Transcripts
1. Course Overview: Hello and welcome to
this course where we will be creating this
classic motorcycle, a 1930s six Harley-Davidson
knucklehead. Now throughout this
course you will be learning about blenders, modeling tools, it's modifiers. You'll be learning tips
and techniques to stay organized with complex
projects like this. You'll be learning
about UV mapping, materials, rendering, and
even animating the camera. And in addition, since
we're going to be using Substance Painter
for our texturing, you'll learn how to
prepare a project for export to Substance Painter. So here in Substance Painter will bring in the
exported model. We'll bake our mesh maps
and you'll learn all about paint layers and fill
layers and layer masks, grunge maps, dirt maps,
generators, et cetera. When we're all done with this, we will of course take
it back into Blender, set up the lights,
the background, create a camera, and render out multiple shots so
that we can edit them together here in the
video sequence editor. Now, all of the project files are included with this course. You'll have each blender
scene file that is associated with each video
that's been created. You'll have all the reference
images, the HDR images, and you'll have
all the keystrokes here in the corner
for everything I do, you'll be able to
see what I click, what keystrokes are
used, et cetera. Now this is a pretty big course. There's a lot to it. But I began fairly slowly. And then as you pick
up the modeling tools, the techniques, the logic
behind blenders workflow. We begin to pick up the pace
and by the end you'll be moving around in Blender and Substance Painter
just like a pro. So I'm looking forward
to getting started. I loved these kinds of
big detailed projects. I hope you're ready as well. So in the next video, Let's jump right in and see
how to prepare and bring in reference images here into Blender to help us
start the modeling.
2. Reference Images and Scene Scale: The first thing let's
do here is take a look at the reference
images and also bring a few into the 3D view here so that we can get a better sense of what
we're going to build. So first of all, I'm just going to hit
the a key and select everything in the
scene and hit delete. So we just begin
with a fresh scene. Now I want to bring in
some reference images so we can see them from
any orthographic view. And what I mean by an
orthographic view is, you can see here
currently we're in user perspective as we
tumble around here. But we can also hit
the 13 or seven keys to go to orthographic views. So I'm gonna hit the one
key on the number pad. Now we're in the front
orthographic view. And if I hit the three
key on the number pad, we're over here in the
right orthographic view. And if I hit the seven key, we're in the top view. And we can always
tumble back around here into perspective views. But I want to bring in some images for each of
those orthographic views. Now, personally, as I'm
creating something, I like to keep the
positive x-axis here, you can see up here on my right. So I kind of always know that if I get back
to this position, I kinda know what
orientation I'm in. It's just a personal thing. It's not something
that you have to do. But I would suggest,
as you work, finding a way and an
orientation that works for you. But for me, this
kind of works well. So first of all, I'm going to hit the three key and that'll take me to the right
orthographic view. And I'm now looking
down the x-axis. This way. I'm looking down at
it this way here. So I'm going to
hit the three key. And what I want is the motorcycle
to be facing this way, the front over here. So that means I want to
bring in the left image. The way I have them labeled is as if you're sitting
on the motorcycle. So if I'm sitting on the
motorcycle on my left, I want that side here. So I'm going to press Shift
a and go to Add Image, and I'll choose reference. So I'm going to click here. And now we're going to browse to the reference images folder. And in here I've got a couple of different collections of images. So one, I've got just some images that I
found on the Internet. The other ones are from when I went to the
Harley-Davidson museum, not too long ago. I took some pictures with both my DSLR camera
and my iPhone. So you can see the images
here where I use my camera. And then the images here
where I used an iPhone and the iPhone is just really great for low-light photography. And here in the museum, it was pretty low light. The DSLR, because
it was so light, I had to open up the
aperture really wide, which gives you a very
shallow depth of field. So it really wasn't the best for a couple of different
kinds of images. But what I've done is
I've gone into Photoshop and configured a couple of images to have a
left side or right, a front and a back
view that I want to bring into Blender 3D view. So as I said, this first image, I'm going to bring
in the left side, and I'll click Load reference
image and there it is. Now if I turn on the
move manipulator here, I can grab it and bring it up. It's kinda hard to see where
that green axis here is. If I tumble around, you can kinda see that here. And I can maybe take that and drag it up just a little bit. So it's kind of sitting
on that green line, but it's kinda hard to see. So if I hit the three key
again and I select that image, It's called empty
here because it's just an empty object
with an image in it. And I'll change
this to left side. And down here on the properties
of that image selected, I can turn on opacity. And when I do, you can see through it to that
green line there, that y-axis and to the grid. So now I can move this up
and down and get those tires kinda sitting on
that green line. But how big is this? Is it properly sized
for real-world scale? Well, seeing as one of
these squares is 1 m, That's probably a
little bit big. That's like four-and-a-half
meters wide or something. So I think that's
a little too big if we're going to get
this in real-world scale. So what I can do is
create a 3D object, say a cube, and get the
dimensions of that cube. So it's exactly the length of the wheel base from one center
of the wheel to the other. So I happen to know, having done a little
Googling that, the wheel base of this
particular motorcycle is 59.5 ". Now in Blender here, if we hit the End
key on the keyboard, we can see our transform
settings, x, y, and z. And we've got scale here, but we don't have dimensions because we're dealing
with an empty object. What we need to do is
create a 3D object. I'll press Shift a to bring
up the Add menu again. Let's go to Mesh and cube. And now we have the
dimensions of that cube. But they are in meters
or the metric system, as opposed to Imperial
in inches and feet. So what we can do is just
come in here to the y-axis. You can see that
the y-axis is here, and we can just type in 59.5 and double quotation marks
4 " and then hit Enter. And now that converts it
automatically to 1.51 m. So the width of that wheelbase from here to here really
needs to be this wide. Alright, so I'm going
to scale this down. I'm gonna press S, Z,
scale it down like this. Then I'm going to tumble around and scale it in the x-axis. I'm going to press
S and scale in the x and bring that in
quite a bit as well. So now we've got
this piece here that is the exact wheel base
of our motorcycle. Alright, so if we
bring this up a bit in the z-axis and then I
click on that image, the left side image here, I'll hit the S key. And let's start scaling this
down until we get it to be about the right width
for that wheelbase. So let's see, I'm going
to bring this down a bit so it looks like it needs to come up a
little bit more. I'm going to hit the S
key again and scale up. I can also bring it over just
a little bit in the y-axis. And that looks pretty good, like we're going
from the center of one wheel to the center of
the other, right there. So that is the size of the motorcycle in
real-world scale. Alright, so we can
take this down and put it on that
y-axis right there. There we go. And I'm
going to tumble around. And then I'm going to
take that image and move it back in the x-axis here. So whenever we hit
the three key, that's what we're going to see. We're going to see this
right on the y-axis from the right
orthographic view will be seeing the left side
of the motorcycle. Alright, so this cube, I'm going to change to
reference wheelbase. So I know what that is. And then I can hide it here
in the outliner right there. Now we just need to bring
in the others and get them to match the size or the
scale of this as well. So in the next video, we'll begin bringing
in the other images.
3. Setting Up the Reference Images: Now the next image
we want to bring in, we're going to be viewing
from the other side. So if we hit the three key, you can see we're in the
right orthographic view. Now we're going to
want to be able to see the other image we bring in from the left orthographic view. And to get to that, you press Control numpad three. So if I do that, problem is, is we can still see this, which means we aren't
gonna be able to see the next one we bring in. So what we wanna do is only see this image
from the front, but not from the back. So we can see to the other one. So if we select this and go over to our object
data properties, we can change this here,
this side setting. Currently we've got it to show both the back and the
front here in the 3D view. But if I choose only front, now if we tumble around, look at that, we can
see through that now. So if we press Control
numpad three now, we can see through it
and that's what we want. Okay, So now if I click
out here in de-select it, I'll press Shift a image and
choose reference once again. Now let's grab that other one. Let's take this one
here, the right side. And let's bring this one in. There it is. And now we have to scale this down to get it to
be the proper size. So over here in the outliner, Let's bring back that
reference wheelbase object. There it is, right there. Now let's select this image, hit the S key, and begin
scaling this down to get it. So it's the proper wheelbase
for this one as well. So hit the S key and move
it down a little bit more. Movement in the y axis. Scaled down a little more. There we go. So I think we've got that pretty well lined up there and we'll be able to see with the
other one how well we did with the image
still selected. I'm going to once
again turn on opacity. So I can see through it to that y-axis green
line there and bring the tires down to sit
on that, They're okay. I'll hide the wheelbase object. Now let's tumble around
and see what we've got. So if I select this now I can
drag it back out like this. Now you can see we're
gonna be able to model the motorcycle
in here in the middle, while being able to
see each of the sides. So if I hit the three key, we've got this one. And if I hit the
Control three key, we've still got the same one, which means we have to set this one so we're only
seeing it from the front, just like we did here. So come over to the
side, click on front. Now we can't see
this from the back, and we can't see this one
from the back either. So now if I hit the three key, you can see this one here. And then press Control three. And you can see that one there. So three, control three. So we've got the two
different sides of the motorcycle now
in our 3D view. So we can use these as we work. Alright, we've got
two of them in. Now let's get the
front and the back. So for the front,
we're gonna hit the one key for the
front orthographic. And for the back
we'll hit Control one for the back
orthographic view. So let's begin with the one key. Let's bring in the front image. Shift a image and reference
will select this one here. And we'll click Load
reference image. Now, how are we going
to figure out how big this should be without being
able to see the wheelbase. Well, what we can do
is use our images that we have in here currently to figure out how
tall it should be. And then we'll use that
object that tells us how tall it is to adjust
this image here. So let's tumble around. And I'm going to pull
this back a bit. And now if we go to
one of the side views, either the right or the left, I'm going to press
Shift a mesh cube. Now I'm going to scale this down and I want it to be just as tall as this is here. So to do that, I'm going
to bring this down and put it right on that
green line there, right on the y-axis, right? And then I'm going to
tab into edit mode. I'll hit the Tab key. I'll hit the three key
to go to face mode. And you can see up here
we've got face select mode, edge select, and vertex select. And these can be
accessed by pressing the 12 or three keys on
the keyboard here, 12.3. So in face mode, I'll select this one face. Hit the three key again. I'm going to turn on that
move manipulator right here. And then I'm just going
to drag up till it's about the same height
as that headlight. So maybe if I do that, I'm going to tab
into edit mode and move it over just a
bit in the y-axis. And then so I can
see through it, I'll hit the Z key and choose
wireframe. Here we go. So now you can see that's
a little bit too tall. So I'll tab into edit mode and that base is still
selected there. I'll just bring that down. So it's right at the
top of that headlight. Now let's spin around
to the other side and see if it's about the same. I'm going to press
Control three. And you can see here
we're a little bit off. Because if I bring
this down to where that headlight is and then
go back to the other side. You can see that's
just a little bit off. And that's okay. This particular motorcycle could be just a different height. And that's okay. Because over here this curve is just above the handlebars. And over here, this curve of the headlight is just
below the handlebars. So the actual location
of the light, the heights of the
handlebars may be slightly different from one specific
motorcycle to the other. So I'm just going to leave
this right about here. Not quite to the top, but not as far down
as that other one. So maybe right about here. And then I'm going to select
these different faces here and move this out
to the end of this tire. And then I'll select
this face over here and move this back to the very
end of the vendor year. So that right there is about
how big the motorcycle is. I'll tab back into object
mode and then let's press Control three and spin around and see how
we're doing here. So it looks like
we might be able to actually scale
this side up just a little bit and you'd see how
it's not quite getting to this edge and not quite
getting to this edge. So maybe we should just scale
this up just a little bit. So this one is the one that's
called empty right here. Let's change the
name to right side. Then let's just
hit the S key and scale it up just a little bit. So it approaches the size of
that one that we just did. I'm going to take that i'm,
I'm going to move it back and the y-axis just a smudge. There we go. So that's really a little
more in line, I think. So Something like that, I think matches the
other one pretty well. Alright, so now if
we tumble around, we've got this cube
in the center, this 3D object that's
going to tell us how tall this image
needs to be, right? So if we hit the three key, no, hit the one
key. There we go. We hit the one key. Now we can see here's
the box that we created. And now this image needs
to be inside that box. Now this image is a
little bit bright to see that box clearly. So I'm going to turn
on opacity here. Then I'm going to take the
opacity pretty far down. I'm going to just click
and drag in here, drag the opacity down to
say like around 0.25. I'll do that. Now we can take it and we
can move it up or down. We can hit the S key and
scale it down a bit. So maybe the size of that
is around right in here. And this is not exactly
taken from the front. This image isn't
exactly from the front, but it's pretty good. It's not an exact
orthographic view, but I think it will work. Okay, then maybe I'll take
this image and move it over. So it's centered in
the headlight here. Alright, so I think that's a
pretty good size for that. If I tumble around, there it is. Now I can take these and reduce the opacity for
these as well, 0.25. Select this one to five. Here we go. Then let's quickly just bring
in the rear image as well. Let me select this one
and I'll call this front. And we'll turn on just the front so we can
see through the back there. And then I'll hit Control one. Here we are at the back. I'll press Shift a
image reference. Let's bring in the
back image here. And then we need to take the
opacity, turn on Opacity, take it down to 0.25, then I need to scale it down. So it's within that box
that we created here. So this is the one
right here, right? Yeah, so let's call
this reference height. So we'll select that
new image right here. It's called empty and
we'll rename it back. And then we can move this up or down and try and get this
about the right size. So it looks like I need
to scale it up just a bit and then move it
over into the center, just a bit like
this. There we go. Once again, these images
aren't exactly in the front or the
back and they're not exactly orthographic views. But I think they will still be able to help us as we work. So I will tumble
around and let's take this one and move it back here. Or I should say up here. So it's a little confusing. I know because the back image is in the front and the front
image is in the back. But we need to be able to see those through the
motorcycle there. This one of course, we need
to turn on only the front. There we go. So now we've got our images all the way
around and we can place them in more specific positions and we'll do that
in the next video. But that's how we get our reference images and
our real-world scale set. So we can begin our modeling.
4. Beginning the Chassis of the Bike: Now, before we begin modeling, there's a little bit of clean
up here I'd like to do. I just want to organize
things a little bit better. First of all, I want to
take these guides and I want to put them
in a specific place. So if I hit the seven
key on the number pad, I'd like to move these
maybe out to here. So if I click this
and drag it in the x-axis to about right here, you can see that we're at about negative two in the x-axis. So I'm just going to
click in here and type in negative two, and that will pop it right
at that point there. Now if I take this one, I can tell in two and that
will move that out to here. I can also take this one
here, that's the back. And I can move this
in the y-axis. So why I can type in negative two and
that'll move that there. And for this one, let's do two right here, 2 m right there. So that gets them in very uniform places all
around the center there. Then I'd like to
create groups for the different objects
here or collections, I should say they're called
collections here in Blender. And so for this one, I'll just double-click
this and I'll call this reference images. And then I want to create
another collection. I'll click this one up here, and then right-click
choose new collection. Here it is down here. I'll double-click it and I'll call this reference objects. And I'll take the wheel base
and the height control, click that and drag that
into the reference object. So now we've got two collections for the reference materials. For this one, I'll go ahead
and unhide the wheelbase. And then I can just hide or inactivate this objects
collection completely. I can just click here
and inactivated. Now we can also hide it. But if we just hide it here, you'd be able to see it
when we rendered it. I mean, we could
disable this as well. But I think it's
sometimes easier just to inactivate it here for
the reference images. We want to leave
those on for now. But my worry is that I might accidentally in creating
things here in the center, I might select one of these by accident and move
it out of position. So to ensure I don't do that, What I'm gonna do is come over here and within the collections you've got more toggles than
just you can view here. By default. You can come up here to
this filters pulled down. And you can choose
other toggles to view. This one here I like this
is the selectable toggles, so I'll just turn that on. And then if we come
back into the outliner, you can see we've got this
new set here, this new row. And if I take this and I disable selection for this
entire collection, that now means I can't
select these images at all. I can't accidentally select them and move them out of place. They're there to stay. Now I can come through and I
can hide them here. Right. Or I can hide individual ones. But I can't select them
here in the 3D view. And that's going to
help out a lot once we begin adding our 3D objects
here in the center. So speaking of that, let's go ahead and
begin adding one of our objects for the motorcycle. And I think what I'd like to
do is begin with the frame. There's this frame,
this underlying frame here that's holding
everything within this space. And I'd like to create
that first to get a sense of the space we're
gonna be working in. I do have an image here, a reference image of a chassis for this
type of motorcycles. So I'm going to hover my cursor over this corner right
here and click and drag. And that will create
a new window. And in this new window, I'm going to change it
from a properties editor. I'm going to click that. And I'm gonna change it to
an image editor right here. Now within this, let's
click Image and open, and I'm going to browse
to the reference images. And in here, under
the internet images, I've found a motorcycle
chassis right here. So I'll click Open
Image, and here we go. So if I want to maximize this
image to take a look at it, I can press Control
and Spacebar. And now we can zoom
in and really see it. So what this is is just a collection of tubes that have been welded together. And even though this is all
one object as it is here, when it was originally created, it was clearly created
by welding this tube to this tube and this tube
to this, et cetera. And each of these pieces
were welded onto it. So I'm just going to create it first as a collection
of individual tubes. And we don't even need to
create all of these tubes. But I think it's
going to help to establish the boundaries of the motorcycle and where things need to go within this frame. So I'm going to press
Control and Spacebar again. And let's give this a try. So to begin this, I think it'll hit the three key. So we're here in the
right orthographic view. And I think you can see that chassis right here
going down like this. And you can see that here. All right, so let's
just begin with, say this one right here and
create a path all the way around down to here to get that basic shape
to create a path. And once again,
we're going to use that add menu which is Shift a. And we're gonna come
up here to curve and path. We click here. And now we can't really see
anything until we tumble around and there's
that path right there. It's a little too big and it's aligned in the wrong place, but we can hit our z
zero and hit Enter, and it will turn that in
the z-axis, 90 degrees. Alright, so let's go back
to the three key here. Let's hit the S key
and scale it down. Let's hit the G key
and move this up. And then I'm going to just
press the R key and turn it right so we get it in line with what
we're seeing here. Hit the G key and move
it right into here. There we go. All right, I'm going to scale
it down just a bit. Get it right into there. Now that we have this
generally in place, we can tab into edit mode. And you can see we've
got points here that we can press the
G key and move around. And as we do, you can see
that curve right there. That curve is what's actually going to be
there in the end. We're not going to
see these points. So what we need to do is extrude this out and extend this
on down around here. But before we do that, I think we need to tilt it. We need to angle it out. You can see here
that it's kind of like an A-Frame upfront. It begins here in the center, but then at angles out to provide the width of
the bike down here. So if we go to the front view, we hit the one key. You can see here it is
right down the center, but we want to angle it
out so it comes out. And once again gives us
that width of the bike. Now if we turned it here, we can hit the R
key and turn it. That's not quite what we want. What we do want is we
want to turn it from this point and rotate it out. So if we tab into edit mode and select this
one point at the top, we can move our 3D cursor
and rotate around that. To do that, we can press
Shift S with a snap menu, and we can snap our cursor
to the selected component. Here are the two key. We click that and
there's our 3D cursor. Now if we tap back
into object mode, we can come up here, pull this transform pivot menu down and change our pivot
point to the 3D cursor. Now when we hit the
R key, there we go. We can rotate that
out like that. So how far should it go? Well, that's a good question. We're not going to
really know exactly how far until we begin getting
more pieces on here. But it seems to me it comes
out to about right here. Right. Because it comes back and goes on either side
of the rear wheel. So we could maybe bring it out about like this and try that. There we go, there it's
kind of angled out. We could go to the back view. I'll press Control one and see if we can see
the back view here. Here's that chain,
the chain drive. And that chain drive
is going to be on the outside of these. So maybe we need
to bring it back in just a little bit like this. Maybe right there kind of in-between the tire
and the chain drive. Right? So we're just trying
to figure out from the different views where the different
components are. Now, we can see here maybe
that's the tubing there. And that tells us yeah,
that may be about right. Or is it on the outside
of the chain drive? Let's see. I'm going
to move that out here because you can
see tubing here. Let's tumble around and take a look at the chain drive here. That's on the other side, so I'll hit the three key. Here we go. Yeah. It looks like that tubing is on the
outside of the chain drive. Okay. Well, that's
good to know, right? So let's now go back
to control one. And we will put that on the outside of the
chain drive right here. And this is the way
it's going to be. We're just going to
have to use our images to try and figure out
where to place things. And the more things we place
in the correct position, the easier the next object will be to place within the
space of the bike. Alright, so now
let's go ahead and extrude this on down to
the back of the bike. So all we need to do is select
this point in edit mode. I've hit the Tab key
to go into edit mode. And now we can hit the E key
and extrude out like this. Then E Again. I'm just gonna go around here where I think
that curve is. Maybe we can take a look at
it here and come around down. I'll hit the E key
again, like this. And maybe down to here, let's say back to here. And then we're going
to want to angle this up again like this. And here, and on
straight back to here. Alright, so maybe I
can grab this and hit the G key and
move it down a bit. And we may have to move
these around to get this black line in
the proper place. But there we go. Now we've got that path. I'll tab back into object mode. We've got that path. That's gonna be our frame here. Alright, so in the
next video we'll do a little bit more adjusting. Like if I select this one and turn on
the move manipulator. And you can see that the move manipulator is
here at the 3D cursor. I'm going to change
this pivot point back to median point. And now we can move
this back a bit, get these in line a
little bit better. So that's what we'll do for
our frame in the next video, we'll continue on with this, create the other tubes
and get that chassis in place so we can continue on with some
of the other objects. So that's coming up next.
5. Continuing the Chassis: Alright, let's continue creating our frame here for
the motorcycle. Let's move this 3D cursor
back into the center of the grid here by
pressing Shift S one, right here, cursor
to world origin. And there it is. And now when we create
the next object, the next path, it will come in at that cursor in
the center of the grid. So anytime you
create a new object, it's going to come in
wherever the cursor is. And we can use that
to our advantage as we begin to place more
of the objects here. But for now, let's keep it in
the center of the grid and press shift a curve and path. Once again, I'll turn it
with our z zero and Enter. And then I'm gonna go to the
top view with the seven key, hit the S key to scale it
down quite a bit like this. Then I'm going to move it over the existing one right here, and it's actually underneath. But what I'm gonna do is
move it up and rotate it for this piece because
it looks to me like this piece here is as wide
as this piece down here. So I wanted to get it right in line with this before
I turned it here. So I'm gonna hit the R key. Maybe scale it in a bit, hit the G key and move
it right into here. So it's in line with
this piece right there. Now that I've done that, it looks to me like this bins
in right toward the center. There's a center tube here
and this looks like it bends in to meet that
beginning at the seat, like it begins at the seat and then bends in toward the center. So what I'll do is I'll tab into edit mode and just
select this one point. And let's see if we
can bend that in. I'm going to press the seven key and then I'll
hit E to extrude. And I'm going to pull
this in like this, just a little bit like that. E again, then E again like this. And let's see where we end up. My press the three key now and we end up
right about here. Yeah, that's not bad. So I'll hit the G key and
just move this up to here. And I'll do the same
for each of these. So they're kind of in line. So we've got that. Okay. What I'm doing is I'm
just creating one side. And then when we convert
these two polygons to a tube, will then mirror them
over to the other side. But first let's get this
piece here, that centerpiece. And I'll hit the
three key once again. And I just want this piece going down right to there.
I'll press shift. A curve path will bring it up. I need to spin it in
the z-axis, right? I'll press R z zero. I'll hit the S key
and scale it way down at the three key again. And then let's hit
G and move this up. And R. And we're going to want it
quite a bit bigger here. But it's not quite in line as it it really does curve down. Yeah, I thought
that was parallel. I thought that was in
line, but it really does go down there
towards the back. So I am going to have to turn
this and get it in line. You can see that here. That piece right here. You can see that. And it goes right down to
this part right down here. Yeah. So it looks like maybe
that's pretty good there. Then I'll need to tab into edit mode and bring these down, some like this because
these are going to connect onto that piece. There we go. Alright, so let's tumble around. Yeah, so now we're getting
that basic shape there, right? Okay, now that we've got that, I'm going to hit the End
key to close that panel. Now let's work on this
center piece right here. I don't know that we
needed all the way down, but let's go ahead
and create it. I'll press shift a curve path. And for this one, I'll turn it in the y-axis. Let's press RY 90. And now it's going up and down. So I'll press the S key, then hit the three key
to go back to this view, the side view at the G key. And let's turn this. It's kind of in line with
the image right here. I can scale this out just a bit. Move it down. Alright, so we tumble
around and there we go. We've got that center one. Now we've also got to piece. It looks like right back here, right That's going across
here in front of the tire. We can take a look at another image and see what
we think. Let's do that. Let's come down here,
hover over this. For corner, click and drag. And we'll create a new
image editor right here. And I'll click Image and open. And let's bring in
another reference image. I think I'm gonna
go into the iPhone one and let's see if we can find an image that gives us a sense of what's happening
in the back there. How about this one here? Do this. I'm going to press
Control and Spacebar. And let's take a look. Yeah. So it looks like that
piece going across right here is where the offender for the back tire kind
of bolts on here. So we're going to want
that right there. Let's see if we can
figure out where that is. I'll press Control
and Space-bar again. Here it is. Here. Let's see if we can see it
in this image right here. It looks like those are
those bolts right here. So that things going
across right about it, this place right here. Let's go to the other side,
control numpad three. And we're a little bit
off here and that's fine. We can readjust, but it does look like it's
right about there. Yeah. So it looks like as we're
putting this together, we could adjust this
image just a bit. And one of the
problems that we're having is that once again, these are perspective views. They're not exact
orthographic views. They do have some
perspective on them. The camera isn't perfectly at the same height for
each of the images. So there's always going to
be a little bit off here. But if we wanted to, we could come back to the
reference images. Enabled select ability. Choose the right side here. And we can then hit the S key
and scale down just a bit. We could move it forward
just a bit like this. Right? So we can just get it
a little bit closer. But as I said, the problem is, is the camera is
a different lens, it's a different position. The perspective is slightly off from one image to another. So it's gonna be hard
to have it be exact, but this is going
to be very helpful as we're working in
placing our objects. Alright, so now that
that's in place, I'll turn off select ability for the images again.
And there we go. So now let's put
one right there. So I'll press shift
a curve and path. Let's now scale it. We don't need to
turn it because it is going across like that. Let's just hit the S key and scale it down
quite a bit like that. And then if we hit the
three key or Control three, whichever one we want, we can press G and
move this up here. Kind of place it right, cross like that, right there. I'll press three. And here we are over here. So yeah, I think right in
here is where it's gonna go. Now if we tumble around, we can see that we've got
it in the center here. And if I hit the seven key, we can just hit the S key
and scale it down until it's just right here. So okay, I think
we're ready to begin creating the tubes
from these paths. So in the next video, we'll create the tubes and maybe convert them from
paths to polygons.
6. Finishing the Chassis: Now let's begin creating the
tubing from these paths. To do that, we're going to want to look at this panel here. Let me right-click here, click join areas and join this window to get rid of
that extra image window. And then this object
data properties, when we select one of the paths, what we're going to use to
create a tube from this, we can come down
here to geometry and under the bevel section, the depth here, if we
click and drag on this, you can see it
creates that tube. And that's the kind
of thing we want. But we're going to have to
adjust some settings here. First of all, I'm
in wireframe mode, I pick z and gone to wireframe. And in doing so, you can see what it would
look like if we converted this path and tube
two polygons to a mesh, and that would just
be a lot of polygons. There's a lot of
little tiny polygons in there that we
really don't need. So we can begin
adjusting the settings to get it down to a
more reasonable amount. First of all, this
resolution preview. This. If we take this down, you can
see it reduces the number of cross edges to the number
of points in the path. So each one of these
cross-sections here is a point in that
path that we created. Now if we bring this up a bit, maybe up to, well, there's still quite
a lot in here. Maybe let's take
this down to three. And if we hit the Z key
and go-to salad mode, we can kinda see that
we're still getting a relatively smooth
surface there. If we take it all
the way down to one, you can see we get
it kind of choppy, kind of blocky here. So I think probably 3's
pretty good. Let's try that. And then this other
setting down here, this resolution under the bevel, what that does is it
changes the amount of edges around the tube. So currently, if we
take it down to zero, you can see that it
just becomes a square. It really isn't a tube anymore. We don't want that. Let's increase this a little bit now let's just click on
the arrow and that's 12. I'm gonna go over to solid. And let's take a look at this. And maybe let's try three. So you can see the
blocking us on the ends, but with its smooth like this, it looks pretty good. So I think that's
what we want from the resolution here
under the devil. And here on this preview you, alright, so we've got
3.3 here and the depth. Now we need to figure
out how big this needs to be around to match the image. So I'm going to press the Z key and go back to a wireframe. We need it to come
down like this. So I'm going to click and
drag on the depth field and bring this down
until it's just about the right size here. And we've got it now. That's 0.1 here in
the depth field. And that looks pretty
good, I think. Yeah, I think we
could go with that. And the problem is, now that we have that it's still a little bit blocky here, I'm going to scroll up and I'm going to take this to four. See if that helps
just a little bit. Okay, so 4.3 now on our
resolution and 0.1 for our depth. Now the problem is going to be, let me hit the End key on the keyboard to bring up
this side panel here. Now the problem is
going to be our scale is off from one
object to another, from one path to another. So this is 0.13. This here is 0.1 for this, 1.1 for this one is 0.15. So they're not too far off, but this one here
is pretty far off. This one is 0.062. And what I should have done. But this is a good
lesson to learn here and the fixed could be
instructive, I think so. What the issue is going to
be is each of these tubes, if we set them at 0.1 here, is going to be a
slightly different size because the scale is
slightly different. Blender looks at the
scale for objects to run a lot of tools and
for a lot of settings. For this kind of setting here. It's doing it in
relation to the scale. It's seeing this as
the root scale, 1.0. So for each one of these, it's going to be a
little bit different. It might not be too
bad for all of these, but for this one we're
going to have to do something to fix it. So let's keep going and we'll deal with that
as we get to it. So for this one, let's take the preview, you resolution down to four. And we'll take the
resolution here under bevel down to 3.4, the depth. We put 0.1 on that other ones. So let's try 0.1 here
and look at that. It's just a little
bit bigger, isn't it? Here, from here to here. So yeah, it's a
little bit bigger. What we can do is try
like 0.090, 0.085. Yeah, that looks
pretty good to me. In terms of similar
size as well. Maybe we could take
it back up to 0.09. Let me try that. 0.09. Yes. So these two now
look pretty similar. Okay. So how about this one here? This one, I feel like
it's a little bit bigger than the others. So we may be able to go
with 0.1 on this one. But let's go up to our preview. You type in for here, three down here, and
let's type in 0.1 here. Let's see how that looks. Yeah, that's a little
bit bigger than those. I think that'll be fine. And this one too, I
think is a similar size. So let's just take this one. Will take this up here, our preview you
resolution to four. Take this resolution to three, and we'll type in 0.1 here. Alright, what do we think? Yeah, I think those
are pretty good, but now let's try this one here. What happens if we give this
the same setting for here? Three down here, and
let's type in 0.1 here. Yeah, Take a look at that. See how that's not quite right. So what's the deal? Well, the deal is, as I said, this scale is a
little bit off or a little bit different
than the rest of these. So what we can do, let's say this one
is 0.14, 0.13, 0.14. So let's say 0.14. What we can do is just
take this scale at the scale it up to 0.14 ish, right? About like that. And then if we tab into edit mode and hit the a
key to select everything, and then hit the S key
and scale back in. Look what happened. It stays at that thickness
because it's doing it in relationship to the
scale in object mode, not how big it is in
edit mode, right? So what this tells us is in scaling these down when we
were putting them in place, it would have been a
good idea to do it in edit mode so that we don't change the scale in object mode. But it's not a tragedy. We can make it work. I'm going hit the S
key and scale this down just a little
bit more like this. And I feel like I want it
to be a little bit smaller. So let's take this down to
0.09, something like that. And maybe even Let's try 0.08
when o85, let's do that. There we go. So it
inserts into this one. Alright, so now I think also I need a little
bit of a curve. You can see how
there's just a little bit of a curve here. Let's do that. Let's hit the seven key
and go to the top view. Let's tab into edit mode. Now if I take this point
right here in the center and move it up, that's not bad, but these are kind of
getting in the way and making it not curve
exactly the way I want. But it's not bad. I mean, I can move them to here and
that looks pretty good. But another way to also do this is the fewer
points you have, the smoother the curve. So if I selected these two, then just hit Delete. I could dissolve these vertices while keeping the segments. Click here. Now, it's just trying to curve from this
point to this point. And now I can move this back and forth and I get a
nice curve with it. So all I really need is something I think
about like this. Let's try that. That's the beauty of keeping
it with a path for now. Instead of converting it
to polygons, immediately, you still have the
ability to give it that nice curve when
it's still a path. Now also, let me tab into edit mode and
hit the three key. And I wanted to
just bring this up. I'll hit G and I just
want to bring this up so it's in line with
this piece right here. There we go. So that's nice. Yeah, I think that'll work. Alright, so now
that we have these, I want to mirror this piece and this piece over to
the other side. Everything else
is in the center. But these two need
to be mirrored. But before we can do that, we need to convert
them to polygons. As we've seen, if I hit the
tab key and go to Edit Mode, we can still see
these points for the path we need to
convert it to polygons. So I'm just going to
select this and then Shift-click all of these because we can do
it all at once. And then I'll right-click, go to Convert and convert
to a mesh. There we go. Now, look at this when
I tab into edit mode, we can see the polygons
for each of the objects. So I'll deselect everything and then select one and
hit the Tab key. And we can see now we
actually have polygons. And with the polygons, we can now mirror these over. We wouldn't have been able
to do this with paths. So let's go over to
our modifiers panel. And in here we have
a mirror modifier, but it's going to mirror around that origin
of the object. And currently that's
not where we want it. We want to mirror around
the center of the grid. So currently the 3D
cursor is there. We can press Shift S1 if it isn't and get it into
the center of the grid. And then to move
this object origin, Let's come up here to object, set origin, origin to 3D cursor. Now when we apply
our mirror modifier, it mirrors around this point, but it does it in a
really wonky way. The problem is rotation up here. We need to zero
out this rotation. So it can mirror
across the x-axis here because we have
the x-axis chosen here. But it's actually
mirroring more in the z-axis because of
all this rotation. So to apply a rotation, we can press Control a
and apply the rotation. There we go. There's the other side. That's good. Alright, let's do that
with this one here. Let's move the object
origin, Object, Set Origin, origin to 3D cursor. And then let's come
over here and go to Add Modifier mirror. Now we have the same kind of wonky problem because we
have rotation over here. So let's apply that
rotation control a, and apply the rotation. There. There we go. Now we've got the basic
outline of our chassis. And from here we
can begin adding the different parts
that connect to this. And it's going to give
us a better sense of the relationship between
each of the objects.
7. Blocking In the Gas Tank: Now of course, the
real chassis here has welds where all the
pieces are connecting. But at least for now, I'm not gonna do that
because I may not need to. A lot of these connections are gonna be underneath
other things. And I'm trying not
to do work that I don't necessarily need to do. So the next thing maybe we
should try is the gas tank. This is a prominent feature on the bike and now that we
have the chassis done, we can maybe work on that. So I'm going to
hit the three key, and with the cursor is still
in the center of the grid, I'm going to press Shift a mesh and add a
cube right here. Now it's a little
big, of course, let's hit the S key
and scale it down. And I'll go ahead and press the Z key and go to wireframe. And let's just hit
G and move this up and kinda get it in a
shape around the tank. So if I tab into edit
mode and I'll hit the three key to make sure
I'm in face mode. I'll just grab this
face and pull it back. And then I'll hit the one
key to go to vertex mode. And if I just come up here
and select this one point, you can see that I didn't really actually
select that point. I selected the one behind it. But if here in the
orthographic view, if we're in wireframe, I can then click and drag. So we get both of the
vertices in the selection. Alright, so now that
we've got that, I'll just hit G and
move this down to here. I'll drag select these, move that up here. So I'm just kind
of trying to find the outward boundaries
of the gas tank here. Something like that. And maybe, I don't know, let's
go up to here. Let's say I'm just extending
this down like that. So alright, let's tumble around. And I'll hit the Z key
and go to Solid mode. And let's take a look at it. Alright, now we don't yet
really know how wide this is. Let's press the one key
and come over here. I'll go to wireframe once again. And we can see that the
gas tank is not quite to the edge of the box here and hanging over a
little bit here. So once again, the bike
isn't exactly in the center or being photographed right
down the middle here. But we can get a sense
that that's generally about the width of the gas tank. I might be able to press S x and bring it out
just a little bit more. Maybe like that. Let's try that. All right, so now what Let's do is
let's split it and mirror it to one side so that whatever we do on one side
happens on the other, it's just sometimes
easier to work like that when you're dealing
with a symmetrical piece. So a tab into edit
mode and press Control R to add an edge loop. Now I can hover over
an outside edge and it will give me a preview of the new edge
perpendicular to that. And now to ensure
that that edge is right down the center,
instead of clicking, I'm going to press
the Enter key twice, once there, and once again. And now that edge is locked
into the center there. And that's good,
that's what we want. So what I'll do is I'll
press the three key and I'll Alt click
between two of the faces, and that will select a face
loop all the way around. And then I'll shift
click this face here, and then let's just press
delete and delete faces. Now that we've done that, we want to add a
mirror modifier. So I'll come over here
to the modifiers panel, add mirror, and there we go. Now I'm gonna go ahead and
turn on clipping as well because let me show you what happens if we do not
have clipping turned on. If I select this and
I pull it this way, it can split apart. So
we don't want that. What we can do is turn
on clipping here. And then as I bring
this back in like that, now it's clipped together. I can't move the points apart. So that's important if we
want to be sure and seal that object up
before we apply it. So now we've got this. Let's start working
on shape of this. I'm going to press Control R and add an edge loop
through the center. Then I'll press the
three key and go to wireframe with the Z key. And let's start adding a few more edge loops
from this side, Let's press Control R again
and add an edge loop here. I'll just click the mouse
twice to drop that there. And then I can drag, select these two points, or excuse me, these
three points. I'm only selecting these
two because this is actually part of the mirror,
the mirror modifier. But if I select those
points and hit G, I can move this up
just a bit like this. And maybe I'll drag select these and move these down just a bit. This. And maybe I can
grab these and move these in and move
this out just a bit. So I'm still trying to
just keep to this form this outside edge of
the gas tank like that. And then this could probably
come in just a bit. Maybe even in like this. Drag, select this, move it in. So I'm just trying to
get the basic shape now. Let's go back to solid view
and take a look at it. Oh, and we can also turn
on the view so we can see the edges on the other
side on the mirror modifier. So we can come over here and
turn on cage right here. And now we can see those. We could also grab these edges. I'll press the two
key and select these and move these out a bit since it kinda
bulges out on the sides. And in addition, we should
probably take these and move these in because I think
they curve in just a bit. Let's go to another
image over here just to make sure I'll click Image open. And let's go into
the iPhone photos. And let's just find one of these that kinda shows it from, well, here's a relatively
kind of a top view here. You can see it kind of
curves in just a bit here. Kind of into chassis frame
that we created here, right? So we could maybe just
come in like this a bit. Let's try that. And then also we can take these edges and maybe move him
back just a bit like this. There we go. So we're getting some
of that shape now. We probably want
to take these and move them in just a bit here. Now there is a split in it here. You can see that opening there. We will probably
work on that or use a Boolean modifier
to cut that out. Then also, I think I
want to take these up here and pull these up just
a little bit like this. There we go,
something like that. And maybe even these
edges here I'll tab back into edit mode
and just grab these and pull them back just
a little bit because it looks like it kind
of curves there. Alright, so in the next video, what Let's do is let's add a subdivision surface
modifier to this. So we get that
nice smooth curve. And we'll adjust it to fit
the image a little better. Once we've done that.
8. Beginning the Seat: Before we add a subdivision
surface modifier to our gas tank, Let's clean up the outliner
just a little bit. This is just useful
every once in awhile to make sure you're not getting
completely disorganized. So this cube here, this cube object, Let's
change this to gas tank. And these objects
here are the chassis and I don't want to combine
these together yet. I want them as
separate objects so I can deal with
them individually. So what I'm gonna do is
just select this one and shift select the bottom
one to select all of them. And then let's create a
new collection for these. We can just press the M key and you can see we
get this move to collection menu and we can move these objects to a
different collection or create a new one here. So we'll just click New and
then we'll call this chassis. And this may change over time, but I just wanted to
organize them for now. And here we go. Now we've got a chassis collection
and all of these paths, or nurbs paths are
in this collection. Now a NURBS, that is a mathematical
acronym that stands for non-uniform
rational B-spline. So if you want to Google that and do a little
light reading on that, but that's the
mathematical process that is used to
create these paths. Anyway, more than we
needed to deal with there. So let's go back to the gas
tank and to smooth this out, what I'm gonna do is add another modifier, a
subdivision surface. So I'm going to click here. And now you can see that
smooth that out just a bit. Let's twirl up the mirror so we can see this new modifier. And if we increase the
viewport levels here, I'll take it 1-2, you can see it's smooth
it out even more. And that's actually beginning
to look pretty good. Now we can also smooth
it so it gets rid of these polygon facets
here so we can right-click and
choose Shade Smooth. And that smooths
it up quite a bit. Alright, so let's
see how we're doing. Let's hit the three key, and then let's hit Z and wireframe and take a look
at how we're doing here. And it's really not bad. I just feel like I want
to tweak the shape of it just a bit to match the
image a little bit better. So let's tab into edit mode. And you can see
what happens here. We've got the original cage and then the smooth subdivision
object inside it. Now we can come
over here and turn on cage for this one as well. And those points will
drop to the smooth mesh. Now, keep in mind
this is just a trick because if we click on
one of these points, you can see that the actual
point is still up here. If we turn this
off, there it is. So it's just kind of a human beneficial
visual aid for us, I guess you could call it. That just gives us a
sense of the shape in a little bit
cleaner interface. So let's take these
two points here and hit G. Drag these up. And I'm just going to grab these points and
begin moving them out to match the
shape of the image. And we can probably
move this up a bit. It looks like right in there. We can take all of
these and maybe hit the G key and move him
back a bit like this. Maybe down a bit. Just trying to get the shape to match the image. That's all. Alright, let's take a
look at it in solid mode. Alright, I think
that's pretty good. It looks to me like
it's a little bit flatter on top
than we have here. Let me try one thing. I'm going to add an edge loop
with control are writing here that made it a little
bit flatter on top. We might be able
to work with this. Let's take these and
pull them out a bit. Let's take these and pull them down just a smidge like this. We can begin to get that shape. Maybe this edge should
come forward a bit. Let's try that. Maybe this edge can
come back a little bit. So you may just want to go through and just pull
some points around, pull some edges around and see what you can get in terms of the shape of this thing until you get to the point
where you kinda like it. I'm gonna hit the one key and
then the z and wireframe. And I kinda wanna
take these edges down here and maybe pull them
in just a bit like this. I'm not sure. Maybe grab one of these and
pull them out just a bit. It may be too much, but I'm seeing it right in here. Alright, so that's pretty good. Let's go with that for now. We can always do more
adjusting as we go on. And that's one of the
reasons why I'm leaving the modifiers on the mirror
and the subdivision. I'm not going in and applying
them quite yet because I wanna be able to make some adjustments as
we move forward. We don't want to lock ourselves into a certain way
of doing things. Because as we add
more of the objects, more of the pieces, it's gonna become
clearer how they fit together and what the
relationship is between them. Well, the next kind of major piece up here on
the top is the seat. We have a pretty good
image of it right here. Let's see if we can add
another image in here. While we create that. I'm going to hover
over a corner here, click and drag down to
create a new window. And then I'll click here
and go to Image Editor. And let's click Image
open and go into our reference images
here and see if we can find another
image of the seat. This isn't bad right
here, Let's try that. So there are two
fairly similar views, but I think these
might help us a bit in addition to
our side views here. So how should we begin
something like this? Well, for a complex
shape like this, what I usually like to do is
begin with a polygon plane. Since a polygon plane is really just a two-dimensional object, it's easier to pull and push and mold into the proper shape. And then once we get
that plane into shape, then we can add thickness to it. I try and do one
thing at a time. So let's try and
get that shape down first and then we'll
add the thickness. So let's press Shift a mesh
plane and let's scale it in. And remember I've got the 3D cursor here in
the center of the grid. So it came in in the center. And I want to keep
it in the center because I still want to
add a mirror modifier. I'm going to hit
the three key and just hit G and move it up here. And I'll hit the S key and
hit G. And once again, because I'm moving here
in the orthographic view, it's staying in the center. The archae and rotate
it a bit like this. Alright, and then let's
come around here. And while we're here, let's go ahead and add
an edge right down the center so we can add
that mirror modifier. I'll tab into edit mode, press Control R, and then I'll hit the
Enter key to times. I'll push the three key to go to face mode and select that face, hit Delete and delete faces. And now let's add that
mirror modifier here. There we go. Oh, and I need to turn
on clipping, right? Let's do that. Alright, so
now that we've got this, maybe we should add
a few edge loops and begin pulling this around. So what if I added an
edge loop right here? And if I turned
on the cage here, we could see it on
the other side. Alright, so I've got
three edges here. What if I added
three edges here? If I press Control R
and hover over this, and then scroll the mouse wheel, I can add as many
edges as I want here, but let's scroll back
and just add three. And then I'll hit
Enter two times. Okay, so now we have some
points that we can work with. And to get this nice
smooth shape here, Let's turn on our
proportional editing. We come up here and
hover over this. You can see that this is the
proportional editing tool. If we turn that on. Now if I select a point, let's say this point
in the center, but hit the G key and the Z key. I'm going to move up
and down in the z-axis. But look at this, it's
moving the entire thing. I don't want that. So the reason why it's doing
that is because it's area of influence is so big it's
moving the entire object. So if I zoom out a bit
and hit G and Z again. Now you can see this
area of influence. I scroll in Nam, it's a bit smaller and I
can push down and pull up. So I'm just going to right-click real quick to get out of that. And then let's come in
here a little bit closer. And let's do that again. I'll hit GZ and begin
moving this down and I can scroll this out and
n to change the influence. So I think I want it
to come out about like this or come
down about like that. And then I'll go ahead
and turn this off and we can turn it
off using the 0 key. The 0 key turns it off and on. You can see that here. So I'll turn it off for now. And then let's begin arranging these points
a little bit better. So I'll hit the three key. And I think I want
to take all of these and move them up
just a bit like this. And then take these sides here and begin pulling
them up a bit. Kind of like this.
