3ds Max 2023 for Beginners | Nexttut | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

3ds Max 2023 for Beginners

teacher avatar Nexttut, A Specialist in CG Tutorials

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

    • 1.

      Introduction

      1:37

    • 2.

      Interface and Navigation

      21:37

    • 3.

      Introduction to 3d Modelling

      10:43

    • 4.

      Project Setup

      9:27

    • 5.

      Making the Steam Tank

      32:35

    • 6.

      Working on the Steam Tank

      29:41

    • 7.

      Start Building the Cabin

      38:21

    • 8.

      Continue Working on the Cabin

      26:28

    • 9.

      Adding Details to the Cabin

      30:34

    • 10.

      Finishing up the cabin

      33:07

    • 11.

      Building the Upper Chassis

      29:27

    • 12.

      Making a Piston Engine

      29:41

    • 13.

      Continue Working on Piston

      32:48

    • 14.

      Finishing Up the Piston

      32:38

    • 15.

      Fuel Tank and Exhaust

      27:52

    • 16.

      Making Tire with Boolean

      43:32

    • 17.

      Finishing the Tire

      28:47

    • 18.

      Making the Bottom Chassis

      31:25

    • 19.

      Working on the Bottom Chassis

      25:19

    • 20.

      Working with Splines

      39:46

    • 21.

      Adding Details with Splines

      37:03

    • 22.

      Continue Adding Details

      31:43

    • 23.

      Finishing up the Details

      31:50

    • 24.

      Making the Axle and Differential

      28:27

    • 25.

      Model Clean Up

      40:13

    • 26.

      Preparation for Unwrapping

      36:38

    • 27.

      Unwrapping the Model

      29:38

    • 28.

      UV Packing

      39:41

    • 29.

      Lighting the Scene

      31:59

    • 30.

      Continue Lighting the Scene

      17:12

    • 31.

      Adding Materials to the Scene

      32:33

    • 32.

      Continue Adding Materials

      32:09

    • 33.

      Refining the Materials

      26:30

    • 34.

      Finishing the Materials

      35:05

    • 35.

      Rendering the Scene

      22:42

    • 36.

      Post Production

      11:29

    • 37.

      Thank you

      0:42

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

803

Students

--

Project

About This Class

Do you want to learn 3ds max and create your 3d models with this powerful tool?

Then I welcome you to 3ds Max for Beginners class.

Instructor:

My name is Hamid Reza Afshari and I'll be your instructor in Autodesk 3ds Max for Beginners class. I have several years of experience as a 3d modeler and texturing artist in the game and film industry.

By the end of this class:

  • You'll be able to Work with Autodesk 3ds Max

  • Make various 3d models

  • Render using Arnold renderer

What will you learn:

  • Autodesk 3ds Max interface and navigation

  • Making complex shapes inside Autodesk 3ds Max

  • Render using Arnold renderer

Is this class right for you:

  • This class is designed for absolute Autodesk 3ds Max beginners.

What should I learn or have for the class:

  • You should have Autodesk 3ds Max version 2023 or above installed on your computer.

Join me and learn how to use Autodesk 3ds Max and make awesome 3d assets.

Meet Your Teacher

Teacher Profile Image

Nexttut

A Specialist in CG Tutorials

Teacher

Welcome to Nexttut Education, We only create courses with highly talented professionals who has at least 5+ years off experience working in the film and game industry.

The single goal of Nexttut Education is to help students to become a production ready artist and get jobs wherever they want. We are committed to create high quality professional courses for 3d students. If you are a student learning from any local institution or a 3d artist who has just started working in the industry or an artist who has some years of experience, you have come to the right place.

We love you and your feedback. Please give us feedback on how we can make better courses for you and how we can help you in any ways.

