back side. So we want to fix that. This is a simple thick, so let's go ahead and go out of this. Moves a vision mode. Now go to face election and let's just select the faces that ago. Let's just select the faces I go down was like so and let's click delete. So now let's go into Vertex mode by holding right click and going on to Vertex mode now, while holding tap, we can drag across the top section. So for birth disease we only want to select. The Vergis is I'll go later with higher than the ones that are at the bottom of our fridge . Once we have those selected, we can click W. We're going to move Tool. And while holding and while holding V to turn on the snap to Vertex mode, we contract downwards. This will reposition old over titties for the same level and out quickly free against the there is no we could see that there no diagonal square said Go For or Curve, which moves out over a ledge nicely. After we do that, we can now fix up the bottom hole. So let's go into its election mode double tap on the bottom edge. This will select the whole edge loop around their whole and that we could fill in our whole by clicking control e. Now, once we have our and going, we can go to face election. Click on this end gun and press control e then changed, offset to 0.1, then click old, shifty to remove the history. And now finally, we can triangulate or and gone to make sure it gives us a nice result since moves of the vision. So go to mesh tab, click, triangulate like So Now let's remove the creases we've left before. So go to that selection. Collect all the bottom hedges for Fridge. Now I got decrease told by holding shift, frankly, going to Crystal and drag it with the middle mouse button to the left. Like so Now click free to go into a smooth solution mode. It's going to go this election mode, go to object mode and didn't tap it. We can see we have a nice curvature. Now we can go out of isolation mode by clicking control. Want to see how it looks, and we can compare it to the other side of for mesh and out to finish it off. We just got ah, crease in the edges that we done similarly to the main body off the fridge. So select this piece, go to edge selection, and I know this is where my edge starts, so it's just basically the entire section off the back, but we can't double click on it, since its Alexa this is selects more fun edge that we want So just click on the first point and then while holding shift, look at the back of it like so So just selects the whole off that shot back on Lee. Now hold shift right. Clear. Go decrease stool and set it to 1.5 liquid before or ah, close to the value of that. Now increase it. And smooth subdivision. In that you're Previ, we can see our corner to be quite close to one another. Let's just make a couple of more adjustments before we continue. I want my gap between those pieces to be a little bit smaller than it is, though, just going to isolate it real quick. Go to face election mode, then click you to go into our selection tool that while holding Teibel we gotta do is select the insides of the strangles like so and hold shift, then click created and symbol to expand it. Actually, I'm going to do it one more time since I want to pick up my crease said just as well, since that affects the smoothing this off the top section off the curve and now I click free and just drag it up a little bit like so 14. Reusing topology to create extra detail: Now we can add some extra decorations for the section with an object mode. Let's click on the on this piece. Click control Want isolated. Start working on it. God of the Subdivision Preview. Now I want to make some stripes that go across this. So to begin with, I will make you sort of thes already existing faces. So I'll go to face election, click on one side and holding shift all double top on the middle. And while holding shift again, I'm going to tap on the last piece. The reason I want to do it is because when you double click, it selects the shortest path towards that selection. So if I were to click it from here and then double click on other piece, it'll go for the backside instead. But we wanted to be going for the front off the edge loop. So while holding shift, I select the middle piece. The in between the my desired selection and animal holding shift, I click one last piece as well. I double tap on it, so it's just another way of controlling the way your selection goes after I have the selected. I want to make a happy we got. This is a selection. We want to make a duplicate out of it. So click on the icon above our view that says people, kid, and then click old, shifty to delete history. Now let's go on to object mode. Selected as a separate piece, go to modeling tool kit and turn on Object X. Since we're gonna be using symmetry now, let's use multi cut, tool and trim down stripes that it wouldn't be going to the very end or far object like So Now go click you and go back to face election. Select the back pieces. Let's click the lead Now we can double tap on the face through select entire stripe, so now we can make them a little bit thinner. So click are to go to scale mode and to scale it down in the Y direction. Like so now pretty stripes. I want them to be a little bit smoother than the main object since a planet to have them as metallic. And since they're gonna have some shine, it'll be much easier to notice some imperfections on the curves. Let's get rid of some of the extra stripes. Go to that selection and just select the that just in between like so not while holding control it delete. And then let's go back on top. Just mode like So Now we can finally, extremely piece. So I'm just going to click control e for it and then increase its thickness. Actually, before doing that, let's set our sensitivity. You minimalistic going to increase my fitness store on point Hope to. And then I want my stripes actually be rounded off. And so to do so, I'm going to click Control E to begin another extrusion operation and then increase my fitness again. This time, I'll make my thickness 2.1 And now we could be using opposite. But it'll be scaling the only on the top and bottom section. It will also be scaling on the side section on the side edges here as well, and I don't want that to happen. So instead, I'm just going to use scale tool manually. So let's click are And now let's scale it down in the Y direction like so I'm just making it scaled out nicely inwards on itself. We have a nice curvature. So now if you go on to object mode. Click free, see outlooks. We also need to turn on the smooth subdivision for the bottom section off the fridge piece as well. So let's click on it and click free for it as well. Right now, we can go back onto a stripe. Let's fix the end pieces real quick for now. I'm going to go out of the subdivision. Preview I know we need to do is quickly add the edge loop using multi cut tool. So hold control and next it in pieces like them like So I'm also going to going to selection mode by clicking que and within face selection mode. I'm going to hold tap to select thes and pieces. Then I'm going to click control Litex treated and then click are to go to scale mode and skated down like so. Also want them to be smooth and in on the front section more than on the back section. So I'm just going to click W and move it posted today. Back faces like so on our picnic free, you can see that the back pieces are nicely smooth, and then I also don't want, uh, stripes to be smooth and inwards as well, though, to fix that but we need to do is increase the back edges. So let's click one to see which edges we need increasing properly. And now let's go to edge selection. Let's stop on the upper section off the edges, but it back and we do the same for the bottom edges while holding shifts. Of course, though, for these edges are selected like so that we can click free to go until a subdivision preview. Hold sheriff right click, go decrease tool. And we wanted to be close to two value, but we don't want it to go all the way. So reckon I'm going to leave it out the value off 1.7 or close to that value? No, we could go out of subject mode now, once we're happy with the shape off the stripe, can pull it down a little bit to place it where we match. So let's click on it. Click w and dry get downwards a little bit like so. This way we're still keeping a curvature fully shown like so final thing we need to adjust for the strip is to adjust the way it bends at the very end. This right now it'll be going outwards because that apology does not match exactly to the apology off the main body anymore. We need to slightly adjust that. So let's select the strip, I think. Want to go out of the subdivision preview? All right, Clear. Go to faces. Now let's elect very ends of it. I will hold a control that's the select, once further away from it. And once we have our end but selected, we can go back to subdivision preview again and just kind of slightly attach it. It does have to be completely accurate. We just wanted to be close enough, since we're just making normal bakes out of them anyway. So the way how it looks like from the inside doesn't actually matter just the front section that matters the most. As long as the strike doesn't go inwards towards the object, we're fine. All right, so now we got this sorted, and actually, I'm just going to move this section a little bit forward. Swell, like so let's go ahead and make some duplicate sections off the stripe. Let's click on the stripe and for now, lets reset or pivot position. So click the all right click reset button position like so. And then I'll just click control DE to duplicate my object and drag it downwards. Like so. I wanted to be in a mill between the stripe on a top, and I will be making another stripe on the bottom. So know what my stripe to be between the tripod atop and the gap on the bottom like so now , once I'm happy with this tripe to make other stripes, we need to make sure this stripe has the same gap is the one above, And to do so, we need to check the distances of both for the stripes. So for the upper one, it's 1.49 and for the bottom 11 I have is 1.29 can see the values in the bottom right section within a modelling tool kit. If you have the move tool selected, so all I need to do is subtract one value from a number and 1.49 minus 1.29 is going to be 0.2 with your value might be a little bit differently, just totally fine, so you can use your own value. Not once. I know that it's point to I can turn on the steps, nap tal to change it to relative, and then I can change my stop 2.2. I think so. And now Why, when I duplicated and moving downwards is going to move exactly the same amount of a distant assess the previous stripe Once we have into this, since all we gotta do is duplicated again. Move downwards. Once we get through a gap in the middle, let's remove some of the faces so the stripes wouldn't be hovering over the gap. Let's go to face election, elect the faces like so and delete them. Now let's click one to go out of the smooth vision mode. Go to X selection. And for now, let's fill in our whole that we need to turn off the symmetry or been let's select their holes like so and click bridge to fit in our Then we need to do the exact same thing for the other side as well. So double top on edge off a whole, you select the whole edge loop and now let's click bridge so now we have and guns on both sides. We can now turn on our symmetry. Object X mode, go to face election, select the face so it selects both sides of faces. And now let's click w two going to move tool. For now, we need to turn off our step snap tool real quick. So within modelling tool kit, go to step, snap and change it to off is going to move back a little bit and then used the zit and X movement to kind of adjusted accordingly. Like so. So now we can triangulate our end guns. Since it's already selected, all they're gonna do is go to mesh window and click Triangle Aid. Now we need the next loop. So let's click Control e picture two. Sensitivity set to smallest one. I don't I'm just going to drag it in words like So Okay, now I'll go back to the explode. Now we need to get this such loop to be sorted out a little bit, so let's double click on it. And we wanted to have a sit a similar distance to the one at the back as well. Let's fix that irritable. Let's sort out the straightness of it. So let's click are. And now we just need to drag it that ways to squish it down on X value like so Now we can. All we need to do is bring it in words a little bit like this. Now, if you click free, go to object mode to select, you can see the way it looks. Okay, now that we have the stripes sorted, we can turn our steps now back home to relative on, since it's contains the previous value, the way it was before you can click, Controlled the duplicated, drag it down than the control D and repeat step. Like so going to leave it as it is not going to do the last one, since I like the way this looks. All right, so now we have some stripes that go across the bottom section off our fridge. Once we're done, we can turn off or step, snap, tool and click control. Want to go out of isolation mode? See how it looks within our overall fridge? 15. Creating additional 3D mesh for the hinges: Let's make the hinges. But since we're making hinges out of multiple components, it's easier if we hide all the other pieces first. So let's go ahead and select the bottom item within our outline. Er and while holding ship, let's select the ones above it and then let's click age to hide it. Now that we have an empty space, we're gonna go ahead and create a polar gold Cube. Once we have the cube lettuce moves up for it to sit on the grid level. Hit D to go into Gizmo added 50 points. I didn't tap at the very bottom off our cube hit W. And while holding X, let's move it up the grid. Now let's re adjusted to fit the shape we want. Someone's going to hit art. Good skill mode stretched Cube out a little bit and let's start with this is the base of a shape. Make further adjustments. Let's go to face mode whole right click. Go to face mode. Select the lengthy aside of an object hit W. To go to moving tool. Let's start off by having something of this sort. Now, while holding shift, let's make on extrusion, but dragging the face outwards. And for this face, let's it are to go into scale boat and drag it in words and how to get a proper curvature. Let's go ahead into an edge mode, double tap on edge in the middle to select the complete edge loop and let's sit a little button. Using this, we can suggest an ad as many segments as we want. I'm going to change the fraction 2.76 You keep it. It is. And actually I'll go back to the face election to select the front face and drag it outwards a little bit. Not too much better just enough. Now we can hit free to go into Smith's vision mode. Check out looks okay, and now let's let the top faces click outside on Objected to select the faces that were selected previously. Hold tab and drag it across the top of the faces. Let's bring it down a little bit and while holding shift, let's extrude it and it begins Q question down. Using the scale tool. I'm just going to do it from both sides separately, and it seems to be all right now. Let's go into selection mode, select the bottom corners and that we can go to Crease Tool, drag it all the way out. That's right, just the quarters for it. So go to head selection. Like both the quarters go to Smooth Subdivision. Preview that while holding shipped on right clicking go decrease tool and change it to a value of 1.2 now. Also, add on edge the middle to make it easier for me with to make it easier for myself in the future steps. So that's going to a multi cut tool. Hold control of Middle Mouse button. This will give us a nice symmetry between as well as it will help us out to hold out the curvature in India's cornice right here I was going to go. They selected go to object mode and click outside of an object. I wanted to be a little bit thicker, so I'll just select object again. God of the preview mode Hit are to go into scale mode. That's our pivot is already on the grid line. I'm just going to scale it up on the Y axis around this amount. Now that's it. Free to check it again. This works much better for us. Okay, now we want to hinge to touch next to it. So let's create a publican cylinder and we want to just a matter parliaments it has. So let's go into a tribute editor. Click on the third option, fully cylinder one. Then within this, we can adjust the subdivision access in our case, using eight sizes, plenty more than enough. We could go down to seven, but it's actually better to, but it's usually better if you go up by even numbers. So since six is a little bit too little for us in our case going update this much better. Even numbers provide more symmetrical topology. So now, for example, it split into four pieces, so it eases off for work flow in the future. So now let's are just the shape to fit or hinge. Go into rotation, clicking E and out. By holding J, we can rotate the access. Once it's laid down on the floor, we can click W to move it and using the blue books, we can move it in X and y axis. Now click are to go to scale mode. It's on again, using the blue box to scale it out. Excluding the set access, we wanted to go round this much click w to go extra hinge. Position it accordingly. I'm going to click. Are again, too skated down even more So now it's just a matter protesting it a little bit. I wanted to go inwards around this much, so I believe this is now. We want to make him just ago outwards off the subject. Let's start off. I'll just make it at the very top, Select the pace is at the top, and then I'll hit extreme click control lead to do so. And I'll just use upset to go inwards a little bit clicking. Control e again two x treated. They'll just use this to make a small gap control again. This will give us a large such looping in this area. Now we can extreme dissection over here a little bit. I'll extruded like. So now we can select the whole off the top section up until the such loop right here. Technically control E and we could give it some thickness. We want the thickness to be a less than the one in the middle, so just make sure you do so. That gives us a nice line that goes inwards. Now let's fix up the top section. So he selected now holding Tab, Select the very top of it to the control e Try get outwards. We get an artist time to go to scale mode and to scale it downwards, it's going to deliberate higher and just drag it out to him or make it even smaller. Now that I have a better look, we probably need to either Next stretch loop into it. So hit multi cattle, hold control and tap on the edge. That's going to selection mode by clicking Cube, double tap on the edge and go to scale mode by clicking are and let's drag it outwards. Let's hear, just like so and I'll be hit free. We could see that it looks much better. Okay, now we need to fix such in the middle, so let's go ahead and go toe edge mode. Double tap on edges. I want I want to select the ones on outside and then said as well. So now we've got now God for edge loop. Selected in total, I can hold shift and right click to go to crease Tool Al. I'll hit free to go into a preview mode, and I'll drag it all the way up all the way to a max value of two. Now just go click. You go to object mode to de selected to check out looks. So now let's go ahead and mirror the other side as well. So click on an object I'll hit. Want to guard of the preview mode and let's click on the mirror geometry button on the top and the same. Our marital is marrying the X axis, so it will be from one side to another. But we actually want to be murdered on set access instead. So let's go on to X. So it's going to access selection here and change it to set value. And now we get this geometry right here. In your case, you might wanna have a direction switched as well once we have. So let's hold old shift and D to delete older history. And now let's make some small adjustments for this to make it more believable than realistic. So since I want my hinge to go this way, the section on the right to go on the main body and a section to be attached to the door itself. I know that my bottom will be dissection here. So what I want to do is I want my hinges to be slightly affected by the gravity to make it more visually believable. So let's go into, like the object. Click one. Let's make this gap of the forum a little bit smaller. So let's go to face election mode. Select one face in the middle and then, while holding shift double tap on the one next to it to select the whole edge loop in the middle. And now hold shift and click created and symbol to expand our selection and out that we have the whole off the inside selected de to edit the pivot point. And then I'm just going to tap on an edge that's to the bottom, off the hinge. But this one right here, Once we have this selected, we can go back to scale mode and scale down those that value. Is this one right here to make it much smaller? I still want a little bit of a gap, so leave it as is this looks better. Okay, Now, to check it. Let's go on top, take mode and hit free. Going to preview mode, as you can see now, plays a much smaller edge on the bottom compared to the one of the top. It's a small detail, but it's quite a point, nor for us to make the hinges look more believable. Now. Once we're done with the role shape off the hinge, we can make some small adjustments. So, for example, want us to be a little bit figure. So let's go ahead and click on the hinge. Click. Want to God of the preview mode, and I'm just going to make it thicker by scaling up the X and Y access. Note this square right here. So now we have it like so we can actually go ahead and combine both the objects, so just select both for the object and click combined icon on the top. Then let's hold old shift and click D to delete the history 16. Attaching hinges to the main body of our prop: and now we can attach the hinge to our fridge. So let's on Haider Fridge, which we've hit in previously. Click on the hidden groups like so and holding shift click H Don't hide them. Then let's click on the bottom object, which was on our hinge since we started with the cylinder. It's going to be called P cylinder, and I'm going to drag it outwards and now manually adjust it. So to begin with, delicious rotated 90 degrees hit, he'd to go into rotation mode. And while holding J to allow the steps snap that's rotated 90 degrees. Now click W and let's move it upwards. Let's get it closer to the fridge. If you're gets most ever moving outside off your object and it's not actually going relatively in the same direction to it, make sure you reset the position for the gizmo. So click de dental holding, right click recent put position and now we go back to total by hitting W. We can move it around. It's going to be locked. It object, All right, I'm just going to hit E. And while holding J, I'm just going to rotate it 90 degrees sideways to put this hinge like so get it closer to the fridge. And now let's scale it down by clicking are and skilling it down. So again we're just realizing it and making sure it's going to fit for our fridge. Moving it in words done getting it up a little bit, making sure that the chunkier piece is set within the fridge like so So after putting the hinge in place and realized that I don't want my fridge door to be so far outwards, so let's make some quick changes. Select the door in object mode. Look. Want to guard the preview mode? Let's go to face selection double top of one of the faces to select the whole object. Now let's it spacing out of the perspective mode within a top view. Let's it space again. Click control, want isolated and that while holding control, let's de select all of the paces lets you select all of the face that are at the front of our object. So in this case it will be the bottom selection. Now we can go out of the top view hits base to go out of it and hits face to go into perspective. You click control. Want to goto the relation of you to quickly check the selection so it should look something like So control one again. Now we can go to move mental by hitting W and just moving it inwards a little bit going to click free to make sure I check out looks. This also affects the top curve. It shows I'm happy with. This will be all right so we can go out of the object. Motive Check. Now we can do some extra changes for the hinge Loaded. Hinge itself is a little too curved out to fix that. Let's go on to it. Go to face election mode. Click. Want to go out of the preview? And now let's select the face on the side like so So I'm just selected of with ease, and I'll just drug it inwards a little bit. So it will be like So I want my courage to be somewhat still visible, so I'm going to leave it as it is. So now we can attach the hinge to the door, Select the hinge, Click one to go out of the Previa mode, and I'm going to go select the faces that are going towards the direction off the door, Click control E to extruded. And let's change the upset to go inwards a little bit like So Now let's hit control the again to extrude it outwards. That's it. W to go into movement tool and get it to go inwards onto non object. All right, this will do so now. We want some edges to decrease. Go to edge mode, select this whole edge loop by double tapping on it, and that while holding shift top on edge on the top and while holding shift double tap connections next to it to select vetch loop vertically. So now, once we have the selected, we can hold shift right click go decrease tool, increase it to a maximum value. Now let's go into an object mode to control, want isolated and let's select the faces at the back end of it. Want to do so? That's the leader by hitting back space and let's go out of isolation one by clicking control one again. So now we can hit free to go on to smooth preview mode like so to check out looks. It's going to move it inwards a little bit as well. I want to front to be a little bit wider now that I think about it in order to cover up the Hinch a little bit more. So I'll just select the whole front by dragging the mouse across it like so make sure the handle is not selected and I'll just expand the whole thing. But dragon it like so just if it more often out liner and to hide the hinges well. And we want the second hinge downwards as well. So let's go and duplicate this and now click W to go to move tool and dragged downwards. Now we have our hinges set up like this. We can make it. So did we can make it so the fridge body would have in dense. So these hinges would look like it's part of the main fridge body, and it's actually attached to the main body instead of, ah, instead of it being stuck or something of the sort. And to do so, we're going to be using bullying method we've done previously. The first artist lets you select both of the hinges like so, and we need to duplicate our objects, so click control D mechanically controlled one to isolate it. We need to make use out of the bowl section itself only, and that we can delete the hinge itself. So go to object mode elect one off the hinges, then go to face election double tap on the hinge itself and clicked late, Then repeat it for the hinge on the bottom. Like so Delecti hinge on the bottom. Go to face election. Double tap unhinge itself. Take the lead. But we need to do now is at some extra topology, since if we were to select a pope of the bulges and then click what to go out of this subdivision preview, we can see that it has quite a little amount off pathology, and we wanted to have it a little bit more for it to fit the shape properly. So what I'll do is I'll have both them selected and click on smooth faces to add some subdivision. You can find the icon on top once you click on it, both of them will have its shapes moving out and that we can click old ship D to delete the history. Now we want to expand their objects using transform operation in order for us to do it simultaneously for both the objects to make sure it has the same size. We need to combine these objects together first. So let's go and do that by clicking. Combine icon on the top and then hold all shifty to delete the history on. We can include control. Want to go out of isolation mode that I was seeing our object like so and it is a single object. We can go ahead and go to edit, mesh and click on the transform option like so, and then we can expand our item. Listen up to be too much. We can also go into our wife, Rameau, to see through or object like so so we can visualize or scale for the object. I wanted to make it slightly bigger, since I'm PlanetOut some edge loops afterwards. They'll make it around this thickness like so all right. Once I'm happy with my thickness, I'm going to go back on to my normal view. So I'll turn off the white frame mode like so and then I'll go on to object mode and have the full just selected and the fridge main body selected as well. Let's get control. Want to isolate both of the items like so? So before beginning operation, I want to make sure that my subtract herbal object is set up properly before I use bully and functionality. So if we have a closer look, we can see that the mesh folds on itself and it would create these weird sharp edges which we don't want them to have, and so we need to fix them before making our Boolean operation. We can do so by extending our match a little bit outwards. To do so, go to face election and while holding tab, we can select the front faces like so I'm going to use both lines at the front and let's do the same thing for the bottom selection as well. All I'm doing is just holding tap and dragging my selection to make sure that the front face so selected that's