I'm trying to get that general shape
of the seat there. Let's tumble around. Okay, I think we're
getting somewhere. Let's hit seven key and
I'm going to grab these. I hit the G key and
move these in a bit. And maybe I'll hit
the G key and move these in a smudge like that. Alright, let's tumble around and see what we're doing here. Well, we need to move
that up just a bit. I think right? There we go. And then let's
grab these edges here. I'm going to extrude
these forward. So let's first of all
take these points. I think I need to
move them up a bit. Move that up a bit and take this one and move
this up a bit like this. I'm just trying to get
that slope up here. And then once we do that, let's take these edges and
let's extrude them forward. So I'm gonna hit the E key and just pull
these forward like this. Then I'll hit the
one key and select these and began kinda moving
these forward like this. So once again, we're
just trying to block out that basic
shape of the object, kinda like we did
with the gas tank. So I'll press Control
R here and add an edge and then bring that up it g and bring this
one up here like that. Then we probably need
to come up here and begin moving these around a bit. So let's take this
and move these in. Move that out, maybe. See how we're doing here. Yeah, Alright, So we're
getting that basic shape. It looks to me like I need to widen this out a
little bit here. So let's begin taking these
out a little bit like this. And these could
probably come in some, I'll just hit G and move
these in a bit like this. We could probably add
an edge right here. That'll help us as we
work with that shape. Alright, that's the
beginning of the seat. In the next video, we'll do a little
bit more refining. We'll add a subdivision
surface modifier and we'll add some thickness to it with a solidify modifier.
9. Blender's Modifier Stack: Now that we've got a
basic shape there, Let's go ahead and add a
subdivision surface modifier. However, now that I look
over here at the outliner, I don't see our new object
and that's probably because I accidentally put it in this
new collection Sure enough, so we can take it and we
can drag it out of here. But also once again, we can use that M key, hit the M key and then just
move it to Scene Collection. And now it's out here
outside of that collection. So let's give it a new name. Let's just call it seat. Here we go. Now let's
come down here. Let's add a new Modifier,
a subdivision surface. If we tab into edit mode, we can see the cage isn't
quite on the smooth mesh. So let's turn on cage
here. There we go. Let's turn up the view
port level to two. And if we tap back into
object mode and right-click, we can smooth it here
with Shade Smooth. Okay, now let's see what we can do to get
it a little bit better into shape if we hit the three
key and z and wireframe. Alright, so now we can just take these and begin moving these up. Getting these more in place. Maybe I'll take these and
moving back here like this. You can just move
them around a bit. Get them the way you like it. Maybe I'll take these here
and start moving them up. Like this, like this, like this. I'm wondering if I
need another extrusion here to come on around here. Let's try that. If
I select these two, I'll get those edges here. And I may want to pull this
out just a bit like this. And then let's
just extrude this. I'll hit E and pull that out. Kinda like that. And then we can get this
curve a little bit better. That's not bad. It's just a matter of doing
some pushing and pulling and rearranging of your points here to see what you can get in, to see how close you can get to that object, to that shape. Now, I do think I need to pull this out
just a little bit. I think what I'm gonna
do is take these points here and I'm going
to pull them out. And I want to push them
out in the x-axis, but I want to slide them along this edge
here, these edges. So to do that, instead
of just pressing G, I can hit G two times. And that will slide those points along that existing edge, right? As opposed to just
pulling like this, which may actually be good. Actually, if I pull this out
like this, That's not bad. But anyway, I just wanted
to let you know that you can press G2 times to slide an edge or a point along
the perpendicular edges. Let's take this and maybe move
this out a bit like this. And we might be able
to move these out. Yeah, so I think
we're getting there. It's just a matter of
kind of, as I said, pushing and pulling and trying to get that shape the
way you want it. Alright? So if we've got that
the way we want it, Let's just say we do. The next thing is to add
some thickness to it. And to do that, I'd like to
use a solidify modifier. Well, let me move
everything up a bit so we can have a little
bit more room down here in the
Properties window. So I'm going to twirl the subdivision
surface modifier up. So we have a little more room. And I'm going to click Add
Modifier and solidify. Now, if we come over here
to the thickness field, we can click and drag and begin to add some thickness here. I'll turn on even
thickness like this. And you can see we're
getting some thickness. This is collapsing in on itself. So we may want to
try and adjust that. Let's tab into edit mode and see what we can do about that. It looks like if we
take these up a bit, maybe that won't happen
quite as much there. And let's pull these
out a bit like this. And maybe we could pull
these out just a bit as well. Kinda like this. And maybe I'll take
this edge and hit the G key two times the
slide that like this. There we go. Alright,
that's pretty good, but it's kind of blocky. We've got this kind of sharp edge on the
top and the bottom. And this here is pinched, so that's not quite
what we want. But within blenders
modifier stack here, you can move these modifiers
around and when you do, you can get different effects. So currently it's applying
the mirror modifier, then the subdivision
than the solidify. If I click here and drag up and drop it right above
the subdivision. Now it's doing this solidified
before the subdivision. It's adding thickness and
then it's smoothing it. So now we're getting
a little bit nicer. One curve here. So let's twirl this
down and let's add a little more thickness
and see what we can do here. Let's go to that three key. I'll go back to wireframe. And we can begin to get a
little more thickness here, but it looks like we're
going to have to come in and rematch up some of these points because
we've changed the way Blender is applying
our modifiers. So I'll hit G and move this up. G and began kind of rearranging these
just a little bit to get it back in shape. So let's try that back to Solid View and let's
take a look at it. So I think we're
doing pretty well. It's just that this area right in here is kind of bothering me. Let's get this a little
bit better in shape. I'm going to take this
and move this out just a bit to make that turn a little bit more pronounced
there. Let's try that. So just keep tumbling
around trying to find problem areas, areas where you can do
a little bit of work, reshape it, get it to the
point where you like it. Alright, now the next thing is, I want to apply this
solidify modifier to do a little bit more tweaking
with polygons down here. Currently, these down
here aren't real. We can't apply like an
edge loop between them. This is just part of the
modifier on the bottom. And to apply the
solidify modifier here could be problematic. Blender tends to
want you to apply the modifiers from the
top down of the stack. So if I clicked here, it pulled this down
and click Apply. What happens? That's kinda ugly. It's now applying that mirror
in a really awkward way. So I'm going to press Control Z. And you can see that if you drag this solidify up to the top, you can see that there. If you drag the mirror down to the bottom, this
is what happens. We're getting some thickness, then we're subdividing and
then the mirror is happening. So that's getting really weird. Let's get the mirror
back on top here. So the issue is we need to
apply from the top-down. We need to get it
in a shape that we like and then apply
from the top-down. So what I'm gonna
do is I'm going to apply the mirror burst here. And then I'm going to
apply the solidify here. Now if we tab into edit mode, you can see we've got polygons all the way around
on the bottom as well. But I don't want to lose
the ability to have that mirror modifier because
as I do some tweaks, I'll want it to
happen on both sides. So what I'm gonna do is reapply a mirror and then
apply a subdivision. So I'm going to take this away, hit the X there, and
now it's really ugly. And I'm going to tab into edit mode and hit the seven key. I'll go to wireframe, hit the three key for face mode, and then I'm going to drag select just one
half of the object, hit the Delete key
and delete faces. Now I'm going to add a
mirror modifier again. Here. Turn on clipping. And then I'll add a subdivision surface modifier once again. And there we go. Now I can turn this up to two. And I'll turn on the cage for both the mirror and
the subdivision. So now we're back
where we started. But we now have thickness to the seat and we can continue
tweaking as needed.
10. Blocking in the Tires: Well, the last thing
I'd like to do with this seat before we move
on to something else is just maybe come down
here and grab one of these edges right here
and maybe pull it down. So we round out this
area down here. And then I might try. It's got this seam
all the way around, but I might at least tried just to add an edge loop
here and see if I can pull it down just
to kind of sharpen that edge up just a little bit. Because the closer you
get these edges together, the sharper the corner
will be between the two edges when you're using the subdivision
surface modifier. So let's just see
how that looks. Yeah, see that's not bad. I think that'll, that'll
work pretty well. And maybe I will
take these edges here and maybe pull them up
just a little bit like this. So once again, just keep tumbling around taking
a look at things. And as we add more
objects to the scene, we're going to see things
in a new way and then be able to go back and do some
adjustments then as well. Alright. Well, continuing with adding or blocking in the larger
pieces on the motorcycle, I think maybe the next thing
let's do is add some wheels, at least block them in, get them in place so we
can see how they look. So let's change our
reference images over here. I'm going to go
to Image open and maybe I'll grab this one here. Let's do that. So that gives us a pretty good
view of one of the tires. And then over here, maybe let's just grab
this one here so we have two different
views of it. And even though the tires are kind of like a
doughnut or a torus. And blender does have
a primitive object. Tourists here. I think instead I'm going to use a cylinder because
I feel like I can control the shape a
little bit better by extruding and creating the
shape more from scratch. So let's go ahead and
try a cylinder here. So I'll select that. And of course it's
a very big here. I'll open up this Tools
panel and we currently have the number of vertices
for this cylinder at 32. I think I'm going to
leave that as is. I'll shrink it down a
bit by typing in 0.1 m here and 0.2 m here. And then also I want to remove the cap fill currently
there's a cap on the top and the bottom of
the cylinder and I'm just going to pull this down
and choose nothing. So now I can hit the period key to zoom into it and
to frame it up. So we tumble around this
point in the scene. And I'm going to
need to turn this. Let's rotate it on the y-axis. So I'll press RY 1900s to turn it 90 degrees
and press Enter. And if we hit the three key, it kind of disappears. We can still see
the center there. But because it's just
a very thin object, it kinda disappears. Now one thing we can do to
see it is we can tab into edit mode and then we can see it there when it's selected. However, if we move
it here in edit mode, we have a similar issue
that we had with the frame. We move the mesh away
from the center point. And I want that center
point to be able to put it here in the
center of the tire. And you can see that if I
hit the G key and move it, you can see the origin is
still here in the center. So what I'm gonna do is tab
back into object mode and just kinda trust it's there
and hit the G key and move. And I can see that center. And I'll just place the
center where I want it to be. Now that we're kinda close
to where we wanted here, I'm going to tab into edit mode. And now I can scale it up here. I'll hit the S key
and scale it up. Now we'll try and get it the
proper size for this tire. So once again, we're
going to struggle with the perspective
of the photograph. Here. Things aren't exactly
being seen from the side. This tire isn't going to be exactly round and
also it isn't gonna be round just because of the weight sitting on it
and gravity pulling on it. But we're going to
get it as close to the size that we
see here is we can, so maybe something like that. Now if we tumble around, you can see it's a
little bit too wide. So I'm going to press S and
X and scaling like this. Now as I extrude this out, I'm going to want it
mirrored on the other side, so it will do the same
thing over there. So let's put an edge straight
down the center Control R, and then hit Enter two times to ensure it's exactly
in the center. And then I'll press the three
key to go to face mode, alt click between two of the
faces to select a face loop. And then let's hit
Delete and delete faces. Now we can come over
to our modifiers panel and click Add Modifier
and choose mirror. Now once again, we're
having a problem here because we're supposed to be
mirroring and the x-axis, but it isn't coming across
that x-axis, which means. If we tap into
object mode and hit the End key, sure enough, there's rotation here
in these fields, which means we're gonna have a problem trying
to mirror it over. So let's clear the rotation, control a, apply the rotation. And there we go. And let's also be sure
to turn on clipping. And if we tab into edit mode, we can see we do not have
the cage on this side, so let's turn it on here. Now we're ready to go. So what I'm gonna
do is alt click this edge here to select
that entire edge loop. And let's begin fairly
far in like this. And what we're gonna
wanna do is extrude and kinda curve it down around
and into the wheel frame. And it's kinda hard to do
that with just one viewport. So blender has what's
called the quad view and you can access
this with Control Alt Q. And now we can see
four different views. I'm going to hit the End
key to close the sidebar, and I'll click here to
close that settings panel. And now you can
tumble around here. Here's the perspective view. And then we have a
front view, a top view, and a side view here I think I'll also hit the Z key
and go to wireframe. And then let's give this a try. I will hit the E key EX
and pull out just a bit. And then I'm going to
scale and I'll just hit the S key and scale in
just a little tiny bit. And then I think I may have
brought it out too far. I'm going to bring it in
just a little bit like that. Then let's try that again. Ex, pull out just a smudge. And we're going to scale in. And I think I'll go
back to Solid View now. Let's see and solid. Then let's try this again. Ex, but just a smudge and I'm going to scale it in quite
a bit now like this. Then let's just hit E and
S and scale in like this. Let's do that again. E S scaling to the rim. And then I'm going to pull
in just a little bit, kind of like that
just to smudge. Alright, let's tap
into object mode and see how we're doing. Alright, I think
that's pretty good. I'm going to press Control
Alt Q to come out of that. And there's a couple of things I think I feel like the front
part is a little bit to flat. You see how it kind of curves
from the beginning here. So maybe I'll take this edge, I'll Alt click it and let's
scale it in just a bit. The S key. And maybe we can take
this and scale it out. Just a smudge. S, pull that out
just a little bit, just the tiniest amount, just so we get that curve. Alright, so I think
that's a good beginning. Let's select it and right-click it and choose Shade
Smooth, Smooth that. Now is it thick enough? It feels like it may
not be wide enough. Let me see. Let's go to that front view. Go to wireframe and
what do we think here? Well, it's not bad, but I think I will
just scale out in the x just a little
bit like this. See how that works. Alright, I think we're
doing pretty well. Let's just duplicate this and use this for the
back tire as well. But before I do, let me
think I want to take this edge right here and pull
this out just a little bit. I feel like it needs to
bulge out a little bit more. Going to pull these
out just a little bit. Yeah, so we just get
a little bit more of a rounded feel out here. Once again, we're
going to continue to adjust this as we go. But for now I think
this is pretty good. Let's go to the three
key to the side view. And let's press shift D and Y and just move this
straight back here. Kinda get it in place. Centered along here. There we go. Alright.
There we go. Now we've got our
tires blocked in. We're beginning to
get a sense, I think, of the size and
proportions of it. So in the next video, Let's do is use our tires to begin getting the shape and
size of the vendors as well.
11. Beginning the Fender: Now that we've
blocked in the tires, let's use them to create
one of these vendors. And the vendor is kind of interesting in that
I'm going to press Control and spacebar here in that it looks like
it's actually two pieces. It kind of looks like
it's this top piece here, down to this edge. And then there's
a straight piece that goes along the side here. And when I mean straight, I
mean straight vertically. So there's this
curved piece here and then the straight
piece underneath it. And I think it might
be nice to replicate that edge there
all the way down. So let's give that a
try. I'm going to press Control and Spacebar again. And now let's use
this tire here. Let's hit the three key
to go to face mode. And then let's use
these faces here. Maybe if I hit the
three key here, Let's begin by, well, let's grab this face here that kind of
aligns to the vendor. And then let's press Control and maybe
grab this one here. Let's do that. So we've got
these faces selected now. Let's then duplicate them. Press shift D and I'll
just move the mouse up. Kind of maybe the here, hit the S key and you
can see we're just creating the basic shape
now of that vendor. Maybe kind of like this. Now we need to split these faces out from the tire so
it's its own object. And to do that, we just
press the P key so we can press P and then
separate by selection. Now we can also come up here to mesh and separate
hi selection here. Let's do that. Now if we tap into object
mode and select just this. Now you can see it's
its own object. We can tab back into edit mode, and now we can work
on the fender here. So let's see what we
can do with this. Let's select this edge here. I'll Alt click that edge. And then if we go back
to our front view here and go to wireframe, we can kinda see that in
here underneath everything. Now, if all this wireframe
stuff is in your way, we can of course hide
that by just coming over here and we can
hide the chassis. But look at that. It hit our vendor
entire as well, which tells us that when
we created these objects, they came in in that collection. So let's bring that back. Let's tab back into object mode, and let's take a look at this. Let's see if we can rearrange our outliner so we can hide
these a little easier. If we select this fender and
this tire, and this tire, we don't really see them here in the outliner and
that's because they're here in this chassis collection. So once we select them here, let's pull them out
of that collection and put them in the main
scene collection here, we can press the M key and
choose Scene Collection. And there we go. Now we see them out here. So that if we then go back to the front view and let's hit that Z key and go to wireframe. Now we can begin
hiding these things like the chassis collection
that hides that, the gas tank and the seat. Now we have a clearer view
of that reference image. So once again, keeping
the outline are fairly organized is going to help
in these kind of situations. And it helps in a lot of
other situations as well. But let's go ahead and
go back to Edit Mode. And I think I'll also go back to our Quad View
with Control Alt Q. And here's our top
view, front side. And we can tumble around
here for a perspective view. So let's do that. And now let's begin
extruding out. I'll hit E x. I'm going to pull
out just a bit. Maybe to about here. And I think I'm going to scale in just a little bit because it looks like there's just
a slight curve there, but I'm going to scale
in just a little bit. And then let's do that
again and bring that down. So press E and X and
coming out to here. And then I'll scale in
again just a little. And I'll also bring it
down some like this. Maybe I'll come back in
just a bit like this. And then let's do that
again and get that turn. Let's press and pull out. I'm going to pull
down just a bit. And then I'm going
to scale in as well here in the side view. And then I'll press
Control Alt Q to go back to our main view, Let's hit the three key. And now we should be able
to begin lining this up. But I think before I do, I'm going to pull these down
to where the red paint is. And then we'll do
one more extrusion to get it to the edge here. So let's try that. I'm going to just begin
grabbing these points, hitting the G key and
moving them so they're in line with where the
red paint ends. Just moving each of them down. It's kind of a pain. But there are times
when you just have to grab some points
and move them around, you just have to do
some point polling and shouldn't be afraid of that. Let's move that in just a bit. Alright, so now that we've got that I'm going
to tumble around, go to solid view. We've got this basic shape now. It looks like this one
here came down a bit, so I'm going to bring that
up just a little bit. Once again, continuing to tweak every time we tumble around
and see something new. But let's select this alt click this edge Back to
this side view, and I just want to extrude
down to this edge right here. You can just barely
see that in the black, but you can really see it
over here with this color. So let's just hit E.
And I'm going to pull down maybe about like this. Then I'm going to
scale in some as well. Let's move it and then hit
the S key and scale in. Maybe something like
that. That's pretty good. Now let's go back to wireframe. And let's begin moving
these into place. Now, I'll do another
extrusion to extend this out. But go ahead and get
these in place first. Alright, let's see
how we're doing here. Let's go back to
our Solid View tab, back into object mode. Let's go ahead and finish these off on the edges here I'll
press Alt and click this. Let's go to our side view, and let's just hit E and
pull this out down to here. Kinda get that shape there. Alright, and then let's go
down and do this here as well. So I'll Alt click this edge
and maybe go to wireframe. And let's just take this
E and bring this down. Let's begin moving
these points into where we want them to be on press G
and move this down to here. There we go. So we've got those
in place as well. Alright, tumbling around. Back to Solid View, tab into object mode. And there we go. We've got that basic
shape for the offender. Now, in the next video, will once again use an
object like this to then create the next object that's going to be
interacting with it. This piece here on the
side of the fender.
12. Creating the Fenders: Continuing with the fenders, let's work on this
flat part here. And to do that, I
think what we can do is grab this edge here. Let's Alt click this edge. And maybe I will take
away this point. And if I go to wireframe, Let's take a look at this. Yeah, Maybe I'll take
away this point as well. So we've basically got that bottom edge or the fenders selected minus two points here. And then I'm going
to press Shift D and move them up just a bit. And I'll hit the S
key and scale them out just a little bit like that. So now they're up inside
the fender there. What I'm gonna do
is split this out, this edge as its own object. So currently it's still a
part of the fender object, but I want to split
it out as its own. So I'm going to press the P key and choose to separate
by selection. Now if I tap back
into object mode, I can just select that one edge. There it is. And then tab back
into edit mode, hit the a key, and there we go. Now we're back to
where we began, but this is a
separate object now. And then what Let's
do is just duplicate this shift D and bring it down. And now I'm going to use this
for this area down here. So maybe I can hit the R
key and turn it a bit, hit the S key and scale it down. So I'm just trying to get it. And at the bottom of
this red line here. So maybe something
like this and yeah, I am going to have to
pull some points here. I'm just trying to
get it as close to that edge as I can there. And now that it's there, Let's go in and do a little point pulling
here and get it in place. So I'll just hit
the G key and begin moving these around to get them just to the bottom of
that red line here. I think that's what we want. Maybe I'll move
this one up a bit. The chest getting
these in place here. And I'll take this one
and move it here, here. And this one I'll kinda
move into here like this. Alright, so now that
we've got that in place, I'll hit the a key and that
selects those two edges. And now all we have to do
is just bridge edge loops. And to do that, we can come
up here into the edges menu. And here's bridge
edge loops here. Or to get to the
edges menu out here, we can press Control E. And that'll bring
up the edges menu. But if we want to bring
up the vertex menu, we can press control V. And if we want to bring
up the faces menu, yes, That's just control F. So let's press Control E, choose bridge edge loops. And there we go. And because this edge was
duplicated off of this edge, it had the exact
number of vertices. And so we were able to bridge edge loops
without a problem because you need the same amount of vertices in each edge. Alright, so now
that we have that, let's go back to Solid mode. And I'm just going
to take this and you can see as I move it around, you've got this Z fighting, this display error
going on because both objects are in the exact same place and we
don't want that. We wanted to kind of move
this in a bit like that. There we go. Now let's go back wireframe and let's
extrude these atoms. You can hit the two key to go to Edge mode and hit the E key. And let's extrude this out. And then I'll grab
this vertex here. Then maybe grab these two again, hit E. And that's kinda
bring these out like this. Now we're probably gonna
have to do a little bit of work to bring that. And actually that's not too bad. I'll just kind of grab this and pull it
in a bit like that. So ultimately we're
going to give these two objects
some thickness will probably use the subdivision
surface modifier will have to apply the mirror. But for right now, I'm just trying to
block these objects in and get them in place so
we can see how they look. Let's go down here and go back to wireframe
tab into edit mode. And I'm going to select
these two points, it the E key and
move down to here. And then let's do that again. Select these two points, hit the E key and move
down to about here. Like that. Alright,
let's go back to Solid. See how we're doing. Yeah, that looks pretty good. Okay. So there we've got the front fender pretty
much blocked in. Alright, so now let's take a look at this
vendor back here. I'm going to go
back to wireframe. And for this one, what I'm going to
do is duplicate this and move it over here, turn it and see if we
can get it in place. So let's press shift D and Y, and I'm just going to
bring it over here. And then I'm gonna hit the
R key and spin it a bit. Let's see what we
can get in here. So it looks like. I'll hit the G key again. It looks like the
top of them kinda go like this right here. And let's see down in here, we really need
another view here. So let's go to Image open and let's look at the
rear fender here. And maybe let's add one in here. Where's another rear fender
that we can look at? Here we go, Here's
the other side. Alright, so it looks
like that's pretty good. I think that's about as
close as we're going to be able to get it like this. So what Let's do is begin doing a little bit of adjusting
to get it in shapes. So down here, I think I'm going
to take these faces here. I'll Alt click between two of the bases and maybe
delete these faces here. And then if I Alt
click these edges, Let's see what we can do here. So maybe I will grab
these and hit the G key two times to slide it
along this existing edge. So it kinda be in place
here, something like that. And maybe move this one down. And this, and let's move this all the way
down like this as well. And now we can take these and
flatten them in the z-axis. And so if you press the
S key and the Z key, you can scale in the
z-axis and you can see how that's kinda
flattening these. But in addition, what you can
do is just press the zero key and that will
flatten them up completely and then press Enter. So that's a neat trick there. Let's get this in
place like that. And I'm not sure how far
we need to pull these in. I feel like they need
to be in a little bit more here like this, even though it's hard to see. So it looks to me
like we could take these and move them
back like this. Take these and move
them down around in here like this
and hit the R key. Turn that a bit. Alright, so we've got that. Let's take a look at
it in solid view. Yeah, that doesn't
look too bad actually. I think what we need to do now is deal with
this piece here. I will come in here and
grab these points here. Maybe I'll make
them a little bit more in line with what I want. I'm going to turn them and maybe just straighten that
out a little bit here. Okay, so now I've got these, I'm going to grab
these and I'm going to duplicate these as well. And it looks to me like
there's a seam back here. So you can see here this kind
of fits over this a bit. So let's just press shift
D and duplicate this and move this kind of above
that just a little bit. And then let's
separate this out with the P key and by selection, and now this edge
is its own object. Now we should be able
to tab into edit mode, hit the a key to
select everything, hit E and begin
extruding this out here, I'm going to hit E and
then r, e, r here. E. Just want to begin bringing
these down like this. I'll hit the E key again
and come in right to here. And then these, it
looks like we could angle in just a bit a0 and then back out E.
And maybe to here. And then I'll bring this
all the way out to here. And let's move these in a bit. Just point-by-point. Here we go. Alright, so let's take a
look at that z and solid. All right, that's
looking pretty good. Let's bring this out
just a bit right here, because we do have
a little bit of Z fighting right in here. Maybe like that. Then I'll right-click
and choose Shade Smooth. Alright, so there we've
got the back vendor. Let's do the same thing that we did previously for these here. Let's go to wireframe
and select that edge. And then let's press
shift D and move it. Well, we want to move it up
into here and I don't, we, Let's do that and then hit the S key and scale
out just a bit. Kind of like this. And then let's go ahead and separate it into
its own object with the P key and selection
tab back into object mode. And just to that
edge right there, tap back into edit mode, hit the a key and then
Shift D and duplicate, move it out and
scale it down a bit. So we try and get it as close to this edge is we can
something like that. So I think that's pretty good. I do want to move these a bit, move these back a bit like this. And let's go through
and try and move these into place a
little bit better. I'll move this one and this one. Alright, so let's hit
the a key and then press Control E and
bridge edge loops. Alright, now let's take a look. Let's move it back
in just a bit. Good. Now let's do it one more time. Over here. Select that edge. Maybe I'll de-select
that one down here. Go to wireframe, Shift D.
Let's move it up a bit. Split it out into
its own object, and back in edit mode. Let's press shift D
and move this down to here, something like this. Then let's begin moving these points to get
them more in line. Here. Here we go. Something like that. Let's
hit the a key control E, bridge edge loops. There we go. Now we can take this and
move it in just a bit. I'll tap back into edit mode to do that. Something like this. There we go. That's the
basic shape of the fenders. And as I said, we'll do
more clean up on this, but I just wanted
to get these in before we moved on
to other things.
13. Modeling the Headlight: All right, before
we do any more, Let's do a little
clean up again. Here in the Outliner. Looks like we've got
some things that we can create a few
collections for. So let's select the tires and
let's just press the M key, create a new collection
and we'll call this tires. And so there we have those. Now these other
things, the vendors, we should probably put these
in a collection as well. So I'll select all of those. Press M new collection,
call it vendors. And now we've got those. All right, That's looking
a little bit better. Let's bring back the chassis, the gas tank, the seat. And yeah, so I thought maybe the next object we should
create is this headlight. It's, it's kind of a
fairly prominent object on the motorcycle here. So let's work on that. Now, if I hit the three key and let's go to the side view
here and take a look at it. So this is gonna be
kinda interesting because you would think
it would be fairly easy. However, one might be tempted
to just bring out a sphere, a UV sphere and put it
in here and cut it in half and it'd be fine
and that would be okay. But let me show you
a problem with that. Let me press Shift
a mesh UV sphere. And I'm going to
scale this down. And let's press
RX 90 to turn it. Now let me hit G and
bring it up here. I'll hit the period
key to zoom in. And if we go to wireframe, let me just show
you something here. I'm going to get rid
of half of this, delete this, and delete faces. Now if we scale down to about here and then we press S
and Y and scale out a bit. You can see we're beginning
to get that shape. However, let me show you something as we try
and smooth this. Well, let's say we want to add a subdivision surface modifier to this to get it really smooth. So it doesn't have
any of that kind of blocking this
with the polygons. So we can come over here and add modifier
subdivision surface. We can maybe turn it up to, to, to get it really smooth. And then look what happens. Can you see that polling that's happening around
that single-point? See that it gets a little
bit messy back there, right? You can kinda see
that right there. And there are different
ways to try and avoid that. You could come in
here and choose every other edge and
dissolve those edges. But that still doesn't
really solve the problem. There's still that
single point there that's going to cause
polling around there. So to avoid that, There's another way, let me
hit Delete and delete that. We can actually do is
begin with a cube. And I know that sounds strange, but let me show you what I mean. I'm going to press
Shift a mesh cube and then I will hit the
S key and scale in. Let's hit the G key
and move this up here. And now, what I'm gonna do is add a subdivision surface
modifier to this. Well, add that, turn it up to, let's say I'll right-click Shade Smooth and
believe it or not, we're beginning to get
something that we want here. Now, what I'm gonna
do is cut it in half. I'll press Control R and then add an edge loop
right down the center. I'll press the three key. Let me go to wireframe
so we can see this. And I'll delete these
faces here on the front. Delete and delete faces. And now what we can do is
select this face here. Let me go ahead and
turn on the cage. And we can scale that
down until we get that point or that curved
point that we see here. So let me just move this back. So you see what I'm doing. I'm just getting this
point right here. So there is no point in the
center to cause that polling. And then from this we can
extrude this forward. So if I take this edge
and move it back a bit, and maybe this face and scale
it down a bit of something, maybe like this, Let's say. Now before we do anything else, a problem we're going
to have is that this isn't exactly a circle. If we go to the front view, you can see it's kind of squared off and that's because
it began as a cube. So we're going to have
to deal with that. But I think what we can do is
maybe move this back a bit, scale this down, and then bring this down a
little bit more like this. And that is really. What we want for the
back of that headlight. Alright, so now what I'm gonna
do is go ahead and apply this subdivision
surface modifier and then extrude the rest out. So if I go into wireframe, you can see that
that's what it looks like when we have the
optimal display on. But if we turn this off,
there's what we get. If we applied the subdivision
surface modifier. Those are the polygons
that we're going to get. And we can turn this down a bit, but I don't think
that's quite enough. So what Let's do is
turn this up to two. And then what I'm gonna
do is go ahead and apply the subdivision
surface modifier here. Now, if we go back to solid
view and tab into edit mode, you can see this is
what we have now. So let's go back to here. I'm going to select
this edge and I'm gonna begin extruding
this forward. But before I do, We probably need to get
these into circles, right? So we can take one of these and we can create
a circle out of this, a more exact circle. And to do that, we're
going to need to add or enable an add-on. So let's come over to
Edit and Preferences. Then under Add-ons, let's
search for loop. Oop. And here we have an
add-on called loop tools. And we can just enable it by
putting a check mark here. Now let's close
this and let's hit the End key to bring
up this side panel. And now we have this extra
tab here called Edit. And if we click on this, here's our loop tools. Now with this selected, I'm going to spin down the
little circle one here. We can just click Circle. And did you see it changed
more into a circle there? And let me do the next one here. I'll click here. And you can see it
changes to a circle. When we do that, I'll
click here and circle. And now we can begin extruding these out to
create the headlights. So I'm gonna go to
the side view again. And in fact, what I'm
gonna do is just, I'm going to pull this
straight forward. And I'm going to scale this out to be about the right size. Let's say about like this. This headlight is
tilted down just a bit, but I want to create this
on the global axes here, so we're a little bit off, but we can still do this. I'm going to scale this
up just a bit like this. And then maybe I'll
take this one. And I'm going to
move it forward. Hit the S key and scale
out a bit about like this. And then maybe this one, I'll pull out like this
and scale out like this. And then we can begin to see if we need any
others in here. And I think we do, I think
we need one right in here. So I'm going to scale that out and maybe pull it back
just a bit like this. And maybe I could even scale this one up just a
little bit like this. Alright, let's take
a look at this. Yeah, so I think we're
getting there end. Now what we can do is
we can go ahead and add that subdivision surface
modifier again here. And we get that
nice smooth shape without the polling around
that single point at the back. So I think I'm going to grab these edges and scale
them out a little more. I'll turn on the
cage right here. Let's see what we
can do with this. We get a little bit more
of a rounded shape. Here we go. Now let's get this front part. And what I'm gonna
do is turn off the real-time view in
the view port here. I'm just going to turn that off. So we go back to as if the subdivision surface
modifier is not there. I'm going to hit E and S
and scale out just a bit. And I'll hit E and y and pull forward just
a bit like this. And then I will scale in. I'll hit E S, bring
this in a bit. Then E, Why? Pull back just a bit and
then scale in a hair. Okay, now let's
go ahead and turn that subdivision surface
modifier back on. Now we're going to need
to add an edge loop to kinda tightened this edge up. So I'll press Control R. And let's move this in
just a bit like this. Then maybe I'll add
two edge loops here, scrolling the mouse wheel and hitting the Enter key twice. And then I'm going to
scale these out in the x and the z, but not the y. I don't want to scale
it out in the y. So what we can do is press the Shift key to
turn off the y-axis. I'm going to press S, Shift Y. Now it's only scaling
in the x and the z. I'm going to bring
that out just a bit, just to get a little bit
more of a curve there. Maybe I'll add an
edge right up here. Let's try that. Now let's get the lens. What I'll do is I'll tab into edit mode and alt
click this edge. And now at this center point, I'm going to move
the cursor to it, Shift S to, to move the
cursor to that point. Now let's go ahead
and use that sphere. Because that headlight lens
is going to be more flat. It isn't gonna be as
pointed as this part here. So I don t think we're gonna get any polling per se
when we use a sphere. So I'm going to press
Shift a mesh UV sphere. I will scale it down quite
a bit. Let's turn it. Are X9 zero. Then I'll tab into edit mode. Let's hit the Z key, go to Wireframe, go to face
mode with the three key. And then let's just delete
half of it, delete faces. And now if we tap back
into object mode, where we can do is scale in. So it's inside here like this. Maybe I'll move it out
just a little bit. And then let's scale
in the Y, S, Y. And that'll just
flatten that up like that. Let's try that. X0 and solid. Maybe I'll scale it in
just a bit like that. Then let's smooth it. There we go. We've
got our headlight.
14. Creating the Handlebars: I think another good
thing to go ahead and block in now would
be these handlebars. That's another pretty
prominent feature and it will help us with the size and
proportion of everything. So to do that, I've brought in a couple of
reference images over here. I think maybe I will give
these things a name. You can select an object
here in the 3D view and hit F2 to rename objects. So I'll call this headlight. And I'll select this. I'll hit F2 and I'll call
this headlight lens. There we go. So we have these
cleaned up in the outliner. Now to begin, I think
I'm going to move this cursor back to the center
of the grid with shift S1. And then I think what
I wanna do is use a path the same way we did with the frame or the
chassis of the bike. I think I want to use a
path for the handlebars. So let's just press
shift a curve path. And this time, instead of moving and scaling
in object mode, Let's try it in edit
mode and see how we do. I think it's gonna be helpful because we're going
to mirror this over. And when we mirror an
object using the modifier, we need the origin of the object in the
center of the grid. So let's just tab into edit mode and make sure everything's
selected by hitting the a key. And let's just scale it down. And then I will go to
the front view here. And let's just hit G and
move it up into here. Scale it down a bit, hit the R key. So I just want to
try and get it. So it fits on this
area right here. Alright, so we have
it in that view, but if we've tumbled around, we really don't have it in, in, in any other view, so, well, Let's do is go back to our
Quad View Control Alt Q. And now we can zoom in with each of these windows with the period key. Here we go. And let's try and
get these in place. So it looks like we need
to come up here a bit. I'll hit the period
key again here. And let's turn it
in the side view. Hit the G key, maybe, something like that. Now let's just take this
end point and begin extruding for this
curve here and here. So I'll hit E and
I'm going to move it in the front view just a bit. And then I'll hit G and move
it in the side view of hair. And then let's hit E and
pull this out like this, G and pull this out like this. So these aren't gonna be exact. It kind of looks like we're
going to need to come out a little beyond the reference image
here, but that's okay. Let's get them
generally in place. I'm going to turn
it like this now, maybe move one of
these like this. Now let's grab this
and move this up. You can see we're just kind of fighting against each other
between these two views, but we can do this. You can get it. I want to move that
down like that. You're over like this. And here we go. So now
I'm gonna go ahead and extend it on down like this, and then hit this one
and move it out like this. So you see what I mean? When we get one in place, the others are a bit
off and that's okay. That's to be expected. Let me kinda move these
around and see what we have. I'll tab back into object
mode and see what we think. Looking at these, it
appears that this is a little bit more bent
back then I have it here. And that's okay. So let's come over here. And I'm gonna begin just taking these and moving
these like this. We get a little bit more
of a bend out of that. All right, Let's hit the Tab
key to go to object mode. I'll press Control Alt Q. And let's see what
we have so far. Yeah, I think we're
getting there now while we're working on this, Let's go ahead and add
a mirror modifier. I think it'll help to see
it on the other side. So we'll come over
here at a mirror. And it comes out pretty well. Mainly because if
we hit the End key, the rotation is still zeros because we've been doing this in edit mode and
not in object mode. Alright, so now
that we have that, let's go ahead and
add the tubing to it. So let's come down here to the object data
properties of the path. And let me move this up a bit, and move this up a bit. Here we go. Once again down here. Let's put this in
for, let's say, and down here under the bevel, Let's put this at three. Then let's click and drag in the depth field
and pull this out. I'm going to hold the Shift key down to move a little
bit slower here. So let's say, let's
try 0.015 here. Is that too much?
That looks like it may be a little bit too much. How about 0.01? Well, that doesn't look like
it's quite enough. All right. How about 0.0, 125. Let's try that. Yeah, I think that's
pretty good for now. Let's do that. The next thing let's do
is work on these handles. So I'm gonna kinda zoom
in here and zoom in here. And we can see these. And instead of trying to do
it at an angle like this, I think I wanna do it
aligned to the global axes. So for this NURBS path, Let's hit F2 and call
this handlebars. So we know what that is. And then I will just come
through and hide all of this. Then let's just begin with a cylinder and see
what we can do. Maybe I'll take this cylinder
down to say 16 sides. I'll turn it in the
x-axis are X9 zero. Maybe let's scale it down a bit. Let's see if we can get something that looks
kind of like this. I'm going to press S Y
and move it out of it. And then I think I will
tab into edit mode. And let's press
Control R. And I'll scroll the mouse wheel
so we get two edges. And then I'll scale in
the y with x and y. Let's move these out a bit. And then we may be able to
extrude these out a bit. So let me just select this
one and move it back. And then I'll press Alt
click between two of the basis here and all Shift-click between two
of the faces there. And then let's
extrude these out. I'm going to press E,
and then once again, I'm going to scale in the x
and the z, but not the y. So I'll press S, Shift Y. And now we only scale out in the x and
the z. There we go. Now we could probably do
something with this here. What I'll do is I'll just
inset this with the I key. Here we go. And then I'll pull
that out some. We can do that
again with the IK, just press I can bring
that in like that. Maybe pull that out a bit. I'm just doing this
part down here. And then let's extrude
this and I'll hit E, push that in for that
whole at the end. And I think it kind of bulges
out a bit in the center. So let's just
insert an edge loop there with Control R and
pull this out of it. We could do that again
over here if we wanted. And over here we go. So we've got that kind
of bulging out there. Now let's do this
metal part here. I think we just need to maybe
scale in just a bit here. And then I'll just extrude, I'll hit E and pull out of it. Scale in just a bit like this. And then there's just a
little bit of an edge there. So let's once again just
hit the I key to inset. Pull that in and go like that. Let's try that. Now let's add our
subdivision surface modifier and see how it looks. I will tab back to object
mode and then smooth it. And then let's add an edge loop here to kinda tighten this up. Add an edge loop here to
kinda tighten that up. And maybe also back here. Let's do that. Up. Here we go. I think we're going to need
to change the finish of this because this
multi-sided face here, the end gun, doesn't really work well with the subdivision
surface modifier. You really need
only four sides or maybe three, but not 16. Also, if you can't see
this area down here, all the information about
the polygons and the edges. You can come down here
and right-click and turn on scene statistics. And you have some other things here too that you can turn on. But I'll go ahead and
delete this face here. And then I'll just select
these edges and hit E and S and scale that in
just a bit like that. I'll maybe add an
edge right in here. And we'll work on these
indentations at a later time. But I just wanted to get this
kind of cleaned up here. Let's add an edge right in here. Let's add an edge in here. And let's redo the
face inside here. So let's just delete that. Delete faces, select this edge, and let's hit E S
and scale in a bit. And then E S and scale in a
little more, ES1 more time. And then I'll just merge these at the center by
here and edit mode, pressing the M key and
merge at the center. There we go. Alright, we've got the
basics of our handle here. I feel like this needs to
be a little bit longer. So let's just hit the three key. Go to wireframe. And I just want to
grab this area here, maybe this area and
pull this out just a bit, something like that. Alright, let's put
it on our handlebar. I will select this edge here and move the cursor
to it with Shift S2. And then I'll move the
origin to that point object, set origin, origin to 3D cursor. Now let's bring everything
back here in the outliner, and then let's put it in place. Now it needs to scale
down quite a bit. Let's go to the top view. Hit the G key, move
it into place here. Maybe I'll turn it a bit. I'll go to the side view
with the three key. Let's move it up. Hit the
period key to zoom in. Let's tilt it down a bit. Bring it up a hair, go
back to the top view. If the G key, move this around until we think we're in a place
where we kind of like it. Alright, looking pretty good. I feel like it's a little big. Let's now scale it down. And you can see since
I move that origin, I can scale from that point. Alright, so now let's take
that pivot point, that origin. And let's move the cursor
to the center of the grid. Shift just one. Move that
origin to 3D cursor. Now, if we apply our rotation control a
and apply the rotation, we can add a mirror modifier, and there it is. Alright, we've got our
handlebars blocked in. Maybe in the next video, we'll continue working on
this area up in the front.