See full profile

Level: Beginner

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: Do you want to know how to work with 3ds Max and make your 3D models with this powerful software. Then I welcome you to the next good education. What are the studious max for beginners? My name is Jaime is actually, and I'll be your instructor for this course. You will start knowing to smacks you and an amputation. After that, we will start making our models using basic box modelling techniques. Chapter three, we will using more advanced box modelling techniques. Chapter four, you will learn how to use Boolean system inside 3ds Max. Chapter five, we will learn how to use splines inside the desk, 3ds Max. In chapter six, we will learn how to own that are 3D models. Finally, Chapter seven, we will learn how to make materials, lights, and render inside to the max. This course designed to teach you how to start using what it is to this max. Scores designed for absolute beginners. You should have Autodesk 3ds Max version 2023, Anabolic installed on your system. Join me and learn how to use Autodesk 3ds Max, and make awesome 3D assets. 2. Interface and Navigation: Hey guys. Welcome to this chapter. This first video, we are going to take a look at the mix window and UI and navigation. Alright, let's go through this maze. Like other softwares as a main menu. All components that you will see in the other parts are located in this menu as well, and you can find them there. Let's insight to this max is always easier to hit x and find whatever you need to add to your model. So we have for Windows by default, you can change the windows. Let me enable my viewport tab. Here. At the left side of the viewport, you can change your view to, for example, side-by-side or top-down. Or maybe this a tree, one layer. Alright, now let's go back to four. We have by default and top view, front view, left view, and perspective. You can change your viewport by going up here. Click on perspective, change to camera. If you have any camera, change to light and see true light, and change the viewport right-left back, front, top and orthographic. Also, you have some other options, such as track view that this thing is the parts we're not going to cover because that's more intermediate to advanced part greet and shapes motion mixer. Yeah, they're all a little bit of it, a little bit advanced. So maybe show safe for AIM. If you have any camera or by default inside my render and Jean, I'm going to use a t by 720. So this is my safe place for render. And the hotkeys Shift F. And below that we have viewport clipping. If you expressing some clipping, you can extend your viewport by these two sliders. And also you have a material or shading inside the viewport, high-quality, That's going to be, let me grab some basic models. You can switch between high-quality and have some shadows around. Or standard without any shadow or performance, the fastest way. Or the x mode. Or change the lighting scenario. Let me go back to high-quality lighting and shadow and change the materials. Also, you can go to third option and switch between shadings, maybe facet, bounding box, flat colors, and hidden lines, clay. And maybe see some stylized options, such as Ange and colored ink if you don't have any color. So let me select this, change the color. Alright, some pastel and here, alright, let me switch back to default shading. Also, we have wireframe overwrite and some other options. You can switch between shading and wireframe and right for them only by hitting F 34 wireframe overwrite or FTA again, F4 to see the edges or segments. And F4 again and hide the lines. Alright, now, let me see another option and that would be active shade using our node, you can see the render out of the Arnold renderer inside viewport and check the final render. Alright. You can switch between your viewports by hitting D. Let me open that up. The perspective. P for perspective you for orthographic top t, but that's not assigned. And front F and left L, You can also assign d hotkeys using hard to kill it or by going to customize hotkey editor. Just look for action or hotkey left. And let me see aligned left, left, left, left, left view. You can change that. But I believe all of the good hotkeys are already taken, so be careful to use hotkey. Maybe. If I'm going to use example p, can see RCP cap table poly. It is poly. And to select all take Let's debt for viewport. If I hit you, as you can see, we are in orthographic now, up here, left L, F, a frond. And if I rotate inside some of the self, this viewports top, bottom, left or right. It's going to switch to autograph by default. If I hit P, I'm going to back to perspective view. Alright, we have a grid here that you can hide and unhide that by hitting G key. Also here at the bottom of the display to the right, Alt W, It's going to maximum, maximize or minimize D active viewport. So if I select the left view in four viewport arrangement and hit Alt W or just click on this icon. I can expand and maximize that viewport. So also we have a box. Let me reset all. Don't say yep. We have a icon up here. Let me go to configuration and make that large. Alright. And that card, the view cube. Alright. Youtube, you can rotate your scene or to some viewports easily by clicking this arrows. Or simply go back to home. I guess that's going to work perfectly with the pen. So not comfortable using dead with mouse. Let me go to configure and make it small. Alright. One more option by clicking on the standard shading, you can go to active viewport setting for having extra setting. On this shader level. Maybe add more sample rendering, advanced basic, the eggs and all that good stuff. Also, some post-production inside viewport and some performance. All duplicate of some other settings or superior equal to viewport configuration and add some background display performance and change the layout. Here shows a frame shift f and region static, and some other viewport related settings are right below the main menu. We have a toolbar, standard toolbar that you can find some useful options, such as redo and undo. Some link options, geometry selection or selection filter and object selections. Some of them have the action of the hold and select other settings can see. And this mall based on local parent board and some snapping options, selection set mirror option, and as Scene Explorer, Layer Explorer and Material related buttons. Also render and render related buttons. And also didn't this section, we have the project manager. You can set your project folder and also the new auto bag toggle. That's, as you can see, it's going to count down from 15 minutes to take it auto back. And also here we have a new gizmo based on. Working is more direct that down. Yep, place. Working. Pivots. Alright. Inside the 3ds Max, if any, menus hiding behind the window, you can go and drag them or simply take them and place them in other places. Or just if they're in your way, you can right-click up here. For example, let me hide the auto backup ID viewport layout tab here. And maybe Heidi snap forking pivot, or ID. Unhide the time slider. Here, down below that we have something called a ribbon. And a ribbon, it's disabled by default. And if you are opening the max for first time, it's going to be looked like this collapsed. Let me create a dummy shape and convert that to editable poly. Yeah. Alright, simply click on modelling or any other tabs. It's going to open up and some bunch of bunch of setting would be enabled for you, will be enabled for you. And that's going to be it for ribbon. We're going to talk about that in modelling chapters. Let me go back to Create. Alright. Now, in the right hand side of the viewport, you can see d create panels or Command Panel. Inside that we have create, modify and hierarchy, motion and display and utility. We're going to talk about them in the modelling chapter. Just a, you know, we have some mesh creation and some objects sit in, in this drop-down button. Some line or blind objects, lights, cameras and helpers, and some not going to work with them. So those are related to particle and some forces inside this mistaken, yeah, some forces, deflectors. Alright, those are more advanced options. And insight modifier. We have acidic there. We have some modifiers. And that can be added to the model. And make the change. Alright. In the left hand side of the viewport or window can see the Scene Explorer. And that's going to act as a layer as well. Switch between layer and Scene Explorer. We have Layer and all of the lovely model yet you creating its goals two layers. Let me add another layer. New layer can change the name of the layer by holding left key. And we have some options in both toolbar top and left. The filter between different shapes. Also. Let me expand this shape. Go to Scene Explorer. And I can freeze. And height. Shapes, can see height, freeze and freeze, and all of that good stuff. Down here we have time slider that we not going to cover because we're not going to make any animation. So I'm just going to hide that. And below that, we have some movement or rotation indicators. As you can see, we are in minus five centimeter of the vault. You need. So let me hit right-click to reset that or right-click reset that. And now if I switch to top view, as you can see, we are in center of the world. So here. And this part is related to time slider and animation. Play pounds and changing the time configuration. And also a bunch of extra navigation tools. Alright. Now for the navigation, you can hold Alt, middle click to rotate and scroll down with mouse. Scroll. And also see before we can go to left, front top, snap to debt. And also select the object by just clicking them. Alright, More on that in the modelling chapters. Let me see what else we have here and then we have here. So up here, work spaces. You can change your work spaces. But default is good enough. Inside the customizer panel or a menu, you have performance. Click on that and open it up. You'll have some scene on to maximize maximum level. Inside the file. You have ability to enable or disable the automatic or how many automatic and time between autumn x. Some view-port options and gamma security here. And some other options such as animation, inverse kinematic, gizmos, and some performance-related setting, alright, scraped substance and other options. At it. We have some edit related options here. Move if I enable them off, as you can see, this option enabled, so those are just duplicate it. Now. That's it. There's nothing more to do in this part. So let's go and start modeling. Alright, CIA. 3. Introduction to 3d Modelling: Welcome back. In this video, I'm going to cover the basic of the 3D modelling or box modelling inside the 3ds Max. It's going to be a quick video. So in order to make a mesh inside of Max, you have several options. But the best option is D, is to go to Create and create a primitive. Let me select and to create a primitive box. And the action is select that. Drag one side to other side. Let go and drag up and click again. Now you are creating greater bucks. It's good to modify panel. And as the name indicates, you can modify your mesh here we have some basic parameters such as length, width, and height. Let me set all of them to 50 and delete this one. Now, this box is vey two are from center. So let's go down here. And input 0, or just right-click to make it 0. Alright, now, it's in the middle of the what. As you can see, we have our basic move and rotate and scale tools sitting at the bottom of the box. And that's the gizmo right there. For you. You can go to hierarchy and effect pivot and change this gizmo based on pivots. Let me go and enable the effect pivot only and make the pivot center and disabled the period only. Now it's sitting at the middle of the board. We now have two bikes. And down here, this option now is 25. Right-click and reset that. And it's can see the location of the box changed based off the pivot point and also the gizmo. Alright, let me hit Control Z to go back. Alright, now, let me go back to Create panel standard primitives. And this time let's create a sphere. A sphere is one action. Just click and drag, let go. And your sphere, it's created. So cylinder to action, tube to the action. Plan. One action and go back. Alright, now, this is a basic cube. If I go to Modify panel, I can change anything except for segments. Let me add a Edit Poly to show you something. This is a box and we have some faces around selecting right now this thing called polygon. It actually added this to make our models or vertices at the end of the, each corner, as you can see. And edges connecting the vertices to make face. And faces can have more than four or less than more for four sides. And if FAI neck this vertices, as you can see, we have still a face bought. This time is triangulated. And debts we called a N gun. It's not really standard. Love the face with four edges or faces. Let me go back to bugs and now sub-divide the box. But I mean, but sup bought by subdividing is add more segments linked. Now it's two is two and height is two. Now, if I go back to it as poly, we have site steel. But this side is divided to four polygons. And we have a vertex at the middle that I can move that. Alright, now, let's see. I can move or scale or delete one of these faces. And it's my model. And more face. That model has more editable or edit and capability the model has. Let me add a modifier to the mesh, like open sub div. And this modifier can add more subdivision to face. Let me show you. Now we have two iteration subdivision and a lot of face. Deadly can drag and drop, drag and select them. Move them, for example, or scale them down or up. Now, if I add another open sub div, we just made a simple shape, more complicated. Let me go back to Edit Poly and disabled it. This assure result on-off toggle. Select for example, this edge enabled this show result. Now, this edge, smaller or bigger. Let me go back. If I change this edge, like so in this stage, this is where I get a harsh mesh that cannot be used. But if I have more faces and even more faces, the transition between at the transition it's going to be more smooth. And I can make complicated, more complicated shapes. Let me go back and select this single vertex move tool. Go all the way up and select that and drag down like so, or maybe push it in. And just like that, he created some complicated shapes. So let me go and add edits party to see the actual geometry here. Not that dense. And this is basically the basic modelling inside 3ds Max. We're going to do this operation, as you can see here, edit palate of assaultive Edit Poly absorptive and other Edit Poly a lot in this course. So yeah, that's that. Just want to show you how to add or edit basic model and year. Let's go and start modelling in the next chapter. See you there. 4. Project Setup: Hey guys, and welcome to the second chapter of this course. In this chapter, we're going to make our model right here. I have the concept already inside pure ref. I'm going to include this pure ref as well. Alright? But before I start working with 3D Studio Max or 3ds Max, there are few teams that we need to set. One of them would be our project folder. I already create the project folder and let me open that up in the screen. I created a folder called max project inside this tutorial project. And I'm going to add that as current, this icon right here. You can create the folder and subfolders inside automatically. What I'm going to create from current folder. So let me go to next project and select the folder. And if I open up the folder, again, can see 3ds Max automatically created bunch of folder for us, such as archive of bicarb and export, import and render output and most important, the scene folder. Alright, Let me go and find the concept named current character names. So let me go here and copy. Alright, now, before anything, Let's go and save S. This window, it's going to pop up. And by default it's going to be the default scene folder. So give it a name. This concept called a fraud steam locomotive. So hit Save. And it's successfully saved the project. Alright, can see up here, you have two options. Default project folder or our project folder that we just created. Alright. Second tin we need to set up is the max general or over our unit. And it can sit dad. But by going to customize menu and performance. That performance, where is it? Units Setup, alright, depends on your project or your region. You can set different unit scale or unit system. I'm going to use metric and set the metric to centimeters. And don't forget, you need to go to System units at art and check if one unit equals one centimeter or one inch or whatever. Alright, hit Okay. And Okay again. Alright, now, let's go to Customize, again performance. And inside the performance setting, Let's go and set the undue. Maybe 200. Leave the normal bump to the max and let me go to file and set the auto backup, check Enable box and set the number of backup to whatever you want. I'm going to leave that at ten files and also 15 minutes. And get you can change your backup names as well. And let me see what we need to do here. That's it. Hit okay. In the S max, at 2023, we have a new toolbar called auto backup. And it's going to be three icon contains three icon, you can hit o backup and Manually create a backup or start working. And to these three max going to set a timer for 15 minutes. You can reset the timer or just wait for 15 minutes to end. And it's going to create your auto backup for you. Right? Now. Let's change a few things in UI as well. I don't need to have the timelines, so let's go up here. Right-click and uncheck time slider. To have more room for work. Also will need to have this side panel called viewport layer tabs. So let's go hit right-click. And where is the viewport layer tabs accidentally enable x's. Alright? Alright, now, it's a good habit to sort by layers, set the default sort by layers instead of the instance of Scene Explorer. So let's hit Save again and overwrite the last safe. And it's Alt W. Or click on this icon to maximize the active viewport. Now, we need to go to Modify tab and go to configure modifiers, sets, show buttons. It's going to show a bunch of buttons, bunch of modifiers that we are going to work with in the next part. And let me go to Configure modifier set and delete all of them. For now, create a full, empty. And I believe we need Edit Poly, drag and drop that. And maybe in future Edit Spline. So let's add that in the spline chapter of the course. So let me see. I believe I need to have Shell modifier drag-and-drop. I need open sub Dave. Just tight, open drag-and-drop. Alright. Now chamfer modifier. And yet let's add the other buttons in the future videos. So hit, Okay. And it's going to add your favorite modifiers up here for easy access. Alright, so let's hit Save again. And I believe we are ready to start modelling. Alright. See you in next video. 5. Making the Steam Tank: Welcome back. In this part, we're going to create the gene or steam tank up here, these cylinders, as you can see, it's quite simple and I'm going to keep it as simple as we are in basic modelling, not advanced. So let me position the pure ref down here and increase the our maximize the viewport. Let's go to Create tab and start with the cylinder. Lets you can see we are in centimeters here. Inside this input box. I'm going to drag and drop or Treg and the base and let go off the click, left-click and just move the mouse and click again. Then click, drag, let go and drag up. Click again. Simple. Alright. Now let's go to Modify tab here. Go to this icon, click on the icon color and disabled the assign random colors. So select a color and hit, Okay, I love Greg cursor. Hit F4 to see the wireframe. Let's go back to Create. Let's go to left view by hitting L or simply up here, select your viewport. Hit E to activate the rotation. Alright. Now, go here and enable to Angular snap together. To snap by degrees. I'm going to rotate by 90 degree, as you can see down here, and I need to get it on x-axis. Alright, hit Q or select this select object. Select your object, and if it's confusing, you can always hit G to disable the grid. Alright, now, let's go to hierarchy tab. Enable effect, pivot only, and center to object. Alright, now, let's go and hit W or up here. Select the Move tool. Down here. As you can see, we are in 0.778 in x and random number in y and minus nothing in z. So let's reset this and put it in the center of the year. Smacks what? Simply, by hover over the, these two arrows and hit right-click. Right-click is going to reset the value inside your max. Alright, now hit P. To go back to perspective view. All of this up. It's cool to modify panel because as you can see, we are not having any control and the dimension. So we need to go to Modify panel. And it's can see we have control over radius, height, and segments. Alright, let me guess the size. Maybe 60 centimeters and radius in real world as well, of course. And maybe 1234, something like this, to 40. Alright. Now we need to have 123 segments. In the middle. We already have 1234 segments. And as you can see, it's going to control by height segments. So let's go and make it for to have three in the middle. So it's almost perfect. I think we need to make this layer a bit bigger. Maybe by hand. Yes, something like 300. Alright, that's more like it's alright. Now, I don't need to add more segments in sites, but you can always increase this or here segment in the chaps. Alright, now, in order to change the mesh or modified in mesh, you need to add Edit Poly or simply right-click and convert the model to editable poly. If you convert model to editable poly, it's going to, you're going to lose all of the control over the overall shape. As you can see here, parameters. But if you add Edit Poly, it's going to add a display on top of the cylinder options. And it's going to be non-destructive workflow. So let's add edits poorly on top. Now, I have two ways to create this kinda dense here. And one of them would be by scaling down and one of them extruding down. Alright, we need to work on these three edges. So let's go and select the edge. Or hit two on your keyboard, as you can see, one vertex, two edges, three borders for polygons, and five elements. 12345. Alright? You have ability to right-click and select the edges as well. Or activate the ribbon. The ribbon here show fall. Ribbon. You can work with the Ray-Ban right here, like so. And switch between tabs. But it's really easier to open up the river and keep it open. As you can see, we have vertex down here and up here. Edge, also, border, polygon and element. And if I hit select image here too, as you can see, we have Edge enabled here and also up here. All of the tools up here inside the ribbon or the duplicates, the tools down here inside the Modify. And it depends on your situation. To work with the ADA or modify panel or ribbon. Alright. I'm at all time today Max users, so I'm really comfortable with the modified, but sometime I'm going to work V D. Some of the tools appear inside ribbon, so let's go and select the edge. Select one of the edges. You can look that by eating a ring. And it's going to look here. So let me see here. Look, alright. If you click Loop, you can look the edge, but it's easier to hit double-click and the loop. Hold Control, double-click again, hold Control, double-click again. Now, we are selecting these edges. Let me hit G to Heidi. Great Salt. We need to make there's edges or chamfer this edges to have more support. So let's go down here. Hit Chamfer option or let me find it up here. Here Chamfer. And if you hover over the button and stay, it's going to tell you a little bit of information about the tools. We have option to select the chamfer button. Hover over the edge or selected whatever. And add your chamfer. Or simply select the setting chamfer. And it's going to open up the settings. I'm going to add more jump there like so. And you can add more edges. But one edge each side. It's more than enough. Alright, so hit Apply. All right, now let's select this middle edges again by holding Control and double-click. Now, you can switch to escape tool or hit our scale it down or up. As can see, we have the ability to scale the edge insight and make a dent or simply go to Extrude. Extrude. Oh, I don't have the x here. Here. You can use the extrude option to make a dent. I believe this method is better than the scale, so let's hit. Okay. And there's a lesson here. If you make the extrude like here, like I did, you don't have any control over the extrude in the future. So let me go back. Before extruding and select the edges. Or is it E Selection? Alright, I needed to go back several times, so let's select the edges again. This time. Let's enable the animate on top of the Edit Poly Panel. So activate the animates, go and select the Extrude. Add little bit of X through it. In. Now here. Okay. Do not disable the edge. Just add another edits partly on top. Now you can go back into Edit Poly. You can rename that. Let me go and select the edges. Alright, let's go back. And now we have a setting option. Let's select this setting. Now we can, it is our External it. Let's go back to it. It's probably on up. And let's go and use another cool tool. And that would be if loop. In order to have the sharp edges at the end and beginning of the tank, we need to have each support. So you can select the edge loop and use a chamfer to have this edge supports. And it's nothing wrong with this method. It's going to work quite well. If I add up n sub div to add more subdivision, to have a smooth object and hit F4 to high di. By frames. As you can see, we have a nice shape. Alright? But also you can use loops. So let me, first of all go to edge and it's poorly and make this a bit wider. Make it deeper. And now let me add up it's subject to test the Dept. Alright, that's not too bad. Did it? The open sub diff it there for. Now, Let's add another Edit Poly on top, and this time use if loop. And it's going to insert edge loops for us. If you hover over D, somewhere here, you can create a loop. Here. Another loop at the end, to more loops. Now at opens up div id wireframe, add more open sub iteration. N is can see we have smooth objects. You can see the actual subdivision, wireframe edge or whatever you can't. But you can see that if you add edits party after the subdivision. So this is our true mesh density. So let's go back to open supportive and decrease their duration maybe by two. Alright, It's nice. Alright, That's good. Let's go and delete. And it's poly or disable it Valley and opens up deep. And this time, let's use another method to make a mesh from existing mesh. So let's go and select this edge. Go up to the ribbon, and hit ringed to make this string. First of all, let's select this edge loop. Select are to enable the scale and make this a bit wider. I'm going to, I'm trying to create this range here. So something like this. Now select this edge, make it drink. Now, if I hold Control and click on polygon, I be able to convert the edge selection to the polygon selection. Alright, Now, let's go a little bit down in the Edit Poly and find the detached option. Let's go and select the detaches setting. Set the detached to the data such as clone. It, okay, disabled this Edit Poly. Now if I hover over the mesh, as you can see, we have a new mesh. Select the Move option. Alright. Now, we are having learned a little bit of problem with our pivot point. So let's go to hierarchy. Effect. People, the only center to object. Now we can move that leg. So we have our original mesh and our copy mesh. So let's go and see here. By default it's going to be editable poly, so we don't have any control over segments or scale. So let's go to front view G for hiding greed and make this a bit bigger, like so. Go back to perspective view. And now let's go and use our Shell modifier. You can find the shell inside this drop-down window type SSH shell. But I already at the shell to easy access here at the shell. And it's going to add thickness to our mesh in their inner and outer amount. So let me add maybe three centimeters in a real board. Select the move and move it. Like so. We'll go to left view, it almost on top. So go back to perspective view. Alright, now we can use our ribbon. Tools, because we are not in edit mode. So let's add a Edit Poly Modifier and our tools are available. Now, let's go and select this swift loop. Here. Get really, really high. Let me isolate the mesh first by hitting this icon down here, isolation, selection or q. Now let's go back and make it really tight. And these boats sides. But in France, let me make it a little bit more room to chamfer. Here, nearing its height. All right. Let's click the isolates selection, go back and disable the edge subdivision. And as you can see, we have smooth drink here. Let me activate d or not. Yeah, I have one more mesh to copy from this basic mesh. Alright, now, isolate these. Select this edge loop, making it smaller. Alright, let's go back. And maybe a little bit bigger. Just to be inside this rank. So let me select this. It can be looped. So let me select this middleware to what controlled convert that to polygon. And check to see if I select any other face accidentally. You can check by hitting F three to go to wireframe mode or simply activity back face masking before selection. Alright, now let's go back down to the detach and same deal detached as cologne. And select a new mesh, go to a hierarchy and center the pivot. Alright. Now, let me see what happens if I use a, where is it D. Quantify the fights going to try to quantify the mesh. This mesh is quite difficult to quantify it. So let me go and inside this polygon modelling, select D, Jared and geometry. It's going to open up the new panel. First, hit Save. Alright. Now let's see if we can convert our topology. That's quite beautiful. Land not usable. Let's add good. Not good at all. Alright. We don't have any option because I don't want to use topology in this part. It's quite almost advanced techniques, so let's keep it simple for now. Let's add a edge loop. So let's select the border and select the outside border. And switch to escape, hold, shift and scale it up. You have laid a bit more edge loop. Disabled the border, go to front view and make the whole thing a little bit smaller. Fit inside the ring. So let me fit data and use chamfer. Chamfer ****. Alright. Now I believe it's going to be ten centimeters. Alright. It's a little bit small so they'd be, make it bigger. So isolate. Now, let's add in its body on top, switch to selections. Select this edge loop, make it smaller, like so. Select this edge loop and run a chamfer modifier. And that's good, I guess it. Okay. Hope made a mistake. Let's disable the edge, select, Add another. Edit Poly, select the edge. Alright, now, let's go and enable the animates. Chamfer. Believe I arrow AND Mesh. Edit Poly. Make this one smaller. Select is it animates chamfer? And something like this. It, okay. And at another Edit Poly on top, go to ribbon, select this safe loop. Make it look a Larry narrated side. Right? I might early tuple I, j is this door in the maybe two or three parts feature. So let's add open sub-divide the top. Alright, Sable the open sub div. Let's select this edge loop and make it smaller. And also we can move the edge, make it a bit bigger. Now enable the subdivisions and we have another problem. Let's add another loop. Here. Maybe it tight. Alright, that's almost perfect. Make the whole thing Native bit bigger. Move it out. And yeah, let's select the tank at open sub div two iteration. Let's make this two data bits out. This one, it's to be a little bit bigger. Alright, now let's go and on top of the viewport, standard and C2, high-quality to have some ambient occlusion collect inside the cavities. So that's the basic shape. In the next part, we're going to add this exhaust and bays and distinct, whatever this is and also the spec parts and maybe a little bit of detail on the door. So see you in next video. 6. Working on the Steam Tank: Welcome back. Let's create the exhaust and some other parts and finish up the steam tank. So first of all, that happy with D doors. So let's go and select these two edges. Go down and remove them. There's a lesson here. If you remove this and switch back to vertex. As you can see, we have some ghost vertex left behind from last edges, so we don't need that. So let's go back to edges this time. Hold Control and hit three more fun. If I switch to vertex, they are God. Switch back to edges and select this edge loop. Make it little bit bigger. Alright, now let's add its support. In both sides. Open sub d, two iteration. Yeah, that's more like. Alright. Now, let's add the base of exhaust. We have to weigh two ways to make this kind of effect. One of them would be create the cylinder from this existing mesh. So to do that, we need to have more edge here. So let's select all of the edges or simply click and hit, Ring and insight and it's partly goes down down. Let me add another Edit Poly. So if I am not happy with the selection or change, I can simply delete it, it's party, so it's cooled down this time. Use connect setting. It's going to add a little bit off in the middle. Alright, now, in order to make a cylinder, here, we need to have a script that I'm going to include in the project folder. So let me go to a script and that script called regularizer. I'm going to drag and drop the ZIP file inside 3ds Max and let go. Nothing happens. But you can go to Customize. Know. It's opened in the other screen. Go to toolbar and search for regularizer edge loop. Let's create a new toolbar called reg hit. Okay? And as you can see, it's going to create a tiny toolbar. You can drag and drop and place it here. Drag the red laser, and put it in your new toolbar. So let me save this current toolbar. Now, I can edit the button and choose an image. No maybe image. Alright. Now, let's go and add another Edit Poly. This time. Select the polygon. Put a top view by hitting T G for hiding degree. And let me find a middle part. Maybe. Let me see. Let's Move tool, let's switch to object select and inevitably back face masking. Maybe select these faces. Go back to the perspective. I don't know why it a Glaser not working and it's not enabled. Why? So maybe let's switch to edge mode. And it's nuts in a belt eight. So let me edit one more time from customize, regularizer, drag-and-drop. Alright, it's not enabled. It's suppose to be enabled. And I don't know why. Maybe in Max to any theory it's not working. I don't know. So let's use another way. I'm going to delete buttons and pushed it over there and now and drag another script. Create, hold that MSE. And let go inside the viewport. Alright, now, let's go back to top view. This time. Select the vertex. And maybe I need to have a vertex in the middle. So let me add a tessellation down here inside Edit Geometry. And tessellate to have more vertex. So let's go up in MLT vertex. And maybe here. If I go to Modify List, I can find the create hot. And it's going to create all based on the vertex select it can control the radius and add additional vertex to make it a bit circular. Go to top view and add another Edit Poly. And let's go and select this open border. Maybe select these faces. Back face and select this face is as well. And make them a little bit bigger. But in this situation we need to active the face constraint. So alright, now, let's go and switch to orders. To move and hold, Shift. Alright, maybe vertex edges. It's not capped. So I have face constraints enables. So let's disable that hold, shift and move out. Also, let's add a loop here. And at the top. Now if I enable the open sub diff is can see we have. Our cylinder, but this is not the best way to do that. So let me disable or delete all of the Edit Palettes and create a cylinder here. And if I need to put this cylinder at the middle of the other cylinder, I need to make sure, first of all, make sure both of them have the center pivot. So let me select this cylinder out a, and select the other cylinder. And you have control over the x position, Z position, y position, and also match the scale or match d orientation. It's okay. It up and in front. Let me see from the left view. Alright, now, maybe it's small and we go back to perspective view. It's a little bit small. Let's go to Modify. Add more radius. Almost, maybe terribly too much. Let's write 26 or 28. And we don't need to have this much height segments, so it's reduced. It yeah. It's good. And yeah. It's a little bit too much in the height. So maybe make it 30. Push it down a little bit. Almost. Hear. Guess. Alright, now let's go and add a partly on SOP. Isolate the mesh at C loop down here, and here, and here, and here. Let's select this edge loop, hold Control and hit remorseful. Alright, now, let's go and switch D. Selection, rectangle tool selection, drink. Add another Edit Poly, switch to face and back face masking. Select this middle part. And we need to grow our selection. So hit it grew and simply hit Delete because we don't need to have the back face. And also here, select this part and grow. It's delete. Add another Edit Poly, open borders. Select this open borders switch back to edge and select the scale. Tool. Hold shift is scaled down. To Move tool hold shift. You can add one step for each support. On to step four, tipped. One more step for Edge support and switch to scale, and one more step for IT, support. Alright. You don't need to have the next step. So now let's go and add edge loop here and here to make it really tight. Alright, now, add up in subdivision tap four and see the result. That's almost perfect. Let's push it down a little bit. And yep, that's good. Alright, now, let's go to our view. And make another cylinder. It aren't a clinic at D and the cylinder, previous cylinder and hit Okay. Alright, now let's make it smaller x. So to be inside D slender, maybe it's 21. Alright, now, let's go and maybe make it a little bit smaller because we have a bit of a dent here. So now let's go and add a Edit Poly on top. Switch to face. We are in circular selection. Back face or not. Let me switch to select Object. Make this selection, as you can see, because we don't activate the back face masking. We are selecting both sides. So it deletes at another Edit Poly. And let me go to left view and select this open border rectangle selection. Moles debt down. Alright, now switch to scale. Hold Shift, scale. Out. Here. Move tool, hold Shift, and let me go to left view. Scale. Maybe rant here. Hold Shift, scale down, move it up. Or maybe we are over here right now. Let's fill this gap all the way up. Like so. Alright. Scale, shave, scale down, siege to move or scale down. Alright, now let's go to left view sooth loop and add a loop brand here. This loop as a loop around. Here there would be this loop, a loop in the middle. So select this loop and scale it down next. So maybe a little bit up. Maybe this loop as well. And also maybe move it a bit up. Alright, Now school and select. Maybe this two-loop. Add a chamfer, something like this. Okay? This loop at a chamfer. Here. Add a loop around here. And here. Also had chamfer modifier. Maybe each amphora, one, almost 0.5. And select the safe loop at each support here. Alright, now, let's go to left view. And another Edit. Poly, select the Edge Selection, drag and select or select and rink. And let me add a little bit of edge by hitting connect setting. Maybe three is good. Now, let's select this middle edge and use a soft selection. As the name says. It's going to start select the Selection. Alright, now. Let's reduce the fall off and select D scale and make it bigger. Let me isolate this n mesh. Disabled the soft selection, and add a edge support at the end. Alright, let's add a subdivision on top and see the result. It Z2 framed and mesh. P2 perspective. For too high di by a frame. Alright, Not too bad. I believe we need to make this even smaller. Squeeze it down. And that's good for now. Let's add this detail here at the end. Alright, let's use the tank cylinder. So let's meet polygon selection. Switch to bring back face masking and Sinek this part. Alright. It's goo and switch to batch it at three to make sure you're not selecting anything else. Alright, go down, down, down. Edit