going w two going to move tool and now I can just strike them out a little bit outwards like so this will make sure that the object goes outwards off the object fully, and so the Boolean operation will give us more desired effect. The ones we have it sorted. We can go into object mode that select the fridge is our main body. And while holding shift, let's electoral bulges a secondary object. And once we have both them selected, we can go to mesh hover over bullion after having a quick check. I like the way this look, so I'm going to leave it as it is that I'm going to click all shift and D to delete the history. And now we need to do some clean up before we focus on making some edge loops. So let's go to target wheel tool and using the Vertex selection, we can I just start apology the first soul to be in a way, I want to remove thes triangles over here. So what I will do is I'll just simply drag these Vertex is I'll just simply drag these burgesses in words like So, and I will also drag these ones as well, since Thea aren't actually contributing to the shape as much as I'd like them to be. So I'm also going to the same thing for these sections as well. Like so and then I'm going to do the same thing for the top section as well, just to make sure I removed thes translated areas that I don't want, like so then simplifying the inside off the mash like so. And we want to continue by triangulating older and guns around or Dent to do so. I'm just going to go into selection mode by clicking que go to object mode, Select the fridge body, then go to mash, click on the score and extra clean up. This time, we can't make use out of the cleanup matching polygon option. So if we select this instead and then make sure only faces with more than four sides of selected, we can hit cleanup and I'll triangulate all the faces for us. Now we have our end gun strangulated. We can make our quick Etch loops to do so. All I'm going to do is position my camera sideways, go to face election and then dragged my selection across the edge off our how far in dense like so now can hold control and just to select the top section, the middle section, the area next to the dense like so and the section of the fence and then, while holding tabac Andy Select older. I just haven't been able to de select before. Like so. Well we need to do is make a quick selection for the in dense. I'm just going to make sure that I d select all of the basis for a top pendant as well. Like so. All right. Once we make sure all for based, certainly selective except for the sections within or in dense, only we can go ahead and use extrusion to make some edge loops around the shape. Although this Boolean operation was within the curve off our main body of the fridge, the edges, the sides were flat enough for us to be able to use it properly. I'm not too worried about a supposed being somewhat odd, since all I want to do is make some quick in dense for mesh. So now I'm just going to click control e Well, both for the face is selected and use a blue arrow to make quick edge loops like so and now we can click free to go into our smooths of the vision mode. In this case, I'm going to leave it as it is. I have my egg loop around this edge right here, and I have my edge loop on the inside off my mesh as well. Listen stateside already had edge loop, Mr Bully and Mash. So I'm just going to leave it as it is. And I'm not really going to be bored with the rest of the insight, since that's not going to be visible once we on hide the rest of our mesh. So now the flight control want to go out of isolation mode and click free? Then I'm going to de select my mash like so we can see we have a nice in Dent and the rest of it is quite hidden by Hinge. So what we have now is an indented for where are both sets, like so? 17. Creating a text to write the decorative naming for the fridge: Now let's get started on working on some of the more decorative pieces for the fridge. So for starters, let's get some text up for this bridge. So we're going to be using Polygon Type Tool, which is located on the top section here. Still ahead and click on it. Once we have the text, we can go ahead and click control. Want to isolate it from the rest of our objects? Now on the right side within attribute editor. Let's click Type one, which opens up this menu right here. So let's begin by changing what the text says, And we can do so by clicking on the box right here and just typing whatever we want. In my case, I'm just going to use the name of public goods like So it's going to seem out a little bit . And now, once we have our text, we can change our fault using this menu above. So by clicking on it, we can decide what you want to use. In my case, I'm going to be using a simple aerial black, and now we can use some of the options beneath it to make some more custom changes. So the font size will change the scale, for example. But we're no using that for now, since we're going to do manual scaling up towards tracking would squished Ah, let us together or pull them apart a little bit more like so, and we can use that. In this case, I'm just going to set us free to make sure my letters are nicely spaced apart. Turning scale would give us a similar, effective tracking, although it would be more to the extreme sort of what squished out on the letters, although all of them together, or pull them apart however much you want. But we're not going to be using that. We're not using up with two options as well, so we're going to skip that now. As for the type manipulator, if we click on a time manipulator and enable it, we can manually adjust the lettuce we want. Now we can scale or lettuce individually, so if we click on our gizmo and hold it, we can scale it up like so, and we can also move them around a quick tip. If you click up plus symbol, you can scale up your gizmo, and if you look at minus symbol. You can scale it down like so. So had to upscale my guess more little bit, nor for me to be able to click on the arrows. So now we want to move our letter. We go toe klik to the letter next to it. That's because it moves the letter and the whole world to write of it. So now I moved my second letter. That's Oh, I basically moved this letter plus all the rest of the letters, like so once I'm happy with the physician. Okay, That looks good. Once I'm happy with the position, I'm also going to click on G, upscale it a little bit, so I'm just going to increase the scale like so I don't want it to be bigger than PPI and all right, Once I'm happy with the size, I'm going to click on the whole next to G, like so on the letter next to it and then just move without words. Look a little bit like So now I have my text with my capital scaled up a little bit to continue our text editing. Let's go into geometry tab. Now we could change our letter resolution, for example, to scale it down or up, like so happened with my default value. I also rarely ever need to use thes values as well. So I'm just going to skip them and go straight to extrusion options. Now, using this, we can tell how we want our text, how we want the sides of our text to be customized and so we can adjust the visuals for them. So, for example, there are profiles on the right section. So, for now or greatest, set this straight. But if I were to select one of the presets and change them, it would change the way our lettuce look. It's not going to strain just trade away because we need to at an extremely upset, so forward to so forward to enable Dad, you can see how my letters would change. So for now, which is going to stick with the fourth profile like so now for extrusion offset, I'm going to lower the value, make sure you don't get any off the weight faces like so since if your values a little bit too high, it'll create some. It will create some broken front faces, so make sure you're just the extrusion upset. Accordingly, I'm going to change. I'm going to change my 12 0.1 like so I'm going to change my extrusion Officer 2.2. You can also change the extrusion distance to pull your letter to be thicker or thinner like so I'm going to keep my extrusion distance to set to and extrusion divisions will change that model flips there are on your sides of the text, but I'm just going to keep it as it fault again. Now scroll down within our attributes editor. We can move down on to the bevel options. And if we were to enable Dad, we get our bubbles around the edges off our front of the text. And if I were to click on the background off the text, we can we select the white frame and check how, with the letters look like. So the bubble just moving is out the front, like so, so forward to click on it. We can continue with editing and for our case, we can use which have a profile you prefer, and each one of them gives us a nice different visual looks to the letters but I'm just going to keep with the pit selection to just have a nice the faults moving effect. Like so we can change our bevel distance to make our letters Ficker or Finner. But I'm just going to keep the value off 0.35 Then there is a bevel offset, which will basically amplify our bevel option like so. But again, I'm just going to keep it to the standard 0.25 And again, the Bevel divisions is going to be similar to extrusion divisions. Except it'll be just for the front. I just Simon. I reckon I'm just going to keep it every five hurricane that's going to be fined for our case, and that's pretty much it. Once we have or text sorted, we can click control. Want to go out of isolation mode. Let's click, are to go into scale mode and simply scale down the whole text. So then I'm going to click W two going to move Tool, and now all we need to do is simply adjusted to the front of our Freij. They're just scaling it down again, like so I'm actually going to click D to go to added gizmo and then wrote, Hold right click to reset position, position like so So my gizmo would be in the middle now conflict W. And while holding X, I can drag my right arrow to make sure it's in the middle of a great like So I'm also going to click minus two readjusted gizmo scale, which we had previously scaled up, and now we can simply move it up to the way we wanted. So moving it up a little bit that I'm also going to go to rotation mode by clicking E. I. Just using the red access to position or angle accordingly to fit the fridge like so and going to scale down a little bit again, click w Go to move, tool and simply attach it to the fridge like so. 18. Creating a decorative badge using subdivision techniques: afterward. Then with attacks still a front, we cannot move onto making a badge for the front as well. So let's go ahead and do that. So before continuing, let's just go ahead and select everything out liner that's not hidden like so all the objects, I mean and then click H to hide it. Now let's make a cylinder shape as a base. Go ahead and zoom into it. Click are, and let's just adjust the wait for it, like so. Then click F to re center or camera to object. And how can go click the rotator camera to the very bottom off or object cold shift up anywhere in the bottom like so? And then click W to go to move Tool, Hold X Drag it up. So now we have it on the top of the grid. Now let's click D and right click reset food position identically cute to exit out of the perfect edit mode. And now hold right clear. Go to face election and while holding tablet, vicious circle are way around the bottom section to select the whole base for it and let's click delete to delete it so it wouldn't get in our way for later. Now we can hold Tab again, Select the top face like so and I'm just going to lower it a little bit to this amount. Going to click control E to set up extrusion click are to go into scale mode, scale it down a little bit that I'm going to move it up like so going to scale mode by clicking our and about holding shift, we can scan it in words like, so it's going to scale to this amount. Dan going to move tool by clicking w hold shift. Bring it a little bit down technically card scale mode. Scan it inwards a little bit like so. So doing it like so we'll give us a nice outer ring around it. And now we want to go back to the scale mode, create more edge loop. So while within scale mode, we hold shift and go in words like so census actually will help to differentiate between the materials. So we will want to have a different material in here, and then we're going to hold shift while in the scale mode again on a scale it down to this amount. Click W to go into move, tool, hold, shift, Get it upwards like so now going back to the scale mode, just going to scale it inwards as well on itself. Total have a nice curvature while it goes in. Then, while holding shift, I want to do Then while holding shift, I want to extrude it in words all the way to around this amount. So now conflict W and moved inwards like so I don't want us to go under the grid, so I'm just going to keep it, assess this, and then we did one final time. So click are to go in scale mode and make a niche loop. So we need to such loop to. So we need this final extra edge loop in order to make sure there's no topology error when we're going to subdivide it. Since this is I Dent, that goes inwards. At the very end, it has to have disorder of on edge loop. All right, so now once we have this, we can adjust its at sharpness, So coat etch mode and I'm going to go between the normal preview and this moose of division preview by clicking one and free. So while in the normal preview, I can going to set you right here and that whole shift right click go decrease tool drag told way too right with Middle mouse button. So now we have a nice crease, surrounded like so that I want to do the same, but its edge right here said, Double tap on it pulled middle mouse button. Drag it all the way. They're created like So now I want to adjust the edge of the top, so double clicking on end to select the whole, actually going to click on free. And now I'm just going to drag it slowly until I get my satisfied result. I don't want it to go completely to to, so I'm going to live it us 1.85 or you can make it to the value close to that. So now if you go out of the why pray mode, we can see that it has a nice bubble to it and its final picks. I want to add an extra edge, increase it, so let's go on to multi cut tool like so while holding right click, I'm just going to Middle mouse button too. Get a line in the middle like so. Then, by holding your right mouse button, drag it to the top to select edge mode. Double top of the sedge. Click W. Drag it out boards like so and I want to go to Crystal Hold, sheriff right click Crystal Go to Subdivision Preview, and we want to crease the section over here like So now if you go out of it, we have our edge nicely creased. In fact, we might even want to take it a step further and add an extra detail to it. Don't make sure not to overdo it with edges, since this is going to be a small badge on the front of the fridge, so it's not going to be quite as visible. It's going to go out of the preview mode, go to edge selection. So now double tap on the multi cut tool and with the told settings window open, I'm just going to tap on the multi cattle again. And for now, I'm just going to enable that's flow. Drag my tool settings a little bit to the left out of my way, but I'm just going to make sure it's not going to be attached Trouble Windows like so while holding control, I'm just going to middle mouse. Click on the at right here to create an edge in the middle. And then I'm going to do on the both sides of this slide as well. So here and here. So we get creative with these lines. And now let's turn off the edge flow and close down the tool settings. Click you to go to selection mode and double click on this line right here. Make it now. Going to move, told by quickly and W. And I'm just going to drag it down a little bit like so now, for go to our subdivision preview by clicking free. We get this nice extra curve line like so, but I wanted to increase it a little bit this well. So if we hold Schiff right click or decrease tool, just going to drag my middle mouse button value off around one, and now we can go right click object vote and the selected to check out looks and this just simply as an extra detail to it, which I kind of like. Now, let's continue by improving this badge and make something in the middle of for it. For this case, I'm going to begin by using a cylinder shape, so click to create a new one. Then I'm going to object mode. Select us as an object and within attribute Editor selected for adoption so we can edit or mesh, and I'm going to drag all my subdivision access old away to free. This way we create a nice triangle like, so I'm just going to move it upwards. Click are to go to scale mode Scalea downwards like so that I'm going to go to edge mode and select old edges around it like so the all pre of the edges around it. Then let's click free to go into our preview subdivision preview and how we can use a crease tool again. And since this was the last well we've used, I'm just going to tap on this button right here. Now use the middle mouse button and drag it right to visualize how much we wanted outwards . That's the shape so simplistic it's probably the best we increased amount of detail within our subdivision preview. So if an attribute editor that's selecting a first option, go to smooth mesh and defend preview division levels Lech to scale it upwards. And actually, I'm just going to add a value to it. So five, I reckon, will be enough. So if you can't slide your bar more to right, make sure you just right the value manually yourself. Increase it like so let's fix the bottom in a top section so it wouldn't be a curved off shaped like this. So I'm just going to tap on this edge loop like so and a bottle wanted, like so. So figure out of the preview mode. Both of the said Loops are selected, although there just triangles they're still going to be counted. This edge loops so we can just double click on them back to the preview mode and dragging my middle mouse button until I get the shape I like. And this case, I wanted to be close, really close to two, but no quiet. So it's going to make it a value 0.95 like so and have to go out of the wire frame mode to check out looks. We get this shape okay, so now we can go to face election select a face in the middle is going to go out of it real quick. Out of the smoke television mode, click are to go to scale mode, and I want my gizmo to be right in the middle of this to see right here. So this click de real quick and select the this vertically over here. This will put my kids more right in the middle off where I went in now Conflict car to go back to scale mode and to scale it inwards on itself like so and just going to click W two Going to move tool, Scale it down Now, If we go to smooth Subdivision, it shows me that funny to adjust my increases again. So go toe edge mode, select the inner edge loop and select outer edge loop as well. So these fetch loops right here. Then go decrease tool by clicking this still right here. Now holding middle mouse button. We can digest it. I'll make it to 1.95 and Alice just lines in between. So going out of the subdivision, preview that selection and then selecting the line in the middle and the one on top as well , since the top lines. Also effect are Smoove subdivision, So we need to select both, like so once I'm done collecting all of hedges, I can go to my smooth subdivision mode, go to my crease tool and then drag it out words like. So in this case, I wanted to be a little bit less than a 1.95 I'm just going to leave a value of 1.8 like So . So now let's go and check it. I'm just going to click on object mode. He selected to see how it looks overall shape of it, and I quite like the shapes. I'm just going to stick with it. Of course, if you personally prefer to keep the thickness consistent, proud this whole side veg. What you can do is simply go to etch mode, double tap on the edge loop right here in the middle and just while holding shift double tap on all of these lines. So the select all of these lines is edge loops and that while holding control, we can t select the lights in the middle, which he selects the ones on the top and a bottom as well and out while in the Crease tool . We cannot just their overall value, like so. This will make it quite consistent. And, for example, if I want to set it to 1.95 I can do so. So if we go out of the object mode, this will give us some nice, consistent thickness. But in this case, I personally I'm not going to do that. But what's nice about it is when we start using the crease tool with those edges selected, it resets the balance off each and every line. Although every line had a different priest value by simply selecting all of those lions and reusing the crease tool, we can tell them to be exactly same values one another, So that's quite nice. But in this case, I person don't want to do that. So just going to click Control said to get my thick around it off, eh? Just like so I think it looks a lot nicer like this. I'm just going to keep it as it is now. Let's just suggested to her badge, So click on it, go to move tool and let's drag it downwards, like so Of course, Realtor need to re scale it. So go to scale mode by clicking are get it downwards. Like so just edges would be sticking out a little bit. And actually, I'm just going to drag it all the way down. Now that I have my triangle in a position, I realized that underneath then can be a lot bigger than it is right now. So I'm just going to select the shape on the nape it clear control one and go to face election. Now I'm just going to hold Tab to select the in inner circle. Like so. While holding shift, I'm going to click Greater Dan symbol to expand my selection. Now, once I have my selection done, I can clear control. Want to go? ARV isolation mode to see my triangle. Now I'm going to click w two going to move, tool, click the and right click to reset fifth position. Like so. Then go back to move Tool. Make it now. Scale it downwards. Scale my dent downwards. Like so So like this much better now. If I go out of the my prime selection, I can see it like this. And this is much better. The deepness of it is much better. Just something to keep in mind is that of once we're done with everything, we're going to be baking Norrell laps, and so the sites are not going to be visible. It's just what Mattis is, how it looks like from top, basically as we're not going to be leaving to pull genocide edges in here. 19. Adding radial symmetry detail to the badge: and I'll continue adding details to this badge. So let's go ahead and click on creating a polygon cube. I think so. Rocket outwards off the mesh. We want to make a permit out of this cube to do so. What we can do is go to face election, select the face on the top, and let's click on the merge to send her icon like So this will give us over to see in a four sided pyramid shaped like So now I'm just going to lower it a little bit. Go to face selection to lead the bottom off the face. Yes, I don't need it anymore. Now go to object mode and rotate this night of degrees, though I'll be holding J and rotating the green access like so So now we're for having a gizmo sideways. We could either go double click on an object mode and change access orientation from Object world or personally. What I will do is instead of doing that, I will simply raise transformations. So let's go into object mode, select asshole object and then click freeze transformation. I got on the top like so the salutary set all the transformation for this object that includes resetting the rotation. Little recognize that this is the front, for example. And these edges are going Dagnall instead since it has the rotation value of zero. So if we go back to verdict selection and select this so right now, even with object orientation selected, it'll be having the gizmo rotated in this way like so. So once we have that, we can move this access for words like this. Also going to select the one on the back, move it like so and I'm actually going to select the top one as well and move it in words the one way we have this sort of a shape. If you go into our subdivision preview, we see we get a next shape. Herbert, forward to use crease tool. We would be disgracing edges and I want to have a little bit off a thickness in between those edges. So what I will do is I will be using a bevel option. And now if I select it again to see the white frame and I'll be lowering my fraction 2.1 like so no for clicking it. Of course, we're going to be having a smooth and dark version, but we have a thickness now so we can work within. So if we select older edges just for dragging it across the model like so I didn't go to smooth subdivision Preview Old ship, Frankly, crystal, let's move in and out. A detective 1.8. That looks all right. Now that I look at it, I probably want to to have a little bit thinner levels so we can go back and edit them. I'll just go out of the Smiths division preview by clicking one first and go to attribute editor, then within. Actually editor, find poorly bubble. You can use mouse button, too. Scroll through attribute editor. Once I'm on the poli bubble, I can lowered a fraction even more. I'll get it. 2.6 Like so to now, if you click free and go to object mode. We have thinner affections like so now we can make use of that. I'll go out of this moves of the vision by clicking one, and now, once we're happy with the result, we can click old, shifty to remove the history. Make sure there's no complications as well as to speed up the my A software, since it might be slowing down with for Laura off attributes. Once we have this shape, I'm going to click D to go into, gets my editor. And while holding shift, I'll just change a position to the front like So Now will be clicking W to go into mu tool . And while holding X, I'll move it to the center of the world like so. So I'll just move it down a little bit to fit more towards the shape like so and scale it down as well around this amount. For now, it will be good enough. Now What we need to do is to put them in the corners, and if a click e to go into rotation until and while holding J, we could rotate it to that exact angles like so, in some cases, the rotation using step snap tool will not fit your angle. So if you want to make a new object going a symmetrical circle to be duplicated on itself, you simply need to divide 360 degrees, often angle by the amount of objects you want to put it in in this case, I want to put in into free into free side, so free 60 divided by free would give you 100 20. So we know that for every object that it would have to go on the 120 degrees for it to go into every quarter if it's free objects and for it to have a radial symmetry. So to show you an example, First of all, let's position this object to born off the corners off the triangle. So by holding J, I'll just simply drag it across like so. And once you have a physician to one of the angles one of the corners he want to your object to keep, we can now turn on the steps. Snap tool, changing it to relative. And now we can change it. 220 degrees like so. So while this is on, we can now duplicate our object by clicking control. D and Dragon are access like so, and it'll snap after 120 degrees straight to the point we want. Then we can hit control de again and dragon like so, with the steps nap, it'll enabled to give ourselves a perfect radial symmetry so it's quite useful to know if you want to have a perfect radial symmetry like So now I will go back and change the step snap tool back to 15 and turned this off like so so it will only be turning on now when we hold J and I'll be back to 15 degrees each. Once we have them done, we can continue making some minor adjustments to the shapes if we desire simultaneously. So if we select all free of the shapes like so and then go to scale tool now for double click on the scale tool and select our access orientation to component, it'll be scaling down the component based on each one of the values for the rotation. We can scale our object inwards simultaneously so we can have our shape modified afterwards like so I'm just going to squish it down in words a little bit like so and now we can change our access orientation back to object mode like so Now we can click W, and since we already have or pivot points on these lines right here, we can hold the to enable snap to Vergis mode and that drag it downward slick. So to snap into the position we want. Like so and then I'm also going to click free to enable the dynamics of the vision and on click it to check up looks. Once we're happy with the result, let's at some text to it as well. So what? My badges rotation to be this way like so now that's at some letters to this. So let's click on adding text Polygon type on the top section. So for starters, I'm just going into type with an attribute editor. Scroll up a little bit until I see the textbooks and I'm just going to make a first letter . I'm just going to have a pee the now goat scale and scale it down because we want to put it into reference. So I'm just going to scale it down even more. Go to rotation tool old J and rotated like so that I'm just going to pull it out a little bit of the badge but irritation again and reposition it. Our angle to be straight. Now go back to the position, position it around this amount like so. Actually, I'm going to change what my poet is so I'll do that by going into text and making sure the alignment is set to middle. So this way my text will be right in the middle. So now again, position it to be in the center, off the grid, like so right where I wanted. And I'll go with Scaled, scaled down a little bit. Have my text