15. Beginning the Front Brackets: To start working on
this area up here, I think I'm gonna begin with
these braces on the outside. And I'll do the things that
I can see and then work inward to the places that we
can't really see very well. So I've brought up
some reference images here of these braces
on either side. And I think all we really
need to do is create one, say on this side here, and then duplicate
and mirror it over. And then we just need to
create this one piece here. Let's give this a try. I think once again, I'm going to begin with just
a polygon plane and then get this shape right here
for this bracket and the hole or the
slot in the center. And then add thickness to it
with the solidify modifier. Alright, so let's begin here. Let's go to the side
view with the three key. I think what I'm
gonna do is come over here and click on cursor here. And then click right
in here to put that cursor in the
center of that piece, I'll switch back to
the Move tool now. And then when we press
Shift a mesh plane, it'll drop in at that cursor. Now, let's bring it
down quite a bit. I'm going to take the size
from 2 m down to 0.1. And then let's turn
it in the y-axis. We can of course press RY 90, but also we can press R and y and then hold
the control key down. And then in the upper left-hand corner of
the screen you can see the degrees as we snap
in five degree increments. So we've got 65 and there's
90 degrees right there. Alright, so we've got that. Let's now bring it forward
to where we want it. So if I hit the Z key
and go to wireframe, here's that piece right there. I'm just going to bring
it out right about there. And it looks like this is slightly tilted in
slightly angled, but I'm not going to deal
with that quite yet. Let's go back to the side view and I'll
scale it down quite a bit. And then I'm going to
turn it with the R key. And then I'm going
to switch over to local transformation here
from global to local. And notice what the
move gizmos did. Now they're in line
with that object. And you can change this menu here by pressing the comma key. And then you've got all
the same things here. You've got global, and then
you've got local there. Okay, so now when we scale
it and we choose an axis, we need to choose it based
on this local transform, gizmo, and not on
the global one here. So if I want to scale it out in the y or make it a
little bit wider, I can press S Y and
it will go this way. There we go. So let's bring
it out to about here. And then I'll scale in the x sx. Let's bring that up to
about here, let's say. And then if we tab
into edit mode here, and let's add a couple of
edges along the length of it. So let's say three edges here. I'll scroll the mouse
wheel like this. No, How about four? Let's do four. I'll hit the Enter key. And now that I have
these selected, let's press Sx and pull
them out just a bit. Then I will reduce the
selection by pressing Control and the minus
key on the numpad. And now we've just got
these selected and then Sx. And I'll hold the
Shift key down. You can see what I'm doing. I'm just trying
to get that curve on the top and the
bottom. There. There we go. Now,
what this also does, let me go to wireframe. It gives me some edges to
create this inner slot. Now it's not gonna be quite
as wide as it is here. And that's okay. I'm not going to fuss about that
too much here. I'm just going to
press Control R. And I want to bring
this like this. And notice that as I get
it closer to the edges, see how it curves
to fit the edges. And I don't really want that. I want it to stay straight. So one thing I can
do here is just hit the Escape key or press the right mouse button
and it'll go flat again. And then I can just
drag this like this. So I'll put it right here. Now, the other way we
can make this flat, let me press Control R and
bring this down like this. The other way we can
make this flat is if you look up in the top left-hand
corner of the screen here, where it says edge slide. And you can see it says
Even equals off, right? So if I hit E to turn even on, now it's even with
this edge here. And up there now you can
see it says flipped off. And if I hit the F key to
turn flipped on or off, it curves and then
it straightens up. That's another way to make your inserted edge loops
conform to the end or go flat. So that's the E key
and then the F key. So I'll put this
right down here. Now, if we go back
to Solid View, I can hit the three key, go to face mode and then
delete this face here. So with that done, let's come back over here
to the modifiers panel. Let's click Add Modifier
and click on solidify. Now let's choose
even thickness here. And let's make sure that
our scale is uniform. Before we finish up with
the solidify modifier, I'm going to press the N key. And in this panel
we can see that the scale is non-uniform. But the solidify modifier
is another one of those tools that uses the
scale to run the tools. So I'm going to apply the
scale and see what happens. Let's press Control a
and apply the scale. Now look at that.
That's actually 0.01 m. So now let's take this
and drag it down. I'll hold the Shift key down and let's drag it down to where
we think it should be. Maybe about like
this. Let's see. I almost feel like
we can go 0.0, 025. Yeah, something like that. That's pretty good. Okay, so
we've got that basic shape. Now let's work on these
little cylinders here. We just need to bring in a
few cylinders here in here. So let's do that. I will go
back to the side view again. Click on cursor. Maybe I'll put this here. If we go back to wireframe,
we can see it here. So yeah, maybe right in here, let's say something
like that. Alright. Now let's bring in a cylinder, shift a mesh cylinder. And for this, oh, let's put it at say 24. And then I'll type in 0.1
and 0.2 m to shrink it down. And in addition,
let's change this from n gon to triangle fan here. Let's try that. Alright, so now we can scale
this down quite a bit. I'll change back to
the move tool here. Let's turn it in the
y-axis, our y90. I'll go back to wireframe and
let's scale it down to fit. And a right inside
this piece right here. Yeah, something like that. Then let's bring it
over to where we want. It probably wants to fit
right in here somewhere. Let's go back to the
global transformation. Or we can of course, hit the Comma key and go back
to global. And there we go. So now let's scale in the x
to bring this in like this. Then we can begin working
on this area here. So we tab back into edit mode. I'll press Alt a to deselect. And now I want to select
all of these faces. For me. Probably
the easiest way to do that is to hit the C key, to turn on the
circle select tool, and then click and drag
and paint the selection, and then right-click to
get out of the tool. Now we can do, is do a little extruding to
get this basic shapes. So what we can do is say, Hit the I key to inset
just a bit like this. And then let's hit the E key to extrude and push in just a bit. And I'll hit the S
key to scale in. Maybe let's pull that
back out just a bit. And then I'm gonna go
all the way in here. I'm going to hit the I key, go all the way in like this, and then hit E, pull
out just a bit, maybe something like that. And now let's get this
little piece right here. So EIS scale out and then
E and pull out a bit. I will scale in just a smudge. Like that. Let's hit
the I key again. And then E, pull out S scale n. And let's do all this again. Let's hit the I key,
and I'll push in. And then let's get this
little piece here. So let's just hit E and
pull out, and then S. Maybe push it back a bit. E, pull out S. And we can keep doing this. We can also just hit
the I key and then pull out icky and pull out like that. And then maybe we could go in. I'll hit the period key on
the Num pad and just select that one little point
and pull that out a bit. And there we go. Let's maybe try and smooth
this and see what happens. I'll right-click
and Shade Smooth. And then let's come over here to the object data
properties right down here. Let's twirl these up. And under the normals section, let's turn on auto smooth
and see what happens. Yeah, That's kinda nice. That helps out a bit. I feel like that this
piece could come out sum. Let's try that.
Yeah, there we go. Alright, so we've got those
pieces in the next video. We'll continue working
on this brace and maybe even duplicated and flip it over here
to the other side.
16. Continuing the Front Brackets: Now let's work on this
part right up here. I think what we need is
just another cylinders. So let's once again
go to the side view. Let's hit the Z key,
go to wireframe, and I'll take that
cursor and put it right here generally in the center
of where that cylinder is. You can also click and drag the cursor and drag it
around to where you want. So I'll put that right there. Alright, now let's go ahead
and create another cylinder, shift day mesh cylinder. We will scale it down. Let's turn on the
move tool again. And we can see, let's turn
it into y axis RY 90. Then let's get it down to size, the side view, and then let's scale it down to
about right here. Now let's take a look at it. In terms of placement
and the width, we might want to scale
this in the x just a bit. Move it back like this. So we're getting
this piece right here and it's kind of
sticking out here. So now for this part here, what we could do is we
can tab into edit mode. And once again, we could select these faces here with the C key, the circle select tool, and drag select those. And then what I'm gonna do
is just duplicate this off. I'll just press
shift D and press the X key and move
it out just a bit. And then I'm going
to extrude this. So I'll hit E and just
pull this out like that. And it looks like it's
a little bit smaller. So let me just hover
over this and press the L key to select only
linked components there. And I'll scale that
in just a bit. Maybe we can move it back
a hair. There we go. And now let's work on that bolt. That bolt is really just a cylinder that
only has six sides. So let's just do that. Let's select this point and move the cursor
to it, shift S2. And then we'll press
Shift a mesh cylinder. Let's change the number
of sides to six. And then let's scale
it down quite a bit. We'll turn it into y or y90. And then let's
scale it in the x. Bring it out a bit. And how's that for size, it's really not too bad there. I think that could work. Okay, Let's turn it. I'll press RX and spin it a bit so it isn't just
exactly on axis. And then let's create a
cylinder right in the center. In fact, what we
could do is just select this one back here. I'll just hit the L key. And let's duplicate
this shift dx. And then let's scale it down. And let's put it
in. Here. We go. Let's now smooth that I can select this and right-click
and shade smooth. And that's maybe a
little too much. Let's turn on auto smooth here. Yeah, that smooths the sides without taking away the edges. And now there's that one
little thing right down here. These little clips kinda looks like a flower on most
these little clips here, I think I'd like to do that. Let me once again
move the cursor. I'll select this and just select that one point in the center
and press Shift S to, to move the cursor to that. And then let's create
a polygon plane, shift a mesh plane. Let's turn it in the y-axis, RY 90, and I'll scale
it down quite a bit. And then I'm going to
move it into here. Move it up like this. So it's kind of like that. We go, let's try that. And then I'll tab
into edit mode. Let's press the two key
to select that edge. And I think I'm just going
to drag it up like this, scale it in and then pull
it back, some like this. Now I'm just going to
add a couple of edges to get that kind of curve to it. So I'm going to press Control R. And let's add an
edge right in here. I'll pull it back and pull
it up, some like that. And then let's do the same here. And I'll pull it in like this. And maybe I'll take this
down a little bit more. And then maybe, you know what, maybe these points, we
could bevel these points. Because just like we have
under the edge menu, we've got bevel edges. Under the vertex menu, we've got bevel vertices. So let's tab into object mode and let's
apply the scale here. Control a, apply the
scale once again because the Bevel tool is another
one of those tools that uses the scale
to run properly. So now whereas the bevel
edge tool here is Control, be, the bevel vertex
tool is Shift Control B. So let's do that. And then let's pull
this out like this, scroll the mouse wheel. And then we have a
curved edge there. Alright, so now that
we've got that, what Let's do is let's
just add the other three. So what we can do is move that origin to 3D cursor that's still there
in the center. I'll come up here. Change from median
point to 3D cursor. There we go. Now let's duplicate
and rotate this. So this press Shift D and enter, and then R9 zero. There we go. And I can do that
because I'm here in the right orthographic view. Otherwise I'd have
to press RX 90, but let's press shift D again. Enter our 90.1 more time, or 90. There we go. Now let's
take those and turn them just a bit like we
did before with the bolt. I don't like things
being perfectly on-axis. Humans don't usually
do things that way. So let's go back
to the side view. I'll press R and just kinda turn it just a little
bit like that. There we go. Alright, so now before we mirror them
over to the other side, let me take a look at
this from the front. And do we need to
angle this at all? We could let me change the
pivot point back to median. And just like we can change
this menu with the comma key. Here, we can change this menu with the
period key right here. So I'll change to median point. And then maybe we hit bar is turn it just a
little bit like this. And I'm going to leave
everything else in line with the global axes and just turn this just
a little bit like that. Let's try that. All right, Now that
we've got these pieces in and before we
mirror them over, Let's join these together
into all one object. When we do that, when we
joined pieces together, we need to make sure that all of the modifiers are the same
or they've been applied. So the one object we have
a modifier on is this one. If we come over to
the modifiers panel, we still have a solidify
modifier on this. So let's go ahead
and apply this year. Now, it's all polygons. It's all one object, it's all one thing. And all the other things, all the other objects here do
not have a modifier at all. So all of the modifiers
stacks are the same now. Therefore, we can go through
and select everything. I'll just go through
and select all of these pieces, this and this. And now let's join
them together. And to do that, we
can come up here to object and join or
press Control J, or Control J. And there we go. Now, when we did that, the smoothing kind of
got a little weird here. And that's because
we didn't have auto smooth turned on
for all of the objects. If we click here, we
can turn that back on. Now, if it isn't quite
the way we want it, we can click and drag
in here and drag up the angles that we
want to smooth, right? So if we want those
smooth there, we can drag that
up to 83, right? And what that does is it
cleans everything up. But we lose some of the
definition in here that we had. Because if we click and
drag back down like this, there's the way
we had it here at about 40 to this I kinda like, but I don't like the angles or the edges there
on these tabs. So I can drag up to
clean up the tabs. But then we smooth out this
piece a little too much. So how do we fix that? Well, what we can do is we can add sharpness to certain edges. So if we tab into edit mode, maybe say this edge here
and this edge here, we could make sharp no matter what smoothing
we apply to it. So no matter what we do here, these are always
going to be sharp. To do that, we can bring
up the edges menu with Control E and click
on Mark sharp. There we go. Now if we tap back
into object mode, you can see we've got
those edges back. And in fact, I could even maybe take this one and
do the same thing. Let's try it for this one here. Yeah, see, I like that. Okay. So that's just a way to be
able to adjust your smoothing if you've got kind of a conflict between different
parts of the object. Alright, so in the next video, what let's do is duplicate this, mirror it over, and then
create this piece right here.
17. Finishing the Front Brackets: Now one last thing before
we mirror this over, I just want to get this
little piece right here. It looks like it's kinda sticking out from
the back of here. So let's go to face mode
with the three key. And then I'll press
C for circle select, and I'll click and drag and
paint that selection here. Now let's hit the I key
to inset like this. And then we'll just
hit E and extrude out like this. Alright? And it looks like it's
curved here on the edge. So we could go to edge mode
and alt click this edge. And then we could
press Control B to bevel this out
and kinda curve it. But look at how it's beveling. It's kinda flat there. So once again,
this is our scale, I believe I'm going
to press Control Z and tab back into object mode. And sure enough, our scale
is not uniform here. So let's press Control
a and apply the scale. Now we've got all ones here. Let's try this again. I'll press Control B. And now look how much
cleaner that is. Yeah, that's kinda nice. So it's just more centered
on that edge when we did the bevel than it was when
the scale was non-uniform. Alright, so now
we've got a piece here that I think we can
mirror over to the other side. However, I don't want to use
a mirror modifier for this. What I'm gonna do is
use the mirror tool. It works in a similar way, but it makes it permanent
right off the bat, whereas the mirror modifier
is not a permanent thing, so you can still adjust one side and the other
side comes along. This I feel like I'm
pretty much all done with, so I'm just going to duplicate
it and mirror it over. But when we do the mirror, it's going to mirror
around the pivot point. And we still need to move
that into the center. So what let's do at
least temporarily, Let's move the 3D cursor to the center of the
grid with shift S1. And then what we'll do is
change the pivot point here, the transform pivot
point from median point, or where the origin of the
object is to the 3D cursor. There we go. Now, that doesn't move the
origin of the object. That just moves how
we're transforming it from this point
from the 3D cursor. So now we can duplicate
this shift D. There it is. Now let's mirror it
over with Control M, and then press the X key
to mirror in the x-axis. There it is. And
then press Enter. Alright, now we've
got our two pieces, one on either side, and it
is actually two pieces, it is to objects. And now we can work on
this piece right here. So to do that, I'll
tab into edit mode. I'm going to press the L
key to select each one of these little tabs and hit Delete and delete faces because
we don't need those here. And now let's create
this piece right here. It's kind of a
four pointed knob. So I'll tab into edit mode and just select this one point
right in the center. Let's move the cursor
to it, shift S2. And now, what kind of shape do you think we
should create here? What kind of a polygon Primitive should we create to
begin this object? Well, I'm going to
start with a cube. So let's press Control three to go to the left
orthographic view. And let's bring in a cube, shift a mesh cube. Let's take it down
to maybe 0.1 m. And let's scale it
in the X a bit. Actually, I'll scale
it down some here. Maybe let's see how big it is. I'll press the Z key
and go to wireframe. And it looks like
there it is there. So we're a little bit off. But I think it's
about this big here. Let's try that. And then I'm going
to scale on the x. Bring it in about
like this, let's say. And I will move it out until
it hits right about here. So we're not going to really change anything
underneath there. I don t think we need to
we could delete that area, but for now, let's just go
ahead and leave that as is. And I think I'm going
to try and create this shape using the Bevel tool. So once again, let's
apply the scale. So we have a uniform
scale there. I'm going to press Control
a and apply the scale. Now we have all ones. And then if we tab into edit mode and hit the two
key to go to edge mode, I'm going to select these
four edges right here. Let's do that. And then I'm going to press
Control B to bevel the edges. And I'll pull the
mouse in like this. Like that, maybe right
about here, Let's say. Now I can increase
the number of cuts, but more importantly, I
can change the shape. So if I click and drag in
the shape, look at this, I can take those in
like that and now we're beginning to get that
shape of that knob. So maybe I'm going to hold the Shift key down to
move a little slower. Maybe something about like Yes, let's say let's try that. There we go. Now I could
once again increase the number here to get a
cleaner curve on those. And then what I'm gonna do is just select these edges here. And we're going to bevel these going in the
other direction. So let's grab these and
then press Control B. Pull out like this, scroll the mouse wheel to reduce the number
of sides there. And then I'll click. And let's change
the shape here to going out like that,
about like this. Alright, so there we go. Now, I feel like that's
a little too thick. So let's scale in the x
just a bit like this. Something like that. Okay? And then I want to
curve these edges here. I think I want a bevel, this edge and this
edge. Let's do that. Control B, and let's pull
those in a bit like that. Yeah, Let's try that. And then I want to make
these right in here. And I can't really
do that off of this. I'm going to have to
create a new object, put it on there, and
then join it together. So let's select it. I'll just select this base here and let's move
the cursor to it. Oh, I need to change
back to median point. There it is. Let's press Shift S two. And then at that cursor, Let's create a sphere. Let's create a sphere and
use that to begin here and then extrude out to
get the rim around it. I'm going to press Shift
a mesh and UV sphere. And let's take this
down to maybe 16.12. We don't need quite as many
segments and rings there. Let's take the
radius down to 0.1. And let's now turn it our y90. Let's cut it in half. I'm just going to
tab into edit mode. Let's press Alt Z to be able to see
through it with x-ray. And maybe I'll go to
the front view here. And let's just click and
drag and delete this half, delete and delete faces. Then I'll press Alt Z
again to go out of x-ray. And let's scale this
down like this. Let's flatten it in the x Sx and I'll bring
that in like that. Now let's bring it in and put
it in here in the center. Maybe I'll scale it back out in the x just a
little bit like that. Take that and let's bring it in writing here now
that's a little too big. Let's scale that down. Bring it in like this, just above there like that. Maybe I'll scale it
down a little more. Alright, so now let's
just take this, select this outer edge. Let's press S and scale out. And then let's do that again, E S and scale out like this. And then what I'll do is
just press Control R. But that right in here. And then maybe two in here. And I'll select this edge Alt click between two of the faces. And now let's just pull
this out some like this. We could take this
edge and bring it in. So maybe scale it
in a bit like this. We could add another
edge here and pull it out, maybe like this. Right? So we're getting
that basic shape like that. Alright, so let's just
take this edge and maybe EX and pull it back. There we go. Maybe it needs
to be a little bit bigger. Smooth it. Here. We can try smoothing this. Yeah. We could combine
them together to, let's take this and this
and press Control J. We go, we may want to use our subdivision surface modifier on that and then smooth it. So that looks a
little bit better. So it just depends on
what we wanna do there. And a lot of these decisions
are gonna be made once we actually get everything in and see how we want
to combine things, see what objects we're
going to combine with each other to work on the
materials and the texturing. But our main task now is just
to get all the pieces in. And actually now that
I think about this, what I wanna do is take these two pieces here
and tab into edit mode. And I just want to
grab that point and this point and
move the cursor here. Shift S two. And then let's just create
a cylinder across here. It looks like we have one here. So Shift a mesh cylinder. I'll remove the cap fills here. We've got 16 sides. I think that'll be fine. Ry 90. Scale that down. And let's take a
look at it here. Scale it down, maybe
about like this, and then press Sx, scale it out. Now let's take a look at it. And we could probably smooth it. There we go. Yeah, I
think that'll work. Alright, so we have
that front bracket. I think that's going
to help us now as we try and place other
things in here, both the pieces up here and going down to the center
of the front tire.
18. Beginning the Horn: For the next piece up
here in the front, let's work on that horn. I've got some reference
images over here. But let's first clean up
the outliner a little bit. Now, maybe these pieces here, I think we can take these and we can put all of these
in a collection on their own. Let's just press the M key
and select new collection. And we'll call this
bracket front. We'll just do that. We may want to
ultimately join all this together or split them
apart in a different way. But for now I think that'll
work just to clean that up. We can also do a
handlebars collection. I'll press the M key and New Collection and let's
call this handlebars. And then the rest of this. Well, we could create a
collection for the headlight, but I'm about to use
that I think so. I think I'll leave these out. And what I mean by use this, I think I'm just going to duplicate the
headlight and bring it down and change the shape
a bit for the horn, mainly because I
can't find any of my reference images
that gives me a good look at the
back of that horn. I don't really know what
the shape is back there. So I'm thinking because of that, I can make any shape I want. Therefore, I'm going to
try and keep my life fairly simple by just using
what I've already created. So I'm going to press Shift
D and Z and bring this straight down and go
into wire-frame here. And I'll scale this
down quite a bit. Maybe something about
like this for now. And I will just
scale this for now. This part, I want to
scale it in the y-axis, but I want to do
it from the front. So let's tab into edit mode. And maybe I'll just select
this edge right here. I'll Alt click and select that. And then let's bring the
cursor to this, shift us to. And then if we just take this and move the pivot
point to the 3D cursor. Let's do that. We can pull this down and choose 3D cursor. And then I'm going to
scale in the y-axis. So let's do that. S why bring that in about like
this, Something like that. So it just has that
general shape there. And then this piece, I'm going to do a similar thing. I'm going to press S Y and
push it out just a little bit. It looks like it's
a little bit more curved out than
the headlight is. So let's do that. And then let me just
take this and hit the R key and turn it and see if it's
about the right size. Yeah, I think that'll
work pretty well. So for the rest of
the work on this, I think I'm going to
hide everything else. Let's take these two and let's call these
pieces horn base. And I'll just call
this in front for now. These are just so I
know what they are. And then let's just
hide everything else. I will just click and
drag all of these, and I'll even hide
the reference images. Alright, so now we've got
this piece and what I wanna do is create these
holes in the front. And to do that, I think
we're going to need to use the Boolean modifier and I'm not going to create every single hole in this
and every little detail. Just want to give the impression that we
have the horn here. As I've said, I'm
not trying to create an exact engineering
replica of this. We're just using this
particular vehicle to explore blenders tools. So if I take this, let me go to the
side view and I'm going to change from global to local and also I'm going to
change back to median points. So our move manipulator is on
the origin of that object. And I'm just going to
move this out a bit. And then I want to take
this edge and I'm going to extrude and scale
out just a bit. Then let's move this back
in here to about like this. And I just want to kind of bring it over the
edge like we see here. So kinda scaled down, bring it back ES, bring it back in the
z scale in a bit. So you can see I'm just kind of bending this over that rim. That's all I want here. Something like this. There we go. So we've just got that
covering the rim. And then let's
build these holes. And to do that, I'm going to want to
create a cutting object, and I want to use the
Boolean modifier here in Blender to cut these
holes into this piece. So there's a couple of
things we need to deal with. First of all, it's very hard for the Boolean modifier
to work well, I think. With a very thin object, with just an object
that has no thickness. So I feel that we need to add some thickness to this
before we do any cutting. So I'm going to use the
solidify modifier for that. Just come over here
and add that there. Now, if we hit the End key, our scale is not uniform here. So let's go ahead and apply
our scale with Control a, and apply the scale
and you can see how that changed there. And now let's bring
it back down. I'm gonna click and
drag and bring it down quite a bit so it
isn't quite so thick. I mean, just bring it down
and I don't want it to come back through like this. But just a little
thickness about like that. Let me tab into edit mode
and see how that looks. Yeah, we've just
got a little bit of thickness there.
That's all I want. Alright, so with that done, I'm going to click
on even thickness. And then I'm just
going to apply it. I'm just going to
come over here and pull this down and click apply. And so now what we have is this object with a little
bit of thickness to it. And that's going to help
with the Boolean modifier. Alright, now that we have these, let me bring this
down and I want to take these two and put them
in their own collection. Now press the M key new
collection and call it horn. And now we can take
that headlight there and do the same
thing with this. I'll just select these two and
we'll call this headlight. Okay, so now we've
got that cleaned up. I'm going to hide the horn now. We're going to create the
cutting object that's going to cut the holes into that
cover of the horn. So let's press Shift S1 to move the cursor back to
the center of the grid. And I'm going to hit the seven
key to go to the top view. And all I wanna do
is create a cube, shift day mesh cube. And let's scale it
down quite a bit. I'll scale it in the, well, this is the y-axis here, but let's go back to global and that'll be a
little bit easier. It's still the y-axis, but it'll be a little bit
easier to keep track of here. So I'm going to press S
and scale down like this. And I'm just creating
this hole right here. And that's all I wanted to do. So maybe it's something
about like this. And then I'm going to
tumble around here. And we have some thickness in the z-axis and we're
going to need that. So now I'm going to
select these edges here on either side. Like this. I'm going to go to wireframe and I want to bevel these edges. However, I need
to make sure that our scale is uniform
and it is not. So let's press Control
a and apply the scale. Alright, tab back
into edit mode. And with these selected, I'm going to press
Control B and pull out, scroll the mouse wheel a bit
to get a few edges on here. And I'm just trying
to make that curve on either end of that hole. Something about like that. Let's take a look at it. So what we're gonna do then is I'll just move this
over here like this. And we're going to
duplicate this to create cutters for each of these holes and will need to create some curved ones
up here for these. So we will continue with
this in the next video.
19. Finishing the Horn: Continuing on with
the horn here, I'm just going to duplicate
this down Shift D y and move that down Shift D
Y and do that again. And then these down here
are a little bit smaller, it looks like, but
I'll just press shift D Y and bring
this down like this. And then let's tab into edit
mode and in vertex mode, let's just grab these and
move them in about like that. And then let's duplicate this
if d Y and move that down. And maybe this one could
be a little bit smaller. Let's see, something like that. And then let's get the
next row shift dx. I'll put this here and maybe we can grab these and
move these out. Then let's shift D y
here to duplicate. Maybe a little bit
further in Shift D. Why? This one looks like
it needs to come in a bit. We'll duplicate this one and
bring it in some like this. And then let's do one more here. Shift D, why I'm
bringing this in like this, something like this. And I guess we need
another one down here. Let's do that. And I'll take this
and move it out. And then I'm going to scale
it down and move it up. Just a bit like this. I think that's what
we're seeing here. So something like that. Alright, so now we
could take all of these and join them
together, Control J. And then let's do the
top part up here. And for this, for these curves and for the
curves all the way around, maybe we should use a circle. So I'll press Shift
a mesh circle. And let's scale this down to get it about where we want it. Maybe something like this. And then if we tab
into edit mode, there's the points
and let's just hit E to extrude and then S to
scale and scale in a bit. And then we're going to
need to delete some things. So maybe we delete these
here for this space here, and then we delete
something like this here. Well, maybe like that. Trying to figure
out where to put the spaces between
these curved ones here. I think maybe like this
since there, for each here. Let's do that and we'll
also do the ones over here on the other
side like this. And then we delete
and delete faces. Okay, now let's take those, go to the side view and let's bring them up to
where these are. And then hit easy to
pull them down, up. Let's hit Z again and then
bring those down like that. And then we kinda need to round
out the corners of these. So let's tab into edit mode
and just select all of these edges all the
way around these. And I think that's up now. We've got one more here
and one more here. Now I think that's it. Okay, Let's go back
to object mode. Our scale is uniform, but it isn't ones. I'll go ahead and
press Control a and apply the scale there. And then let's just press Control B here in
edit mode and scroll the mouse wheel and pull out for those rounded
edges like that. And then back to the top view with the
seven key on the numpad. And we will just grab
this one with the L key. Press shift D and we'll
move this down like this. Then Shift D y. I'm going
to scale it in some, move this down like this. And maybe one more
very small one down here, something like that. And then we probably
need to make these the same height
as everything else. Yeah, so they're a
little bit smaller. So let's just bring
this up to here. Bring this up like this. Bring that up. So you can see I'm just
trying to get these in line. That's all. Maybe I'll take
these and bring them down. These and bring them down. Nice and bring these
down like this. Okay. I think that helps there. Now that we've got
these in place, let's mirror them over. So for this, let's
mirror this over. I'll move the origin to 3D
cursor, add modifier mirror. And there we go. Now for this, they are still part of that
circle on the outside. We could do this
a couple of ways. We could select
each of these and split them off into
their own object. We can also take these and delete them and then mirror
the whole thing over. So just really depends
on what you want to do. I'll just go ahead
and delete these. And then it looks like our
origin is here in the center. So let's add a mirror
modifier here. And there we go. Alright, so now we've got our cutting object. Let's first of all apply
the mirror modifiers here. Then let's join everything together into all one
object with Control J. You could probably smooth it and then turn on our auto
smooth down here. There we go. We could probably
take it and maybe make it a little bit taller as
z, something like that. Now let's try and
cut these holes into that foreign object. I'm going to change the
name of this to cutter. I just like to use that term for this
particular kind of thing. So we know what that is. And then let's bring
the horn back. There it is there. I'm going to shrink this down
quite a bit and turn it. And I'm going to hit the G key
and bring it up into here. Now, I'm going to scale it
down so it's the proper size. I will change from global
to local transformation. Let's take this and move
it right into here. And I want to scale it down
a bit so it fits in there. Now what Let's do is let's
actually do the cutting. I think I'm going to apply the scale to the cutter object. Control a apply the scale. Looks like I've got the scale applied for the horn object. So with that horn
object selected, I'm gonna come back over
to the modifiers panel, and I'll add modifier
and add a Boolean. Now, we've got three
different types of Boolean operations, but I'm gonna go
with difference. And we need to tell the Boolean modifier what object we want to
do the cutting. And since we've
named that Cutter, we can just pull the menu
down and choose that here. With this object still
selected the horn object. I'm gonna go over to the
object data properties and turn on auto smooth. And that cleans that
up quite a bit. And then what we can do is go back to the modifiers panel, pull this down and click Apply. Alright, now let's pull the
cut her out and take a look. Okay, yeah, let's put
this back onto here. I'm going to hide this. I'll just click there. And then let's bring everything back and take a look at it. I'm going to unhide all
of these. And this. Let's see what we think. Yeah, I think it's coming along. So for the next video, let's work on these springs here on either side of the horn.
20. Modeling the Front Coils: Well, the next thing
I'd like to work on in this collection of
objects up here is this spring are actually
these two springs coils. I'd like to work on those. And what's interesting
about them, I think, is that they're kind of tapered. Let me close this one here. I'll right-click and choose join areas and then bring this
up to here and click there. And then let's zoom in here. And you can see that it
kind of tapers in, alright, kind of a triangular shape to
the spring and the spring, the coil isn't really
that difficult because really we've got a
screw modifier here. But in addition, I
think we want to also try and use a modifier
to taper that. So let's first of all
begin with the coil. And to do that, I'm
going to hide, well, first of all, I'll bring back this cutter and I'll delete it. I don't think we need that. And then I'm going to hide everything including the
reference images for now. And then let's begin
with a circle. So I'm going to press
Shift a mesh circle. And we've got 32 sides to this. I think I'm gonna
take that down to 16. And let's turn it in the x-axis. I'll press R X non-zero. This is gonna be the diameter
of the coil's going around. So just going to go
to the front view. And I'll scale this down a bit. And I'll pull it
over to one side. And the trick is to
try and figure out how wide we want these to be. And I'm going to begin
right around here. The next thing we need to do
is move this pivot point. Now we can move the
pivot point, of course, by going up to object set origin and move
it to the 3D cursor. But even if the cursor
isn't in the origin, we could click here and
then click and drag and move that cursor
off of that origin. Even if it isn't there, we can still apply
the location in the same way that we've applied the scale and the rotation here, we can apply the location and move that origin into
the center of the grid. So if I press Control a and apply the location, there we go. Now we have that origin in
the center of the grid. And that's the point
in which these are going to spin around
to create the coil. Alright, now that we've got
this and it's selected, let's come over here to the modifiers panel and
click on the screw modifier. And that's not
quite what we want. So let's change it from z-axis to the y-axis.
And there we go. That looks a little bit better. Now we need to turn it
from a donut to a coil. And we can do this with
this screw setting here. We can click and drag and
bring that up like that. Now, it's pretty much
like an array modifier. We're just going to
increase the iterations here and go on up
to create the coil. So let's bring the
reference images back. And then we need to hit the S key and scale
this way down. Let's then see if we
can put this in place. I'll scale it down
a little bit more. Hit the G key and I'm going
to move it right over here. Scale it down some more. Maybe it'll hit the Z
key and go to wireframe. And I'll turn it a bit. Let's scale it down. And I'm just trying
to figure out how big this needs to be, how big this should be. So if we get it
about this wide out, the problem that
I'm seeing is that these coils I feel like
are a little too big. To me. These seem a little bit well, maybe a little bit thinner, but certainly closer together. Well, we can do is to bring these a little
closer together. You can click and drag
on the angle and that will shrink that up or
pull that out like this. Another thing you can do
is to shrink or increase the size of the diameter
here of our circle. And that circle is
still right here. To get to that, we can tab into edit mode and you can
see that right there. If we hit the one key, you can see the points. Now we can hit the S
key and scale that down or up until we get it
the way we like it. So let's just say that
it's about like this. Maybe a little bit
smaller, like that. And then click and drag
on this to make it a little bit tighter like this. And then if we tap
back into object mode, we can scale the whole
thing up or down. So you have a couple
of different ways that you can manipulate this. I'm going to hit the R key
and tilt it just a bit. So it's kind of in
line with that. Now that we've got it in place, let's increase the iterations. I'm just going to click
here and increase this up to about right here. So something like that. Now, as I said, it looks like these coils kind of taper up to the top here, gets smaller as we
get to the top. So we can kind of replicate that it isn't
gonna be perfect, but we can do a
pretty good job of simulating that by coming over here and adding another
modifier, the simple deform. And when we do that, we get that, which isn't
quite what we want, right? First of all, we want to come over here and click on taper. Let's do that. And then we get this, and that's not what we want. We should probably click
on the y-axis here. There we go. Now we're beginning to
get something like that, except it's going the
wrong direction, right? So what we can do is click and drag in the factor
and bring this down. Now, I'm just gonna
go ahead and type in zero to begin with it like that. And then let's just click and drag and drag that
top part down. You can see we can bring it down some and I don't want to
bring it down a whole lot. Just a little bit like into the negative territory
just a little bit. And the reason why I don't
want to do a whole lot. If you take a look at it, what it's doing is it's
actually collapsing the coil so you can see it's just getting
flatter and flatter. And we don't really want that. So maybe I just want to bring it in couple of times
here, maybe like 0.1. Let's try that. See if we can see
that taper there. Yeah, I think that's a
good enough taper without destroying the circular
part of the coil there. Think that's pretty good. Alright, let's see about
placing it from the front view. It looks like it's
inside the bracket. Right? Here's the bracket here. Maybe inside that. And behind the horn.
Let's try that. Maybe I'll move
this up and I am in local transformation mode here. Alright, we've got that. That's pretty good. Now I think we just
need to mirror it over. And to do that, I'm going to first of
all move that cursor into the center of the
grid again with shift S1. And then I'll change our pivot point to the 3D
cursor right down here. Now let's try and
mirror that over. I'm going to duplicate it, Shift D and enter. And then I'll press Control M, hit the X key and
enter, and there we go. So now we have
them on two sides. Okay, Let's bring the
other things back here. Let me do that and
see how it looks. Yeah, I think that's
actually pretty good. One thing we could do as
well is add that poll. It's in the center here. It looks like we've
got something that goes all the way
up and down here. So let's take one
of these gears, that origin point right
in the center of that. And let's move the cursor
to that with Shift S two. And then let's create
a new cylinder. Shift, a mesh cylinder. Let's take it down to 16 sides. I'll type in 0.1 and 0.2
here to shrink it and will take away the cat bills by choosing nothing
from the menu. And then let's scale it
down pretty far here. And maybe turn it just a bit. There we go. And then what
we could do is just select, I'm going to press
Alt Z to go to x-ray. And then let's just
select these points here. And I'll go back to
local transformation by pressing the comma key and going over here
and clicking on local. And now that puts the z-axis here along the
local orientation. So when I press G and Z, that just brings it right
straight up like that. And then I can tilt
it down a bit. I'll tap back into object mode, the archae and tilt it in just a bit like
this. There we go. Let's see how that works. I'll press Alt Z to go back. We can right-click
and shade, smooth it. There we go. Yeah, I think
that's pretty good. So now let's just take
that inner cylinder here and basically do the same
thing that we did before. Go back to global. Then we'll move that 3D cursor to the origin with
shift test one. Change our pivot point to the
3D cursor. And here we go. Now we can press shift D Enter, Control M, X Enter.
And there we go. Now we've got the two poles
in the center of the coils.
21. Adding Detail to the Horn: Well, let's dig into the
details a little bit more with this front end here. I don't wanna get too lost
in the details though. We are creating an
artistic representation of the motorcycle, not an engineering reproduction. But I think it is fun to get some of these
details in here. It can really add some
realism and flair to it. So I think I'd like to work on these little things right on the top and the
bottom of the horn. And they connect to
the vendor here. So I think I'd like to just
work on something like that. Before I do though, let's grab the coils, the things we just
created there, press M and create a new collection and we'll
just call this coils. So that just kinda cleans
up our outliner a bit. So I think with these little pieces up here
on the top and bottom, I'm just gonna begin
with a polygon plane, kinda like we've done before. And maybe I'll bring the
cursor to this object origin with shift S2 and then
press Shift a mesh plane. Maybe we can take it
down to 0.1 meter. I'll turn it in the
x-axis with RX 90. Let's do that. Let me go
to the front view here. Scale it down a bit. And let's see what
we can do with this. So maybe something. I'll move it back here. We can see it in the side
view as well, right in here. So let's get that in place. I'll hit G and kinda
tilt it a bit up. We currently have our pivot
point at the 3D cursor here. So what we can do
is press the period key and change back
to median point. Here we go. Now if I hit the R key, it'll turn at that point there. So I'm gonna put this
right about here. And then I want to bring
that bottom edge up. So let me just select this edge. Let's hit G and bring this
up, something like this. And then I think I need
to curve this a bit. Let's see. I'll press Alt Z
to go back to Solid mode. And yeah, I think I need
to curve this just a little bit because you can
see it sticking out in there. So what I'll do is just
add maybe three edges in here with Control R. And
then I will press Alt Z, selected these points here. And then I'll hit G two times to slide those points
along these edges here. I just want to slide them up. And let's take a look
at how that's doing. Yeah, So maybe that's
a little too much. I'm going to press Control Z. And let's try that again. G2 times I'm a slide
that up like this. And then maybe just
take this one and hit G2 times and slide
along that edge, that existing edge there. So we just kinda hide that up in there a little bit better. Then I see that there's
a bit of a curve here. So let's take these vertices
here and let's bevel these. But before we do that, let's be sure that
our scale is uniform. It is uniform, but I'm
gonna go ahead and press Control a and apply the
scale to get it all to ones. And then if we tap
back into vertex mode, recall that to bevel a
vertex is Shift Control B. So I'm going to press
that and then pull out, scroll the mouse
wheel a bit and get it something like
this. There we go. Now that we've got this, Let's add a solidify modifier to it to give it a little
bit of that thickness. Come over here, modifiers
panel solidify. We've already applied the scale, although I just changed
the scale now it didn't eyelids hit Control a and
apply the scale again. Now we go and let's
choose even thickness. And I'll click and drag
and hold the Shift key. And let's move this down. Maybe about like that. So we have a little bit
of thickness there. Alright, the next thing let's
do is these little screws. I'm not going to do the slot, so I'm just gonna do
the curves there. But before we do that, we ought to do this strip. So let's do that. I'm
going to press Shift a mesh plane, are X9 zero. Let's bring it up and
shrink it down a bit. Then let's press S, z. And let's see if we can get
this about the right size. So maybe something
about like this. Now, is it curving out a bit? I can't really tell
if it's curving out. It feels like there's
a little bulge on the front of each of these. I can't really tell, but if we're gonna do that, we ought to do it now
while we only have quad. So maybe we could. Add a few edge loops here, pull this out just a bit, and then add, and then
pull that out just a bit. Just to give us a little
bit of a bulge there, a little bit of a bend to that. And then let's go ahead and
add those curves on the end. We can do that with our vertex bevel with
Control Shift B. And let's pull these
out like that. Alright, Now we've got that. Now, let's add a little
bit of thickness. Once again, solidify
even thickness. Let's click and drag and
hold the Shift key down. And let's bring this. Maybe 0.0, 015. Let's try that. Alright,
let's bring it back. And then we'll turn
it and bring it straight back here.
Something like this. And then let's add these little guys here
and we will smooth this. But before that, let's
add these little guys. Let's press Shift S to, to move the cursor there. Shift a mesh UV sphere. And I'm going to take
this down to say 16.12 or even maybe about
12.8. Let's do that. And then the radius could
be 0.1 or even 0.01. Let's do that. There we go. Then let's go to the side view. Let's take this and let's
turn it are X9 zero. Let's tab into edit mode. Press Alt Z and the three key, and let's delete the
back faces like that. Alt Z to go back to Solid mode. And then let's take
this down a bit. Let's scale it in the y as y. And let's see how this
is going to work. So let's move it over here. Let's tilt it in
the x-axis, our x. Turn that like that. And you get that in place. There we go. Let's press shift D
x and move it over. We could have mirrored it, but just eyeballing
it works sometimes. And so let's now take all
of this and combine it. But we need to first
apply our modifiers. So let's apply the solidify here and apply the
solidify here. Then let's take all of
these and press Control J. And then we can
right-click and smooth it. And then come down here to our object data properties
and click on Auto Smooth. There we go. And then let's duplicate it. Shift D and press enter, and then just move it down on
the y-axis here like that. Then let's spin it
in the Z RZ 180. Now it should be down
here on the bottom. Yeah, there we go.
Alright, so down here, we could do that little
piece down here. I think if we wanted to, we could press Shift S to, to move that there. We could go, let me go
back to global here and press Shift a mesh plane. Let's turn it in the
x-axis. Like that. Let's scale it down and
bring it into place here. And I think for this, I want to scale it
down quite a bit. And then scale in the x. So it's about the same
width, something like that. And then let's move it
into place and maybe tilt it kinda like this. Move it into there. And then let's take
that bottom edge here. And let's extrude this to get
that kind of a curve here. I'll hit G to move it up a bit. But then let's hit E, e, e. And then let's hit E again
and bring it down like this. Let's try that. See how that see how that looks. Back to solid. Yeah, I think we
can work with that. I'll bring this down
just a bit like that. And maybe we could take this and scale it in
the x just a bit like that. Then let's give it
a little bit of thickness with solidify here. That already looks pretty good. I think I'll just
leave it as is. And then well, I guess I'll
go ahead and apply it. And then let's
just press Shift S to bring the cursor
there, shift a. And I'm going to create a
cylinder with only six sides. And I'll take it way
down 0.1 and 0.2 here. And I'll scale it way down, and this is gonna be our bolt. So let's just scale it in the z till we get it to be
about the right size. We go now, we can bring
this down and turn it. Put it down in here. There we go. Maybe a little too big. Let's bring that there. Let's bring this over here. We can go to local mode with the comma key and
then press R and Z and spin it around a bit
if we want to turn it. And let's bring that
cursor to that point. Create another cylinder here. And this time let's
give it a 0 12 sides. And then we'll
scale it way down. And we'll just put this in here, right in the center
of it. Like this. Let's try that.
What do we think? Yeah, we could take that
and we could smooth and maybe can take this and
we can smooth this. Turn on auto smooth as well. And then, well, let's just take these to go back to global. And let's just press Shift
dx and move it over here. If we wanted to, we
could also go back to local and spin it in the z, so it isn't quite the
same as the other one. Just if we want to be, you know, a little more detailed about it. Drag this up so that
looks pretty good. Alright, so in the next video we'll continue on with some of these larger pieces going
down to the front tire.