Geometry. Detach as a cloned. Let's move the new mesh. Here. Center the pivot first. Alright, now, let's go and select the rectangle. Select this vertices and hit Delete. Now we have half the mesh. So let's go and select these two edges. Hold, shift and drag. Drag again and again and again. Alright, now we have something like this. Let's use shell. Maybe 15 centimeters. Move it up, make it a little bit big here, like so. And just like the door parts, I'm going to read to apologize this in the features. So for now this ad and it's probably on top, this edge, down front edge. And let's add a subdivision. Go back to Edit Poly and disabled the short end result, Taggard. So let's select this edge loop will be delayed a bit next. So also the back edge loop and enable the show results. And it's a little bit tighter. Alright, now, let's delete D sub diff. Prs already selected D edge loops. So let's use this selection to create a, this part. So I don't know. But so let's not do that because that would be using splines. And I'm not going to explain the x splines in the this part. So let's hold Shift and drag and Cologne the mesh by copy. Alright, let's make it and make it bigger. And place that X. So alright, select the bottom vertices and move. This part will go to the left view. Here. Alright, hit P. And yep. Let's add a subdivision tab to iteration, also. This part to iteration. And now we have our esteemed tank almost ready without any details. So we need to add detail obviously. So let's go and continue in the next part and create the copying maybe after the curb in maybe two parts and the carbene after the curving. We're going to add the details. And D is separate videos. So see you in next part. 7. Start Building the Cabin: Welcome back. In this part, Let's go and create the carbon. So to do that, we need to use a mux is simple. So let's go to Create panel. And inside standard primitives, let's select a box, same as the cylinder. And left-click drag and let go of D, click and drag again. Click to release. Alright, Now let's hold Alt and a. Select the steam tank. We don't need to use the let me see why. Only the X and Z position. So let's go to the left view. Move this up a little bit. And let me see the lengths. Maybe half of the tank. So let me see if we had three hundreds. So maybe one fifty one fifty four linked. Almost, maybe 120. Not sure. Maybe 130. Alright, on dirty by one thirty, one fifty. We have little bit of a gap here. Slowly. Alright, now, the height. Let me see. Let's move that a bit. Maybe. Here is good. Let's go to left view and maybe scale it a bit. And this tree, even though front, alright, now, moved it down. Alright, now we have a basic cube. Alright, let's go to the left view at a edits Pauline, Modify tab. We need to have some edges to have the windows. So let's go and maybe tessellate the box. Or it's good to the box barometers and add more segments. Something like this. Might be good. And front, maybe five, yeah, five by five by ten. So let's go to the left. If you go back to it, it's poorly. And maybe let's decide the window possession. Maybe select these two edges and I don't have back face mask enabled, so I'm going to select both sides. Escape. They're a bit down. Select this to scale out. And also this to move this vertices down, this one up. And now we have our window here. So let's go and select this switch to move, hold Shift, and O. On this side, shift and remove. All right, it just dragged and remove the basis. So let's go and put on the front view. Let's go and select these two vertices. Make din, scale them to inhibit inward and move its vertices down desert, this is our pillar a bit. And see if I delete vertices the same or not. Alright, now, let's go and select this inner vertex. During it. Hold Control, convert that to Polygon and simply delete that. Now we have a hollow back. So let's go and select this one. Delete. And for the back, let me select this vertices and make them a little bit. Why there are so, wish this vertices down. Alright, maybe, so let's select this one and delete them as well. So now we have something like this. Maybe make the whole thing a bit wider. We don't have enough room here, so make them wider. Alright. Now, let's add a subdivision. Look happens. And it's not too shabby. So first of all, we need to have this part, the bottom part, fixed. So let's go and add a loop with another. It is probably here at open subdivision top. All right, not too bad. Now, let me go to left to view. And a, B, let me see. Maybe cuts and separate the door now. Alright, now let's go and select a card up here or inside D, and it's partly option and find it here in the geometry cuts. And if you select the cards, it's going to select up here as well. And hover over dy edges or vertices. And simply create your new edges. Around here. Right-click to disable and go. Other side. And same deal. Alright, now, let's go and hover over the vertices. As you can see the icon, it's going to change. And connect these two vertices as well. Alright, disabled deep cuts. And then you add another Edit Poly. Go up or select the polygon or clinic for. And we see the other side. You're going to use mirror for the other side. So let's see. Let's change the selection to spray. And spray on of the faces. Maybe. We need to have a look around here because the door is not all the way down. Spray again, but that back face mask. And you can hold Alt and deselect this one. Alright, now let's go and use the where is it detach. This time, we don't need to check the detaches clone. Simply detach D all door. All right, now Let's add another modifier to these buttons. So let me go and configure set at another button. This time. Look for symmetry. So let's add this symmetry. It okay? At symmetry on top. And as you can see, it's going to mirror by default in z-axis, disabled the z. We need to mirror on x-axis. And maybe Philip debt. Alright, now you don't have the door. We're here. So that's that. Now let's add a subdivision top. We need to have a little bit rough edge loop at the door frame teaching and Windows. So let's go and add another Edit Poly before symmetry. Cynic, this open border. All right. Select D, a scale, hold shift and scale down. Also. Make this one a little bit bigger, then that door that spells. So let's make it bigger first and then add edge. Make it bigger, hold Shift, get its support. Make it bigger. And HCL parts. Now enable D symmetry and of its sub diff. Alright, now, let's save it and this tool, Let's go back and add another Edit Poly. Select this open or their Move tool and move it in. Let's use the shell to do this kind of thing. So alright, neighbors symmetry. Let me go to D, actual door. Set the pavement in a center, make it laid be the smaller. Alright. Now at Edit Poly, select the open border window and make insets this open border. And scale it up. And scaling hold or down to fit inside the frame. Now let's add a subdivision and open sub D for D frame, and they're going to match perfectly. Alright, now, let's go to D. Let me select both of them. D. What happened? Alright, so let's go to the window. And maybe after symmetry at Shell modifier, not out there, but inside, maybe five centimeters. And after that at Edit Poly, see if loop. Some Edge support inside the door and windows. Alright, now the windows, are they a bit better? Maybe move. Let me disable this. And another edits partly after symmetry. Move this two down also. This vertices. And also Surfaces David up as well as its corners. ****. And it's partly also be can select this coordinates by hitting colleague and go down chamfer. At least a bit of a chamfer, as well as this phones. All right, Now, d sub div and almost little bit too tight. So let's select them. First of all, go down and move this vertices down, and also this vertices labeled a bit up. Just like the back window. Let's go back to Share Edit Poly. All right, now another Edit Poly, select the edges and it is already selected. So make them loop. And enabled the animate. Go down and select the chamfer. It's not good. That could add on. Alright, let's try another method called or is it D crease? Let's animate being a belt. Go down to the edge and add maybe 0.5 for decrease. Enabled, it opens up Dave? Maybe not 0.5, little bit less. It's not good at all. Like this kinda effect. And that's because our poor topology. So maybe we need to use the topology. So let's select this boat, it, polys and Shell. Delete them. And first of all, let's select both door and coming go-to left view. Let's shape the cutting. By using D and other modifier called FFT bucks. You can use FFT bucks four by 43 by three, two-by-two. But if you are not sure how much point, control point you need, so just simply select the FFT plugs and select the wrong one or it. And it's going to activate the FFT box or lettuce for the bolt, door and coping. Skill and set number maybe eight by eight by eight. It's never too much. Maybe six by six by six. Yeah, It's more like it. So open up d sub-level objects and D control 0.1 of all switch to rectangle. Select these control points and move them up. As k. As you can see, we are changing the silhouette of the mesh by doing this. Alright, now, let's select all of these control points. So each to scale and scale it down. Like so. Let's see in perspective, view may be tough for you. And select. These, make them bigger. And this middle parts. Alright, now, let's add a Edit Poly on top. All right. Now let me add a, maybe a open sub div. And this one already has been subdued. So let's move that up and hit Save. Maybe make a copy by holding Shift and drag. Call that backup. Okay, and right-click Hide Selection. Alright, now, let's select the cutting. Right-click. Convert to a table poly, or simply right-click here and collapse. All. But first, let's add a and its Pollyanna. And this is actually the actual topology. So let's collapse all. Yep. Now we have something like this. Now let's go and add another button. Maybe three buttons. So 123. Alright, now, let's go and find the sub-divide. Sub-divide. What the fire. If I can find it. Search for subdivides. This is this one, this sub-divide. So drag-and-drop. Need to find a smooth modifier, the newest smooth. Yep, This one. Drag-and-drop and also topology. Okay. Now let's go and hit it really topology. And this modifier, it's going to make new mesh for us based on the settings. So let's not change anything and just see it computes. This is the mesh Bar, default setting. It's not that bad. So let's hit reset and make it maybe, alright, now reset, make it white. And it's not bad. So the only thing we need to do is move the corner of the windows and add some edge support. So let's add a Edit Poly. But there's a lesson here. If you leave the rate topology like here and not collapse it. Next time you open up the project file, it's going to be reset. So if you are happy with the result, just collapse it. Now, I'm going to test it. So let's select this to move them down. See where we are. This is the front. So this is a front. So let's go and also select this one of them down. And for the patch moved it a bit down. And also his points. Alright, now, let's go and disable the vertices. Now add the shell around maybe seven centimeters. And it's probably safe loop. And add. It supports insight dwindle. And also inside the doors. Alright, now let's add open subdivided top two iteration. Now we have something like this that we can change a bit in future videos. So the cohort, It's not that bad. But let's use the topology for door as well. So the only thing that's missing is some connection here. Let's use and try the irritability. Add multiple agents up, maybe 200, and compute. Here. That's quite nice. Let's reset and maybe on threads. And years later, a bit low. 200 is good. But what about on 50? Yeah, it's good as well. So now let's add up a sub d and C. It's fit quite well. So let's add a shell. Also at this party. And safe loop. And it supports add open sub d and c, The resolved. Yeah, it's quite nice. Let's go to left view. And this time, before open sub d, Let's add another Edit Poly. And this time let's go and use a another tool called filiform up here inside the ribbon. Select a shift and it's going to make a brush for us with some setting for love and strength. And with this brush you can move your mesh freely. Something like this. It's a powerful tool and it's really fun to use. Alright, now, go to perspective, view. Maybe move to bid or not. But we need to. First of all, let's delete this subdivision for both of them. And select them both. Isolate. Go to front view by hitting F. And same as before. Let's add a FFT box this time d, four by four is good. Go to sub-object level and select the control points, select the top points and make that smaller to have some curve here. Also the button. And that's nice. Right-click and convert it to a valley. Add open sub diff to iteration. Also for the door to iteration. Alright, maybe anybody less for the bottom part. So let's go back and see the result here. Alright, I'm going to cut the bottom part and flat that out. And the top part is good. So let's go to front view. Maybe. Set that six by six by six. And it's going to reset the results. So we need to do this again and maybe push this one, leave it out in. Alright, right-click and convert to irritate me. Partly. It's subdivision. And hit D for see the result, go to perspective, view. And we need to make maybe some, add some H sub or to make the result in a bit sharper. So maybe move this two bits back. Not quite complete. So let's continue in the next part and add some details, right? See you in next part. 8. Continue Working on the Cabin: Welcome back. Let's continue working on the cuttings. So let me see. I'm going to delete D, opens up DVS, go to left view, and this time only. Or nuts, select both of them and add another FFT bucks, maybe eight by eight by eight. And acidic this controls. And move them. Right? Now, go to talk to you. And maybe select our love. This intimate out. Alright, right-click and convert to intimidate poly. Now let's go and let me see. I need to have this top parts separated. So the best way is d is to create a D, grade the top parts separately. Let's go to top view and see what we have here. This is not quite the topology that I need, so let's do that. Let's create eight bucks. No extra segment a, and select, and place that inside D. Copying to top view. Make it smaller. Next. So alright, add a chamfer, modify, enhance going to chamfer the edges. I'm happy with the results, so let's continue for now. I might change the box, so yeah, it's not going to work. So needed to bugs. Go to top view. And I wish I had the edge loop around here. Yeah, we don't have that. So let's select these two and switch to face view, back face mask and select this part, only. Hit F3 and hold Alt, select and deselect the button parts. Now let's go and detached as clone, selected clone. Go to left view. And now we need to flatten this part out. First of all, centered the pivot. Move that up. You have a two option. One of them would be align here in the ribbon, in the z-axis as it's going to flatten it out. And the way it's going to use it, it's used to. It's going to flatten by using the scale in the y and just scale it that contain Latin. So I'm going to use the Latin option by z. And see. Let's select the faces. Shift and make it bigger or simply use shell. If look at the button and leave the top open sub div and pushed it down. Or to the left view. Amy move that a bit like so. And now, first of all, let's leave d sub div and add another Edit Poly to see the actual topology. Maybe reach, apologize that by 200. That's not good or bad. Either. Let me go and select a relaxed when the fire and make it intimate read x. Alright, maybe go to left view. At a FFT box, maybe four by four. All right, select the first of all, go to control points, a sub limit, hold Control. Select these two parts and move them down. And maybe move this part up on the front view. Select and move this up to top view and scale. This points out. Alright, now let's add a and it's Poly Modifier. Push this down. And let me solo that. D open edges. Make that a bit longer. One edge support scale in two times. No, maybe move it up. Alright, now let's select this. Carbene, add a tally, go to flee, and maybe some parts at symmetry and sub in x. Go back to Edit Poly. Move on tail. Two parts matched. More steer me. Yeah, kinda. The mesh is disaster. I believe. So. It's killing debts little bit. I believe. Now that we have something like this, as we can. Use the same face, has this top part. So let's select this face. And the old technique, me flat out. Alright, now it's holding, Shift and move it up. Alright? And switch to maybe scale it a little bit. Add a support here. Maybe add a sub d and e are almost. So. Let's go back and move this edge support down to make it a little bit tighter. At another it's support. Let's see, Let's delete this. It's supported by holding Alt and remove or to left view, select D face and this face and go down and visit the geometry and not desolate. Just detach. As a clown. Let's go to this mesh. Only. Delete this part. Alright, I need to delete the inner parts. Move one more time because I made a mistake. So let's select these edges by holding Control. And I break, we have the split option. Now, if I select d o, something that's working. So let me go over here. And I believe we can remove deaths are nuts. Now. We have a slice and where is it D, the splits. Alright, And it's, it's neat. What am I missing? Let me switch back. The bottom parts are not selected. So make sure it's selecting all of the edges and split or to the element, and it's going to be separated. So let's go and delete debt. He also don't need the thickness for the door and window. So let's make them all it's controlled, convert them to Polygon and grow and one more time. So now let's do the demo as well. Alright, now, let's add the topology One more time. Maybe 500. And yet it's almost good. So let's add a poly. Shall incite, may be delimited relaxed before Shell. So add a modifier. A little bit relaxed. And shell. Yeah, that's good. Let me see if the door fits or not. We can make it work. So which one is D? So let's delete this mesh and this is the separated mesh. So It's quite difficult because armies are using the splines, can use plane right now. So let's see. Anthropology and sup of this maybe 100 and add a open sub div. Make the pivot and center. Pushed it down. Let's add sup of this shell and safe debt out. A open subdivision. Just needs to see. Let's use a edits Pauline, select this middle vertex, and use D Soft Selection. Fallout. And push it up or not, that's not good. So adding different now a FFD bucks, go to front view. Setting the control points right to left. Now add a sub d and yeah, we have some curve going on. Maybe make it a bit bigger. And let's go and add opens door, go to left view. Before it opens up. Dave, let's add a Edit Poly bit filiform and shift. Matched it. Do. Alright, let me move this edge front and make it tighter. Real. Wished it out. Sit a little bit. And yeah. It's not bad. And not perfect either. So let me see what we have here. It's good the left view. And select this part. And make sure you're not selecting anything else. Multiscale to make it flat. And let me sneak this vertices, move them like so. Now it's an a of its sub div. It's good. Alright. Then it opens up this and collapse or coming to the table poly DDT, open subdivision. And Poly. Also this top part convert to a table. And it opens up to iteration. Open sub D to a duration. And same for the door. Go to the perspective view and maybe move this up. Alright, the next video we're going to finish up the cutting. And after dad adding some details to the whole creation. Alright. See you in next part. 9. Adding Details to the Cabin: Welcome back. In the last video, you saw how easy it is to escape from your mistakes simply using Topology tool. And as you can see, it's going to create a really nice topology from my mistake. So we're going to discuss this tool in depth in the chapter for a gas. In that chapter, we're going to use Boolean system to create the tires. So until then I'm going to use that and use these tools. But night quite explain it. So yep, that's debts. So let's go and add little bit of details to the body. Let's start with this boxes. Alright, now, let me go and add a simple box. The size of this box is going to change based on the shape of the chassis. So I'm going to just add a chamfer bit more a month. And maybe let's go back to bugs. Property, make it thinner. And let's move it and add it to maybe displays. And now we need to make d. Well, d, a guess, intimate beaker or maybe nuts. Let me put this here for now and add a subdivision on top. Maybe make it less, longer. Right? Let's hold Shift and duplicate it and select the Copy. Select the rotation tool and it will snap to angle rotated 90 degree art and select D tank. And let's disable the z. Alright, Now, let me move that out, maybe here and make it longer and a bit taller. Also, F there, the chamfer. Let's add a Edit Poly and select these vertices and in this vertices and make them like this. Alright, now it opens up. And now we have this little detail that you see here. Alright, now, let's make a instance of this detail. Maybe two or three. I made a copy. So It's P and select the instance. And maybe three times this one, like so. And yeah, it's good. And let's add these details up here. I don't know what that is. You can make it with the sphere. Let me show you a trick. If you create a sphere. As you can see, we have some issues up and down because this thing is not a geosphere. Let me try something at a Edit Poly and go to modelling. Or it needs to be editable poly. So let's right-click and convert that to a tapered poly and go to geometry yes or no. To select the faces. Here. This is the valley and it's going to make the polygons GO, but it's not quite working. So we have this kind of problem. And if I add up a sub div, as you can see, it's going to stretch this area and it's not good or anything. So go back to Create, and this time create a box. Maybe a 100 by, a 100 by 100 perfect cube. Alright, now, let's make a sphere out of this cube. Go to the phi at a open subdivision tab, maybe two iteration. And it's can see it's going to create a sphere based on bucks. But it's not quite sphere. Let me add a Edit Poly on top. As you can see, it has a quiet, nice, literate polygon arrangement. But it's not quite the sphere. To make it perfect sphere, we need to add a modifier. All is three phi. And if I add this revised, going to make it perfect sphere. And now if I add up and sub-divide the top and see it's a perfect sphere. Alright? Now, let's use this sphere instead of this. Alright, let's hold Control Alt and just click the tank. And let me go to left view and make this smaller. Move it up. Maybe around here. It's sitting in the middle of these two parts, so the position is almost right. Alright, now, let's go to left view. At a Edit. Poly. Maybe make it a bit smaller. Let's go to freedom and Shift. And let me make it something like this. From a front view. It f three or C alt X, X, four distinct Alt X to activate d x-ray view. Now let's select the sphere, go to front view. And let me make it something like this. I'm going to make the half and use the symmetry. So let's use the symmetry. So let's add a symmetry in x. And Phillip Nelson dictated by deep this shift again, activate the issue result. And yet, that's nice. So let's own, it's art x. This part's go to left view. And let me add a new modified called slice to the scene. And we need to add that to the Z and remove negative. Let's go to sub object and select D slice and move this slice of n. It's going to slice our mesh. Lex. Alright, now, let's go and collapse all of this. Now we are left with this mesh at a topology, may be around to answer it, computes, and now we have a new mesh. Add a, let me collapse that and add Edit Poly. Use Swift loop to add a edge support down here. Now it's n of a sub diff. Alright, now we are created something with d of freedom and three typology, slice and symmetry modifier. So let's go up here. And let me select the mesh at a, remove the subject. And this time, let's go to the free form and select the strip. But before that, let's convert this greeting to the throw on a surface peak button. It's going to be activated. Simply click, pick and select this surface that you desire to draw it, go and select D strip. And there are a strip, little bit chunky. So let me try again. Needs to draw with deep tablets, but yeah, maybe. So let me see what we did. Not too shabby. So let's go back to top view and select the elements. And let's go down and detach not as a clone and make a separate mesh. Let me connect this. Edges are the edges and vertices. So let's go and use target belt. Safety. First 1, second 1. And now we have a single mesh that connected together. Alright, now, let's add in its body shift, shift and move that back. And maybe move that out of the mesh. Left, that as it is. And just add a Shell modifier. Right-click to reset and add in the other data. But before shell, let me select this open border and make it bigger. Holding Shift and push it down a little bit. Now use shell. Let me see the mesh more time. Yeah, use the shell. And it's probably select this edge. And move it up a little bit. Alright? No. It's add a hinge support. Alright. And before we do anything, let's add relax the fire and make it a bit relaxed. Or maybe drag and drop the relaxed before it table. It is poly, alright, now at a sub diff on top, and now we have this detail. Sitting on top of the tank. Maybe add open sub div here, push it a little bit. And maybe weed free form. Move it until it's inside during. Alright, now for P and then you go. Now, let's add this hatch teaching. So to do that, we need to have a serous and in order to make it on top of the door, Let's use auto grid and it's going to make the greed based on D surface. Alright. Go to front view and make it a little bit smaller. Something like this. And also let's add a cylinder just like that. And this surface mount a and also a, this one, not the Indian y-axis. Let's isolate this to less. Sake man. Alright, now, Let me go and add a. And it's partly on top of the truss. Select these four ligands and shift. Yeah, it's like this. Alright, now let's hit Delete and delete this selected faces. And let's attach this cylinder to the eight or so to resist selected it. Attach and select the cylinder. Don't forget to disabled yet edge. Alright, now, let's go and select these two faces and delete them. Go to vertex mode. And what is it the target dwelt. Select this relative, this vertices. And here. Alright, now it's a one part mesh. And same as the other side. It's connect the vertices together. Alright? At another end it's poly. And if I now at a open software, it's going to be not dead, but it's like steering wheel. So let me go back to Edit Poly, disabled the shore result, and add a loop here. And here. Also two sides here and here. Now it's a little bit better. Let's add a safe loop in the middle. Select them both, and pushed him a bit. Alright, It's not bad. Maybe rotate the whole thing a little bit. And yeah, that's good. Nice. Alright. And we need two boxes to make this white straps. So let's make that add a chamfer modifier less amount and add a perceptive. It put it on top. Or maybe before of itself deep. Let's select this parts and using connect at some segments. Now, let's go and use a modifier called noise. And it's going to add some noise to the mesh. So let me hit F4. See the noise better. We need to decide which exists. We need to have noise. I'm going to select the Z and decrease this K, o, z naught the right one. Maybe why? Yeah. And also we have a random seat and animated noise that we are not going to discussed. Alright, let's make that bigger. From front view and hold Shift to drag. Our p.stance. Go to noise and maybe add less noise or different seat. Let's push them both in. Alright, now, let's go and add another box here. Move that out from left view. Let me see somewhere around here. And sort of debt. Add, Edit Poly on top. Loop. Make two loops. Select these two faces. Hold, shift and drag. To make this handle. Now simply add a chamfer modifier. Less amount, maybe quiet, or triangle. Maybe with the bigger amount. And add a sub one cup. Maybe. Go to one of these straps and copy the noise. Go back here and paste it. It's not going to work. So gizmo and needs to be peak to the shapes. So let me add another noise a bit in edge direction. Alright, go to perspective. And let's position that out. Maybe native, squeeze and push. Alright, now, the next part, I'm going to add some hinges or this detail in the back and finish up the body. And finish up this chapter as well. Alright, see you in next video. 10. Finishing up the cabin: Welcome back. Let's go and create a bolt to use in front and in the back of the tank. So it's quite easy. We can make that with the cylinder. And I'm guessing the radius would be three sons centimeter. And maybe to you have to, it's good. And not that high. Maybe to wait two by two. Yeah, that's good. Now, let's decrease the sides to maybe six or eight. Yeah, it's good. Alright, now, let's go and add a edits probably on top. Select this detail, this edge and this edge loop. And let me enable deep face constraint and move that. That's not good. So let's add a swift loop instead. Here. And here. Acidic this faces it. Grow. And shift. Oh yeah, set at the phase contrast to none. Shift and make something like this. And now shrink. And the extra phase. Maybe select this 1. First of all. Hide that down. Select this vertex and select D. Use soft selection and less. Laugh. And maybe move it up a bit. And let's select the edge loop and push it down a little bit. Also, this stupid little bit up. Alright, now, let's add another Edit Poly. Go to see if loop, loops here and here. And let's add a sub div. It's going to make it round. So let's go and select this edges from top view. So each do circular selected and hold on. De-select. This part's rectangles, select and deselect this part. Right? Now. Let's go and set that to animate. Not decrease, it's not necessarily so let's go and add maybe eight or nine at open sub div. And it's going to keep this edges and make them creased. Oh, I forgot to add this edge. So let's add that as well. Now we need to set decrease again. Stein, 0.9 is can see we have something like this. Alright? And it's the select ages. Solo D. Again with the grease. Alright, net debt. But we need to add another Edit, Poly and stop. And make a in its height h cube. And it's quite nice. And you can add some spring meetings here. If you want. Let me add another Edit Poly and go to left view. Select this face is a little bit of edge. And let me select them like so. And scale down. And go to Chris, 0.5. And now there you go. You have almost a perfect bolts. It'd be here at one for Chris. Oh, we have an issue here. Let's do problem. Can see the problems. So you have an issue right here. You can't quite find it. Amy. Did it all. This is not good at all. Not bad. So let me add distinct as well. And maybe 0.9, add up its sub d, and now it's gone for some reason. Alright. Let me add this one is Ville line. And move this one a bit up. Add more subdivision. Right? Now, let's add in under Edit Poly and make this springs. Alright, Let's rotate that by 90 degree and make a instance. And D, Let me see, did go to pivot, pivot and the pivot here. And select this one. And instance again. And this time, let's switch to select and rotate, now placed on select en, place. So select and place here. It's going to place that surface shift and in stance. And again, switch to front view and place them randomly. And if it's big enough, acidic D, original mesh. And let's delete the open Saturday for now and it's going to delete for every bolts. So let's select that. Add another edits body. And let me rename that to scale. Go into sub-object of vertices and select all the vertices and scaling them up. And as you can see, all of the instances going to escaped up. And if I move down, it's going to push them in. But it's only works in sublevel and vertex mode. Alright, I'm going to move them randomly, little bit down, a little bit up to add more randomness to the scene. Alright, now, let's go and hold Shift and this time copy D, Alt. And move that here. And instant. Go to select and place and place that here. And it's not going to work well because our surface is not perfect. So move them by hand instance. Alright, select these three and go to France and isolate instance. Bunch of molds. Alright, next, so just go back this time. Thanks Tim. And if it's smaller, so select all the vertices. Make them smaller. Maybe intimate. Squeeze and reach them randomly in sight. Alright, let's go to perspective view right now, and let's go to left view and create another box here to maybe here. And position debt here. Make it thinner. And let's add a little bit of segments. And it's polyangiitis up. Go to List View and select this vertices and move them next. So add a chamfer modifier, more amount. And it's often subdued. Alright, Now the door hinges, it's quite simple. So let's go and create a box. Make it smaller. Alright, now, let's add a chamfer. Consultative. Alright, now let's select D. Select and place. Place that. Let me go and add the pivot to center. And also from top view, set the pivot here. It's going to place that based on pivots. It's going to rotate that. So that's net cool. Let's go and policed it by hand. Left view. Maybe here. And make it bigger. Debt. Let's push it in. Right? Make a copy. Switch D and gizmo to look. Also rotate it and move it like so. Now we need to have three cylinders. So let's create them. One cylinder for the middle position that emitter. Next. So, and maybe a little bit more height, more sites. And add a Edit Poly. See sleep and live. Safer. Look for here and here. Select these two loops and maybe add a chamfer modifier. Right? Now. You can make D This cylinders out of the existing cylinder. So let me move this down and this edge loop up. Add another edge loop here and here. And select these two. Maybe wish this one down a little bit. And now extrude, that. Changed the extrude mode by clicking here. And make something like this opaque to see flip and add some support. Now. Great. Now let's go and create a box. Let me select the Auto grid. Create a box here. Maybe two by two by two, add open sub div, two iteration. Ended poorly and maybe it didn't look colleague is my enabled squeeze that out to make a, a screw ME instance that so the other side and copy down. Alright, now let's select the whole thing. And let me do view selected, shift and make a copy and rotate the whole team a little bit. Maybe makes the whole thing began as well. You need to add a group and meet a group together. Alright, now let me go back here. And the back face mask selected school and maybe make this part. And also this part Alt and drag to deselect this part. Alright, now, let's go and detach as Cologne. It's add a chamfer modifier, not chamfer, a Shell modifier and make it maybe 25. Let me see from the camera angle. It's not quite right. So first of all, let's flatten that out. Select all the faces and flat, or use the Y flatten. Maybe push it in, rotate it a little bit with no angular snap. And now add a shell. Maybe 25. Alright, Now, let me see. Yeah, But back to you as well. So let's go and edit Poly. Select this edge loop. Chamfer that to make more room. And let's see. Maybe I'll scale this down a little bit. Or maybe extrude that. And see even more. Select this edge support and push it up. And front left view, let's select this vertices and wished him up and add it up here. Maybe before that. They may move this edge like so. And maybe add its support here, little bit here and here. And maybe add open sub div. Did it did supports open subdivision now, yeah, that's more like kids. Alright. Now, I'm going to copy the hinges here down and both sides, but not in this chapter. Alright. This chapter is finished. In the next chapter, we're going to work and the chassis and add the details that left behind or D. But alright, I see you in next chapter. 