phoned us. Calibri changes from bowl to regular like so, and I'm just going to keep it as is and not changing anything. So we're just keeping it doesn't default. We're not making much adjustments. All I'm going to do is going to drag it downwards like so to make sure it's not. It's visibly thick, so and now let's get some other lettuce in a swell. So it's going to click controlled the And this time we want to select the previous object, the previous text letter. So within out liner, let's click on the one above and then simply drag this downwards like so we need to do this , since the duplicated version will not have the type editor, the ones we get within our text editor box like so we can change our letter. Some just changing it to Polly Goods Fridge. So now I'm going to duplicate it again. Once we duplicated, we need to select the original one. So in this case, it will be type mesh free. You know, it's original wants, and some other ones don't have as many attribute editor options. So if we selected, if you select original one, we can drag it across like so get in the right position. Doesn't have to be super accurate, since it's going to be a small badge anyway. But once you have it in a position, go to the type to change the text going to change it? F think so. So P g f actually wanted to be a little bit outwards, so I'm just going to select both of them, dragging downwards select G dragon to the left of it. Select theft drug right, Make an expansion and selected P. You get outwards as well. Like so 20. Using deformer to manipulate text: So now we gotta get some text that goes around the edges off or badge. Start by creating some pretext. So let's click on the icon. Let's zoom out a little bit before changing my tax. L just changed the alignment. Shred away so it would be in the middle. Now the text I'm going to use is Holy Goods Vintage Bridge. I'm going to have all of the lettuce and capital going to recently, my Lightman, since the packs wasn't in the middle. Now let's quickly reposition the stack, so to be closer to our badge. So let's click E to go to rotation mode. Hold J and Leslie or texutil lower. Like so Now let's go to scaling toll by clicking are and skill down. This enough so we could see or badge and or text in the same locations is going to click F two. Relocate my camera that a middle of four selected object and now we'll just move my next outside of my badge like so this is top of my badge. Is the section over here? I'm actually going to relocate my textual quake so click E to go rotation mode whole, Jay wrote it sideways nine degrees and I'm going to click W. And while holding XO could snap to grid, I'm going to drag it and move it to the top of my badge like so Now I want my wording to be more spaced out between each other. The simplest thing we can do is go to the text editor and add a couple of gaps between each one of the words. So just at two gaps by pressing space a couple of times between each one of the words like So that's to have more spacing. So it'll be separated in nice kind of way. The fund. I'm going to keep it as Lucy, that satis Unicode as it stretches out the wording quite well as well. So it gives our overall objects so nice length to it quite like so I'm going to keep it, as is now, since I want my text to go underneath it as well. I don't want my text that's wrapped under it to be upside down. We need to make a separate text object where to go around. So for now, let's duplicate or text elect or previous object to get our attribute editor back, and I'm just going to drag it underneath the badge like so and change the text. So go to type free, select the whole text, and I'm going to. This time I'm going to write Oxford, England. Now. I will also add the gap the same way as it did previously. So just go in between the wording and it's space a couple of times. So now we can wrap our text over the top section of our badge as well as the bottom section over badge. So let's begin with the top, since it's amore lengthier text. Well, let's click on it, drag it all the way through badge, make it go over it, so it doesnt overlap it for now and also scale it down a little bit. So go to click are good scale, tool and scale it down like so around the smell, going to be adjusting the scale a little bit later on. So I just didn't want it to be too big. So now once we have our text above or patch, we can go and click deform and within a known linear tab that's select Bend. But once we click that we get a deformation tool selected like so which is connected to our polygons off a text. So we've been actually, editor, If you go to bend well, we have some options. They're not going to work quite as well since our Ben right now is going across or text. And we need to change that. And we could do so by clicking e going to a rotation tool. And while holding J, we can rotate or line 90 degrees so it will go across our tax like so and now will exit might rotation tool by clicking que with this own. What we can do is we can drag our curvature across like so, making bend around badge No. For now, what I want to do is have this line, the information line, to be aligned to the curvature for badge. So we need to eyeball it until we get the shape we want. The ones I'm happy with the results for my deformation. I can make further adjustments to the text. So if I click back on the text within my outline, er the one that was above now can have w two going to move tool and I like it to the badge itself. I'm making it so it would be going inside with the badge embedded within it. Since attacks is being affected by the Formacion, it will be following the curve. So even if I'm moving up and down right now, it's being the form by this curve, since that's being a flight after the movement operation. And since I have my curve a line to the way it wanted to be, The location that I want my text to be is around this much. I like it this much, so I'm going to keep it as is now I'm going to move on to the bottom text. So before we continue with information, we need to adjust our scale to be the same as the one we have previously. And to do so. First of all, though, if we go into selection mode by clicking Q and then select the bottom texts is our first item and then my holding shift. We need to select the item that we want to match our scale to. So in this case, we're going to select the text that's above it. We want to select the text not to curb. And then once we have selected, we can go to we can go ahead and click on modifying the top and then under match transformations. Let's elect match All transforms like, so we get the scale and the transformation location. The same was a previous text. So now let's go ahead and click on or text click W and let's move it out of the way this time looking to move it upwards. I wanted to be the same height as the text above, so I'm not going to move it upwards. And I'm just going to leave it like so that we have or text somewhat in the middle. We can redo the process we've done to our previous text, like looking to form, hovering over no linear and selecting bend like. So Now let's click he to go into rotation mode while holding J. Let's rotate our line doesn't really matter which way, and now we can go onto our attribute editor and select bend, and then we can match our curvature. So if we bend it around like so just make sure it matches discloses it can to the curvature off the off the badge. Once you have your courage of bed matching to the edges of the badge, we can hit W and go on to our text by selecting it. Looking out, just are moved to match. The distance protects above now one my gaps to be slightly bigger between the wording. To do so, I'm going to select the text above and go to scale mode by clicking are instead of scaling overall text and making it smaller, I will robber squish it down so we'll just scale it in one direction. Like so. That's all I need to do is slightly adjusted. This a lot. Impact our textile too much, but this gap would have been too visible, so I suggested it. I'm also going to go on to the bottom Texas well and slightly scaled down again. So now the gap between those techs are somewhat proportional to the ones we've made previously, and by scaling the text sideways, we are able to preserve the height off the text. The ones were happy with the overall adjustments. We cannot remove the informations from or patch, and so let's do it by going on to object mode. Things were done with the badge, you can select the whole off the badge like so, and then we can click old shifty to delete the history, which will remove any of the deformation attributes as well as it will increase the performance for or Maya software. Since we just deleted all of the history for dispatch. Now let's wrap this up by getting every few into Foreign Group, so get the whole object selected by dragging across said like. So once we have our batch selected, we can click Control G to get it into a single group, going to double click on the group and name it as a badge like So Now we can on high the whole off our fridge, though, To do so, let's select the object it's above or Batch group, and then we can hold, shift and select the item that's underneath for measurements. Group like so. So we have our whole fit for its elected. And now let's click Shift H two on height, everything. The ones we have our fridge. In our view, we can go and select the fridge group again. Let's click W to move it out of the way, like so and let's realign it onto the front of our fridge. So going to click E. And while holding J, I'm going to, I'm going to rotate it sideways and then reposition it to the front. So while holding j again going to realign it like so once we have our local rotated properly, we can hit W and move it to the position. And then, while moving it up and scaling it, we can adjusted to what we wanted to be. No, just moving it, getting it down and moving it. Now, once I have my badge moved close to the position I want, I realize now that I want my badge to be slightly picker in order for it to be attached populated fridge. So I'm going to go to on to object mode, elect the base off for before badge and then, while hovering over it with my mouth. I'm going to select edge, then double tap at the very back off the edge, like so to select edge loop. And then I'm going to drag it out words a little bit now. Once I have that done, I can hit queue to go into my selection mode and then selected Batch Group again. Now let's click W and moving backwards a little bit, then hit E to go to rotation and let's realign it to the current show for Fridge like so we need to convert all the end guns into triangles within our text. The reason being is that when we're going to use high, poorly version within our substance beta, it'll automatically triangulate everything. And that wouldn't be an issue with things like this. Shape off Anel, since it's pretty much for square and all introduced to translate it. However, with the more complex and guns, for example, this whole right here it will have some errors trying to triangulate the soul. That's why, for our next step, we have to triangulate these faces to do so. All of great to do is go to mesh, go to clean up selecting the square. So, like my Operation ISS cleanup match of polygons and the only selection I wanted to be is spaces with more than a poor sites. So all them guns are going to be translated and I'm just going to click apply, and that will triangulate old end guns that we had put its object. So perfect control one all for and Gun said, Where in Texas are going to be triangulated, which is perfect for us? No, I'm just going to click control one to go out of it. And now I'll also move on to the batch and do the same thing. So good object mode, selector badge and it's it. Apply like. So now again, it will change the end guns to translated versions off the faces, which is exactly what we want. So after we're done with it, we can go ahead and close the cleanup window like so let's just select object. 21. Creating low topology fridge body by reusing existing mesh: Once we have a high holy version of her Freij, let's continue by making a low, poorly version off it. So to begin with, let's elect old assets within the outline er from or Fridge. I'm just going to select the badge group and and hold, shift and select the group. That's all the way to top. So now wants the whole fridge is selected. We can hit control G to make a group for it. Now want to leave this group as it is as a planning to come back to outline and organize everything in the future? And for now, what we can do is we can re use some of the sections of the fridge for the low poli asset. So what I will do is I'll select the group that we just made and click control D to make a duplicate out of it. Now we can hide the original group, so I'm going to select Group One and Click H to hide it, and now we can work on the duplicate. For now, let's remake the base section for Fridge, so let's select the base off it like so and that we can click. Want to go out of the subdivision preview for it. Now we need to subdivide this, since we want the edge flow to be more smooth and out as well. So we wouldn't be seeing the verdict sees on the corners is now. It has a little bit too little of polygons within it, though. To do so, we can click on smooth faces and let's keep it a divisions one, since that's all we need now click old, shifty to delete the history, and how would we can't do is we can do some cleaning up for it for starts. I want to remove older, necessary faces from this match. So to do so, I'm going to go into the side view. So let's stop space to go out of the perspective mode and the step space onto the side motor like so now, since we have it selected already, or Ramesh, we conclude control. Want to isolated the view we can fix the bottom section of for Fridge. This has got smooth and out a little bit by O. R division. What we can do is we can go to the edge mode, double tap on the edge that's not smooth and out. And now we can click W. And while holding be, we can drag it down to the bottom off. Our of averted sees like So once we have that done, we can go back to face election and drag the selection across like so. And then while holding control, I'm going to de select the top faces. They're All that's left is a selection off bottom faces, and that can hit delete. So if we go back into perspective mode, we can see that the base of the mesh looks better now and is going straight. Now Let's go back onto the side view because we still need to continue working on it. So getting space and topping space on a side mode Now I want to fix the front selection off or mesh. So I'm going to go on to face mode and just drag it across my selection all the way until I can see the edges that are going straight. Like so want to have this selection selected. I can go ahead and click the late, so now we want to select. The front edge is only off the bridge. I'm just going to drag my selection across the front like so And then, while holding control, I'm going to drag it again to de select the eh just on the right side of it. Wants to have the selection. I'm going to click can hit W. And while holding shift, we can extrude are polygons like So? So this way we'll have some nice clean topology going across it. I'm also going to hit our to go into scale mode and just pushed out of urgency so all of them would be going in a straight line. And I would refer us to match your previous reference. We're going to select the original group and click age to hide it, that I'm going to click back onto my mash like, So go to at selection. Select the front, Brent edges like so and the selector once in the back. Now we conclude control. Want to go out of isolation mode hit W to go into movement tool. And now what we can do is hold the and simply snap it to the front section off our fridge like so once we're done matching with reference, we can now hide our original high poli version off for match, so it's going to select it and click H to hide it. I'm going to slip back into our low poli go to X selection mode and I want to remove some of the horizontal edges since they're not needed within our match and we want to optimize our low poorly as much as we can. I'm going to begin by selecting the edges that I want to remove, so double tapping on the edge next to the bottom to select the whole edge loop. Now I'm great to hold shift and double tap on the one above and the one above as well. Let's leave the edges in the middle for later since we can make use out of them. And now we can hold control and click backspace to delete thes edges like so Now I want to select this edge right here and now, while in a move tool What? We want this to match this edge to decided for Fridge. So I'm going to hold the to turn on my stopping tool on while dragging up. I'm going to match to the side of her fridge, like so and for now, we can leave this as is, and we can go ahead and move on to another section. Let's it space to go back onto our perspective mode. This time we can move on to working on the front base section off our fridge. Let's go on to on object mode and at select the bottom section. And now what? We actually want us to select the whole group off the bottom front section of our fridge. And to do so, we need to hover over our out liner and click F in order to find the object that we've selected in our art liner. And then since we grouped it earlier, we're going to have our peace in a group. The area I'm going to select the whole group off it, like so and out once we have it selected weekend Click Control, born on the perspective to isolate the whole view and to begin cleaning up on it. So while we have our group selected, we can click, want to go out of the division preview, and now, since we're going to be baking the stripes as the relapse, we can go ahead and select all the stripes while holding shift like so and hit Delete this . We only need them in a high holy version for Fridge. Now we can remove all the unnecessary polygons as much as we can to begin with. I want to clean up the base mesh. So let's go to faces positional camera accordingly. And let's drag our selection across like so while holding control lets you select the upper paces. So only the base, the base of our measures selected. And now we can hit delete to remove old unnecessary faces in our base. This we're not going to be seeing attorney for a fridge anyway. And now let's remove some of the edge loops that we made previously. So go to at selection mode and let's double tap on the front edge loop. Like so. And while holding shift, we can select the inside edge loops as well. Once we have them selected, let's make sure these are just on the corner. It's or not elected as well, since this edges spot of another edge loop that goes vertically like so. So once we have our selection mate, we can hit control and delete to remove our faces. Now, as for the top. I will want to remove the whole off the top section, and we can do so by going onto her face election. And while holding Tab, I'm just going to go across all the faces in the inside off our top section, like so and that we can expand a selection by hitting shift and greater than symbol like so . And let's hit it once more to expand it all the way onto our edge loops to decide. Now I can delete the faces like so removed the whole off the upper section. And finally, let's clean up the back section and a front section as well. So in the front section we can use to target wheel tool. I'm just going to drag my faces a couple of faces to their left and one face to write like so and and do the same thing on the right side. I'm not going to be bothered with turning on symmetry since this was a small operation anyway, so going to leave it as is now I want to remove the back faces so going to click right click face election, it's cute to go out of the wheel tool while holding tap, going to drag it across the faces like so and hit delete. Now that we have this piece done, we can hit control. Want to go out of isolation mode? We can go to that selection, elect upper edges, and we can do it by clicking on the top edge in 1/4 like so. And then while holding shift, I'm going to click one in the middle, double tap on it and then going to double tap while holding shift onto the last edge like so Now I'll go on to move Tool and while holding the I'm going to snap it like so that will be barely touching this piece over here. We cannot move onto the piece that's above Let's go ahead and select it. We control warrant to isolate it. Let's click. Want to go out of the smooth subdivision mode? Then, for starters, let's delete the upper section and the bottom section as well. Do so I will actually go on to face election and position my camera that affront like so. Then select the faces in the middle. I'm going to hold, shift and click greater than symbol. Select my face is like so So now the only faces that are not selected are the ones on the top and the bottom, and we actually want to invert that. But what I will do is I will hold shift and then drag it across. My object looks so this a lumber to selection of all the faces that we want now, before deleting, I will also want to keep some of the bottom faces a little bit as well. So I'm just going to the selectees faces in a front that are right here like so. And once I'm done with it, I am going to hit delete. So basically, I'm going to delete everything on the top. And as for the bottom, I'm going to leave these faces at the front like so. The reason being is because I want to keep these faces for my fridge since it does add some extra detail. Although we could have baked those old maps, I believe it is better to leave this US our actual match, since otherwise it will be quite obvious that it's flat once we turn it sideways. On our perspective, when we are previewing are finished piece though. That's why I'm leaving this section of the front. It is with polygons, so now we might as well remove old edges that go horizontally across. Let's go take selection and double tap while holding ship onto older. Just like so, hold control. Click delete to remove the edges with the courtesies that will also be removing the face of center back. So go to face selection and while holding tab, drag your mouse across it like so and hit delete. Only the front of the sides are left. Now let's click control. Want to go out of isolation mode? 22. Reforming and welding mesh to retopologise the fridge: Let's elect last base piece off our fridge. Let's click on it. Click. Want to go out of the subdivision? Preview this clip control one, and let's begin by removing the bottom section off our fridge. Go to face election and just position your camera sideways over over to lead it like so we can add some polygons to it later, up towards and now I want to add, Ah, curvature for the fridge, for the top section off our fridge. But instead of subdividing it to smooth in and out, what I will do is I will use multi cut tool so they will click on it to turn on the tool settings. And in case you're not seeing the same settings, just make sure you have your multi cattle and able to swell. Now for this case, I will also want to turn on my symmetry mode. So go to modeling token and let's turn on symmetry, object text like so you know what we can do is get some extra topology. I want some here, here and here, like so using middle mouse button. Of course, I also want to smooth it out, a perception a little bit as well. So I'll add to pull G in here like so as well, though will add topology in here as well, holding control, tapping on it, and then I can remove the It's in the middle. So let's go click. You got that selection double tap on the edge in the middle whole control and let's delete it like so Now we also want to make some edges that go across the object as well. But for this occasion, we're going to use something else, since if we click control one and go out of isolation mode, we have our badge within the curvature off or mesh. Since when we were making our subdivisions, it gave this match a little bit of a curvature, and so it also shrunk the object a little bit as well. Now, what that's loaded is it only allowed us to average out. I just that we inserted it into our mash. But our smooth subdivisions, MoveOn's out or topology instead. So that's why we need to get ourselves some slightly different apology. So I'm just going to turn off the edge flow, go out of the tool settings and in this case, we're going to be using something else and so now we're going to be using QUART draw. So if you go to modeling tool kid, we can see we have court draw button right here. But we can't click it on it right now. Otherwise it will start creating new topology for us, which we don't want. So what we need to do is select the high poli and we need to enable snapping through it. So to do so, let's go onto our group. So select the original group, Click ship age two and hide it there. Now let's click you to go into selection mode. Old rightly go to object mode like so and now let's select the high poli version that's underneath it. That's underneath for object like so once we have selected, let's select Arlo Poli as well and let's click control one so we can work on it easier without the other objects in treating our view. So now, to enable the snap mode, we need to click on the High Poly version first, and while we have that selected, we can now use this button right here, which makes the selected object live and What this basically does is it allows us to to snap anything through this object. It's kind of like Magan ties. So as an example, I'm going to show you if I select this word to see you right now and click W to move it, I can now actually move it. But what will you notice is it will be following the object surface no matter where you're going to be moving it analogy, cyclic controls that to undo it. So once we have to slide, we can't actually select the high poly version anymore because we would need to do select the live option. First, we can go ahead and select the high Poly version, and we actually need to add some to polish to it. Since we're only using topology previews, no free click one. We can see that there is no extra topology and it's pretty low poli. So let's just go ahead and click smooth. And this time let's use two subdivisions, since I want my curve to be smoother on the inside off this area. So I'm just going to go ahead and select both of them and isolated again the ones I have this smooth and out. I can now, while being an object mode, go and select the select object live now. While we have this enabled, we can select a low, poorly peace within an object mode. And now we can hit court draw. We can make use of it by dragging these over to seize on a corner of the high poly version . But before doing that, I want to speed up my process. So if I click be, I can turn on the soft selection. And if we adjust our size by holding B and dragging left mouse button, that would be touching. The edge is the Vertex is next to it, but not the ones that are back, like so we can don't move our critics is inwards and get our fridge be like so they also want to move them a little bit higher, so I'm just going to slightly dragged them a little bit up. I think so. But I want to add some extra edge loops to the front of this curve, I wonder, decided in the waste. It wouldn't affect the badge that we have in front, so let's click control, Want to go out of isolation boat, and we can now add some extra edges around our edge loop. So now Freehold control what we can add the next loop and I'm going to add one above our tax, like so and one underneath it as well. Like so So this way. I know that my low polling badge will be on a flat surface off my low poli. Now we have this set in place. We can go ahead and click you to go out of the court draw, and we can turn off life mode since we can actually click on our I poli version. So let's go ahead and turn that off. Once we have that turned off, we can we can click on our hi Polly Base a sweded. Previously, now that we have it done, we can go ahead and hide or high poll again and Officer hiding it, I can see that there were some issues. Somebody's were getting a little bit too close to the edge. We've got snap to the service off the object. We can fix that easily, but go into Vertex mode. Selecting the Vertex clicking be to turn off the self selection this time go to move tool by clicking W. And now, while holding be to turn on my snap to Vertex mode, I can use my arrows to fix the position. So fixing it to the back and then dragging it right like so and did the same thing for our Vertex. And since we still have the symmetry on, it's going to be fixed on other side as well. Now we have this base done. We can go ahead and connect it with other pieces as well. So let's go out of isolation mode by clicking control one. And first of all, let's connect the bottom pieces. So let's select the one in the middle and the one at the bottom, like so it controlled, want isolated and now well, both of them are selected. We can go ahead and click combined like so old, old, shifty to delete the history. And since the Verte sees are in a similar areas, we can use merge tool so that I could have oh called merge. Now if you click on it and have the distance fresh hold or off point of one divergence is that are close to water number will end up getting merged. So though this verdict right here, for example, is going to end up merging but in a place where we don't have any emergencies like this one , for example, but will not be merged, since we don't have anything there were to be merged with. But we're going to fix that later once we end up combining all of