22. Modeling the Front Fork: Alright, let's give
this a try here. This piece, this curved
tubing right here. Let's give that a try. Before I do though, let's
take everything we just created here in the outliner. All of these ON maybe
this, here we go. Alright, let's take all of those and move them up
into the horn collection. I'll just click and
drag those into there. So we don't have them labeled
at this point in time, but at least they're in a collection that kinda
tells us what they are. Alright, so for this piece, I think once again we
can use a path for this. So let's press shift
a curve path and oh, the 3D cursor was up here, so it popped in there. That's fine. Let's
scale this down. And I will turn it in
the y-axis, RY 90. And let's move it out here. Let's also change from local
to global transformations. And I'm going to go
to the front view. And I think we're
probably going to need to hide quite a bit of this. So Let's just click
here and drag up. I'll hide the seat. Yeah, So here we go. I think I can see that. Right in here. There it is, right there. Let's see if we
can hit the G key and maybe put this right
here in the middle. Scale that down just a bit. And then let's tab
into edit mode. And if we just drag select, say these two and the
top and move them over. And maybe drag select these two on the bottom
and move them over. So I'm not sure if we can see
feel like it's right there. Kinda hard to tell. But what we can
do here is we can take these and
move them straight down like this and take
this one and move this up. Maybe even so they're kind of in line with each other
here, these three. And then we need to add some other points so we
can subdivide these. Let's take this and this, and then right-click
and choose sub-divide. And that adds a point right
there in-between those. And then we can drag
this straight up to get a tighter curve there. And let's try that
with these up here. I'll right-click, sub-divide,
select that point, and then let's drag
down like this. Alright, so let's tap
back into object mode. Let's see how that looks. If I tap back into edit mode, we can take a look at, perhaps we could
subdivide these two here and then select this one and just
move it up to here. So we're getting a little
bit tighter curve, maybe. Try that. Let's go
back to object mode. Yeah, so I think
that's pretty good. Let's now go to the side view
here. And this is it here. So let's bring this back and then hit the R key
and turn it like this. And let's maybe put
it right in here. Let's take a look at that. Alright, Let's bring
everything else back just to kinda get a sense
of how we're doing here. Is that about right? Do we think, well, let's add some tubing to it
and see what it looks like. So down here, we can go to our object
data properties again. We can click and drag
in the depth field here and pull this
out, some like that. Let me hit the three key
and I'll go to wireframe. Yeah, So it feels like it
almost looks to me like it gets a little bit wider
once we get down here. Let me see. Let's see if there's
another image here. Image open. Maybe I'll take a look
at this one here. Let's press Control and
Spacebar and zoom in here. And yes, it looks like it begins with a tube and then widen this out here and then narrows
back down into here, right? We can do that, but
we're going to need to convert that to a polygon mesh from a path
before we can do this. So let's press Control
Spacebar and go back to here. And then I'm going to
need to convert this, but before we do, that's way too many
polygons in here. So recall that we can take
the resolution preview down. Let's take it down to say four. And the resolution under the bevel section we
could take to three. Let's try that. Let's take a look
at how that looks. That doesn't look too bad. How about if we take
this down to three? Let's take a look at, yeah, that actually
looks pretty good. So that's the geometry that will get once we convert
it to polygons. So let's go ahead and do that. Let's, with this selected, let's right-click on
the path and let's choose convert to a
mesh right there. Now if we tap into object mode, we can see the polygons there. Alright, so what let's do now. Let's go to our local
transformations. Let's take this edge right here. I'll just Alt click that. And I want to scale it out in the y-axis of the
local transform, but I also want it to
taper in from here. You can see it, it feels
like it kind of tapers in. So let's use the proportional
editing tool here. I'll just turn that
on or you can press the 0 key to turn
that off and on. So now if we press S and Y, I've got the area
of influence here. So I'm going to pull out and you can kinda
see how it kind of tapers in like that depending on how far out we
scroll the influence. So I kinda like it like
this. That's kinda nice. Let's try that. I'm gonna go back to
the side view here. And now I want to extrude this straight down in the x-axis. So I'm just going to hit E and
X and pull down like this. And there we go. Then what I'm gonna do is select this point here and move the
cursor to it, shift us to. And then when we select this, I want to scale in the y-axis, but from this point. So recall that we
can change with the period key from median
point to 3D cursor. Now we're going to scale in
the y to that point here. And it looks a little
like it's kind of rounded or something there there there looks to be like
a curve on this side, but straight on this side. So what I'm gonna do is
add a few edge loops here. Then what Let's do is select this edge right here and
scale in and the Y, S, Y. And with that proportional
editing tools still on, you can see it kind
of bends there. And so maybe I can maybe I
can expand this like this. Maybe something like that. Let's see. I'll click there. Let's tab back into object mode. And yeah, we've got a little
bit of something there, but it's not quite what I want. I'm going to undo it
and try one more time. I'll just press S y. I'm going to bring
it in and maybe, maybe not go quite so far up. Maybe you just have a
hint of a curve there, something like that. Let's see. Okay. We might be able to just take this now and
scale in the y here, S, Y, like this. And maybe we could push
out a bit. Let's try that. Try this SY. Push out a bit like that. Sy like that. Let's try that. Yeah, that's interesting. I'm kinda seeing that there. Let's tab back
into edit mode and grab this and let's turn off the proportional
editing tool. And this time I'm going to press S Y and scale in a
little more right here. I'm just going to go through
here and press S and Y and adjust a few of these y. Now, I do see also that we're
cutting into the fender. Let's try and pull that out. So I'll tab back into edit mode. And we could probably select
these points down here and then press Control and plus on the numpad to extend the
selection up like this. Maybe one more. Well, maybe we're
going to need to use the proportional editing
tool after all for that. Let's press G and Z. Pull out just a bit.
Yeah, that helps. Maybe I'll scroll up
just a bit like that. There we go. I think that helps a bit. And then it also looks like we should scale in and the z here. Let's try that s z. And I'll scale in like this. Well, we need to scale in
from this point right here. Let's do that. Shift us to, let's select this. Press the period key, go back to the 3D cursor, and now let's try this again, s z and bring that in. Kind of scroll the
mouse wheel up a bit. That, Let's try that. Alright, so we could move the cursor to the
center of the grid, press the comma key, go back to global. We're already using the 3D
cursor for our pivot points. So we could press shift D Enter, Control M and the X
key and then Enter, and that should mirror that
over to the other side. Alright, I think
we're coming along.
23. Modeling the Fork Bracket: Now that we have
these pieces in, and we've also got the
frame or the chassis. And I think we can begin to work on some of these connecting
pieces inside here. And it's kinda hard to see exactly what
we're dealing with. I'll press Control, Spacebar
and zoom way in here. But it looks to me like from this piece here
that we just created, there's a brace that goes up and across and then back
down on the other side. And then there's this
cylindrical piece here on top of that. That kind of connects to this piece that we didn't create when we were
creating the chassis. And that's because
I knew we'd have more pieces in here
to kinda fit this in. So I'd like to begin
working on this. Let's begin with
this bracket here, this connecting piece
between those two sides. Control Spacebar to
go back to there. And just as a reminder of
where we're going with this, I'm gonna go back to
the reference images. And here this motorcycle
chassis hall. Once again, press
Control Spacebar. And this piece right here. So that's where that
cylindrical piece connects to the bracket. Alright, so we're going to
need to create this as well. We're not going to
need to create it in extreme detail by any means. And that's one of the reasons
why I leave these kind of internal pieces until later, because we often don't
need to give it all that much detail once we have all the other pieces on
the outside in place. So let me see if I
can go back and find that reference image that
we were just looking at, or at least one
that can help us. Let me take a look
at this one here. See what this looks like. Yeah, this is
actually pretty good. This gives us a pretty
good sense of what that bracket piece
is doing here. So what I think I wanna do is
create a cylinder and then extrude it back and up and over and
connect in the middle. Once again, it isn't going
to be a perfect piece, but we need something in there to connect
those two sides. So for these brackets, let me tab into edit mode
and maybe I'll just select this edge loop right here and bring the cursor to
that with shift S2. And then I think
we need to create a cylinder for this
piece right here. Let me go back to median point and I'll press Shift
a mesh cylinder. And for this, Let's take
it down to maybe 16 sides. And I'll go ahead
and type in 0.1 and 0.2 for the size of it. And I don't think
I need a cap pill, so I'm just going
to choose nothing. And then let's go
to the side view, go to wireframe,
and now let's try and scale this down. Turn it. And once we turn it, I think we need to be in
local transformation mode. So I'm gonna hit the period
key and choose local. And now we can scale and move in alignment
to the object here. I'll scale in a
bit, scaling the z. Let's bring this down. And I think right in
here is what we want, maybe right in there. Let's try that. I'll press Z and go to solid. And then let's scale and the x as x and bring
that in like this. Maybe bring it in in the
y just a bit like that. Okay, so we've got that. Now let's begin
extruding this across. Let me scale it down a
little bit in the z. And then what we
can do is select a couple of faces over here, maybe, maybe these six faces, and let's extrude this out. So in the x-axis here, I'll hit bx and pull out a bit. And let's see if
we're intersecting. Yeah, we are maybe
right about to here. And then let's flatten this. So to flatten this, Let's scale in the x-axis. And in fact, what we can do
is press Sx and the zero key, and that'll flatten that
and then press Enter. It looks like I might
be able to take this whole thing up just
a little bit like this. There we go. And then, Alright, let's move it out until we almost
intersect with that vendor. Then let's bring it up. So what I'm gonna do is
just hit E and pull out. And then just pull straight
up like this. There we go. And then we want to
go toward the center. So I'll hit E again and come
toward the center like that. Now I'll bring this back
just a bit because let me tab back into object mode
and let's mirror this. So to do that,
we're going to need that origin in the
center of the grid. So I'm going to press
Shift S1 to move the cursor and then go to Object set origin to 3D cursor to get that in
the center of the grid. Now let's come over here
to the modifiers panel. Add a mirror modifier. And there we go. Now we've got some
rotation in the x, but I don't think that's
going to bother us here. I think that's okay. So if we tap back
into edit mode, now, we've got these
faces and we don't want internal faces
on our objects. So let's delete
these delete faces. And then let's alt click this
edge here to select that. And then as we move this in, once again, we don't
get any clipping. So let's turn on clipping. And then when we bring this in, that'll snap together like that. Okay, So we've got that. Now if you want to
adjust this a bit, you can always say alt, click this edge and
move it back a bit, get it a little wider
or something like that. But generally speaking,
I think that's probably pretty
good right there. So then what Let's do is
let's add a few edge loops, maybe one along here. Because I want to
get these ridges on the top and the bottom. So let's put some
edge loops in here. And then in face mode
we can Alt click and Alt Shift click
those face loops. We could also turn on cage right here that extends
to the other side. Then Let's extrude these
and scale these out. But we're not gonna be
able to do it all at once. I think we better do
it one axis at a time. So let's hit E and then Enter. And then I'm going
to press S and scale out just a bit like this
in the y-axis here. And then I'm gonna
come over here. And just these bases
maybe right in here, these four along here, I'm just going to pull out
in the x-axis like this. There we go. So now we've got that
ridge all the way around. That looks pretty good.
Now let's smooth it and come down here to our object data properties
and turn on auto smooth here. And we may be able
to click and drag and clean that up
just a little bit. Yeah. Just bring it
up to around 34, so that cleans that
up pretty nicely. And then there are a couple of other things I think
I'd like to do. One is I'd like more of
a rounded edge on this. So I'm going to tab into edit
mode and go to edge mode. And I'll Alt click this, alt Shift-click,
Shift-click these. We get those edges. And I want a bevel these, but do we have our
scale uniform? We do not. So I'm going to press Control
a and apply the scale. And then let's press Control
B and pull these out a bit, scroll the mouse
wheel couple of times and we get our
curved edges there. Yeah, That's kinda nice. I've got these here. Maybe I can drag
this up just a bit. Yeah, that cleans that
up just a bit. Good. And then finally, I'm
going to close this up. I don't want this to
be quite as open. So I'm going to Alt
click this edge, and Alt Shift click this edge. And then we're going to want to scale in the x and
the y, but not the z. If we scale in the Z, it'll pull these together and
we don't want that. So what I'm gonna do
is extrude and then scale while turning
off the z-axis here. So let's press E, S, Shift Z to turn off the z-axis and then bring those in so they close up there. Alright, yeah, there we go. So I think we've
got something like that connecting bracket here. Before we create this cylinder. Let's in the next video, work on that connecting
piece up here. So we can see how far away it is and how big that
cylinder needs to be.
24. Connecting the Chassis Pieces: Alright, continuing on with that piece here in the center. Let's go find that
reference image again. It's in the internet images here under motorcycle chassis. So here's that here. We can put that here,
but we can also put it here in the 3D view. Why don't we do that? Let's hide our current
reference images. I'll just exclude them here. And then also we should probably hide everything
we don't need. So I think we've
got this and this, so these are already
outside of the collection. That's good. Let's just grab this and this and bring these out of
the collections as well. I'll press M and bring these out to the main scene
collection here. Yeah, so there we have those. Now let's just go through
and hide everything else. So I'll just click and
drag and hide these. We can hide the seat. We can also hide the gas tank. Let's go ahead and do that. Now let's bring in this image
into the 3D view as well. So I'll hit the three key to go to the right orthographic view. And then let's press Shift
a image and reference. And then we'll go
find that image. Here we go. Motorcycle chassis, a load that, and there it is. Let's do a couple of things. Let's first turn on opacity and take it
down to maybe 0.25, so it isn't quite so bright. And then with this selected, it's just called empty. Let's call it chassis reference. And then we can just take
it and scale it down. We're going to try
and move it so it fits over our existing
objects here, it isn't gonna be perfect. Once again, this isn't
an orthographic view. It is a perspective view that we're looking at here in
an orthographic view. So it's never going
to be quite perfect. But we can get these down
to pretty close here. So maybe if I turn it a bit. Alright, so what Let's
do is first of all, I'm going to ensure
that the cursor is in the center of the
grid with shift S1. And then press Shift a mesh
and let's create a cylinder. I think I'll use 16 sides again. Shrink it down pretty
far with 0.1 and 0.2. And I think I will take
away the cat bills. So there isn't anything on
the top and the bottom here. And then let's just
hit G and move it up. Hit the period key, it z, go to wireframe. And then let's just try
and get this in place. So I'm going to scale it down the hierarchy and
rotate it a bit. And maybe scale it
out just a bit. And then we can
scale it in the Z, Z and bring this up, something like this, then we should probably
flare that out a bit. So let's do that. Let's tab into edit mode and go to edge mode
with the two key. And I'll just Alt click and
shift click these two edges. And then let's hit E, S, Z and bring these
out about like this. And then let's scale these out in the x and the
y, but not the z. So I'll hit the S key and then Shift Z and then scale
those out a bit like that. Alright, let's take a look. And then we're going to need to work with these pieces here. So I think what I'll do
is maybe split them off. Let's go back to Solid View. And maybe if I took these faces here and press
shift D and Enter. And then I want to kind
of expand them out a bit. And there's a tool over here, this shrink fat and tool. This is really helpful
with something like this. And you can see the
shortcut is Alt S. So if I come over here and press Alt S and move the mouse a bit, you can see I can
kinda scale this out without making
it any longer. So I'm just going to pop this out just a little bit like that. And then I could take this edge here and
hit the G key two times and bring that up to
where we think it needs to be. Let's hit the Z key
and go to wireframe. And yeah, it looks
like maybe right about in here, right there. And then what I wanna
do is take this piece, I'll hit the L key and separate it out from
this original piece. And keep in mind, we are mirroring this over,
so that's good. We want that over there. So I'm just going to
hit the P key and separate by selection.
And there we go. So now we've got this
piece over here. And then let's do the
same thing for this. I will Alt click between
two of the faces and then press Control and
the plus key on the numpad. And I'll extend this
selection out to about here. And let's do this again. Shift D Enter and then Alt S. And let's bring that
out just a bit like this, something like that. And then let's hit P and
separate by selection. And now we've got just
this piece and this piece. Alright, that's good. Now let's go back to this piece and let's begin
extruding this back. So I think if we
tab into edit mode, we may be able to just
select these faces here. Let's do that and extrude these back to
get this basic shape. Now, I don t think we're
going to need the whole thing because the gas tank is
going to be right here. In fact, we can bring
that back if we wanted. Yeah, so we're not going to need that whole area all
the way back here. We just needed to go hideaway
in the gas tank there. So let's take these faces and just hit E and pull
these back like this. And we could scale in the y. We could press S Y zero
and flatten those up. We wanted to do that. So I'll bring it back
to about right here. And then I'll extrude it again. I'll hit E and pull
out a bit like this. And then I'll bring
that up because if we bring the gas tank
back, you can see, we can see that now we may not be able
to see this because of all the other things that are happening that we
haven't created yet. But we'll go ahead and just ensure that it's
there just in case. So I'll go back to wireframe, select these points and bring
these up a bit like this. And then we should probably
Extrude one more time. Let's do that. I'll select all of these, go back to the side
view and let's hit E and bring these
back to maybe here. Let's take a look
at the gas tank. Yeah, one more, Let's do one more 0s and bring
that back like this. Now let's take a look. Yeah. So that hides
that away pretty well. I'm going to bring
that back to there. Now we could also select these faces here and extend that up just in
case we ever see that. I don't think we will,
but just in case. All right, and then let's
grab these edges here. And let's extrude
these n. So let's press Shift Z you once
again and bring those in. And lastly, I'd like
to see if I can get this edge right in here. Let's hide the gas
tank and see if we can get that edge right in here. I'm not sure that we
can, but let's try it. Maybe I'll take this face here. We could actually split
this in half and mirror it over so we don't have to do
the same thing on both sides. Why don't we just do that? Why don't we just work on one side and then
will mirror it over. So I'm going to hit E
and pull out a bit. And then I want to
connect these apps. So maybe I take
this and delete it, delete that face there, and then maybe take these
two and bridge edge loops with Control E and
bridge edge loops. And there we go. So now
we've got that ridge there. I just feel like I
wanted that there. So now that we have that, we got to split this and mirror it over
to the other side. But that's not too difficult. Let's take the image here and just hide
that for a moment. We'll go to the front view
and tab into edit mode. Let's go to wireframe face mode. And I'm just going
to drag select just one side right there. That looks pretty good. Let's hit Delete
and delete faces. And then let's just mirror
this over to the other side. So let's come back here, add a mirror modifier,
turn on clipping. And then let's just
click Apply here. There we go. Let's smooth it. And then let's come down here to our object data properties. Turn on auto smooth.
And what do we think? Not bad. Let me try and scroll
that up just a little bit. See what I lose. I like, if I scroll it
up to right about here, right about 48, I
lose those edges, but I keep this one here. I kinda like that. So then we want that cylinder
then in-between there. Let's go back to that. Reference image
that we had before. See if I can remember
which one it was. Let's take a look at this one. Right in here.
There's a cylinder. So let's create that. It looks as if
there's more space in there here in our
model than in here, but it looks like this
area could come down. So if we tab into edit mode, what if we took these
here like this, and we brought them
down to about here. And then we can also grab
these points up here, I believe Let's try this
and bring them down. Just a hair like this. That might work. Let's try that. Yeah, So I think that
works pretty well. So now we could add
that cylinder in here. Let's do that. Let's
take this piece, grab this point here, bring the cursor to it with Shift S2 will add
a new cylinder. Let's scale it down. Scale it down like this. Let's turn it a bit so it is
in line with all of this. Scale it in the z with
z scale, this back out. Yeah, so we get
something like this. We can tab into
edit mode now and grab these points here
and move these up. Maybe scale out a
little more like this. Then we can begin extruding
down to get this. So maybe I'd take this. Now we get hit E,
S and scale and a bit easy and pulled down a bit. I'll do that again. Easy and let's bring
this down like this. And then E S and scale
that in like that. We could also press E S up here. Just so we're getting
something that looks kind of like this. Maybe bring it down a bit. And then I'm gonna go
ahead and add a mirror or a subdivision surface
modifier here and smooth it. And then let's add a few edges. Just to hold these. This, I'll add two down here. Just so we have something
like this in here. To kinda connect these
two pieces up. Like that. We could also take these and just bring
these up into here. Take this and bring
this forward into here. We need to apply the
mirror modifier here. And then take these
and join it together with this piece right
here. Let's try that. Control J. And then maybe we could re, smooth it and drag
this up just a bit. We lose that nice edge there. But what we could do
is just Alt click here and Alt Shift click here. And then Control
E and mark sharp. There we go. Yeah, That's kinda nice. We could even do one
down here if we wanted, like this and this and
mark sharp down there. So we get a nice edge to that. Alright, in the next video, we'll begin working on the area up in here to try and
connect all this up.
25. Modeling the Handlebar Connection: Alright, let's start working on that connecting piece
between the handlebars here. Before we do that though, let's do a little clean up
over here in the outliner. I'm going to find the different pieces that
we've just been creating here. Here. Well, this is
the chassis. Yeah. I mean, I could take all
of this and put it in the chassis collection here. So let's just do that and
just drag that up into there. And the chassis
reference I could drag into the reference
objects for now. We can bring back
the seat, I guess. Alright, and now let's
work on bringing in some reference images that'll
help us with that piece. Well, here's a good one.
Let's take a look at this. Let's press Control and Spacebar
and take a look at this. And I'm just thinking about
this piece right here. It kinda curves out here. It's got an extrusion
or something out here. And it also kind of melds into these circular pieces where
the handlebar goes into. So I think I'd like to
work on this right here. Let's see what other
reference image we might have for this. Just so we've got
two views of it. Let's see, I'm going
to hover over here, drag down and create
a new window, change to an image editor. And let's see what
else we can find here. I just opened this one
here. What about this one? Let's take a look at this. This is another
kind of top view. Yeah, that's a nice
angle on it as well. So I think between these two, we should be able to get
fairly close to that. Alright, Well, let's
give this a try. I'll maybe select
just this piece and zoom in with the period
key on the numpad. And then let's take
this and press Shift S to and bring
the cursor into there. And it's got some curves to it. But I think I'll begin
with a cube and we'll use the subdivision
surface modifier to get some of these curves. Let's press Shift a mesh cube. Let's take it down pretty far. I'll take it down
to 0.1 m. Alright, let's scale it down. And it looks like it's
going to need to turn to be in line with what
we've got going on here. So let's just hit the R
key and turn it sound like this. I'll move it up. I'm still in local
transformation mode, which allows me to move it in line with the angle
of the object. And then maybe
let's press S and Z and see how tall this should be. It's kinda hard to
see from this angle. Let's press Control numpad
three to go to the other side, and z and wireframe. And so it looks to me like
it's about right to here. And then maybe we could
tab into edit mode, select this face
and bring it up. So it's about like because
here's that cylinder, I think that's beneath it. And here are the
pieces on top of it. Maybe something like this, maybe that's about
how tall it is there. Let's take a look
at what that gives us now when we tumble around. Alright, I think
that could work. Let's press S and
scale out a bit. Now, let's press Control R and drop an edge loop
right down the center. I'll just hit Enter twice. And then let's select
these faces here. I just Alt clicked between two faces and then
Shift-click that one. And let's hit Delete
and delete faces. And then we can go ahead and add a mirror modifier to this. Let me see if I can bring
these up a bit here. And we'll turn on clipping. Let's also add a few
edge loops here. So maybe if I added an edge
loop right around in here. Oh, and I'll turn on the cage so we can see that on
the other side. And if I hit the three
key and select this face, maybe I can hit E and
extrude this out. And maybe take this edge
here and pull it out. See how that works. Because I'm just
beginning this kind of little extrusion here. All of that is going to
collapse a bit once we add a subdivision
surface modifier to it. And maybe let's add
an edge loop over here and kind of pull
this out as well. So maybe we take this and
pull it out a bit like this. And maybe I'll even take this edge and pull
it out a bit like this just so we have something for the handlebars
to come out of. Now I think we're at
a good point to add a subdivision surface modifier
and see what we have. I'll go ahead and
add a modifier here. So let's tab into edit mode and we've got
some work to do here. I'm going to right-click in object mode and
choose Shade Smooth. And then I'll add
an edge up here to give it a little bit
tighter edge up there. And add an edge and
drag it down like this. And for this in here, I feel like I could
take these faces and maybe extrude these
out like this. And then take these
and Control click this edge here and
pull this out. So we're getting some of
this curve back here. Yeah, We're getting there. This curve up here is
a little narrower. May be able to Alt click
this edge and bring it in. And alt click this edge and bring this in a bit like this. Let's go ahead and add another
subdivision level here. I'll just take that up to two. Yeah, that looks pretty nice. I like that. Alright, so now let's think about this piece here and
how we're gonna get this. I think what I'm going
to have to do is add an edge through here,
through the center. How are we going to get
these guys in here? I think what I'm
gonna do is select these and move these back a bit. I'm going to move
in the y axis here. Actually let me go to global
and then move them into Y. So I'm just going to hit G
and move all of these back. Just a smidge like that. Yeah, So we have a
little bit more room to play with him there. What I need is some geometry
to create a round hole here. And I think if I select
or create an edge here and move this forward
up here like this. And maybe create
another one here. Let's try this. Now what I've got is
I've got these faces here and those four faces have eight edges
all the way around. So what we could do is
press Shift S to and move the cursor there and
press Shift a and create a new cylinder and give this eight signs and take it
down pretty small as well. And remove any caps on
the top and the bottom. And then we could
scale this down. We could turn it so it's in
line with this piece here. Like this. Let's say we need to move
it a bit over here and kind of do a little bit of rotating and work to
get this in line. I can't really duplicate
polygons off of this currently because I still have it as a path and that's fine. I still want to keep
it like that just in case I want to make
a few adjustments. But for this, let me change to local transformation and I'm going to turn in
the z-axis, r, z. So it kinda spins
like this so that it lines up with these edges. Now if I take this
and Shift-click this and then join these
two together, Control J. It gives us both a mirror
of that and subdivides it. I'll smooth it again. Now I feel like we're going
to need one more edge in here because I've got this
edge is doing the work, but I think I need to add
another one right in here. Let's see how that works and
use these bases right here. So I'm gonna take these
faces and delete them. Then I'm gonna take this
edge and this edge. And we're going to
bridge edge loops. Control E. Bridge edge
loops. There we go. So now we've got those
coming out of that. And we could maybe take this
and move it over a bit. We could take this
and slide it over some G2 times like this. So we could do a little
work to get that, to transition a little cleaner. But I think that
works pretty well. Actually. I'll move that in like this and then back like
that. Let's try that. So that just allows us to get this smooth transition
like we see here. From one piece to the other. It's going to move
this up a bit. Maybe take these edges here, hit the G key two times
and slide them back a bit. Just kind of grows out of that
piece fairly organically, kind of like this here. We could maybe take
this and move this in a bit over some. Alright, so we've gotten
generally that piece there, That's not bad. I think I'd like
to maybe just hit G two times and slide
this over like this. And then we can always take
these edges in here, this, this, this, and this kinda pull these
back a bit like this. So once again, it may just be a little bit of point pulling, moving things around until you get it the way you like it. In the next video, we'll
work on these plates up here and these
pieces on the top.
26. Adding Detail to the Handlebars: Alright, now that
we've got this block here for the handlebars, let's work on some of
these details on the top. Maybe this plate first, let's work on that. I'll tab into edit mode and hit the one key to go
to vertex mode. And maybe let's just select this one here
and press shift us to, to bring the cursor to it. And then I'll press
Shift a mesh. Then let's just create
a polygon plane. I'll begin with a
plane for this plate, and then we'll add a solidify modifier to give it a thickness. Let's take it down
to 0.1. There we go. And let's scale in till we get it about
the size that we want. And then maybe I'll go to
the side view with the three key on the numpad and hit the R key and turn
it just a bit. We're still in local
transformation mode. So our axes here turn
with the object. That's good. Maybe I'll
bring it over like this. And then I guess we
could just scale out in the x-axis and take
these out like that. And then we probably need
to split it in half. Let's go ahead and do that. I'll press Control R and hit
the Enter key two times. And let's just take this
face here and delete it. And then we'll add
a mirror modifier. Here it is. And we'll turn on clipping. And then for these little pieces that kinda curve
out on either side, let's add an edge loop, maybe right in here. And then we could
take these edges. Oh, I better turn
on the cage right here so we can see
it on both sides. And then I'll just hit E and y and extrude this out just a bit. And then maybe take this point
and move it out like that. Then let's try this edge here, EY and pull these out. And maybe we'll just
pull it out to here and then take these points
and pull them in. Maybe like that. Let's try this. There we go. Alright, so
now that we've got that B, I'll pull it up just
a little bit more. And now let's add a subdivision surface modifier
and see how that works. Add modifier
subdivision surface. And yeah, I think that's okay. Maybe we need to add
an edge right in here to kind of tighten
up this line here. And then maybe just bring
this out like this. Bring that out to there. And then we might want to take an edge and bring it
into here like this. Let's try that. If we added one more
viewport level here, that really cleans
up those curves. Yeah, That's kinda nice
actually, I like that. Alright, so now
that we have that, let's add a solidify
modifier here. That's not bad. Let's apply the scale. Let's press Control a
and apply the scale. And now it is a
little bit too thick. So let's choose even thickness. Then click and drag
and I'm going to hold the Shift key down. And let's maybe bring
it about like this. Let's bring it up a bit. Maybe turn it in the x-axis are annex, Something like that. Yeah, Let's bring it
up a little bit more. Alright, so now
that we have this, let's go ahead and smooth it. And then down here in the
object data properties here, let's turn on auto smooth. And that helps with that. Okay? So with this still
in the center, maybe, well, let's move this
cursor up to this point. I'm going to press Shift S to, so it moves it up to the
center of this polygon plane. And then let's create
a new cylinder. And it looks like
this piece right here is a 6-sided bolt type objects. So let's press Shift
a mesh cylinder. Give it six sides, and I'll take it down
to 0.01 and 0.02. So it's pretty small and we
want to keep the tops on. I'm going to change it from
n gon to triangle fan. And then let's press S Z, scale this down quite a bit. And then let's turn it. I'm going to go to the side view with the three key and hit the R key and turn it so it's
kind of in alignment here. And let's scale it out. Bring it up. See
what we have here. Alright, I think it needs
to be a little bit bigger. Maybe like that. Maybe not quite as thick though. Alright, and then let's turn it. I'm going to press R, z
and kinda spin it just a little bit so it isn't exactly
in line with everything. And then these little
cylinders here, it almost looks like we
could take this right down here and duplicate
it and bring it up. Let's try that. Let's press shift D Z and
bring this up into here. And then we could
scale it down a bit, scale it in the Z, Z, bring that in some maybe
a little bit taller. Something like that. Alright, so we've
got that maybe a little bit smaller or
should it move a bit? Yeah. It's not quite
in the center, is it? Maybe we shouldn't move it a bit and scale it down a hair. And then it looks
like we could also realign it here like that. And then we need another
bolt type object. So let's just take this
shift D Z and we'll scale this down like this. But this here, our z to spin it so it isn't quite
aligned with the other one, then it looks like we need
another bolt right here. Let's do that. So Shift D Z, bring that down to something about like
that scaled in the z. Maybe about like this. Alright, yeah, that's
looking pretty good. I think. It's just giving some
detail in there. And this is the kinda
thing that your eye doesn't really pause
on or anything, these kind of details
your eye moves, pass them to the bigger
parts of the object, but it's good that
they're there. It's still kind of
subconsciously needed, I think, to provide
that level of detail. So this thing here, Let's work on this. That may be interesting. For this, I think first of all, I'm going to take all of these and let's put them
in a group here. This is really
handlebar stuff, right? So let's just take
this and drag it into the handlebars
here. What is this? That's handlebar as well, right? So let's put that in there. Alright, and then what
I'm gonna do is just hide everything to work on
this piece right here. Yeah, let's hide everything. Let's come down here and
just click and drag. Hide everything here. I'll move the cursor
to the center of the grid with shift S1. And then let's just
create a cube. Shift a mesh cube. Let me hit the three key
to go to the side view. And I'm just going to take
this down pretty small. And we're going to begin
with this right here. So let's do that. Let's
begin right about here. Let's say this thing is going to come down and around like this. So if we tab into
edit mode and press Alt Z and the three key
and select this face here. Let's just pull it out till we get to a right
about here, Let's say. Then I want to turn this. And we could hit the E
key and then our key and turn it and extrude and
rotate and on around. But There's this spin tool here that's kind of fun to use. So let's take the cursor. I'm going to go over here
and choose cursor here. And then I can
click and drag that around to maybe
right about here. Let's say that's the
point that this is going to turn curve around. So now let's come over
here and choose spin. And then when we click on
this little blue icon here, just click it once. Now we need to do a
few things down in this panel currently,
as we turn it, it's going to spin in the z
axis and we don't want that, we want it to spin
in the x-axis. So let's change the Z to zero, and then we'll
change the x to one. Let's do that. I want to change the number of steps down to maybe,
let's try four. Then if we click on this
and turn it, look at that. We can kinda been
this down like that. Now we can take it in the
y-axis and move it a bit. We can move it in the
x-axis a bit if we want. So I'm thinking maybe
something about like this. Then all we have to do
is just switch back to the move manipulator
and there it is. Now, I do think I want to
scale or move these edges in like this because it goes to a thinner place here like that. So I'm just going to take
these and move these in a bit just to try
and match that. And then once we have that, we can take this. Let's go to face mode here. And now let's extrude this down, hit the E key and just
pull it straight down. Although I think I want to pull it
straight down in the z, it wasn't quite aligned there. So I'm just going to do that
and maybe scale in the z, z zero to flatten that up. And then we wanna do
another one down here. I feel like it needs to
be a little bit wider, so I'm going to press S and scale it out just
a bit like this. Alright, so now we have this face and we want
to do this again. I want to turn that again. So I'll select the cursor, click and drag this to here. So it's going to turn
around this point. And then with that
face selected, Let's just click spin again. Then I'll click on this. Now we've got to
change all this again. I'll put one in the x, zero in the z. I'll change
my angle 360-90 degrees. Let's do that. There we go. Now we should be able
to kinda move in the x, move in the y if we want. I don't think I wanna do that. Alright, let's go click on
the move manipulator again. And then I think I just want
to extrude out in the y, so EY and pull this
out like that. Okay, let's take this and
try and put it in place. Let's bring
everything else back. I'll just click and
drag on all of these. Now we don't need that. And then let's go
to the side view. Scale it down a bit. Go up here, hit the
period key on the numpad. And we're just going
to try and put it in place right up here. Now I'll turn it. Try and get it aligned here and drop it down to this
point right here. And then maybe scale it
down a little bit more. Yeah, so now what I'm gonna do is I'm gonna take
it and I'm gonna spin it RZ and bring it up
maybe round here like that. So it isn't exactly
in line with things. That's always what
I like to do is try and give a little bit of
randomness to things. And maybe we can move
that back like this. And then there's
this little piece. Do we really need that? Alright, I'll do it. Let's grab this face right here, and let's just press shift D y and move this out like this. Bring it down into here. I'll scale it out in
the x just a bit. And then let's just
take these edges here. I could use that
curve tool again, but I think I'm just
going to hit E, z and move up and then
push that in and the y, easy, push it in, easy, push it in like that. Then we probably need to press
E. Why that out like that. Alright, and then let's
add a solidify to that. We could split it out
as its own object with the P key and separate
by selection. And then if we choose that, Let's apply the scale, control a scale at a
solidify even thickness. And then let's drag this down. About like that. There we
go. Now I'll smooth it. Come down here to
Object Data Properties. Turn on, auto
smooth. There we go. Yeah, So let's try and smooth this one and
do the same thing. Turn on auto smooth. I also want to apply the scale to this piece and then select these edges and press Control B and add a bevel
to that right there. And let's see how that works. Yeah, I think that helps. Alright, in the next video, we will continue on
and try and connect up the headlight with
all the rest of this.
27. More Details on the Handlebars: Alright, let's add
a few more details to this handlebar area. These handles here, I think I mentioned some time ago
that we'd work on this, create these little grooves and I guess now is as good
a time as any, right? Might as well. Let's just take these faces here and we'll
do this all the way around. Let me hit the period
key and zoom in. So we tumble around this. And then I can press
Shift and click this face and then control
and connect those. So then Shift Control,
Shift Control. And we'd just do this
all the way around. We get every other
row of bases here. There we go. Now let's just extrude. I'll hit E and then I'll
hit the S key to scale. And let's just scale all of
these end towards each other. There we go. Now
we've got those. It kinda looks like they bulge out in the
center a little bit. Let's Alt click this edge in the center and
just hit the S key and maybe scale out just a
little bit here like that. There we go. And since these
are mirrored over, we have it on the
other side as well. Alright, so we've got those. We can also work on the connection right here
at the end of this piece. Alt click this edge, and let's see what
it looks like. Well, it's kinda hard to
see, they're right here. So it kinda curves in a bit. Maybe we could just hit
the E key and then Enter. And then let's hit
the E key again, E and S and scale in like this. And that just gives us a
little bit of a curve there. Maybe we can change
from local to normal transformations
and that then brings it in line with that edge. So sometimes that
works and we can maybe pull that out, built like this. Let's try that. Now. I think that'll be okay. But the problem is we've got these blocky polygons
on the handle, so it looks kinda strange. One thing we can do is
just for the handles, we could add a subdivision
surface modifier and that helps clean
that up a bit. If we increase the subdivisions that would clean that up a bit. That's a little bit better. Okay, And then what
else can we do here? Well, we could add these
things on the top here. Those are just more bolts, but it looks like now that
we've got things in here, like these maybe
aren't thick enough. Let me take one and delete it. And this is another reason why it's great to just begin
putting things in, getting things in
and seeing how they relate to each other in
terms of proportions, placement, things like that. Now that I have all of this in, it feels to me like the coils aren't quite big enough, right? You can see them here and
on this side over here. So I feel like maybe
we need to try and make them a
little bit bigger. And to do that, I think we need to come up here, first of all, into the settings
for the screw modifier. And a couple of
things we could do. We could first of all, just hit the S key
and scale up a bit. That's going to make them
a little bit bigger. We can also tab into edit
mode and hit the a key. And what that will do is select that circle that we began
with when we created this. And we could scale this
up a bit so we get a little bit more
volume on those coils, we could try that. So let me scale up again
in object mode like this. And then we could also take the iterations down to bring
it down like this, right? We can bring the iterations
down to maybe 18. We could then come over
here to the taper and we could taper that top
in a little bit more, maybe something like that. I'm just trying to get a
little bit more out of this. It just feels to me like it
wasn't quite big enough. Maybe I'll scale it up a
little bit more like that. And then once again, bring it down in the iterations. Or we could click and
drag on the angle and that can collapse it or
stretch it out a bit. So maybe I can collapse it a bit and then bring the
iterations down again, like this, something like that. And then I'll take the taper down a little
bit more like that. Let's see, let's
see how that works. I just feel like that fills the space a little
bit better in there. So now let's take one of
these and let's duplicate it. Shift D. And then I'll go to the side view and hit G and
move this up here like this. Let's then move it over all, go back to global
and in the x-axis, I'll move that over again. And it looks like it's pretty good in terms of the
placement there. Maybe I'll bring it
down just a bit. And I'm going to
need to do something with the end of this coil. I do realize that, but I'm just kinda waiting. To see how this turns out, we could take this
right here and move the cursor to that selected edge there at the top with shift S2. And then I could take this and snap it to that cursor with Shift S and eight or
selection to cursor. Now if we go back to local, I can then just pull
this straight up now and it's centered
on that piece. And then I think we
need one more, right? We're gonna get this
little piece right on top. So let's do that. I'll press shift D, Z and bring that up. Let's scale it down. I'll scale it in the z. And let's bring it down to here. Let's say. Then for
that top curved part, let's see what we
can do with this. I'll go to face mode with the
three key and then I'll hit the C key for circle select and paint
this selection here. And then I'll hit the I key and kind of come in like that. So let's see what we
can do with this. If we can get a rounded type
of thing with so few sides, I don't know if we can, I'm just going to hit
E and pull up and then S and scale in and E, S, E, S, E S. Bring that
in quite a bit there. And then we can smooth it. Yeah. So we can kind of get
something like that. I'll I'll turn on auto smooth. And then let's drag up. And I can get a smooth top here. That's not bad actually. I'm actually surprised
it did that well, so let me scale down a bit
and then scaling the Z, I feel like it's a
little bit taller. First of all, let's
take this now. And with the cursor in
the center of the grid, I'll change to the
3D cursor with the period key from median
point to 3D cursor. And then let's duplicate
and mirror this object over the coil Shift
D Enter Control M, and the x-axis, I press the X key and then
Enter, and there we go. Alright, so we've got that. We can take these two
and maybe combine them. Control J. There we go. Now we
could take this, let's press the two
key and then Alt click this edge shift S2 to
move the cursor there. And then we take this
Shift D to duplicate it, Shift S and selection
to cursor or eight. And then I'll press Control numpad three
to go around here. And I'm just going
to bring this up, so matches that pretty well. There we go. Another
thing we can do is add this piece right here. It looks like it comes
off of this block right here and goes upward. Let me see if I
can zoom in here. It looks like it goes upward
and then into the headlight. So we should probably
work on that. I think what I'm gonna
do is take this. Let's just make sure
we're in the right place. It looks like we
need to tilt it. So I'm going to change
back to median point. I'll hit the R key
and kinda tilt it, hit the G key and
bring it down a bit. So you can see that here, that little piece right here. That's what we're
going to work on. So let's just take a point here. Maybe this one shift us to, to bring that cursor there. Let's create a polygon
plane at that point, and we'll zoom or scale
in quite a bit like this. We will go to the side view with the
three key on the numpad. And let's just bring this, this. Here we go. So we can scale in and the X to about right
here, let's say. Then we can take this edge. Let's bring it up a bit, right? Because like we could
come up like this, hit the G key going like that, and then hit E and pulled
this way like that. So we're getting
this right here. Let's see how we did. Alright. Let's take this edge
and this edge and let's scale them out with
S and x like this. It just looks like
that flares out there. And then we can press
Alt Z and go back. It looks like this. It needs to be flat though, so maybe I should take this, move it this way and then hit EY and pull this
forward like that. Maybe that would be good. Then let's take
these points here. Let me apply the scale
because I want to take these points and
Bevel those vertices. So I'll press Control Shift B, and then pull these out and
roll those a bit like that. And then let's add
some thickness to it. Here in the modifiers panel, a solidify modifier,
even thickness. And let's hold the Shift key
and bring that up like that. Alright, now let's smooth it. And under Object Data
Properties turn on auto smooth. Let's try that again. There we go. And then
let's add a bolt to it. Maybe I'll even take it a little bit
thinner. There we go. And then let's add a bolt so
we could grab a bolt off of, off of here, right? Let's try that. Shift D Enter. And then I will hit
the three key, all z. And let's just hit G and
move this over here. Just get it close. And there we go. Yeah, that's actually
not too bad. So we could get that
right in there maybe. And of course if we wanted to, we could also take this edge and press
Control B and bevel this and this edge and do the same thing like that just
to give it more of a curve. Alright, so that's just
a little more detail on the handlebar area. In the next video, I
think let's try and work a little bit more on
this area down in here, connecting up the horn
and maybe even working on this piece right here that goes down
to the front tire.
28. Continuing with Connecting Details: Alright, well let's start adding some connecting pieces in here. I feel like the top of the horn is kinda
hanging out there. And we could use the
curved piece here. So you can see underneath
the headlight, we've got this kind
of curved piece, piece of metal right there. We hit the three key. You can see that here. So I think we need to add that probably a connecting
piece across. There's a little piece on top of the horn that we could find
on another image here. Let's take a look
at this one here. There's just a piece right
here that connects to the top. And then it looks like
there's a crossbar with a little cylinder
on top as well. So I think there's just a couple of things we can do here to finish this off or
at least get it so it feels like
everything's connected. And then we can maybe move on to other parts and we may have
to come back to this area. It's true, but I think
I'd just like to finish it off for now with a
few connecting pieces. So to do that, let's just
take this right here, this cylinder in the center. And I'm gonna go to wireframe. Now, I haven't go
into wire-frame by pressing the Z
key and then go into wire-frame and then
z and back to solid here. But just like you
can go to X-ray with Alt Z and
then toggled back. You can also press Shift Z to go to wireframe and
then toggle back. There is just one of those shortcut keys
I don't always use, but I just wanted
to mention it just in case you find it useful here. I'm going to press Shift C and then press Shift D to duplicate. Move this up here, let's say. And then I'll press
Shift C and go back. And now let's scale this
in the x and the y, but not the local z. So I'll press S, Shift Z to turn off that z-axis and just
scale that down a bit. And then it looks like they're these pieces right
here on either side. So I think I'm going
to take one of these. I'm just going to tab into edit mode and then
hover over this piece here and press the L key
and then press shift D, Z and pull that out. And then I'll split it off
as its own object on press the P key and separate
by selection. And then if we
just tap back into object mode and
select that again, Let's scale this down. Now, the origin of this
object is still back here. So we could come
up here to object set origin and move the
origin to the geometry. And then when we scale it down, we can scale it in
object mode if we want. And that will just bring this
and put it right in here. And I feel like
it's hard to see, but I feel like there's kind
of a rounded edge there. So maybe let's tab into edit mode and let's just select this edge right here
and press Control D. And then pull that out and
scroll the mouse wheel just to get that kind
of curved there. Alright, so we've got
that and then we should probably put it over on
the other side, right? Shift S1 to put the
cursor in the center, the period key, and go to 3D
cursor for the pivot point. And now that pivot point is way down here at the 3D cursor. And then let's duplicate
and mirror this over. So Shift D, Enter Control M, and then the x key. And that doesn't work because we're in local transformation. So if we go back to global, now I have this duplicate here. Let's press Control M
and X and then Enter. And that will do it there. Alright, so now let's work on maybe this piece right here. It looks like it goes to the
top of that bar and then there's another cylindrical
piece on top of it. Let's try it and see. I will select this and tab into edit mode and then
select this edge here. Press Shift S to move
the cursor there. Let's press Shift a mesh plane. And let's take this
down to maybe 0.1. So we get it a
little bit smaller. And I'll scale it down to about the width that we
think it should be. Maybe something like this. And then let's go
to the side view. I'll press Shift Z again. Let's turn it to get it kind
of angled the way we want it by pressing G and
move it into here. And then what Let's do
is tab into edit mode. I'll hit the one key
to go to vertex mode, and I'll drag select
those two vertices here. And then let's extrude back to get this curve down to
the top of that cylinder. So let me go back to median
point with the period key. And I'll hit the G key
and move down a bit. And then I'll just begin
hitting the e qui e, e. And I'm just going to
bring these around. So it's about like this. Alright, let's try that shift Z, and I'll scale in the x. Brings it out a bit like that. And maybe we can scale in the
x here to, let's smooth it. And then let's add a
solidify modifier. But I better apply the
scale here, right? So let's apply the
scale Control a. And then let's add a
solidify modifier and hold the Shift key and
click and drag in there until we get it down to about where we think we want it. Let's try that. I'll go to Object
Data Properties. Turn on, auto smooth. Yeah, maybe I could move that. So it's a little bit thinner. Maybe about like that. And then under auto smooth, maybe I can click and drag
and smooth that edge there. Wow, doesn't really seem
to want to do that. So what we could do actually is we can take that edge right here and just press Control
B and pull that out. So it kinda curves
it a little bit. Yeah, That's kinda nice. Then this piece right here, we could probably cannibalize
from something else. Maybe this right
here, Let's try that. Shift Z to go to
wireframe Shift D. I bring this up here. Let's hit the Comma key, go to local transformation, and we can bring it
down a bit here. Shift Z, let me
scale it down a bit, shrink it into z a bit, and move it down into here. Then I feel like I need one connecting piece
right underneath it. So let's maybe grab
a bolt somewhere. Where's a good bolt? I'll have out here. Let's try that. Shift Z again, Shift
D to duplicate. Let's bring that down here. And maybe I will just scale it down a bit and put
that right in here. And let's see if that works. I may need to move it a bit scaled in the z to kinda close
that area off. Let's see. Now, I'm not a big fan of that. What if we added an edge loop here and just pull
down a bit like that. Yeah, that's not too bad. And then maybe we could take
this whole thing and move it up a bit. Let's try that. I feel like that's at least gives us sense that
that's connecting there. Now we are going to have to
do a little bit of work here. Just to close these off, I feel like I just need
to take this edge here, press E S, and then
I'm just going to hit the M key to merge
at the center. There we go. And I'll do the same
thing down here, ES than the M key and merge it center just
to close those off. And we're probably going to need something up here, aren't we? Oh, how about this? Let's do that. Maybe
I'll take this and this. Let's duplicate it. Let's join those
together, Control J. And then let's move these up in. Here we go. Now let's take
these and move these up here. Shift Z. And I'll hit the G key and
move this up here like this. Could probably turn it a bit, scale it up a bit. Just want to put it in
here about like this. And then I'm probably going
to have to move this. Move it over. Let's see if we can
get it in the center. Maybe I'll move this and
select this vertex here. Move the cursor to it, shift S2. And then we can take this, snap it to the cursor. So Shift S and then eight
selection to cursor. There we go. Now we
can just drag straight up and it's in the center
there of the piece. Alright, what do we think? Yeah, I don't mind that. That's, that's okay. Alright. So we've
got that there may be more to this area in here. I'm not sure. But let's get that curved piece that we were just talking about. This piece right
under the light. So to do that, I think I just want, well, I think I just want a
polygon plane down here. Once again, Let's tab into
edit mode and let's maybe select this point here. Now, let's select
this edge right here. So that, that pivot point right there is where we want
to take the cursor, shift us to go. Now when we create
a polygon plane, it's going to be right there. So let's take this and
let's turn it a bit. Scale it down a little bit more, turn into bed and put
it right in here. Kind of like this. Let's split it. I'm going to press
Control R and just hit Enter twice to add an edge
right down the center. And then I'll select this
face here and delete faces. And then we want to add a
mirror modifier to this. Right here we go, and let's turn on clipping. Now, if we tab into edit mode
and select just that edge, what I want to do is bring it out and bring it right down
to where it needs to be. So I'm going to go to
the three key here. And then I'm going to hit
G and move this down. And I'm going to turn it,
Shift Z to go to wireframe. And let's bring this right
down into here like this. I'm gonna go back to global. Bring it down to
its right there, right in here, let's say. Okay, so now that's there. Now we just need to
add some edges to give it that curve
that we see here. So I'm going to do is press
Control R and come up here. And then let's just bring
this out like this and up. And let's go to the side view. Maybe you can bring it
forward just a bit. And now if we do this
again like this, now let's bring this
out and maybe up a bit. And then we do another one here. Maybe bring this over
like that, right? So we've got that basic shape. Now if we go to the side view, we can see we've pretty
much got that shape. Feel like minds a
little bit too wide, maybe I can press S and Y
and scale it in just a bit. And let's first of all give
this a solidify modifier. I'll do that first. And before we do
that, we should apply the scale control,
a choose scale. Now let's apply a
solidify even thickness. And let's bring that we get a thickness that we
kind of like they're okay. That's not bad. Let's go ahead and smooth it and turn on auto
smooth down here. Maybe pull that up just a bit. Okay? And then let's also add a subdivision surface modifier
to smooth that up a bit. There we go. Do you like I need to either move this subdivision
surface up. There we go. Let's move the subdivision surface
up in the modifier stack, just so we get the
thickness first there. And then let's also
tab into edit mode. And let's add, Here we go. Let's add an edge right in here. There we go. We could increase the
subdivision levels if we wanted. And that would help
with that curve. Feel like we need to
now bring this edge up into the light a bit. Let's turn on the cage here, grab that edge and let's
just bring it straight up. Alright, so we've
got that piece. In the next video. Let's add a couple more connecting
pieces through here. And then maybe we can move on to another part of the bike.