11. Building the Upper Chassis: Hey guys, and welcome to the chapter three of this course. In this chapter we're going to make the upper chassis and this engine piston eating and also this details down here. Alright, let's get to it. I'm going to go to left view and see the position of this curves here. Yep. Alright. Go to top view and create panel geometry and a simple box. Alright, now let me switch back to standard shading. And let's see. Needs to be here, starting here to maybe almost turn this centimeter F there, the engine. And first of all, let me hold Alt and a debt to the middle node Z position and no Y position. Alright? And Nemea reduce d y. Alright, now, let's go and add a Edit Poly on top. Go to left view. And select these vertices. Wished him around. Here. And back part. It's to be a bit like so. Let's add another Edit Poly, choose safe loop, and a loop here and here. Alright. Now let's select D polygons. Need to add another loop. Now let's move that up a little bit, like so. Alright, now, rotate this loop. This loop a little bit. Alright, now, more dispersed. And this part as well. Right arrow in the other part. And it can be fixed by using symmetry. And fully. Now that both sides are similar. Now let's add a chamfer modifier and a openness of div F their dads. Oh, let me add the support loops by hand because we are going to be in probably in trouble here. So. Now let's add the sub D. Right? Not too shabby. Alright, now, let's add this part down here and it's a simple box as well. So make it box. And I'll put it in middle of the other bikes. Maybe C, Y, and Z position as well, goes to left view. And it possession that are roughly here. And it's almost almost there. So let's go back to left view at a and its Pollyanna top. And with the vertex selection, I'm going to position debt and position the front here. Just this vertices and pushed him back. And simply add a chamfer modifier. And up It's up to you. Let's hold shift. Drag and copy the old bogs or previous bucks. Go back to it, it's probably left me, you. And make that smaller. In MOD, modifiers. Select both of them and push them up. Let me squeeze something like this. Alright, our second sound, voltage stuck down there. I need to make a copy of d, a smaller bolt, and rotate that minus 90 degree. And put dad's not going to make it in stance right now because we need to make it UV. Unwrap this part and I'm not going to wrap all of them are up once, then copy and three-page. Alright, now, let's make these two headlights. So let's go to the front view. Make a simple box. Alright, now, add a one segment here and maybe let me see one segment edit middle. Alright, that's enough. At a Edit Poly on top. Make a safe loop. Let me isolate this loop down here, really tight. Ear, tide. And switch back to vertex mode. Select these two parts and scale them down. Alright, now, let's use Cut tool to make a connection between these two vertices. Up here. Where is it? Can see the cut? And this is why I'm using this menu. So here it is. So rare to see and cut, right-click. And cut again. Right-click, Release. Add up, assaultive. Yeah, I don't like it. So let's go back before moving this part at subdivision of a sub div. Now, this is more like it. Now, if I go back to my Edit Poly, select this edge loop and enable the open sub div. Then move the selected or selected edge. Can see we can change the model and the fly. Add more iteration. And let's select these vertices blindly. If I disabled the open sub d, We can see I'm selecting the vertices down here and make them wider. And we already selected this vertices. So let me make it a little bit narrow. If I add more edge support, it can change the models. So let's hold Shift to add something called set flow. Instead for low, it's going to follow the curvature and complete the curvature. So if I hold Shift, I can change the curvature. And as you can see, it's going to look like this. So if I disable the open sub dealers can see it's even following the curvature of the surface. So that's not what I need. So let's go and select this face only by using angular selection and the bags. So first of all, let's add a z flat and z flat for bag to flat. Both sides. Now enable opens up deep and it's good. Alright, but let me move this little bit down and make it a little bit wider. Let me add a, another, Edit Poly. Select these vertices only. And it's good. And select the Create whole additional edges. And another is probably set of D open border selection. Make it wider. Hold, Shift, make a Edge support, Move tool and other Edge support. And push it all the way in. Without the shift, make it a bit smaller. Now achieved. Support. Then another loop and go all the way. Switch to vertex mode. Select only this vertices and lets them, we developed tool more distance and let me try. Modify this, select all the faces and go to or is it D geometry quantify our length is going to get rid of the extra vertices. Now let me add up a sub d and we have a hole here. Alright, now, let's go and use the old theory that we learned to make a almost perfect sphere, right? Kindig and reset all the segments. Maybe 20 by 20 by 20. Open sub d, two iteration. Edit Poly and speed of phi. Alright, out. And make it into, put it in the middle and position that roughly would the pivot into the center. Then let's make it a smaller squeeze it and push it in. Let's go to front view. Opens up div for the frame. All right, Let's Good. Eddie, open sodium and let's leave it like so. You can always add more details such as dense here, chamfer. But it's not necessary. So go back. Alright. Great deep isolation mode. We need to have the beaker light. So let's see what we can do. All of these vertices make him bigger, pushed him down a little bit. Let's just change the size of the actual lights. All right. Now, let's make a instance of this light and put it. All right. Now let's move this panel. It's round and to headlights. Push them back a little bit. And also from Chiemsee. Alright. Now let me see what we need to do. Here. Let me go and ready to support this part. At a, at a topology. Maybe 500. That's too much. And it's increase this value to have better quiet distribution and decrease the overall size. That's maybe move deaths, bit up, edits poly, and at each support opens up div and maybe two iteration. Now make it a little bit bigger. Needs to have its support here and here as well. Alright, now let's go to this part. And same thing. Topo. Alright, I need to make this edge straight. And also delete this middle edge by holding Control and hit Remove. And then D Edge supports and open subdirectory. Alright, now, in the next part we're going to start building this piston. And this details down here. See you in next part. 12. Making a Piston Engine: Welcome back. In this part, Let's go and create d. This piston that attach to, I guess the engine. Alright, let's go to front view. Move this two boats here. Alright, now, let's start with the cylinder. All right. Now let me go to Modify tab and add a Edit Poly on top. Go to vertices. Before. Let's go and select RPE scale to scale a little bit. Back to vertex, select it and select this down. Vertices, go down and enable D Soft Selection. Switchback to move and move that up to make a almost egg-shaped think, alright. And maybe select this edges with subsidies **** in their belt. And maybe push down a little bit. Alright, now, let's go and select these two as well. Mete out soft selection and something like this. Alright, now let's make it almost something like this. Alright, now, let's isolate. Go to the topology. And this time, let's add one. For regularizer to make a almost even What's know, anisotropy. And no adaptivity. And maybe under threat, base can't hit Compute, and it's not cool. So let's go and add a sub-divide before the topology. And set these sub-divide 2D ready, a bell curvature too. Keep the curvature as it is. So it's good to read topology and let's do that again. Oh, that's even worse. So maybe add more base current. That's not good at all. Let me switch back to sub-divide only. Alright, that's not good. In this case. Let's delete the sub-divide and add a smooth and hit auto smooth. Alright, that's a little bit better. It's not even. So Emily said that disabled this smooth and in auto edge because we don't have any smoothing sub d or a sporting group. Let's disable this mode. This time, use a specific normal and see the result. Oh, that's not good. Alright, No, let me do another trick. Select these two faces. Contract killer candy edges. Add a chamfer. Alright, now, let's use the topology. It 5 thousand, maybe, start with thousand. And at a relaxed modifier, relaxed the shape a little bit. Do another typology with 500 and maybe even quads. Yeah, maybe running under three legs. Or maybe let's add the Edit Poly based selection is selection for now, select this edge loop and this edge loop. Hold control polygon. And let's add a relaxed to affect only the selected areas. All right. Now let's select by angle. Maybe 15. Make dads. Do that. Alright, something like this. Now we can select this edge loops and make them pled as well. And this edge loop and loop wished him linen bit big O can do maybe one at a time. Alright, now, let's go and select this face. Go down, detach as Clone. Make it a flat and a Shell modifier, almost maybe three centimeter or even less to. So if this is too, let me make this a little bit ticker. David less, maybe 1.5. Make it a bit smaller. And run a open sub d. And let me add a edge support here. Moved IT support and make this edge sharper. And maybe add another one. Alright, now let's go back to this shape and a open sub Dave. And same deal. Alright, something like this. And let's add cylinder to make this base when this shaver know there is. Let's go and activity or the grid to make the cylinder exactly under the surface. Maybe. This big. All right. Now let's make another one, but smaller. Alright, now it's a open subdivided up. Select this face. Escaped to shift, add a inset and support, and hit Delete to delete the face, switch to open border. Which shift and move at H support and push back. Maybe make it a bit like this. And let's delete the back face as well. It a little bit curious. Oh, I'm making this in the other side. So let's select all of these. Enable the angular snap and rotate that 90 degree when AND study. All right, now let's add a open software on top. Net bet. Let me steal this salon and put that in the middle of this one. Make it bigger. Push it back a bit thinner. And it's partly Face Selection. Chief and scale down to make a crease or Edge support. One more time and one more time. And maybe let's run a store. Let's add a crease at D. And let's run a typology to make this part a bit more pleasant to look. Start with 200 and reset. Dan is a therapy and adaptive. Right? Let me add a, opens up Dave, or sub div before topology. And that's more event. Alright, now let's delete the back face because we don't need that. And make a copy of this. Put the top part, push this one bag. Maybe add a support here and run a subdued. Alright, let me delete this and also this one. Shift drag to make a copy. We need to collapse theory topology. So collapse all. Now add a open sub D, select both of them and make a copy. Let me make them smaller. Something like this. And push this one. Make the head a bit to care. A copy of this. Makes debt to act as a washer or something. And maybe make it a little bit smaller as well. Alright, now, let's push this one back. Maybe make this one bigger. Alright? This one needs to be a little bit up. Now. It's called Shift and make a copy out. This part or the bank. Maybe. Let's use the same for the back as well. The 1AD rotation. And make them intimate. Take care. For the top part. Alright. Bank part. We need to Siebel Open sub D, select the Pen border and make some more support up to x to see through mesh. Alright. Now open sub D. Alright, now let's take a look. Bad. Maybe it's more thickness to this part and push it in to fill this gap that it just correct for the other side. Make this one bigger ticker and push it back. Right? Now. Secrete D, isolation and find this small boats, make a copy from top view or position. First one. Go to front view and E and make it smaller. Now let's go and make a instance. Select both of them. And it gives more will be in the middle of the two. So vd a snap, angular snap enabled it hold, shift and rotate. 90 degree. And 4590 again. If it's Big. Let's go to vertex mode. And it's poly select on the vertices and make a small, alright. And maybe roughly positioned in randomly and add some random rotation to them. Let's make a copy, not instance. And let's make that smaller. And instance. Both of them. And maybe this time, let's say shun them by hand. And also a little bit of rotation. Alright, minus t curve then the concept, but it's cube root. So let it be, and if we forced to edit it, I'm going to end up dead in the killing up and video. So Let's move this around to here, maybe. Alright. And make a group. And rotate that. And let's push it back around here. Maybe maybe let's make it a little bit bigger. All right. I think that's almost good. So let's continue in the next part and make this shafts and this team that came out of the engine down here. First of all, let me go and see what we have here. Maybe delete some of these Edge supports. Control and remove dead one. So maybe add a loop in the middle or select this part and use Connect. Moved it up. And with D, there is a deface constraint. Let's move that back a little bit. How so this edge loop. And now it's a little bit more curved. Alright. So as I said, Let's go and continue in the next video and complete the piston. Alright, see you in next part. 13. Continue Working on Piston: Welcome back. In this part. Let's go and continue building this piston. So first of all, switch back to stunned art. And let's build this piece right here. Alright, let me go to front view and make a box. And let's see. Yep. It's more visible in this view. And let's add a few segments. The Edit, Poly. And C. Can delete the this face, this face box, and move these segments little bit up and make this part around and then run air, it took place. So let's do that. Select this face, shift and drag, and it's going to be disappeared. Alright, now, let's go and select this convert to say is move them up a little bit. And this piece down. And yet, something like this. Alright, now let's switch to sift loop and add a loop here. Move this vertices like so. Alright, now let's try something at another Edit Poly. And then loop right here. And here. Alright, now, let's run a open sub div. And E are most kids that need to move this part and this vertices little bit down. Yeah, I think it doesn't need to have a topology. Shake D. We need to have one edge loop here as well. And couple of times iteration. Now that it, it's probably now we have something like this. Alright, but before I add any subdivision, let me add a hole here. This is optional. You can leave this as it is and push this shaft into this model. But let me try using dy. Where is it? D. Create holes and make your whole leg. So additional edges. Right now added it's Pali and open borders. Move that somewhere around here. Or maybe not. Yeah. Let's leave that. Select D open border. Make it a little bit bigger and hold shift and a support. And it's connected together. Let me try using connect or breach. Yeah, it's breached perfectly. Without any change to the settings, hit bouquet, and add some loops. And now we have a hole in the middle. Alright, and one Little hold up here. We can have that by adding a loop here and here. So let me see. If I add a loop here and run a sub div. As you can see, we have some distortion going on here. So let's not do that. Cuts here. So let me go to front view. Select this edges, connect k, and we need to support this end gun. And let's go to vertices, cuts and chronic debt. One here and one here. And the other side. Let's see. All right, not too bad. So now that we have something like this here, you can use Move Tool, selected faces, hold, Shift, and cut through. Alright, now, let's use a for loop to add some loops. And again, you don't have to do that. Can just push this shafts through mesh. So I'm doing this to show you how to make any kind of hold to the mesh. And I guess we need to move this part a bit like so. And add another support here and here as well. Maybe move this one here and make it a bit tighter. It might change the position. Indeed. After D and enjoying this shaft, so might change a little bit. So let me move this part a bit. And also this vertices. And maybe let me see something of a T care at D. And so they moved this next. So, alright, now let's try something else. The same mesh. I'm going to make a copy. And let's run a typology. Maybe 5 thousand. Good enough. So let's hit Compute. Not that good. So let me add a sub-divide before. And maybe 2 thousand. That's good. So let's switch to sub-divide too. Many. Shares. Does not look good at all. So let me try using smooth maybe upper value to have more smoothing group are more Smoothing Group distribution. Not good. So this time using a specified normals. It's not dead bad. So let me go even. It lists a good job and a relax. The problem is right here. A bit too much tin area that we have here. So let me go back and maybe delete that. Did this part and leave this part as India's. It's going to cause a problem. So, right, and forget to pillage this sum portal before breed. Let me make it wider. Alright, now, breach at which support, and that's good enough. From a front view. Let's make this a bit smaller and move it. We're here. Left view. And let's make the shafts. Cilantro with auto grid, make it over here, but this one is not c. Let me check. Yeah, maybe it's not a cylinder. So let's make the button one. Maybe smaller in radius, lag, six maybe. And a box with a two grid right here. Let's add this cilantro, the middle of this cylinder. So ungrouped data. Select a and this one. Also for this one as well. Alright, let's go to left view. And let me add a different color to these two silane. This shaft. Dicom almost here, so emit less height. This one goes here maybe. Alright, now let's position this part. So a little bit to teach. And it's closer to the piston, right? This HR is already selected, so hold Control. Click on the face and grew the selection. And let's go back a little bit smaller. Alright, and move the whole thing like so. All right, now let me change this upper part as well. But first, let me make this a little bit taller. Tina. And move all of these parts down a little bit. And push this one up, this vertices and move them a little bit back. Maybe support down to have more care. The top, and also enter. Alright, now let's create the part that came out of the engine. And to do that, we need more cylinder, so we doubt. But a grid. Go to left view. And make a cylinder for base and less radius. Alright, Let's run a Edit Poly and maybe a bit of inset. Alright, now another insert and make it small to make connection behind this piece. Alright, now, let's go and make a copy of this. Delete D and taper spelling or a spline, sorry, Edit Poly and less. Height. Move it in. Bronze. Connect debt cap segment here because we need to have holes here at this vertices. So we need six, at least eight. Alright? So let me try using 19. So I'm going to leave one segment and select segment after death. So maybe before that. First of all, it's good to front view it Face Selection, did it all of these phases. And scale this down. And this one right here. Add a loop around here maybe. Alright, now, select one and leave one behind. It's not going to work. Let me go back. Oh, we need 16 sites. It did. It's plenty edited Valley again. Delete D half. In other words poly and add a edge support, switch two vertex and select these vertices. Now let's go to modify list. Create hold too much. So let's add one, maybe two. Really big. So 1.5 additional points. And those are looking good at Edit Poly. And select D open borders. It's add shift around maybe two centimeters. Alright. Add another Edit Poly and some swift loop. Let's go back. And instead of ending loop, select all of these edges and connect and make them wider. Alright? Yeah, it's much better. And add up and sub-divide. Now we have this piece right here. You can go a bit further. Let's make this edge a little bit wider. And select this vertex. Convert that to face. Shift and move. Move again, and insert one more time. Now let's add up a sub d. And yeah, it's a good piece. Maybe move this lobe, bit him back. And also this one. That's better. Let me go back to this piece and add some edge suffered with safe, loved. Look, sorry. It's looking good. And let me add a inset here and maybe delete this middle part. We can see that anyway, right now, because this is going to be in both sides, I'm going to select this vertices, move them a little bit after middle of the whole mesh and leave it there. Because I can use symmetry to make the other site, but based on our pivot point. So let's select the pivot point. And S on your keyboard or snap tagger. Right-click to set the grid, snap to vertex. This way you can move and snap to this vertex. Now, let's add the symmetry and it's going to be starting here. So it's not perfectly in the middle. So let me switch to better and move this symmetry. Alright? And you can select them. Both. Make them a little bit larger. Bitten view selected. Alright, now, the next part we're going to make this mechanism, this connection. And the next part, part after that, we're going to make the exhaust and the fuel tank. I guess this is fuel tank or maybe oil tank or something. Alright. See you in next video. 14. Finishing Up the Piston: Welcome back. Alright, let's continue working on this piston. So let me see. First of all, let's select all of these hearts and isolate. Or maybe m equal to some view like this. And select defaults as well. And make a connection or selection set. It'd be the I, S, T, or Christa. Now we have selection set. If I want to select that again, I can go and choose PBIS team. Alright, now, let's go to left view and maybe make I guess this piece stride size, but this one is not. So. First of all, let's make it a little bit smaller. Maybe six pi. It's not perfectly squared. Alright. Now let's start with D, This piece. And there would be a bucks. So let's make a box. And maybe it's probably on top. Swift loop here and here. Select these two faces, shift and push that back. Alright, now, safely begin ear. And here, also inside this hole, it's applied a subjective and not that bad. Alright, now, maybe go to List View. Select this parts. Nick, something like this. This is more like it. Maybe make it a bit lighter. And we need some supports here. And here. Also. Here. Maybe make them a bit there, so that's good. And we need to add a little bit of cure. Almost. Maybe like an S-shape. I don't know. Just add a not happy with the result. Let's give the topology One more chance. Maybe 200. Try curvatures. This is more like organic type mesh and I don't know, maybe this is not too bad. Alright, let's add a FFT bucks. And after the Edit Poly and hit one to select the control points. And these points intimate like so. Maybe this two points wider. Alright. Now let's add another Edit Poly debt up and rotate it almost 45 or 40. Switch to look small or if it's a move debt for vars and maybe it's too much. So let me pick and connect to one of the holes. Let me go back to FFT box is one big gear. Alright, Almost. Let's make this piece end of this shaft. And I'm going to make it out of this shaft. So select this face and detach cologne pivot center. Alright. They Edit Poly. And OH, perhaps I made a mistake. Let's go to left view and start with D Sitka, our cylinder. So let's make that first. And it's big enough for gas. Alright, now let's move it. And let me see. Add a segment to the cap. And this and select these faces. Extrude option. Now, let's go and move this to this form it takes and make that lucky circular something. And this u4 and pushed him next. Alright, now select this vertex at another Edit Poly, enable the vertex. And a great hold. Make that smaller. Additional. And it's partly an open border. Make a little bit bigger. Maybe. Select the edges and control. Select the faces and let that out. And enable the id. It supports. Limit runny. Perceptive. See the result. It's not too bad. At another Edit Poly. Select this series in 2.5 and pushed it back. Also. This six vertices. Same deal. Yeah, it does, is more like it. And it needs to add maybe a chamfer right here. And let me just more like a circle. Alright, now to iteration of subdivision. Go back. Alright, let's delete the open sub div and continue with D. Open borders makes this almost as ASD. Make it bigger than the shaft. Alright, and so much support. And another Edit, Poly swift. And let me add a support. It's also here. And here. Now let's make it, let's move it down a little bit. Open sub d. Now maybe make it a little bit bigger. All right, Now let's push this part. Also match this. Did it last piece, and now it's cool and matched them together. And let me go and select the pivot for this part enabled a snap. Move on to snap to this vertices, disabled they snap and pivot point only. And now let's go and rotate this piece. Gap is too much. So we need to move this one out a little bit. Maybe make this one a little bit thinner. Let's move this bolt, make a copy and rotate that it is NAB 90 degree. And also pay debt to this piece. And instance. This one. Let's make it unique. And a edits Polly. And I guess we have open borders here. Sure, So yeah, Let's select all of these phases. So cynically angle ten degree and make that bigger. Scale down. And move here, select the face again. Alright, now this two-piece and push them a little bit forward. Also, the piston or shaft cell. Alright, now, let's see. This one down. Alright, now, sitting disappoints. Something like this. This is more fantasy looking. Right now, let's duplicate this piece. And did it 50 bucks. And rotate. Scale it down. Next soap. And let's move here and push it out. Maybe this one, like so, and rotate it. More. Readout, snap to make more room for disappears. Alright. Now let's connect this one as well with this piece. It's actually two pieces. So let me see to possession. Maybe. Alright, now let's go to the left view and make a box like so. And less segment. And it's poly. Select this two edges, move them at par. The white can't move them. So let's not have any segment. Select these edges, connect to, and move them apart. Now, add another edits probably enabled vertices, target belt. And then this vertices together, switch two. And it's partly and acidic. Does two parts Extrude and make something like this. Right? Vertices again. And move this bottom vertices. Yeah, maybe this vertices, like so. Alright, now, let me see. Select this vertices and connect. Alright, now move this. This is like so. Add a loop here, open sub div, and we need some supports here and here. And that's looking good. So let's go back to left view. Make it smaller. Move it up. Smaller, and Let me match this side first, t now. And let's move the pivot here and then rotate it based on this pivot to meet this upper part and make another copy or the other side. And rotate that as well. Alright, deep bought need to rotate down. Alright, maybe this one is too big. Let's make a copy of this and put it here. And make this one a bit. Be casual. Alexa. And another copy of this here. Yeah, I guess that's good enough. We need to maybe make this middle part. This part, make it through it. To fill this gap and act as engine and loops. Let's add a subdivision debt as well. And go to perspective view. Maybe add D chamfer and a sub div. But still it caps. Or let's instance and make an insert and delete. Some edge supports. Select this two parts. Add some edge loops. And a supportive enable, high-quality. And see the results. Here. Not too bad. Right? In the next video, I'm going to add this exhaust and fuel or oil tank. So see you in next part. 15. Fuel Tank and Exhaust: Alright guys, this part, Let's go and create D. Maybe deep exhaust first. So almost at the middle of the locomotives, so it's a cylinder squished. So let's go to front view and make a cylinder more height. Almost maybe 90. And let's go back to front view and squeezed a little bit. Alright, now, if we need to maybe let me add a Edit Poly. Select these vertices. Controlled, convert that to face and delete. Select the edge. Select Dan. This two edge loops. And let's go and split it down. All right, now we have two separate elements. And let's go down and detach that. Solo the half, and add a Shell modifier. Not dead. Now let's add a subdivision, stop at another Edit Poly. Alright, in order to not getting this kind of effect, let me delete the shell. And inside it's per lead, it's loop here. Maybe one more here. And let's try adding. Show up at subdued. Maybe add another loop here. And here. That's good. Now let's delete the bottom part and hold Shift, rotate with the snap angle. Rotate one AD instance and smooth that to make a gap here. Alright, now it's going a front view. And it's close to scale it a bit. Alright, now, let's go and maybe before the open sub div, Let's select this vertices and pushed him down. Alright, now Hi Dad, be D, another cylinder. And let's go and add a festival. Did it the segments were cab added. It's partly Face Selection. Shift, make it bigger. Shift, moves back, shift back. Select this edge. Make it drink, hold Control, convert that to face and shift, make it bigger. And group. Maybe delete and select the open border. Let's leave this like so and continue building the arrest of the exhaust. In the chapter. I guess five that we discussing D splines. So let's make the whole thing inside chapter five and pushed this one. The back. Yeah. So let's make supposed to hear another one. Back to left to you. Make this a little bit smaller. And add a little bit of support. Maybe add edge here, then make this edge bigger. And maybe move this to like so. And that's not bad. Let's move them a bit further and add support here. All right, not too bad. Acidic the whole team can make it smaller nuts with me to view. And let me move, rotate the whole team. So for now, let's push it here. Alright, now, let's go and create D field tank or oil tank or whatever. With a simple box. Maybe for this situation, Let's go to Extended Primitives. And we have a little bit of shapes here. As you see. And one of them is Chamfer box. It's actually three action creation. One for the control. Left-click and drag. Let go, drag again, and click and drag again. And you can control the bullets here. And height, length and width. And let me see what do we have here? The oil tank is the same as cylinder a gas with a little bit more. But let's segment. Yeah, those are pretty much the same. And some weird shapes. And you might find a use for them. It's not good because this kinda situation. But let's use that anyway. Maybe 50 by 50, maybe 30 by 30. Go to Modify panel. And in the left view, first solo debt. We can delete to this two chaps. And now we're left with this chamfer to box, select the open borders and kept them. Select these two new camps. We have some issues here, so let's go back. First of all, delete these faces that are left behind. And cap again. And let's see if I add supports what happens. It's not bad. Let's add another, it's probably a little bit of edge support and acidic. This middle ages connect at some Segments. Opens up. Dave. You have this kind of issue. Alright, it's n Topology. Before the open sub div. It's not bad. Maybe to make the face cards minimum, low. Any number lower than 500, it's going to be result of bed. So apologies. So let me go and add a relax. Relax a little bit. And we need to have a hole here. So let me add an Edit Poly, select maybe this vertex and create hold. Maybe two additional edges. Select D open border, make that beaker. It's good to pitch, extrude, right? Had a support here. And maybe switch back to open borders. Let me change D, working pivot it, new pivot position, toolbar, police working pivot. We kept close that first. And then select the face. And to pivot and to surface. Now we can continue building in this direction. And maybe switch to working pivot supports, maybe here. And here. Let me add a subdivision, see the result. It's not that bad, so that's good. Now, let's go and detach this clone. If its center, center. And add a Shell modifier makes it bigger and thicker. Shell, let me hold off d, z direction too flat that L. In addition. Oh ****, it's not working anymore. So let's edit this poly silicon, the face and shift. Drag. Add some loops and opens up Dave. Maybe it's pincer to create a standard cylinder surface and avoid debt. Much problem. Alright. Little bit of cap here. Made a mistake again. Let's go and create a box here. Maybe five by five, by by one, by two. Again, and add a open sub div to make a almost perfect sphere. And put debt the middle. Squeeze. Now let's select the face and scale it down. And made me select this face and this edge and Chamfer. Don't make something like this. Okay? Switch to face, select this faceless and external them in and add a little bit of support. Also here, and here. And here. That's our cap. Little bit small. So let's select that. And then under Edit Poly, select this half. Switch to view and maybe make it a bit bigger. And add a edge. Me move that down for now. Maybe around. Here. You're going to position all of these indicate love video. Alright, before the subdivision are open Sunday, let me select this two edge loops. Make them a little bit bigger. And add a port here and here to make that little sharper. And maybe make this a bit bigger. Alright, maybe a loop here. And maybe scale this one down. And a support here and here. Now we have EBIT of dance. Here. We are at the end of this chapter. In the next chapter we're going to create the button chassis here and also the tires. And after that, in the next chapter, we're going to make this spring's pipes and other details that are left behind. So see you in next chapter. 16. Making Tire with Boolean: Hey guys, and welcome to the chapter. For this chapter we're going to be the WMS system and make the tires and bottom chassis with the boolean modeling. And William modeling allows you to make a model and by combining or subtracting the mesh from each other. And make incredible meshes with little effort. Alright, so let's start making the entire. Simply go to Create standard primitive and select the cylinder. Maybe you go to left view and roughly make the tyre and position that would be here and here. And a bit less high solo debt. And more sites, maybe 50 and more segments. So we need to have a mesh to subtract from this cylinder. So I'm going to make d cube out a and put it in the middle. We need to have a instance out of this box and make this box as a reference. Because we need to have come, we have to control the direction or Boolean operation after the subtract, we need to have control. So I'm going to leave that as it is. Right. Now. Let's make this something like this height. And you need to rotate that around the cylinders. So let's go and enable angular snap. Right-click on data. And as you can see, we are stepping five degree. So that's good. But first of all, we need to add the pivot point of the bugs at the middle of the cylinder. So let's go to hierarchy. People join only and hit S on your keyboard or enable the snap together. Make sure it sits on vertex. Grab the pivot and put it in the middle. Alright, now, disabled it. Snap. Now if I switch to my rotation and rotate, as you can see, we are snapping. The five degree. Can change that by right-clicking. And maybe 25 or maybe 15 or 1010 is good. Now, maybe 20. Yep, that's good. So hit Control S because sometimes with the new versions it's going to be quite unstable with this kind of operation. So it's a good habit to hit save, maybe every, every move after every move. So let's go and this box is 38. So keep that in mind. Select the cylinder or tire, go to create compound object. We have two options for the Boolean. Simple Boolean, or probably if you're using simple Boolean, little bit prettier. But you can't have control after the Boolean operation because of dead, I'm going to use Propylaea. So just set that to subtraction. And he'd start picking. Instead of picking them one by one, I'm going to hit edge and keyboard and open up this option. And that would be here, select by name and leave the 38 and select all of them with D, shift and pick. O. Guess it's frozen. Yeah. I'm gonna I need to open up dead again. So as I said, it's really unstable. So let's do that again. Component, Object, propylene, and start picking. Let me pick one by one this time. As you can see, it's going to be subtracted out of the original mesh. Alright, now, to save a D picking option, it's constructed S again and go and select the box. Let's go to Modify panel. And it tapered poly or edits polyangiitis up. And I'm going to save every move. So let's select these vertices. Enable the scale and scale. But some of that silly this to scale them down a little bit. And move that up. And move this one down. Alright. Now, let's add a look in the middle. And acidic this to move them up. A little bit of curve. No distressing my CPU. So know what's happening here. Yeah. Alright, so let's not throw this. Let me add a edge loop, the middle here. Maybe to connect. And select this edge only. Yeah, something like that. It's going to be curved so it's good. Guess. It's even. So. Alright, now, it's disabled this and move that away. And it only works with d sub objects. So it can't, I'm a scale or move the actual object and have this effect. You need to go to sub objects. Then we hit S and create a tourist. Maybe or two, you go to lift view. Alright, let me put that here. And let's face segment here, and let's go and add a Edit Poly. Select. These two edges are just only one side. Pushed it back. You'll make something like this. X. I'm going to shave. Let me go to standard view. I'm going to shave the edge of the here, the edge of the tire. So you push that a little bit and maybe scale down this middle part. Alright, something like this. Now, let's see the result. Cynic D, tire start peaking. Yeah, that's good. I guess. It's can be a little bit more. So select this one and pushed it back. Start peaking again. And yeah, that's a good curve. S. And let's go to left view again. Go to Create and create a cylinder or grid. And put that in the middle of the tire by hitting Alt a and make sure that our pivot is, leave it off. So first of all, centered the pivot and make sure it's good. It goes all in. And let's start peaking again. Alright, now we have something like this. Alright. Let's maybe keep this. Now. We need to only return 1 fourth of the models. So let's go to left view. And it's probably on. Let me try something else. At a rate of biology and go to Auto edge. Disabled this meeting room and enable the Boolean seems. Let's see how that works. So add maybe 4 thousand computes. And it's not bad, actually. Not bad at all. The little bit of open sub diff, it's kinda look like that. Alright. That was it. Experiments. So let's delete that. And it's Pali. And a slice modifier after tent, go to the left. Slice in z, y and x. Remove negative. Let's move the Z operation, z axis with the one, or selecting the slice parallel plan and move that back somewhere around here. Alright, now, or maybe it's not cut into z. So we can have the flow off the edges. And it is probably sub-divide. And maybe let's try sub-divide only topology. And we have quite a few options. Reform the main option, instant mesh. It's these two options are good for organic retail parts. So let me put that on 500 and compute. It's a little bit mushy. So rosette, sharp, edge by angle, period. Again, it's not that good. You can use that in some projects. Maybe ten degree, but not this project. So let's go to another option. Got reflow, maybe neighbors, sharp edges. And as a disaster. So maybe that's not used that either and go to main option reform. The process. Mesh is a new feature. Also, the UV channel that's going to keep your UVs and transfer vertex. A guess that's a new option. So the quad throw lens is going to tell the tool to how much it allows to go over your face. By default, it's at one person. Subdivision factor is one. And it's going to tell the topology tool to have or to make more equal quads. And it's a therapy. It's going to add some water to the edges and that's against the regularized. So I don't like that. Right-click and put that to 0. And adaptivity is going to adopt the edges to have some free flow to make the shapes. And it's going to be not quite even quiet. So let's disable the data as well. Control S and it compute. And not good, not good at all. So you don't have proper Smoothing Group. So let's reset that, disable the smoking group and enabled specified normals to allow the tool to look for different normals and act like debt. This is a disaster. So let's reset that, go back to sub-divide and this time select the variable curvature. This the more expensive option. But it's going to work better than others. Go back to the topology. Maybe Smoothing Groups Compute better than before but not perfect. So let me reset that, go to before we got before our rate apology, add smart modifier and hit auto smooth to add a smoothing group. And every three degrees. Let's give it a chance again. Alright, that's going to be failed. So let me delete this sub-divide. Work only with the smooth. There's a fake. Did it this mode? And let's add it, it's poly. And let me see. All right, let's go and select the Face Selection with the angle or the control, and select this angles and put them down here in polygon smiting groups. As you can see. Here, one to four are selected so clear all put them in smoothing group Var1 to have the flu and Control I to invert the selection and put this all clear all, and put them in two. So I, these are splitting group one and group two. So let's go back to topology and see it's gone through S compute. And I'm not happy. So let's go back, reset, go back to Edit Poly. And this time let's select this bag and maybe back-end under. Put them in. Smoothing, go to three. Let's try one more time. All right, Not good. They said Go back to it. It's partly maybe let me just select all of the faces and clear all back in one under two brands. Three. And this inner parts. And these parts, The five. Now they have their own Smoothing Groups. Scope back, computes. Alright, there's much better. Can see Smoothing Group having it. Nice and big impact to the Topology tool. So yep, that's good. So let me add, maybe collapse this S, convert to a table poly, add another Edit Poly and select this edge and this edge and split them. Go to another. It's probably go to element and delete this element. And maybe the back part as well. Can select by angle. And can it dead as well? Go to left view and symmetry by y and x. And now we have our tires, so maybe by x, by z. So let me hit one to go to mirror plan and move that here. And now if I add an editable poly and add a open sub diff, as you can see, we have our tire created almost. Alright. Now it's a good time to delete this one. Scroll to the top view. Before open sub div. Select this half. And the angle snap. Rotate that are maybe, let's delete this nuts in Z. Maybe squeezed that first little bit. And maybe be for symmetry, select this and it's poly. Select these edges. On the top part. It F3, and shake for mistake. All right, now, Let's go and use the new toolbar for working pivot. First option place working pivot and here. And pushed him down a little bit to make more curve. Right? Nice. And let's select some of these vertices on this too. And where is it set to work in pivot, alright. Moved in. Alright, it's Control S. And let's see what we can do to add more care of to the edges. Maybe chamfer and go down. Maybe live with less amount. Go down and set the Min and max angle. And find the edges that you want to select. One vertex left behind. Alright, I'm selecting just these edges. Let me add up and subtract now and see the result. Not bad, not good. Maybe before chamfer ink. Let's add a relaxed modifier. Enable boundary