the mesh, all of the front faces together. So let's go on to object mode could control want to guard of isolation mode and that little top section as well as the bottom section. Now we can click control. Want to isolate both of them? In this case, merging these two together will not be as easy since we have but X variations. And since the variations are on the curve, we cannot just simply triangulate thes edges before fixing it. Let's go ahead and combine the C objects, select both of them and then hit combined button click old Ship D to delete the history we're going to be fixing. The Virgin sees bit by bit in order to match the shape. For starters, I'd like to fix the edge in the middle, but before doing that. I need to fix the bottom pieces first. So if you go to verdict, selection can see that there's no over to see that would be able to connect to this verdicts right here. But the fix that I'm just going to go to multi cut tool. And while holding control, I'm going to create an edge loop that is close to the Vertex over here as well. So once we've done that, we can't go to Target, will toll and merged the bottom. We're to see to the top one like so And we can actually do the same thing for the weird to see over here, since if you have a look at it, there is a edge right above it where we want it to be, so we can go to multi cut tool, and while holding control, we can create the next loop like so that would be close to this world to see over here. And now we can go to target real tool and we can well, the Verdecia on the top to the one at the bottom like so. So now let's continue with Justin. These verdicts ease in the middle So if you go to at selection by right clicking, you can go click you to go into selection mode, double tapping on the edge in the middle, like so, and we can use Bubble Tool. So we click bevel. We can adjust our lines to fit each other, so have them adjusted, like so. I'm just going to turn down my sensitivity a little bit and increase the value like so be closer to one another. Now that we have that done, we can fix. They're just in a corner. So if I go back to my multi cattle, I can see that there are more lines over here since we made some in the middle. And since I want them to have the edge flow similar to this, I'm going to go to its full settings. And with multiple it'll selected. I'm going to turn on the Etch Flow like so that while holding control, I'm going to the middle Mouse button underlines in between the edges like so now we'll be having the lines that are matching that it once in a top can now turn off or edge flow and turn off the tool settings and we can finally connect the two pieces together, so let's go ahead and do that click on the target will tool. This time, we're going to be using the edge selection first. So while in edge selection, if you click on Target wield, we can use it to wield our edges instead. Now, to start by wielding the 1st 1 like so we can skip the 2nd 1 and we can go ahead and we'll deferred one short away, like so and basically do every 2nd 1 instead of doing every single one of them for doing it like this, since it will speed up the workflow. All right, once I have, like so I want my at just over here to be straight that out a little bit, they'll go click you to go into selection mode, go to Vertex at it mode, and now I'll select a pope for these radishes at the bottom like so collect W two going to move tool. And while holding be, I'm going to move them forwards a little bit and hover over the Verdecia top to match it. Now I'll do the same thing of side of it, so just simply realized it to make sure that the edge is straight on the side like so. So now we can go out of it. Go to object mode to control one to God isolation mode, and I want to connect this to the foundation off or object. Let's go ahead and do that if you go ahead and select it and then hit combined button like so, after which we can click old, shifty to the history and click control. Want to isolate it? We can now combine the two pieces together. Let's match the edges to one another. They will go to the selection tool, double tap on edge in the back, and we can move it. That words simply a. So since we're only making this gap between the door in the base of the fridge as a normal map, we can go ahead and fill in this gap. So if you go to edge selection, select the bottom pieces like so and then click bridge to fill in the edge like so were able to combine the first piece for fridge. Then we can continue moving onwards, though the upper area will be the section right here now if we double top on this edge right here and hit W. And we can even hold feet to snap the edge to divert, to see, but dragon it like So now go that selection, like both the edges in a corner like so and hit bridge. Then I could fill in this hole over here as well. So if I go ahead and select this piece like so I can use bridge again to fit in this piece in now we want our faces over here to be taking a little bit backwards, though for starters, some going to go to face election, I'm going to click on the face and then double click on the base above it while holding. Shift the select entire edge loop now Conflict Control one and control one again, toe isolated completely and while isolated, I can go ahead and go to verdict selection. I can go ahead and select over disease. They go around it by holding Tab and just dragging it across the Vergis is that I want selected. I'm only selecting the purposes that go inside of the foundation of the fridge like so now it can hit W and while holding the I can drag it and then position my mouse. It is a vertex in a corner, like so, which will snap my whole selection. But this amount cinematically controlled one. We can see that this will nap to the for disease that are on the side of the base off a fridge. Now we can fix this hole by going to touch bowed double tapping on a Naj flick. So to select the whole edge loop for this whole and we can click Bridge to fill in the soul . Then let's go into face election, select the face, go to mesh, triangulate and then to simplify. Let's go back to MASH and let's click Quadrangle eight like so that way we fill our whole while keeping some of the quotes. However, we didn't need the polygons to be exactly the same, since this is a complete flat surface, and so it's okay to have some triangles 23. Optimising topology for the hinge area of our object: to know that we have this whole filled in. We can get your hinges. Put a fridge as well. I'm planning to use bullet operation, but I only want the bulges to be attached and not the hinges on the side to do so. We have to. He attached them from one another. So let's go and click on object mode. Select the mulch like so, and then we can click extract button. This splits the object into the faces that aren't connected to one another. Because the bulge and the hinge were not connected A spaces, we can easily detached them from one another. Once we do that, we can hit old, shifty to delete the history. And with an outline, er we can see that these two are separate pieces. Now we can do the same application to the other object as well that over hinge. So go to object mode, select the bottom hinge and click extract all ship D to delete the history like so now what we can't do is go to object mode that, like the builders, like so select the main body of the fridge for control, want to isolate it, and then Let's go on to mesh. Hover over billions and click union click old ship D two Duality History After the operation, some of the purchases are going to be really close to one another, but they're not going to be attached like this one over here. But the fix it, I'm going to position my camera sideways, like so drag my books across my box of selection across. And then, while holding control, I'm going to select the front like this. No, just my well just selected. Or the vortices near it. Now, once the selection is done, get hit, merge and with the distance fresh hold set 2.1 we have attached some of the vergis is that were close with one another, and then we wouldn't be able to see if there are Thatcher. Not otherwise. For example, this one right here. This one is going to be attached now. So now let's clean up Some of the Virgin sees Go to target wheel tool and let's clean them up like so going to do the same for the bottom section as well. Just merging this front section. Insys Polar gun was not needed to the shape. As for the stewardesses in a corner, I do believe I need them to keep the curve. But I don't like how they are so close to the face of the fridge as it believe this will not take the best use out of them. So I believe the easiest way to fix it is for multi cut tool. If you go ahead and select it breath, it'll settings enabled by double clicking on them and making sure that we have edge flow turned on. We can hold control and Middle mouse button like so to give the curvature for the bulge. And then we can do the same thing for the upper one as well. So while holding control Middle Mouse button to create the curvature, let's do the same for the bottom section as well. And now we can merge these two the face of the fridge. So before we exit the tool that's turn off the edge flow to set it to default and could close. Now let's go on to target Wield go to such selection, and now we can wield it to the surface off the fridge body, like so then I'm going to move this one and just continue moving it in words like this. I'm just making sure now that I haven't moved my fridge base. We're disease. It's and it's only the hinge faces that have moved. Now we can move to the lower section so and just redo the operation as we did for the perception it's moving the every second edge and wielding it to the base off the fridge. I'm making sure that I'm only moving the courtesies from the hinges and not the fridge itself. Once we have that done, we can now fix the and guns that were created by billions. Let's just do so by using a clean up operation. So go to mash, select the square for cleanup, get the operation said to select matching polygons. And let's make sure we only have faces with more than four sites selected. Once we have to selected, we can collect cleanup. We're going to get a selection off or end guns in here. I'm also going to click control one and control one again to make sure that these are only any guns I have selected. I want to make sure that we can go out of isolation bowed by clicking control one. And now we can go to mesh hit triangulate. And afterwards we can hit Quadrangle Aid as well like So now we can go out of the object mode. Now we can move to the hinge piece over here, So let's go ahead and select. Hold shipped and select over one and let's click control, Want isolated once we have them isolated like so we can hold right click and go Dutch mode over the 1st 1 and then we can do the same thing for the other one as well. So right click on the 2nd 1 edge mode and that we have both of them in an edge mode selection. We want to fix ourselves the edges. Since we don't need them to do so, I'm going to risible drag. The upper wants to the top, so I'm just going to select one of the edge click F to reposition my camera. You get a nice position for my rotation so could move my camera easier. Then I want to delete the I just in the middle. I'm just going to move my camera inwards a little bit to see the inside 10. Double tap on one of the edges. Hold ship double tap on another and now it gives us a selection off the inside bits. We can hold control and backspace to delete it like so, and I want to align these areas to this edge. Over here. Something's going to go ahead and select my selection like so bold V and just drag it to the vert disease over here. And that gives us a nice straight edge, like so. So now we can move toe bottom piece. I'm going to get my selection selected on edge like so click F two. Focus my camera on it. Get my view inside a little bit. 10. Double tap on what? EJ and hold shift, double tap or a lover? Zoom out a little bit. Make sure it's the right selection. Once we made sure that we can hold control and click backspace. Delete it now. Double tap on this edge right here to select the whole edge loop. Hold V Dragon upwards like so to align it to these edges on the side. Get a nice and flat ring. That's how we get rid off the gaps in between them, since we don't need them in the low poli version off our mesh. Now we can go to the bottom piece off angle, and we do the same thing as well for this section over here that is going to start with top section. Click on one of the angles, click half to realign my camera. Rotate my camera inwards, so consider inside, then double tap water damages. Hold shift. Double tap on everyone. Make sure selected a inside like so hold control backspace the leading edges that double tap on this edge over here on the inner circle. Hold the and drag it down to snap it to the Burgess's son on edge. And finally, the bottom section. Select one of their just click F to get ourselves aligned with this edge. Dragon camera inwards. Double tap hole ship double tap. Make sure both of the and slips are selected. Hold control. Click backspace. Delete it. Double tap on this edge over here. Hold the and drag it upwards to revert to see that's on the outer edge like so that's pretty much it 24. Final mesh adjustments for low poly base of our vintage fridge: Now we have a fridge based on. We get part of the pieces that are completely smooth and out, while other parts are having hard edges suit. Um, so for now, to fix it and for us to visualize that apology better going to select the fridge. And while holding ship, we're going to hold right click. We're going to drag our mouths onto soft and hard and edges, and then we're going to select harder edges, like so this way all over. Edges are hardened. I'm also going to remove all the creases since we're not needed for low topology for mesh. So I'm going to go on to edge modeling. So, like all of that, just for the fridge. And while the holding shift I'm going to right click. And so the crystal then drag my middle mouse button to the left like so, remove all the creases, and now we can go back on to object mode. I want to optimize this piece a little bit more and take it a step further, so I want to remove all the necessary edges, but its measure. So let's go ahead and do that control. Want to isolate our object. And now let's go on to Target Wheeled Tool. Go to that selection and let's begin with the bottom pieces over here. Go to modeling Toolkit and let's enable ourselves symmetry to object X like So now, for starts, a one thes edges be removed. Since they're not necessary, I'm just going to drag him up like so Now this is the one that we actually need. Since it is supporting this curvature, I'm going to leave it as this going to leave these at just us is, since they are being used for the strangles over here and I don't want to make too many triangles. I know that that apology back is not being used so we can remove that as well to spit up my process a little bit more. I'm going to go on selection mode by clicking que going to face selection and I will holding tap. I'm going to select the I'm going to select the face in the middle, then hold shift and click, create a symbol, and I'm also going to select these faces as well to some of these Facer Platt. I can easily remove that apology from them so for starters, I'm just going to delete them. And now I'll go to the edge selection mode, select both of the edges of a corner. Since we have the symmetry on, uh, get poked him selected, I can click Bridge to Bridge in like so that I'm going to double tap on the edge of the whole. And I'm going to click bridge again to fill in my space, like so that I'm going to select this end gun, go to mesh and hit Triangle Aid. And I might as well go and hit Quadrangle eighth as well, like so that these have less to pull Joined. Um and I'm going to leave it asses. If you go to the front. We can also remove some of these edges in the middle. I'm going to go ahead and do that goto selection. Go back to target wield, and let's remove these edges from the middle, though. Just hold in drag. Make sure you get the smaller ones as well, and I'm just dragging them inwards because I know that they're not affecting that apology. So I'm just going to do that like so and now for the end pieces I do want to leave them as is, since they are supporting the topology in the very top by keeping the curvature, I'm just going to track it in words like this and keep these are strangles instead. Since the apology in the middle is not needed. But we only need to have some topology. Some Vergis is on the top to keep curvature, so it wouldn't be too low. Poli. And finally, we might as well get these edges down as well. So I'm just going to drag them like so get rid of them. This is not exactly needed for the sides of the back. Anyway, I am. However, keeping these Vergis is over here on the front. I'm just going to lower this final one like so. Since thes verdicts are on the curb and we need the edges over here, the sport triangulated pieces for our in dent. In here in the middle, I'm going to leave it asses that I want to leave this edge in the middle right here instead of supporting the gap in the middle. And it's also somewhat keeping a shape with a front as well. But I do want to remove the edge in the middle. However, if we go around it, we can see that it's being used by the hinges on the side Normal the symmetry with no work . If the symmetry is not equal on both sides. Herbert, this edge will be the same as this one on the side. So we worked to drag it downwards and would be dragged downwards is here. So we definitely need to turn it off in this case. So go ahead and select symmetry Click off and now we can remove the that just from this side. Once we're done doing it on the side, we can turn this Mitra back on the object X and we can finish our wielding operation on both sides like so now, since the other side doesn't have any edges for the horizontal line. I don't mind keeping my symmetry on, and I can go ahead and remove some extra edges on this side as well. Like So I'm keeping this, though, since I want my translations to start from this location over here now I'm going to keep it us is. And I reckon I'll believing that apology put atop was is since it is affecting a curvature . Once we're done with it, we can go ahead and click control. Want to go out of isolation mode and see how it looks. It's going to go on to object mode. Make sure all my t'pol G is nicely presented while I'm out of the white frame. 25. Optimising front decoration of our mesh using polygon primitives: though I'm going to continue with the print decoration. So for Fridge. So we checked the front. We have the letters and the badge or let us. I don't necessarily want them to be here, since we can bake them into normals and it'll look like it's embedded within our fridge, even if we look at sideways. Furthermore, the tax usually contains a lot of topology, and even if we were to try to optimize it, it would still be quite a reasonable amount. So whenever I can, I try to normally bake them into normals if possible. That's why we're going to go ahead and select them and just simply delete it and bake it into our normal laps later on. As for the badge, So I do want it to go out of the fridge a little bit, since it's quite thick, thicker than the letters. But I don't want to have a lot of detail for it, since we are doing a lower topology version of our fridge. So what I do want it is I wanted to be as a normal cylindrical shape, and the easiest way for us to do that is if we create a new shape. So let's go ahead and click on the cylinder on the top, left for poorly modeling that I'm going to drag it out and all we gotta do is reposition it . Tore badge. And now what we can do is, since this badge still has the transformation data, we can make use out of it. So what I'm going to do is I'm going to click on the cylinder and I'm going to click on your badge base, like so. Make sure that the dispatch is selected as a secondary item and that we can make use out of the transformation match, though let's go to modify and under match transformations, let's click match all transformations like So So now our cylinder is perfectly matched, rotated and scaled to the get a badge. However, we did do a lot of modifications for dispatch, so we definitely need to adjust our options first. For starters, I'm going to click w Select the base off our cylinder, and now I'm going to move it backwards a little bit like so. Just making sure that the front off our sides for the badge is barely touching. The front faces off my cylinder. Now I can click Control one. Go back to the back faces, go to face selection for it. I'm also going to turn off the symmetry mode like so they don't need it anymore. Now I'm going to hold Tab and let's select the back faces before deleting them, though I do want to drag along them back a little bit. So I'm going to hit control one first and then I'm going to drag my face. Is all the waiter back? So we'll be touching the Freij. It could be using snap to Vertex mode, but some of the faces are going to go outside of the mesh. And I don't want it to happen and said What I will do. It's I'll make sure that all the faces are at least touching the fridge model like so Now I know that it is being indented into my fridge. After we have it done, we can go ahead and hit delete like so, and I do want to add some courage around their cylinder, so I'm going to go ahead and go toe edge mode. Double tap on the hedge plan ahead, Bevel button like so going to make sure that the fractions aren't too big to be right and I'm going to leave it. I stays. That's the rest of the detail for the badge is going to bake onto it. So now want to delete this badge? And the way I'm going to do it is, first of all, click age to hide the cylinder that we don't want to have. That I'm just going to drag it across this patch like so. And I'm going to dry get holding control across my fridge so we get to selected now just click delete to delete it like so. And of course, we're going to go into our cylinder that we hidden Click shift age. Don't hide it. 26. Retopology of a handle: final thing that we'll have to deal with for this bridge together to Low Polly is the handle itself. We could do it similarly to the batch that we've done by adding some shapes to it, or we could even try to reuse the load apology. But in this case, it would be better if we were to just remake the apology from scratch. And to do so. Let's get this handle from subdivide Herbal preview into actual subdivision to get bored. Apology for it says Now, if you click one, we only have the very basic off apology for it they can't really use. Let's go ahead and click smooth faces and let's set subdivision level to free, since we want a smoother object to work with. Once we have it done, let's click Old shifty to delete the history nor to save up some performance. Let's go to object mode and select the handle like so and actually let's click Control born to good isolation mode. And now we can go ahead and make this a live surface, though with the handle selected as an object. Let's go ahead and click make selected object live with that selected we can now go on to your core troll. And once we have the Quadra selected, we can make ourselves new topology by simply dragging the dots around quarter is good as it allows us to easily recreate apology by simply drawing it over it in Freedy space. So, for example, let's start with the base off the mesh. And if I were to create four dots on the top, like so I can hold shift, which doesnt highlights these four dots and then I can left click to fill them in this great say face for us. Once you have the face that you could create more by adding a couple of extra dots nearby and then while holding shift, you can click between the daughter and edge to create a new pace like so. If you do want to delete the face, however, we can hold control shift and then left mouse button like so, Or if you do have some extra dots laying around, you can even move them to the right position. Or we can hold control shift again and click on these dots to remove them. If you happen to have multiple dots that you're not needing. You can also click the button on the bottom right. That's as clear dots within the modeling toolkit like so to remove all the dots. And that's the very basics of Quattro and how to make the topology using it. If you need more information or you need to remember the shortcuts were going to be using, we can scroll or mouse style within modeling toolkit. And at the very bottom there is something called keyboard mouse shortcuts. If you click on it, we get old information for the court draw and what function out to be canoes to make new topology. I don't think dwarf knowing is that if you go up, we can also use the symmetry. So if we go ahead and enable object tax onto our object, I'm going to rely on this face real quick for it to be more symmetrical, like so And right now, let's continue with making the low police shape over fridge. This is only a very basic shape for wreath apologizing, but in general, when you are doing with apology work, you want to keep features open, object to be done first to read, apologize them first, make sure that the topology is made well around them. This way that the polls is going to be best at where the eyes going to be natural, drawn first. So, for starters, let's now start with the curvature of the base off the handle. So I wanted to go all the way around to make sure that curvature of it is nicely represented in this movie kind of way Before. Now, all I'm gonna do is I'm going to use this as a base and then I'm just going to kill a couple of dots on a side holding shift. I'm going to fill them in. That's were using symmetry. If they're just going to be done now, I just want to go all the way around it to distinguish the etch flow off the shape, like so in a low poli kind of a way, but a very bottom. We need to turn off the symmetry real quick and then fill it in. Now we can enable our symmetry object X again like so And once we have this shape, we can add more topology were needed. So I know that this quarter needs some topology. I'm going to add a couple of polygons by holding control and clicking left mouse button. I can also see that this needs to be rounded off a swell at the top kind exactly at two edges, simultaneously using symmetry, since it'll create some triangles for us. So what I'll do first is allowed one in the middle. We can do it close to the middle. It'll create just one and out. Once we have a line symmetrically in the middle, we can add some extra just so quarters like So I'm also going to do the same thing for the bottom section. So adding an extra line in the middle and then with it I'm going to add some extra, like so also going to move the of her lines to decide a little bit to realign them once we have it like so I'm going to leave it as it is, since I only wanted the site curvature off the foundation, and I'm going to continue off working on the handle itself, and that's where the eyes going to be drawn the most. But in this case, our handle is slightly tilted, so we're going to need to turn up for symmetry and work on it without it. Let's go ahead and do that. Go to symmetry. Click off like so. And for now I want to work on one side only. To begin with, I'm going to click on the bottom off the handle, like so and I want to capture this curvature quite a bit. So I reckon I'm going to use for, moreover, disease for it. So 123 and four like so let's make sure they are aligned on the edge off the handle. By what? The bottom section is not needed to have his many off a detail, so I'm going to use less. In this case, I'll make a dot on the very bottom of it I'm actually going to use to in this case, since it's likely subdivide Herbal by the bottom four, it will make some nice apology for it as well. So to begin with, let's create some faces now, in case we cannot select it like so, and we can actually create the face between the want that four. We can always get our edges back closer, like so do more camera a little bit and create the new pace and then we can drag it back, like so to get our very to see where we wanted to be and back in a position. But now I'm going to create the last square by holding shift again and filling it like so. And in this case, I want my piece of the triangle eyes instead. Does I want thes pieces to be two separate triangles for the H flow but edge flow to work nicer for us so we can actually do it by just holding shift. Otherwise, it'll always tried to be looking for a square to fill it. But what we can do is we can make another bird to see real quick. And while holding shift, we can make a square like so, after which we can move this weird to see all the way to the other one like so, which will automatically wield the edge if we have our 02 wheeled enabled and we can repeat a step for another triangle soul just great. They courtesy bill to send and a drag my bird to see to make a triangle like so, after which we can continue going up the handle so I'll just create ever to see here and here and fill it in. I think so. And I'll get less and less overtly season here, since this is a very slight curvature. So we don't need as many apology as we had on the bottom. And as for the top, I do want to have a little bit of a smoker. So once I have this on, I will reposition it. Now, I want this to have a little bit of a curvature on the top. So just make a small of square, great couple of dots on edge, like so make sure they are actually on an edge, though just every once in a