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.