point. Let's redraw the legs on them and activate the open sub div. That's too much softness. Let me add a edits probably after this. Let's go here, activate the edge again. And this time you self-selection. And position D, working pivot. Push this a little bit down. And acidic D. Just for chamfer ink. Alright, did it they relax. It's not helping. So let's go to chamfer. Alright, heat up and sub d and see the result. Go back to championing, add more chamfer amount. May mean intimate or quit the dept. And I don't like this part. Let's try something else. Go back to Edit Poly. This time. Let's use Chris set to make this set of creased edges enable the edge and hit Select. It's going to select the edges based on this angle and this pyramid. And I guess we are selecting almost every edges. And it hold Alt and deselect this edges. Alright, now, give d, this set a name and create. Maybe 0.5. Enabled opens up. Dave. Maybe add a relaxed before. Alright, it's not working. Delete the chamfer and Chris said, and relax. Let's keep that. This edge, it's not connecting to any vertex, so let's hold control and remove them. Maybe debts cause a problem, so I have it selected so I'm not affecting the whole mesh. That's a bit better. Let's go to poly symmetry. And we have some issues here causing by alpha sub d. Let's do the debt. It's not caused by when somebody maybe by relax. Yeah. Next is not clipping boundary. It's from S And yeah, that's not bad. So let's go and select the Pen, border, reset the work can pivot, hold, shift, and make a couple of maybe make one edge loop and add symmetry again only in z. Select the mirror, move that here. And then at it, it's poly. Go too tough for you. Select the half and rotate that. Maybe rotate that by five degree. Here are ten degree, we are in ten degrees, so it's add to five degree here. I shrink five degree here. We need to delete this edge loop. Go to front view, select this middle part, and connect two times. Top view. Select this half. I've declared it this way and shrink five degree this way. And select this middle part, maybe push them in a bit. Select D edge in the middle and rink holds control polygon. And now add a relax and relaxed just that part. And it's poly. And maybe make that part a little bit bigger and open sub D. Alright, now we have our tire. It's going to, we're going to finish that up in the next art. And at the rim in the middle. So see you in next part. 17. Finishing the Tire: Welcome back. Let's continue working on the tire. So I'm not happy with this middle part. So let's maybe select this two edge loops. Controlled remove. And now at the open sub div, it's more smooth. Steady to self-defense. Acidic D, open edges and Shift and drag or scaled. And let me add a Extrude negative and make that smaller without shift. Shift and extrude again. Or maybe this time. Let's use bleach to bridge that together and add a look here. And now let's hit up and sub diff. It's not quite wrong. So we see that tour was smooth. That's it. Good. So I mean I had a more relax. Maybe just the middle. So we go to lift view set of d pseudo selector and make just select just this area. And they relax. Just relax that part. Alright, it's probably now let me select maybe these two or maybe shooting the selection. Something like this. Maybe add a chamfer. Yeah, something like this. And he opens up div and it's prolonged now in the middle. So left view. Again. This time, let's make the rim, so make a slender put that in the middle of the tire and xt this maybe add more side, maybe turn it to select this face Alt, Control. I and credit. Let's use the topology. It's maybe 200, compute maybe 50. And maybe that's good enough. Let me try something else. Go to extended primitive with some weird shapes. And Chamfer. Circular cylinder, sorry. It's add more Cap segment, more sides, more and more fillets. Segment. It's probably switch to rectangle. And did it this half. Rotate that stonewalled pivot center, rotate that one AD and use modifier called normal to inverting normal. Maybe it didn't this one. A middle of the tire, X4 tire. And let's make it something like this. Left view. Another Edit Poly. And let's select. Maybe. First of all, we need to move this edge with the face constraint. Let's move that up or maybe normal. Yeah, that up to make more room. So maybe select swan. Not enough edge. So I need to make some decisions. Maybe before that school and desolate the mesh. This time. Smooth mesh. Now it's select basis 34561234567. So, right, not good at all. So maybe use william for this one as well because we are in Boolean chapter. So let me go and grab a box. Again. Select this box and maybe make it. Something like this, out a middle. Move that and add more segments. And also opens up dividends. And it's probably now, let's add a modifier called bend with the x. And 90 degree rotation. Why Maybe, yeah, maybe if it's 90 degrees or minus 90, add more rotation. It's a little bit too big. And it's making it a bit ticker. Alright. Let's make a instance of a in the middle. Go to left view. Supposition that site diminish. Alright, and change the pivot and put it in the middle of the rim. And make notation like this. 90 degree. We're going to make the shapes smaller. So scared three. Before we end, let's go and make that a little bit smaller. Alright, something like this is good. Control. S select the rim. And let's go to create compound. Probably N. Start picking. Oh, it's nuts. Goes all the way. That's not a problem. We can delete the back face. Alright. Now let's also cut a cylinder. Here. At the middle. A middle after dream. Push it back and start picking again. Alright, let's isolate the REM dream with this shaped shape. It's good enough. So yes, good. So let's go to top view and edit Poly. And those are selected by default. Let's delete them and add another Edit Poly because I need to have control over D deleted shapes. Alright, now let's add maybe smooth modifier to smooth it topology and 500. Almost perfect quads. Compute. And that's worked perfectly, I guess. Maybe reduce that to two hundred and three hundred. And if I add up a sub div yet, that's not good. Alright, now, maybe a 100, same 500. Yeah, that's better. All right, now, let's go and isolate the tire and dream together. Let's scale the rim little bit down. Collapse at a poly and select these out border and make it a bit bigger. Alright. Now, let's go and hold Shift and pushed around here. Also, this open borders shift and add some depth to them. And let's see. Maybe select this edge, make it a little bit smaller. Also, this edge. It's activate the open sub div and see the results. Maybe makes the whole ting little bit smaller. More rain around. And it's not there at its poly. Maybe deliberate IT support. And other sub Dave Test. And we need to select this edge. And this edge. Also. These to run a relaxed when they fire on them. Make them more wronged. Alright, now, goo, and before open sub d at a and its Pollyanna symmetry. And select a mirror and move that to the other side. Shake this edge loop. It's to have to be here. At the middle parts are good and welded. So alright, now let's add another Edit Poly and safe loop here and here. Maybe let's add that before mural. Select this middle edge. Arsenic. Me, disable this, select this edge ring that connect maybe two. And it's good to symmetry again. And added or open selective, maybe two iteration. Go back and check the tire De Niro rim. Maybe select the higher end. It's poorly. Escape this one little bit down and out. Move it out. And maybe select this to add little bit of grease. Yeah. This one is stakes, so smooth debt back and make it a little bit smaller. Alright, that's good. Maybe move the regime in this kind of effect here. And let's go to left to u and add a cylinder. It's not agreed. Put it in the middle of a middle of the dream. Little bit more depth and kept segments. And let's go and add Edit Poly on top. Add a loop around here. And another one here. Let's select this edge loop control and remove. Maybe select by angle, face selection here and push it down. And maybe make it a bit bigger. And did it back face. Select the open border. At some IT support and safe loop here and here, and also here. A sub d. And maybe now it's a good time to push that in here. And I'm going to add some bolts are not kill enough. Video. So here That's our dream and higher. So let's maybe move that Around here. I'm not going to copy yet because we need to make it UV for their F dairy UV. Make the instance. Alright, let me go back and let me see. Move this edge support. Make them tight. That's more like it. Alright, now let's go and see the resort through S. Now, let's delete this part. Activate T, high-quality. And we can always add more details. Maybe before mirror and symmetry and subdivision. Select this part and pushed it away at support. Here. Alright. In the next part, we're going to create the button chassis with the Boolean as well. Maybe some of this XL and different CLR, this bumper. So see you in next part. 18. Making the Bottom Chassis: Alright, in this video, let's go and create the button Chiemsee using same Boolean techniques. So ubiquity, high quality. So let's keep this part's isolate them and go to lift. We need to start over here a gas and go down here. And straight ahead. Alright, now, let's create a box. A simple box. Maybe 30. Bye. Maybe stain or 20. And go to left view without any extra segments. That's it. It's partly on top. And add a loop here. Here. And that's enough for now. Cynic this. And let me switch to view and move this up. Maybe around here. Also. This part. But first of all, it's pushed it out. Maybe Around here. And this one maybe here. Alright. Alright, now let's go and create this holds one here, a guess. Yep, one in front and middle and at the end, maybe up here as well. I don't know. So there's some all let's create another box with a particular ID. And a simple box. Put it here. That's our reference school and add a few segments. A sub div and maybe squeeze dead or I need to go all the way in. So let's add a subdivision up before H pylori, before a perceptive, and a loop around here and here. Neighborly open sub d and e, that's work. So let's go to left view and instance. Rotate that and place it here. Maybe you dealt and get started called angled snap. Alright. Make another instance. Maybe put that here. And one more. Here. Let's select all three and push them. Chick, possession you have. Alright, now, let's go. And cynic D personally want to save because we are about to using propylene. Propylene and start picking. And it's perfect. Now instead acidic d, shape and maybe move this two new edges, maybe see boats. Yep. And select this one and activity D open sub diff, move that next. So and maybe in the middle with the soft selection enabled. After saving. Maybe Ben, that a little bit. Alright. Now let's select the Boolean objects. Add a smooth, smooth and read topology, maybe 500 for now. Perfect square. And compute. I don't like it. So let's reset that. This mode at a, maybe for now, let's go topology and enabled the, it seems, it's checked it out. It's not goods within group with Booleans seems. And reset after boolean at a Edit Poly to face. And with the d Angle acidic top and button. First of all, select all of them. Go to Smoothing Group clear on top and bottom. One. Both caps to both sides. Three. And let's add four or D inner parts. So now let's give it a try. It's not that bad. Believe it's really workable. So little bit insight may be, if I add a subdivision D, very able curvatures. As I said, it's really expensive and it's quite heavy as well. Let me go a little bit up. Maybe seven, and add more juice. Alright, now, let's go to sub-divide and at a higher level, higher value. My cooling system is not quite good for the CPU. So I'm not letting go over the 47 or unless I'm going to see Willis Go enough debt. So that's dead. So let's compute deaths clean. Yep, That's a clean. Alright. Let me add it opens up different now. Yeah, that's quite good. So let's delete the open selective school inside, maybe collapse, then it's safe. And go to left view. Moves some of these vertices, or maybe let's be smart and collapse first. Symmetry and move the symmetry to this point. And now we did get rid of some of the errors. Yeah. Alright. Now is plenty at a safe loop. Before Miro. Here and here, and here. Now let's add a sub diff. Yeah, it's quite good. We can also maybe use, Let's go back. Maybe using crusades. Not a bad idea this scenario. But first, we need to have this kind of thing. So let me go grab a edits probably by angle. And it's good. Let's hit Extrude and push designated bit out. Alright. It K or maybe go a little bit up. And switch to edge. Select this edge, make it drink. Now, hold Control. Select the face to select all the face around. So now let's hit extrude again. And now we have this kind of effect. So let's isolate this part only and add a Chris sets. Select, maybe by default, instance selecting this part. So higher value, more, more. I'm not saying this. Selected so little bit more. I guess that's enough. We're selecting all of them. All right. Now, given the name, create the selection set. And maybe add some value around 0.6 sub d and maybe a little bit more. Around 0.82 iteration. And now we have this kind of thing. So let's go to left view. And in this Edit Poly, let's go and maybe add another value. And so let's go to filiform. Shift. Moves some of these vertices freely. I believe we are not selecting this bridge and this bridge. So let's go to reset and maybe select element, insert, Add Selection two sets. So select OVR, selecting dose, right? Maybe around 9.9. Alright. There's always room for it did so let's put that here for now. Let me see. This part goes on to this new part. And it goes all the way in front limb. Compare that selected tire. Maybe make a selection set to tire of a and goes all the way in. Somewhere around here. Maybe we need to push this piston intimate back. Or maybe it rotate that in a minute. But for now it's good. It's good to left view. I can't see any connection between this part to disbarred in here in the middle. So I can see how this thing worked with each other. So after all, this is not an actual vehicle. So let me select and copy one of the one more that tire and make it bigger and better around here. Something like this. That debt beak. Alright, maybe make this frontier a little bit smaller and pushed it down and make the other time just a little bit bigger. And also we need to make this upper part lean, steep front. So yeah, it's moved this here. And maybe here. Alright. After adding this letter n, letter N and the spring. It's, this part is going to be completed now it's not mature enough. Yeah. Alright. Now, in the next part, we're going to add these two bumpers, front and back, and add that to our Jesse. Maybe. Not a bad idea to make this a little bit thicker. Alright, it's good. And also, let me see this solution for can see this part. You forget to throw that. So let me show you another way to make something like this. And they believe distinct needs to be a little bit bigger. Alright, now, I'm going to create a safe. I'm going to create a box. Something like this. And maybe senior, no extra segment go to Modify, Add, Edit Poly, and left view. It's good to modelling and hit quick slice. And that's quickest dice. Here. Going to add a edge and it's going to just adding the edge. So now let's go and cut through here. Also. Here. And here. Here, maybe that's enough. So let's quit di, Greek slice. Now with the magic extrude, you can select one of the faces, hold, Shift and delete that face. Just select and push that away. Now, we left with this shape. Let's make that tenure. Now. This kind of modelling, which is the same as William and goes really good hand to hand with the topology. I'm going to use the default sub-divide and topology, maybe on threat. And 0 for adaptive, 0 for anisotropy and one for the glaze compute. And as you can see, it's making a almost perfect mesh. Let me go and add 50. Much better. Maybe because of this big getting that kinda errors. So let's weld or target weld yet select, Select, and then Select, Deselect up divide and topology. Again, compute the problems. So now let's add edits, poly symmetry in Y or X, and mirrors selection, move the mural. And now we have this kind of mesh. It's good to left view. Before symmetry, Let's move some of these vertices. Alright, now let's go and you don't need to add the hole. So let's keep it simple. Make the whole mesh intimate t Now the two left and make it smaller. Move that around here. I'm not sure. I'm hurt is going to connect maybe to the exit of the tires. Go to mirror symmetry and smaller around here. Alright, push debt in ear, the middle. And let's push this here. And here. Both tires here. And that's that goes on there. The chest sees. So let's put that under smaller, something like this, and let's make it rotate. So before, Let's go into the hierarchy f with effect pivot only S over to pivot to this vertex. Now, let's rotate based dad's pivot. Here. Now let's go and add another Edit Poly to H supports and appends subjective. Alright, let's continue in the next part and competent T button Chiemsee. See you in the next video. 19. Working on the Bottom Chassis: Welcome back. In this part, Let's go and first create the two bumpers. They are identical, I guess. But this detail right here, I'm going to make this detail with other spline related details in the next chapter. So I'm just creating this kinda effects. So let's create a box from the top view. This time. Maybe here to here, because we always have the option to mirror. So let me add a bit of thickness. I'm left view. Let me arrange dad's. It could center. Alright, now we get this. I and maybe, Yeah, It's not add any segments. Alright, add a poly safe loop. And the loop here. Select this face w. And it's going to look shift track. Alright, now let's add a symmetry on top. X or maybe not. Yeah, Philip, and move, that may be for now. Let me put the pivot point here. So effective, It's only, Let's go with D. Snap, snap that this vertex. Now, if I enable symmetry, it's going to start from here. Alright? I'm not collapsing this part, so they're mirroring. I'm going to arrange that more. So let's go back before symmetry. And this time we can use a chamfer modifier. It higher value. Oh, I have this face selected, so it's going to affect database only. Right now, let's go back before the chamfer and add some support around here. And here. Go back to chamfer and open supportive. And under Edit Poly. And maybe let's add a smooth auto smooth topology. And maybe have 200. That good and maybe specific fight. No small team could have selected. Alright, that's not good. So let's delete all of them. Maybe no chamfer because, because of this effect. So still it the chamfer and add some it supports up here, here and here as well. Not in the middle. And now perceptive, it That's really. Nice. Missing one here and one here. Alright? Sub d. And that's quite nice. Symmetry. And maybe one here. Alright, that's nice. And it probably sounds good. Alright, now let's go and get another bucks. With grid enabled. Here. I have this snap Taggard enabled, so save that and make a maybe to anybody to buy high five in maybe 25. Right now. And let's make maybe two segments. It, it's poly and select this middle. And go to modify least, Great, Hold. Make it little bit bigger. Additional. Alright, another edits Pali, open borders. Make it a bit bigger. And scale it down. Maybe that's too much. We sit back a little bit and scale down which shift? Move this shift. Let's scale it down without shift, move with shaved and scale. Add some supports. We don't need to cap that, so let's leave it. At some age supports ear and dare. And maybe no opaque face here by angle and scale to have some H support. And did it and a open sub diff operation. Alright, now, I have bad news. It's come back before even create hall. Or maybe here it's not a bad idea to add IT support here, here and here. Alright, so now let's go and start again. Let's pushed it out. Some Edge support and it supports again. Acidic D. Thank face. Support tickets. Right? Dave? Nuts, subdue. Open sub d. And maybe. Maybe select this Hs, did it them. Now select these edges and add a little bit of Chris, wife. Let me chamfer that support here and here. Now opens up Dave. Its purity. So let's see what retail pelagic can do in this situation. Good. So let's go and select all the faces. And the Smoothing Groups. Select angle, maybe 15 more to any group, one. Submitting group two. Group 3456. Not too bad. It's right one more time. It's trying. So yeah. Let's go back here. Here, here, here, and here. So here. And now. Okay, told me make it bigger. Same as before. I've been born there. And shift. Select sum or add some new images. And its support. Safe, safe loop. And yeah, penn subdivision. Alright, now let's add a simple cylinder front view without a grid. And put it in the middle of the shape and make it really thin. On this tree topology could make it really nice to punish you for this kind of mesh. Let me try. That's good. Maybe ten degree and five iteration. Let's have some England's, so it's paddy and superior, middle and end really tight. And let's make a instance copy and push them Bot Insight. I'm going to add some randomness to this shape with the freeform. Indeed, kill enough video. So don't worry. Move or add. Another loop here. Alright. Alright, now let's copy the whole thing back. No instance, just copy this part as well. And make a rotation 90 degree or one AD. And let's pushed it in here. And the tire right here. Let's copy instance this part as well. From bag positioned around here. Alright. Let me move that here and rotate that back. And maybe a little bit a box. And it's partly, and maybe changing the position of the, some of the vertices like so. And supports read it. Open sub div and the position that ear and rotation data bits. Maybe. Move this fun here. And this one here. And let's borrow this bolt. Titian, 90 degree minus 90 in-depth view. And let's hit around here. Maybe make it a little bit bigger, swell. Alright, that's really come together to make the exhaust bigger, make the fuel tank bigger, and also the engagement. And maybe distinct little bit too tall. So let's change that in the arrangement of videos. So let's keep it next. So and yeah, it's turned a little bit too tall. Maybe. If I go to here at a Edit Poly and CD vertices, maybe delete some of these edge loops. Then select desert circle back and move. Not local. View that around here. Right now. Our last days and push them back a little bit down. So and it's safe. And this is the end of this chapter. And the next chapter we're going to add some pipes and springs and other details that related to d. Here, spline tools. And you're going to know how to modelling with the splice. So see you in the next chapter. 20. Working with Splines: Hey guys, and welcome to the Chapter five. And in this chapter we're going to finish up the modelling. But first, in the couple of videos, we're going to work with T Splines, lines as some a soap, and create some of the details. So first of all, we need to make the body lean towards as I need to make the pipes based on the position of the body. So first, if that's not quite right in position, it's going to make our life really hard, so go and first of all, make this thing little bit bigger. Alright, let's select all of the models and Alt, select D. But I'm Chiemsee and maybe exhaust and fuel tank. So let me check. Isolate and check. Alright, in order to rotate debt altogether, me to apply a group. And now let's rotate the whole thing. Out. Angles snapped and maybe move this down. Maybe something like this. A little bit less or not. That's seems to be alright. Alright, now, let's ungroup and save another copy. Alright. Now let's go and see what we have here. One pie, other side, two pipes on from this detail. And one from the front. One pipe here it goes to D piston and the spring leather and detail for the door handle. And yeah, and also the exhaust. And also we're going to create the Excel and this differential. Dy laughed one of the spline tubes. Let's go and create the pipes. First of all, I'm not happy with this shape of the details. So let's go back here and free form shift and make it a bit bigger. Let me run a symmetry. Maybe a topology. Maybe it's dense mesh. On threat. And that's not good. Remote, quietly flu. It's not great either. Let's go back to reform, unquotes. Yeah, that's much better. May be we need to have smooth. Maybe 50. Haiti. Maybe switch to specified normal sounds. Good. Alright. Let's go deep. Slice from d x and ready to open. Now. Now symmetry, It's symmetric got, so as you can see, it's a good thing to make it modelling half then Renee's symmetry running topology. So this way, it's easier for the tool to make the topology. Alright, now, let's go and rebuild this points. And acidic the open order. This one as well. Select the Pen border and make it flat. Here. Alright, now it's symmetrical, so maybe into hierarchy, pivot point and make the PVA to be here at the bottom. Then stage, makeup pivot here. Then squeeze that down a little bit. Alright, to control this. Now, let's go to the Create panel, but this time, go to splines and choose line. We have some options here. Line. It's going to create our straight line. Or click once, click twice. Don't let go and make it curve. We go to side view. Onclick. Second click, don't let go. And let go. Now the acrylic. And if I go up here, it's going to close the line. And I have some options such as shell, it's going to make a shape based on the line. Or use modifier cut, extrude. And that's basically the same thing. Or maybe even garments maker. And it's going to feel the faces with the triangles. And then if I add shell, I have some basis as well. Alright, now, let's see three topology and maybe 500 compute. And now we have almost perfect shape. We can even go crazy and even more. And it's can see, can use line to create shapes. And this is why. Again, economic fate to come to this part. Because I almost grid every shapes with D lines, such as this one. For example, if I go to front view and isolate this air can go two lines. And let me disable the snap. And maybe make something like this. Close that. And just add a shell. Sub-divide that topology, which I think 200. No anisotropy and adaptivity. Maybe 100. And now we have almost the same shape. And it can even go further and be deep. Help of the WMS system. Can subtract. Is it oppressions? We are a union. So let's go to subtract and subtract that. It's a little bit. Now. Subtract that. Sub-divide and curvature. Read topo and maybe 500 this time. And compute. Yeah, that's because they live in a problem. So let me go to adoptive. Alright, now as you can see, he created this shape really easy with the help of the lines or splines and combining dad but Dee Williams system. Alright. Let me compare two together. Almost the same. So yeah, that's it. Let's go back. And I was talking about lines. We have quite the shapes, sukha, arch, and donuts to time drag. So N gun. And they all have their own settings. And maybe ellipse, rectangle and so on. But in this video, we are going to work only with the basic line. So alright, let's go to snap, open up the snap, bite right-click and change that to face. This way. Can snap to the face so. Click once, click twice. And let's go over here and click again. Right-click to let go. Now we create a distinct IT S to create the snap and go to the Modify tab. And as you can see, we have line with the vertex segment and a spline sublevel enabled. Let me select the vertex and this vertex out a little bit. And such as exactly as the Edit Poly, we have some options here. And if I find the early fine, you were fine. We can add another point to the line here. Then select that maybe local. And move that here. Maybe move this thing back and move this one a little bit down. And here, select these two and push them a little bit back to have more room for the mesh. So the max 21, a guess late to anyone. And so I need 2022. We get a modifier called the spline. If I find that spline chamfer and that's exactly same as chamfer for polygons. Before that, we need to, we had to select the vertex, go to fill it. Fill it freely like so or the option. But now we can select the vertex vertices. Let me move this vertex here. So this one little bit down, cynic this vertex. And let me go to Configure money for sets, add one more button. And that would be spline chamfer, discipline chamfer and it's going to be chamfer like so. We have control over their chamfer to make that look like this pipe. Also, we have control over dept to make interesting shapes. Alright, let's go back. And after chamfer, let's add something called spline. Spline, so I need to add that to the buttons as well. So let's configure set again at one more and at the spline. Alright. Let's hit Save. If your button like this. You need to move this slider to rearrange them to be the same size. And it's spline. And here we have our options back. But the only thing I need to use right now it's not spline. I need to convert this shape to the polygon mesh. So in order to do that, Let's go to line setting before chamfer and open the rendering option. In here we have quite a few options, Enable and render. Nothing happens enabling viewport. And as you can see, we have a tube created for us. We can create enabled the show end result to see the result of chamfer. And we need to be radial. So let's add more thickness. Maybe you need to see from RMA bit more. Maybe five is too much or what is good. Alright. Now let's go and select the vertices. If I select F3, we can see our vertex clearly. Let's select this vertex right here. If I select the vertex right now, it's going to be affect by the spline chamfer. So let's add edit Spline and select this vertex and pushed it in, or maybe even rotate that. Something like this. Maybe move that in a little bit. Alright. Now, now this is going to be a polygon. So we can add, Edit Poly on top, select these edges, and add little bit of edge loops. Okay, Now, let's go here and add another Edit Poly, form, shift, and move that to be a little bit random. Alright, now let's create another one. So let's go back to spline. Line. Hit S on your keyboard. We are in face, snap, snap here. As you can see, something interesting happens. If I enable the rendering in last line. It's going to be in a belt in the new line as well. So if that's distracting, you can go to rendering before creating the align and disable the rendering cell school. And in here, make a few lines. And it's moved the whole line. One-click. It's going to enable the vertex. Push that down. All right. Now let's select this to enable the chamfer spline. And before that, enabling viewport and render as well. And a edits spline. Smooth that out. And select this last point. Push that back. As these two needs to meet almost in the same place. Maybe go back to this one and before, and it's poly. Move that ME here and select this vertex of that here as well. Alright, now let's add a Edit Poly on top. Select and connect and other Edit Poly. And with the free form, Let's push that down. Add more randomness. Alright, good. Maybe make it a little bit ticker. Six. And it is non-destructive workflow. So I can go back and add more thickness or simply add a Shell modifier. Alright, now, see what else we have. Scroll to the left view. Select the exhaust. Push it down here, make it a little bit bigger, and push it out. It's to be maybe bigger. And I guess we need to make this a little bit bigger, but not in this part. And D, kidding apart. So let's go to line again. Disabled enabling viewport. And from top view, Create from here to here. And one more and get it to release L. We have something like this. Let me enable the view port. Move the whole thing right here, and select this last part. Pushed it up. And also this part. And put it, I guess here. Let's go to line in Modify and find the refine. And another line here. Select this vertex. Should sit down and hold Control. Select the others. Spline chamfer, and add a bit of a chamfer. Oh, I didn't select this one. Let me go and select all of them. Explain chamfer. I know what team cannot affecting me isolate that led to this one, chamfer to the others. Now, let's combine two kind of modelling with each other. So let's make this maybe seven or eight. Alright, now, let's add a edits Poly on top. Select an edge loop here, convert that to face. Group selection and hold Alt and not this one. Maybe before that, let me add. It would've edge here. Alright, now, let's go back to Face Selection, grew. And here that's enough. So let me add, extrude this button to make the extrude even. Or maybe let's add one more face. Then extrude something like this. It's a K. And maybe select this face. This face we need to use Lasso selection. Alright, now, let me add external to this one as well, but not that high here. Now let's face it again and select 2.5 shift and add here, and did it. Alright, now let's go add a bit of support. Alright, now, let's test something. Curious. Scoop back and add maybe ten years. That's maybe not a good idea. So let's go back. Maybe add a shell after all of this and make it a little bit bigger. Nuts. Now, let's go and select all of this isolate. And maybe here, select this edge loop. And let me show you another trick. If you're selecting the edge loop, India. It's poly or polygon face editing. And go all the way down here to the Edit edge and create a shape. I'm going to use settings. We did linear and hit Okay. It's going to create you or make you a shape based on a table spline. You just converted a graded a shape out our polygon face. Let me switch from radio to rectangle and make the adjustment a editable poly. And let me solo debt. And it's a quite nice, so little bit of support and conservative. Let's go back and add up n sub D for this part as well. And that's enough for this video. So let's go and in the next video we'll continue working on the pipes and other details with the help of the splines. So see you in next part. 21. Adding Details with Splines: Welcome back. Let's continue adding details using splice. Right? I'm going to add this strappy tings based on splines that we just created. But not now because they might move around a little bit. So let's create a box. I don't know what that thing is, but then you go and edit Poly, maybe, maybe one iteration subdivision. And yeah, that's good. So let's select this part that kinda look like that and detach as column. All right. That's going to be reusing the niches instead of creating them again. So let's go at it edits body. Let's delete this Switch Control. Select this edge. A little bit, back. This one up. Alright, now let's add shell. Make it a little bit bigger. Let me check. Yeah, that's kinda like it's so smooth, distinct up and make it a little bit ticker. O. Let me put my CPU. 45. Alright, No, It's snake. This team go to line. Cynic. This vertex. Happens. Alright, that's too late. Can't sneak debts no more. So let's go and do vertices. Maybe the selection and it's pushed it up. Select this one. And that's about right. But let's move that. Often. Police you're working pivot. And that's what right. Maybe let me see. Make it a bit smaller. Yep, that's it. Now, add a chamfer modifier and open subdued after debts. Add some little details. And we can make that here. Just add two edge loops. Select one of this middle edge loops. Ring dad will control, convert to a polygon and just extrude that like cell. Alright, now, maybe add more. Thickness the books. And let's, first of all, let me add some H supports, maybe sub div. We need to add support at the end and start again. Let me check the other side. Here. We have some details here as well. But we need to create that based on this edge loops. So remember, we need to go to create shapes, linear. Hit, Okay? Now we have new shapes. Go to a display and select that shape. And the rectangle. Shapes look like this. You need to rotate that by this angle option. Let me rotate dead by hand as well. Alright, now let's go at it. It's probably and at some support safe loop. One more here. We sit like this edge loop and make it smaller. And another here, this edge loop, make it drink. Hold Control, convert that to face and x through the little bits. Okay, solo this shape and just add some H support. And you can did it the back face. But in this case, let's not do that. Selective. And as you can see, we have some detail here. Alright, let's go to the other shape. It saved loop at some loops here. Select Extrude. Let me convert that to face again and extrude ci solo and add some edge loops. And for the top part here, we have some details up here as well. Alright, so let's cynic D. This face. And your soft selection to rotate and move it down. That's about right. Maybe select all of these spaces and shrink know, self-selection and move all of them up. But let me put the pivot here that up. We couldn't select all of them. So now all selected, move them up. Alright. Now let's go and select maybe. First of all, let me select this one and Would it work in pivots? Here? Push that down. Alright, now, switch to edge. Select maybe this edge loop and same deal. Convert that to shape. Now we have new shape right here. Now, let me put the pivot at the center. Rotate the new shape, maybe move that as well. And maybe a little bit less linked. And just add its Pollyanna top. So if loop and some support edge. And then sub diff and open sub d for this pipe as well. Alright, For this one you have to have all the stuff you've enabled already. Have handle for hatch. So let's go and maybe see if I can use this one. Nuts, nuts usable. So let's go to left, sort of s. And let me create a slender and make it thinner and less height and less sites. And at a, and it's pretty on top. If loop around here. And select bunch of basis and reset to pivot. The pivot like so. Hold Shift and push back. Alright, now let's select the middle part. Self-selection. On here. Let's push that in a little bit. Alright, good did self-selection. Let me add another. It's probably a little bit of support. So dead as well. Maybe select this vertices, convert that to shape. Let me see the edge and connect it. Okay, Same deal. Now we can use new edges to add. It supports let me add up n sub diff to see the results. Right? Not that good. Because of lacking support here. Alright, d supports that. Create it or not that cool. Maybe if I select this one and convert that to base and extrude. Now, Support little bit better. It's good to lift view, put that up here, and then rotate. Scale down when local. Enable, local for move as well. Move that up. Alright, did it t table or the open subdirectory. This fun and convert that to face. Extrude, pushed it in. They still working favorite. Scaled back and support. Maybe make some edge here. First of all, let me rotate that a little bit to match the curvature of this hype. Back. And let me add another here. Select, make a drink, convert to base and extrude. As always. Some support, but let me disable the and add another Edit Poly, some edge loops and opens up till now we have this kinda details created for us. We can make it smaller and pushed it in. Maybe rotate a little bit. Yeah, that's kinda look like this. Alright. Now, let me see what we have here. First of all, let's go and group D, fuel tank down and make it really big. And round here. And maybe a little bit bigger. And in France, somewhere around here. Yeah, that's kinda right. Let's make this one bigger as well. With wider. And so on. And push the tank out. Alright, now, let's create this spring suspension team. So to do that, we need to have three parts, one spring and one in the middle. That's two parts. So school and great debt, the D line as well, because you're in line chapter. So spline, we have enabled and render and your port. So if I hold Shift and drag, as you can see, I can't go freely. That's a good thing. So if I enable D or is it D? The grid? And also snap to grid points enabled. You can see I can't move snap to grid points. It's a good function for creating interesting shapes. But this time we need to create a straight line. So click and right-click. Go to Modify, make it renderable. And radio. If fine. If I'm not mistaken, they can go. Where is D? Interrelated, inter rotation, and add more subdivisions to the line. But we can see that for some reason. Alright. Let's go and maybe it's got an convert that to its poly safe loop. From top, we need to have distinct up here. After that. We need to have another line to separate, distinct. After that, this part, the middle. One more. And yeah, it's cool. Select the face. Select one of these faces and make them smaller, or maybe hit Extrude n minus value. Alright, now, control and select this one as well. Or maybe this part extrude. Maybe make this part bigger. Step down. Right? Now. Let's connect these faces together with D. First of all, let's go and add some supports. Or maybe Let's make that really small and big, deep back facing a belt. Select all of these vertices. Make sure you are not selecting anything else. And use it to connect them together. Then use codify to make it simple. In a dead simple. So obviously that's not going to work. So let me go back you for scaling to now switch to vertex. Cut. From here to here. Here to here. Alright, let's see, switch back to basis. Shift up. Cynic this to make this shape. And let's add some loop. Also. Let me select all of this vertices at some crisp value and opens up the IV to have a new and it's partly, and instead some loops. And ear and at the end, sub-divide again. Write, delete this part. And almost look like that. Maybe add another head. It's partly select these vertices and pushed it up. If you select this art as well. Let's do much. Now in this part, it's delete this one. Little bit too much. So let's go back and maybe three. Alright, now, let's collapse our loop here. And upper sub-divide can delete this. Button. Faces. Sitting deal pen, edge, position d. Let me reset the position. Alright, now, change debt. You can see the bottom one, so Let me see it. So we can copy this top part, the Platon if it's necessary. So now let's go to left view and move this one over here. You see the size. Make it bigger. Should pack. Needs to be rotates. So we'll go to left view around here. And let's change the pivot with a snap. But step two vertex. First of all, reset that align to lean towards right. Let me position here. Now. Let's rotate that towards the tire. But first, we need to make this part selection and push up, squeeze down. And let's make it smaller. And move up here. Left view and rotate that around here. Now we need to move the tire little bit, make soap, and rotate it right here. Alright? Alright. Detailed time and you have long way to go. So let's go and continue in the next video. 