while, just check it from a different perspective. So you're Vergis is wouldn't be going towards the middle of our handle. And even once we have it done, let's hold shift and create the pace, like so that I'm going to slightly realign it if it occurred which a little bit better like so All right, I'm quite happy with this now. What we could do is we could manually redraw the other side as well and then connected in between, but I want to speed up the process a little bit more. So since this handle is going sideways, we can't really use the mirror tool, so I'm going to do it slightly differently. But for now, if I exit my quick draw like so I can go to object mode and select my object. And since it's within a life tool, my high poll aversion is no going to get selected now. What I'll do is I'll go on to face election double tap on this. If I go to my wife right mode, I can see what I've selected. So once we have the face of selected, let's go ahead and click duplicate. This will duplicate this entire selection. Now we're going to use the arrow to move it across like so. And since we're doing it within the modification off or duplicate, it's not going to be affected by the life option so we can move it outwards, like so. And once we have it moved around this amount, that's how the left side off our object, we're gonna go ahead and click old shifty to delete the history, and now we can go ahead and going to face election mode, double top on the left side like so, and if we use the it was this time, it's going to be It's going to be affected by the live selection. So when we do it like, so is going to get attached to the left side or for handle. I'm also going to slide it upwards as well. Since the handle of sideways, we need to are lying the side to the top section as well. Let's go ahead and do that. It's going to move it upwards, like so until it touches the top edge. But the burgesses aren't going off into the distance. So once we've done it, we can go ahead and select entire group and click combined button. Like so. Then click. Old Shifty did leave the history and remove all of the groups as well at same time. And the object is going to disappear since now it's being considered as a new object. So it's not within our isolation mode, so I'm going to click control, want to go out of the isolation mode, and actually, I'm going to click control one again to just select the wire frame. Ice is also going to go out of the white frame mode. And now, since we've duplicated only the site has actually only been moved to the left side. And so the faces the front of the faces are actually on the inside now, so we need to fix that. We can do so by going to face election, double tapping on this side like so. And then we can go to measure, display and click reverse like so. So now we have our side reverse like so within this mode, we can also go ahead and connect decides to make it easier for ourselves. So if you go to edge selection, double toppled one side, you select entire edge loop and dead while holding ship. Let's double tap on another side like so. Then we also need to de select the the base off or handle. So to make sure it's not going to bridge any of thes sites once we have it selected like so we can go ahead and click bridge, and this will give us some nice connections between those two sides, like so once we're done with for connections, I'm going to go on to object mode. Clear Control. Want to go out of isolation mode, and for now I'm going to take off the live mode so I could go ahead and select my high poli version for MASH and then with it selected, I'm also going to hold control and select the last object like so this will select the low poli version. So now, once we have both of the sides selected, we can click control one toe, isolate our view that I'm going to go back onto the high Poly version and make it live like so that we already have the front handle as well as the sides for its base. All that's left to do is we need to combine the section in between now, while in this mode we can create some quick cash loops. Let's hold control and at some extra edge, lips like so and how we can fill in the hole in the middle. Let's go ahead and do that. Well, I'll start with the sights and sees that the most distinguishable polygons. We'll do it like so then I'll grab the bottom one as well, like so I want us to be translated soul. Just create a square first, like so then I'll drag it down and wield it to the bottom. Urgency to get a nice triangle. L create a square for this one. I had a triangle for this one as well, like so and I'll do the same thing for the other side. These ones are a little too sharp, so I can hold shift and tap on them a little bit to relax. That way they're going to go in words instead. I think so. All right for this stop. I want to attach the top section to the top, but I can't seem to find the emergencies for it. So instead I'll create a new poll Gone like. So now I'll drag my edge. The bottom of this edge, all the way to the handle, like so don't touch it once is that once it's attached, once it's attached, I can't go through beside and create a triangle for this piece, like so attached over to see you create a triangle and l l crates and squared. That gives me off with a triangle on the quarter, since this will give us some smoothing effect to it as well. That's why I want them to keep it a strangles, then I'll simply hold shipped and feeling the souls like. So. If there's a hole in the only way to fill it in a stew, set a triangle, it'll turn a purple color. So once it's purple, we know it's going to be set a strangle. But that only happens when we have a whole off a triangle to fill it in. Like so. Anyway, once we have this edge, I'm going to hold shift and then left mouse button to relax. Aspire to see like So you give us a nice ride. Adolf. Smooth corner. Now I'm going through the same thing for this piece as well. Yes, I want this to be triangle eyes as well. I'm going to create some off my own burgesses, make a poli going like this, and then we're going to attach to score. No look, So make sure we actually wielded them together. Otherwise, it'll cause some issues in the future. Then, while holding shift, I'm going to fill in these strangles like so one for the bottom and one for the top and then a while holding shift. I'm going to relax this word to see as Well, now we're done with it. We can go ahead and go out of the court. Draw. We conclude control. Want to go out of isolation mode, right Click object mode? Then let's go out of the life tool. In order for us to be able to select the High Poly version, let's select the High Poly version and let's click delete, and then we're only left with the hopefully version of for handle. The rest is for this part of a lesson. We've successfully Reese apologized the whole of our bridge. We can even check how many police we got by going to display heads up display and then enabling full account. So now I've got 950 faces, or in your case, it might be approximate to that. And then, if you'd like, you can leave this display on. But in my case, I'm going to hide it. So go back to heads up display and turn it off by unq looking this poll account box like so 27. Creating partial bevel of an edge: now we also want to smoothing out the edges and 1/4 for the front section off the bridge. The reason we want to do that is because off the sharp edges, especially in the very top I'm leaving the one at the back stays. Since the angle off, it doesn't have more than 90 degrees to it, so it will look well. Once is going to be baked. But for the other side of the section, it's way over 90 degrees and when it's usually becomes too sharp, normal bakes wouldn't look us right if the high poly version has softened up edges. And that is the reason I want to add bubble to this edge to do so. Let's just go on to edge mode, double tap on edge. Then let's go to the upside while holding shiftless double tapas. Well, then, while holding shift, I'm going to double tap on the top, select the such loop and then simply connect the edges like so. So all we have is on edge that goes from this side all the way to this side over here, and it stops where the extrusion ends. Once we have selected, let's Go ahead and click bubble the bevel, this whole edge. I'm also going to increase diffraction to make sure it looks so right on the side. Yes. I don't really need the strangles in accordance over here. I'm just going to get rid of them. So I'll just go to symmetry object, X, go to verdict selection and that news target wheel tool. We just simply drag this right to see over here to corner. Look, so all right. I also want to adjust. The bottom section off the fridge is well, these virtus in 1/4 I wanted to be tranquilized up until this section over here that would have a top surfaces flat and then would separate this edge over here. So to do so, I could ever use my multi cut tool and determine where the edge would be by simply creating our cut in the middle. That goes between those super disease. But if I do that, sure, I would create a flat surface on the top right here. But it would also leave me with triangle near the top. And I don't want that to happen, though instead of what I will do is I'll select a never to see the bottom one. Then I'll click. W. And I want to align this for two C two, the ones on the top. So I'm going to do it by holding the to turn on my step tool, and I'm going to drag it up and I line into the Vergis in the left. Once a habit like so I can also triangulate the speeds just in case. So I'm just going to go to multi cut, tool click on one were to send that a number. Then I'll click you to go out of the multi cut tool, and now we have ourselves an edge, so this will be a flat surface. It gives off on extra bubble like So let's fix, he said, just over here. So if we take the target wheeled and with the symmetry on, we can simply drag our to see like so that's what it's one. Since it is affecting that apology, you need to use the multi cut tool and let's click on this vert is right here, and then let's click at the very bottom of it, like so. Then it off. I might as well go to the object mode, hold, shift right, click and hover over the soft and hard and edges, and then simply select carnage just to be able to visualize or topology better. After having a look of realized that I also want to to soften up the transition of what a front as well. If we have a look at it, this going over here is a little bit too sharp. So if we go to Etch selection, select this front edge like so, then simply drag it outwards just enough to make it look like it's beveled. So now if I look at it, it'll have voiced mover of a transition, so I'm just going to leave it ices. 28. Organising the outliner: usually a order my outline, er a little bit more often. But since it's going to take some time, I figured it's best to put it as a want separate lesson. Just take some time to properly set ourselves up. Let's start with the low poli version off our fridge first, so that's going to be all of the objects within group to and the objects underneath it as well. Since we didn't put them in a group, let's start by simply clicking on the group and then click all shift, then D to delete all of the history. And now, if we expand our group, it's going to be a little bit of a mess. If you click on it and then click control one so isolated, we can see that we only have the hinges within this group. I'm going to click control shift in H Don't hide. Everything will fit in this group just in case to make sure that these are the only objects that are within this group. Now I'm going to go ahead and select them Click F to expand them within my list, and then I'm going to select the objects themselves individually. from within the groups. So I select one. And then, while holding control, I'm going to select the other one like so And then I'm going to hold middle bouts button and didn't drag it outside of my group. Like so, using middle mouse button. We can move our objects around within out liner. So I simply used that to drag him out out of the group. And now I know that this group is pretty much empty so I can go ahead and delete it. If I click control, want to guard of the isolation mode. I also want to hide my high poli version group for a bit. So the Group one Something's going, click on it and click Control Age to completely hide it, since that was getting in my way off my view. So once I have this, I'm going to go object by object to see which one is which. So the 1st 1 is going to be the base. I'm going to click control one, just to make sure that's the only thing that it is. Once I made sure that it's the only thing just in case it is the only thing I'm going to go out of the isolation mode, and then I'm going to rename this. So the way I wanted to be named is double click on the text and then I'm going to type in fridge vintage base Underscore Low Now pay attention to the capitals as amusing Capital Letter, for which one of the words and I'm also excluding the spaces in between the text this way, I make sure there's no cause for errors in the past with the software leaving gaps in the naming could potentially cause an error later on. And to avoid that, I do that, although with the more recent software, that doesn't happen as often anymore. But I still prefer to use it this way just in case. Also, after naming I I write Underscore Low, which is going to be used for a substance pain or later on, we'll just make sure you write Underscore low after each one of the naming. So after we're done with the base, I'm going to move on to another one. If I selected and then if I click, F is going to focus me onto the object itself. Within my perspective, you difficult control one, just to make sure there's nothing else selected you control. Want to got out of isolation mode again. I know that this is going to be one of my batch is going to be. So I'm just going to make name and at stairs, so I'll name it Fridge, Vintage badge every first letter capital, Of course, I don't underscore Low like so. Then let's move on to another one again. The first object is going to be a handle, so it just going to click control one. Check if it's only one. Once I made sure of that. I'm going to double click on it and type in fridge vintage handle. And, of course, I'm going to put in low as well. All of them have to be consistent throughout, and it shouldn't have any off the spelling errors to speed up my workflow. Now I can also do double click on it to select the whole text and then click control, see to copy the whole off the text that I'm going to go to another object and I can see that this is going to be my hinge then someone both for my hinges to be as about object. I'm going to select both of them like so and then I'm going to hit combined button. Then I'll click all shifty to delete the history and remove my groups. I want to have that. I'm going to rename them the federal cook on it. Since I had my previous tax copied, I can click Control V to paste the text in, and then all I need to do is change the next in the middle a little bit. So I'm going to call this Hinges like so click enter and there we have it. We named our low poli version of for Fridge. Now went them to be grouped up together. So I'm going to click on one object at the top and then, while holding shift, click on the bottom one to select everything in between as well. Then let's clear control G to group them up like so. And this time I also want to rename our group other. The group's name doesn't matter as much. In our case, I'm still going to rename it properly to keep myself consistent, so just name it this vintage fridge underscore low. So and now we've got ourselves done with the Low Polly version. I now want to move on to the high poli version as well. So if you go to reborn and click shift in H two unhygienic thing, right click old, shifty to delete the history, just in case that I'm going to go back into my low poli in click age for now to hide it all . Now we can move on to the high polar version of it. But for now, let's get everything outside of the group first for us to be able to work easier, because if we extend our group began, see that all of them are in sort of a mess right now. And the easiest way for us to do that would be if we just go to object mode. We can just simply go ahead and drag it across with our mouths like so and then if we press F, we're gonna find all or for meshes within the groups, and then we can just drag him outside of the group like so once we have them dragged out, we can clear control one to go out of the isolation mode, and we can now go ahead and delete this group, since it's not needed. So I'm just going to click the lead and out before continuing with the renaming process, says we're not making any more adjustments for the high polar version. We might as well change the dynamics of Division two actual subdivided version. That's for the high poll aversion Bake. We actually need to have the polygon sit apology for it if we were to export the match as it is, and wouldn't detect subdivide herbal surfaces so old would do is and would give us this effect, which we don't want to happen. So I'm just going to go back. I'm going to go what by one within the list and simply subdivide the mesh. So for starters, I'll go on to the text. The text sections were no actually needed to have any subdivision or any division at all. I'm just going to remove the subdivision that I enabled by accident before, and I'm going to keep it as it is because we already have the division sorted, some just going to continue going forwards with it. The next one will be this little piece over here. I'm just going to go out of the subdivision mode by clicking one, and I'll add the smooth subdivision by clicking this button on the top like so but this piece, I'll make the subdivisions set to free, like so this move in the peace a little bit more. Then we might as well go to another triangle within this logo, So just click on it. Click. Want to go out of smooths the division mode and then smoothing them out outside my divisions. Frito again, some just doing them straight away. So I wouldn't forget amount of subversion somatic to this, clicking one on another triangle, then clicking smooth and adding divisions to it, setting it to free again. Then I'll go to another piece, and in this case is going to be this one clicking. Want to go out of the subdivision mode, then click the smooth but its peace. Um, okay, with having just two divisions, I want my what? My divisions to have as much detail as possible, but with as little topology as possible as well. So in this case, two is going to smoothing it out. Well, not for us to not see any polygon. Sorry. Anything of the sort they want another piece. This is a text which we don't want to subdivide for this piece as well. So I'm going to click one. And then I'm adding some smooth subdivision. And for this case, I'll want to add a little bit more divisions of a click on it. I can can write down five myself like so this. We want more detail around it. We want tonight's coverage to be around it, that we've done this piece moving down because the speeds done already. G. We don't need to do anything at this point. This is a Texas well, from just click on it and clicking app to focus my vision onto the object and see what that is. We've done this piece already. The letters aren't needed. Some going to skip thes move on to the peace cylinder and peaceable is going to be the hinge. I'm just going to click one to guard this most of the region and I might as well do the same thing for the bottom one is well, so clicking one before subdividing. What I do actually want to do is I want to separate these hinges of separate pieces since we want to match the low polygon with the high polygon. And so we have these as separate once in a low poli. So we want to have the on high police wealth. I was going to select this hinge like so And then I'm going to click extract button and old ship D to do history. Same. Put the bottom piece good object mode. Select the bottom one Dick extract and and click old Shifty to delete the history. And then we might as well open these groups up. They're like thes pieces by holding control and then dragged him outside out of the groups like so. But you can delete the groups to just keep the polygons is so then I'm going to go to object mode and just stop on this Select the hinge, which is the next one in our list, and then click subdivide. But I'm actually gonna had two divisions for this one. Just to make sure that the edges are a bit rounded in the quarters. I want another one for this piece allowed free divisions like So. Since this piece needs to be quite rounded off, they're moving on to No. One. We had two divisions for previous one, so we'll add two as well. But its species will then on to the another piece and that more solution produce one as well. So allowed three divisions, the same as the previous piece of the corner, and now we can move downwards Type were no touching, and now we got the main base for Fridge. Let's click one to guard the subdivision mode, and let's add some divisions by clicking. Smooth button actually wouldn't want too many for this piece. But since this is a bigger piece and it has some rounded off edges, I'm going to get myself free divisions just in case just to make sure it is well rounded off in all the places needed now on to another piece. So we'll select this, this one. We already had it subdivided, but I do want tied a little bit more topology to it, just in case. So I'll go ahead and click smooth division, and I'll actually add one division to it. And because we had a divided previously, it's actually going to be to say much to having two divisions to it. So now moving on to another piece clicking. Want to go out of smooth, said vision mode, then dividing it, Making sure has some nice of the vision, like so going lower now police pieces. We might as well select all of them at once like so, and we might as well just group them together to make her life a little bit easier, clicking old Ship D to delete the history. And then I'll click one to go out with small solution mode and adding the divisions manually. I think so. I'll keep it Us to Subdivisions are reckoned. It'll be all right. We'll go back to check real quick. We've done this piece, this piece now the handle. Let's go, I want to go out and smooth solution world And we already had quite some topology added beforehand, Tom, it's going to keep it as it is and not going to touch it. Moving on to the final piece, let's click one to guard its semester vision mode. Click this button Dodd faces, and I'll have it. This free divisions, like so to make sure our edges are neatly rounded off wants to be Have it done. I'm just going to position my object a little bit in the outline, er, so I'll hold Middle mouse button that drug it upwards. I know that these groups aren't doing much, so I'm just going to go ahead and delete it like so. Then we're gonna go to object mode, drag across our high, poorly version off the fridge and let's click old Ship D to delete all the history like So now we can continue sorting out our outline, er, and a plan is to sort it out in this exact same way as the low poli version off it. So we need to match the high poly versions with the low poli pieces. So, for example, when we have the base, we also need to have a base in a high poli version as well. But for example, with things like Globo, there's only one piece for a low poli version, which we've done as a cylinder. But for a high poll aversion, our badges made up of multiple pieces. So what we need to do is we need to merge them together in order to create just one piece and to do so. All I'm going to do is I'm just going to drag it across and selected like so and then hold it control and drag it behind next to it. Like so. So I'm only left with the Hi Polly badge selected. I'm going to click control. Want to just make sure that's the only thing selected, clicking control one again to go back into my normal view that I'm going to click combined button and click culture of D to delete the history. And I'm only left with the batch like, So I'm going to leave it as it is for now, and I'm going to move to another piece. So now we can go to a handle, and since the handle is on its own is and the High Poly version is just one piece, we can leave it as it is. That was for the hinges. This piece is going to go onto the base up or mesh, and only these pieces are going to be left its hinges. But what I need to do now is I need to combine them into one. Since our hinge mesh within a lot, Paulie version is made into a single piece. I'm just going to go ahead and combine these two together click old ship D to delete the history and that we're only left with the base of four mesh. So to simplify it, I'm going to first of all, hide of a pieces to select the hinges and the badge as well as the handle and then click age to hide them all. And I want some Got these hidden. All I need to do is I can just select it across like So I just combined. But then click old, shifty to deliver a history. And then I'm going to select older other pieces that I had selected before holding patrol to select last piece, then clicking shipped age two and hide it. And then we're left for four pieces. I'm just going to select all of the high poly versions off the fridge, Click control G to set it up as a group. And then I'm just going to name it as a vintage bridge. Hi, like So now if you have a look at it, we have four different pieces. The same was low poll aversion, and all we need to do now is to rename them onto the same names. So what I will do is I'll simply just copy the name off the low poll aversion, double tapping on it, clicking, controlled, see and then selecting on the base. Since this was the fridge base low, and now I'm going to double top on the name with an outline er and click control V. And now I'm just going to delete low and replaces of High. So instead of Underscore Low, it would be out to score high. This will make sure that the naming is the same. So now we can move on to another piece, our badge. Just double tapping on the text for low piece clicking controlled. See to copy it, selecting or badge from the high poli version. Double tapping on the name clicking control V, deleting the word low and replacing it with high going to handle double tapping it click and controlled. See Going to our handle, double tapping on the name clicking control V to pace it in replacing the word from low to high. And finally, for the final piece, clicking on it, double tapping on the text clicking control. See double tapping on the text for the high peace. Since that's the only one that's a named I know it's going to be that one for sure, and I'm just going to replace high with flow and that's it. We've now got identical pieces. If we on Haidar low with high, that's although now it's named. Well, it's not going to be in the same location. So, for example, a fridge vintage base is going to be the 1st 1 while the base is going to be the last one on a high version off it. It doesn't make much of a difference where bacon normals, but I prefer to keep it in a nice and orderly fashion, so it would be easier to make adjustments to it if I happen to need to come back to it. So I'm just moving with the middle mouse button to the top of the group. And then, as for a badge, is going to be second. I'm going to locate ah, badge high and drag it in. The second location changes last handle the 3rd 1 and that's it. We now have two groups. One will flow Pouliot one with five poli 29. Creating soft edges for our mesh: Let's go back onto the low poli version of for Fridge to smoothing out the faces were needed. I'm just going to select the high poll aversion and click age to hide it first, then going to go on to the low Pearl Poli version. Except my group like So it's moving out our faces now. What's moving does is it tells to average out edges so it would be nice and smooth, and we fired. We can see individual pieces separate so that apologies quite visible for a mash. It's often it up the edges off. The topology is extremely needed when you're working with flow polygons, but a game engine, especially if you're no even using normal maps does. This helps to create an illusion that the edges are a lot more smoother than they really are. It is also important to use for when we're baking the normals, since it tells the baking race how to treat an object. So, for example, whenever it is smoothing doubt, we're basically average out over disease, and so the way it would bounce off would be by average gout. This curvature right here. However, if we were to keep the edge. Hard as it is, it would have its rays going down this face, and when it would reach this edge, that's harder. It would have. Its race start is a new recast, so it would start from this angle. Instead, it would basically finished its rate casting for this face on this very edge. And then it would only continue from this normal position, whereas with smooth inning it would average it out and try to implement some race on a side . All right, enough with the explanation. Let's get some practical work done. And for now, let's start with this badge right here. If you click on it and let's click control, want to isolate it? We can see that the badge is not moving out. So all we need to do is we're gonna click on the object like so and then, while holding shift and right click, we get this menu and to the bottom right there is soft and hard and edges. If you hover over it, we get a new menu, and we can select within it a soft edge. We only get this menu option within the object vote