29. Finishing Details Around the Handlebars: Now I see here that
I've forgotten to add a connecting piece
on the top of this. So I think I can just
take this piece here. Let's change to local
transformation with the period key. And I'll just go to the
side view and wireframe. And let's press shift D
Z and just move this up. And we'll just put
this right up in here. I'll scale it in
the z with S and Z. Maybe tilt it a bit. Let's see if we can kind of get that in here
and have it look. Okay. Yeah. All I wanted to just
something to connect that up. And then we've also got
this area down below here. So down below this brace
in the front Fork, we've got something down here. We've got another cylinder
type thing and then a plate coming out the back and you
can see that right here. I think that's that plate there. So let's just take this then. Let's duplicate this shift D z, and let's move it down here. Then from this piece that
plate can maybe come out of. Let's try that. I should probably
close this off again. Let's do that. I'll Alt click this edge
here and press E, S, scale in a bit, and then M and
center there. Okay? And then if we just take
this here, shift us to, to move the cursor
to that origin, shift a mesh plane. And now we've got a plane that
we can work with in here. So if I just take this
plane and kind of align it to this part of the reference image
like this, maybe. And then let's
scale it in the x. There we go. And let's just select this edge. And then let's just hit E
and y and pull out here, hit the G key and bring this up. You can see there's a
turn there like that. Let's actually bring
that up like that. And then once we do that, let's bring this
straight down in the global axis like this and get it right
between those two things, maybe we should do that. It looks like there's a
bend or something to it. I'm not quite sure, but we can at the
very least just take an edge or put an edge
in the center here and maybe kinda just bend it a bit. This Arduino. I'll smooth it. Let's add a solidify. I'll apply the scale with Control a and choose
even thickness. And then let's just bring
that down like this. Let me turn on auto smooth down. Here we go. Yeah, that could work
and maybe I should take this edge right here. And let's press Control B and bevel this out to
smooth it a bit. And then we should probably work on this piece right
here, that cylinder. Let's do that. Let's add that piece in here. Now. I'll press Shift Z
to go to wireframe. And here is that cylinder that
we want to add right here. So I'll press Shift a mesh
cylinder and let's take this cylinder down
to 0, say 16 sides. Let's choose nothing
for the cat Phil. And I can bring this
down to say 0.1 and 0.2 just to make it a
little bit smaller. And let's come over here and
begin scaling this down. Scaling the Z a bit. I'll turn it. Alright, I'll switch to local transformation
mode, scale in the z. And let's bring
this out like this. Alright, so we've got that. Now let's bring it
out into place. Let's go to the one key and wireframe and see if we can
see where this should go. I'll bring it out to about, I feel like it's right in here. I'll smooth it. And then we need to work
on this right here. You can see how
it goes and bends in a cross where the coils are. So let's think about that. I'm going to tab into edit
mode and press Control R. And let's add an edge
loop right in here. Let's see where that is. Looks like the bottom
is right here. Let's try this. So what I will do is just
use these bases here. I'll Alt click
between two of them. Select that whole face loop, and let's duplicate it. Press Shift D and enter. And then we can use our shrink
fat and tool over here. I'll press Alt S, and let's move the mouse a
bit to kinda puff this out. Something like this. And we go. And then let's
split it off with the P key. And separate by selection. And then I'll just
select that one piece. I'll press the two key
to go to Edge mode, and then I'll click this
edge here on the top. And now we want it begin
extruding back into here. And I feel like it's fairly tall and thin compared
to this cylinder. So what Let's do is let's hit
E and Z and bring this up. And then let's scale in the
y with x and y like this. Let's maybe scale
it in the x just a bit and then move it
back some like this. There we go. And then I want
to keep going this way. I'll press E Z and
bring that up. I think I want to turn it
now toward the center. So let's try that. Let's press E, z or y, and then move it in the x. So easy. Ry, move it in the x thing
and see what I'm doing. I'm just kinda
giving that curve. And this is the kind
of thing we can do by hand rather than setting
up the spin tool. This can sometimes
be just a little quicker if you wanna
do it this way. And let's try that again. I'm going to press EX and then RY kinda turn that like that. Bring it up a bit like this. There we go. Now we've got that basic shape. We can begin to just bring
it into the center now EX, and I'll also press sx
zero to flatten it. And now we could add a
mirror modifier to this. So we could come over to the
modifiers panel, add mirror. And there it is. There mainly because the
center of that object, the pivot point is here. So we should really move
that down to the 3D cursor. So let's come up here to object set origin and
origin to 3D cursor. There. There we go. Now we've got them
on both sides. Alright, and then we can
take these, this edge here. We could turn on clipping. We can turn on the cage
or the other side. And we could just
drag that straight into the center and
they'll clip there. Alright, let's also
close this up here. Alt, click this edge and hit
E and S and close that up. There we go. And then we need to figure out some connecting
pieces in here. We could actually take this
whole thing right here. Let's Alt click
these bases here. We could take that whole thing and use it to kinda
cover this up. So let's think about this. Maybe if we did, maybe if we took
these faces here, I'm just going to select
all of these right up to the top there,
that half, right? And I'm going to extrude
these forward and the y, E, y and bring them
forward like that. See what happens here. Right? It just kinda hides it. That's not too bad actually. So yeah, this works. I think let me just hit the a key and I'm
just going to bring this up as smudge like this. Yeah, that kind of works
to close all that off. It's a little ugly in
terms of smoothing. Let's come down here and
turn on auto smooth. But if we drag it all the
way up to 180 or even 160, Let's say That's not too bad. We could add an edge
loop in here to clean up this in here, just Control R and move
this back like that. That can help clean
that up in there. Now, one other thing I've seen in here is this
piece right here. There's a bolt that comes
out and goes through that. From here. Let's maybe take this point right here and bring the
cursor to it with Shift S two. And then I'll create a cylinder and it'll
pop in at that point. Let's then scale this way down. And then let's
turn it like this. Hit the R key and turn it. And then let's scale
out and the z. Pull this out like this. And then let's bring this in. Kinda like this. So it's coming through
this piece here. Let's try this. Maybe like this. Let's smooth it.
Alright? And then let's add a bolt
here on the end. So maybe we could grab
a bolt from here. Let's do this again. Let's just grab
this and this shift D Enter Control J to
join them together. And then let's bring this over. Hit the G key and move this. And let's hit the
R key and turn it. And let's just put
this right here. Let me scale it up a bit. I still need to slide it over. Let's do that. Slide it over here. Put it in place right here. So what do we think? Yeah, I mean, that
kind of gives us the sense that we're
going through that. Alright, I think
we've got enough of the connecting
pieces in here. In the next video, I think let's move on to other
parts of the motorcycle.
30. Beginning the Speedometer: For our next object, Let's create this speedometer
piece right here. It's got some interesting
things in it, and it actually might
be a little difficult. Let's zoom in to this
with Control Spacebar. And there's a good
bit of this that I'm not going to
really bother with these little indentations
here and here that don't really seem to
serve a particular purpose. I don't know that
I'm really going to work too hard to
try and get those. I think just working on the general shape of this is
gonna be difficult enough. So I think let's try and
keep it relatively simple. Having said that, I think it's still provides quite
a bit of challenge. Looking at this, you
might think, well, maybe I could begin with
a cylinder here and extrude down and then
extrude forward like this. But I think one of the
biggest problems for this is how it kind of molds
to the gas tank. This particular triangular shape and the molding to the gas tank, I think are two fairly
difficult issues to deal with. And for something like this, I usually like to
try and deal with the hardest thing
first in an object. So my guess is that this shape here is gonna be the hardest part of it
rather than the cylinder. So I think I want
to begin there, but let me first place at least a temporary object for these gas caps on the tank because it does look like it bends around these and I
just want to put these in place so we know
our boundaries here. It looks like, well, let me just tab into
edit mode here. Maybe let's select a
point here and press shift us to move the cursor. It came in over
here since we have a subdivision surface
modifier on this. But let's press Shift
a mesh and cylinder. And I'll just put
this 24, let's say, and I'm gonna bring
this down to 0.1 and point 2.4, 0.1 and 0.1. I'll change this to a
triangle fan, but honestly, I'm not even sure if
this is really going to be the final objects. So let's just see what
we can do with this. I'm going to press
Shift Z and press the G key and move this
into here, let's say. And maybe scale it in the z. And I'm still in local
transformation mode. So when I turn it, the transformation axes
should come along. So I'm going to press RY
here to tilt that a bit. I'll press Shift C. Let's press RY again and maybe like this and now
just bring it in and the z-axis tend to be kind of intersect with adhere and
maybe something like that. Let's just see how that works. We could, if we wanted
to go ahead and just move the cursor to
the center of the grid. Move the origin to 3D
cursor and then mirror this over here with our
mirror modifier. It's way over here, which means we've got a
problem with the rotation. So let's press Control a
and apply the rotation. And there it is, there. Alright, so we know now that our speedometer has to
come between these. So I think let's
begin with a circle. I'm just going to press Shift S two to bring the cursor here, and then shift a mesh circle. Now here it is, here. Let's scale it down quite a bit. And I'll go to the side
view and let's get it generally in the right shape and in the right position here. Just going to
continue to scale it down a bit and move it. So it's about like this. It looks like it comes
two right here, right? Alright, so there we've got the general length of the object. I'm also going to
press Sx and scale in the x a bit here, like this. And then I think I want
to mirror this over. I'm going to tab into edit mode. And if I go to the top view, I just want to remove
this side over here. So maybe I'll just click
and drag and select these and delete and
delete vertices. Then we can come over here
and add a mirror modifier, turn on clipping, turn on
the cage, and there we go. So now we can see it there. The next thing I
wanna do is actually shrink wrap it to the gas tank. Since we've got it kind of
molding to the tank here, I think we can use our shrink
wrap modifier for this. So let's take this and let's
add a shrink wrap to adhere. Let me pull this up
a bit. Here we go. For the target. I'll click in here
and type in gas tank. And let's just select that one. And now you can see it's
snapped down to the gas tank. Now we can turn on
the cage here and that'll snap the
vertices down there. There we go. Now we've got it snapped to the gas tank and
we can then come in here and just began hitting G and moving these
around because Since their snap
to the gas tank, they aren't going to lift up
in the z-axis or anything. So we can just move
them around like this. And then it looks like these
come out about like this. And I could maybe delete. We can probably delete these
in here. Let's try that. I'll just delete vertices. And then these would probably, maybe come out a bit like this. Now the next thing
I wanna do is get this cylindrical
piece back here. So what Let's do is
create another circle. And we'll use that to create
that piece back here. So let's press shift
a mesh circle here. Let's scale it down quite
a bit with the S key here. And I'll go to this side view. And let's scale it down. And I'm going to
hit G and move it, hit R and turn it so we want
to scale it down so it fits. Let's see if we can get
it to fit right in here. Maybe something like that. Right? So that's the top of that. Let's also bring it down here. Let's duplicate it. Shift D, Z and bring
it down like this. So we have it right
down here like that. Then we want to
delete all the parts that are under here
that we're not seeing right underneath
the gas tank. So what I'll do is I'll
just select this and Control click this and
control-click here and here. Alright, so we just
have these selected. So now what Let's do is invert the selection
with Control I. Or you can come up here to
select and invert here. So I'll press Control I, and then delete and
delete vertices. Okay, now we've got the basic
outline of that cylinder. And actually if
I'm going to join it with this shrink
wrapped piece, I don't need this side
because it's mirrored over. But before I joined
them together, think what I wanna do is actually apply the
shrink wrap modifier. And I think I'll
offset it just a bit. I'm going to click
and drag in here. And as I do, you can
see it kinda brings it up out of the mesh. I want it to come up out of
the mesh just a little bit. You can see how it's kind of up off the gas tank
here and maybe I'll bring it up like
this, something like that. Then we can apply this now. But since it isn't at the
top of the modifier stack, we might get a problem
if we applied it here. So what I'm gonna do
is just take this and remove the mirror and then apply the shrink wrap and then add another mirror like this and turn on clipping
and turn on the cage. And so we have it now, so it isn't shrink-wrapped, but it is mirrored over. Alright, so let's now
take this piece here. Let's tab back into edit mode. And I think I will just
select half of this, this side and delete
these vertices here. So that when I take
this piece and then select this piece and join
them together, Control J. It now takes on the modifiers of the last one we selected
and adds a mirror here. Alright, so we've got that. Let's tab into edit mode. Now we can just take
this and this and merge these together at
the last ones selected. So I'll press the M key and
choose to merge at last. There we go. Alright,
so now we've got the basic outline
of this piece. And from here we're just
going to use extrude and fill and bridge edge loops to
create all of this in here. The one other thing
I'd like to do is to add this circle right here. And I think we just need
to add yet another circle. And I'll just maybe select this and move the cursor to it, and then press Shift
a mesh circle. But this time, I
think we only need about half of the vertices here. So I'm just going to
take this down to 16 and then shrink it down and put
it in place right here. So let's just G and
move this up here. Turn it, shrink it down a bit. So we have something about
like this, Let's say. Alright, so now we've got our three main shapes
for this piece. And as I said, now, it's just a matter of going through and filling
in the polygons. So in the next video, we'll begin doing that.
31. Continuing the Speedometer: Well, to begin putting
polygons on these, I'm going to need
to combine all of these objects together into one. Which makes me think
I'm either going to have to remove half of each of these so that we can apply
the mirror modifier to them or go ahead and apply the mirror and continue
on without it. I think I will just continue
on without it for now. Let's just pull this
down and click Apply. There we go. Now we can take all of these and join them
together with Control J. Now when we tab into edit mode, they all go into edit mode. Alright, now that we have this, let's select this
whole edge right here. I think what I wanna do is get this little ridge right there all the way
around. Do you see that? So I think I can just hit E
and Z and pull up like this. And then maybe E and S
and scale in just a bit. It looks like it's doing
pretty well on all sides, although maybe I'll press S and scale that in just
a little bit more. Alright, so there
we have that edge. And then we could take this point and control-click
on around to this point. And we've got, let's
look down here. We've got 14 edges. And if you don't see this
information, once again, you can just right-click
here and choose what information you want displayed here in
the status bar. So I've got 14 edges there. Well, let's see if I take
these over here, like this. What do I have now down here? 29 ". So I've gone
a little too far. It looks like I added one
extra one right here. So now yeah, that's 28 now. Okay, So I just wanted an
even or an equal number of edges between those two so that when we bridge edge loops, control E ridge edge loops, it will connect
those up uniformly. Alright, so now we've got that. And then what I'd
like to do is take this edge or these points
on around to here. And let's extrude
those down as well. Let's come to this
side view and press E, z and extrude these
down to here. And now we just need
to connect these up. If we press Control R and
add an edge right there, we can then take this edge and this edge right here,
these two edges. And we can go to Vertex, new edge or face or the F key. So I'll press F. And there we go. I'll take this one and this one, and press the F key. And there we are. Alright, so now we've got
a little geometry on here. We could also come
in here and begin connecting up geometry in here. So maybe if we selected edges
here and here, and here, and maybe these four as well, we could hit Control E and choose bridge edge
loops. And there we go. But do we need a little, well, we kinda need
a little ridge here. So let's, let's undo this and then get a little
ridge here first. So maybe we could
just extrude up. Let's press easy and
pull up just a bit. And then let's extrude and
scale in with E and S. And then maybe we pulled
down, Let's press E, Z, pulled down a bit and then
scale in some like this. So that'll fit this
silver piece in there. And then what we can
do is come through and grab these edges here. These edges here, and bridge
edge loops with Control E. There we go. Yeah, I just
wanted that little ridge there. We just need to kinda build these pieces in as we're going. And then maybe we could connect, we could connect sum up here. Before we do that, let's work on these little pieces here. Now that I see this, I maybe should have gone ahead and added a mirror
modifier to everything, but we can always come
back and do that. What I wanna do is
just extrude this out. I just want to hit E and Enter. And then I just want to grab
this little blue square here and drag this out,
something like this. And what that little
blue square does is it's the same thing as pressing Shift Z to turn off the z-axis. So the square that
you click and drag on turns off the axis, that is that color. If you click and drag
on the blue square, it turns off the axis of
that color, or the z-axis. And maybe we could
just grab these here, Hit the I key and
inset in a bit. And then maybe we
could just hit E and pull down a bit like this. And then we can begin connecting up the things on the side here. So like this edge and this edge, we could hit the F key
and connect that up. To continue on, we can just select this edge and then
hit the F key again. And it'll just know
what we wanna do. It'll just know that we
want to continue that on. But maybe we don't. Maybe if I press
Control Z to undo, maybe I actually want to add
an edge loop right here. And then let's hit F and F so that they're more
straight up and down as we bring them forward. From here, let's
add or let's bring this whole area up
a bit like this. I'm just going to hit E and
Z and pull it up a bit. Maybe pull it in just a
little bit like this. There we go. And to
connect this up, I can press Control R
and then pull it out. Just a bit like this. You can see I'm just
beginning to build this up, build the polygons up
in a way that they'll connect one to another as we go. We go. Alright, and once again, just like up here, I can add an edge loop down here and then connect
these two up. I can take this point
and this point, the M key to merge them at the last point
selected right there. Now we'd like to take these
and move them up again. So maybe this and this. And let's hit Easy and pull them up and then pull them
in a bit like this. And once again from here, I'd like to add an
edge right here. And then these two edges
here could come up, Good, press E and Z
and bring them up. And then bring them in like this and begin
connecting them up here. So maybe I could scale it
down a bit and began kind of getting these
inline here like this. Press the one key, select this vertex and this vertex and press
M and merge it last. And then we begin moving these down and knees and
connect these up here. And at last, now let's
take a look at it. Alright, so we need to kinda
bring these down a bit. Alright, and what
more can we do here? Well, we could probably
add an edge loop here and then connect these
up right here with the F key. And then we can add yet another edge here and connect these
up with the F key. And now maybe we could
select all these three, hit the F key and
connect those up. And maybe we could take this
point and move it a bit. These may be a little bit out of alignment to be able to
actually connect up. But let's see, let's
take this edge and this edge at the F key. Yeah, that works.
Now down here we can take these and hit F, and then this and hit F again. And we can then grab
these edges here, Let's say these three
and we can bring these, we can hit E and bring
these out like this. Maybe move them over a
bit, scale Amanda bit. And then we can
connect them up here. We could take this point and
this point merge at last. Well, before we go any further, let's go ahead and split
this and mirror it over. I'll go to the top view. I'll press Shift Z, go to face mode, and I'll just click and drag and just select one-half
and delete faces. And then what Let's do is
just add a mirror modifier, turn on clipping and
turn on the cage. And so there we go. Now we've got two sides here. So in the next video, we will keep moving, keep continuing on and
try and finish this up.
32. Finishing the Speedometer: Continuing with the speedometer, we can connect these
points up or these edges, I should say, right
here with the F key. And then we could
maybe connect, say, this edge and this edge. Let's try this now. Maybe this edge and this
edge. Let's try that. Let's hit the F key here. And then we maybe be able to hit the F key here and
press Control R and add an edge loop right down
the center here so that we can now maybe
connect up this one here. So if we connected this
point and this point here, then maybe we could select this edge and this edge
and hit the F key. And what I'm trying
to do is just maintain quads all
the way through here. Just try and create polygons
that only have four sides. Sometimes we have to do three, but hopefully we can keep from doing more than four because our subdivision surface
modifier does not appreciate trying to smooth polygons have more
than four sides. So I'm gonna take this
and hit the F key here. And this, and this. They can see what
I've done here. I've just kinda connected
these up in kind of a fan pattern around
that circular piece. And once again,
I've just tried to maintain polygons
of four sides only. Alright, so what
let's do now is let's add a subdivision
surface modifier and see how it takes it, see what it does, see if it's at all happy, and then go from there. So I'm gonna come over here
to the modifiers panel. Choose subdivision surface. I'll right-click Shade Smooth. And it's looking pretty
ugly around here. We could turn up the
subdivisions to hear, but still it's kind of ugly. And let's just take a look
at what's happening here. I'm going to turn on the cage. And it just looks like we've got a point that
isn't connected here. I think that's our problem, or has been connected
to the wrong place. I think this is what I've done. Yeah, so I think I've connected
this to the wrong place. So here's yet another
tool that may be useful. I'm going to turn off the subdivision surface
modifier here. What we can do to break this apart is we can
use the rip tool. And you can come
up here to vertex and rip vertices or the V key. And if you hit V now and move, you can separate that
point out from the others. So I can move this back
now to where it should be. Then instead of connecting
it to this point down here, I want to connect it to
this point right here. So let's press M
and merge at last. Alright, so now let's turn that subdivision
surface modifier back on and see what happens. Alright, I think that's
looking pretty good. There are some things
in here that we could maybe pull
down and rearrange. There may be some opportunities
to come through and pull some points to get it a little bit more the
way you want it. But I think that's looking
pretty good so far. And then up in here, we've got some points
being pulled here. We could add an edge
loop and bring it down to clean that up just a
little bit like that. So let's extrude
this up and in to get that rim of the dial. However, you can see that
our pivot point is here in the center of this half of the selection because
the whole thing is still mirrored over. What Let's do is let's apply the mirror modifier before
we deal with this up here. So I'll come over to the mirror
modifier and click Apply. And now you can see that that pivot point
is in the center of that circle and
that's what we want. So let's press S
and scale in a bit. I'll press E z and
pull up a bit. Es, pull in. Easy, push down. And there we go. Now we could, if we wanted to go ahead and close this off, I'll press easy again and bring it down
a little bit more. And then E, S and bring this in. He asks again ES. And now we can go ahead
and merge these together. Press the M key and
merge at the center. Alright, let's
take a look at it. Alright, the next
thing we should do is this little silver
piece right here. It looks like it could be another circle and we
could just extrude it up. Let's try that. Let's select this right
here and press shift us to. And then let's
create a new circle, shift a mesh circle. And for this, I think we
really only need 16 sides. That's what we had for
that other one in there. So let's go ahead and do that. And I'll scale it in. Let's bring it in here and I'll go to the side
view and press Shift Z to go to wireframe
and let's tilt it so it's in the right angle here. And then I'll scale it
in something like this. Shift Z. I'll bring
it out a bit. It's still a little too big, so let's bring that in some I'm just going to bring
it in down like this. Now let's extrude it up so
I'll tab into edit mode. Let's take a look
at it. Here it is. I feel like it's not
quite in line here. I'm going to turn it just a
little bit in object mode. So our transformation
gizmo turns as well, and then tap back
into edit mode. And now let's hit E and
Z and pull up a bit. And maybe up to here. And then let's hit E, S and scale in a bit. Maybe all the way into here. Let's hit Easy, pull up. S. Maybe I'll bring
this up just a bit. And then EEZ pull up
and bring this in. And then I'll press the M
key and merge at the center. Now, I'm going to add a
subdivision surface modifier to this and it's going
to collapse terribly. But let's try it. Here we go. I'll smooth it tab into edit mode and you can
still see the cage here. I haven't turned on the cage to have it mold to the
sub-divided mesh yet. And I haven't done
that just so I can see what I'm doing here. So I want to bring these in, maybe bring that out. I want to add one in here. Maybe add one right in here. This. And what I could do
also is in face mode, hit the C key circle, select these faces here, and then I can hit the I key
to inset just to bring that in to kind of tighten up
that edge there as well. Yeah, that's pretty good. Maybe I'll scale
it out just a bit. There we go. Yeah, so that's
that basic shape. Now, there's more going on here that it's kind of hard to tell. I don't know that I'll
deal with that quite yet. But I think that's pretty good. That's what I wanted was just
that basic shape without all the little
extra indentations of the speedometer there on
the top of the gas tank.
33. Beginning the Chain Cover: Well, for the next object, I think I'd like to
work on this piece right here, that chain cover. I've got a few reference images over here in these windows. I've got images 3,613.30, 602. But I think I'd like
to work on this because it really
seems like it's just gonna be an extension of the way we created
the speedometer. I think I'd like to just
create two circles, one here and one here. Extrude them out and then
connect them up with bridge edge loops or create
face or something like that. So I think it's really just kind of a very similar
process to what we just did. Let's work on that.
But before we do, actually, let's clean
up the outliner. It's kind of a mess over here. And instead of trying
to pull these down, what I'm gonna do is just
come up to the top and right-click and choose
duplicate area into new window. And that will just
allow us to create a new window of just
the outliner here. And we'll be able to
maybe do a little bit of organizing in a more
efficient way here. So we've got our
unnamed objects here. Let's just go through
and see what we have. So this is part of
the speedometer. And so is this which
I think we could just call part of the, of the gas tank. Let's do that. Let's select these three and then let's hover over this and press M and
create a new collection. And we'll just call
this gas tank. Just so we'll put
these things in there. And then let's see
what these are. That's part of the handlebars. So let's drag that up. So just go through and begin organizing your objects
into collections. As I've said, I'm
not going to be naming the objects at
this point in time, just putting them
in collections. And for these, this
looks like, well, this is part of
the gas tank here. What about these up here? We could say that's
part of the headlight. Let's do that. And this
once again down here, that could be part
of the horn, right? Let's do that. Headlight. This down here. So I think these in here. I'm not sure what we call these. I guess I may just call
it the front fork. So let's do that. I'll hover over this,
press the M key, go to New Collection, and we'll call this
front fork like that. Then we could actually
put this bracket, let me just select objects here. We could actually put that
bracket in there as well. Like this. Maybe even the coils in that. We can put collections inside of collections to keep
things organized. Alright, so now that
we've got that, I'll just close this and we
have that now over here. And so to begin on this
piece right down here, let's create a circle and
I'll just press Shift a mesh circle and I'll
keep it at 32 vertices. And I do not want any fill, so I'll keep that at nothing. And let's turn this
around the y-axis, RY 90. Here we go. Let's scale it down. And I'll hit G and
move it over here. And we'll try and get
this in place like this. Maybe I'll press Shift
Z to go to wireframe. Will probably need to
pull this out some. So it's hard to know
if we hit the one key. We can see maybe
that piece here. But this is such an odd angle. It's really hard to get a sense of what's
behind here since we've got a lot of perspective
in this particular photo, but I can move this back, maybe right about here. We could also create this
circle while we're here. I'm going to tab into edit mode. And I'll press shift D y
and move it over here, something like this,
and then scale down to get this one right here. Alright, so now we have those two from here and let's
begin extruding out. So I think I'll just select one of these first,
like this one. And let's begin
extruding this out. And well, I'll change back to
global here in the x-axis, the global x axis. So I feel like we're back here and I feel like there's just a little bit
of a ridge there. So let's get that. Let's press EX and pull out
just a little bit. And then E, S and scale in. And then let's pull
out quite a bit. Ex, pull out to maybe right
about here, let's say. Then we can begin
going in for these. I'll press S and go into about right here when there
appears to be a little bit more of a blip here. So let's get that
e x and pull out. And then we go in a bit. And is there a
ridge right there? Maybe there is. Let's see. I'll press S and scale n. Then if we get that
little ridge there, Let's press EX, out
just a little bit, ES scale in just a bit. And then let's get
this part here, e and x and bring
that out like this. E S. And we'll scale in
and then I'll just press the M key and choose to merge
all of those at the center. So that's just a basic
outline of this. Let's do the same thing
over on the other one here. Let's just hover over this
and press the L key here. And then let's come out here. So it just is an extrusion
I think out like this. Then ES and then M
and merge at centers. So there we've got the
basic shape there. Now I feel like we
should expand out just a little bit for the rim. So what we could do here
is select these two. And what I wanna do is extrude and scale them
out individually. Currently, if I did that, they'd all collapsed
toward the center here. So what I wanna do is
use individual origin. And in fact, I've got
individual origin here already. It's usually, or the
default is at median point. And since I was doing
these one at a time, we really couldn't tell
the difference between median point, an
individual origins. But with individual origins, what you can do is you can
hit E and S and they will scale out individually
at the same time. So that's what I
want just a little bit on either one of them. And maybe I'll
bring this one out just a hair more like this. Then we need to begin
connecting these up. So what we can do is select
edges like maybe this one, These two here and these two. And press Control E and
bridge edge loops here. And then maybe we could
select this edge and then hit the F key and just expand
these out like this. Let's select this,
123 like this. And can we do another one here? Yeah, let's select this
one and go like that. That's not bad there. Now, what we can do is take
this point and this point, and we could just expand
this out in the z-axis. So S and 0 were not
on median point. We need to come in
here and change too. Median point with
individual origins, each one of those
points was trying to scale out on its own and
that isn't going to work. So let's press S z here
now and extend that out. So it just goes
straight out like that. And then we could maybe select
this point and this point. And let's try this S Z and bring this one out just
a little bit like that. Just so it's got a clean shape all the way around like that. And then we need to
take this edge back here and we need to
extrude it back. Let's do that. Let's press E X and
push this back. And let's take it back
to about the frame here, right about here.
See how that works. Alright, we've got the basic
shape now in the next video, what Let's do is add a subdivision surface modifier and add edge loops
to hold the edges. And then we'll also
want to create this little area up here with the screws holding the cover on. But that's coming up next.
34. Finishing the Chain Cover: Now the one other thing
I'd like to do is just add this piece right here. Let's just tab into
edit mode and maybe grab this edge loop here. And let's just press shift
D y and move that over. Then we'll just
scale it down a bit. And we can put that in
here, something like this. And then we'll press EX, pullout and then E S, and let's go ahead and
merge these there. Alright, so we have
the basic shapes. Now. Let's go ahead and add a subdivision
surface modifier and see what kind of work we're
going to need to do here. We'll add the modifier. I'll turn on the cage. I'll increase the levels to two. Let's go ahead and smooth this. And now we need to
come through and add some edge loops to hold these corners, to
hold these edges. So something like this, even though there is a
fairly curved edge on here, we still probably need to go ahead and add something in here. And if we select
these faces here with the circle select tool
and then hit the I key. We can maybe bring this in
so we can kinda control how curved or how sharp
we want that edge to be. Then maybe let's add one here. And we should probably
add one through here. Go ahead and bring this up, bring this forward like this. We could add a few in here. Let's maybe add two in
here to begin with. There we go. That just allows these edges to not pull so hard. So let's maybe do this and
add one here like this. There we go. Then let's take
a look, see how we're doing. This part looks pretty good. This area here, we could
probably add an edge in here. And once again with the C
key, select these faces, hit the I key and
bring these in, so they tighten up
that edge a bit. There we go. Yeah, that
looks pretty good. And then over here, we
need to deal with this. Let's move this over. So I think what we could do is maybe add an edge right
in here. Let's try that. Yeah, okay, and then I'd like this one to be a little
bit sharper here. Like that. Looks
like we have one in here that we could
work with like this. Yeah, and then once
again into face mode, hit the C key, select all of these, and then let's hit I. And inset this like this. How are we doing here? Yeah. Okay, So the only
other thing I can see is we've got this little
point in the center here. Maybe we should
try and get that. And to do that, we
can just hit the I key again and bring this in. And then we can just select this one point and we just bring it out just a
little bit there. And we're getting
that polling here. We're getting where
we can see all of these polls going
into that one point. So that may not be the
best way to do it. Let's select these faces here. And once again, I'll hit the I key and bring this
in just a bit. And let's see how
we're doing here. Yeah, I think that's
a little bit better. That kinda cleans
up that area some. Alright, so I think
that's pretty good for the basic shape there. Let's now work on
this ridge around where we've got these
little extrusions and a screw there. Let's work on that. We tab into edit mode. Maybe we could add
another edge back here about the width
of this, let's say. Then we could select This whole face loop and let's duplicate this
and pull it out a bit. So let's go back to the
three key to the side view. And what I'll do is I'll
press Shift D and Enter. And then I want to scale out in the z and the y, but not the x. So I'll press the S
key and then Shift X. And let's bring this
out just a little bit, not a whole lot like that. And then let's split this
out as its own object. So I'll press the P key
and split this out. And let's go back to object mode and then select
it individually. Alright, so if we tap
back into edit mode, Let's take a look at it. What I really want to do is
add a few edges in here. And to do that, let's
go ahead and take away the subdivision surface
modifier for this object here. And then let's go
through and add some edges so that we can
extrude these pieces out. So let's go to the three key and let's figure out
where these are. Well, it looks
like I didn't make this part quite
big enough, did I? But I think we can
maybe take care of that by scaling all of this
up once we're all done. But if we go to vertex mode, we can see where the edges are. So what I'd like to
do is maybe go to wireframe and then click
and drag one of these and then I'll hit the G
key two times and kind of Go out like this. So I have this area
to extrude this out. Let's go see if we can
find another one here. So it looks like we
need a new one in here. I'll add an edge here. And then let's hit G two
times and go down to here, G2 times and goatee here, let's say, there we go. So we've got that base
there for that extrusion. And then let's go up here. Here's another one up here. So let's grab this and hit G key two times and
move this over to here. It looks like, it also looks
like there's one over here. So let's take this whole thing. Let's take these two
objects right here. Let's move them
over and up a bit. Yeah, I think this can help
right in here like this. There we go. Now we're getting closer to
the way the reference images. And then we tap back
into edit mode. We can see we've got one here. And in fact, what we could
do is just remove this edge. We can hit the X key or delete
and dissolve edges here. So we just remove that edge, so we have that space there. So we have our faces where we
want to extrude these out. So let's go ahead
and grab those. Alright, so once again, let's use our individual
origins right here. And let's extrude these out. Let's press E and move the mouse and you
can see how they're all going out in
their own directions, which is what we want here. We go. And then
while we're here, let's grab these edges
along here and here. And let's extrude these n. So they connect up
with the main piece. So once again, I'll
go back to global, go to the side view, and let's hit E, S, and then Shift X to
turn off the x axis. And let's just bring
these in like this. There we go. Okay? Now I think before we add the subdivision
surface modifier, Let's add maybe two edge loops right in here to hold this. Let's do that. Okay? Now let's go and add the
subdivision surface modifier. And there we go. Okay, let's smooth it. And then let's add
another subdivision, bringing the level up to two. Alright, so I think
we just need to do a little bit of
adjusting here. And let's add, first of all, an edge loop right in here
and bring it up into here. And let's do the same
thing over here. We probably will never see
this side, but that's okay. We can also take this edge and press G two
times and slide it over this edge and G2 times and slide it
over along those edges. Alright? And then we just
need to go through and do a little
bit of adjusting. Just in terms of
the shape of these. I'll turn on the cage and
then I can just take this, just hit G and move it in a bit. So these as well, we could maybe bring these in. Bringing these in
so we can just do a little bit of adjusting here. Then we just need to add the little pieces here,
these little cylinders. I'm not going to add the flat head screwdriver
slot there. We're just going to put
a, a cylinder in here. So if I take this face
here and press Shift S to, now let's press
Shift a cylinder. I'll take this down to maybe 12 sides and we can
take it down to 0.01 and 0.0 to turn it into
y-axis RY non-zero. Scale it down quite a bit. And we can put it in here. And maybe we could actually
take this and press E S, E X E S. And kind of bring that out
just a bit like that so we can get a little bit of a
ridge on the back there. And if we smooth it, and
if we take a look and turn on the auto smooth
here, Let's try that. Alright, so now let's
just press shift D and duplicate and
put these in here. Yeah, I think that'll
work pretty well. I may have made the whole
thing a little bit too thick, or at least this area here, I might want to say, select this edge here, move the cursor to it, and then select all of these. I'll just press Control
and the plus key on the numpad and move
these back like this. And then I could change
to the 3D cursor and scale here in the x-axis
from that cursor. So we can press Sx and just move that back until we get it
about the way we want, something like that, maybe. Alright, I think that'll work. We're making some progress.
35. Beginning the Oil Tank and Battery: This was a pretty big
piece on the side here, and I think I'd like to try
and find other pieces to begin filling in this area. Another big piece that fills
in this area is right here. That's the oil can. And it's a wrap around oil can. You can see it here I've found an image on the
Internet of one of these 1930s six
wraparound oil cans. And the thing it wraps
around is the battery, which I think is a little odd. I don't know if
that's very safe, but that's the way
they did it back then. So let's begin working on this. Let's work on this oil
can and then we'll work on putting something
in for the battery. This cover, this cap, maybe even the wing nuts here. Let's see if we can
do those as well. So to create this wrap
around gas can hear, I think I'm gonna
begin with a cylinder. So let's go to the side view. And this particular side is really hard to see since we've
got so much black in here, and it just all blends together. So I'm going to press Control three to go
to the other side. And we've got a little bit
more differentiation in here. So I believe the gas
can, or excuse me, the oil can goes here, down to here and
then over like this, I think that's it there. So I want to move
the cursor there. And so far I've just been clicking here and then
clicking in the 3D view. But you can also hold the Shift key down and
right-click and drag. And that will move the
cursor to where you want it to go right there, let's say. And then I'll press
Shift a mesh cylinder. I've got 32 sides here, but I feel like
that's gonna be too much for having to
deal with the inside. Let me try 16. Let's see if that's
gonna be okay. I'll type in 0.1 and 0.2 here. And I don't want a cat
fill on the top currently, so I'll just choose nothing. Alright, so now let's hit the R key and kinda
tilt it a bit. Let's see if we can
get it in place here. That's actually not a bad
size as it is right there. You like it goes to there. And if we then tumble around, let me go to the top
view and press Shift Z. Oh, it looks like we're
off here now, doesn't it? We didn't get it in the center. So maybe my moving the
cursor that way didn't keep it in the center or I didn't have it in the
center to begin with. But we can change that by
just coming over here to the X location and typing in zeros and hitting Enter and that'll move it into the center. Now I'm just going to
press Shift us one to move that cursor back. And that's probably what I
should have done is press Shift us one before I
tried to move the cursor. Now let's remove some of
the faces in the back here, maybe these six faces here. Let's remove these. And then we'll begin
working on extending it back and extruding
the insides here. So let's just hit delete
and delete faces. And then let's select these two edges and
let's split them apart. I'm going to go back
to the top view and I've got my transform
pivot at 3D cursor. I'm gonna change it back to median point and then
I'm going to press S x and move these
out about like this. Alright, so we have them out and now we can
extrude them back. So if we go back to local
transformation and press E y, we can pull these back maybe
to about right here, right? So let's try that. It looks as though this may
extend out a little bit more. So maybe what I'll
do is select these two like this and
extend them out. So SX and pull them
out a bit like this. Maybe, then maybe we could
take an edge here and here and pull these out is to get that more of
an even turn there. Yeah, so that just fills the
space a little bit more. Then let's think about
this internal part. I think for this, I could select this edge
and this edge down here. And you know, what we
could do is we can just isolate this if I tab back into object
mode and then press the division key
on the number pad. Here. We'll just isolate
that completely. And to go back, we can just hit that division key again
and bring it back. So I'll hit that division
key and you can see over here we're in
local mode here. So we can just now work
on this in isolation. So I'll tap back into
edit mode and I've got these edges selected. So from this, I can just get E, S and turn off the z-axis
by pressing Shift Z. And now just bring
these in like this. Maybe something about
like this. Let's say. Then we could take
these edges here, are these vertices,
I should say, and move these back
down like this. So they're kind of inline. And we could maybe flatten
this area up here. So maybe we take
these points here, That's five points and maybe
these points here like this. And let's scale
these in the y-axis. We can press S and
scale these n, or we can just hit
the zero key and they'll flatten up
and then Enter. And now we can pull
these out like this. So that gets that
flat part there. Then maybe we could
take this and this and extend these out. You know, what we could also
do is we can take these, say this and this, Shift-click this and then
Control click this, shift, Control, Shift Control
to select all of these. And then maybe we could do the same thing with the x-axis. We could scale these
in the x-axis. Now, if we do this
currently Sx will get this, and that's okay, but we
can do these individually. Recall that we've got our individual origins
pivot point up here. We can change to that. And then if we press Sx, they will all scale on
the x individually. And then we can just hit the
zero key and the Enter key. And there we go. Then we need to
close all this off. So what we can do is take this edge and this edge
and hit the F key. And now, just like
we did before, we can select just one of these edges and hit the
F key and it'll just fill all the faces
all the way around. And then we go,
That's nice. Alright? We can go ahead and smooth it and then turn on auto
smooth over here. Alright, so we've
got the basic shape of the oil can there. Now we need to figure out what we need to do for this cap here. And I think first of all, I'm going to move the
cursor here, shift us to, and let's just
drop a Cuban here, shift a mesh cube. I'll take it down to maybe 0.1. Here we go. And now if
I go to this side view, let's just turn this. So it's in line with
everything here. And then I'll just
scale this up. So it kinda fits in here. Let's try this. I'm going to scale it
down a bit, maybe. So it's inside here. And then I'll pull it up. We could also just take
this down like this, just this base here. From here. I feel like we could
bring this up and use this to create this
kind of top lid here. So if we tab into
edit mode and add an edge loop right up
here, right like that. We could then take
all of these and just use this to
duplicate this off. Shift D, enter, scaled up a bit, press the P key and separate
by selection. There we go. So now we've got this piece. Now we can begin
working on this. I mean, move the origin
to the geometry here, scaled in the Z a bit. Now we can begin
working on this. So for this, let's go ahead and add a subdivision
surface modifier. And let's turn on the cage. And then what I'll do is once again hit the division key on the number pad to pull out of local mode and
then hit it again. And then we're just in
local mode for this piece. So now I think actually let
me turn off the cage here. So let me create two edges here, and S and Y, and scale these out. We are still in
individual origins. So let's change back
to median point. And recall that we are in local transformation
mode as well, SY and bring these out. Let's put two edges here, Sx and bring these out. Let's put a couple
of edges along here, Z and pull these out of bed that we can smooth
it. There we go. So now we're getting
that curved shape there. We could also let me
hit the division key and then I'll select
these three pieces here, here, here, and here. And let's isolate
these. There we go. And so now let's work on the
shape of this a little more. Maybe we could take
two edge loops here. And we could select these faces and these
faces and hit E, S, and X, scale those
out as we extrude. That's for these here. And then this little
piece on the top, we could get us one
of those there. We could select these faces on top and extrude
this up like that. We could maybe add two edges
here, scale those out. We could add an edge
here and an edge here, and then select those
and scale those in. And then maybe we take this edge and say this edge here and scale
these in the Y S and Y. Pull those in some maybe
even pull them down a bit. There we go. Let's
see how that works. Yeah, so we're just kinda
getting that basic shape there. And we could also
maybe take these faces here and pull them up a little bit like that just
to get that curve. Alright, I think we're
good for this video. In the next video, let's try and finish this up. We'll add the cap here, maybe add the wing nuts. And it kinda seems
like we may need to put a subdivision surface
modifier on this too. So in the next video, we'll work on those.