22. Continue Adding Details: Alright, let's add more details and learn a little bit more about the splines. Right? Let me open up D, E, or F, and maybe make this to be teaching here. But first of all, we need to maybe make this whole system little bit bigger. So let's forget this detail and go to here, this handle. Alright, now let me go to front view. And around here at the top of this hinge. Let's go and create a line. Know what a grid. And disabled the rendering viewports. Hold shift and click to click and three and just right-click to. Really. Let me go to the left view and move that here. Alright, now, let's go and solo that. Alright. Now let's go and right-click convert to editable spline. Now let's discuss the some other modifiers. So first of all, let me add them here. Maybe spline relaxed, optimize spline or mobilize splenic overlap and mirrors. So that's five. Alright, now a spline, spline overlap and spin and relax. Then normalize. If I find that normalized spline and optimize spline. Alright, it okay. Now we have more button here. Let me start with D spline mirror. And as you can see, like the mirror or, or symmetry here, it can mirror our spline and it has a mirror plane as well. So if I move that can meet or D spline, we don't need that right now. If I select the D spline chamfer, if I add blend chamfer, as you can see, Can at chamfer to the vertices. But also we can select this nuts or vertices, right-click and make them maybe busier and have some control over them. This handles. Maybe select one and make it busier coordinate, rotate the whole nuts. Or just one handle. Maybe move one handle only. And make interesting shapes. If I convert that to geometry by enabling the rendering viewport and maybe nevertheless, right-click and reset tangent. Right end. Reset. That's not a default. So let's go back all the way before changing anything. Now, let's go and add E. Or is it D a spline? Normalize? Show nuts. If I switch that to not count, I can add more. Knots are where it takes to my scene or to my spline. Also, you can relax the existing spline. And sometime it happy accidents. So as you can see, we have something like this. By accident. Totally. If I enable the wireframe or for using how much we changing dy polygon count and normalize and splashing and optimize after relax. Let me go back and disable this. D optimize is going to reduce d nuts. And as you can see, behalf only four nodes, but the same shape. Alright, let me delete all of them. Just select this nuts and splenic chamfer. Chamfer enable the viewport and show end result. Go back here. And less a radius. Also discuss one more thing. Began convert the spline to the shape or to the polygon shape by using enabling viewport or an inbuilt in render. But also we have another modifier that I need to add here, 16. And that would be sweep. Let me find it first here. And let's change this to NHD Merton's. So if I add sweep, it's going to automatically create shape based on a spline. And here I have defaulted on pipe. So if I change the angle, it's an interesting shape. You have control over d dimensions and bar channel. Yeah, that's really nice. Corner radius. Yes. That's going to be really good hand-to-hand with every topology. Cylinder, basic cylinder, half and quarter t tube. And we have control over dy radius as well. Right flank egg. It's nice. And also ellipse. Alright, let's use sip. So I'm gonna switch to cylinder and go back to our whole shape. Let's reduce the options radius to something like maybe two to really be really too much. So 1.5. Alright, now, let's add a poly. Select this middle ages and add some edge loops. As I'm about to add some when Neil modifier to this. So let's add some H's here, here as well. Now, let's go and select this two caps. Grow this selection around here, maybe at self-selection as well. And control. I invert the selection. Maybe shooting, shooting selection. One more time. And now I'm going to add a modifier called noise. And the reason I selected this part is to have this noise affected only this part and leave this to end as it is. So let's go and make some and why and also Z noise. Reduce the scale a little bit more in y, x, maybe more. And see. Alright, add another Edit Poly. Now we have a bit of randomness to shape. And it has a plate. So let's go to the left view and maybe a circle or ellipse. At the surface. Maybe circle. And go to Modify panel, right-click, convert to a tape of spline. And let's move. Oh, I can't move that. So let's switch to another shape. Rectangle. I click convert to take the spline. Spline chamfer. Make that chamfer like so. And move the whole plate. Here. Isolate these two and go back to Table is proline. Oh, maybe scale. And that's about right. Now. Add ****. Maybe 1.5. Pushed it in. Also, we can sub-divide dads. I'm teeth, maybe it's good. So let's see it. Topology RF, maybe a 100, maybe add a smooth before the renewable energy. It's the same. So switch to my email curvature. No, I smooth. Maybe a little bit less or maybe lift this leg. So for now, I'm going to deal with debt after finishing D, this detail. So yeah, let's leave that acidic pool of them and move that out. Maybe make them both a little bit bigger and taller. Here, kinda like this. Now, let's go to the spring suspension thing. Let's go to Create panel. This time. Use helix. Know what a grid. Okay, the helix and up and click again. And click again. Let me isolate debt. Alright, let's go to Modify tab. Me enabled that in viewport. Now we made something like this. Let's go two parameters. Add more turns. 122423456. Alright. And radius, one radius to maybe bolt needs to read ten, I guess. And heights. Let me push that a little bit. And this thing is mirroring it. And maybe push the limit up to add more randomness. We go here, also, a dad, two distinct. So first of all, let's move that alt, aid, this shape. Even orientation. Select d, index, lookup. Pushed it down, right? Maybe now I'll make this thing a little bit bigger and smaller. Something like this. I'm going to hide the starting point behind this suspension and maybe move the entire tire here. Not to look we use here. Now, let's go and. Change the thickness to look like is more push that down. Maybe less tick. And more turn. And height. Makes D top little bit bigger. Let me turn that. Two goes over D, suspension and hide behind dads. Maybe. Let me see. Bit more height. Alright, that's bitter. So yeah. You don't have any suspension or spring at the front. So that's kinda weird. But I'm going to do. So. Let's add another detail with the spline we go to bat for you. Here. Let's go and select a line over here. Shift. Possession that here. Alright, that's going to act as this part. Alright, let's go to Panels, disabled the real parts, and add spleen chamfer chamfer, sleep. Maybe angle, that angle. Maybe bar less, swipe down. More of it. Alright, now, step back. Right. It tapered poly or edits party and see if loop all around. Maybe two in the middle. And it's up to you. And I can go back to the line. Select this vertex, pushed it back and it's changing. Maybe add this bolts. It's a copy up and rotate 90 degree out the middle. That's rotation out, a widowed changing orientation and of that up and back. Also add a copy. 90 degree. What I'm left view. It's pushed it over here. And insight. Maybe they will after rotation. Alright, that's nice. Now let's go to the back again. And create another line. From here too. I'm holding Shift. And maybe here, right-click. Wished it back. Maybe from here. Add another modifier, chamfer. And this time use this line viewport. Make it alright, now let me copy that or copy. Stepped down in a bit next. So through the left view, rotate this and go back to line. Lick, shift or no shift. Click, right click. Click, click and can, right-click. And one more time. And let's find them. Pushed him back. And let me select one of them, go to modify, attach all of them. And now we have a single mesh with single controller over the thickness. Alright, maybe a little bit less chamfer on this one, or maybe more. Alright, more-is-better. Little bit more over here. And move this tree. Select the vertices and move them even further. S. And let's continue to D in another video. So the next 3D own maybe, let me go to other side. Maybe add this pipe and start making the excels and differential. So see you in next video. 23. Finishing up the Details: Alright, let's continue to add little bit of detail. The other sites, sites really naked. So let me go and see the concert. Yeah. Something like this. What they can't see what this is. Maybe this is a detailed kinda like this. But we're here and we have something else right here. Alright, so let's make it. Let's go to line, same as before. Enabled auto grid. And maybe let's add little bit of twist. To say bendy viewport. Here. Shift here, through here a gas. And one more click. Alright, now, let's go to Modify, select the vertices. All of these vertices push them down and then it bits This one's out. And also here and this single where it takes them pushed it down to hide it inside this box Seating. Alright, now, isolated. And a chamfer spline. Little bit of a chamfer. Maybe this time. Normalized spline. Optimize, not count. We're going to get segment for each of these nuts. So it's go and activate D. Sip and sit into. Maybe before sleep are no more normalize. This disabled. Splint chamfer normalize. Maybe a little bit more. And maybe add a relaxed write something like this. And the size. Maybe it's right. So let's leave that. Let's make this box, the rectangle on the surface. And add a shell to make a box. Maybe something like this. Alright, now, editable poly, take this vertex and she read up a little bit. And maybe go back to this and this vertex over here. And maybe here. Let me add eight, Edit Spline. Select the vertex, this vertex only, and move that. So to make this vertex and Hesiod corner. And yeah, it's a bit bitter. So now let's add this kinda effect here. First of all, let me add a chamfer sub diff. And it's about right. Maybe a little bit more chamfer, something like this. **** down. Select this to you. And it's poly. And maybe this one. Create shape. K. Find the shape. And look. First of all, pivot center. So not local view. Rotate dead a little bit. And let's make it renderable. Rectangle. And a bit of angle, rotation. Less length, more weight, maybe more angle. Like so. Alright, now, yeah. Alright, now let's add a edits party at some supports and move some of this up and add a open subdued. All right, Not bad. Let's go and add this detail. Let's use this face. Detach. Cologne. He said to people at the center. This France. And let's go back to this one. We don't need to have and it's probably no more than this blue spline. Let's move that up a little bit and insight, maybe this one up and add a shell to this shape. Maybe it's come back to this shape again and go back to original line and move all of this leg. So. Yeah, it's good. Alright. And add a edits palliative this shape. Select this back face, its position, the working pivot. And working move and move that up. Now, let me select H's little bit of base to them around a bend operation and maybe rotate depend gizmo. And then we find the right position. Yeah, this is the right orientation. Alright, now, maybe 24 minus five or eight, that's good. Another, and it's poly and a chamfer. And open something after chapter. Let's go back here. Maybe let's reuse this part. Copy alt a at the middle of shape. Rotate. This is not empty, right place. So let's go all the way back to the original line up here. Alright, that's good. Now let me see if I need to add anything else. This handle IT team. We have something like that. So let's reuse that. No, First of all, let me add some proper topology to this one. Select these two faces. First of all, all the faces and clear in Smoothing Group. Add one to this smoothing group and our control and add another T, other so topology. Maybe to answer it. That's more like it. Maybe now a 100. It's really low. 50, slowest. Alright, add a open sub D, maybe before that. Collapse. And a little bit of support. And yeah, that's good. Let's copy. Rotate 90 degree here and 90 degree here. Let me switch to a back view. And possession that x. So you mean little bit of random rotation. And we don't have that in France. But something else down here, maybe from left view. And I'm going to make that line as well. So maybe attached to two other side of this are the chassis. So let's yeah, some more over here. And right-click little bit of a chamfer ink. And maybe this time SIP. That's what's right. Before that. Add a normalize. Maybe a relax and edit Spline. This here, S1 here. Or maybe this time. It just enable the render view-port rectangular. Six-by-six. Mean no chamfer this time. It's a chamfer in polygon stage. And that's not good. Let's go back. Switch to radial. Maybe add in its poly edges, chamfer by hand. And loop here and here, and subdue their left me. You move that up a little bit. Alright, we need to have some an enjambment. And more important is this piston engine. And you're going to complete dead in another video and finish up the model. So this part, let me see what we need to do. We have a Thing called laughed or maybe technique called laughed. Let me quickly show you how that works. So you need to have a line and isolate that. And as some shapes, maybe sukha, star, maybe egg. I'm going to delete this inner part. Remove it somewhere, maybe around here, did it? Alright, now it's an, a deep line. Go to Create and compound object left. Here. You can select your pads and select your shapes. As you can see. Can create a mesh based on your shapes. And already introducing this shape at the 0 per cent. Let's go to 25 per cent and get this shape. It's going to smoothly transition to get shape. Let's go to 50 per cent and get this shape. Alright, now, let's go in 55 or 60 per cent and get this shape again. Go to 65 per cent. Get this circle. Now, let me select this circle. Make a copy and make it smaller. Acidic the shape go to modify. Maybe in a 100% or at the top. Get this smaller ship. That's not going to work, I guess. Yeah. Alright. Now you get the idea. It's going to make a mesh based on your shapes. And said, old technique and old tool. I don't know it's a relative or not this day. So you'll decide rotated a little bit. See if sub-divide can, or a topology can make something out of this. Let me add a sub-divide adaptive, maybe 01 in threshold. That's not good. Let's go and choose a variable, curvature and a topology. Maybe 2 thousand. Compute n e, I guess that's kinda usable. It'd be less than its therapy and less adaptivity. Maybe a relaxed and Iopas subdued. Maybe it can't. You could create some organic shapes out of this. So I just wanted to show you we have that team as well. Let's go to bottom view and make a line over here is D frontier here. From inside a tire to EBIT after middle. And from the left view W move that down here. And let me select dream isolated. Alright, Now, let me to make this part down, Actually. Radio. And a, maybe bugs alter a here. And maybe 20 by 2020. Open sub div dead and make it kinda sphere. And let's go to Edit Poly is select this vertex, hold Control, convert that to face and grow selection, make it lattes. And pushing the limits. Are nuts. You scale something like this. Also. This two sides. It's convert that to face as well. Grow. And this time the scale, let's make one of them flat. And it hits a mirror. Symmetry. Why flipped and squeeze debt? Like so. That's going to take some time. So let's go and add the egg cells and differentials. The next video. So I see you in next part. 24. Making the Axle and Differential: Alright, let's continue making the XL team front. So let's select both of them. Move maybe around here. I don't know. I don't have the engineering maps. So you push down a little bit early, use this part. But take that 90 degree, make it really big. And a at the middle of the rim. Push back down. And let's select all of them. Isolate. And let's see, we have here, Let's select this front face, it, the angular selection, and detached it as a column centered debits. And let's go to left me, you, it's me go to here to modify, go back here and add another Edit Poly. To what degree did symmetry? So symmetry alarm deep. This is the y-axis and form shift. And make your shape kind of like this thing. Alright, now, let's move the mirror or two empty line at the middle. Now at a Shell modifier, something like maybe five. School back. And move that here, maybe make this smaller and taller. Alright. This team must definitely attached to the chest C. And this one is down here. Maybe make it became again and discipline a little bit bigger. Just guessing. So smoothed is to disable shadows. And maybe this shape with a little bit of soft selection. Flats. What? This vertex? Less, Olaf. And yeah, something like this. And this one in here. Me move this one up. And I guess tire needs to be and go to left view. If three. It's to be or on TV and a guess. Let's make a copy of this. Stick and push it in here. More radius. Smooth days. Alright, I invented some kinda string real tanks here as debt. So at it, it's partly maybe a little bit of edge as a port here and there. And open self-defense. Now at the middle. Let me move this thing from front view, center. And 3D. Cylinder. Almost a dead end here and orientation as well. Oh, it's not rotated, so maybe rotate that 90 degree. Add more segments and softy me, that's kinda cool. So let me add a Edit, Poly, delete this to edge and create a edge at the middle with Connect. And maybe in here. Alright. I wanted to create a whole, but it's not necessary. So let me make a copy of this. Rotate 90 degree. Put the middle of this cylinder. Kinda rotate that maybe aren't terribly degree a sub div. And years. Alright, now, let me delete all of the open sub d vz and select lefties, convert to a table and go and attach them together. And let's put the pivot. D face here. Now let's run a mirror up here. Copy. Or maybe symmetry. Let me go back and delete this one. Make a symmetry. Philip, Right? So David White, maybe here or now. And move that here. This real attachment. And yeah. Alright, Now, school before symmetry at another Edit Poly and select this vertices here. Then around here. Add a loop here and here. Select this edge and drink controlled, convert X through it. And maybe make it a bit bigger. Now select all of these vertices. Something like this. Maybe at another loop here. Same thing. Or maybe first let me select this edge and add another loop here. Snake decisions loop, make it he care. Reset working. Range, morph days. Right here. Now we have 70. Same thing. The other side, because of the symmetry. Add some loops. A bit more loops. Now let's add a subdivision, right? And now it's going to act as front XL. Maybe make it bigger. And this one also Tucker. And it's pushed it up with the local small compared to a table poly. Some loops. And let me make this range converts. And bevel this time. Let's use extrude. And it's pushed the whole team down. So this edge loop and push this up. And it needs to have some support as well. Open sub diff, alright. Let's create the differential here. And let's make that a cylinder. Go to the left view here and start making a cylinder. It's also a debt in middle of the Chiemsee. It's to have to pivot at the center and sit. All right, now, let's make it. So it bit less maybe around tier. What about this part? Alright, this team needs to be a bit bigger. So let's move the pivot first around here. And I'm moved this three-piece. So you need to have this part mirror or no copy in Y. And up here, let me change the size a little bit. It's now maybe push it back, right? So enough self. Maybe let's move this one up now and it is poly. And let me move this vertex, convert that to face, and start building with shift. Select by angle. I need to apply that before selection, select by angle and make it like so. Select all of this bush here. Maybe a little bit inside the rim. And let's add in a bit Edge support. And also asymmetry. Let's push the rim tire middle up a little bit. And grab this part vertex. And reset deep. Working pivot to push their heads down. Almost here. Maybe push it in sight and makes some turns. I didn't look selected. This down over here at some turns and a bit of height. Maybe make it bigger. And select this part. And tire rim, which didn't. And yet it's may be. Right. Right. Let's reuse this part as well. Coffee with no copy. And I need to rotate it as well. What I'm left. And make kids to be here. Alright? That's alright. We need to review our model and change some of these things to make more sense. So let me start with this part. In the next video. We're going to rearrange d parts and finish up the modelling. So see you in next part. 25. Model Clean Up: Welcome back. In this part. Let's go and clean up the model a little bit. So first of all, before I do anything, let me go to top view and I forget to show you the freehand line type. Now you have the ability to create line by just drawing that. Let me go and disable the rendering viewport. And let's create something like this, for example. And let's go and isolate that. Show nuts. Now we have something like this. And you have some controls over the sampling or nuts. And it's going to go hand to hand with d. Where is it? D. Spline overlap. Can see I have some overlaps here. But first, let me add a relaxed, relaxed the spline little bit. And after that, normalized by nuts. Now we have even nuts. So go back and enabled the viewport rendering. Little bit more. Thickness or radius. As you can see, we have some crossing. So let's go and add a slight overlap. As you can see. It's going to avoid any overlapping. And it's good for creating something like maybe rope or holes or something like that. Alright, now let's go. And first of all, if I remember correctly, we have a piston selection set. Let me deselect this part, cynic, this NEO parts, and create a new selection. All right, now let's go to left view. Make it group. And let's make it a bit beaker. I'm going to arrange that based on this part. So somewhere around here. And here be the limits up. Steiner needs to be moved out. And maybe in France as well. So let's see what happens. Maybe push this a little bit back. Alright, Now, school ungroup that and deselect this part. Cynic this one again. And let me move that kinda around. Era guess. And did a bit up maybe. But first, let me go back before. I'm grouping left view. Maybe, maybe a little bit of rotation, right? No. It's too much. Now let's hit Ungroup deselect. Front part. And this part are on here. This part with the local gizmo are on here. And I forget to select this one. Right now. Let me see situation here. Stimulus. As I said before. So let's make it a bit thinner. Maybe moved it, moved the whole team. Live it up. And let me select this. You Michelle, it's higher, Raymond, the middle part. And move that here. Rotate this two parts next. So maybe go a little bit too much. So acidic them again. Maybe learned a bit. But first, let me go and grab a plan and put that here. Left view. Select all of the Misha's, de-select deep plan and move them up based on this front tire. And yeah, it's good. Now, let me move this part as well. And hit Save. Then the two. Alright, now we see the situation here. Here we have more room, so acidic parts. If I spelled that correctly, it doesn't matter. So let's move that here and make this part, Let's speak. Maybe the whole team needs to be a little bit smaller. Nuts locale. Let's go here. Select these vertices. And what is the reset? Right now? Smooth debt. Sunburn around here. And say, Yeah, this, this step instance. So let me grab vertices and put them back here. A little bit up here. It's down here. Right? Now. Let's grab some vertices. Select, you can get pivots, put that here at this face and pushed it up and eat. Can see that no more. Maybe from this, for this part. We need to add a bit of cushion, maybe using this part. So let's go back before. Let me see. Let's delete the other part and may make that semi-circles. So move the mirror. He said that he'd be here. All right, Now, school, add another edits. Poly snake, maybe it's three or six polygon. It does shift and connect them together. And let me select this. And a solo. Yeah, kinda like this. Is sub div. See the result. It's not bad. Let's, let's select maybe just to add the Davidoff edge here. And select maybe this Shift and drag. Maybe here. Shift and drag. Also here. And around here. One more. And maybe they get a bit here. Alright, so let's add. Suppose maybe subdivision. Let's make this just a little bit tighter. Right? Now. Maybe add another here and here. That's kinda cool. So let me go in front view and add a. And it's only after symmetry. Use a shift filiform and make some randomness. The bumper, left view. Maybe push that up a little bit. Yeah, something like this. And same thing for D Chiemsee before subdivision. Little bit of randomness. Right? Now. This bonds then go to the left view and check if it sits right place or not. Maybe around here. And make more chamfer. Chamfer, and go back and add sift. And you can't make the loop to be more the right or left by clicking Control Alt and just drag. Yeah, kinda like this. Let's go and add another edits party with freeform shift and maybe a bit too amyloid. Uniformity and safety of support. Thickness. Maybe. Move this one down. Let me enable opens up. Pull back here. Maybe with D. There is this face constraint. Reset the working maybe edge. Right? Now. School to this part, I guess thickness is kinda right. Can't be needed bit more. So let's use a modifier called push that's going to push that and make it bigger. Also, let me copy and paste this modifier is too much. Make it a little bit smaller. And maybe make this one a little bit bigger. To be more fantasy looking. Alright, let's replace it. Front handle. This new handle. After a, at the middle of dead with orientation. Okay? Delete, rotate that 90 degree. Make it smaller. Now, push a little bit better, right? Maybe make it a bit bigger. Maybe add the push. Him, see what happens. Not too bad. Let's make this a little bit bigger. Swell. And see. Maybe select this middle edge, convert to face, grew. And select this spaces as well. And deselect this one and move down. Based on this angle. See the results. Yeah, kinda maybe select this edge. Soft selection will become a little bit. Let's follow up. Sorry. Yes, something like this. And that smooth D spring down a little bit. Maybe rotate it like so. And more thickness. Alright, now, let me go back. Copy one of these hinges. This one is more straight, so let's go and select that. From behind we have is something like this. Let me isolate debt. From here. Maybe add little bit of loop. Alright, now, switch to basis it. Back face masking. Makes debt something like this. Q0. Now add a edge loop here, that's kinda cool. So the hinge, 90 degree a, the middle. Again, nuts, orientation down. Alright, now move that back, but I'm left view. And, um, group and group this to make it to be ear. And let's make it group for the other part as well. And move them up to be around here. Alright, that's one copy. But see from TextView, make another copy of it. Maybe not, for instance, rotated even more. Alright, now let's go to the front view and see what's left behind. Let me make this a little bit bigger and pushed it in. Alright, now, let's go to this headlights. I'm not happy with this result, so let me delete it, opens up div and maybe save that by P. Make this smaller. Even delete this one and activate the open something. Again. That's more like it. And also I'm going to delete these two bolts. Light and delete this one. And this thing needs to be in front of the chassis. Also. Have a little bit of randomness. Also this part, let me add a, another, and it's probably add more randomness to D acupuncture as well. And we delete this one as well. And the reason why I'm deleting D duplicate meshes. And that's because I need to wrap them all. So it's better to Arnold up one once and copy after unwrapping. So let me add this part. It's much better. And maybe a relaxed this part as well. Not a good idea. So let me make this ladder. It a bit pickier. And put that here. Alright. Let's make distinct little bit ticker. Look. Alright. Now let's push that in. Or maybe the Communists more reasonable to push in. And something like this. Alright. I guess that's it for this chapter. In the next chapter, we're going to make this model unwrapped and know a little bit about the unwrap and all kinds of predictions. So, see you in next chapter. 26. Preparation for Unwrapping: Hey guys, and welcome to the Chapter six. In this chapter we're going to take care of the UV and discuss little bit about the unwrapping inside 3ds Max. But before we do anything, we need to prepare our model for the unwrapping. They don't need the plan. So right-click and set height selection here. Alright, now, if I select a maybe checker by five and connect that to material base color. As you can see. Because I'm used to the cylinder, standard cylinder and standard boxes to make these shapes. And these shapes are already having some UVs and can project texture. So before we do anything, we need to delete all kinds of UV protection that's in our mesh. So let me disconnect this checker and go to the Mesh one by one and do the preparation. So first of all, we don't need to have two tires. So let me delete, for example, this front one and go to this big tire. Let me enable the scene status first by hitting seven. And as you can see, we are in 26 thousand polygon count. If you go to or is it D, view, port configuration and statics, you can choose between these options. This is our total polygons. I can select the total plus selection it apply. And this is our polygon count for this tire. So let me go and disable D up and supportive. Alright, that's good. We don't need to do anything else. Just collapse that right-click and editable poly. This is not going to be temperature it. So let me go to another one. Delete subdivision. That's right. Nothing wrong with this regime. Yeah. Right-click and hit Edit Poly. This middle part. Right-click, Right-click, disabled the open supportive. And let me go to my scripts and grab one is scraped. They're called delete modifiers version two. And drag and drop it inside. It's going to open up in the other screen. And it should look like this. Alright, It's not dark. Hubble can't duck that anywhere, so it's just going to float. I'm going to include this script as well. So if you want to disable, deletes one modifier, specific modifier, to dig through the whole scene. You can use this kinda scrape. Going to select the collect seen modifiers. Can see it's collecting all of the modifiers. That's not collapsed and already using. So let me find, opens up def, check that. And let's turn off for now. Do the job. And that's going to throw in some things. Go. And for example, select this bump here. As you see, I used the open sub div down. So we can't be disabled. But I can right-click and collapsed it at this stage. Also maybe this one, yeah. Collapse at this stage. Let's chick. Or any other errors? Maybe here. It's not good. Let's go and add a relaxed modifier instead of open sub diff. And make this a little bit relaxed. I don't like that. Maybe keep this thing at high-level. Yeah. Alright, right-click. Collapse. Here. Maybe add three decks. Copy and paste the file to the carbon as well. And now let's keep that. High party. Relax. Pins sub div. Maybe one iteration is enough, right? Can you come into the Poly? Also? This part? Good. Maybe make them a little bit bigger. All right? And for this part, yeah, That's enough. Topology. This is good as well. Or the tank or steam tank. That's good. It's two iteration, maybe one iteration. One iteration. It's enough. What about this? And for this pipe, It's good. This must definitely needs to have nearly a bit extra subdivision. This pipe. I'm testing dead in the Edit Poly to see the result then collapse that did it Pali me, move this out. Here. Studied this open sub Dave and converted it buddy. What about this? Iep? Does too much. Maybe one iteration and collapse. I select this one. This is not a good look. So we have a N gun at the front of the car. So let me hit one iteration. Then. It's poly smooth or twists months. And already topology with maybe 500 thousand and regularizer at maximum. And it's therapy is 0, adaptivity 03. To put this, not me, go back to editable poly, switch to polygon. Expand this sidebar, go down clear all of the Smoothing Groups. Select by angle 15 at splitting off one. And maybe hold control and select the pack. One, Control I and two for this thickness. Let me go back to the topology, compute again. And it's even now. So let's go and try a smaller value. Maybe a little bit of smaller. Yeah, I guess that's good. Collapse that. Insert some edge supports and gets deaths. That's stage. This stage is good enough. So let me go to this part. No subdivision. Maybe one level of iteration is not bad. So convert that to edit body or this part. One iteration subdivision. Before that, let me go and select this vertex contract that two phase shift and drag a little bit. Maybe make it small. And shift inset. Did it. You have enough Edge support, sub div and alright, collapse the kit, this lump or headlight. Yet how many I want iteration, alright, right-click and David poly. And this is as one of their action is enough for this part. What are the most, most part? It's enough to polish is so first of all, let me move this vertices before chamfer ink over. Anybody in front. After subdivision, it's enough. So let's convert that. Chiemsee. Maybe little bit, too much. But we need to have this radiuses. Yeah, Let's collapse that at this level. And we see this orange part. Maybe that's a little bit too much. Instead of you using a sub-divide, let me select this edge and chamfer that a little bit. Also for the back. Same chamfer. Now collapse this part. Maybe this is enough to publish it. So right-click and collapse. All right. This is good. Let me collapse that as well. Staying maybe at some insects and delete this part. Let's move the whole team, which look a little bit insight. Right? Now, collapse the helix. Let me add a edits party. At some safe loops. Start and end. Then perhaps, maybe if I add subdued, as you can see, it's going to stretch. So it's partly select these edges connect to. But let's push them at the start and end. Select them again. And 0 this out. Maybe add more iteration and Okay. Now collapse for these two parts. First of all, let me attach them. Maybe in it tapered poly. So let's go to attach, attach them together. And some edge supports. At some speed to connect. Now, combated it buddy, then attach T steps for this part. Yep. Body. Me, select this part. Solo. Right? It's good. And I'll come back to it. It's plenty. Exhaust system. Delete this face inside. And one more inch support. Right? Select them all. And it's probably you get the tank. Alright. Let's select. I grew up dead. So let's ungroup sub div, div and one iteration. And it's probably alright for this 11 iteration and it is poorly. Now, collapse them to annotate with the body. Despite. Right? And this system, let me select all of the system. Maybe one iteration or yeah. You need to collapse that at this level. Again and again. Collapse all of them. Alright, now this parts, so the same trick or the front bumper. And let's maybe move this a little bit back to make it more round or chamfer. So we have something here as well. Same deal. Let me select this edge support, push that back a little bit. And chamfer. This edge. Right? Now, collapse. Forget to collapse this parts. So let's select them all by holding Control, right-click and a debit Pali. Alright, can be collapsed at this stage. Same deal with this part. This batch. Select this edge loop and a chamfer. Alright, now let me see what else to do. Alright, now we disable this, maybe run the script one more time. Is it D scripts? Did It's modifier. Is it didn't show up. Yeah. Alright, now, collect similarly fires. How will the sub div? Now? Let me go here. Maybe we have all the sub div here. So let me collapse this as well. Also, this fits. Alright. Select them all and collapse. One more time. Collect and opens up the seal around. Here. One more time. Here. Again, we have still some open sub d. And where is it? Up here? Let me search one more time. Still have some sub-divide around, maybe here. Ungroup. We have still some of her own to let me find it. Maybe here, here. And here. I can find the other open sub d. So alright, Let's end this video. I'm going to find that opens up Dave and disable it. And in the next video we're going to maybe make these things up here and start working with unwrap uvw. So I see you in next video. 