and the edge selection mode, so make sure you're aware of that. So once we have this smoothing out now, our edges are much more smoother. So that's all we need to do for this piece. We can go to the badge Difficult control one. We can't go out of this mode now. I'm going to go onto the handle. If you go ahead and selected, we conclude control. Want to isolate it? Now I'm going to do the same thing while in object mode. I'm going to have it selected. Hold shift, right click, hover over so often, harden edges and then select soft on edge like so And now we need to make some adjustments , Since if you go out of it, we can see that visually, it will look really weird since we have some dark in areas around the edges and so on. It might look different after Meyer, but it would affect our baking, and we don't want that to happen, so we need to sharpen the reagents were needed, and to do so, we need to go on to selection for a match. Most often, you need to harden up the edges where they are the sharpest on 1/4. So, for example, for this handle, we need to sharpen these. Although around it on the way I'm going to do it is I'm going to double tap on edge to select edge loop, going to hold shift and double tap on all of the rest of the edge. Lips like so and then I'm going to finish it up by combining them all. So I'm just going to combined the top pieces off the edge to finish up the edge loop, and I'm going to get my edge loop all the way down the handle like so what's have this selected? I can hold shift and right click and then hover over the menu and select harder. Natch. Like so this is hard enough the edge. In case you don't get the same result, you might need to go and select this object and then go to mess display and unlocked the normals. Since sometimes, especially when you're importing a new mash onto the Maya, you'll get your normal slopped, and you need to unlock them before being able to heart in them. So once I have these hardened, I can go on touch mode again and Now I want to selected around the handle piece like so and hard in this as well. So once have this selected, I'll hold shift right click hard and edge. This will separate the peace like so now, since they're hard and are no. Maps were going to baked well since the race. Aren't going to try to average out the edges, and they're not gonna be bleeding onto the sides off the edge anyway. Let's go on to object mode. Let's click control. Want to go out of isolation mode and let's move on to another piece. This time we can go with the hinges. Select the hinges, click control, want isolated. And for this case, what I can do is I can do them automatically. That's all I want out of these hinges face for the edges to be smoothing out where the angle is not too steep, but where it is a little bit steeper. I want them to be hard, and we'll do it is all select object. And then, while holding shift, I'm going to right click and under soft and hard edges. I'm going to go in Exodus, often harder to the square off it like so to get this option, and now I'm going to set my angle to 75 degrees. That's basically want everything that's not sharp. This I basically want everything that's not sharp of an angle to be smooth and out. So once I have my angle set up, I can hit, apply and enclose this will, smoothing out everything that I want. Then I'll give us some nice softening effect of our do. You want to make some adjustments to it. So if you go into an object, all right, click edge mode and we need to select the edges that go out of the Hinch cylinder like, so I'm going to double tap on it so it would get the loop that goes all the way around it, that I'm going to go to the lower piece as well. Hold shift and double tap on this edge. Lipa's well, like so, and I'm going to hold shift right click soft and hard edges hard on edge to make sure the stages hardened. Never go to object mode. We can see that this edge has been split properly. This wasn't hard and properly, since the angle wasn't steep enough over if we were to try to use the automatic method with the soft and hard and tool we might have lost or softer edges in a place like the top, for example. But it looked. Apology gives us sharper edges, but we want to keep it soft and up. That's why we need to sometimes go and manually adjust them. Then I'll close this up. Click Control. Want to go out of my isolation mode? Voted Object Miller with the right click untapped check. It looks all right now we can move on to our last piece, which is going to be the fridge base. So if you click on, it could control one, and we can start up by doing the product process. Hold shift, right click soft and hard edges. And since we had this option already set to 75 degrees, we can just click something hard and like so, which will soft in all day just under 75 degrees, which gives us a nice place to start, and actually, we're not going to make much of an adjustment for this piece. Then it's the hard edges are the ones that we need to be hardened. The rest of the edges are soft in the way we want it to be. They're just in a corner of something as well. In short, we want to make sure that these edges are hard and in the corners. We want to make sure that the bottom and the top is nice to smooth and out as well. And we're going to move on with four objects. Let's click control. Want to go out of isolation mode? 30. Setting up high poly mesh for color ID: Now we need to set up our high poli model for the use off cholerae d map. In short, we need to prepare the smash that we can make a selection but a specific pieces. So for Fridge, the best way to do it is if we change the material color for each Pacific peace. So let's begin with the handle. Since it's, ah, simply us one to begin with, I'm just going to click on it. Then hold right, click and select aside new material. If you go ahead and do that, we get this menu pop up, and within it we need to select Lambert as a default material, since this is the basic material. And now if you go to select Lambert to Within The Attributes editor, we're able to change some options within here about this material. All we need to do is click on the square that says color. It doesn't really matter which color used, but for this case, I'm just going to use the default red. So we go ahead and click the red square on the top, like so we get the change or material. So now the whole handle this red but I need to change the color for the base on for Handle us Well, since although it's going to be the same material, I do want some variation between it that's realistically, there would be made out of two separate pieces. But to do so, what we need to do is go ahead and click the handle. What started this click control want to isolate object to make our lives a little bit easier? Then let's go right Click Face Election. And then I'm going to click on one face at the very back off the handle. I don't want holding shit. Let's double click to select the whole of an edge loop like so and now what we can do is actually four sided. So I'm just going to turn on the white pray mode to make it easier to see my selection. And now I'm going to hold shift and flee. Great. A symbol to expand my selection all the way until I get into this crease right here is going to click on it one more time. Like so. Actually, that might be a little bit too much, so I'm going to click control Z go on do it and I'm going to go out of wife remote. Another thing we can do to make our selection look more visible is we can go ahead and turn on the default material. It's at the very top. We conflict this bottle over here, which will set all of material to default. And using that, we can see our selection more clearly again. I'm going to leave my selection as is, and I want to hold right click and that aside. New material. Elector Lambert material. Before changing the color, I will turn off the use default material so I could see the colors like. So now go ahead and select the color. And after this one, I'll just select as yellow like so this will separate the two pieces with the color variation nicely. I'm just going to leave it, as is now. Let's click control, want to guard isolation mode, and if you to go ahead and go to object mode to de select it, you can see we have a nice collaboration. So when we're making our selection posters there in the text during stage, these two colors allies Lee separated together. It's not going to be much of a problem when we're making a selection. That's what the hen decide. Let's go ahead and select them like So let's go to control. Want to make our lives a little bit easier. And now let's go ahead and change the material for all of them at once. For Cyrus, when changing color, I always start by change of the material for the whole entirety of the object, while I'm in object mode is to make sure it changed the material for every single piece. If you go ahead and right, click and then aside new material. Select Lambert Click Color. That's a sign. This is green like so, and I want my hinges to be separated the different colors but its interest. I will do the separation based on the material I'm planning to use in the future. So the way I'm going to do is first of all to begin with, let's turn on the default material. So let's click this button to use the default material like so. So what we need to do is we need to make a selection that only select the cylinder right here. What I will do is I'll just go ahead and go to face election and select the middle face. Make a selection in the middle like so, but it's polygons since the yard in the center. I'm not going to be worried about this side for now and I'll Click F to align my camera to the selection. Do you make my navigation a little bit easier as well? Then I'll just go ahead and hold shift and click greater and symbol A couple of times like so, look at this election. I'll click once more again to make sure it covers it. They inside for material, the inside up or polygons within this area as well. Actually, I wanted to cover the inside of this bits well, so we'll go ahead and hold shift, click Greatest and then symbol couple of times, like so not to worry about the bottom piece. Once I made the selection, I make sure that the other side as well is nicely selected. Not want to de select this area. We're here to do soldiers go ahead and ally in my camera sideways like so and then, while holding control, I'll just drag my selection across like so be selected. Now. Once that is done, I can go ahead and change the material for it. So right, click aside new material. Lambert change its color, so go to color selection. And now let's select the Cyan color like so now to go out of our default material view. We can see the difference in our color, like so that I was going to be split into two pieces. One piece is going to be green and one is going to be blue. So now we need to reuse the same color for the barn pieces. Well, so let's go ahead and do that. Click on the selection. Select the hinge, Go to Face Election. What side is that certain on the default material? To see her selection easier. Now let's make the same selection as we did before. Make a selection in the middle. Click here to align our camera. So to be easier to navigate it now, let's hold shift and click greater symbol A couple of times like so I'm going to assume in want to let us see this area like so just going to click it what will recover it all until the sub earpiece So now I'm just going to zoom out a little bit. That about holding control. I'm going to the select, this entire section over here like So? So now at this time, we want to use the same color as we have for the other hinge, though, if you go out of the default material, we want to reduce exactly the same blue shade, but its pieces well. And to do so, we're going to simply reuse the same material. So right click. And now this time, go under the assign existing material. And let's select the last Lambert, since that's the newest one that was made. So Lambert five. In this case, and if you select it, you'll be able to see the blue tent like So Now let's click control. Want to go out of isolation mode? The check out looks so now we can go on to the base of her fridge, though, if we go ahead and click on it. For starters, I want to use the base material exactly the same as this hinge piece over here, so both of them would be having the same material when I'm picturing them. But to do so I'm going to go ahead and right click and assigned existing material, and that's select the Lambert five liquid. Before this will change our whole fridge to Cyan color. That's a good starting point for us to begin with. 31. Continuing to create the colour ID map: Once we have our behold base colored, let's go ahead and select it again. Click control, want, isolate the whole piece and that we need to change the color for our text in the front to do so. What we can do is we can hold right click, go to face election. They're not on the default material in the top like so, and I would face election. If we double click on one face, we get to select all of the face that are connected to one another. So in this case, it's just going to be the single A letter, like, so it will go back to it. So now for DoubleClick and while holding shift, we do the same for Abu Lettuce. So double clicking on them all like so make sure I select all of them each and every single one of them. So once I have all of them selected a holding shift, I cannot change the color of them. Shelter in off the use the full material. Now hold right click. I signed new material. Go to Lambert, Click on the color. I'm going to use pink to make sure it's more differentiated from the blue. The color selection doesn't really matter as long as it's not exactly the same color. I prefer having it this way to differentiate the text from the base to make it easier for me to visualize the differences. But how can easier see where the Texas at all Right now, let's move on to another piece. I want to change the material. Put this in between section as well. So if you go ahead and select it, turn on the default material like so and now let's go ahead and select the edge loop in the middle. So go to face election. Click on the face while holding shift. Let's double tap on the face that's above it. The selected entire edge loop like So now let's hold shift and greater than symbol to get our edge loops expanded. And finally, I can see that there is an extra face that's visible for us. So while holding shift, I'm just going to click on this face and double tap on the face next to it. You just get this extra face selected. It's going to make sure that's only pieces that are selected, and once I have that made sure off, I'm going to change the color off it, so let's go whole. Right Click aside new material. Click Lambert. So, like the color. And this time I want to go above some color in between. Some just going to go to Hugh Adjustment and get myself a purple color. Like so. And in short, what you want to have is you want tohave. Variation of color on data can include the hue or saturation or the darkness off it. Each one of those variations will work quite as well, but I personally prefer whatever I'm having to change the color for the color I d. Map. I do. She'll just pick one of the colors and then switch one of those values about 1/3 of its amount, like so That way it will give us enough variation for it to be a separate color. There were a blended with double wants when we're making a selection, all right, so not once we have that out of the way. Let's go ahead and go to another selection. The final piece of we want to get it done, the stripes in the bottom. So let's go ahead and do them. Let's go on to our default material. Now let's double click on the top stripe, hold shift and double tap on each one stripes like so to make the selection and make sure to do the other stripes on the other side as well. So hold, shift and select the stripes well. So and now let's hold shift a sign. New material and click Lambert Go out of the default material view. Got the color? Let's pick any color that would differentiate us from the cyan color. So I'm just going to go with the 30 yellow color just going to dark in a little bit. So it's going to decrease it by 1/3 of a valley, which is enough. Once we have that done, we can go on to object mode and the selected to check out looks. Now this looks all right, so it's going to keep it as is. After we're done with this old we can clear control one to go out of isolation mode. Finally, we're just left with the logo itself, so let's go ahead and click on it. Let's click F to focus our camera onto it and let's click control want to isolate it. So for starters, let's get this whole material replaced. It's right Click assigned new material, Select Lambert and let's get ourselves a color that's different from all the others. It's going to move along to Hugh, set our saturation up and decrease the value of darkness there on this amount. Now let's get ourselves the variation within color or each individual pieces the oversight . It's let's get ourselves a text changed. Let's do so, but going into the face mode go on to default material to see our selection easier. And now, actually, what I will do is I'll just drag my selection across the whole off our logo, like so and animal holding control. I'm just going to the select this whole base as well as the sections in the middle. Like so, I'm just selecting everything except for the text that goes around or badge. We don't want the letters in the middle to be selected e ver. That's where planned to have different variation compared to these. That's way we need to have the most. A different color, perfectly controlled, one real quick. I can see that only thing that selected art letters. So now I can click Control said a couple of times to go into my original isolation mode, and now I can simply go out of the default material. Hold right. Click aside new material. Click Lambert, Go to color, slightly adjust So you I'm just going to drag it a little bit until I get this blue shift. Then get my situation up. Turn down my volume a little bit until I get this amount and this will work, whether not for us. I'm just going to leave it as is going to go to object mode, the selected to check it just in case This will work well enough, since there is enough of a variation, so let's go ahead and continue with it. So click on it, Go to face election. Let's go ahead and select these letters in the middle as well. So double click on it. Hold shift DoubleClick and did like so click control one twice to check the selection if it looks all right, and if it's only thing that selected medical controls that twice to go out of it and let's right click assigned new material, go to Lambert. Click color move or Hugh along the way, like so going to go slightly out of the science and onto the blue, get ourselves the saturation turned down the brightness for it. Now let's go check it just in case. Object mode. Check. This looks well enough, so I'm just going to keep it right. Click Come to the face editor and now let's go ahead and select. The peace is in the middle, so double top of them. Hold shift double top. Like so click control one twice to see our selection. Click controls that twice to go out of it. Old right, click aside new material. Click Lambert Go to color selection, move or here a little bit to the right are the complete blue and slightly shift into the purple. Get yourself some saturation tapped to be complete. Remove the brightness a little bit like so go to object mode to check. And now let's go back onto it. Go to face election. Let's go and make some final adjustments. So now that we got the thesis in the middle sorted, although I'm planning to have of the same material, it is next to have some variation on I D, just in case you want to make some individual adjustments later on during picturing process . That's why you should try to organize my pieces into as many colors as possible while still keeping some groups to make sure that they're still quite organized. So, for example, these letters are in the middle, some keeping them as one color I d. Map these old letters that go around it, they're going be exactly the same. So I'm going to keep them in a different color. I d mapas. Well, but I did not want him to sit in the same color i d group that they are having a bit of a different purpose. So those three letters are sitting in the center or for badge while these letters are going around it, and they're actually going to be sitting on the different material as well. So we need to put that into consideration, too. All right, so now I actually want to make adjustments. So this triangle in the middle, So to do so, I'm just going to double top on it and click control one couple of times to make sure isolate all of it. I want to make this material on the sides different to the peace of the middle, and I'll do so by first of all, changes in the overall material for it. So once we have our triangle selected, first of all, go out of the default material mode to make sure that is the only thing selected. I'm going to right click eyesight, new material. Lambert good to color shift. Might hear a little bit. Did her right over the pink and before the complete Red, like so, didn't get some saturation. Turn down the brightness and we can check in by going out the full material view like So just to make sure there is a differentiation that is going to face us again. And now we turn on the default material again. Like so announces. We want to make a different color within the middle, but we can do is we can locate the polar gone right dead center in the middle, so presume in all the way in. We can see all that apology going in onto this little piece right here. That's old edge flow is converging onto this piece, so it's easy to locate our peace in the middle like so Once we have that done, we can hold, shift and click greater than symbol multiple times until our selection is expanded to the way we wanted to be. So just keep clicking on it until you make sure that all of your selection it's selected until the very corners of it. Now, once we have that, we can hold right click assigning material, Click Lambert Go to Color. And now, since we went through all of our hue stripe, we cannot go and repeatedly go through it. So if we go and select our orangey color like so But it said this time I'm going to use different saturation and darkness. Value the foot of the saturation Im. This time I'm going to go 1/3 from the other side, like so, and that's with the dark. Value can go 1/3 as well, so I'm just keeping my values point free, although this bar doesn't visualize that properly. So once we have that done, we can go out of our default material, go to object mode to check it like so Now we conclude, controlled one left, click on or badge while an object mode to selected entire batch control want to isolate it and that we need to make a selection within the base of four badge. So for go to face election, double tap on the base to make a selection for it, click control one couple of times. Let's go on to or default material to make sure we see our selection properly. And then we want our stripe around to be selected a separate color, though we're going to do that. Let's elect the soul edge loop over here. So click on this face. Hold shift, double tap on the face next to it, hold shift and then click great and then symbol a couple of times to expand it to a this amount. For this case, we don't want our face election to go all the way to an edge. We want to leave it a little bit of a gap, so make sure you do that. Once we have this done, we could then right click assigned new material, go to Lambert mode color. I'll drag my hew closer to the green, make the saturation one further value. Same thing for the brightness. One further value around this amount and I'm going to keep the Knights is Let's turn off the default material to make sure we changed our values properly. Good object mode and the selected to check out looks click control one on hide everything. And let's make sure we have all the variation we need for the color radium app. Although this big might look a little bit similar to these. I know for a fact that it is a different color variation since I was adjusting the huge saturation as well as the brightness of the color fraught making this. So I know I'm not going to run into initially. Later on, we could check our progress to make sure we don't all the variation we needed and this looks good, so I'm just going to leave it as is. 32. UV editing basics and unwrapping the badge: that we need to move on to creating UV coordinates for the low poli version of For Fridge, and it is required in order for us to texture are object within substance Veda later on. So let's begin for side us. Let's get ourselves are low poli version of for French. So let's hide a high poll aversion by clicking on group clicking age and let's click on low poll aversion and let's click age to bring that up and absence were doing UV coordinates. It's best if we change our workspace, so let's go to the top right section and let's get ourselves to UV editing work space, like so, so changing. The reward space will adjust our overall layout off the Maya, but most of the tools are in a similar position and set the windows. But most of the tools are in the same position. It's just that the windows are slightly move to different places. For example, the left section we still have our outline er, and within the right section we will still have our attribute editor. But now, with the perspective, we have ourselves a UV editor, which allows us to see the UV coordinates. As you can see, the U These are all over the place, so we definitely cannot use that for texturizing, and we also get ourselves so you be took it on the right side of the corner. So using this menu will be able to sort out. Are you these? One thing you might want to consider is if you have multiple screens, you might want to get the C V editor and move it to another screen If you have one. This is something that personally do. But since I'm recording a video, I'm going to keep it on the one screen ices just to make sure everything is nicely recorded . All right, so let's begin. For starters, let's get ourselves an outline. Er, let's drop down the group like so and let's begin with the badge. So let's go ahead and select the batch. Since this is a simply ascend the easiest for him for us to make, I'm going to close down the outline, er, just to be able to see more off the perspective, you And now, once we have the batch elected, the first thing I want to do is I want to create new UV coordinates. To do so, we can go ahead and go to create, and we can select camera based. This will give us the UV projection based on the perspective camera where seeing or object fruit. So for go a little bit more sideways and we give a camera angle left this so for now, it doesn't matter. We need to make sure we just have yourself CV coordinates that we have ourselves projection off. This we need to split up. Are you recording its into two separate pieces since we need to straighten out the ring that goes around or badge, Otherwise it would get the pictures warped, and we don't want that to happen. So if you go under the cut in Sioux selection, we got ourselves a bunch of tools that we can use to split apart object. But for this case, I'm only going to be using cut. Now what we need to do is we need to go to the edge selection. Sophie held right click goto selection when I want to select the edge that is closer to an angle. So this one over here because we want to leave the French l as wireless possible without distorting it. And we're also going to leave us with less visible over seem if we're looking at our badge from the front. So that's another reason for selecting it. Once we have it selected, let's go ahead and click. Cut Little split up our Hubie shells. So now within the UV editor, if a whole right click I can go to UV Shell, and now we can see that I have two different TV shells. Siva Click W within my UV editor. I can move them apart like so, and it's quite visible that they are separate pieces down. So once I have a separate pieces on, I went to string to be cut apart in order for it to be straightened out. To do so, we can go to edge selection again like so, and we can select ourselves an edge at the very bottom. We're selecting the bottom one, since that's going to be the least visible one out of all of them. So that's why we're picking this one. And now if we clear cut, we split up our UV coordinates based on that angle over here. So for go back to my UV editor and then right click to go to shell mode, you bichel mode. I can see that it has a white line, which means it's cut so that we have this piece card. We can select both of these. We can go to unfold and then within unfold menu. Let's click unfold button. Once we do so we can see that it spread out or UV coordinates to be straightened out. So the texture maps could be projected, however, if were to go and check the way our UV coordinates are stretched out. So if you go to our checkerboard on the top right, we can click this icon over here, which turns on the checkerboard. We can also click on this play the image to have it be visible within the UV editor as well . And as you can see, although we used unfold tool are UV coordinates are stretched out the top section. Often area. It's fine. It's normal squares, but aside wants are completely distorted, and we want them to be squares in order to avoid a toucher decision. So now what happened was because we were using the transformations we have or scale slightly distorted. And because of the