36. Finishing the Oil Tank and Battery: Alright, let's do a little
more work on the oil tank here for the battery. And let me just take a
look at this real quick. I'm going to turn
on the cage and select this edge down here. And I just want to hit E S
and bring that in some yeah, That kinda cleans that
up on the bottom there. We really wanted to for this, we could add one more edge loop, grab this edge and pull it
up just a bit like this. A little bit more of an edge there of a curve
there, I should say. Something like this. There we go. And for the oil can, let me first add this
little cap here. I'll just grab, say, this edge right here and bring the cursor to it
with Shift S to, let's press Shift a
mesh and cylinder. We've got 16 sides. Let's go ahead and go with that. That should be fine. I'll scale it down, turn it so it's in line
with everything here. Press S and scale that
down quite a bit. And then let's just work
on this basic shape. It looks like two
different pieces, but we could go ahead and create them kinda together here. So what I'm gonna
do is press E S and pull out, and pull up. And I feel like there's
just a ridge there, easy ES and bring that in
and pull it up just a bit. And then for this piece here, what I'm gonna do is just
duplicate this shift D Enter. I'll pull it up just a bit, scale it out, just
a hair like that. And then let's begin
extruding this up. Easy. Pull up, pull out, and then pull up in the z, z, something like this. And then I feel like we could
go in like e, s like this. Now, for this little
thing right here, we could do that. Here. We could, well, we could
deselect these here, right? And then we could
straighten these up. So if we go back to
individual origins, now we could do
is press sx zero, and that will
straighten those up. Now we go back to median point and press
S and scale those n. So now we can bring
that in like this. We could take these
two and scale these in and the y, x and y. And then we could just
select this whole thing, press easy, pull up. And then to fill this area, we could deselect these
points up here like this. Then we could go to Control
E and bridge edge loops. We can press control are dropping edge
right down the center. And then we can
just select these, hit the F key, this edge here, and hit the F, and do the same thing over here. Like this. There we go. So now we have the
cap to the oil tank. Let's go ahead and smooth it. Turn on auto smooth. Let's see how that works. Now, as I mentioned, I feel like we may need to add a subdivision
surface modifier to this just to get those nice
curves on the corners. And I've got some blocking
this here around the edges. So I think I will go
ahead and do that. Add a subdivision surface here. It of course collapses terribly because we don't have
very many edges in this. So I'm going to press
Control R and scroll the mouse wheel and
add three edges here. And then I'll scale
out in the z. And then back here. Let's go ahead and add, say two edges here. I'll Alt click one and
hit G two times two, slide that edge along
those existing edges. I'll do the same
thing here, G2 times. And then I'll press Control
R and add an edge here. Control are at an edge here. And then let's select
those two and hit and G2 times and slide those
back like that. Now, we could use our
even functionality on the edge slide
here we can press the E key and then the F key. And you can see that it
changes from being straight to angling so we could move it back so it's in
line with that edge. There we go. And we
can come down here and make sure auto
smooth is turned on. We can drag this up a bit to get those curved edges.
That's not bad. Alright, Let's bring
everything else back. I'll hit the division key here. And what I'm gonna do now is work on these little wing nuts. We might as well
give those a try. And actually now that
I'm looking at this, it seems like these are cutting
into this particular bar. So I'm going to hit
the division key again and then tab
into edit mode. And what we can do here is maybe go to this side view and just select these points back here
and pull him back a bit. I can maybe click and drag with the box select,
but that didn't quite. Get all of them here. So I can change from the box select to say
the Lasso Select, and then I can just
click and drag and lasso an area around
that. There we go. Now if we go back, I can push all of
this back like this. So it doesn't cut
into that post there. Alright, I'll hit the
division key again. And then let's just
hide everything. I'll just click and drag all
of these and all of these. And then let's just try and get one of these little
wing nuts here. Let's press Shift
a mash cylinder. I'll take this down
to 12, let's say. And then let's scale
in the Z a bit. I'll tab into edit mode. Maybe I'll select these here. I'm still on the Lasso
Select so I can drag, select those and bring those
in just a bit like that. Maybe we should actually
just split it in half. Let's do that. I'll select this side. Oh, I'm gonna go back
to the box select. I'm just used to that. Here we go. Delete these at a mirror modifier,
clipping and cage. Here we go. And then I'll go
to the front view. And let's just select
these faces here. And I'll extrude out
E and pull out a bit. Let's scale in the y-axis, SY, bring that in. Maybe I'll take this edge right here and bring
this in like that. There we go. And then these
bases in the front view, I'll turn them,
bring them up a bit. And then let's just hit E and
bring these out like that. We can just take these
points and hit G and G. So we're beginning to
get that basic shape. Let's add an edge
right down the center. Let's do this. Feel like that's a
little too much. Let's bring these back
down a bit like that. And then we can smooth it. Turn on auto smooth. Grab these edges here, ES s, bring those in. And because we're mirroring, it's only scaling around
this point on one-half. So I can take this x axis
and just drag it in. We get a little bit
more of a circle there. Do the same thing down here. There we go. And then I think I
really just want to add a subdivision surface modifier to this and see what happens. Here we go. Alright? Maybe I will drag up in the
auto smooth here. And then I might even add an edge loop in here
to kinda tighten that up. And maybe one down at
the bottom down here. And let's try that. And then I will create a new cylinder. I'll add an end gun on top. Scale it down, Bring it out. Maybe up about like this. Then I will take this and apply the mirror and
the subdivision. So let's go ahead and do that. And then we can take this
and join it with this with Control J. I'll smooth
that again. There we go. You know what we could do to, we could take this. And maybe I will apply the scale control a apply the scale and this
edge right here, Let's give it a bit
of a bevel like that. This piece here, I'm
going to move it up in edit mode so the origin stays at the center
of the grid here. Let's bring
everything else back. Alright, this. And let's bring it up and put
it in place here. I'll hit the G key, scale it way down. And let's just bring it up here. We can tilt it so
it's kind of in the right angle here and
maybe bring it down. And I'll turn it into z, z zero. There we go. And maybe scale it down
a little bit because I'm looking at
that behind there. And then let's
bring it over here. And then I'll also take it
over to the other side. Let's do that. Shift D. Why? Bring it over here, and now we can hit our z
and turn it a bit here, our z and turn it a bit here. And there we go. So it isn't perfect. It's got an angle. They're kinda like these. Alright. Yeah, I think that fills
that space in pretty well. Do like this though. Didn't quite fill it. There is more in here, but maybe let's just
scale this in the Y, S, Y, that out just a little bit. So it fills the space
just a little bit more. Alright, and the last
thing I wanna do is kinda put all of these
in a collection. Let's take all of them, each piece here, and let's bring them out into
the scene collection. First, I'll press M and then move it into the main
scene collection here. So here's all our objects here. And then what Let's do is let's create a new
collection from this. Let's hit em, new collection. And let's call this
oil tank and battery. Right? That's what it is. There we go.
37. Creating the Air Cleaner Cover: Continuing with the process
of filling in this space. I see that over here
on this side we've got this air cleaner cover here. I'm going to press
control three on the numpad to go to the
left orthographic view. And here we can see that air
vent, air cleaner cover. And I've got some
reference images over here that I
think might help. So let's work on trying to get this in place and see
how this might be done. First of all, I'll
ensure that the cursor is in the center of the
grid with shift S1. And then I will use
that trick again of shift and right-click to
move the cursor here. And now that should still be in the center because I put it
in the center of the grid. Alright, so now let's just
create a cube, shift. A mesh cube will take it down
to maybe 0.1 here in size. Then we're still in local
transformation mode. So that's good. Let's
just hit R and turn. And let's get it in here about the right size and angle
here. Let's do that. And then what we can do is tab into edit mode,
press Shift Z. And I'll just take
these points and move them back to here. And maybe take this point and
move it forward like this. So we've got the beginnings
of that basic shape. And then let's tumble around. I'll press Shift
Z again and let's get it in the proper width. And it looks like
if I press S and X, it may be about this wide, like this. Let's say. Then we need to pull it out. So how far out do
you think it is? Well, that's a good question. So here's that frame here. It looks like maybe it's
out about like this. It's really hard to tell
on these photographs, but I'm going to say it comes
out about to where this is. Let's just put that
there for now. And then let's go in and add
some edge loops to this. So let me move the cursor back to the center of the
grid with shift us one. And I think we're
going to need to use a subdivision surface
modifier for this, to get these kind
of indentations or at least hint at them. I don't think we're gonna
get them quite exact. But if we are going to use a subdivision
surface modifier, I'm gonna go ahead and add a few edges in
here before we do, let me press Control a
and apply the scale. So we're all ones over
here in the scale values. And then I'm going to tab
into edit mode and select this base and hit the I key
and just inset in like that. And then let's press
Control and Shift Z. And then I'm going to press E, y to move in the y axis here, just in like this, just a bit. We should probably
add a few edges here. I think I'm going to add
some edges along here. I'll create two and then scale
out in the x with S and X. And then let's add
an edge along here. I'll bring this down and then
I'll hit the E key and then the F key to align it to this side of
the object like that. And then these sides here, we really want some
curves on there, so I don't yet know where we
want to put an edge there. So let's go ahead and add a subdivision surface
modifier here. And yes, so now we need to just create an edge and
move it in like this. And maybe I'll hit the E
key and then the F key to line it up to this side here. And so that kinda curve is about the kind of
thing we want here. If I tab into edit mode and then smooth it, this
is what we get. We could come down and
turn on auto smooth here. And then drag this up a bit, see what that will get us. Then I'd like to deal with
these indentations here. And I feel like if we added
maybe 12345 edges here, that might give us
enough to do that. However, once we do that, that's going to collapse
or that's going to tighten up these curves. Let's see what we
can do with this. I'm going to press Control
R, That's 345 there. Let's do that. Yeah, I see that really kinda
tightened up those curves. But that might work though. We could take some of
these and move them down a bit so we get a little
bit more of a curve there. Let's give that a try. I'll select this and
Control click this. And then I'll shift click this, and then Control click this, and let's try that. Then I'm going to
bring them in and a z, let's press S and Z. Yeah, that helps
move that in a bit. We may need to slide these
in some, but that's okay. We'll do that soon. And then what I'd like to do
is take these edges here, this, these edges here. And let's just pull
these out a bit. I'm going to pull them
out just a bit like this. I'll turn on the cage
again so we can see that. And then I feel like I'd like to give these a bit of a
bevel, let's try this. I'm going to press Control
B and pull out just a bit. Hold the Shift key down, and this is about
as good as we're gonna get it right
here. Let me try that. I'm going to pull
those out just a bit more and see
what happens here. Yes, So we're getting a
bit of that curve there, although that edge here is
a little too far forward. So let's see if we
can bring this back. I'll hit G two times and
bring this back a bit. Collapses my corner there. So maybe I'll take these now and move these in the y-axis or just hit G
two times and slide these. So we can control the curve
of that bit like that, right? Let's see how we're doing
a little bit better. We might be able to take
all of these and move these with g two times again
and move these back a bit. I that, Yes, So we're getting that sense that we've got
these indentations in here. That really may be all we need. We can bring the
viewport level up. One. That might help a bit. Yeah, so I think
that may just give that sense that there's just
some indentations there. Let's also add these
pieces here, these screws. Once again, I'm not going to do the straight slot on
the flat head screw, I'm just going to
add one in there. In fact, what we could do is
we could take one of these, let me just grab one
of these and press Shift DZ and move
this over here. And maybe for the moment I'll change to global and spin
this around in the z-axis, RZ 180, like that. And then let's bring it up
and put it into place here, Control three to go to the left orthographic view and then I'll hit G and bring this. And maybe right in here.
And let's try that. If I take this and bring
it forward like this. And then let's maybe
add it to this object. So it takes on the
subdivision surface modifier, Let's maybe try that. I may take this and move it
to where I want it to be. And then I'll press
Shift and click this. And then when I press control J, it will add that to the last objects
selected. So there we go. And we could maybe
add an edge right in here to kinda sharpen
up that edge there. Then we just take it
and duplicate it. So I'll press the L
key here, Shift D, and move this to
about right here. Let's say, let's try
that. There we go. Now we've got the
air cleaner there. Let me go back to
the side view and Shift Z and make sure we've
got it the way we want it. I may want to increase
it in the z just a bit as Z and bring
that up just a bit. Now let's try this. Yeah, I think that's going
to look pretty good there. In the next video, we'll
see if we can find something else in here to
begin filling in this space.
38. Beginning the Knuckleheads: Well, while we're
here on this side, let's go ahead and work on
these pieces right here, the actual parts of
the bank that it's named after the
knuckleheads here. So let's go to the side
view with control three. And let me press Shift Z
to take a look at this. And yeah, let's work on this. I'm going to press Shift S1 to move the cursor to the
center of the grid and then shift and right-click and
move that cursor right there. And then I'll press
Shift a mesh cube. Let's take it down to
say 0.1, and here it is. Now let's try and
get this in shape. I'm still in local
transformations, so I'm going to scale this
down and hit the R key. Maybe get it right in
this corner right here. And then I'm going to
tab into edit mode, hit the three key to go to face mode and move this up here, grab this face, move
it over to this side. So I'm just beginning to get
this general shape here. And then let's move
it into the center, or excuse me, move it
out of the center, I should say, let's
move it out to here. And how far out
does it need to be? Well, maybe about like this, it's kinda hard to tell
from the pictures, but once again, we're going to have to do our best guess here. So maybe bring it in like
that and scale it in some like that, let's say. And then I think
I'd like to maybe add a subdivision
surface modifier and then put some edges in to hold the corners.
So let's do that. Let's add a modifier, subdivision surface, and I'll right-click
and shade smooth. And then if we tab
into edit mode, we can see the cage there. So I'm going to press Control R. And let's just go through
and add some edges to kind of bring this back out
to the shape that we want. Something like this. We're probably going
to need to in here at least to do that and maybe scale out in the X to
bring these out like that. I think what we'll
need to do from here, Control three is
extrude this piece out. So let's add an edge in here, maybe right in here, and put it say right there. So we have a few basis
to extrude out here. So I'm just going to grab these
and these on the corners. And let's just extrude this out. And I'll press the Y key here to bring this out like this. And then we probably need
to move these around a bit. Let me hide some things. I feel like we're kind of struggling against
these other objects. So let me just hide these. There we go. And maybe if I grab
these points and hit G and kind of
move this in a bit. And maybe I can just grab
these and drag these down just to get
this piece here. It looks like I've pulled it
out a little bit too much. Let me bring it back
in some like this. Alright. Then we need to bring this up right in here. Let's do that. I think we could just
insert an edge loop, maybe in here, and try
and bring these up. So if I drag select these
and shift drag select these, maybe pull this up. And we're going to need another
edge here now, aren't we? So let's do that. And then let's grab these
and bring these down. Kind of like this. Let
me turn on the cage now. There we go, so we can see
that a little bit better. I'm just trying to get these
various pieces in place. Maybe this can come back down. There we go. Let's take a look at it. Alright, I think we're
getting there now. The next thing, you know, it looks like it's curved here. Let's see what we
can do with that. And maybe if we took
one of these edges, may be this one right here
and pull it out a bit. But let's turn on the
proportional editing tool here. And then I'll press gx and scroll mouse wheel
to bring that influence, ends this out and then increase
the influence just a bit. Maybe like this. Let's
try that. That work. Yeah, That kind of
gives us that curve. And then there's this
thing right here. I'm not quite sure what
we wanna do with that. It very well could be that
we could take a few faces, maybe like this, and
maybe extrude these out. Let's see if we can do this. So let's just hit E and
pull these out a bit. Alright, so there we have that and that's pretty ugly. Yes. But what we can do maybe is
take some of these edges, maybe like this and
hit G two times. Oh, I better turn off the
proportional editing. Turn that off here or the 0 key. You can toggle that on
and off with the 0 key. And I'll hit G and
slide this this way. And maybe Zhe and kinda
slide this like this, and then bring this in a bit. And maybe if I
take these and hit G two times and slide these, and then these as well. I'm just going to pull in the y and then maybe pull
this down a bit. So you can see, I'm just
trying to get that hint there. Let's maybe take these
and pull these this way. Then maybe pull this this way. Let's see if this is
going to work at all. I could actually take
these edges here and see if we can do anything with these
edges right here. Maybe we could make them sharp. Let's try that control
E and mark sharp. Let's see what happens here. And then we need to turn
on our auto smooth. Right down here. Helps a little bit. Maybe. Let's pull these in
a little bit more. Maybe if I drag the normals
up a bit, Let's try that. Yeah, actually that's
beginning to get there. What if I increase the
subdivision surfaces here? Let me try that. All right, that's a
little more interesting, but I've got all this in here. So let me move this a bit. And then maybe try
and move this a bit. Yeah. So I feel like we're
getting there. I feel like that's pretty good. I might play a little
bit with this up here, kinda sharpen that up there. Then let's add the
actual knuckles here and let's do that. So I think we can grab
those from somewhere else. Now, let's bring these
things back here. And I think if we grab
this piece up here, let's grab one of these. Yeah, this might work
for one of these things. Let's grab one of these. I'm going to change
from local to global. And let's press Shift X and
bring it out like this. And then I don't need
this bottom part here, so I'm going to
press the L key down here and delete basis there. And then let's also turn this. So it's a little more in
line with the global axes. So something like this. We can see that we've
got rotation in the x. Let's just zero this out
and see what happens. Yeah, that's better. How about we zero
these two out as well? There we go. Yeah, that's kinda nice. Okay, so let's take this
and move it down here. And let's turn to in the y ry90. Well, that's the wrong way. So let's hit the negative
key and spin it around. There we go and enter. And then I also want to take
it and just extend this out just a little bit so you can see how the rim around this is
a lot smaller than here. But think what I
wanna do is maybe alt click these faces here and just use Control numpad plus
to expand the selection. And then I think I'm
just going to scale out. I'll hit the S key
and scale out a bit. Let me pull it back
out because it pushed it in some,
let me do that. We go. And then I think what I wanna do is select
that edge right here, move the cursor to it, and then scale from
that 3D cursor. So I want to grab all
of these again here. Control numpad plus. And let's scale in the
x from that 3D cursor. Let's bring that in like this. Just as a little bit flatter. Yeah, and then let's bring
this back in into here. Let's scale it up quite a bit. Let's hit the S key and oh, well that's a problem. Oh, I've got the 3D
cursor is still selected. Let's change back
to median point. Here we go and then
hit the S key. Yeah, that's a little better. Then with this, I
could begin to maybe move these in local mode. Just kinda move these around
to get them in place. Alright, and then
what we need to do is just take this guy, shift D, maybe turn it a bit. It's not bad. I feel like that there needs to be
another edge down here, maybe right in here.
Let's try that. And when I do that, I've gotta bring this edge back out like this and maybe bring this back. So let's see how that works. Yeah, that makes that bottom
edge a little cleaner. I think it looks like
it needs to go back into or underneath
the gas tank here. It looks like that gas tank
is maybe hollow underneath. If I move these here, they're going to move in
their own local position. So I better switch to global
to move it back like this. And so maybe if
that's back there, maybe that comes in a
little bit more like this. And lastly, I want to make
this a little bit taller. Let me select these, hit the division key on
the numpad to isolate it. Then I feel like I
want to pull this up, pull these up just a bit, right, let me turn on the
proportional editing tool. I'll change it to
connect it only, it only pulls this part and
not these pieces over here. I'll change to local
again, hit G, z. And let's pull this up
just a bit like this. So we get that
rounded top there. I just wanted that. Alright, so there we go. We've got the first one of
these little knuckleheads. There may be more I can do, but I think that's pretty good. I think that'll work and blend in with everything
else in there. So in the next video we'll, Let's do is let's duplicate
and mirror that over. And then we'll create
these push rods going up into them as well.
39. Finishing the Knuckleheads: Well, to duplicate this
and mirror it over, we're going to have to
make a decision here. These pieces really aren't
able to be subdivided. They have so few
polygons that if we sub-divide one of these
here, it will just collapse. So we really don't
want to do that. So to add these pieces to this subdivided piece here
would kind of be a problem. So the next thing we
could do is go ahead and apply the subdivision
surface modifier here. But if we then turn
off optimal display, we can see that's a lot of
polygons for that small piece. Do we want that? Well, there are only two of
them, which helps. But we could also
turn it down to one to viewport level one. And let's see how that looks. Is that acceptable? There are some artifacts here
that I'm really not liking. So for me it is important to have that to subdivision
levels on that. So I think I am gonna
go ahead and apply the subdivision
surface modifier for this before I join
these together. Because as I said, there's
only two of these. Still. It is kinda high poly, so it's really a balance. What your model is
going to be used for. It's gonna be used for
say, a video game. Maybe you want to default
to fewer polygons. However, if you're gonna be making a game in something like Unreal five for a
PlayStation five. Well, maybe you don't care
how many polygons it has because it'll accept and be fine with a whole
lot of polygons. So it really depends on what the model is being used for and where it's
going to end up. But for this, I'm gonna
go ahead and apply the subdivision surface modifier here at two subdivision levels. And then if I tab
into edit mode, you can see that's
a lot of polygons, but I think it's worth it. I'm going to select all of
these and press Control J. And maybe I'll
smooth this again. Here we go, and maybe
come over to auto smooth and see what
I wanna do here. So do I want to maybe increase
this to here? Let's say. Yeah, I think that's okay,
I think that'll work. Alright, so now that
we've done that, I'm going to move the origin to the center of
the geometry here. Then what I wanna
do is duplicate it and mirror it over
to this other side, because as you can see, it's
kind of a mirror image. So let's go ahead and
press shift D and Enter. And then I'm going to
press Control M and the Y key to mirror in the
y-axis and then hit Enter. And then not only did it and mirror it
one side to the other, but it also mirrored the angle, which is kinda nice. So I'm gonna hit G and
move this over here. Kind of put it in place here. I'll press Shift Z, and
let's take a look at it. Maybe I'll move it over,
something like this. Let's try that. Well, now that we
have that in place, let's work on these here. The push rods, I think I called
them cam shafts earlier. That's a mistake. I think these are the push rods. Clearly, I'm not a
motorcycle expert, but I think that's what that is. I'm going to hit
Control three and let's work on just creating
the cylinders here. Once again, I'm going to
press Shift S1 and then shift and right-click and
drop that cursor right there. And then I'll press
Shift a mesh cylinder. And let's take this
down to maybe 12 sides. And I'll take these
down to 0.0, 1.0, 0.02. There we go. I'll go back to local transformation mode and I'll press Shift C
to go to wireframe. And let's just turn it and
maybe bring it down here. So that's about the right size. I think I'll press S and Z
and pull this out a bit. Maybe something like this. Let down maybe a little bit. And then we can work
on this up here. Let's then press shift D Z
and move this up to here. I think it's a
little bit smaller. I'll scale it down a bit. I'm going to move
this up into here. I guess we don't need it quite
that long doing like this. And then I can tab into
edit mode and select this edge right here with Alt click and then just
press S, scale out. Easy. It that Z key. There we go. Bring this down and
then I could hit E, S and scale that in like this. Alright, let's
take a look at it. Yeah. I think this could
be a little bit smaller. I'll hit the S key and scale
that in just a bit more. And then S and Z
and scale that out. Alright, now, what I think we should do is get
this right here, these pieces right here,
these indentations. But instead of trying to cut in to the cylinder
the way it is, I think what I wanna
do is scale it in. So it's about this width and then extrude it out to
get the wider parts. Because I think
it's just easier to extrude out rather
than to cut in. So what I wanna do
is scale this in the y and the x, but not the z. So I'll press S, Shift Z and I'll scale
that in until it's about where I want it inside for
the narrower part here. And then let's tab
into edit mode and insert some edge loops. Maybe one here, one here. And let's put one right about
here, and let's do that. And then if we have the three
key and go to face mode, let's select these faces here with Alt click
and Alt Shift click. And then once again, I want to scale out. Once I extrude in
the x and the y. So I'll hit E, S and turn off the
z-axis, Shift Z. And let's extrude out a bit
like this. There we go. Alright, so now we've
got that piece. Let's take this and
bring it forward some into here, let's say. And then I think we need to use our subdivision surface
modifier for this. In fact, you know what, I think I'm just going to
join these two together. I created them as two
separate objects, but I think they can
be all one here. I'm going to press Control J. There we go. Now I want to smooth it. And then let's come over here, add a subdivision
surface modifier so we can get those
curves there. And then, well, there's a
couple of things I need to do. First of all, it's
tab into edit mode. And I just want to select
this face down here. Let me turn off the display of the subdivision surface modifier for a moment and I'm going to press Control
and the plus key to expand that selection hit
Delete and delete faces. Then I feel like we should
do that up here too. Let's select this face right
here and delete this one. And maybe write up here too. Let's do that. Let's delete
this base on the top. So I could have just created those cylinders without caps
on the top and the bottom, but I forgot to do that. That's okay. Alright, let's turn the subdivision
surface modifier back on and we see now that we do not have the caps on here,
they don't collapse. They stay their original shape. But these up here, we got to deal with these. Let's move this up. And I want to get that
nice curve on these. So I'm just going
to add them here, I think on the outsides. And then I want a fairly
sharp edge up here. So I'm going to bring
that down pretty tight and bring that up and
then one up here as well. Let's bring this down
pretty tight like that. Alright, yeah, so now we've
got that curved edge here. So maybe I'll hit G two times and bring that down just a bit. And I'm going to Alt click this G2 times and pull
this up like this. So it's a little bit
more curved like that. Yeah, that's kinda
what I want there. I'll then move the origin to
the center of that geometry. And let's duplicate it. Shift D, and I'll
move it over here, drop it there, Let's
turn it a bit. And maybe I'll grab these down here and pull these
up some here. We could do the same down here. Maybe here. Alright, so also, I need
to move these back there, one in front of the other. You can see that here. So I just need to move this back behind this one like this. Maybe not that far there we
go, something like that. Then let's take these, let's combine these into
one object, Control J. And then let's mirror these over to the other side as well. So I'll press Shift D and enter, and then I'll go back to global. Let's press Control
M and Y and enter. And then the same thing
applies over here. Let's just drag these over. And they should be
pretty good right here. One in front of the other and mirror it
over to the other side. Yeah. There we go.
40. Between the Cylinders: Well, the next thing
I'd like to work on is this 45-degree overhead
valve twin cylinder engine. And it's gonna be kind of
complicated in that we've got all of these little tiny
thin extrusions on this, and I'm assuming that's
to prevent the heat. But before we begin on these, what I'd like to do is
get this centerpiece that establishes where
they're going to be and how they connect up. So I'd like to begin with
just this piece here. You can see that here. And that's over here on the other side of a hit the
three key and press Shift Z. You can zoom in and
we can see that here. We don't have a whole lot of
detail here in this view, but I think we've got some
good images over here. But before we begin doing that, let's do a little bit of clean up again here
in the outliner. And I'll just come over here and right-click and duplicate
area into a new window. So we have our outliner here
so you can kinda see it. I'll come up here to the
scene collection and right-click and choose View, Hide one level to
collapse everything down. Then let's figure out
what these things are. So this is the air vent. I'll go ahead and give
that a name or it's the air vent cover,
something like that. I'll just call it air vent. And this we'll call
it knucklehead, L for left side. And then I'll Control C that. And then we'll select this one. And I'll Control V to paste
that and change that to an r. There we go. Let's
see what these are. These are the push
rods here and here. I don't know that I really
need to label those right now, but my concern is really
where should we put these and feel like we need a new collection here
just for the engine, just generally the engine. I know these are
the actual engine, but just all the other
parts that go with it. So let's just press M, create a new collection. We'll call it engine. And just put all
of that in there. There we go. I
think that'll work. So I'll close this. Now let's spin around over
here to the other side, I'll just hit the three
key and press Shift Z to go to wireframe. And I guess what we should do is just begin
with this cylinder. I'd kinda like an image of
the other side of this. And I think I have one. Let me, I'm just going to change the outline or to an
image editor temporarily. And let's go into
a reference images and into the iPhone pictures. And I think there's one, this 09 right here. We take a look at this.
This is the other side, but if we zoom in, we can see the back
of this piece. Let me press Control
and Spacebar. And if we zoom in,
we can kinda see here the back of that piece. So I think I'll
leave this view here for now as we're
working on this piece. Alright, let's be
sure that the cursor is in the center of the
grid with shift S1. I'll press Shift and right-click
and move that into here. Let's then press Shift
a mesh cylinder. And let's take this
down to maybe 16 sides. And I'll type in 0.1 and 0.2
here to shrink that down. I'll also take away
any cat bills. I'll choose nothing here. And let's scale this down. And we'll turn it in. The x-axis are X9 zero. Then I'll just move this up. It looks like I need to
just scale it up a bit, get it in the proper size here, and then scale it
out in the Y, S, Y and just pull that
out about like this. It kinda centered there. And let's press Shift Z and figure out where we need
to put it in the x-axis. It looks like it's just
under the gas tank there. So I'm just going
to pull it out. Maybe right about here. Let's try it right about there. I'll go ahead and right-click
and choose Shade, Smooth and alright, so
we have that in place. Next, let's create
these pieces over here. I'm thinking it looks to me like these are six
or eight sides, I guess maybe six. Let's try that. I'm going to move the cursor into the center of
this object now, so Shift S two, and then let's press
Shift a mesh cylinder. We'll take this
down to six sides. And I'll scale this down. And let's spin it in
the X or X non-zero. Let's move it over to the side. I feel like we should
maybe scale it down about like this. Move it out. I guess we can press Shift Z to take a look at it and
that might help, right? Let's do that. Scale it down a hair here. Yeah, I think that's
pretty good there. And then what we can
do is close it off. We've got this little rim here. So I think I'll just tab into edit mode and
select these edges with Alt click and press
S and scale that in. And then I'll press E, y and pull that out
a bit like that. Also, let's close off
this area out here. Let's press E S and
close that off. We go. Now we can take this and mirror it over to the other
side so we can change from median point to 3D cursor for our pivot point
by pressing the period key. And choose 3D cursor. Then we could duplicate
this, shift the Enter. Then we can mirror it over in
the y-axis Control M and Y. And there we go and then Enter. And so there is the
other side of that. You know, what I should've
done actually is closed these ends off a bit
before I duplicated that. Well, we can do is just go back. Let me just do that real quick. I'm going to need to move
the pivot point back to the median point to be
able to scale this in. So I'll press the
period key, median ES. Let's bring that in some
same thing over here. Alt click this ES and
bring that in there. Okay, so we got that. Now, I think the next
thing we should do is maybe get this
plate behind here. It looks kinda like there's
a plate behind here. If we zoom in it, it's
very hard to tell, but it kind of looks like it's triangular ish back
here and maybe three screws or bolts holding
it on here, here and here. So let's work on that. I'll press Shift a mesh plane. Let's take this
down to maybe 0.1. I'll turn it in the
y-axis, our line 90. There we go. Let's take
it back behind here, behind this cylinder here. And then if we go to the side view with the three
key Shift Z for wireframe, Let's press S Y, scale n, s z. And I'll bring this
in about like this. Now I think we could take these and begin
bringing them in. So maybe we take this
down to here like this, and then we press easy and bring this up a bit
and then scale in a hair. Easy, bring it up, scale it in. Easy, bring it up and
scale it in like this. Maybe that would
work. Let's try that. Then. I think what we
can do is maybe bevel these vertices so
we get a bit of a curve on each of
the corners up here. So let's try that.
I'm going to press Shift a and apply the scale. So we get all ones
over here and then go to vertex mode and maybe
select all of these. Let's see if we can do
them all at the same time. Control Shift B and pull in like this and scroll
the mouse wheel. And maybe all we need is
something about like this. Actually, now that I'm
looking at this again, it looks like this
pulls in a bit here. So maybe we could take
this edge right here and scale it in just
a bit like this. Yeah, something like that. Alright. And then let's
give it a bit of thickness. It does look like it
comes back up dense. So maybe let's add a
solidify modifier, choose even thickness and maybe bring it in just
a bit like this. Then we can smooth it. Turn on auto smooth over here, and we go, alright,
let's take a look. Yeah, and then let's add
these little pieces here. So let's maybe select this face and move
the cursor to it. Let's create a UV sphere and maybe take
this down to 12.8. So it's pretty small. We'll take the radius down
to 0.01. There we go. And then we could go to wireframe and tab into
edit mode and maybe just select this part here and
delete that delete faces. And then we could turn
it into y-axis, our y90. We could scale it in the, to kind of flatten it up a bit. We can maybe smooth it. And then we could
scale it down a bit. Kind of put it in here. What do we think? Maybe a little bit bigger, something like that. Alright, and then we
can just press shift D, move this down here, shift and move that over here. Feel like there are a few
things going on behind here and underneath as well
that we need to deal with. So let's do that. Let's deal with this
thing down here. It looks like it's
just a cylinder. Let's maybe select an edge down here and move the cursor
to that shift S2. And then we can press
Shift a mash cylinder. Let's take this two. Oh, let's give it 16. Let's do that. And
I'll go ahead and add a triangle fan on the top and the bottom for the cat fills. And let's bring this down
and try and get it in place. So maybe something
about like that. Let's try that. And I think I need to
bring it back into here. I think it's behind there. And then we can smooth it. Turn on auto smooth. I feel like it's got curved edges on the
top and the bottom. So maybe let's press Shift
a and apply the scale. And then we take this edge and this edge and press Control
B and AD curve there. Try that. Then I
feel like we need something back here behind
it as well as below it. So I think what we
can do for this is just since we can't really tell exactly
what's going on here, we can be pretty vague with
this at this point in time. And then as we
create other things, we'll see what we need to
connect and close off. But for this, let's just
press Shift Enter and then I'll press rz90 to turn that. And then let's just
pull this back and insert it into this piece. I'll scale it down just a bit. And then kinda inserted
into that piece there. Right? So we've got that
back here like this. I feel like we've got
a cylinder there. Maybe let's do the same thing. We just did. Shift D Enter and
then our y90 again. And then let's scale
this down quite a bit. Move this up and we'll
move it into here. And then it looks like, Gosh, I don't know. It looks like
there's a bolt here maybe and then an
extension on up. So let's just, um, well, let's, let's bring this
up a bit like this. And then I'll just press S
and scale that in a bit. And then we can extend that up. Let's just hit E and Z and pull that
straight up into here. Yeah, let's try that. And then for this right up here, that bolt, let's select that edge
loop and press Shift S to, to move the cursor. Shift a mesh cylinder. Let's take this down
to six sides again. We don't need a cap fill. I'll scale it down quite a bit. Let's bring it up and
let's put it in here. S, z, something like that. Actually, I didn't need
a cat fill on that. And how did I I'll go ahead
and close this off here, ES, and we'll just pull
that in like that. Alright, and then our Z
just to spin it a bit. So now that we've got that, we can use that bolt down here, I think it looks a
little like there's an extrusion off of
this right here. And I'll press I to
insert this into here. And then we can hit
E and pull down. And then let's put a bolt
right in here, right there. So let's grab what we just
created right up here. Press shift D Z and
bring that down to here. Now it looks like
it's a little off. Oh, well, it's off this way, so I'll just bring it back
in the global axis there. Bring it up a bit. Maybe we can close this side off now here, ES, and bring that in. And then we need this thing. So let me grab this
and bring it up. And all I'm gonna
do here, I think, is just add a polygon plane, shift S2 to move
the cursor there. And let's press
Shift a mesh plane. Then let's just scale
this down quite a bit. Scaled in the y like this. Then we can begin
getting this piece. So it looks like it's just an angled piece. Let's try that. I'll hit tab to go to Edit mode. Let's select this edge
and then I'll press E Z pulled down. Then I'll do that again. Easy, pulled down like this. And then I'll just
pull this back. How far back do we go? We don't really know. So let's just bring it back
like that and I'm not sure we'll work on that as
we get other pieces in. But I'll press
Control a and apply the scale for this
so that I can grab these edges and press Control B and Bevel those.
I'll smooth them. And then let's add a
solidify modifier down here. Solidify even thickness. Let's hold the Shift key
and drag down a bit. And then let's turn
on auto smooth here. And that helps quite a bit. Alright, so that's basically
what I wanted was to get those connecting pieces in the center so that
in the next video, we can come in and begin
creating the actual engine here.
41. Beginning the Engine Cylinders: Well now having looked
at these cylinders, I realize these are a lot. If we were to do these, let me press Control
and Spacebar. If we were to do these
as they are here, this could be a whole another
course in and of itself. This is actually quite
a lot going on here. So what I'm gonna
do is try and work on a somewhat simplified
version of this. Something that will
fit in here I think, but isn't as detailed
and just won't take as long because we've got a lot of other things to do
here to build this. So I'm going to try
and find a balance between realism and
getting things done here. First of all, let's put
these guys in a collection. I'm gonna come up here and right-click and choose
duplicate area. Here we go to a new window and then you can
just hover over this and hit the Minus key on the number pad to
collapse everything. And then let's just go through and select I think just
all of these, right? Yeah, all of these
and then select this and control-click this
and Control click this. Oh, when we need
these here as well. Okay, so now that we
have all of that, Let's just put these into a
container or a collection. I don't think I
want to drop them directly into the
engine collection. I'd like to give him a collection of their own
just so I know what they are. But I don't really
know what this is. I think I'm just going
to call it between cylinders and go with that. I'll hit the M key, new collection
between cylinders. We go and we'll just take that collection and drop it in the engine collection there. Okay, so now that
we've got that, let's think about these. What do we think? Are these? Is this a cube? Is this a cylinder? I mean, they're
slightly rounded, but they look kinda
flat on the front. And then we've got all of
these little ridges and we've got an indentation here. So I feel like I want
to begin with a cube. I'm not sure that that's
going to be what we want, but I think if we create a cube and use the
subdivision surface modifier, but we're going to
create a lot of polygons if we do it that way. Well, I think any way we do it, we're going to create a
whole lot of polygons with all these little
tiny ridges on this. So I don't know if
it really matters. So let's, Let's just go to the side view here and
let's take a look. So here it is. I'll put the cursor in
the center of the grid and then shift and right-click
and drop it right in here. I'll press Shift Z
to go to wireframe. And yeah, I think I'm just
gonna begin with a cube. Let's try this. I'm going to take
it down to 0.2. I will turn it and change to local
transformation orientation. Let's scale it down a
bit, something like this, and let's rotate it to
kinda get it in line here. Now I'll tab into edit mode
and select this face here, and let's scale it in
the y and bring that in. This. And I've kind of
got these setup. So it's on the inside. So when I create
the ridges here, we're going to extrude out. It's got this kind
of hang over here, that's this piece here. I don't think I'm going
to worry about that. But I guess if we wanted to, we could maybe we could try. Let's give it a try. I'm going to bring
it out like this. And then maybe we'll
add an edge loop here and bring this
down like year, let's say take this base and then extrude
it down like this, and then scale in the y to
come in a bit like this. Like we, we can try that. Alright, so let's try that. Let's then take this and
let's move it up into place. So we're going to need to come forward to connect
with these things. And I'll scale in the x
because we're going to want to come off of
these here, right? We don't want to intersect
with any of this. So let's scale it in
the X a little more, bring it back some. So maybe something like that. Let's see what we can do
with these ridges here. I think we just need to insert a whole lot of edge loops here. So for the top 12345, we've got five up there. If we inserted what? Seven? Let me think here. 123. If we inserted seven here, let me just see
what we have here. 1234. Alright, let me try. Eight here and try eight cuts and you can
see them over here. Let's try this. 12345. There we go. So we've got that down here. And it looks kinda like 12
maybe I'm going to need to, well, let's just scroll
the mouse and click twice. And then we can come in here
to the number of cuts field. And let's just click and drag in here till we get them about the same width as
what we have on top here. Alright, so let
me try these now. Let me just go every other one
and see what we have here. I'm just going to click on the edge to get that face
loop all the way around. Yeah, so we have it on
the top and the bottom. I think that's pretty good. Alright, so now what
we can do is we can extrude and then scale and
then turn off the z-axis. Let's try that. E, S Shift Z, and we're in local
transformation mode. So let's just scale out like
this and see what happens. Nothing like this. We could bring these
in a bit over here. These and like this, we can just drag and the Y to bring those in just
a little bit more. I think that's kinda
what we're seeing here. Alright, let's add a subdivision surface
modifier and see what happens. See if that's even
a possibility. All right, It's
actually not too bad. Let me smooth it. Yeah, we might be able to
do something with this. So what we can do now
is tab into edit mode. And let's add, say, two or three edges here
to hold the sides. And then we can use a Boolean
modifier to cut into here. Then we can add the base plates, the bolt, this bolt. And then we're going
to have to deal with all of this on top. But generally speaking, I
don't think that's too bad. You know, what Let's
do is let's grab this and let's just hit E and Z
and pull that out into here. So it closes that off. I'm kind of surprised that's
actually pretty good. So what let's do
now is let's see if we can create this
indentation here. Let's try that. What I'm going to
do is duplicate this shift dx and pull
it out like this. And then I'm going to scale
it pretty far in the x. So sx, so its way in like this. And this is what we're going
to use to cut into that. And I think I want it a
little bit more angled, so I'm going to take these away. I'm going to hit X
and dissolve edges. So it's a little more angled, right, more of a curve there. And then I'm going to spin
it in the z or z non-zero, but I want it to
go the other way, so I'll hit the negative
key. There we go. And then Enter. Then I want to bring this down and it's going to
insert into here. So I wanted to go into
something like that. But before we begin doing that, Let's apply the subdivision
surface modifier. And this is just a temporary
object to cut into here. So I'm going to apply that. And you can see we've got a
whole lot of polygons there. Then I'm going to come into this window here, the
object properties. And if we scroll way down, just going to move
these up a bit here. If we scroll way down
to viewport display, we can change our display to wire and we can
see that there. So we can kind of see
through it as this happens. And then let's select
the actual object that we're going to cut into. And let's add a
Boolean modifier. Now what we can do is tell what object is going
to be cutting into it. So this one here, Let's give it a name, Let's press F2 and I'm
going to call it cutter, just so we know what it is. It's just a temporary
object here. So I'll select that original
piece In the object. I'll type in cutter
and select it. And now as we take
this and move it in, in the y, it should
cut into this. Let's see. Yeah, so let me try and
move it down a bit. You can see how it's kind
of cutting into here. Let me move this down to
say here, let's try this. Yeah, you can see
it cutting in now. Alright. So if I come over here, let's find that cutter. I'm gonna come up
here and type cutter. There it is. And let's just
disable it for a moment. Here. There we go. So now we've got that cut in. Is that the way we want it? Is that yeah, I don t think
I want it that much bigger. That's actually not bad. It's pretty clean. I think it does the job there. And it looks like ultimately
will put a bolt in here. Alright, so in the next
video we're going to take this and we're going to duplicate it and mirror it
over to the other side. And then we're going
to add the base and the bolts and this
piece up here, and this one in here, to try and get it to look a little more
like the way we want. So that's coming up next.