27. Unwrapping the Model: Welcome back. I finally find that open sub div and it's caused by hiding backup version of this coming. And now if I select the whole team, Alexia modify, it's going to tell us that our, that we are not having any modify it or extra multiplier. And now we can write kitty and convert to it, Pali. All of them. All of them now unique. As you may remember, this bolts, nuts, the instance of each other. So now they all unique. So in order to start making UV, meaning to DDT, all UV. So as I show you in a previous video, we have some have UVs still, the tank or other places. So we need to delete that before I start making UV. So select the whole mesh. Right-click convert to a turban mesh. Why? Because we need to go to utility and more uvw and wrap removed and this thing, it's only going to work with d, a table mesh enabled to the whole scene. So remote UV. It's going to take awhile. And now convert that to Edit Poly. Now we have no UV enabled. So let's start with a simple maybe distinct symbol box sitting. Let me isolate that and go to modifiers. And let's add a new modifier to the scene. So configured modifies set. And another one. And maybe 1617, quite distinct in two buttons. All right, doesn't matter. So let's go and find u, v, w is a D Andrea option. Unwrap, change, find IT teams so carefully. We have UVW map and this thing, it's only for prediction. Let me add that as well. U, v w on are you you'll be W on undamped uvw. Drag-and-drop it. Okay. Alright, that's not added. So you go back to here. Maybe delete one of them. Up. Uvw on. Wow, and there's no uvw and inputs. Alright, let's test the UVW map first. Desk, just cheating basically. And it's for time you need to add texture to your mesh really fast. And we have a material enabled. We check here. If I disabled the unwrap uvw and Assign the material, can see we have nothing. And if I enable UVW map, it's going to project the UV texture to our mesh. And you have several options down here. Currently we are projecting with the planet projection. From one side. We have cylinder silica and box as well. In this scenario, box is going to work well for us. But as you can see, the gizmo that the projecting the texture, it's really small. So let's go down and hit Fit. Now. Scroll up to the U, V and start changing D. Repeating pattern. Alright. Yeah, that's it. That's all UVW Map half. So let me delete that and enable the real uvw. And as soon as you're enabling debt, it's going to project UV or basically cut the model and show us some preview. I'm not usually use the UVW insight to the studio max because it's not that perfect. And actually, there are better solutions such as here, the unwrap uv w. But we are learning to this studio max, so we need to learn this kind of basic things. So let's go and open up the UV editor by hitting this button. And it's going to open up a new window. We don't have any UV car. And as chancy, the whole model, we'd be sure inside the UV island. So we need to cut the model. You have several options cut by hand, by using the selection or before all the bad. Let's use some automatic cutting. And we have explored a section here. Let me select the scene. Polygons. See if I enabled accidentally something here. No. Alright. Select all of the model. Accidentally cut the models. So let me delete the Arab uvw, enable that again, open up the UV editor and we have Latin bi polar group angle. Can see the moment I press that button, it's going to cart based on edge angles. And it's good. And nothing's around about that. If you're using Substance, Painter, muddy, or some other texturing software and you can project your textures and avoid this seems this is the best way to make the UVs. So if you have ability to use and deaths softwares, that's going to work for you. So the only thing you need to do is packing. Alright, all done. We have uv now. But if you don't have those softwares or you obsessed with the UV seams and Maybe you need to hide them, so you have option to cut by hand. Simply. At the bottom of the UVW editor. Select the edge, go and select your edge loop. And it's can see this edge loop is selected all around. Now I can go to the explode and select brick. And it's going to be purple. Alright, now, let me go and just hit the package button. And as you can see, we are already making some progress. If I enable the whole model, I did cut the wrong side. So let me go back before selecting the edge F4, and let's select this edge loop. Again. And custom pack. If I enable the model. This can see, we can't see to seem unless we rotate the other site. And VD material. Going to tie the material several times and sit. Also. If you want to check your UVs, can go up here and enable. Check your pattern. All right, Good. Now let's go and see the other options. Let me go back. Or maybe this time delete. Fastest way enabled again, open UV editor and we already see the break. It's going to cut through selected edges. And polygon angle. It's not the best option. And also we have Smoothing Groups. Click that. And it's going to collapse because we don't have any proper Smoothing Group. Let me go back to the edit table poly or maybe add another Edit Poly. Select the whole mesh. Go down and clear all. And let me save this. Alright, now, by angle 15 or maybe 20, when you're five or 3025 is good, I guess. Yeah. 25 is not good because we are selecting way too much. Maybe 1010 V d, little bit of grow. But first of all, let's hold Control. Select the back face. Grew at a sporting group of one. Right? Down here. Alright, down. Let's add this smoothing group of two. And back. Or maybe school bag, bag, hold control. And I came here and at two, then go down here and add three to just three. Alright, Now we have some splitting groups. Screw up, enable the app, uvw, open up the editor again, and the D Smoothing Group explode. Now as you can see, we are cutting based on our Smoothing Group. And if I hit custom pack again, it's going to relax a little bit, then pack the whole thing. And we have some faces. Maybe down here. This phase, it's between these two Smoothing Groups. So let's go back, delete this table, probably add another Edit Poly. Same deal. Let's all go down kidney or odd. Now we have no sporting group. Then maybe 15. My anger. Select both. Grow, grow, and maybe one more time. Maybe I hold Control. Now. That good, alright, that's the antepartum. So it's not really important. Set the group one controlled and group two to group. And let's go back to editor open that are maybe delete that because it's already cut the model. Open up the UV editor and based on its something wrong, obviously. Yeah, I need to add another maybe down here. Now, based on this is why I'm not using the DSM x UV editor because this is so much pain. It's too slow. So alright, let's discuss another way. Our app uvw, again, open uvw. And what do we have here? A flattened by material. We don't have material ID, but can't have that. So let's add Edit Poly, go to front view and seductive faces, and select half of the model. Definitely. Hebei, select the angle. Here. Let's go down. And if I can find that, yeah, metadata ID, Let's add ID1, this console, and add id to write. Enable uvw again, open up the editor and biometric ID. Pack debt. That's going to pack. Really good. So let's go to peeling and open up the option or not. Let me go to Tools. First of all, relax. And it's hit Apply and wait until it's really flat. It might froze because as I said, it's not a proper software for unwrapping. Alright, and frost. So let me pause and open the max again. Alright. As I said, best way to cutting the human side to the zoo max, It's either using a polygon angle Smoothing Group or h. So if you, if you need to make the custom cards, just use the selection like so. Brick and patch. As you can see, it's doing. So. The only part of the model that we need to have UV right now is this part. And we can get away with D projection. So it's not necessary to add up the whole model. I'm just doing this for demonstration. So it's cool. Hello stat. Maybe. Now it's a good time to attach the part of the model together. For example, the hole piston. So let's go and select the part of the piston and attach one by one until the whole thing attached together. And now it feel to be a single mesh or not that part. Let me check again and disabled the Attach. Now solo. Right. The UV unwrap, open up, dead. Me, cut to some of the areas. Cynic this insight. Loans. I'm just holding control and double-clicking. And also to the other side. Here. Also. Maybe hear bleak debt here and here. Predicted again. And select this tree. Break. Go down and say make this parts to connect. Or pH, between these two bricks. Same tank or this mesh. And let's hide our cut here. Same thing but this mesh. And also one cut here. And maybe down here. Now, let's select these meshes. Y. Alright, now, let's select, for example, this mesh. Me hit double-click. Select the islands and heat pack anymore. And most he took your pattern. Maybe This teams, so pain. Let me switch back to here will be w. And this time use angle. Yep, that's a better option or this kind of shapes. And let me save, select the whole thing. Tools and relax and hit, Apply. Wait until the whole thing gets a little bit. Relax. Alright, enough for this video. In the next part, I'm going to show you how to pack your UVs. See you in next part. 28. UV Packing: Welcome back. In this part, Let's talk about the packing and tides. The relaxing. It's it's something not the perfect packing or relaxing, but yeah, that's something. So now we need to know how to pack the UV tides. The simplest way is the is to use the pack custom. Add little bit of padding to have more gap between the shells and start packing. Or if you want to use something, maybe you deem your, you might heard the terms UD m or your teams before. That would be multi UV islands. And you can enable that up here. Show multi tiles. And let me select this middle part. And you might need to have more quality on the textures for this area. And to do that, you need to have better UVs, are bigger UVs. Finished selecting that, alright, Now, let me grab them and put them in the next time. If I grab and drag up, as you can see, we are having multiple UDM UV tides. And now I can type this part in tight number two and tied the rest of the UV is in tile one and have better quality. And this part, so let me hit Control and invert the selection. Down here. This selected because as I said, Max UVW map, it's not the best tool for unwrapping, so unique to froze or freeze the other shells in order to pack the shares that you need. So let me select this shells and heat pack. It's going to repacked dad, but reset the position and put it in tight 0 to one. As I said. Now, you can push that in next tied by using this input numbers. As I see, this going to rotate the tides, maybe one and wished that one tile. Let me switch to escape. Scale the shales down. To be inside D. You'll be tight. If you if you have something in between two tiles at the middle, the softwares like substance to the painter, it's going to alert you. So always keep the ureter exactly inside D. Uv, one-on-one. Alright, let's all and freeze this tile. Right? Now. Let's fill these gaps. And peck again. Correct? It did something interesting and packed all together. So let me select this part only. And peck again. Alright, that worked. So now we have two tiles of UVs. And if I import this mesh inside substance to the painter gas or for example, it's going to be acceptable. So let me move this a little bit. Like so. And let's test that theory. So at a and it's probably on top. Let me export selected. It's going to be exporting folder of our projects. So let me give it a name and open up the substance painter. And if I hit New Project X part here, I need to enable the multi UV. It, okay. Yeah, it's going to be open that up without any errors. It doesn't have any high-quality or high poly or even Smoothing Group. And because of that, you see this harsh edges. But it's here. It's inside Substance Painter. So it's closer. Alright. Now, you know how to make UV for your projects. But let me go back and grab another part, maybe this part. And export that and rapid inside unfold or rhizome UV. But before exporting, we need to reset, explore, or and in Maya terms, delete the history. So they said X4, I said select it and export selected. This time. Tire. I believe I have the triangulation enabled, so let me go to Window and geometry. Now. Let's not enabled. So let me open up debt. Again. This is a free version, so load and it's good to Boulder. Important tire. Here we can select D, maybe tire and isolate that. Maybe select this two edges, C to cut. And this is so much easier here. And also here see, or maybe let's go down and cut through here. Now, if I hit Hue or unfold, It's going to let that out for us. Show. And let me set that to see on the 3D. And it's fun to be C, D-flat. All right. Hold control. And cut through. Serious. And let me select islands, unfold. Also, design land. Isolate this. Cut through here. Here. And here c. And ms see CH2 face. Go to where is it the Magic Wand and curved. Select this face and this face. And this face to cut through. And we cut through here. C and unfold. We are left with this part and unfold. Now. We need to go here and Hits page. If you want to use a UDM, can select UTI and tides, maybe ten to ten. But this time I need to use 321. Let's show them bolt. Select this part, or go to select Show, Model group. Select the objects. Going to select all the shelves, shift and arrows and okay. And this two and arrow key. This content and this tile pack debt, this content this time, back then as well, select this one and straight that out. Maybe too tight is enough. Content. Tied pack. Alright, now let's enable the textures. Can see we are easily making UV for D mesh. So I wanted to show you this as well. And that's up to you to decide which one unit to use. So alright, now, let me select the tire or maybe selecting all the mesh and reset x for all of them to make it easier to copy to other sites. So after that, you need to collapse that to a table poly. Alright, now, let me quickly grab one of these bolts. Deftly. You move that up here and tell me they love this part that out a little bit. Because as you can see, I forgot to add some details. So let me quickly make them shift, copy, copy and one more time. Thanks to rotate, to be more randoms. So also we have one more detail up here that I keep forgetting to add. And that would be it can achieve with the shape. This shape, Create Shapes From Selection linear, kay? Acidic this shape, reset the pivot and make it renderable. Rectangular. Less linked, more bit. And let me isolate that. Alright, now, too. Select the half, it, edit it but at Valley or Edit Poly. Maybe select this parts and shift pushed it back or we are not in the correct locations, so oh, no. Don't do that. Alright, That's not good. Go to front view and quickly select these edges. This faces and delete them. Maybe one less than it. And open border cap debt. And let's rotate that. So select these two faces. Change D, working pivot. Alright, shift and drag. Maybe this 1 first. Then set the pivot. Yeah, pushed it in a little bit. And it's acidic. These two faces. Maybe a first of all, work with this one a little bit and extrude that. This one in. Maybe make it a little bit like so. And here. Alright, now, cynic D, vertex, target weld and target that to get maybe not debt kinda, target vales. Front view. Maybe as we said, the king. Alright, so let's add a d, sub-divide it. Alright, my max, maybe getting crazy. So let me go and grab this sub-divide again. Riemann curvature topology. Maybe 200. Reset. Again. Not cool. So let's go and select the faces by angle. If Dean maybe these two phases. First of all, all the faces create clear all this stuff. Face, certain group one. I love this face to split up faces. Three. This interfaces for and I believe we need to add five to these two. Let's try again. Not symmetry. It topology 100. Compute. And let me go back here. Select these two face clear on maybe eight to be safe. And it's good. And relax. Alright. Let me grab some of the mesh and dead around. Two for here. Maybe occur almost 90 degree. I need to add 234. But some pipe here. And rotate that as well. Maybe make adhere to be closer to body. And scaling. Right? Now. Two more here. Select this and go to filiform shift, which didn't intimate in. Alright, one more in front. Let's push here. Alright, now, let's go and select maybe this tire or let me add this whole thing together. So acidic the rim, attach. And attach all of this together. Go back to View, select View, gizmos, So and go up here to mirror. And we have two options. Now that we have, we are done with D, making the tire so we can transform as geometry and copy and an x value. So it, okay, move that over. Here. Here. Let's select them both up and in front. Select this on. Now. Also the other side. Alright, now let's select D, tire and make kids here. Copy. Those are not in same size, so let me unhide everything and height all. We have something here to the debt. Go to left view, a door. I'll as well, so make it smaller. From the left view, F3. We make debt and put that in the middle right now and we can scared safely and pushback. Alright, now let's hit mirror. I mean locals. Let's go to View gizmo and same thing. Top view. Alright. Now let's meet or the piston. All right. Now push that back here from top view. And this piece here, so this one, same middle. And from top view at just the position. Push this to the next cell. Suspension and ladder. Now let's move to tire. Even further. Limited it to store. Select D. We need to attach the hinges together. All the details. And this henge and handle. Alright, so let's select them all. Its mirror and it's put that in either side as well. And it's a front bumper. What else? Maybe in high D. Then again. And move this piece over here. Also. It's middle, this y value, y axis with dead away. And in batch, attach it, these two together as well. And put it in the middle. Also. This NX and the headlights. Let me select the Chiemsee. Alright, last lie. Bolt here. Let's go back. Grab one boards from here. And let's select that Chiemsee. And I guess from left view, make it a little bit smaller. And up. I need to have, I guess 1440 maybe. Let me select and drag and hit 40, maybe 15 short. First of all, let's rotate d small x, so and in local, bit less. Alright, now, maybe more distance and 50. Well, let's do much. Alright, let's delete them here and maybe move them randomly. Now, let's select all this, redact. Anything else. And and maybe with the local. Move them down. Copy and shift and copy with the view, select it and put that here. And it is something like this. Next, I'll often and pushed him in. Maybe select 190 degree rotation from front view school and maybe ten times. And did it the rest. Maybe go back. I guess that's enough. This part. And in the next part, we're going to add some lights and per purchase seen for shading and rendering. So I see you in next part. 29. Lighting the Scene: Welcome back. In this part. Let's do some lighting. But before all of that, as you can see, I forgot a really important details so quickly that, you know the drill. Go to line. And without enabling D viewport one here, here. And maybe move it a bit faster. And add a d spline chamfer bit more. Before chamfer ink. Let me grab this to move them over here. Is fun, intimate up. And this font here. All right? Yeah, something like this. Maybe move this two or refined one more in the middle. Select this tree. And alright, now, let's go back. Enabling viewport and assurance result with the radius. Goo and rotate this one. Maybe move it here and insight and make it a bit bigger. Mine is a little bit different, so it's not that important. So let me go and add a normalized spline. Nuts and or maybe segments, right? Let's go back here and move this one up here and down the spine. Up to be more straight. Less chance, fair? Or C. Move that sounded around here. Maybe a little less normalize. All right, this is good enough. So let's go back and add more sides to the tube. And let's go and add. And it's poly. Select this edge or maybe on edge down. Convert that to mesh linear, rectangular. Make it bigger and push it down. A bit off. Pitch support. Open sub div and collapse. Had a relax the mesh. And it's uncollapsed that as well. Now let me go and acidic this edge. Convert that to shape. Move the shape in. Alright, now, it's probably safe. Loop. Open self-defense, tapered poly. Maybe Florida up itself div, school and select. Some of these faces. Do. Extrude. Alright, now, rotated a little bit and opens up the IV. Maybe a support down here and collapse. And maybe add a sphere. It's greed to act as screws. Alright, that's that. Now let's go and Andy, blend your band, sorry. First, reset to reward, you need maybe rotate. Not going to see the other side. So I'm not going to copy that right now. Alright, now. We don't have any kind of key lights or any sort of lights to this scene. This is just a ambient light. So I'm going to show you how to set up a light situation or scenario. And also the easiest way, the dome light, I'm going to expand this plan. Let me find a angle, maybe something like this. And create a camera based on days, anger. How to do that? Just Control C. And now we are in camera one. If I go to perspective, as you can see, our camera, create it right here. And if I hit C and have only one camera, I'm going to see through that camera. So if I have multiple camera and select one of them, one of the cameras, I'm going to go into debt camera directly. But let me create a, another camera. Maybe based on this angle. C is can see now we have two cameras. If I hit C to go to cameras, it's going to ask me which camera and I need to go to. So let's delete this camera. Another way to create a camera is to go to Create panel cameras and physical or fee. In this tutorial, we're going to use physical camera and simply create a camera by dragging right-click and go to that camera. Also, when you in your camera view, we can pan GST, just like the other viewports and can zoom using this daily. Alright, let's go to top view. Select the camera and delete debt. Go to camera. And let's see. Let's save the scene. If I want to render distinct else, I need to have lights are using Arnold render in this course. So I'm going to go to Create lights and select the Arnold lights. And only one option enabled are available. So let's click that and just click once. And if you are in high quality, viewports going to be darker. So the camera is created. We did target. I'm going to select the target, control, alter a colleague maybe here. And then going to talk to you. Moved it light, go to left view and move the light up, or simply using this input values and your desired value. Let's go to camera view. And let me go to Arnold render view. And for now, sit there and they're sitting too. Yeah, that's good. So let me hit Render. By default, it sets on CPU, but for look there, you can switch to GPU and I'm going to discuss that in the render part. Alright. Let me quickly select the lights from Explorer and go to Modify. We have quite a few options here. Light type. We are in quiet now. You can switch between points that's going to be omni light or ambient light, distant and spots this cylinder and sky dome. So let's switch to spot and go maybe in board view. So let me set that to left. Set this to top. And this one too perspective. Alright. Now we are in this scenario, set the light to spotlight, and as you can see, we have a cone and shooting directly at our, at our models. So we have control over the radius. That's going to be our light poverty. And angle. It's going to decrease and increase the angle of the light. Also, lens radius. I'm not using the lens lens radius of friendly, so I'm not going to do any change. Just be careful and check if the normalized energy is enabled. If normalized is enabled, you don't have any control over the radius and just the intensity and egg poacher. It's going to be enabled for you to control the energy of the light. So let me run the RenderView again. Disabled the energy. I mean rank viewport. So let me switch from top. You can barely see the model. Let's go up. Increased energy. And as you can see the light, it's going more powerful. Maybe 50. And it's cooled down. Add more intensity. More exposure or less exposure. I have a problem here. I need to select this part and assigning material again because our new mesh has different material and as you can see, it's different material or darker. So again, alright, now let's render here. Go to top view. And for now, let me sing update, disable this sin update, and select the light with the shift and move me move the light and create a copy out of there. So let's restore sin update. Its can see we have two lights and shadows. So or disliked school and maybe move it a little bit down. And behind the mesh. Alright. And acidic to Target's. Move that school to the light property. And add more exposure. Select the first slides and maybe add more exposure here as well. That much. Right, let me switch to, say first, switch to GPU. In our node you can go to render view or hit F2 can make here. And system device, GPU. It's going to tell you some of the nodes might not work with the GPU. So hit Okay, and select manually your GPU. Right now, the first time it's going to be it's going to take the lungs. So be patient. Needs to compile these shaders. Finally. So now if I all of my scene around, it's a little bit faster. And I already add a sub t if the whole scene. So that's might be the problem. It's really heavy. And because that is the instance I can disabled one of the measures and disabled for hold scenes. So let me run IPR again and see if it's any better. Alright, now, let's go and select our slides again. Maybe move this over here. Alright, now, first option general, you can control over the target and on and off button. For the lights. The shape that we just discussed, you have option over the shape of the light or type of delight and little bit of control over D, poverty and angle. And it's always visible in viewport shape rendering. That means you can see the light. But we are using a spotlight and there is no visible shapes. So in contribution, we don't have control over the light shape. Color intensity. You have control over your color. If I change the color, as you can see, our lights can change. And also you can use preset maybe daylight for the recent, maybe warm color, or just add your Kelvin. A value. Can see you can make the light warmer and colder. I'm just using the colors. So in intensity, as you saw before, we have control over d and general poverty off the light. And also normalize random sample. You can change the rendering sample for each light or as we going to see in the rendering part, you have control over the sand parallel in the light render view as well. So and also in contribution, you can tell the light if it's going to affect the diffuse specular SSS or other channels. For including and excluding the lights. You can simply select your object. Let me, alright, let's be around there. So you can select your object, go to modify and select D are not property. Go down to the light group. And enabled light group. And RED R4, R2 lights already in excluded for this mesh. And as you can see, this mesh is going to be dark. If I double-click on Arnold light one, it's going to put that light to include area. And the second light. And this way you can exclude an include lights inside the R-naught property. Alright, let's delete that because we don't need to use yet. Alright, now, let's go and add another light. It's disabled the update a scene. Go to Create lights, Arnold, and create another light by clicking. Now, go to sitting or modify panel. Change delight to sky dome. And if I go to Tools and D Light list, you have a list of our lights inside this scene, so you can easily turn them off and on. Let's turn these to light off. As you can see, they are going to be dark. So jars with the dome light. Let me update the scene. And it's going to be too much. And white school and it's minus five. This kind of light. It's going to be perfect for ambient lighting. But also, you can add a texture to this slide. Because as the name says, it's Sky do let me first rotate the light. That's correct. It's not rotated. So let's go and in color intensity, select the texture, enable that. And hit this button. It's going to open up the material map browser. Open up the environment and HDR environment. It's going to open your window and let's go and select a HDRI. Open up that it's going to be our light source. Than me. He's updates. Alright, now it's affecting our sin. And if I go and enable the light shape visible can see the shape of the light in the distance. And normalize energy. Maybe less exposure minus two. And height to plan for now, I'd selection. And that's going to be my key light. And I'm going to delete these two lines and make a disk. And maybe add some colors to that light towards lights. And you put them in there, in here, back and front to act as a rim light. So let's go and continue in the next video. See you there. 30. Continue Lighting the Scene: Welcome back. In this part, we're going to finish up the lighting. I need to have a really stood UV light or interior light for the HDR. So let's go and let me put the light list their way and make some room here. Alright. Maybe not show. Alright, we don't need those buttons anymore. So first of all, let's go to dome light and change the map. Maybe to this one. Yeah, it's one of the substance 3D Paint painter standard maps. So let me open up there and hit IPR. Unhide on to unhide the plan. Maybe a little bit of zoom, click the Render View. And let's move that closer. Let me check the samples or the R naught minus three, minus five. Alright. Then, now let me disable, dim light, the light on the go and select that light. Go to modify. And let me change that to maybe a form of color. And 0 or maybe two or three into 56. Yeah, six might be good. Open up the other light. Select a light to target them. Up, to add lights in the background. And maybe some kind of bluish tone. Alright. Let me enable the dome light again. Go to property and disable the light shape. Maybe minus three for the exposure. All right. Now let's check the sum of these areas. Maybe disable the updates scene and select this. Maybe move that little bit down to have less gap down here. And it'd be clean. Alright, maybe. Let me go to left view. Expand this parts, let me go and add it to free-form school and this parts. Let's select D. Kevin, a few of you again. Yeah, kinda. And let's try. Another light for D. And Y meant dominate. Going to open up deep metro editor and drag and drop the light instant. And inside this HDR environment, forum or cell, we're going to discuss that a little bit later. Maybe rotate the light. And by rotating the lines, we're going to rotate the whole environment. Has, can see the whole HDRI is going to be rotated and also the light source. And also you can switch your environment to something else like this. Let me rotate. This slides. Really nice shadows on the needs of the locomotive. And yeah, that's might be it. So let me go to light listed again. Say about this slide and lighting back. It's not affecting too much. I'm seeing a little bit of blue. So let's select add lights. Go here and maybe add more intensity, three. Alright. Turn on the lights. Snake that. And maybe add to or the intensity to save it to lights. And all the updates. From top view. Let me you move that light over here. Update again and enable the sky dome. And the other lights. Little bit less saturated. Alright, light might be changed after assigning the materials. So let's hit pause and open up the material editor by hitting M on your keyboard or click on this icon. We already have this tree. Let me delete them. If I expand the metro tour, as you can see, we have one sidebar here, and one navigation bar and parameter editor here, and also a big graph. You might see the material aid or like this as well. And that's going to be a old material editor. I'm not comfortable with this kind of arrangement, so I'm using the note based. But feel free to use an experiment. This one as well. Alright, now, you have some options up here. Assigning material, pinging material from object and get all seen materials and usual stuff. And more important. Art is DTW, my graph parameters and also the browser. We have two kinds of materials right now. If you installed the VRA or coronal renderer, you might see the corona render and we re materials as well. So we have two options, general, that's going to be standard to DMX materials. A new physical material with some presets. I'm going to use this blend some materials and some other materials that you might not use. Anyway. So the only important materials or physical material, blending materials and PBR materials, metallic roughness or specular blessedness. She did it debt. And after that we have all the materials. We are going to use a lot. And AOVs. Most verse not going to use the advanced material creation and surface. We only using standard surface may be using car surface or cart paint. And yeah, that's it. Some utilities map to material and pass two rules. Some of the standard notes for our node and volume are going to use data. And after debt. In the next section we have maps. If I'm close, if I close all of them, as you can see, we have ASL, gender or sell the new material creation insight to the max. And there's a lot of materials or a lot nodes hiding behind this accordions and not going to use them. Because That's going to be the whole tutorial. So general the old materials for the 2D max and also all of the nodes that's connecting to our node shader. It's going to be in here. In the notes section. We're going to use maybe the texture section, MH and utilities. Now. Maybe if I can find them. Ambient occlusion here, I'm in a collision or masking and also curvature. I don't know where it is, but you can always search. Curvature maps are no utility. So utility, we have curvature. I'm going to use curvature and ambient occlusion for the Musk Inc. and also scene materials. So that's debt. Let's go and continue in the next video and add some basic materials to the scene. So see you in next video. 31. Adding Materials to the Scene: Welcome back. In this part. Let's go and add some material to the scene and render the scene out. So first of all, look div. If I expand the render view, you could, you can go to Setting and add a Dino is there to have more faster rendering. So let's add a optics and hit Render. It's going to start rendering and the noise, the rest of the scene or rest of the render. If I disabled, as you can see, it's going to keep rendering progressively to achieve the maximum sample that we just set here inside Arnold render minus five in PV. Now, stop and add a Odeon. It's the newest denoising. So let's use that and see the result. It's much faster but that clear or it's still running. So in my situation, maybe using optics little bit better. So let's use that. Alright, now, let me move things around. Maybe expand a display or expand the viewport. Physic physical camera and open up the render material editor. P. Move this thing here. It's so hard. Only one displays, so alright, now let's open up the materials. And general default materials. And D are not render view opens and we have ability to select the models. So if i not staking, we can change debt. Let me see. There was an icon here before. So they might move that around. Centrosome shape picking, Yeah, that's it. Now, we can't pick the shapes. So before I start rendering, let me go. And here in Scene Explorer, let me talk a little bit about T. It's an expert order. Inside this Scene Explorer, you can have your all your models visible, right? You know that. But it's a good habit to at the part of the models, the different layers. So this tutorial, I'm going to add only part of the model. So I just picked, select this parts if I enable the wireframe. And those are selected, as you can see, right-click. Add selection to a new layer. And my selection just added to a new layer. You can hold, click, hold, left-click, and change the name of the group. Select other parts that might have the similar mesh. And I click Add Selection. Too. New. Parent, just pick, going to scroll down and pick this layer. And now those are in the separate layer. And if I double-click on the layer, as you can see, I'm selecting the tires. Alright. Now, let me select the geometries by going up here. And instead of all, let's switch to geometry to select only the geometries, deselect, ground floor plan. And this parts. Because I believe I have open up deep enabled. How many buildup and South Dave? And it's been subject to part of the mesh. So if I delete that, or maybe now let me enable the open sub d for this part, maybe unique debt. It's mistake. Let me go to my scripts and a summand is grieved, delete or modify it one more time. Collect, sub div, select that and delete modifier. Do the job. Yes. Alright, now modifier is deleted. Select all of the mesh and convert that to read Pali. Alright, now let's good to tires. Select the whole tires and open supportive. Alright. Sending this piston, it's on of this components. Let me, first of all attach them together. Now attach that to d under piston. They aren't having a same materials, so except this two parts and D bolts. So school and select this part. And also volts. Alright, let me check again. So this boat and other site and detach them. Alright. Now attach on of the material. That's the same. So let me go back. And elements selection. Select just this metal part and detach that as well. I touch D chess His together. Maybe. At edge dare to spot as well. Rest of the piston at HD tank to here, here. Also, maybe all the bolts, but let's not do that for now. And this parts and curbing doors so distinct appear. Alright. Now and it's attached the pipes together. And dangerous too. Alright. Those are the same material as headlights, so let me attach the head lice as well. Now, attach this Chiemsee to the tank. And let's detach. First of all, in the d subdivision, D, this thing, detach. And let's go to the other element, selection, control and detach. All right, I'm not gonna do that in other way. And their sites, so now let's, I already add d opens up DeWitt one iteration. Now let's go and add some materials. Let's start with the tires. So open up the material editor and also render view that's minimized in the other screen. So alright, let me arrange this like so and go to Material Editor. Materials, general physical material. And let's see some materials in action. So double-click it a or. Use this arrow here to assign the material, the scene. So let's go and hit Render. And also you can hold Shift and select just this area to render. Alright, now let's go and from presets, select the rubber. Alright? Now, in, let me see if I have any other runners. No, I haven't. Maybe rough Let's stick or maybe Matt. Rather it's good, maybe much plastic, rubber. Alright. Now let me select this middle parts and minimize the material. And another material, or just hold, shift and drag to make a copy. Let's name this material up here. Tire. Select this one, assign that to selection. And let's switch to maybe a copper there at all. So let's work with debt. We have few options inside each materials. Let me show you the basic standard settings. We need to have a base color select here or assign a base color texture map. Maybe. We need to have metal layers. If you're working in metallic roughness workflow. You need to have roughness. And if you want ambient occlusion map, normal map for details, emission or emissive map or fake lighting or glowing effects or neon effects. But possibly the map, as the name says, Opacity and displacement map for having some displacement or hides inside the scene. But more complex materials like this one have some extra options. Roughness for just base color value. If I add one maximum roughness, it looks a little bit rougher. So not that much difference. Reflection. And that's the metallic metal plus one. If I add 0. As you can see, it's look like a plastic now. And really nice plastic. Alright? Maybe adding a value of point to here. And Demi can't capture the color. So let me go and change the color with the color picker. Maybe make it a little bit darker, a little bit more. Rex. That's not too bad. So let's keep that inside the reflection. We have also roughness value. So if i at the value of 0, it's going to be shiny. And if I add value of one, going to be referred. And the IOR that determined by this IR inputs. And that's the IOR for the d metal. You have transparency. If I add one, cannot CD regime. But you have the ability to see the metal layers. And if I disabled limit ulnaris, it just glass. So 0.20 maybe, let me add a one and at a depth of two to make a ticker glass. Yeah. Let me hit Save before crash to maybe correct Shane. No, no, no, no, no, no. Glasses or this harder to render so it might crash. Didn't crash. So let me add a 0 for gifts and don't mess with it. A transparency. Transparency. Alright. We have on the emissive. If I add one, you can see it's almost glowing. And let me change the color. And maybe a value of 0.5 here, that's nearly look. Alright. We have anisotropy and it's going to be have some VARK to the reflection as well. And this are just the inputs. Displacement if you have any displacement map, pump normal and all that good stuff. So I think that color is not that bad. So let's go to the entire and make it a mic, the tire little bit darker. Alright. Let me hold Control and drag and select the middle parts. Select this material and that is seen. And you can find the material if the material editor to the scene or not by looking at determinate. If this triangles exists at the edge of the the corner of the thumbnails, that material assigned to something. So here you can right-click. And let me see. Select Deselect by material. It's going to select your mesh. So let's go to presets. And inside the metal area, maybe. Is it the brushed metal? Little bit too light. So let's add a color of AB, a little bit more than 0.5. And reflectivity of maybe the mental illness needs to be 0.2 as well. Yeah, that's good. Let's add this midtone to T, bumper. And Chiemsee. Let me expand my selection sitting at this metal to the chassis for now. And also the bumper. Yes, not bad. And it's not copied dads It's make a copy of this tire. And first of all, let me enable the shape peaking again and pick this shape. That debt. Oh, gotta be kidding me. Let me select this two by hand. Assign this material. Go. And at the polished aluminum metal wholeness of 0.3 maybe. Yeah, that's not good. Let's go and maybe mats, aluminum. Yeah, that's much better. So alright, now let's go and create this material for the Patti. Fit our node surface shader. Now, you can't use car paints. Let me go and select this piston. Assigned material. As you can see, it's red now. Maybe now it's the good time to add a open sub div. This part only with two iteration. And the render again, by selecting a system, we have a rather complex material. And don't worry, that's not different than the other materials. So we have base color and base vacate. It sets to 0.8. Let's set that to one. And let's go to more bluish. There's something like maybe a bit green. Alright. Now, specular color, the color that's going to be Schein. Let me greenish colors, something like this. Alright. Now let's select other parts of the body and assign this material to those areas as well. Switch to camera and SYN-ACK this part. Now, that's a little bit off. So let's go and select blue value. Maybe. It's not bad. And the specular roughness, Let's add a little bit more roughness. 