different scaling as well as the battling, it created some distortions. So whatever we're using unfold at first of all scales down to original form, and then it unfolds it afterwards. So to fix that, all we need to do is go to object mode, selector, badge like so then we need to freeze or transformations. So if I go ahead and do that within, reset our scale to be a default, and we're basically telling that this is the full shape and it's needed to be unfolded in UV space the same way as well. So before continuing, let's go ahead and go to delete history. Let's click this button or, as usual, literally cold, shifty, which leads the history. Now that we have that out of the way, we can go back and click on full button. Since we have our object already selected, that's the only thing that's going to be all folded. So for go ahead and do that, we can see that are UV. Coordinates are completely different now to make it easier for us to see within the C V space. With the image enabled, we can turn on the shaded version off you. These to do so we can just click this button over here, which will highlight all of our UV shells with a transparent blue color. So now, as you can see, all the squares are perfectly equal and do not distort in any way. The TV shell is sideways, so the squares are going to be diagonally. But we can fix that now. If I turn off my display image and my UV checkerboard, I can go back to my default TV editor view. And also, I'm going to leave the U P Shader mold enabled, since it's also useful if you go to UV Shell, for example, and I have my shell overlaying one another since it is transparent, there are multiple levy shells over late over this area. It was quite useful to see whenever they are like that. All right, so what more bring will have to do is we need to straighten this out, and to do so, we can just go to arrange layout tab, and within it we can click foreign shells like so this little straighten up or shell completely. Sometimes it might be the other way around for example, like this. But if you just click on the shell, click E Animal Holding J. Unable to snap tangle tool, we can just drag ourselves a shell like so to make sure it's rotated vertically like so number. It's going to position them to decide by one another. I'm going to sect on both. Going to click are to scale them down a little bit like so, no good to scale it down too much. I just want him to be a little bit organized for later when I'm done with you and wrapping all of the pieces. So with this scaled down, I'm just going to click W to go into move Tool and let's move out of the 0 to 1. He recorded a space. Just make it easier for us in a little bit. 33. Creating UVs for handle and hinges: not that we're done with the badge. We can move on to another piece, So let's go ahead and go to object mode, right click object mode. Let's select our handle now again, the you record. It's quite messy if clicked on the UV checkerboard, we can clearly see it's all over the place, and it's quite frankly, not usable. So again we need to do it from scratch. So let's turn off the checkerboard for now unless it in the same way we did way for badge. So let's click on the camera based creation off you recording its, which will give us a nice overall projection based on the camera. Now, when we're splitting our object in TV shells, we need to consider not only the shape where we have our hard edges in a model as well, so forward to go onto an object mode to de select my object. Like so previously. We soften up the edges in some places and hard in the edges in the other areas, and this is important to consider when we're doing the UV maps. This we always need to split the edge within the UV space when we have a hard edge. Otherwise it wouldn't give us the right results. When we're baking the normal maps, it would bleed out to the side a little bit. So in order for us to have it done properly, we always need to have our hard edges split within the UV coordinates space. So in short, where but there is a hard edge. It also has to be split within the UV coordinates. But when we're splitting in the V coordinates, it doesn't necessarily have to be, ah, hard edge within their And sometimes we can make use out of that. So, for example, right now we can use the hard edges to split, argue v coordinates. And to do so, I'm going to go back on, selected my object first, and then I'm going to be using photo. Seems if he holds shift and left mouse button, we open up its option. And what we want to have is we want to select the method for the auto seem settings to be cut along the hard edges, like so. So it'll be seems select to cut instead of select and then cut along the hard edges that if we hit, apply We're going to get harder edges split along the hard edges off or mesh the ones we have that we can hit close now for hold right. Click and go to UV shell Bluefin, my UV editor. I can then select and split up my pieces just to make sure I have them split up like so. Now most of it is done, but we still need to make some manual adjustments. So first, So this section is a bit too long. And I wanted to be split a little bit as well and sort of be ordered within my UV space. 0 to 1 and more organized way in the future. I'm just going to go ahead and cut it and split in half. I'm going to use this very back line off it, just to make sure that the same is not as visible. So for whole right clear, go to edge selection. Select this edge over here and then click cut. We can spit are evey shells just going to go TV shell within my u V editors. So hold right. Click you Michel. And then I'm just going to make sure that these two are split like, so that I made sure that there are split. I can move on to it about peace over this one. Right here. I want this piece to be split a little bit as well, but in this case, I want them to be a little bit more connected. And they weren't thinking of splitting it up is instead of just getting a bring around it and then breaking that ring apart, I'm going to just cut the quarter pieces on the very edges off or mesh. This way it will help us unfold. Are shell in a similar way to a box. So if you go ahead and do that, hold right clear. Go to edge selection, elector edges and 1/4 to make it more visible. We cannot also turn off or shaded UV shells. So instead of clicking this, we're going to click the very 1st 1 the wire frame to display our UV shells. Like so and now our selection is a little bit more easier to see. I'm just going to go ahead and select our selection like so just to make sure that all the corners are selected and once we haven't done like so we can hit, cut, cut the corners in. And now we can go back to the U. V. Shell selection. So again, while hovering over the UV editor, get whole right click, and this will bring up for you the editor menu. Then you Michel. And now we can select her pieces like so and then hit unfold. Then we can even go to our checker map like so and checker model to make sure that all the pieces are squared. But they're nice and square, going to be some warping like in this piece over here. But this is because the model that we're having is not completely straight. And keep in mind that we are putting a three dimensional model into a two dimensional space . But this is going to be totally fine, and we can keep this. Us is now. We just need to adjust the orientation off. Are you the shells? We'll go ahead and use the Orient shells while we have he selected. So let's go ahead and click on it like so. And then we might as well reorient the ones that are rotated the op aside. So for you, go ahead and select thes Tick E and then holding J. We can rotate them sideways just to have it a little bit more organized. I'm also going to select this born shell and then click W to move it upwards a little bit closer to one another doesn't have to be exact, since it's going to be rearranged afterwards anyway. I just want them to be closer to one another, but no overlapping, just to be able to visualize it a little bit easier. And now, once we have it like this, we could go ahead and select all over shells again. Click are to go into scale mode, a dense, scaled down a little bit that afflict W. And let's move it out of the way. This time I want to be a little bit higher in this area. There was a badge. Something's going to move it upwards like so, and I'm going to keep it. Ice is, and let's move on to another object. So now we can go on to our hinges in 1/4 like so I'm going to select it, make sure you are within object mode first, then have a selection. Otherwise, the handle is going to be selected as well if it's not the case. So once we have the hinges selected, we can do it like we did it previously. Go to camera based projection like so and now we can make adjustments to make it a little bit easier for myself. I'm going to go and click control one as well to go the isolation mode, and I'm going to click F to rearrange my camera to make sure it's a line to the object. And my focal point is, therefore, between those two pieces. That way I can rotate my camera a little bit easier in a way. Now let's go ahead and unwrapped thes sections over here now. Besides, I want to check my heart edges so right clear, go to object mode he selected. And after chicken it, I can see that I can make use out of them as well. So I'm going to go ahead and do that. So go back onto my hinges and let's click on auto. Seems, since we already had options enabled, all we need to do is just click on this button right here, which will give us the seems we need And now, since it has a little bit more pieces than are other objects, we could help ourselves to visualize how the object has split if we enabled some certain options within the shell shading. So first of all, let's turn off the checkerboard like so that the Simon it to enable are shaded shells. But this time we need to click right mouse button itself the left one by clicking right mouse button. Been able different view, which shows us, Are you the shells? But a different ones have different shading. We can even make it a little bit more varied with color. If we hold shift and left mouse button on the shaded shell icon and within you the map shading options, we have to color modes make sure selected to multi color, and within it we can increase the multicolor scene. But it faulted, set to one. So, for example, I can use free as a value, and if I click apply, it'll give me some different generations to it. And if I were to use six increased amount even higher, I get different variations again. We can also change the color saturation as well to it So if I were to change multicolor Alpa, I'll change it. 4.25235 So it was 0.35 and output hit. Apply. I'll get a more distinguishable color, which is easier for us to see the differences in. I'm just gonna go ahead and click close. Now we can see our UV shell split up more clearly, which helps us with making our next decisions. Now what I want is I want to split thes cylindrical shapes on the top and a bottom on each one of them. Now all we need to do is go to Ed selection and then select our piece on the top, like so double tapping owner to select entire edge loop. I'm just making sure the whole of it is selected by clicking F to realign my view and then just rotating around it. Now I'm going to select the bottom capas. Well, so hold shift, double tap on it. And then we need to do it for the upper hinges. Well, exactly the same way. And finally again, holding shift, double tapping on it. Select our final edge like so Now we have all of for edge pieces selected, so four edge loops in total. And now let's click Cut, which gives us another piece. We can clearly see that by having our color separated. Now, finally, what we need to do is me to have ourselves an edge cut that goes for these areas. So we're here. Make sure we can unfold these cylinders before doing that. To make it easier. Would like to separate or cylinders first cylindrical shapes. I'm going to go to the shell selection first, right click within the UV editor, you Michel. And now let's select these cylinders like so I'm just making sure that I have those free selected in each one of the hinges. The selection is separated to free different cylinders, since we are separating this whole peace into free, different ones because of the rings in the middle in between them, since we don't want to cut the rings as well. So once we have it selected like so we can click control one and click actual one again to go to our isolation mode. And now, as you can see, since we have ourselves a shaded mode, we left ourselves with the isolated pieces. But We also can see our object a little bit with the ghosts mode, though once we have that, we can go hold right click, go to that selection now. What I want is I want to hold shift and just go over it over our selection, like so I just want to select them manually instead of double tapping on it to select the entire edge loop. Since there are little amount of pieces and I just want to make a quick selection like so So it's fine, the ones we have our selection done like So let's go to another piece for Hinge. So we have not won again. Hold, shift and just go through or piece individually, like so once we have our selection done, gonna go ahead and make a cut within it. So let's go ahead and click cut. Then I'll go to the object mode. Make sure it is that area only, and none of the rings are selected. It's in Africa. Control one and control one again. With the in selected, I can see that my rings in between are not actually affected by it. It's great. So after make sure of that, we can begin our unfolding operation. To do so. All we need to do is have or entire object selected. And we can simply click unfold, which unfolds all over pieces within our UV editor. Did you get a little bit further? I'm going to go to you, Michel. Select all of my pieces. Click Korean shells like so. And at this point, I'm going to spit up my process. And I'm not going to be bothered with rotating them manually, since it is a metal after all. And I don't really care which way my shell is rotated to. So all of great to do is to help myself organize a little bit. I'm going to click layout for now, just going to move it upwards a little bit. Click are to scale it down. It's going to scale it down like so and leave it as is 34. Splitting main body into UV shells and adding extra vertices onto the mesh: Now let's move on to our final piece. So let's couldn't control want to go out of isolation mode. And now let's do some UV editing for our fridge. So if you go to object mode and select a fridge now, let's go control. Want to isolate our whole object? And let's use camera based projection while we have or camera rotated diagonally like so to get a result similar two days. There's an app to be exact. Just ah, just a similar perspective, like so and that great to begin with daring and doesn't did for other pieces as well. And I'm going to click older. Seems like so to create all the cuts for my U. V s for hard edges. And this time, instead of just using a kuttel, I want to be using creative Michel Tool. So to use it, all we need to do is make a selection off our faces, and it'll create us a nice cut around their selection. So, for example, one to cut out the back pieces and to do so we can go to face election selector faces in the back hole tab to make the rest of the selection and Alfa Click create Shell. We got a nice cut that separates or back, so if you have a look at it, it's nice and separate now. But I want to use that same tool for the rest of my fridge, and I'm going to do it by simply cutting the shells piece by piece and splitting them apart . To do so. I'm going to select my main body fridge as my main piece. So within our UV shell selection, if you click on our fridge, click control water within our perspective mode a couple of times does isolate this CV shell only and now within the face election and just make our selection across like so we don't even need to use the side view. We can just use the perspective. Since the faces on the side are so thick, it's easy for us to make a selection off this sort. I also want the pebbles to be included as well within our selection, since that could be part of the face and it would hide the seems a lot better if they were part of it. So if I were to hold shift and click greater than symbol I could make the selection for our bubbles, and then we just want to check. And the select are necessary edges. For example, this one over here, I don't want it to be part of my selections. I'm just going to de select it. And I'm just going to make sure that the other side as well is the selected like So now we just have a front nicely selected with the bubbles included. If I were to click control one a couple of times to get our isolation, I could just make sure it is properly selected, like so. Also, it is going to de select the section at the bottom in the middle this end and is not needed for now. So I'm just going to hold Tab and make a night. The selection like so Okay, final pieces. Yep. That's then. So now controlled one control one again. Actually, the species shouldn't be within our selection ever. I'm just going to the selected strangles over here and over here as well. And since I'm doing the sights as other pieces, I'm going to reattach those strangles the rubber sections off the officials. But now we only have the front and the bubbles selected. We have these bottom sections to select as well. We can hit, create TV show, which will create a cut all the way around it. So within you, Michel, we can see that our selection has been taken apart like so. So now let's move on to our other pieces as well. Let's continue with the main sections. If we were to select this piece of wood, here is UV shell. We could hit control one to go die isolation mode, and within that I now want to split off the bulges from the main body. So to do so, we can go to face election and we can now drag our selection across, like so to make this sort of a selection. And now we can hold control and make a de selection off. The other piece is also we want to de select the sections over here. Sobule just are the only ones that are selected civically control. One. A couple of times we can see that these are the only ones within selection that's going to click create TV shell again, which again puts our pieces out of our way now I can just drag them out a little bit. Now let's go ahead and right click on this icon over here. Since we have more shells to deal with, its easier to visualize for us if we have enabled. For now, I want to unwrap this piece over here, split it into three pieces so the top and a side would be separated. So let's go ahead and do that over to go to you. Michel. It's elect this click control, want to goto isolation mode, and I want to split off the top piece so I'll do that by simply going to pay selection by right clicking. So let's make a selection little top by just positioning or a camera accordingly and dragging your mouse for the top section. Like so. I don't want thes pieces to be part of the top section, so I'm just going to remove them, hold tab and just remove my paces like so. And then I'll go to another side and while holding top again, I'm just going to de select this. Now we're getting Glick create TV Shell, and it'll split our selection toe a number. You, Michel can now click control want to go out of the isolation mode and ours. We want another piece. This time I want to fix the bottom section. So let's go ahead and do that real quick. And for this one, I just want to cut the edges on the side in order for me to make it be ableto unfold it in two dimensional space. So all I'm going to do is I'll go to edge selection and I'll select the I just in a corner , like so one on one side. And then I know one on the other side like so once we have them selected, we can go ahead and cut, and that's all we're going to do for this piece, Since what's going to be getting unfolded? It'll just unfold itself like a box, so it will just take the speeds so and trade in article in two dimensional space. Also, if this election is hard to see, we can always go to the white crane mode and out of the shell shading. As for a middle section, we want to keep the front as one piece to avoid seems so. That's why I'm leaving the edges for it as well within it. But what I do want is I want to have a resolution for my text, the front to be a little bit higher than the overall basin for fridge. So if we have a look at the high pulley version, if you go on it and pressed age, we have a text right over here. And I basically wanted to have ah, higher pixel density than the rest of the fridge. What I will do is I'll take couple of faces from the front section of the fridge. I'll make it as a separate TV show. So if we have our little poorly for selected and we go to wipe remote, we can see that the only face we need is the water over here over the face is a little bit too big for us, since if you have a look at it, it also covers the batch of the bottom. Although the badge itself is a separate piece. But what I'm planning on doing is I'm planning to add some extra apology to just make it so that this tax would be secluded on its own. Although we are trying to have our fresh optimized We also need to have our UV coordinates optimizes well. And since we have a little bit of the amount of that, sometimes we need to prioritize. Oh, are you recording its first? So what I will do is I'll go onto the vintage low Click control board, isolated real quick, go out of the white, promoted and out simply use the multi cattle. We can add some actual apology to this fridge, since it wont affect our UV coordinates. That's when you're editing topology. When you already have the U accordance in place, you need to be very careful with it, as it would give distortions to UV coordinates. To you, the map adding topology is a safer option. Didn't removing it, but issues beginning with apologies being moved. And so just keep in mind that if you are moving into Poldi around after you're done with the UV coordinates needed to use the unfold option again. But basically again, it's okay to add new topology as long as you don't move it too much around it. That is totally fine to modify the pull G by adding, but adding topology only works if you're just using a cut tool, but it's not exactly adding new topology. It's more off splitting the already existing two poles into new pieces. Since, if you were to you something like extrusion option, you would definitely need to create a new projection. What are you recording it? So if we were to select our fridge first and I'll go to multi cut tool and right now we can add some extra topology tore fridge, since it's not going to affect our TV quarter this So right now, if I were to add some triangle over here in this area right above the patch looks so with the symmetry turned onto Object X. So it's nice and symmetrical nicely above it. Once I made sure of that, I can go click you to go to selection Tool, and then I'll turn off my symmetry and turn on my multi tool again. And then I'll just simply need to connect my dots. So go ahead and do that. Now let's click you, and, as you can see, it, updated within the UV editor, the right ones that haven't like, So we're different control board to make sure that this edge is within my middle off a text . Don't just go ahead and select Milo poorly again clique y pray mode just to check. And yes, my piece is going to be covering the tax. Like, so to know, What I can do is I'll just go out of the white remote height, the height apology section, go back into my low poorly with object mode. Select this main piece control board to go the isolation mode, and now I'll go ahead and go to face election. Select the front piece over here and now will be clicking. Create TV Shell. This will separate the piece from the main body so I can make it bigger in the future, but for now, going to keep it as is using this method. Let's give you control over the density off the pixels within your mesh. But keep in mind that you can't really do so with mawr. Complex patterns off pictures, since it would be quite obvious that the density off these areas will be different. However, since the material is going to be quite played, I can do it in this occasion. But even if it displayed, I can't make this piece too big compared to the rest of the fridge, since it would be too obvious otherwise, 35. Editing mesh without impacting UVs: well, editing the uric ordinance for the fridge. I forgot to fix this corner on the side over here. Since if we go on to object mode, you can see that these areas will get distorted right along triangles it has on the side. The right, though it's an easy fix. Also, use this as an opportunity to show you how we can modify our topology without needing to change the UV coordinates. So if we have our base elected and isolated, I'm also going to turn off the outline, er, to give myself a better view for a mesh. Now, besides, I want to get some triangles to go to the bottom Vergis over here. And we can do that by going on to edge selection, selecting these edges over here. I'll just select a few like so and then go ahead and hit backspace to delete them. Like so you can see in the recording its it doesn't affect it, since all we're doing is still eating the edges, but not diverted, sees themselves. So for go to the U B, for example, we can see that these were titties are still there. So that's why we're able to delete the edges without changing or distorting in Texas like so so it's still straight. So now if you go ahead and go to our cut tool like so I'm going to dislike these vortices first, then go to cut Tool. And now, if you go and click on one word to see, like so a dental 1/4 click you 10 g to re select my cutting tool and then again do it for the other one. Q. G and for Final one like so now we got ourselves this part spread out, and now, as you can see within the UV editor, it still has the same same checkerboard. That's not distorted. That is totally fine. But I still haven't finished since If we were to go into our object mode and check it without the white frame. We can still see someone wanted. Lines are a match, and we want to fix that. So do so. We need to make an edge loop around her peace. If we were to go ahead and select it, actually, before doing that, I want to be able to see more clearly on my piece. So to do so, I'll go ahead and go to selection mode. Click owner Dan Go to Face Election and a set of trying to select thes bulges over here in the quarter and said, This time, let's go ahead and select our pace like so should be enough. And when we have it selected like so we can hit shift greater than symbol. You select it up until this point, and then we can go ahead and click H to hide that selection. Like so this is different than isolation mode. And so, even if we were to clear control one, we're not going to get our pieces like we for isolation mode. That's where preferred to use the isolation mode more, although it's just as easy to unhygienic everything. If we were to just click shift at age and we'll just go click controlled, see a little bit to go into my previous year Now what we're gonna have to do is we'll just have to use the cut tool to go all the way around it, though this girl select multiple toll and let's just simply go around our cut like So I forgot to add an extra line in here so I'll just go click you and then G to re select my older cattle. And then I'll just at the strangulation over here just to be a little bit more consistent. L go click you and G again. I don't continue going around the peace with the strangle. We can even delete this edge completely, so I'll go ahead, click you cortex election, select this edge and delete it like so go back to my multi cut tool by clicking G actually goes the Vertex mode. Then with my multi cut tool, I'll just go ahead and continue my work to go around it and out for this piece. I'll just go ahead to the very bottom and click my mouse like so, and I'll just finish it off like, So be right click you. I don't go to object mode de select wire frame to check. I'll go ahead and select it back. Go to my multi tool again. Then I'll do the same for this piece over here as well. Let's go ahead and do you like so just getting it close enough with the main purpose of having quote around this area since his long triangles were messing it up. Then I will go to this area over here. Could I Q collect its edge over here, deleted. Go back to my multi cut tool. That's it over here and just finish it off. Like so. Although I'm adding extra topology, I'd rather not risk getting errors during my texture in process boats. Go ahead and do so that looks well enough on, as you can see within do you be. It also created these edge loops. So if you were to turn on, are you the checker map? And we can even turn on? Are you the distortion check? We can see the Are you recording son going to be disordered, So I'm just going to leave it. As is. Turn off both of these. Not doing hide everything. Let's go ahead and click you to go to selection mode right click Object mode, selected as an object and let's click Shift age to on Haider object. And now, if we have a look at it by de selecting the wire frame, we can see that the edges the lines from over here or God so we cannot leave or peace Isis and go back to the front. Let's go ahead and select it again 36. Fixing UV distortions: no. All right, let's be wanted a piece. I'm going to go to cell shading again, right clicking on it, and I'm going to go through it to check the rest of the pieces, and I want to fix the middle section. But what I will do is I'll go to you Isha