42. Finishing the Engine Cylinders: Now let's finish
this up so we can duplicate it and mirror it over. So we have the cutter
still going into this. What we need to do is
make this permanent. So it isn't just a
couple of modifiers. So I think first of all, well, let's see how this looks. If we press Shift Z and
turn off optimal display. That's a lot of polygons, but it's not as many
as it could be if we were to try and do this
exactly the way it is. Let's press Shift Z to
go back to Solid mode. And I'll go ahead and apply the subdivision
surface modifier here. And then let's apply
the Boolean here. And then we can hide
this cutter away. And there it is. So yeah, I think that's going to work pretty
well actually. Let's go to the side
view with the three key and I'll switch back to
global transformation. And to mirror this over, Let's press Shift D to
duplicate it and then Control M and the Y key to mirror in the y-axis
and then press Enter. And then let's just drag
this over here like this. Yeah, let me grab this edge once again like we did
on the other side. And just extrude this in the
y-axis EY and pull that out. There we go. So that kinda connects
up with that. And then let's work
on the base here. For this, it looks
like it's cylindrical. So let's do that. I will go back to this
side view and press Shift a mesh cylinder and
we've got 32 sides. Probably don't need that much. Let's just go with maybe 16. And then I'll type in 0.1
and 0.2 to shrink it down. I don't think I'll need
any cat bills here. So let's just bring this up
and try and put it in place. See how this works. I'll turn it. I'll press the comma key go-to local transformation
scale in the z sum. And let's maybe about like this. Let's try this here. Bring that down like that. And I'll smooth it. And then let's create
this plate here. I think I'm just
going to create it as a whole other
piece, just a cube. Let's shift S2 to
move the cursor to that point and then shift a
mesh cube, go to wireframe. And let's scale it
down. Scale on the z. And let's try and put
this one in place as well. Here we go. Let's see how that works. Alright, It's not too bad. I feel like I can scale in a little bit in the x and the y. So S Shift Z and bring that
in quite a bit like this. Okay, and then let's apply
the transformations here. Control a, apply the scale. And then I think
I want to, well, first of all, I
think we could just delete this face right here. I don't think we
need that at all. I don't think we're ever going
to see underneath there. And then grab these
edges and let's press Control B and
beveled these out a bit. Scroll the mouse wheel. There we go. I feel like this needs to be
a little bit taller. Let's try that. I'll
bring this down a bit. And maybe scale this
out a bit like this. Alright, let's smooth this one, see how it looks. Maybe we can turn on
auto smooth down here. Yeah, that looks pretty good. We could also maybe bevel this edge right here
all the way around. Let's try that. Control B and bring
that out a bit. That's not bad. And then we should
join these together. Let's take this and join
it with this control J. And now we can basically
mirror this over as well. So if we go back to global, we can press shift D, Enter Control M and the y-axis. And then we can just
drag this straight over and put it right in here.
See how that works. I'll change back to local transformation and just
move this up just a bit. There we go, because I
think these are hidden behind this lip here. So those are just behind there. Now let's work on adding the
bolts around the corners. In fact, I should
have just waited to mirror it over until I added the bolts,
but that's okay. We can do that. What I'm gonna do is maybe move the cursor to
a point right here, let's say shift to S2. And then we'll just
create a cylinder. Actually. You know what we could do? Where was that bolt
that we created? There was one. Oh,
it was up here. Here it is, this one right here. Let's take, or even this. But let's take this right here. Here it is. Let's join these two together. Control J and maybe drag the auto smooth
up a bit for this. And then let's duplicate this and use this for
the cylinders down here. Let's change back to global
real quick press shift D y, and I'll move over here. Let's move this down
and over down to here. And it'll hit the period key
on the numpad to zoom in. We could maybe straighten this up by just coming
over here and in the x-axis and the
rotation just type in zero and that'll
straighten that up there, just make it a little
bit easier to work with. And then it looks like this is taller and it has a
washer on the bottom. So let's press S z, this Let's tab into edit mode. And I'm going to take this, hit the L key to just choose the center part and bring
this down like this. And then let's also duplicate
this shift D Z and bring this down scale in
the z like this. And then press Shift Z and scale that out
a bit like that. But kinda fits in
there like that. Let's bring that back over here. Let's turn it to
align it to this. Hit the G key and move it
into here. And there we go. We haven't now in there,
how does that look? Is that big enough? I think it could be
a little bit wider. So let's go to local
transformation, S Shift Z, and let's just
widen that out a bit. There we go. Then we should just be able to duplicate and put
these in place. So let's press shift D, why? We go? And then let's select these two and press Shift x and bring those over here. Okay? Now that we've done that, let's just combine them all into one object so we can mirror
them over to the other side. Control J. Let's move the origin to
the center of the geometry. Let's then go to global transformations
with the comma key. Press shift D, Enter, Control M, Y, and enter. And then let's drag these over. And they don't quite go on there in the same
way, but that's okay. Let's switch to our
local transformations and just bring those up and
kind of put them right there. Let's also put a bolt or
something underneath here. So I'll take this and just select one of
these alt Z for X-ray. Drag select this whole thing. Shift T z. Then I'll press the P key
and separate by selection. Here we go. Now we have a new object here. Let's move the origin into
the center of the geometry. And then let's
bring it over here. Pull it out some, and let's flip it over. Ry one-eighth, zero
hundred and 80 degrees. And then let's drag it up. Put it up in here. Alright, let's also put that over on the other side as well. So I think I'll just go
to global transformation, shift D Y, move it over here, and then I'll just hit the R key and turn it a bit like that. And lastly, this
thing right here, I'm not sure what it is, but we can put
something on there. In fact, you know
what we could do. Maybe I'll take one
of these shift DX and let's try putting
one of these on here. You never know what you can cannibalize off of something
you've already created. So I'm going to bring
it up right about here. I think it's in the thinner. Now it's a little bit
off center, isn't it? Hit G and move it over a
bit and maybe scale it up some. Move it out some. Yeah. So just to have
something there. And it looks like maybe I could put this one
right in here. Like that. Let's try that. See how that works. Alright, so as I said, they're not exactly the same. And we still have more
to do on top here. But that at least gets
those pieces in there with a fairly representative
shape and details. For our cylinders here.
43. Beginning the Engine Case: Alright, well I think we're to the point where now we need to begin thinking about the
engine case or the crank case. This piece right in here. If we come around
to the other side, I'm going to press
control three on the numpad and shifts
you to go to wireframe. You can see this case cover
here, right there, right? And on the other side of it is this more cylindrical thing. And this is the thing that also connects to the cylinders
and the push rods. So that's one of the
reasons why I've put it off is because we want it to connect to things that
are already there. But also I've put it off
just because it looks hard. It is one of the most
oddly shaped things on the motorcycle here. And it's just gonna be a little more complicated than
the other parts. I think. Frankly, I've
put it off a little, but I think I'm ready. I think I'm ready
to deal with this. Are you? I think we're ready. Let's first of all take a look at some
reference images of just this piece so we can get a better sense of
what it looks like. So let me come over
here to image and open and let's go to
reference images. And in our internet images, I've added a few here. Here's some images of
the 1930s six or a replica of a 130s six
Harley engine case. And I've also got a
case cover here too. But first of all,
let's take a look at, say this one here. Let's press Control and
Spacebar and zoom in. So I think on this side, we can probably begin with
a cylinder here and extrude into here and extrude back toward the
cylinder openings here. And then, let's take a
look at another one here. Let me go back to
that same folder and you can see here how it goes back toward the
cylinder openings and toward the openings where what I'm
calling the push rod. So I'm not exactly sure
that that's what they are. Where those go in as well. And you can see it's kind of cylindrical going back
to the other side. And then if we
take another look, let me switch this to
an image editor again, the outliner up here. And let's take another look
at yet another image in here. And then we get to
the other side. Here it is. And you can see there's that
cylinder coming through. But then you've got this
piece here and this piece I'm not going to really create
as part of that similar, it's going to be its own piece and we're just going
to put them together. And then there's the issue
of the actual cover here, which brings with it a whole new collection
of issues and problems. So are you ready for this? I think what Let's
do is let's begin on this side over here, I'm going to press the
three key on the numpad and let's begin writing here. Now, one side is a little
bit off from the other. If we hit Control three, this may be a little
bit different, but I think we can
work with this. So first of all, let's
just create a circle. I'm going to press Shift
a mesh circle here. Let's take it down
2.1 m here it is. I'm going to leave
it at 32 sides. And I'm going to turn
it in the y-axis, RY 90. There it is. And then let's hit G
and move this up here. And actually we're pretty
close to what we want here. I'm trying to get this part right around here
on the outside of that. Let's see if we can get it
something about like this. Alright, and then we
should move it out some. Let's press Shift Z to
go back to Solid View. And I'm thinking maybe
about like this. Let's say we may have to move our cylinders and
centerpieces here, but let's begin right here. So for this, I'll
tab into edit mode. And let's get this
part going back a bit. So it just goes
back a little bit. I'll press EX and
pull back like that. And yeah, it looks like
we may need to move the cylinders and that
centerpiece this way some. But then let's also
extrude in to get this. Alright, so let's
select this edge here. It S scale in a bit, and I think we can
see that over here. I'll hit the three key. Here we go. Yeah, We can see
that right here. So let's just hit the
S key until we get to this point right there
on the reference image. And then let's just
extrude out a bit. It has a bit of a lip there. So let's hit eax and just pull
that out to here for now. Alright, so now
that we have that. I think I'm going
to take this and extrude this back some more. We do know that we're
going to need to move these up some because that's a fairly small area
between where we put the circle and where these are going to connect onto them. But we've got more
to do going back. I think what we can
do is go ahead and extrude this on back to where
these rods are gonna go in. So I'll hit E x and
let's pull this way. And we're going to need these to go in right
about here, Let's say. Alright, so the next order of business is gonna
be to move these forward to get them in place
ear where the openings are. So to do that, we're going to need to create
a collection for this. So let's come up here and
right-click on the top header here and choose duplicate
area into new window. So here we've got this. And then I'm gonna change
this to an outliner again. Looks like I need to
stretch this out a bit. Here we go, it's over here. Or we can press Shift F9. Let's do that. Let's try that Shift F9. There we go. And now I'll hit the
Minus key on the numpad. And let's take all of these pieces and give them
their own collection. Because currently I
think we just have them out here in the engine. I've got these here. I can always
right-click and choose, Select Objects, and that'll select everything
in that collection. And I'd like to be able to
do that with these as well. So let's select
all of these here. I'll just go through and
try and get these selected. Then let's create
a new collection. I'll press M, new collection. Let's call this
engine cylinders. We go, we can take this and
drag it into the engine. There it is. And now let's add these other ones
to that as well. So let's select all of these and press M and move
these into the engine, into engines cylinders
right there. Alright, now that we
have those created, let's just right-click on this collection and
choose, Select objects. And now let's move
these forward a bit to the point that
we think we want them. Looking at this
right here, I guess. So let's move these forward
to about right here. Let's do that. And then let's take this stuff, the between the cylinders, select those objects by right-clicking there
in the outliner. And let's move these forward
to go along with these. So that's another
reason that it's good to create collections
and organize things is because you
can select objects in mass and move them
around like that. So now that we've got that, what we could try is we could
add an edge loop in here, maybe something
right along in here. Let's say, let me move it
out just a bit like this. And then we could take
these bases in here. And we could use
these to pull them up and connect those
cylinders together here. So let's see, maybe we
just need these here. Let's press the three key on the numpad and then
what we can try, let me close this is just hit E and Z and I'm going to
push up to here like this. Let's hit the Z key again. There we go. Like this. Then what we can do
is go to vertex mode. And we can begin drag, selecting these points
to get them in place so they match the reference
image a little bit better. So let's say we take this edge and we just
move it down a bit. And this one, you can see I'm just taking them down or up. So they align to this area here. Now I can take this one and hit G and move it over
here, I guess. Could try that. And then let's take these over here and move these into place. Alright, that's pretty good, but we now need to select
these bases up here. And let's just select
this edge here, change to local transformation. And let's bring
this up so it sits appear the same thing
here, like this. And then let's get these others in place a little bit better. So kinda want, let
me change back to global here that kinda want this to come down
and meet with these. Now, there's, this probably
needs to come up like this. Rs is gonna be a little
bit off and that's okay. Alright, let's take a look
at it now. There we go. Yeah, and so now you can see
we've got this area that's connecting up with
those base plates. We could maybe take this and
move this in just a bit. We go. Alright, yeah, so I
think that's going to work out pretty well.
We've got more to do. Of course we need to
do the same thing, this kind of thing
for these rods here. If we take a look at that, we can see that right in here. We need to do that. And we also need to begin creating the basic shape
of the cover as well. So we will work on
that coming up next.
44. Beginning the Case Cover: Well, before we
work on the cover, Let's just do one
more thing with this. I want to get this
piece right here where the rods are going
to fit in right over here. So let's see about this. What I'd like to do is maybe let's add an edge
loop right along here to define this
right along there. And then it looks
like it extends off of this main one here. So we should probably insert
an edge loop right here. And when we do, Let's hit the E key and then
the F key to flip it. So it's in line with
that top straight edge. And I'm going to bring
it down pretty low. It looks like it's pretty
far down here like this, maybe something like that. And then I think we can delete these faces here because we're going to just
extend this out, kinda like the roof of a house here and then connect
these up to this edge. So let's select
these faces here. And actually I don't want to
go all the way to the end. I just want to go to here, let's say, and these
faces along here. Let's do that. And then let's hit
Delete and delete faces. Now if we go to Edge mode, I'll select this one and
then Control click this one to select that entire
row of edges there. Now let's just
extrude this forward, EX, bring it forward
like this, right? So we're bringing
this forward here. And then let's line it up
over this edge right here. Maybe I'll go to the
one key and Shift Z, kinda see if it's right lined
up with that edge. Right. There we go. And now we can just fill these. So go to Edge mode, select this and this, and hit the F key. And then I can just select
this edge and continued to hit the F key and fill
those on over. And then this one over here, we should probably fill this. And I'll select three
edges over here. Oops, Try that again. There we go, and hit
the F key there. So now we've got this piece
here or that part there. Now let's work on
that engine case. So I think maybe I'll just
bring that over here. I'll click Open and
this right here, this case cover right here. So let's switch back to the outliner here because I think I just want
to hide everything. What is this? Oh, let's
call this engine case. And I'll just drag this into
the engine collection here. And let's hide everything and just work on
this case cover. I'll just click and
drag everything here. So I think this side, let me take a look here. This side is that case. So this is control three. Yes, so we want to bring the case cover image into
the left orthographic view. So let's do that. Shift a image reference. Let's find that image in our reference images,
internet images. And here we are right here. Alright, So there's that. I think I will come down here. And in the object
data properties here, we'll turn on the
opacity setting and take this down to 0.25, so it isn't quite so bright. I'll also grab it and pull
it back in the x-axis a bit. And let's give it
a name over here. I'll call this cover image. And let's also turn
off the selected here so I don't accidentally click
on it and move it around. I think the way I want to
build this is with quads. And we could create
an outline of this whole thing
and then just fill that outline with polygons. But then we wouldn't be
able to pull it out to get this curved shape on
the front than it has. I want that curved shape. So to do that,
we're really going to need four-sided polygons. And to make sure we have
four-sided polygons, we should probably just build
this polygon by polygon. That's not always the most fun, but I think it is the most
practical way to do this. So I'm going to press
Shift a mesh plane, and then I'm going
to turn this in the y-axis, RY non-zero. Now, I want to see if this is
the front of this polygon, which is the front end,
which is the back. And to do that, we
can come up here to the overlays and turn
on face orientation. And the red is the back
and the blue is the front. So I really want the
blue to be over here. So let's spin it in the y-axis. I'll press RY 180 to
spin that 180 degrees. So now the blue or the
front is facing toward us. Alright, so let's come up
here and turn that off again. There we go. And now let's press Shift
Z to go to wire-frame. Then I'll tab into edit mode. And let's just begin
getting these in place. So I'm going to scale down
and I'm gonna move this over and just begin by
putting these points, say in here, I'm gonna begin with this piece right
in here, this part. So maybe right here, right? And what we're gonna
do is begin from this and just extrude out. So we cover all of this
with four-sided polygons. So now I can take these
two points and hit E and pull them up a
bit here, like this. And g, and I'm just leaving
room or leaving edges here that I can extrude out to get this piece here if I wanted. Let's now select this point. So we have these two
selected and I'll hit E and pull this up to here. Let's say I'll hit G and
bring that out like that. Now let's select
these two and I'll hit E and pull these up. This we've got points here to be able to extrude
this out if we want. And then maybe I'll take these
and let's extrude these E, pull this out like this. E here. Maybe I'll bring this
down like this and select these two extrude. Bring these down to here. I'm just moving on
down the piece here, trying to figure
out where I can put polygons to build this area E, I'll move this down
d year, let's say. And then I could
probably just take this and move this
straight down to here. Maybe I could also take this and move this up
to here like this. Let's try that. Now I've got this whole line of vertices to begin extruding
a cross like this, I might want to add an
edge loop right here. Let's do that. So if we press Shift Z, you can see what we're
beginning to get here. Alright, so Control
three again, Shift Z. I'll select all of these, and this time I'm
just going to hit E and pull over to here. Maybe scale these in the Y S, Y to kinda flatten them
up just a little bit. Maybe bring this down here, maybe bring this back. So I'm just beginning to try
and figure out where we can put these points to get them
to extend across this piece. I think I'm going to go along the sides here for a minute. I'll hit E and here. And E begin getting
these, this area here. So this just kinda tells me how many extrusions
we're going to need as we come out here. So I've got 1234. We should do a
similar thing here. One to let say three. And maybe one more here, maybe down to here. Alright, so now we should take these and let's pull
these out a bit. And I'll pull these and
maybe scale them in E. And then let's hit E and maybe scale in a
little bit more like this. Now we should be
able to just take these as we've done before, hit the F key and then fill
these again with the F key. I'm a little off RNA. Okay, So I need to
move these back a bit. Let's do that. And then
let's do these here. Hit the F key and then
select this and hit F and move these forward. Yeah, so I was a little
off here now, wasn't I? I'm going to move these back. Then let's hit E Once more. Pull this forward. Now we can select these at the F key and these,
and hit the F key. Let's go to Solid View and
make sure we have everything. Yep, that's all
build there so far. And then I'll move these points around to kind of even them out. And then maybe we can
keep going from here. Let's try that. I'll hit E and bring
these forward. And then let's hit the S key
and scale them in like this. Do that again to hear the E key to here
and I'll scale out. We go E and then let's
scale in just a bit. And let's continue. Maybe down to here. I'll scale on the y to
kinda flatten that up. Hit the S key to
scale out like that. Do that again. Gale in again. And then one last time here. And let's just begin pulling points to get these in place. So I'll just bring
these back like this. There we go. Alright, let's
take a look at it. So there we've got that basic
shape of the cover there. As I said, we could
come back in here now and select this and
hit E and pull this out. Then we could take
these points and move them where we
want them to be. And maybe take these points
and extrude this out. This. And let's move this down. Now. You can of course,
add new edge loops if you wanted to stay
in here or in here. If you need some extra points, if you feel like you need them. But I think for now, let's go ahead and try this. In the next video, what Let's do is try
and pull this out a bit to get that curve
on the frontier.
45. Finishing the Engine Case Cover: Continuing with the cover case, let's see if we can get a
bit of a curve to this. Now, a good way to get curves is this proportional
editing tool here. If we turn this on, we can select a point
and if we hit G and X, we can pull this out. Scroll the mouse wheel out, and you can see we can
get some curves here. But to get that curved
form for the whole thing, we begin to actually
pull and curve the edges of the piece itself. And the piece is
flat on the back, but curved on the front. So we need to figure
out a way to not affect the points all the
way around the edges. And a good way to do that is
actually just to hide them. So whatever is hidden isn't affected by the
proportional editing tools. So we can select all of these
points all the way around, hit the H key and hide them. And then if we select
that point again, we can use our
proportional editing tool, pulling these out without affecting the vertices
along the outline. So now we can hit G x. Let me scroll in
a bit and we can begin pulling these out sum. And now we can just
kinda go through and begin pulling some of
this out like this. Maybe pull a bit out like this. We can just kind
of work on getting a nice curved shape
here that we want. We can tab back into object
mode and see it here now. So you can see we've got
that edge staying in place and then the rest of
it kind of curving out. Let's smooth it. I'll right-click and
choose Shade Smooth. And yeah, so I think
we're getting there. Let's hit the tab key again and let's pull out
a little bit more. So maybe, well, I
think what I'll do is reduce the influence. I'll press G and X and reduce the influence of bit
and begin pulling out. Again like this. Alright, I think
that's pretty good. Let's tab back into object
mode and take a look. Yeah, I think, I think
that'll work pretty well. Let's now unhide this. I'll press Alt H
here and edit mode to unhide those vertices. And then we can probably take that
entire edge all the way around and extrude back a
bit to get the sides of it. So let's try that. I'm going to go to
Edge mode now and Alt click all the way around here. Alt click, Alt, Shift, click, and get all of these
here all the way around. And then let's
just extrude back. I'll hit E x and
push back like this. So I'm not sure exactly
what we're going to need here or how
far it needs to go. But let me turn on
auto smooth here. Yeah, and then what
we should do I think, is also create this piece right here or this
kind of indentation. Let's try that. So first off, let's turn off the proportional editing tool. We can do that by just hitting the 0 key to toggle that off. And then what Let's
do is let's select everything that isn't
in here, right? So maybe we could select these. Let me just select these
around here like this. And then if we go
back to Solid mode, I'll press the C key
for circle select. And then I'm just going to
click and drag and select all of these faces on the front. Because I'm going to
pull these forward. I'm going to extrude these forward to get this
little indentation. Let's hit E and X and pull these straight out in the x-axis
like this. There we go. Alright, so now we've
got this piece here. We could probably
clean that up a bit. Let's try that. Maybe if we selected
all of these edges all the way around and gave them
a bevel that might help. And then also a bevel in
here. Let's try that. Let me tap into object
mode and select it. Let's press Control a
and apply the scale. And then, now let's go back
here and press Alt and Shift click all the way around here to get all of
these edges like that. And then let's try
and bevel these. Let's press Control
B and pull that out. Roll the mouse wheel a bit. Let's see if that'll work there. Yeah, that's pretty good. Now let's try and get
this inside here. So Alt click and then Alt Shift click around here, like this. And let's do the
same thing here. Control V. And let's
pull this out like this, see how that works. There we go. We could probably
beveled edges up here, but I'm going to wait
to do that until we're done working on the
back part here. But what I will do while we're here is taken edge right here. Bevel this control B, and I'll just pull out a bit. But I'll scroll the mouse wheel so we don't have
any edges in there. And I'll do it right about this, this big, and then hit the
three key to go to face mode. And then I'm just
going to scale in, in the z and the y. So I need to turn
the x-axis off. So press the E key, Shift X to turn that x-axis off. And then let's push in a bit to get kind of a ridge there. Yeah, something like that. Alright. Let's maybe put it on the motorcycle now
and see how it looks. Let me change the
name to case cover. I'll do that. Will turn off the
image here for now. Let's bring
everything back here. And then let's try and
put this in place. I'll go to wireframe and
scale this down quite a bit. Let's hit the G key and move
this in here like this. There we go. Let's take a look at that. Let's bring it out and
put it in place here. Now as I said, we're
going to have to connect or at least
close some of this off. But I wanted to see how
it's going to look there. Yeah, I think that'll work. We'll put some screws
or bolts around here. I can't remember which they are. Oh, it looks like they're
flat head screws, which we can do. Maybe we should do that. Maybe we should go
ahead and create a flat head screw so we
can then put them in here. Let's do that. Let's hide everything again. And then I'll press Shift
a UV sphere right here. And let's take this down to 0. Let's do 16.12,
maybe, like that. And let's take away
the bottom part here. Click and drag down
here and delete this. And then I'll scale in the
z, something like that. We could maybe just
take this edge here and scale it in
just a bit like this. Alright, let's smooth it. And now let's create
that flat head slot. What Let's do is just use our
Boolean modifier for this. We can create a new cube. Bring this up, and let's
scale it in the x, like this. And let's see, maybe
we need it to be a little bit narrower,
something like this. And how deep do we want
it about like that maybe. Alright, let's take this
cube and let's change it to wire display here. We can kinda see it. Let's select the screw. Let's add a Boolean
modifier to it. And we'll use the
little eyedropper here. We'll click that
and then hover over the cube and select that. Here we go. So now let's see if
we can move this up or down to affect how it's
going to cut in there. We could also turn on
auto smooth over here, which would help quite a bit. There we go. Now we can move this up and down to get the slot that we want. So I'm thinking maybe like this. Yeah, that looks pretty good. So now let's select
that and let's apply the Boolean. Here. I can take this and delete it. And now we've got
this that we can add to that case covers. So let's go back
to the side view. Let's bring everything
back here that we need. We don't need the image. Let's do this. I'm going to call
this flat head screw. Let's figure out
where it needs to go. It needs to go on
the other side now. So let's press R y non-zero, it's facing the wrong way. So let's press the negative key. There we go and hit Enter. Let's scale it down. And let's see if we
can get this in place. Control three, Here we go. Now I'll press Shift Z
and let's scale this down and find one of these
that we can put in place here. So maybe this one right here. Let's see, Let's
bring this over here. Maybe like this. Scale it down a little bit more, maybe something like that. And let's push it in to
where we need it to be. Here it is. Let's bring this in here. Hit the period key on the
numpad and pull it out a bit. It's kind of in line with that. Feel like it needs to be more. There's one down here. I can see that right here. Scale that down a bit. There we go. Shift Z. Yeah, There's one
down here like this. So these are a little bit off, but I think that'll be okay. So I could take this one
and Shift D, move it, say to here, put one
up in here like this. I'm looking over here. And then let's do one
right here, Shift D. But I think we're gonna have
to pull this out a bit. Let's see. Yeah, we're gonna have to pull
this out a bit like this. There we go. And then we need one right in
here to over here. One over here, here. And here. It looks like we could use one. Right here. I'm looking at this right here. It looks like one right here. A couple over here. One out here. Let's try that. Yeah. So they need to be brought
in a little bit there, a little bit too far out. Then what I wanna do
is just spin them. I'm going to press
RX and kinda turn them in a random way here. But we are going to have to take these and move them in a bit. They may need to be moved in
individually and even tilt it a bit to get them to
fit on the outside there. But generally speaking, I
think this is gonna be okay. I think we'll be able
to make this work. Yeah, So I've gone through and
just pulled them in a bit, turn them in random ways. So I think that actually
might just work, but we still have more
to do for this case. In the next video, we need to go ahead and clean this up a bit and maybe add some extrusions
like here on the side. And then I think we'll
have that area pretty well done where we can begin adding
other things around it.
46. Modeling the Rod Bases: Continuing to work on
the engine case here, I think I'd like to try and create the basis for
the push rods here, these little pieces right
here, this right here. Now, I don't think I'm going to create this piece right here because frankly it's going to hide the other piece behind it. I'm gonna see if I
can get away without this particular part and just
kind of go with cylinders. Let's see if that'll work. So I'm going to press
control three on the numpad to go to the
left orthographic view. And let's press Shift
Z to go to wireframe. And here they are right here. So what Let's do is press Shift S1 to take
the cursor to the center of the grid and shift and right-click and let's drop
that cursor right in here. And from here, I'll
just create a cylinder. Let's take it down
to maybe 16 sides. And I'll type in
0.1 and 0.2 here. And I don't think I need any cat bills at
this point in time, so I'll just choose nothing. And now let's scale this down. And while I'm still
in object mode, I'm going to hit the R
key and turn it a bit. Kind of scale it out, see if I can get it in place. And I'll also hit
the Comma key and go to local transformation. And let's scale out in the z and maybe get it
right about like yes. So I'm going to
try and both line it up for what we're seeing
in the reference image, but also how it's aligned here. And also my 3D model is a little bit higher here
than the reference image, so we're going to have to
make some adjustments. But what I'll do is I'll tab into edit mode and
grab this edge here. And then I'll just hit E
S and scale out a bit. And then let's get
this part here, e, z. Pull this up. There we go. And let's press Shift Z
to go back to Solid View. And I'll pull it
out in the x-axis. And let's kinda get
this centered up here. Alright, that feels
like it's a little too big generally for
what I have here. So maybe I'll just scale
that in a bit and then scaled in the z,
kinda like this. And then if we go back
to this side view, let's take a look at where
it's going to end up. I feel like this is going to need to come up some like this. These probably can maybe
come up some like this. And then if we take this edge
loop on the bottom here, Let's see if we can make
something like this. What I'd like is to have the cylinder kind of organically growing
out of the base plate, kinda like we have here. And then I think I'll just
place the cylinder behind it in there without having to grow organically out of that. I just want to have
that sense kind of in the frontier that
that's happening. And that's a lot of
what I'm doing here is kinda trying to get
a sense of things, trying to impart enough
information so that the viewer kinda gets
a sense that there's more detail going on here
than there actually is. So I'm going to maybe tilt this. And now let's take
this and I'm going to hit E and S and
scale straight out. And then what I'll do is maybe take this point and this point, and let's scale in the x Sx
zero and flatten that up. Then let's do that over here. I'll select this
point and then I'll Control click this point here. I think that's right.
Let's press Sx is zero and flatten that up. And then let's take these
and press S Y zero. And these SY is zero. So we just make a
square out of this, but it's still coming
directly out of this because once we add a subdivision
surface modifier, that transition will
smooth out a bit. Alright, I think I
want to take this now and turn it so it's even with what it's
going to connect with. So I'm just going to take this and turn it a bit like that. Actually, I should probably grab these as well. Let's do that. Now I can hit the R key and
turn this kinda like this. And then once we've done that, we should probably
take these edges here. Let's do that and just
extrude these down. Let's just extrude these. I'll hit E and kinda
just free hand, bring them down so they're in
line with that right there. Yeah. Let's try that. All right. So we've got that. We may need to move
this back a bit. These faces here, we could move these back to make room
for that other cylinder. Alright, so now let's take this and let's close
this off up here. So this edge, I'm just
going to close that off. And then we can smooth it. Add a subdivision
surface modifier. If we turn on the cage here
and tab into edit mode, we can see we're going to
have some work to do here, but we can move this up. And we can kinda add
edges up in here. We get this here. We could add an edge down here, at an edge in here, and maybe one in here as well. Let's try that. Yeah, So we're just
getting that kind of a smooth transition. We should probably
go ahead and add that other cylinder into here. Let's do that. I will select this edge right here
and press shift us to, to move the cursor there. And then let's and a new
cylinder right in here, shift day mesh cylinder. Let's bring it way down
like this. Turn it. And let's see if we
can get it in here. It looks like I may want to bring this up into writing here. Really, kinda hard to tell with everything else
going on in here. We could maybe take these
and hide them for a moment. Just hit the H key. Then we can see this a
little bit better now. So I think I want to move
this write-up out into here. Let's take a look at
pretty well centered. Yeah, I think we are. Then we can select this edge, hit E, S and scale in. We'll do the same with this. We'll just hit E, S and scale
in just a bit like that. And then let's hit Easy and pull this straight
down like that. So it just inserts into there. But I don't think we
need to worry too much about having it come out of that organically
in the same way. So now we could join
this with this object. Let's just Shift-click
this and press Control J. And then let's smooth it again. And now let's add a few edge
loops in here and in here. Alright, so now we've
got those there. Let's go back to the side
view here, Control three. And let's move the origin to
the center of the geometry. Here. I'll change
back to global. And let's mirror this over. I'll press shift D, Enter Control M and y. And then I'm just going to
drag this over like this. And let's see how close
we are for this to work. Well, we're a bit
off, aren't we? Let's go back to local. And we could bring
this down a bit. Let's do that. Just going to take
this and bring it straight down like this. And then take these
and move them down. So we hit G and move
this down into here, and select this and hit G and
move this down into here. Let's bring everything back. I'll unhide everything with Alt H. But then we've still
got this piece here. We don't need this
here anymore, do we? We could delete that cutter
object. Let's do that. And lastly, let's work
on cleaning this up. I feel like we've got
so many objects here. They're just sitting outside
in the main scene collection that we need to kind of organize this a
little bit better. So we've got this
case cover here. What are these? These are those base plates
that we just created, but here's the screws. So let's take all of the flat head screws
and the case cover. And let's just create
a new collection here and call it case cover. And then we can take that and drop it into
the engine here. And these two we
should probably put with the knuckleheads
and the rods here. So where are these? Let me select this
and I'm going to hover over the outliner
and press the period key. And here they are in the engine. So we could take these the rods and these two cylinders here. And we can create a whole
new collection for these. Let's press the M
key new collection and we'll call it knuckleheads. That's what those are. There we go. And that can now go in the
engine collection as well. There we go. So that kinda cleans that up a little bit in the outliner. Alright, in the next video, we'll try and finish
up the engine case.
47. Finishing the Engine Case: Alright, let's go back
to the engine case here. And I think there's
just a couple of extrusions here that I'd like to add like this one
right on the side here. You can see that here. So if we're looking
at it from this side, which would be here, it
would be on this side. And then if we're looking
at it from this side, over here, over
here on the right. Okay, so let's take this, Let's tab into edit mode. And I just want to
select a few faces. They something like this. It looks like it comes all
the way to the edge here. So maybe we take these. And then back here, right here. Maybe it doesn't go quite as
far to the edge like that. So we don't have these selected. Let's try this. I'll hit
E and just pull these out some and then maybe move
them out and up a bit. Then I can take some
of these edges and just begin moving them around. I'll go back to global
transformations. And let's just move
this like this. And I could probably take
this edge right here. And let's move these in a bit. Take this edge right here or
these bases, I should say. And do we want to extrude
that out for this piece here? Let's do that. Let's just hit E and pull that out
just a bit like this. Then we could take those edges. We could say take
these edges here, give them a little bevel. I'll tap back into object mode, press Control a and
apply the scale. And then let's press
Control B here and edit mode and kind of
pull that out a bit. And then we should probably begin closing some of this off. I don't really know how
far we want to take this. Quite yet. We probably want to
bring this back a bit, but we really don't know yet, so maybe I'll wait on that. But in here, we could go
ahead and close this off. Maybe hit E and S and
let's scale that down. So it kinda closes that there. And then over here, we could do a similar thing. We probably need
to select this and hit E and S and
scale that in some. Let's try that just so it
closes that area off as well. Then let's smooth it. Let's turn on auto
smooth down here. And then maybe we could
add a few bevels to this. So the edges aren't
quite so sharp, like this area over here, That's a pretty rounded edge. So let's tab into edit mode
and grab that edge and press Control B.
And pull this out. However, I think I
wanted to go along here, so let's undo that. Let's continue this alt
click, Alt Shift click. Let's continue that
on around here. Do we want to continue
it on through here? Yeah, why not? Let's do that. Okay, so now let's press
Control B and pull that out. Let's see how that works. Yeah, it's pretty good. This one here,
Let's do the same. Let's bevel this out
a bit like that. And then over here, we should probably go ahead
and give this some curves to maybe we could select this
edge here and bevel it. And we want to also
do anything up Here. Let's see how this works. I don't know if this
is going to work well, since it's going into
that cylinder there, this may not quite work, but let's give it a try. Control, be pulled that out. It's not too bad. I'd like to maybe continue
it on through here. Let's try this. So it's all the way around that. Let's just try Control. Be pulled that out.
See what happens. Yeah, that's not too bad. Then I think I'd also
like to go ahead and close this area
off. This one here. We should probably drag
the auto smooth up a bit to clean up these edges right here without losing
the edges in here. I think we can do that. But back here, I think I will go ahead and
close this off. So let's tap into object mode
and hit the division key. Actually, I'll select this one as well and hit
the division key. So we have just these two here. And then if I select
this and press Alt Z, we can see that outline. Let's hit E, S and scale in. And maybe scale in the z. Z. Maybe move this a bit, so I'm just trying to get it
so we can close this off. Then let's extrude
one more time. I'll hit S and scale in. And then to do this quickly, I think what I'll
do is just fill this with a face and
then triangulated. So what we can do is we can hit the F key and that fills
it with one huge in gun. And I don't want an end
gun that size here. I think I want to convert that two triangles so
we can come up here to face and triangulate faces
or Control T and click that, and that'll turn
everything into triangles. So then, now we have
that closed off. Let's hit the division
key one more time. And here we go. Now, I
think I would like to take this edge here
and give it a bevel. So let's press Control
a in object mode and apply the scale. And then we can press Control B and bring that
out a bit to curve that. Now, I don't know if we're
actually going to see the back of this as
we get more pieces in it very well could be that we
could come back and remove all of those faces if
they're not gonna be seen, if we're not going to
be seeing any of that. But I just wanted to
close that off for now. And then maybe we could
select an edge in here. Let's try this and just
select that with Alt click. And let's try and pebble this, see if that does anything terrible now
that's not too bad. And then one last
thing I'd like to do, if we go back over to that
image with the push rod bases. Let's see if this is
one that we can see. Yeah, we've got little
flat head screws on the base of these. So let's take one of
these, let's say. And let's move
that up into here. I'm going to grab this and press shift D Z and bring it up. Let's turn it in the
y-axis, RY non-zero. We go, let's bring it back and let's try and put it
in one of the corners here. The R key here, and scale it down quite a bit. Move it over and get
it in place here. I'll switch to local
transformations with the comma key. And let's see how this works. I'll click on the
little blue square root of kinda slide it in
the x and the y there. Maybe I'll turn it in the
z with our z like that. And then we can press shift
D Y and bring that up here. Yeah, there we go. And then let's try this. Let's try bringing these
over shift dx, like that. Let's see how that works. Yeah, that's not
too bad. We could maybe move this over a bit. Turn it into why bring it up a hair so just to get it so
it sits on the top of those. And then maybe we could
just take all of these and move them over
to the other side. I'll press shift D, move them over here, Let's turn them and
kinda put them in place. I may still have to go through individually and put
them where I want them. So if you have to,
you can just select one and hit the period
key and zoom in and then just kind of turn
it the way you need it. Move it in just to get something there for
each of these plates. So I think we've got that engine case
pretty well in place. In the next video,
we'll begin adding some more pieces in here on the side and just begin filling in a little more in the
midsection of the bike.
48. Beginning the Transmission: Alright, the next thing
I'd like to work on is the transmission
right back here. You can see it right here with that foot pedal
coming out of it. And I've got a couple of images over here in
the reference images. We've got this one. That's a pretty
good image of it. And then I found on the
Internet an image of just the 1930s six transmission just out on a countertop
here on a workbench. And I think this will
help just get a sense of where it's going
Back and how far it should go back to that chain cover that we created over on the
other side here. So this right here
is the back of this. So I think this helps us just, or at least it helps
me get a sense of where the objects are
supposed to be and how they're connected because
I'm certainly not an expert on motorcycle
engines or anything like that. I just really love
discovering how something is built and put together through the act of actually
reconstructing it, recreating it here in 3D. You learn a lot
about how things are created by trying to
create them yourself. So the first thing I'd like
to try to get is this rim. I think I want to
create a circle, get this rim here, and then extrude it out
to get this part here. And once that's done, I'll then extrude back toward
the chain into the center. So let's go to the side view, the left orthographic view
with control numpad three. And then I'll press Shift
C to go to wireframe. And you can see that piece here. So I've got the cursor in
the center of the grid. I'm just going to
press Shift and right-click and
drag it over here, somewhere around in here. And then I'll begin
with a circle. I'm going to press
Shift a mesh circle and Let's try 24 sides. And then I'll bring this down to 0.1 just to shrink
it down a bit. And then let's turn it into
y-axis RY 90, and here it is. And then I'll just
scale in the z of it. Kinda get it in place, get it about the right size. So I think I want it to
be something like this. I'm trying to match it
to the outside rim. And if we tab into edit mode, we can see the points here. Maybe I'll take these and
maybe scale them out in the z. Just try that. Kind of bring that out
because I feel like it's a little bit it isn't
perfectly oval. I just think there's
some work that we could do to kinda bring
these down a bit maybe. So it's a little flatter on top. And it's really hard to
know exactly what it's going to be like
underneath here. We can't really see it here and we can't really see it here. It's hidden by the
exhaust pipe here, so we kinda have to wing it, I think on the underneath part. Now, this is this area here. It looks like it could come
in and maybe let's try this. I'll just begin selecting
points and hitting the G key. And to see if we can
get these in place. Alright, Let's tab
into edit mode, press Shift Z, and let's
take a look at it. So I'll bring this out. We don't really have a sense of where this is going to go. But it looks kind of like, well, it's hard to tell
exactly where it should be. Currently, we're
probably going to need other reference images for that. But we can see that
the exhaust is outside the frame here. And this is kind of up
against the exhaust. So we could probably say
it's right around in here. Let's try that for now. Then what I'm gonna
do is tab into edit mode and just
hit the a key here. And I want to extrude to
get this little rim here. I think I'll just hit
EX and pull out a bit. And then I'm going to scale in, hit S and scale and
a bit like this. I'm getting this right here. Then also we could
scale in back here, E, S, and scale in
a bit back here. And then I could
select this front row. And let's start getting
that basic shapes. So I'll hit EX and
pull out a bit. And then I'll hit E, S and scale in and
then pull these out. Let me go over to my
move manipulator here. And I'm actually
going to pull out a bit like this and maybe we could scale this one in
just a little like that. There we go. So I'm just
trying to get this kind of curved shape here. And I'll press S and bring
that in and then bring it out, some ES and bring it out. Then this area here, it looks like it's pretty flat. So I think I could
just hit E S and then merge these altogether. I'll press the M key and
merge at the center there. Something that looks like that. I'll smooth it. And then I feel like it's
a little bit wider here, it's a little bit, it should
go out a little bit more. So let's scale that. Let's select this and
press Shift S to, to move the cursor to that edge. And then let's change
to the 3D cursor here. And now we can
select these points. I'll just press Control
and the plus key on the numpad and
go back to here. And now let's scale
in the x. I'll press Sx and just push that out a bit like this
because I feel like it just comes out a
little bit more there. And then we could maybe
even scale from here, do the same thing again. And maybe actually flatten
this. We could try that. But let's just see
how that works. Yeah, It comes out just
a little bit more. That's, I think what
I wanted there. We could also take
these edges back here. We could just select
an edge here, press Control and plus, and then just push this back. So if I change back
to the median point, I could then just drag
this back like that. So I'm just trying to get that general shape here or
at least the width of it. Then we could take this
edge right back here, the one that we created. Well, right here, that one, we could extrude
this back all the way to where that
chain guard is. We could hit EX and
pull back and just pull into right about here, Let's say just for now, we're just trying to get a
sense of it. It is smooth. So I'm gonna come over here to the object data properties
and choose auto smooth. We could probably drag
this up a bit and smooth that out. From here. I want to get these cylinders and they are really
growing out of this, but I don't think I'm going
to work that hard for this. I'm going to use
actual cylinders and place them there and then
put the bolts on the front. So if we go to the front here, I'm going to maybe create
a cylinder here like this. Take this down to
maybe 12 sides, reduce the radius
to 0.1 and 0.2. Let's change to triangle fan
and then let's scale down, maybe scaling the
Z and I'm going to turn it into y, ry90. Then let's hit G and move these up here into
here like this. So something like this. Let's see how that Look. I'll take this back and I think I'll bring
it back pretty far. So it's kind of hidden in there. Kind of hidden in there maybe. And then, well, we could pull them out
like this, I guess. Let's smooth it. And we can turn on
auto smooth here. Drag that up a bit
so we get that. So yeah, I think
I just want to do this and then put a few
bolts on the front. Just because we can spend a whole lot of time
dealing with this. But I think this will
work pretty well. Let's press shift D and here. And I'll press Shift
D and put one here. There's probably one down here, I would say even though
we can't really see it, it looks like there may
be one or two over here. Let's take this one and
move this over here. It's very hard to tell with
everything going on in there, but I'm gonna go ahead and
put them here for now. And let's go back and
see how we're doing. So yeah, I think
that's pretty good. It looks like we've
got a couple of bolts here because
of this piece. We could, as I
said, if we wanted, we could take these
and move them back just a bit so they kind
of hide behind that rim. We could try that and then
put the bolts over those. And then let's see if we can get this kind of thing right here. I think maybe if we take if we take a couple
of faces and delete them, we may be able to get
this type of piece. So maybe we remove
these four bases here, and then we could just take these edges and extrude
them straight out. So EX and pull out like this. And so we're getting that
little platform there. And then maybe we could take
these two and move them back a bit forward,
move this forward. So we're just kinda
building this shape. And then we could connect these up with bridge edge loops, with Control E and
bridge edge loops. And then maybe we
could actually take these faces here at the F key. And these faces here. Let's see what happens. Alright, we've got that. So I think now I'd like to
take these and bring them in, in the y s, why I like this. Kind of bring them in like that. So we're just getting that
little kind of platform on the top so we can
put a cylinder here. And so if we wanted to grab a bolt that we've
already created, we did one up here on
the fender, didn't we? That's where we
got the other one. Let's take this one right here. And let's duplicate
that shift D y. I'll bring it out. And over here is
where we want it. All right. So let's bring that
over to this side. And let's bring it over here kinda close to
where we'd want it. And then I'll hit
the period key on the numpad and I'll
press Control three. And we really want to put
it straight up and down. So hit the End key to bring
up the sidebar over here. And let's take the rotation
out of the x-axis. I'll just type in zero and
that'll straighten that up. And then let's turn
it in the y-axis. I'll press ry90 and it turns
in the wrong direction. So now we hit the negative
key and that spins it around. So that's in the correct
orientation now. And let's bring this over and
try and put this in place. I'll press Control numpad three and Shift Z
to go to wireframe. And let's just hit G and
move this into one of these cylinders here and scale it up a bit
and see how we do. So let's say it's
about like that. Let's try this. Okay, so it
needs to go back into here, that period key again, and maybe I'll scale it in the x-axis so it
isn't quite as thick. And let's see how that works. Maybe let's pull it up a bit. Bring it over a
smidge and maybe I'll press RX and spin it some. Let's see how that works. Is that too big? I feel like it's too big. Bring it down just a hair. Yeah, let's try that. Let's see how that works. So from here, let's
then just select it. And let's begin placing
these all around. So Shift D here, Shift D. And I'll just bring
them around and put them in place and
see how they look. And as I've said, when I'm really trying
to do is not create an exact replica
of the motorcycle, but create an impression
of it that's believable. That has enough detail that the eye can kinda pass over it and not really get too bogged
down on any one piece. And hopefully it all works together and kinda blends
together and you get a sense that it
is the motorcycle and that all the details
are appropriate. Alright, so we've got
a good basic shape, I think in the next video, let's kinda finishing up
with the pedal arm here, will create the spring. Here. We probably
won't create a coil, but just a cylinder with
some ridges for that. And we'll try and just get it to the point where, as I said, there's enough detail
there so that it's believable and works
within the space. So that's coming up next.