0.3 maybe. Yeah, That's good. It's almost perfect. So let me select the spring and assign guess this material. Alright, that's good. And the door and assign them that color as well. All right, that's good. Let me call this material body and this metric. Let me stop the update. And this one orange thing. Let's close the render Windows. Right-click. Select by material. It's going to open up the selection objects. Select them. Brushed stone, aluminum. Right-click, select a gray material. It's going to open up this one, and that's chassis for sure. Alright, now, we assigned some basic materials. I'm going to assign more materials in the next part and ten, using, you're going to add more excitements. They said to the materials and have some different values to different, at some different values to the different part of the model. With the help of the D maps and surface ambient occlusion. And also the other one, the curvature, utility curvature here. So see you in next part. 32. Continue Adding Materials: Alright, back to Material Editor, again. Capturing the colors, let me just drag and drop the concept into the Material Editor. And this way we can barely capture the colors better than nothing. So let me move that here. This is our render right now. It's a lot toy and duplicate toys. So let's add some variation to the colors. And to do that, you're going to use the curvature and ambient occlusion. And the best way to have those variations is D. First of all, isolate D selection. I just select the selected part of the mesh and he'd isolated. And if I render now, as you can see, we are just rendering the body. So this way it's a little bit less heavy. So I'm going to for now grab a PBR materials on base and select that to the scene. And assign it to the material a little bit. A better looking than the other. So let's go and add the ambient occlusion. And ambient occlusion and node. From our node has a little bit of settings to sample. You can change the sample in the render view as well. Spread. That's going to tell the material or rendering gene how much ambient occlusion is spread. Mesh, black and white, and fall off near clip and forklift. We can see that in action. Alright, let's go and userData open up the user data and user data RG B. Alright, shift and duplicate that. Let me go and pick this color on the concept or the top one. And this darker color. Here. We need to combine them with ambient occlusion Mask. Alright, now, let's go up. Inside the generale. We have color composite. This is the old one. And inside the cell we have new composite. That's the little bit better looking at the darker color to the top layer and the lighter color or base color to the bottom. And top layer alpha using Ambient Occlusion. Alright, now, for now, let's connect the ambient occlusion to base color to test the ambient occlusion settings. So bait to compile. This version is a GPU utilization is really awful. So let me hit stop and switch back to CPU, school bag to render setting or F on your keyboard system and security device to CPU. Let's see if this is any better safe for now. And start rendering. It's a little bit better. So alright, let's go to the store. Assign this again. Alright, now, let's go to Ambient Occlusion not and maybe I need to Far Clip and 82 near clip and maybe fall off of the one spread. Let me add more spread. First of all, hold shift and drag, maybe around here and see the result. Data ARD alone. Maybe disabled denoise to see more clearly. See it a bit of evolution. Maybe change the colors. Purple and green. All right, I'm not seeing any changes. We keep putting down the Barkley. Then it would have chlorine here. Maybe deep love. Alright, now we aren't getting to see some changes. Alright? We have a little bit of green collected down there. Isolate this first and spread. And we didn't normal IMRT, it's going to be merged. Self only. I believe that's enough for the occlusion. I love minus alright, now we have something down here and this a dentist. So now let me hold up the Update. Save. We don't need to have this colors because d new. I'm puzzled, or cell has the collars on. So let me sample the button color one more time. And top color here. Now, let me grab the output and connect that to base color. Let's see it updates. And They affect its d here, but it's a little bit, but not quite there. So let me go and make this color a little bit darker. Alright. Now, school and grab the curvature. And let's connect that to base color. For now. It's updates. And it's not showing us anything. So let me switch these D or maybe add some noticeable colors to the compositor and can take that as a mask and connected to the C. Alright, Now school and maybe switch that to concave and radius. Little bit more. You can see we have some green connected here. If I switch to convex, again. Now we have selecting the edges, spread and threshold. And maybe a little bit of multiply to make that effect stronger. So then you stop. You have this color. Alright, now, connect that to the RGB layer. And let's change the top to maybe raise it can serve to maybe something like that. It's captured this bluish greenish thing and maybe make it so much darker. Alright. Let's see the effect. Let me change this color to see if yeah, that's effecting. Happens. If I change that to white or black, or maybe perfect black. K. Let's go to curvature and spread radius. Alright. Let me save. And we dealt isolation. Alright, maybe make these colors a bit lighter. And it'd be around here. This color later. Alright, Almost. Now, if I add that color to d by dy, d car paint material, you don't see the inputs if the material collapse. So you can't, you can select the output, drag and drop it here. Alright. Now, let's select this and assign the material back. You can see we have some flickers going on. That's because here, flex. You can select the legs and add a bit of color to that. You don't need to have that much details in materials. So let's select the PBR metallic roughness, and assign back some more simpler material. And it's looks much better, so it's stop ME select D spots. First of all, let's detach this part and attach that. You need to also these two parts, or maybe this part as well. And Sinek this attached to this part and also this part. It's going to ask you to change the material or nuts. And let's add this same material. Render again. Alright, now, let's select the new parts. And see, we had a subdivision enabled. Maybe for this part, you delete the subdivision, then attach and opens up Dave, to a deletion. Alright, now, let me copy this material and go all the way up. And maybe colored collection. I believe we have a new color correction. Can be ASL as well. If I can find that color key, now, it's not match color. Now you can see that prediction utility, UV value. This is the new one. Alright, now, let's grab the output with dead inside the input and maybe see the new color correction. What do we have here? O is so much complicated than the other ones. So let me go to general and color correction. Yeah, there's much familiar, so screwed up the output and then connect that to input. This new material and assigned to only this parts. It's good to collect collection and make that in a bit darker or lighter. Depends to you. Let's select Render. Start that. Maybe lighter, maybe a bit less saturated, and less contrasty. More sample. Here. Maybe eight. The curvature, maybe less radius, two. And go to both materials. And the value of maybe 0.5 for the roughness. School and maybe white color. Cd effect. Alright, that's not good here inside D. Color correction. Me pulse rendering and and or is it D. Let's duplicate this to connect that to base color. And we see the result. Alright, That's better. Let's go here to this base color and make this color a little bit bluish. And top color a little bit darker. Now, for this color, the edge, valley of black. Curvature spread. Maybe connected curvature to the base color humanely of light. C, d effect first, spread of one, maybe two. That's the maximum. So let me add more ideas. Alright, now let's change the color. Black. Also the top part. Alright, Now let me see your concept. You would go to these materials and put them to the concept here and collapse this nuts. Delete to car paint. This, collapse these two as well. Alright. Me organized stem like so. Alright, now let's select material. Duplicate that. Let's go here. Barely see this material. So let me select this material scholar and also this color. Let's add that to D speck part and top. Silicon atom boats. And dead material. Right? Not bad. Not bad at all. So here's good. So let me go up, find the chassis and make it a little bit darker. Not that much. Maybe sample the color. Little bit darker. Now, maybe. Let me duplicate this again because this is much simpler material. And go. And let me see the pattern color. Darker, lighter here. And this part, I'm going to use white color and select the Chiemsee. Assign the material. Let's go back here. Make that to be this color. This one little bit darker. And this part, Let's duplicate the curvature and grab the end and put it in the channel. Maybe less radius. Sqrt. Me, hit Save and see the result. Maybe a little bit more. Radius or a spread. This part. Maybe radius. But to Cutler and needs to be something like this but lighter. Maybe no multiplayer game unless around. Yeah, almost here. It's good. See the results. Alright, that's good. Let me select this area. Go to the piston and ammonium and maybe less roughness. Alright, almost. And I'm going to repeat this process or the tires and all of the assets in the next video. And maybe why maybe we need to add this sign here, this number to this part. And we already made a UV for this part. So there should be a pretty simple job. So let's see you in next video. 33. Refining the Materials: Welcome back. Let's continue adding materials to the scene. For the tire. See, we added this thing to the tire, so let's continue with that. And maybe shift, drag them all. Collusion, composite and here. So let's drag the output and put that in here. Alright, now, resumed concept. And its darker value gets even darker. And the lighter value o, this is a darker value, so not that bad. Alright, that's good. All right, let's continue. Here. It's D and D. Maybe same color. Really write lighter and multiplayer and curvature. Radius. More. Alright, that's good. Yeah, I'm happy with the result. So it's kept debt maybe to here to the base color. Our tire. So safe or Control S. And the orangey teaching me sitting this buff and disconnection roughness. Say that the connection, and that's it. This is almost just a color. So maybe using the concept. Let me sample the color. Let's delete that. And control shift is up. Change the name to Orange dream team. And really zoom. Right now. Lighter color. Let me sitting during the spring. Alright, now let's go to here and let's see. Unsaved. We need to have a black edge and also maybe almost to four radius. Let me go back here and make that a little bit orangey. And also here k. And for this part, ME add more poverty. Bit multiplying. Alright, and concave. It's not good. So what do we spray that more? More ideas. Maybe change the color to something more obvious. Alright, so we don't have, the effect. Does even connected to her, I am poor TEM. Scanning this first. Alright, threshold was really high, so you can connect that color back and change this to black. English or some sort of creating. Maybe blend mode. Can Linear, Dodge or linear. Let me choose a different color, maybe darker, almost brown, and convex. With more darker and more stair. Maybe, maybe a soft to oh, that's too much. Alright, that's good. So let's go and see something else that has that color. And you don't have that. So let me connect that correctly. 2d. Where is it? Deep? Bottom layer. Alright, now, let's duplicate and a safe. And this time let's go and add this color to the zest. This thing needs to have the body colors. So there is the body. Maybe at this one. This one. Yes. Good. All right. Now, this thing here that's bothering me and debts, the fact that we are, we are having separated objects and we can connect them through the mesh level. And because of that, for the body, at least go up to the Arnold and choose R naught surface material and go down and inside the bump, just something called round corner. And this round corner, it's going to melt the part of the mesh together. And those mesh, our mesh debts sharing the same material. Let me add the round corner to the normal inputs. And this color, the color inputs. And let's add those, that color that material to this shapes. And let's see the effect. As you can see, it's welded now so you can always go back to round corner, add more sample and more radius. And in here, as you can see, it's completely, completely that the mesh together and the detail almost guns. So let me make that a little bit less. Maybe let's switch to this area viewport camera and see they've picked up close. And maybe 0.5. Let me disable this and see the effect on and off. Maybe two. Maybe five. Can see it. Keep going. So ten, almost completely developed it. For this area. It's a little bit too much. So let me add self only. And no, I'm not going to do maybe five, little bit less. 33. It's not bad. Alright. Let me connect this one. And let's can see we don't have any line here and list. So it's little bit too much to or maybe one. Alright, let's get back to a physical camera. And you can have this effect. For chess. Yes, Bill, you guess. Where is the Chiemsee? Select by attorney on its legged. This is D roof. Roof. Cynically material hit Select. And this is Jessie. Alright, now, Shift and drag. And Let's connect this color to base outputs. Now, select the Chiemsee. Assign new material. Let's see, the result. Might be a little bit too much. So let's go to round corner point. I've maybe and inside the material, that chest as well and cytometry on specular roughness had 0.5 and yeah, it's good. All right. Let me see the other materials. Maybe for the this part. Can use the chassis material with little bit dark. Go here. Make that lighter. And this is the lighter as well. And for D care of a chair. Let me see what I had in here. To me. Duplicate this curvature from veils or rims and connect that to mask and change the color to more. Let me see the darker value k. Let's go back and get a bit more darker. Alright, now, inside the material, it's added a bit more roughness around 0.7.6. Alright, It's good. Now, from here. Let me go and grab one of these materials from top right here. Duplicate, named pipe is Zoom, concept. And connect a color. From here. Sit. And let me select the pipes. So maybe pipes. Good. And assign the material. See the result. Yeah, that's not good. Go and add lighter color to get curvatures. And E almost. Alright, now, for the exhaust school and maybe use this roof material, sign that it's going to work. So maybe for this art and also this holders. Also I here, here. And here. Add the same material. You may see me doubt selection. Still safe. Let me activate d of ticks. Gnats bet. So we left with some areas without the material's going to add materials to those areas. In the next part. Let me add the open sub div to body. Again. Alright. Save, disabled the de-noise and go to Render settings for now, set that to minus tearing the default setting. And it's hit Render. Alright, so we need two different materials to D bomb purse as well. Some material here in exhaust. And maybe a little bit of highlights to the chassis as well. And maybe make the tank, the gas tank little bit bigger. And the almost there. So see you in the next video. 34. Finishing the Materials: All right guys, let's continue and complete shading. First of all, let me make this graph a little bit cleaner and organize the materials. This is the roof and the exhaust at the top and despair component. This is a chassis that not use it to delete that because we have a round corner for welding things together. So this is the new material. You don't need this curvature that not connected to anything. Alright, now roof team and this is D, buddy, but for this part, so let me, this thing is connected to something. As you can see, we have some triangles at the corners. Let me select based on material. It select. Does chess see, I guess I can see what's selected. So I'm rendering, so let me disable the rendering F4 nuts and selecting anything more? Biomaterial and it's dead. Select also this part named Buddy. Well, that up here. And what's this, the buddy. Alright, so let's delete this shader. Not all of them, just the shader that up. And this is the bot itself. Alright, now, we need to predict this number or this code, this part. So first of all, let me disable the sub div. Select based on elements. Detach and open subdivision again, for this parts. Select only these parts and Demi, duplicate the body shader body weight. Code, a guess. And let me duplicate this composite and grab the output of this one, the previous one to the button. Open up debt to the bottom RGB. Oh, to bottom layer RGB. And let me close this. And a white color for foreground. And we need a mask. I already made this mask out of the concepts, so let me just grab, drag and drop it inside. Metro editor. And put this as the top layer alpha mask. As you can see in the thumbnail, we have the code generated for us. Alright, now, the only thing we need to do is assign this material that this art and drag and drop the output here to the base color albedo. And let me isolate this part only. You can see the texture here down. And because we have UV and this part, we don't need to have a prediction kinda takes. So let's go back to the mask. Disabled the tie. We have some options here, such as offset tiling, mirroring, and also rotating. Also down here. The only thing that's important for you at this level is invert and amount of output or gain. And that's it. You don't need to know anything else too. Be able to work that day. Textures. And also this is the bitmap, standard bitmap frontier, this mix. And if I go down, down to the note section, you can see our node. And I guess texts share your image that I can drop it does the same thing with a little bit more complication and distinct Can you DIN type? And if I if you're using a Judy, I am, you need to. First of all, let me open up my image again. Next project. Render a scene assets image. If you're using something like UDM tiles, it's going to look like something like this. Maybe maybe like soap base color. And you didn't, you didn't tie number at the end. So you need to just hover over this one. You Di. And it's going to recognize the whole year them tie and project data to your model. So that's dead. You have color space, you don't need to use that. Nothing else. Does the UV offset rotate and all that good stuff. So doesn't matter if you using this one or the max standard art image for this kind of situation, disabled child. So we no longer tiling the image and repeating the image. So let me use tie offset here and offset up. Again, again. Offset up. And I've said here, let me see D concept here, maybe a bit more up. And I guess we're good to go. So let's go back. Save Arnold render view, the noisier optics, and render. And guess I mean GPU. So let things get us started and I'm going to switch back to CPU. Alright, let's go to sitting or if ten, system and CPU. And there you go. You have the sign here. So let's continue and add some materials to this part letter, letter and maybe this bolts. So let's hit stop and close the window. Let me select all of these. Imine see, cynic based on materials. Maybe this one as well. And select this part. And make a selection set. Guess boats. And this, It's already have a material assigned to. Let me go and find it. It is pipes, D, chest seen, roof buddy. Let me select that. Go to material and acidic get from selected. And here this is it. So it's pushed it up, open up the selection set, and assign dfs to the whole thing. Also is a Chiemsee gets down here. It's the chassis. So let me select D, D, bomb purse. So this part, the headlights assigned. And here as well. Alright, dx asked me cynic the whole exhaust and isolated. This part needs to be splitted bit from the rest of the x. So let me go and select maybe here and here. And hit, split this new lemons and go and detach there. Select the open borders and see. Isolate only this part at the bottom. Which support. And a, if the loop around here. And here, we go back up the rest of it and just sit in the open. And one more edge support here under. Alright, now we can assign different materials. Select this. I'm maybe I need to split this one as well and detach open border and also the other part. Alright, Now, this part here, here and here. Maybe let me go and. That this piston, aluminium. Add more roughness to that. And assign. Now select this pipe and this question editing. And assign d not Chiemsee the roof material. Alright, now let's open up the render view and hit Render. Alright, maybe indistinct it a bit too light. So color maybe here. That should work. And less roughness. Anybody brighter? And a bit more? Great. Now, let me grab maybe this top here, the curvature mask input from here. So select the back color off, something like this. For granted, if something darker and assign data to base color map. Now we have a little bit of shadow here. Alright, now let's see. Maybe we need to do something like debt for the piston material as well. Shift and make a copy. And Victor to base color from output. And let's see, there is odds. Maybe a bit brighter. Alright. Let's select the disk bolts as well. I'm just holding control and selecting the bolts. And open up the Manage section set. And this window, it's going to pop up, open up deep thoughts. And there's a D add selected objects. So I'm just selecting this one selected to this bolts. Now we have all the boards are selected. And if I search here, alright, now me assign this material to that part as well. Alright, next, good. And we have some boats also down here. Let me try selecting them. And this select one of them than there. All right, and I need to attach them together. So let me just isolate. Now select one of them, opened up the attach by clicking this icon attached list, and throw a attach all and exit the isolation. Now let's go back to editor and find it Chiemsee down here, and attach the chassis material to defaults as well. Almost there. Let's select a suspension and the same material as roof. Assign that. And the headlights. Let me grab a doesn't matter if you're using deep a standard surface material from Arnold or PBL, metallic roughness. They both have the emissive color, roughness and metallic. I'm going to use this simpler version and add a little bit off, emissive. Maybe in lighter color. And almost no color. Sine debt. Let's see an injury salt, safe and Arnold render view. Let me see just this art. Yeah. It's looked like the headlights. So maybe you move them a little bit in. Yeah, it's good. And by rotating one of them a little bit, that boat, just one of them. Oh, I need to detach them. Or just simply rotate in. Sublevel. Add more randomness to debt. Alright, What happened to the tires? I think just individual board. Looks really strange. So select this tires and go up orange rooms, sign that. We need to assign the chest symmetry on to here as well. So let's go and find the chassis or maybe a roof to have more random hue. So select this and assign that. Maybe this spring getting up here, the orange ring. This part. That's me bodies. So let's go ahead and find the body. Maybe add debt and assign d z, d x disaster. Now the Chiemsee. And piston material to this boats. Yeah, let me see what color our day. Alright. Those are chess see roof. Alright. Let me make this a little bit bigger. Maybe the whole team a little bit bigger, and move the two. So in France, we have distinct needs to be same material as body volt. These two materials as exhaust. And maybe let's add a are entered into this front part as well. Alright, now let's hit save and run that again. We Dao De selection arts. That didn't get back here. And let's disable the upticks. See the almost final result. Maybe add a box. And to surface stuff this piece and move it down. Put that here, make it a little bit bigger. Pushed it in, push this one in as well. Rotated a little bit bigger. And just a chamfer. Chamfer and a open subject. And let's assign the body. Go to Camera S, or maybe it's at this, a little bit dense neuron. This window opens up the, see if I can add something like debts. Alright, now, let me chamfer this edge. Yeah, we can have some Ting and Chamfer data again or maybe extrude in that the whole thing, this justice edge extrude in a little bit less wide. Hit. Okay, and let me add open self-defense sea salt and go back to render view or camera view. S with D. Another version. And let's open up the render view and hit Render. You focus in this area. Yeah, that looks good. And I guess we are Almost done. That's good. And just a little bit of touch. And we are ready to go. In the next part, we're going to change the render settings and render the whole thing and finish up this course. So see you in next part. 35. Rendering the Scene: Welcome back. In this part we're going to add some setting or changing some sitting inside render engine and make a output trend. So let's open up the render setup by hitting F ten or click on this icon. Make sure you are in our node. Run there and gene the default render engine. And first of all, let's skip the common settings and go to Arnold render. And let's go down. Uncheck preview. You have two options, adaptive sampling and progressive rendering, or just sand pail by hand. And this samples determines how clean your image would be. So you can't select part of your model. Let me remove the noise errors and around render engine and increase the amount of camera or the base sample. And also, you need to go back to common setting and maybe change the resolution to 1920 by 1080. Select part of the model. Let's go back to Arnold Render Settings and diffuse sample, maybe three. And a ray dept. This column. That's going to say to render engine, how much light can penetrate the surface. In this case, we are using some plastic part and some metallic parts. So two or three should be good. And also right depth four, specular. We select this part and we don't have any subsurface scattering. That's for organic and skins. We don't have any volume and no transmission or have any kind of transparent sub materials. So yeah, that's that this is for adding sitting by examining the surface and test the Render. And also you have option down here in adoptive and progressive can enable debt. Let me make the window smaller. Stop and start again. And it's going to add 20 santa by default. If you check the progressive rendering, it's going to render until the picture got cleared. So for the basic rendering, you don't need to use any of the other settings. Default should be good. And also, let me stop the rendering. Also, in this system, as you can see, we have some options. None of them relevant to this attorney, excepted device setting that you saw before. You can use GPU or CPU. And that's dead for this tab. And one important term maybe go back to non-adaptive. The AOV passes. This AOV passes are necessary to composite image. So let me open the attributes AOVs. Here. You might need to add a, some AOVs, maybe in main, RGB, albedo, direct and indirect. Maybe all specular components or direct and indirect specular. And insight D, data. A, that's going to be alpha and n, That would be our normal and by B, z. But in this case, I don't need C. And also, if you rendering in toon shader to unhighlight and a rim light and shadow mat. We don't have any of deaths. So if I close this window and rounded rendering gene again, from here, you can switch to just albedo, just direct or indirect. Specular, direct specular, indirect, and Alpha and normal. Let me save this selection. This is our albedo. It's going to help us for the composite parts direct, indirect, and also direct and indirect for the specular Alpha for masking and normal. So this is the only thing you need to know for basic rendering and plan. This is much better. And for now, let me switch back to minus two sample. Alright. Now, let's temporarily go back to an 80 by 720. Let me make it smaller. Open up the light to list their ear and close the render setup and disabled the lights, the direct lights spot and dialect. String there again, only with the dome light. Let's select it on light and open up the editor. Let's drag and drop the texture to the Material Editor. Duplicate debt. And this changed the first one too. Maybe different light. Let me try some different lighting scenarios. This studio one, it's nuts, bet. Almost cartoony looking. I'm going to keep that copy and try another one, maybe thread curve heal from HDR haven. That's a really high contrast lights. Might be interesting. Also, you can do late last night, we stare, you can rotate, your lights. Are light. Let me just see it. Go to top view. Here. Let me drag the light here, go to camera view and render scene. And you can go to now your Rotate tool and just rotate the light source. This way you have more control, but before to that, let me go and reset the rotation here. And maybe reset the exposure as well. One or a 0, sorry. That's not too bad. Let me duplicate the light source. I'm going to name this heel drag shift and call that maybe I don't know what that the light PM previous slide cards. So 01 and let me go and drag and interrupt the output of the light here. And the middle, take dead light, the new light. Maybe minus three again. Maybe let's use the some other light for the second light. 0, the exposure out. And maybe S1. Not bad. Let me rotate the light a little bit. Maybe around here to have more shadows here. And go back to the previous slide, the right heel and minus one for the exposure. All right, now let's go to lightly stare and activate this front light or back light, sorry. Maybe minus two. The first slides are 0 and minus two. The second lights, minus one. Rotate the light a little bit. That's looking good. Also, you can rotate the light in some odd directions. Here. It's going to be affected. Maybe in some cases, interesting, not in this case. So let me switch D secondly to something else, maybe the stairs. A warmer nights. Let me set this slide also. We have Wilder omnibus test at first. It's maybe at minus one and dad light as well. Let's see. Chd, second light to red curve. No exposure. And rotate the light until we had some specular. Here. This side of the stem tank. We guess that's good enough for us. Alright, now you can have a little bit of unhide. All. You can have a little bit of ground sculpting done with D. Three forms. So let me add a open, a Edit Poly first. Open sub d. If maybe before the Edit Poly, maybe iteration. Save and go to its body. Cd4 to be half push, pull. And drag this toolbar and adjust the brush size. You'd be 150 and maybe add more strength. And have some sculpting done. 54, brush can read. And you have also smudge and flatten. So let's go back to is it called camera render view. Now we have some effects and the grant. But like dead kinda thing. I wanted to add that inside Photoshop, so let's delete it. Plan. Or maybe I used to work with a red shift and right shift, the head, the mats shader. Let me select a mat from here at debt to the plan. And let's see the result. I never worked with this shader, so we switch to alpha. And height D, plan to see if these, if there's any shadow here, connecting here. So unhide the selection here, that's going to work. So let me unhide all and have some shadow from grants. So if you want to add shadow but not having the plan that I have the plans. So let's go and use the math shadow plus CT, all the way. White and color is black. So alright, that's good. I'm going to set the render settings and start rendering. You can activate the show frame here. And this yellow box, it's going to indicate the render area. We are at the middle, so it's good. And yeah. Let me hit Save and open up the Render Settings. Which t 1920 by 1080 Arnold Renderer tab. No peer review. Adaptive sampling are to any and some AOVs. And you have two options using the render frame of this mix or use the Arnold render view. So I'm going to use Arnold render view, hitting it render and I'm going to wait for end. Alright guys. I'm going to leave that to be rendered serine. Next part. 36. Post Production: Welcome back. In this part we're going to talk about de post production. If you, first of all, I did some changes to the colors and materials needed, but not much change at a, some parameters in ambient occlusion and curvature and some colors. And also change the names. And more important. I switched the material, filler material from the mat to shed a mat. Delete that. And let me show you the Arnold render view. Make it smaller. If I use the Alpha or click this button alpha channel. As you can see, we have the shadows down here. We dealt any ground floor so just go to D. Surface are not surface, shadow, mat and drag and drop the output material, Arnold and utility. And maximum. Because this thing is a map and you can assign the map to the geometry. Just connect that to map to material and assign the map to material naught. So that's going to take care of that. Let me go back to RGB. And alright, let's go back to render view. If you go all the way up and right, you see a display setting button, Greek debt. And that's going to open up the postproduction setting. You can add the Dino, is there uptakes and iodine. For the look dev. Also bunch of the postproduction nodes such as color, correct? I'm going to add them. And exposure, lens effect, light mixer. And on my white balance bit disliked mixer, you can change the amount of the light or intensity or exposure of a light after render finished. Let me see the samples. Minus three, I'm going to change that to minus maybe ten. Oh, that's not going to do that. Five, It's D. Yeah, that's that. Let me see if I using CPU or GPU system, CPU right? Now, you need to add these nodes before start rendering to collect some data. So I'm going to leave that and come back after entering finished. Right, rendering is done. Just go and disable the scene update to not accidentally refresh the render. Alright, let me go all the way down to the white balance and change some of these settings. As you can see, we can change the white balance based on the settings or just temperature. I'm going to drop the temperature or increase that to make more warm colors a bit more. Alright, something like this. Maybe disable that and turn map. Let me see. If you need to be changed the mode, there are three modes for you. Filmic and Reinhardt. And also LUT or lookup table. You can download the free bunch of lookup tables. I have the lookup tables. Let me see and find them. And you tease here, for example, this one. And it's can see it's going to change the colors based on the UT that you selected. Alright, let me disable that. And more important, the light mixer that the default lights. So let me add more exposure or less. You can simply change the light intensity and exposure after endearing. That's a cool touch. So also some lens effects, maybe a D vignettes. It's going to add some immediate effect around the shape. Let me switch to here. Maybe we can see dad. Yeah, Now we can hear doing it affects alright. Or some tint color. And strings. As you can see, we are having some bloom effects. That's not good. So let's go to other ones. The exposure, the overall exposure of everything. Maybe you need to exposure one step and you have that option enabled colored curves. You have the ability to work with different colors space, linear, the whole full depth of the ten, a guess ten depth linear. Or switch to drink seven or nine. Oh, I don't I can't have that option because I'm not using the full range of the shader of the Arnold, so I'm using the combination of the shaders and Arnold shaders. So let's dance RGB. If we switch back to our linear, select the RGB and change the overall color. Or just read. Make it more red, less red or more green, or less. And more blue or less below. Alright. Now, color, correct debts it's same as color curve, but with color curve, you have some more options. Here you can find the shadow, mid tones and highlights. We change of the input light. This is our main, let me switch back to white. And shadows. Make it purple. Here we are touching this part. So switch back to white and maybe add more saturation here and here. Less saturation or D saturate that something like this. More contrast or less. And change the gum. And also mid tones and highlights. The highlights. Alright. And changing them. Let me switch back this. All too fun. And change the highlights and mid-tone. All right, That's a basic postproduction inside D renderer. Alright guys, that's aids. Now that I have everything, I can go to settings. If ten, and switch back again to adaptive sampling. Cpu or AOVs. We have some AOVs. And Brian there again. Alright, that's it for this chapter. See you. 37. Thank you: Hey guys. In this video, I wanted to thank you for taking this course. Keep try making new things. I have to, making something complicated such as this. Just for example, make something like this in gene and work with that, ran their debts, write anything, and don't be afraid. Just keep practicing. As you know, no pain, no gain. Yep. Good luck and take care.