within my UV editor and then using it. I can out click on this piece over here, and I'm going to flip control one control one again. Be able to see this piece over here and I'll go to Etch Editor and I'll cut this and I'll cut this piece in the three pieces. Talk about them in 1/4. I'll use the symmetry for it. So object X symmetry, and I'll select one side. Just pop them. Anelka Tim apart. The reason I want to do it is because it bends in such an awkward shape that it would take up quite a lot of space in our UV texture map. So want to avoid having that. That's why it forward to split it. This is going to be straightened out as well as this piece over here, so they're not just not gonna be an awkward bend that would be taking up space unnecessarily. Now go ahead and click. Controlled War Go to you, Michel again. Select a piece, the one that's in the middle Control will go to edge selection and I'll click on one edge like so. And then I'll click. Cut. I'm making sure that this guy is in the same place. What Abacha is. No, the white highlight. There's going to be what kind of us. And now, since I've actually selected the peace in the middle, have a piece of being shown. So I want to select this other one. The continues with the cut, and I'm just going to click. Cut again now Click control. Want to go out of isolation mode? I can see that these pieces are split nicely apart. Well, I just wanted to turn off my symmetry and go to the file pieces the bulges over here, so I'll go ahead and go to my TV shell within the UV editor. Then I can select the TV shells within my perspective. Mode like so control. Want to isolate it, and now we want to be unwrapped today. So let's go to add selection. Let's make sure that these edges over here our cut off time is going to make sure I select them and want to have selected were to go ahead and click cut. That's pretty much it for the bulge. Is there going to be nice? Unfolded? Now we can go ahead and do unfolding to check out looks like, typically control one. We can go out of isolation mode. Analysis him out on the UV editor. Go TV shell. Select a lot for you. These for the base of your fridge. Let's click unfold, and after a folding, we can do some extra checks to see how it first looks like. So, for example, I can already see that this peace in the middle is going to be worked. So if we turn on our chicken board, we can see that the checkerboard is not going straight and it's quite curved. Even if we were to straighten it out in the UV space is not going the way we want it to be . The reason for this is because the German trees being bent on the edges quite a bit, and so it's trying to warp that shape into the two dimensional space, which doesn't work quite as well. So if we want to see exactly the areas where it's getting stretched, let's go ahead and turn off the checkerboard first. And this time we're going to be using this. I could over here. So what this does is it shows which areas are being compressed and which ones are being stretched out within the space. We want to right click on it to see the stretching per you the shell So forward to click on it. Each one of the piece, they're going to be identified individually Now. If in this piece, for example, I could see that the guys are being stretched in and stretched out to fix that, I was going to go ahead and go toe edge selection like my edge is still 1/4 actually going to use symmetry for that. So Object X, that's like my educational quarter, like so then select. May I just in accord out like so also have them selected. I'll go ahead and click cut, and after I have them cut, I can go ahead and go to shell the shell selection. Select entire show medically can fold, which, as you can see splits this off a little bit and our eternal are UV checkerboard. And turn off the TV distortion preview. We can see that argue be distortion Issue is fixed. Now it's going to keep this piece as is now. I can see that the back piece is a little bit too small, since if I were to go back to my distortion, turn off my chicken board, I can see that the top pieces being worked up a little bit too much as well as the sides. I'm going to go ahead and fix that. I know that the back piece could be a little bit bigger, the Khobar up more off the back and to avoid the distortion to do so. First of all, let's go ahead and turn off the TV distortion, visualize er and then with the UV shell selected, select the back of it and then if we were to click ship and a great and symbol is going to expand a selection faces, so I'm going to click it once, and then I actually want the sides to go a little bit more than a top, and I could do so by manually selecting it. But since I have my selection with UV Shell, I might as well make you sort of dad so forward to just hold control. And this, like the Styer e v Shell Onatopp. Our selection from the stock pieces would be he selected. So Narcan hits shift and a great and simple again, and then one more time. So we'll control he selected hold, shift, great and symbol to make this election like so, actually what? Listen, what's more to fill in this gap as well, and 1/4 so whole control the selected ship great and symbol. And let's have a selection, like so all the way to the very edge. Once we haven't done now we can really use the great TV shell, since it'll only cut around the selection and will keep the cuts in the middle. So now, instead of having just one piece, we have four different pieces. So to avoid that, what I will do instead, I'll just use the crate option, and I'll just create the new UV projection that's also camera based, like so, and I'll just give us a new UV shell, which is quite useful. So now I have to do is click. You ve got a phone and we have ourselves. I strained it up back, like so at this point, we're still a worrying about the scaling off or you re shells. So don't worry about it for now. All right, so now that we have left so I'm gonna go to check the ri distortions, so right click on it. I still have the top besides distorted. That's because we are unfolding them yet. Let's go ahead and do that. I'm going to select top. And since we have the symmetry on, it's not going to select the properly. So I'll go ahead and start up my symmetry first before making any other selections. I'll turn off the checkerboard and distortion for now to make it easier to see the selection. So again, we need to re select it within the V Shell. So make sure you do that once we have a selection like so let's go ahead and click unfold, which will straighten up our selection tonight. Let's go back with your distortion preview. This time we're going to use the left mouse button, since if we were to use the right mouse button. It is checking the distortion per shell, and that's also affecting the scale. And since we were tempering with scale is well out of it that is going to be affecting that . So if I were to make this bigger, for example, it will have the visible distortion. So it'll have different coloring based on that. So it's said if we were to use the left mouse button, that's not going to be affected by it. So I'm just going to turn up the checkerboard. And, yes, it's not going to have much of an effect. The scaling op ed. So now let's go out of the preview now, which nudity or in our shells properly. So let's go TV shell, Select all of them. Go to arranged a layout. Let's click Korean shells. This will get Rochelle. It's nicely orientated, and I would just have these drive to the left a little bit like so 37. Laying out UV shells onto 0 to 1 UV space: So since we're done with the base of our mash, we can now select entire group for low poli fridge. So let's go ahead and do that. And as you can see, we have different pieces, so that's going to be the base. The hinges, the handle as well. It's a badge of them are done. You know what I want to do is I want to use the zero to world space if you recorded it to lay out my texture, the blue, so I could just easily select all of the shells and click layout total Matley layout. My few these, but I want to have some slight variations with the texture density. So instead of what I will do is I lay out my fridge base first and then I'll lay out everything around it based on the layout for Fridge Summer Silence. I want to take away the piece for my text that I know I'll have to have a high density. So just move it upwards a little bit like so and out great to select entire off the fridge , and I'll go ahead on the use layout. So if we go click shift and left most button to going to lay out to the options. I'm going to make sure to use the Unfold three d, but a fault it should be known. Overlapping the shell rotation is not needed since we already re orientated or shells. But I am turning on the rotate shells over here, since that will allow the layout to be rotated to fit the recording. It's better, but I am having my rotation steps set to 90 so it will only be able to rotate the shell 90 degrees. So like this or like this, for example, and upsetting the maximum levy shell irritation to free 60. So can have with the option off, turning it all the way around if he needs to be. And I'm just going to go ahead it. Selected Translate shells is needed to be turned on as well to scale the movies properly. Once we have that all, we also want to have some shell patty and that is going to be affected by the texture, map size as well as the patty units. Usually, I would just leap it as a default on three pixels. The shell pattern is needed to avoid any texture bleeding and actually what pixel would be ? Plenty. But since sometimes you need to down scale the resolution within the games that prefer to use a shell fighting off free. So that way, if you are going from four K resolution tu que or even toward K that we plenty keep in mind that since the texture map size for May set to 1 24 and I'll have three pixels within what 24 texture map size to actually within two K texture map that would be doubled sort of the six pixels off shell patting. So I'm just doing that just to be on the safe side. Anyway, Once we have these options ready, we can go ahead and click, apply, and I'll get our texture map last disordered within the UV coordinates space. Now we're gonna go ahead and click close, and usually, if the beasts are big, you're always left both of some extra space, since the layout would want to have the UV coordinates to be the same texture density sofa , go ahead and turn on our checkerboard. It will have the consistency of the same textures for out, so it's quite nice anyway, Now we can put in our extra pieces on a top section. Now let's move on to our other piece. So since we have the space on the top, we can make use out of that and just put every other piece from more fridge onto the section over here. So let's start with the badge. All we need to do is write clear, go to UV shell and it's just drug and selected. Like so, click that, believe it to go to the moon tool and let's move it up a little bit. Then click are to scale it down on just scale it down like So Now, if you want to check the proportions and correlation to the base of four, Freij can always turn on our checkerboard. Now when we have it on, If we were to make a selection across our base of a fridge as well as a batch, we get to visualize how are texture? Density is going to look like. In this case, the batch will have mawr texture resolution, which I quite like, so I'm going to use this size for it. So all I need to do now is to realign it to fit it more properly. And I'll just turn off the displayed image within my UV maps just to make sure I could see my shell. It's in UV editor clearly, and now we want to align it properly. So forwards, right click and go to you. These and then if I were to just select the top ones, I could see that the stop wants are the ones over here. But it's not exactly a line to the checkerboard, so I want to fix that. So to begin with, I could see that divergence is within my mash. The ones over here are very top chucking me accuse out of that to align my mash. So when you're hovering over the vergis is you can see within the UV editor. These are also being highlighted. So now we know which ones are the top ones, and we can make use out of that. If we were to go to U. V s and then it forward to select cease to avert. This is over here. I know both of them are going to be completely vertical. We can make use of them by going to arrange a layout and then, with a click orient two edges. It'll reorient our badge face on these two edges, so because it was closer to the vertical side, it will re orientate the whole shell to be vertical forties to U. V S. And it will rotate the whole shell based on those two once we have, like so we can re orientate our UV shell to make it fit within our space. So I'm going to go to you, Michel going to select this piece over here, Click E to go to rotation mode, whole jay. And with the snapping tool enabled, I'm going to write it like so flick W. I move it downwards, like so we can make a bit of a gap in between. It's totally fine. Then we can go ahead and to like both of them, and we can ally in it closer to the bottom. Like so. The reason I'm putting them closer to the bottom is because when a texture file is being read, it rates from the bottom left that goes to the right and respectful by pixel, the texture, our entire object. That's where it stopped. That is, at the very top is going to get read the last. Although it happens really fast, it's little nice practice to have to, ah, privatize the space at the very bottom instead of the top and that we can move on to another piece. This time I want to select the handle. So I'm gonna go ahead and do that. Select this piece over here. Then we'll want to use the layout option. But before doing that, we need to go to options. Let's hold shift left mouse button to open up our options, and we want to make the shell padding a bit larger, since we're planning to scale down the UV shells afterwards forward. To do that, go to shell padding instead of free pixels we can use. Somethinelse sama can use UV units, so if you go ahead and click on it from free, let's change a 2.5 like so. And basically 0.1 is going to be a value from here to here. The square over here. So hop of it is going to be hop of the square, and we're telling the software to give a gap off half of that square for each one of the shells. So now for hit apply, we can see that it gives us this type of spacing. So now we're gonna go ahead and could close, like so, and we can move it out of the way and then to fix this gizmo. All I'm going to do is just re selected, like so give me against moment of center. So now I'll just go ahead and hit hard to go to scale mode, re scale my shells like So it w moved downwards. And now let's realign it. In this case, I want to relight it to this corner, since I can see that it fills in this area much more nicely. And then if we were to go ahead and select the shell off the main body by holding shift, we can check the checkerboard density compared to the entire fridge. So it's going to be a little bit bigger, but I don't mind that. So I'm going to leave it. I stays. Now let's move on to another piece. Let's go ahead and select these once over here, this is going to be the hinges on a side. In this case, I want to have my texture density to be the same as the main body of the fridge, since I don't want any extra detail to it. And to do so, we're going to go to transform option under the youth tool kit. And if you scroll down, we get to the texture density. Using this, we can tell how much protection density there is on the pieces as well as we can scale the pieces per exact Texel density. So let's begin by selecting one of the pieces from our fridge from the main body of it. And then, if you click, get, we'll get a textile density for it. So in this case is going to be 24.2. So now we can make use out of that by scaling down these peace over here. So for go ahead and selectees like so we can now hit set to check how big of the pieces have to be in comparison to the previous shell. So if you go ahead and click set, we can see that they're actually quite small. So now, particular Control said, we're gonna click R and then scale them down manually, since otherwise, if we were to scale them down. Using the send button, it will scale down each of the shells individually and so leave quite big gaps in between them. If we had said, we can see it happening like so So we don't want that to happen. So Fico had include Control said, and then skeleton manually until we get a similar result. Like so, I'm actually going to scale them up a little bit top towards scale it around this amount and then hit set. My every shells will shrink down on themselves, which gives us a nice shell padding in between them. And since I know that my scaling is going to be this, I also want to scale it up a little bit. Not too much. I just want to get some extra details since I do have enough space for it over here and then I'm going to click w and move it like so Here I and finally the piece over here. This is going to be from the main body off our fridge. If you go ahead and click set, we can scale down our peace to be exactly the same as the shell off the main body, and then, if I were to move it to the 0 to 1 DV space, I cannot scale it up. But for scaling up. Since this is part of a piece off the main body, I don't want to scale it too much and usually my maximum value for scaling it up. It's actually scaling up by 1.5, since if you go higher, the texture density is going to be is going to be quite visible. And so this seems they're going to be visible quite much as well. So to avoid that again, I'm going to scale by the maximum value of 1.5 to do so instead of scaling it manually by clicking. Aren't Skilling up? What I am going to do is I'm going to use this option over here, So if we put in a value of 1.5 like so and then if you hit this button over here, it will give us the exact scaling up off 1.5. So now we can use that and just flick W and to strike this piece over here like so. And it said, we now have textured ourselves the fridge completely with the different variations of texture, density 38. Creating a cage for the bake: going back to my default modeling work space. So just click on the workspace and go ahead and select my modeling Sanders like, So just to get back out of the way. Now, the final piece that we need to create with admire software is a cage, which will help us out with bacon out pictures like ambient occlusion and normal maps. Creating cages are not always necessary for the baking part, as the automatic version are usually pretty good. However, in this case, it wouldn't give us the right bakes, so we definitely need to make one prince occasion to do so. We're gonna want to on hide or High poly version off the fridge. Let's go ahead and select it and click H Don't hide it. Reason we're doing this is because we want to see both high poli and low poli version. So for Fridge is, we want to cover both with them with four cage creating a sort of envelope are on both of them. So to create our cage, we need to select their low poli version off the fridge and click control de to duplicate it. We need to do that since we need to re use the exact same bird disease off the low poli version of for Fridge. That's because when the software is using the cage, it needs to read the I. D code for each one of the virtues sees from the low poli version off our fridge. And it's also the reason why, for a low polling version of our fridge, we can't add it to mesh anymore. Otherwise, it'll be creating some bird to see mismatches, which will give us some errors during the baking process. But whenever we created a cage, we need to make sure we don't add it to low poli version or for a fridge. Or if you do happen to do it, you need to make sure you re make the cage again. As for the high poly version, you can make edits change it attacks, for example, the front or something of the sort wouldn't make much of a difference for the cage that away with that in mind, let's go ahead and continue with four cage, and the way we want to do it is we want to use a transformer operation in order to inflate or mash as we cannot just simply scale it up. So in order for us to do that, we need to go into a group, elect our pieces individually, like so So to select one hold ship that's like the last one. And then let's go to edit MASH and lets it transform tool. And then, for each and every piece off our object, we'll get a gizmo to inflate our fridge. If we only have one object selected, it will obviously give us one gizmo. But since we have so many that would give us for different gizmos, that's not simply a swan, the one for logo. So if you go ahead and zoom in, we now are going to use the Blue Arrow in order to inflate it. Make sure you don't use any other arrow, just the blue one, and by using it, we can do it like so you cover our entire object both the low polling versions and the high poly version. We can even go to the white frame mode to check out looks once you have it like so we can move to another piece. Let's go to our handle, locate the blue arrow within a gizmo and expanded like so should be a right going to go out of the white frame to check. It looks all right. Let's move to the hinges. The hinges are going to be both of them at same time, since it is one object. So locate the gizmo and extend it a suitable amount, like so. Just going to leave it as is. You basically want to have your cage to be inflated to just amount for it covered up the pieces. All right, so let's move to the final piece, though now a sort of fridge. It'll be a little bit trickier, since I want to go inflated enough to cover this top section over here. However, I do know that this gap in the middle we don't want the cage piece to be overlapping itself , since it'll give us errors with baking. That is also the reason why I wanted to create the cage for this piece specifically, since I know that it needs to have a greater distance for peace, like on the front. But I don't want it to be overlapping within this gap over here. That's why we were making a cage, though Now what we can do is we can go ahead and simply select the base, and we can go to edit, mesh and hit transform to do it individually. Unit in position on camera, accordingly, to see this gap over here, since that's the area that's going to get caught up the fastest when we are inflating or cage. So let's go ahead and do that. And I'm going to inflated to around this amount just to make sure I get as close as they can through gaps between one another. And once I have it like so I can fix up the pieces well so I can see that my curvature and my text is going out of the cage in little bit. Some going to fix that. I'm just going to position the camera sideways like so good to face election. I grabbed my selection across like so just for the front curvature. That would be enough. Once we have it selected like so we can get ourselves a manual transformation to inflate only this selection offer cage. So if you go to edit MASH and her transformation, we for selection were able to inflate a cage just like that. Also want to fix this bid over here, Since I can see that high police being seen through, I'm just gonna go ahead and select these pieces over here and 1/4 like so That should do well enough, going to go to do it for the other side as well, Getting my selection. All right, That looks great today. I'm just going to go to edit smash hit transform button and just close it up to inflation to get in and ones like. So once we have a cage done, we can double check if it covers all of the areas, and the way I'd like to do it is I would like to have it selected the cage and then Low Polly version by holding control. So with those book group selected, I can click wire frame and then see if anything is going out of my cage. It's now they're going to be color coded in three different ways that's elected a one which happens to be The high poly version is going to be dark blue. Then the white is going to be the cage and low. It's going to be a green one. So with that in mind. I can go around it, make sure that everything is covered up nicely within my cage and nothing is going out of the mesh. Looks good. Once we have it checked, we can go ahead and finish it up within the outline. Er so for now, what we want there's first of all, turn off the white crane. But what we want is we wanted to get it instead of a group we want to speak to be as one mesh. To do so, we need to go ahead and combine. And then old ship did to live history. And since we had to duplicated Realtor, need to delete the group slipped behind. Combining it will not affect diverted information that we had from Arlo Poli version. So though that's going to be fine now all we need to do is rename this, so let's double click on it, said actor Underscore Low and then type in cage like so and now we have ourselves a cage. We can go ahead and move on to exporting all of these 39. Exporting maya files as fbx: for exporting our files. I would just like to double check that everything is in order. And as it should be, let's begin by having a quick look at our low poli version off the fridge, just going to extend it. Select group Clear Control one to make sure everything is in order. Then I'll open up my high polar version. Click on it. Control one twice. So isolated speaking should have everything is in place and us it should be. I will also make sure that my naming matches correctly toe What a number. So fridge vintage base underscore Low goes with fridge vintage base underscore high and they have the same capital letters. And so each one of the objects has the same text, with the capital letters being the same as, well, final in my cage as well. All right now they don't know that all of them are as they should be. I'm going to go ahead and select my vintage fridge low the entire group, then go to file, go to export selection and at the first thing we want to do is make sure or file type is set to fbx export. Now, if you don't have an fbx export within the list. Make sure you have the plug it enabled. You can find the plug in under the window, stab within the settings and preferences, plugging manager. If you go ahead into it, we can search the X. And if the X mired thought MLL should be loaded and I'm also making sure it's overloaded. So next time it is going to be off in my as well. So once you have that, you can hit Refresh. I didn't close. Absolutely have that enable. Let's go back to our export selection with the group selected. Of course, that's for location. I'm just going to use this one over here now. It's for the options within the file type specific options and geometry. Make sure you have this moving groups enabled as well as this moving mash, then additionally, under the advanced options within units tab, we also want to make sure we unpick the automatic and select your file units to be converted two centimeters, which is the default great that we're using. I tend not to use automatic is whenever I use it. It changed my scaling factor, which can sometimes mess up my workflow, and I prefer to have more control over it myself. So because I'm always using the centimeter grid, my files will also be kept within the centimeters, which will give me the scale factor of one. So it'll keep a default scale. Finally, within the fbx file format, I keep my version off FB X 2018 and not the newer ones, since a fighter that it's compatible with more programs have to have the important settings out of the way, let's go ahead and name our object as well. The way I'm going to name it is vintage bridge underscore low, and I'm going to give it a value of 01 just gets. They'll be wanting to add new variations in the future, just in case I want to have more versions in the future. So once we have our naming done, let's go ahead and click export selection, and then we have to do the same thing for high pollen version off the fridge. So let's go ahead and select it. Go to file export selection. The settings will be all the same, so let's keep it as is. That's name or fridges Vintage fridge how to score high a one in naming or file. So here doesn't really matter if we make a spelling mistake, but it preferred to keep it tidy. Sum. Just going to go ahead and fix this real quick like so. Then I'm going to hit export selection Now Finally, let's export the vintage fridge cage. Go ahead and selected, going to file export selection and actually to make my life a little bit easier, I'm gonna go and select one of the files to give myself a name. Then I'll simply replace the low to cage like so just to make it a little faster and again , the options are going to be the same. And then I'll head export selection, and it's It's for Maya. And that's it, guys. Well done on making through the entire course on working for older, necessary Maya pipeline steps in order to create a viable Freedy model and all of it's related assets, which are used in order to make a professional Freedy asset. By working on this project, you've experienced various techniques that I'm sure you'll be able to put into a good use and a world they'll make you a better freedom modeler than you were before in two weeks on first day. So that will be 27th of February. I'll be uploading a course which will give you an opportunity to take all of its pieces the region made and gone through and take it for a full text during process within substance, pain off and then finish our path by creating a preview off a prop with unreal engine. So I hope will be seeing you there. Thanks for picking up this bullet goods workshop course, and I hope we'll be seeing here in my other courses as well later.