49. Continuing the Transmission: Continuing with
the transmission, I think I'd like to
make these edges a little bit more distinct. So I think I'll add
a bevel to them. So let's apply the scale
here with Control a. And then I'll just select
this edge and this edge. And I better go to Edge
mode or else it'll try and bevel the edges between these vertices and
we don't want that. Let's just hit the two key here. Yes, see there's
still selected there. So let's select these in edge mode instead
of vertex mode. And maybe I'll also
select this edge here. And let's press Control B. And let's see if we can
add a nice bevel to these. Something like this. Maybe. There we go. Let's
see how that works. Yeah, that just helps define
that edge a little bit more. Alright, let's add some
cylinders up here on the top. I'll just select this point here and press Shift S to
move the cursor to it. And let's create a cylinder. Probably only 12
sides is needed here. And I'll also take
away the cap fill. And let's scale this down. And let's put this
in place here. Okay, let down like this. So ours is a little bit off
from the reference image, but I think that's okay. Let's bring this out. Kinda like this. And it looks like it's
a little bit off here now as if this
isn't quite level. And I think we can maybe just
bring this up like this and bring one down like
that just to kinda get it a little
bit more in line. And then let's just
begin creating this. I think all we need to do
is extrude this in and extend it up and then
put a bolt on top. So let's try that. I'll tab into edit mode and will select this edge
here and then hit E S and scale in and then E z
and pull that up like that. Now we could grab one
of these and just duplicate it and spin
it in the y ry90. And let's put this
up on top here. G and move this up here, scale it up a bit, make it a little bit
taller in the z-axis, maybe, something
about like this. Then we could smooth this. Let's try that. Oh, I need to move this back. Let's do that. One way of moving
this into place. Let me go ahead and turn on auto smooth here and
drag that up a bit. One way of putting this in
place here is to select that edge and to move the
cursor to it with Shift S2. And then we could take
this object and press Shift S eight or
selection to cursor. That will snap the
center of that object to the 3D cursor or
wherever the origin is, wherever that happens to be. There we'd go. So now we've
got a bolt on top of there. We'll work on this piece in
between those here in a bit. Let's try and get something here that looks kind
of like this coil. As I said, I'm not
going to go ahead and do a spiral spring-like that, but we can add a cylinder
to this. Here we go. I'll go ahead and add it here. I'll move the cursor to it. And then let's press
Shift a mash cylinder. I think I'll change
this to 24 sides just so we get a little
bit smoother edge. And then let's turn
it into y or y90. And let's scale it down. I'll scale it in the
ECS. Here we go. Something about
like that I think. And then let's see what it
looks like from this side. So the whole thing needs
to come down quite a bit. I'll just hit the S key. So I should have waited
to try and do the width until I got it a little bit
more, the correct size. It's actually not
too bad as it is. And then I'd like
to add the front. I'd like to add
ridges on the front. So one way that I
can do that now I could have enabled cat
bills for the cylinder, but I didn't because,
well, I forgot. What I can do is hit
E and S and bring this in and hit the M key
and choose at center. And now I can select all
of these faces here. And let's inset this. But before I do,
I'm going to apply the scale because once
again, the inset tool, just like the Bevel tool and so many other things uses
the scale of the object. So I'll press Control
a and apply the scale. So we have all ones over here. Then what I'll do is I'll
hit the I key to inset. And if I bring this in,
I'm going to bring it in about like this, wherever that center is, right in here, right
about how big that is. And now that I've inset
these faces here, our quads, if I hadn't
have done that, they'd still be triangles, but they are in here. And I'd like to insert
a bunch of edges to get this sense that
there's ridges there. And the Insert Edge Loop
tool control are only works through quad, through
four-sided polygons. So I had to do something if I
wanted to apply those here. So I'll press Control R and then scroll the mouse
wheel quite a bit. And let's see, I've
got 13 cuts here. You can see that here. So now what I'm going to do. Every other row of
bases like this. We go and I'm just going
to extrude them in. So I'll hit EX and push
them in like this. There we go. So now we've
got a sense that we've got ridges on that
kind of like this. Now we can smooth this and we can turn on auto
smooth. There we go. Yeah, so we've just
got a sense that we've got something like that. Now. I feel like it could be
a little bit bigger, maybe. Bring it in some. Yeah, let's do that. Then for this part right here. I think we could
use a polygon plane and then give it a thickness
with the solidify modifier. So before we do that, let's take all these pieces and put them into a collection. I'll take this and this and
knees and all of these. We can join these together
here pretty soon, but I'm going to keep
them separate for now so I can adjust them
a little easier. But I will take all
of these that we've created and hit the M key and create a new
collection and call it transmission. There we go. And then let's just
hide everything. I will take all of this and
hide it and all of this. There we go. So I've just got all
those collections hidden now up except
for the seat. Let's find that
there it is. Okay. Now I want to create this thing, and as I said, I think I'm
going to use a polygon plane. So if I press Shift a mesh plane and I'll
scale that down a bit. And then I'll hit Tab. And I'm going to select
this edge right here. And if I press the
one key and I'll, I'll press Control one here. And I'm going to
extrude this up and get this basic shape of this thing. So from here I can hit the E
key and pull up like that. And you can see we're bringing
that whole edge there. And then I can hit
E and that again. Or to continue doing that, I can press Control
and the right mouse button to extrude
every time I click. Let's say I wanted another
one here and then here. Now let's kinda curve
it like this out a bit. And then straight up like this. Control and right-click
just allows you to continue extruding
with each click. Alright, so maybe I'll
get something like this. Let's see how this
worked. Alright. It looks like it kind of tapers
in as it goes to the top. So I'm going to bring it
out just a bit with the y. And then let's select
just these two up on top. And what I'll do here in the left orthographic view is turn on the proportional
editing tool here. And then if I hit
the S key and y, I can then begin
scaling here and use the proportional
editing tool to kind of taper that down like this. I feel like we could scale
out a little bit more. Let me turn off the proportional
editing tool and hit the S and S and Y and
move that out a bit. There we go. I'll turn the proportional
editing tool off in edit mode. And now we could just
give this some thickness. So let me smooth it
first. Let's try that. Okay. Now let's go to the
modifiers panel and add a solidify modifier. Let's choose even thickness. I'll press Control a
and apply the scale. And then let's click and drag and maybe move
this out a bit. Something like that. Let's go turn on auto smooth
here, just so we get it. There we go. We can drag this up
to smooth that out. Let me make it a
little bit thicker because I think I want to add a subdivision surface
modifier to it to get that curviness of it. Let's do that. So first of all, let's apply this solidify here. And then let's add a
subdivision surface here. Then we can do is we can delete the faces on the top and the bottom and then they
won't collapse so much. So let's hit Delete
and delete this face on top and you can see that helps it so it doesn't collapse. I'll delete this face
here and there we go. And now we can add a few
edge loops, maybe to here. And let's do two back here. Let's see how that looks. Yeah, so it just gives us a
little bit more of a curve. Maybe I'll drag the auto smooth
up just a bit like this. There we go. Yeah,
that's kinda nice. Alright, let's put it in place. Let's bring everything
else back over here. Then let's go to the side
view with control three. Let's bring this down and let's try and put it right down here, where this one is right there. I'll hit G and move
that into here. Scale it down a bit. Maybe we could scale it out just a little bit
more like that. And then we could also turn it. I'll just turn it a bit. There we go. Now
let's bring it out. Kind of inserted into
our cylinder here. Maybe I'll move this cylinder
a bit to match it as well. Yeah, so I think that
works pretty well. I might tilt this just a bit RY, move it back a bit fat. So in the next video we'll
continue working on this, maybe add this piece here, the cap here over this whole. And also I think what
I'd like to do is create this exhaust pipe here just to get a sense of
where this is going to go. So we'll work on
that coming up next.
50. Finishing the Transmission: Alright, let's keep working
on the transmission here. I think what I
wanna do is work on this little cap right here. And I don't think I
need to do much more. There is some curve
up to it here, but I think we can probably get away with just placing it there. So I'm going to
press Shift S to, to move the cursor and then
shift a mesh cylinder. And it looks like it's
only got six sides. So I'm going to
type in six here. Let's type in 0.01
and 0.02 for this. And then I'll scale
it down a bit. Let's scale it up a hair. And then let's just try and
turn it and put it in place. So I guess I'll just press
RY 90 and just turn that. Then our Z we can kind
of angle it like that. And then I'll just kind
of go from the side here and bring it up or turn it. So it's more in line
with this piece. And I'm just going to
tumble around and try and get this kind of sitting
on top of here as well. Let me change to local transformation
and then I'll press R, z and spin it just
a bit like that. And I'll move the cursor back
to the grid with the shift us one and select
something else. So I don't see the object
origin in there and just yeah, I think we're getting close. I just want to maybe
tilt it this way. And then we could apply the
scale with Control a and then tab into edit mode and just grab these edges here and here. And let's bevel those a bit because it looks like
it's worn or curved. They're just a bit, I'm going to press
Control B and just scroll the mouse wheel to
get a couple edges in there, something like that, let's say, and then let's smooth it. Yeah, I think we're
getting there. Let me turn on auto smooth. Alright, what about
this thing right here? This goes all the way to the
other side and connects to a piece over here above the chain guard.
Let's take a look at that. Let's see if we can
find a reference image that will give us a
better image of that. Maybe this right here. Let's take a look at this. Yeah. So you can see this
piece comes across underneath the oil tank here
and then curves up Over the chain guard. So this goes all the
way underneath here. So let's see what we
need to do with that. I will select this piece. And if we tab into
edit mode and Alt, click between two of
the bases to select that face loop with
now press shift us to move the cursor there. And I think what I wanna do here is maybe begin
with a sphere. Let's try that. Shift a mesh UV sphere. And of course it's huge. We don't need it quite that big. So maybe we put 18.12 and our
segments and rings field. And then in the radius, I'll type in 0.01. Here we go. So now let's scale it up a bit. I'll go ahead and smooth it. Let's tab into edit mode. And I feel like if I
just take off the faces on the top and the bottom will have that kind of
flat area there. So let's try that. I'm
going to press Alt Z, hit the three key. I'm just going to
take off this area. And this area here. Hit Delete and delete faces. And then I'll press Alt Z again. Now we've got this piece
that looks kinda like that. Yeah, I think that's
what we want. Maybe I'll press S and Z
and scale it up just a bit. But now we could grab these edges right in
here and press E, S and scale that in. And this one here, ES. And we go just to close that up. And I'll also turn
on auto smooth here. Okay? Now, to get this bar going back, I think what I wanna do is just grab some faces and
then just extrude back. So I'll go to face mode and hit the C
key for circle select. And maybe if we select
just these faces, I've got what five columns
here of faces selected. And then I just want to
extrude straight back. Let me make sure
I'm in Global here. And then I will just press EX and just pull straight
back like this, right? Something like that. Then we've got a
bend it up and then out to get this right here. So there's a couple of
ways we could do this. We could bring this out
and then add an edge here and then extrude
those faces up. And then basically
do that again up top. Why don't we try that? I'm going to press
the S key and x and scale in the x axis
to flatten this up. There we go. Then I'm going to
add an edge loop. I'll press Control R, click and drag it forward here, something like, let's
say something like this. Then I want to take
these faces here. Let's take these and
I want to extrude these up in the z-axis. So let's press easy
and pull this up. Let's hit Z again. There we go. And pull that straight up. Let's do that again by inserting an edge loop and extruding out. So I'll press Control R and
add an edge right here. And then these, we
can take these. And let's extrude these, forward it, the E key
and pull out like this. Alright, let's see
what we have here. So now we've got something
like this, alright? And what we can do
now is the origin of this object is still here
where that UV Sphere was. So if we rotate it from here, we should be able to bring
it back behind this bolt. You see how it's
kinda behind that. So let's do that. Let's press R, z and just turn it and
bring it back like that. It looks like it needs
to come forward some. So I think what I'll do is press Alt Z and let's
grab these points here. I'll see you again. And then I'm going to press
Control and the plus key and expand these points here. I've got all of these selected, so let me de-select these. I'll press Control and
drag select those. Okay, now, I can just move this forward and I don't want to move
it in the x global, that'll just pull it this way. I'm going to change to
local and now it'll pull it in the angle that the object
is at, something like this. Maybe. Let's try that. Yeah, actually
that's not too bad. I think for now
that's all we need. And then it's going to have
to connect up here, right? For the gear shift, I believe. But we'll work on that
part later, so okay. We've got that over here. Now, what else can
we do over here? Well, there's this piece right
here, it's this cylinder. And then this kind of platform bolted onto the
transmission housing. I don't really have
no idea what that is. But I think we should
go ahead and try and place something
like that in there. So let's work on that. I think what I'll
do is just, well, let's find a point that we
can put the cursor and I will just select this
one and shift us to bring the cursor here. And then I'm going to
create a cylinder. This is only got six sides, so I'm gonna take
this backup to 24. And I will also use a
triangle fan on the cap. So let's scale this up. I'll turn it into y ry90, scaled up a little more, scale it in the, well, let me change back
to global here. Scale it in the X. And let's kinda
put this in place, see if this is big
enough or small enough. And maybe I'll move it
back into here like this. So let's say it kind
of sits right in here. It looks kinda like it's
underneath this thing here. And above this. Maybe I'll bring it up a
little bit more like this. Alright, so now that
we've got that, Let's work on this piece here. I think for that I just
want a polygon plane. So let's go ahead and
create the plane here. I'll take it down
to 0.1, let's say. And I believe I just want to
take this edge back here. Let's do that. Take this edge and let's
extrude it up in the z, e, z, pull it up like this. And then this right here. Needs to fold over this piece. Think I just want to turn it. So maybe I'll press RX and
kinda tilt it like this. And then let's just
pull it straight down. And then I want to extrude down. So let's pull this back
to here and then just extrude straight down E and
Z and pull down like this. Something like that. I feel like it
should go like this. And then let's add a few edges here and then just begin
pulling these straight down. Or maybe we should
change to normal and pull them down like
this. Let's try that. Just to kinda bend them
down around this curve. Something like that. And then let's
take this up here. And I guess if we take this edge right here
and scale it in, Let's go back to global and
I'll scale it in the y, pull it in like that. So it's inside here. I think I need another
edge right in here and I'll scale this out
in the wild like this. Kind of to the width
of that. Let's see. And then let's see what
else we need to do. How about we give
it some thickness? Let me take this and bring
it up a bit. There we go. So now we take this,
let's smooth it. Let's turn on auto smooth. Let's give it a little bit of thickness with the
solidify modifier. I'll press Control a
and apply the scale. And let's choose even thickness and pull that in
about like this. And I guess we can
bring these in now. Back a little bit
farther, like this. There we go. And then we could just add a few of these here. We can press shift D
y and move that over. And maybe I'll take
all of these here. Let's bring them up a bit. We don't have too far
to bring them up. We can bring them
up a bit like this and that'll give
us a little room to kinda shrink these down
and place them in here. And then we can press shift D y, move it over here, move it down. I'm just trying to get
these little bolts in here. Something like this, let's say, and I'll spin it RX. That. Let's see how that works. Yeah, okay, and then
finally, let's smooth it. Turn on auto smooth. Let's apply the scale and select this edge
and bevel it a bit. There we go. And lastly, what we could do is just take this
point right here, move the cursor to it with
Shift S to grab one of these, press Shift dx just
to move that out a bit and then let it
snap that to the cursor. Shift S eight. There we go. So there's that piece. In the next video. Let's work on this petal
for the kick-start.
51. Beginning the Kickstart Pedal: Alright, I'd like to do some
work on this petal here, but I think I need
to do a little bit of organizing in
the outliner first, let me right-click and duplicate area into new window
and let's expand this. And then I'm just going
to hit the Minus key on the numpad to
collapse that up. So these things, what
are these things? This is the stuff we've just
been working on, right? So we could put this in a transmission or the
transmission collection. Let's do that. Let's just take these
and drag them in. And we've still got this seat just hanging out here, I guess. Maybe it's closest to the
chassis, to the frame. So I'll just this and drag
it in there just so we have everything in some sort of
collection for the time being. And then I'm just
going to click and drag and hide everything. There we go. Now we can
begin working on this pedal. I think really we just
need to begin with a cylinder here
in the center and then work on the
outsides and the little pads here in the center. So let's do that. Let's
press Shift a mesh cylinder. And I probably don't
need this many sides, but let me take it down to 16. And then I'll choose nothing for the cat
fills at least for now. I don't know, I may need those, but let's just to scale this up and try and get this
in its basic shape here, I'm just going to move this up. Let's turn it in. The y-axis here,
our y nine zeros, so we haven't liked that. So here we are, this
piece right here. I'll scale it out in the x. And then let's work on
these pieces right here. So for this, let's take
this edge right here. This shift is to move
the cursor to it. And then let's press Shift a mesh and I'll create a circle. And let me give it 24 sides. And I do want a cap
fill for this one. So I'm going to
choose triangle fan. Here we go. And
let's turn it RY 90. And let's get it down to
about this size right here. I'm just looking at
this part right there. Let's scale that down. And I'm thinking maybe
about like this big, you can kinda see how
wide it is there. So let's go with that. And then what we can do, this, press the three key to go to
the right orthographic view. And what I'll do, I'll press Shift Z
to go to wireframe. And I just want some of
these points to extrude up. Let me maybe
something like this. But before I do that, let's cut this in half. Let's take this and just take the bottom and let's
delete it. Delete faces. And then let's mirror this. I'm going to go down
to the modifiers panel and add a mirror modifier here. And this is interesting.
We've got the mirror, mirroring in the x, but it's
mirroring properly in the z. And that's because if we hit the End key and go
back to object mode, we can see we've got a 90
degree turn in the y-axis. So if we did this correctly, we could press Control
a, apply the rotation. Now we don't see it here.
Now we can come down here and change it to the z-axis. And now that's
mirroring correctly. We could have left
it the way it was, but I like to be clean
about these kind of things. Sometimes, not all the time. Alright, so let's go back here. I'll turn the cage on. Let's go back to the
right orthographic views. So now, when I select these, let's say these six sides
or edges right up here. They're also selected
on the bottom. So now what I wanna do is
just extrude up for this. And if I hit E and Z, I'll pull up a bit like this. And then I think I want to deselect these and
let's press E, Z and bring these
up again like that. Alright, so now I'm just trying to get that
basic shape and then we can just pull some points to get that kind of curve there. So what we can do is
maybe grab these points, bring them up to scale
them and the y just a bit. Maybe bring these n like this, maybe bring these in. Sy. We began to get something
that looks like that piece on the end there. Maybe I could bring
these down a bit. Let's see how that looks. Yeah, so that's kinda
what I want to just that basic shape there. Then we could give it a
little bit of thickness with the solidify modifier. Let's do that. I'll come down here,
go to solidify. We could choose even thickness. I think I will apply the scale. Let's do that. Control
a apply the scale. And now we can see it a
little bit better there. I'll just click and drag and make that a
little bit thicker. Maybe something like that. Let's now work on one of
these pieces right here. So I think all we really
need for that is a cube. I'll move the cursor there
and press Shift a mesh cube. Let's scale this
down quite a bit. Move it up here. And if we scale it down to about
where we want it, let's see maybe something
about like this. Let's say, let's try that. Scale it out in the x. Yeah, I feel like they're a
little bit taller this way. So let me scale in the
z about like this. Yeah, maybe that's a
little bit better. So it kind of sticks up
over the top of that. Alright, let's take
this and duplicate it and bring it over to the
other side shift DX. And let's just bring that
over here like this. The next thing I'd like to do is work on these grooves here. I don't want to duplicate
this until I create those. So let's take a look at that. I think what I wanna do, first of all is just
insert some edge loops. So I'm going to press Control R and scroll the mouse wheel. And how many do I have here? Seven. Let me go
up to nine here. And then I'll scale
these Anna bit SY, so that I have a
little bit of room to bevel those outside
edges, those corners. And let's do that
again down here. Let's also do nine down here. And once again, I'll
scale in the z to give some room on those
corners like that. Let's take these bases here. Oh, I wish I would've
had one more. That would have been
nice. Let me do ten then I'm going to undo
all of this and do ten. Because I think it
would just look better. Let's try that. And then S Y and move those in. Yeah, and then we've
got ten down here, Let's do that and scaling the Z. Now, if I take these, hopefully we'll have enough to go all the way to the
outside on both sides. So from here, I'm
just going to extrude and scale in the z and the x, but not the why. So let's hit E, S, Shift Y to turn off the y-axis. And I'm just going to bring
all this in just like that. Now maybe I want
more with the z, so our scale in a little bit
more with a z like that. Okay? And then let's do the
same thing over here. Let's select all of these. And then let's do the same
thing but without the z-axis. So E, S Shift Z, bring those in just a
little bit and then I'm a scale in the y a
little bit more SY, and bring those in like that. Alright, let's see
what we have here. Yeah, so I just wanted
something like that. And if we want to be able to see that a little bit better, It's kinda hard
to see the edges. We can come up here to the
viewport shading and turn on cavity just so we can see
those a little bit better. I mean, we're
seeing all of this. I guess I could smooth that. There we go, That helps. And we could smooth this. But we ought to wait until
we apply that solidify, but I'll move down here. Turn on auto smooth. Yeah, that helps.
Then we can drag that up a bit. For this. There we go that cleans that up. But I just wanted to
turn on cavity just to see that I think that's
going to work okay. That, and duplicate it. Shift D and Z. And let's move it down here. Like this. I should probably smooth this
and drag that up a bit. There we go, just to get
those looking the same. And then let's just add
this piece right here. I think. We could just use a cylinder
and then bevel an edge here. So let's do that. Let's just select this
point right in here. Shift S2. Let's
create a cylinder. And I'll turn off
cavity for now. We go. I'll leave it at 16. I'll turn on triangle fan. Let's take these
down to 0.1 and 0.2. I'll spin it in the y. Maybe
I'll remove this cap here. Let's hit the C key
and just select all of those, delete those faces. And then let's just
kinda put this year, scale it up a bit,
something like this. And then we could just
bevel that edge here. So let's press Control
a and apply to scale. Select that edge. Let's bevel it quite a bit that we go and let's smooth it. Yeah, I think that's
looking pretty good in the next video,
but let's do it. Let's create these
little pieces back here. And then we'll combine everything and put it on the motorcycle
where it needs to be.
52. Finishing the Kickstart Pedal: Well, I realized after just saying I didn't
want to duplicate this until I was finished
with it. I actually did that. So let me just hit Delete
before we duplicate this here, let's add a bevel to these
edges all the way around. That's why I gave a little
space for those here. So let's make sure
our scale is correct. We've gotten
non-uniform scale here, so I'll press Control
a and apply the scale. And then with these
edges selected, let's press Control B. Pull these out and I
want to scroll back so it's just one segment. There. There we go. Yeah. Okay. Now we can take that
and duplicate it. Let's do that. Shift D Z
and bring that down here. Alright, now let's get
these little pieces here. There isn't a whole lot to them, but we can go ahead and do that. What we can do is
take this right here. I'll take these
points right here. And let's bring these out. I want to get this
piece right here. I can just use this
to bring this out. And then hit E, S and scale in, and then press M and merge
those at the center. We could also turn
on auto smooth, that'll help with that. And then this piece,
it looks like it's just really a cubed. So lets just grab that point. Shift S2. Let's create a cube. Shrink it down quite a bit, and maybe it's about this thick. Let's say we can
scale it in the y. And we could also bring it out here with this face right here. Bring that out. Then
for this top here. Let's once again
bring the cursor to there with shift S2
and we can create, we got a cylinder here
and another one here, a little washer and then a bolt. I don't think I need that really tiny little washer in there. I don't think we need that. Let's create a cylinder. I will turn off the cap fills. 16 should be good for this size. Let's scale it down and I think I'll just
do it all in one. Well, not all in one, but these two cylinders in
one scale, this out. There we go. And then
what I'll do is I'll just scale or extrude and scale
and I'll just select this, it ES and bring that in. Easy ES. And then we could move the
cursor to here shift S2. And then we could create a new cylinder and give
it just six sides. And we'll give it a cap fill, maybe a triangle fan. Now we can scale it in the z and kinda put it right
on top of here. There we go. Then let's move this here. Probably want to do that. And also, we could
take these ear, these edges here and give them just a little bit of a bevel just to kind of recreate
that curvature there. Let's try that. Let me apply the scale, control a, apply the scale. And then let's
grab these here on either side and press Control B. Scroll the mouse
wheel a bit just to get a little bit of curve there. Yeah, that should work. Is that big enough? I feel like this piece
back here may not be big enough for the size
of this whole thing. So let's take all of this. Maybe scale it up a bit and move it back
out. Let's try that. I just feel like it
wasn't quite big enough. Yeah, I think that's
a little bit better. Alright, now we need
to combine everything, but we need to make sure that our modifier stack is
the same for everything. And I know I added a modifier. Here we go. This piece here has a
mirror and a solidify. So let's apply the mirror here. Actually, before I do that, I better turn on Clipping
just in case Let's do that. Apply the mirror, and then
let's apply the solidify here. We could do the same
thing over here or just delete it and move that
other one over there. So i'll, I'll do that. I'll just take this, grab
it and move it over. Let's see where it
should be here. Maybe right about here. Oh, you know what, we should do? These little pieces right here. Let's take a look at that. I'll combine all of this and
then let's move it over to the motorcycle and
grab a couple of existing bolts off of there
and put them on here. So let's take everything, all of this, this and this. And let's combine
it with Control J. We go, we may need to. Come down here and turn
on auto smooth again. Sure enough. All right, then let's move the origin of this object to
this face right down here. Drag that up just a bit. Here we go by tab
into edit mode. I'll select this face and
move the cursor to it. And then let's move the
origin of this object to that cursor
object set origin, origin to 3D cursor. Now, when we bring everything
back, Let's do that. I'll call this, I'll
just call this petal. Let's bring everything back. And let's put it in here. I'll turn it in the z-axis, RZ 90, but wrong way. Hit the negative. There
we go. And then Enter. And let's go to the left orthographic view
with control Num pad three, and I'll scale down a bit here. Move this down here, still a little big, right? Let's press Shift Z
to go to wireframe. And let's scale this down till we get it about
way we want it. And it looks like I need mine
to be a little bit taller. Because if I scale
it down to the point where it's long enough, it's not quite tall enough. Let's scale and the z. Let's try this. Okay, let's try that. Yeah, that's actually
pretty good. Let's do that. I'll bring this back over here. I want it to be right around in here and before I tilt it, I want to put on
some of these bolts, so maybe just one of
these right here. Let's press shift D and X
and move this out here. Let's turn it in the z, our z90, Is that
the correct way? We can work with that? Let's move that over
and let's get it right here, right at the end. Let's do that. I hit the period key on the
numpad to zoom in. And maybe I'll go to
the front view here. And let's just take
this kinda place it right there. Let's try that. Actually, the size
isn't too bad on this. So back it might even
be a little bit small. We could bring that up a bit. Now let's press shift D Z
and bring that down here. Ry, spin it a bit. Let's take a look at it. See what we think. I'll
move that up a little bit. And move this up a little bit. There we go. Let's try that. Yeah, I kinda like
that actually. Alright, so let's
take these two now. And let's duplicate and
move them into Y, Shift D. Let's spin them
in the z or z180. And then let's put these
in place about like that. Then we can combine all of these onto this existing object
here with Control J. And then we take all
of this and let's put it right in here. Alright. Now we could go ahead
and tilt it, right. We can go ahead and
maybe tilt it in the x-axis to align
it with this. Our x, tilt it back just
a little bit like this. This is kind of bumping
up against that. So maybe if I tab
into edit mode, Let's go to local
transformation. And maybe I take these
and just scaling the z, z with all these selected. Maybe I can just do that. Let's try that. Yeah, that moves that out
from there just a bit. And then I feel like there's just a little bit of something going on right at
the bottom here. So what we could do for that is maybe add an edge in here, Control R, something like this, and maybe actually two. Let's try that. And then if we take
these faces here, let's turn on the cage, and let's just scale
out in the x-axis, That's press S x and just
scale out like this. And then maybe take
this edge and move it up like that. Let's try that. Yeah, it gives it
just a little bit of an edge there,
something like that. Yeah. Alright, there we go. Now we've got our pedal
for the kick-start.
53. Beginning the Exhaust Pipes: I think this petal
looks pretty good, but when I scaled it up in what was the z when
I was in global, it kind of stretch
this a little bit. I forgot that I had a, a big circle there on the
end and it really shows. So what I'm gonna do is just
change that a different way. First of all, I'm going
to scale it back in the x here in local, since I've already turned it on a scale it back down so
we get a circle there. And probably the way I
should have done it, let me press Shift Z here and
I'll scale it out so it's as tall as the one in the
reference image here. But then I should just
probably take this part in edit mode and just pull that back to where it
should be like that. So that's probably the way
I should have done it. Let's see how that looks. Yeah, I think that
looks better and it preserves that circle
there on the end. Alright, I just wanted
to tweak that a bit. Now what I'd like to do is
work on that exhaust pipe coming down here past
the transmission. And to do that, I
think all we need is the path tool again, just like we used for the
frame or the chassis. So let's go ahead and move the 3D cursor into the center
of the grid with shift S1. And I'll press Shift a
and go to curve and path. And then I'll just scale
this down a good bit. Spin it in the y or y90. And let's come over here to
the left orthographic view. Let's move this up into here. I'll press Shift Z so we can
see through it in wireframe. I'll scale this down a bit
and let's just begin right around in here by
tab into edit mode. And I can begin just
moving these around. Let me go back to global
with the comma key here. And then let's just kinda take these and move them around. And as I do this, I tend to want to
put the points here in the center of
this exhaust pipe. But what I really need to be
doing is moving the points. So this curve follows
the outline of it. So I really need to
go over here, right? So just moving that and keeping an eye on
that curve right here. So from here, I think I
need to just extrude. I'll press E and bring
this down a bit. And E and a couple
of times down here. Now it's going to have to turn into this other exhaust pipe. It kind of bends
there at the end. But let's see how
we're doing here. I think that's okay. And now let's bring
it out in the x here. And then I'm going to
create the tube or the pipe around that path
before I tweak it to much more. So let's come over
here and scroll down to the object data
properties right here. And if we scroll down to the
geometry area under bevel, we can click and drag
on the depth and bring that out to about
where we want it to be. Now, it's a little
bit dense here, a little too full of polygons. Let's take this resolution
preview you down to four. I think that helps
a little bit there. So now if we go back to our side view,
we can see it here. We can tab into edit mode and
we can begin to move this around a little bit more to get it in line
with the image. Maybe something like that. And then we tumble around. We can begin bringing
these in and out as it goes into the
engine over here like this. So maybe I'll take these two, bring these in like this, and maybe bring
them forward a bit. And I'll drag this one and I'm just going to try
and get this kind of inserted into that
engine cylinder here. And let's bring this one in. This one. Let's see how this works. And I feel like we need to
bring these out just a bit. Alright, let's see what
we have here so far. So if I look at it from, say, this angle, how does it look? It looks like I need to kind of bring these
in just a little bit. So they're kinda straight. I see this part right here. Let's try that. Yeah, I think we're
getting there. Like it maybe needs to be
just a little bit bigger. So I'll come back down to the depth and maybe
type in 0.55. Let's try that. Yeah, okay, and then down here, I just want it to turn
into this area here. So let's just take this. And I will select
this and just hit E and pull this in like this. Let's try that. Now that we've got that, let's also work on this
exhaust pipe right here. We could probably add that
in here, this one here. So let's take a look at
that control three to go back to the left
orthographic and Shift Z. And here we go. We can probably just drop a
cylinder and let's do that. I'm going to shift and right-click and drag
the cursor over here, press Shift a mesh cylinder. And instead of 32 signs, maybe I'll take it down to 24. And let's type in 0.1. And actually, let's just
change this to nothing so we don't have any Cat fills and that'll just
scale this down like this. And let's turn it in
the x-axis, RX 90. And so there we go. That's not too bad. Let's scale it down. Just a smidge here. And I think I'll move it. And let's begin with this
part right back here. I'll press G and Y and move
it so it gets right in here. Yeah, it looks like it
needs to come down more. Be a little bit thinner,
something like this. We go, okay, and then back here, if we just take these points
and move them back to here, I think we won't be okay
a little bit angled, but I think that's okay for now. We'll just kinda
pushed through and model it on the
global axes first. So let's see if we can find a
better image of this piece. I'll go to Image open
and let's take a look at this one here. That's not bad. We can get a fairly
good look at it here. So if we wanted to, we could take these right here. And we can begin
extruding this to get these little ridges here as if they've been
inserted together. So maybe I'll just press
S and scale out EY, and let's just pull
this forward like this. And maybe than ES and I'm going to scale
out a little bit more. And EY again,
extrude and scale n. And then let's extrude out
in the y to about here. Oh, it looks like there's
an edge right there. Let's bring it back
to here first. And then let's hit E y, bring it to here, scale it down. And then we get this part here. And we put a little
edge on it here. The S, uy and extrude and scale that
in just a bit like that. Alright, let's
take a look at it. Well, first of all, it's inside the bikes, so we need to move that out. Let's do that. And
where do we move it to? We move it to the
outside of the frame. Right? So let's just move this out to just outside
the frame here. I'll press G, x and move
it until we get just. There we go. I think that'll work. Then on this other side, we need to do the same thing
for this piece over here. I'm gonna go ahead and
smooth it here and then come over to the auto
smooth and turn that on. Now this looks very similar
to this piece over here. Could we just duplicate this and take it over
to the other side? Let's try that. I will go to face mode and Alt click between two of those faces and then
press Control plus. And let's bring this
out about here. And then we can just press shift D Y and bring
that over here. We can spin it in
the z-axis, RZ 1AD. We go and we can just bring this and put it right
at the end here. Let's see if we're
in the right place. Yeah, I think we're
pretty good right about here. That'll work. And if we wanted to, we could go through and
add a few bevels to this. In fact, I probably should
have waited once again to duplicate that until
I add any bevels. But we could take, we can take this edge
here and this, and this. And let's hit the period key
and zoom in and maybe this. And we could add a few bevels in here just to curve
those edges just a bit. So let me press Control a and object mode
and apply the scale. Then if we come back here, let's press Control B, and I'll pull out
just a little bit. Maybe add a couple of edges in there and let's
see how that works. Yeah, That's kinda nice. And then for these here,
we should do that. I just wanted to do
these a little bit more, a little bit bigger of a bevel
here, something like that. Too much, but something
like that. There we go. Then we can do the
same thing over here. We could add just maybe
one here and one here. Let's do that. Just a
small one. There we go. Alright, so now we have that. Now I should redo that. Alright, let me, let me do that. I'll hit the L key here and press Delete
and delete faces. And then I'll come
back over here. And let's just select
a face loop right in here and press
Control numpad plus. And I'll just extend
this on down. Basically do the same thing. There we go. Now, I'll
duplicate this shift D y, once again, our z1 AT, and we'll put it back
on the way we had it. Here we go. Alright. Yeah, I think that looks pretty good. So now we've got those
two exhaust pipes in. Looks like I might be able to bring these
forward just a bit. So we don't intersect
with this here. But in the next video, what I'd like to do is work on this little box right here. I'm not exactly sure what it is, but I think we need to work on this just to fill
that space there. So let's work on
that coming up next.
54. Modeling the Tool Box: Alright, I've
brought a couple of reference images up here, and it turns out
this is a toolbox. I've got a diagram here of the bike and number
26 is a toolbox, so that's what that is. So let's work on that. First of all, I'll go back to the left orthographic view
and let's press Shift Z. And I'm going to take the cursor back to the center of
the grid with shift S1. And then I will just press Shift and right-click and
move the cursor right here. And then let's go ahead
and create a cube here. It's probably way too big. There we go. And let's just scale this
to about where we want it. It isn't exactly an
orthographic view here and that's fine. We're just going to
use this as a guide. So maybe something
like this and I don't want them to intersect
with the frame here. So I'm just going to move that over just a little bit like this and maybe shrink
it down in the z, just a hair like that. So just to get it,
so it's right in between these two parts
of the frame here. And then let's bring it out
to where it needs to be. I feel like it
needs to come out. It looks like it Fairly in line with that
exhaust pipe there. I'm going to scale it in the x, bring it out just a bit. And then it's got a
curved front to it. And I could use a subdivision
surface modifier for this. But I think what I
wanna do is actually just use the Bevel tool to
get all these curved edges. But I do think I
maybe need to add, say, three edges in here. And then take these and
kinda pull that out. Then pull the center
one out just a tad, just to get these curves out
just a little bit like that. And once we smooth that, I think it'll be pretty good. Then I feel like there's
a ridge or something like the door opens or there's a
little door on the front, there's a ridge here, so let's get that. And now that we've
pulled this out, we may have to use
our even flip tool. So let's get this
right about here. Let's press the E key and
then press the F key, and that'll flip it back and forth between the
front and the back. And I just want it maybe
right around here. I'm doing that because I want
that edge to be straight. And then I think I
want to bevel that. And before we do that, let's apply the scale. So I'll press Control
a and apply the scale. And now if I bevel this, I'll press Control V
and just pull that out just a little bit and I
don't want all those edges, so I'll scroll back. I'm just gonna give
it a little bit of an edge right there. And then I want to
extrude that end so into the Z and Y global
axes, but not the x. So E S Shift X to turn off the x
and I'm going to pull those in just
a bit like that. There we go. And then what else
do we wanna do here? We want to, well,
let's smooth it. Let's do that and let's
turn on auto smooth. That helps there. Now at night to get all these
rounded corners and to get these kind of rounded
corners in front here, I think we're going to need
to do all the bevels at once. So let's right-click this, and I'll shift click these, and then these around
the corners here. What do we think? Do we need something
on the back here? I kinda think we do. Let's go ahead and select
all of these edges all the way around back
here as well. I like that. Let's just do all
of these at once. And when we do that, it'll give a nice curve on the corner here. So let's press Control
B and pull out, scroll the mouse wheel. And let's maybe do something
like this. Let's try that. See what we think. We can drag the auto smooth
app to see if that helps any. I think
that's pretty good. I think that's what
I was going for. And then this little
piece right here, I don't know if I want this, but I do want the circular bit. Let's maybe take this edge here and bring the cursor
to its shift us to. Then let's create, well, let's just create
a circle there. Let's press Shift a mesh circle. Let's take the
vertices down to 24, and I'll take the
radius down to 0.01. And let's turn it
RY 90. There we go. And how's that? Look, let me bring it down to where it needs to
be right in here. Is that big enough? Now I don't think it is, so let's scale that
out just a bit. And then we just need some extrusions to get
little ridges here. So let's tab into edit mode and I'll hit period
key to zoom in. Let's hit E x and bring it out. And then I'll press
S and bring that in x and bring it in
just a bit like this. E S E X. And I'm just getting this middle ridge right
in here like this. Let's then bring that
in with e and x. Then I don't really
know what's in there. So I'm just going to put a
dome or a curve in there. So I'm going to
press S scale in, pull out, ES scale in, pull out. Something like this. And then I'll just
hit E S and then hit the M key and
merge at the center. We go, so something like this. I'll go ahead and smooth it. Auto smooth. Let's add a bevel
or two to this. Maybe I'll apply the
scale in object mode. And then maybe if we do
a couple of edges like this and bevel these not
so many edges there we go. Something like that. Yeah, I think that's really
all we need there. I feel like the whole thing
could be a little bit taller, but I don't know that I have the room in here to
do that. Let's see. Yeah, I have a little bit
of room. Let's do that. Let's press S and Z and just
make it a little bit taller. Yeah, I think that
works out pretty well. I really think
that's all we need. And lastly, let's, let's go ahead and
clean up our outliner. I'll once again bring
out a new window of the Outliner here and hit
the Minus key on the numpad. And let's take this piece and this piece and join them
together with Control J. And then let's
call this toolbox. This is an exhaust pipes, so let's put these
in a collection. I'll press the M key over here
and add a new collection. Let's call it exhaust pipes. There we go. The
petal here can go in the transmission collection
and the toolbox. Don't really know where
that should go right now, I guess it's connected or
clamped onto the frame. So let's put it in the
chassis collection there. Let's just do that. Alright, I think
we're coming along.
55. Beginning the Circuit Breaker: Well, the next thing
I'd like to work on is this breaker case. Let me press Control and
Shift Z and go in here. And this area right in
here, these pieces. And I've got some
reference images here, kind of zoomed in so you
can see these pieces. And I think this is a
nice bit of detail. I'd like to add
this and we're not only going to have
to add these parts, but also this kind of a
base here where the pieces are mounted onto and it's coming out of the engine case or it's part of the engine case, I think, but I may
just have it be a separate object and then
just kinda push it up close. We'll have to see, we'll
see what we can do here. So the first thing I think
I want to do is just bring in this cylinder right here and kind of get
it in place first. So let's go here to the
left orthographic view. And I will just shift and
right-click and bring that cursor right there to
the center of that cylinder. And let's just press
Shift a mesh cylinder. We could probably
reduce this down to 24 sides, let's say. And then I'll type in 0.01 and 0.02 to really
scale that down. 0.01, I guess I
did. That's fine. I'm also going to
change this from global to local so that
as we turn this, our axes turn as well
with the object. And let's press S, Z, maybe get it to about, about like this, let's say. So I'll just grab
these points up top and let's begin
extruding these up. So did I make this with
a cap fill? I did. I made it with an
end gun up here. Probably should have
done a triangle fan, but I think this will work. Let's go ahead and go with this. I'll press E and pull up
and then S scale in a bit. And then E, S. And then let's just
press I and inset that. Bring it up just a
little bit here. And then E and S. And I'm just working
on this piece right here, E, S, and let's
just bring that in. And then once again, as we've done before, I'll just extrude and scale. And then let's
collapse these into a single point by pressing the M key and merge
at the center. And there we go. Now we can just drag
that up a bit like that. Okay, So we've got that
basic shape there. It feels like it's a little
too tall now, doesn't it? Let's take a look at this again. Maybe I'll scale it down
just a bit like this. Let's try that. Okay, how
about this piece over here? We've got kind of a cube
here, this black thing. And then we've got also this platform that
all of this is on. Maybe let's work on
the platform kind of established that first. So I'll shift, right-click, bring that in here,
press Shift a mesh cube. Let's bring this down to 0.01. And then what I'll do
is scale in the y. And I'll scale in the Z, s, z. And let's turn it,
kinda put it in place. I'll press Shift Z
to go to wireframe. And it looks like it could
go right about in here. I'll scale it in
the y some more. There we go. So let's put it
right about here. And then let's scale
it out in the x. So it's just a little bit
wider than this cylinder here. Something like that. And it reaches out for the cylinder and
there, these straps here. So let's see if we can get that. I'll maybe tab into
edit mode and let's create two edge loops in here. And then maybe I could grab this edge and this edge and just pull them forward
a bit. Let's try that. Just pull them forward
there like that. Then I guess we could maybe
bevel these edges in here. Let me select this
edge and this edge. And let's tap into object mode and apply the
scale here with Control a. And now let's press Control B. And let's pull
this out and kinda scroll the mouse wheel and
get a curve around there. Yeah, something like that. So it just kinda
curves around there. And then for these kind
of straps on the side, Let's take a look at this. Maybe if we added an
edge loop right in here. Let's do that and then took these faces here with Alt click. And then what I'm
gonna do is just hit E and then Enter and then I'm going to press Alt S to use that shrink fat and tool. Here you can see it's
Alt S. So I'll press Alt S and move the mouse
just a bit like this. I'll hold the Shift key down to move it a little
slower like that. Okay, and then this inner
part, inner strap here, I'm just going to add maybe two edges here,
bring them down. So it's kinda centered
along this piece here. And then I will once
again select these faces, it e and enter, and then Alt S. And let's pull these out just a bit
here too, like this. There we go. Let's try that. I
will smooth it. Turn on auto smooth. And I feel like we need
a rounder edge up here. So let's work on that. I will press Control a
and apply the scale. Select this edge. Here we go, select this
edge and press Control B. And let's kinda round this off a bit like that. There we go. Yeah, okay. I think I could
maybe take this edge and bring it down,
some like that. There we go. Alright, so we've got that. Let's establish this cube here. Let's do that. I will select this
face here and press Control S to bring
the cursor there, I'll press Shift a mesh cube, and let's then take this cube. I'll bring it up here. I'll turn it just a bit
and let's scale this up and get it in place. I'll press Shift Z, and
let's scale it in the y. Scale it in the z. Sum
like this, bring it up. Yeah, something like this. Get that like that. Maybe I could turn this
just a bit so it's not, so it's a little more in
line with that cylinder. Let's try that. Then bring this down. Alright, let's take a look. Yeah, okay, that's good, but let's scale it out
in the x like that. And then there's a
thing on the top here. It looks like it's words, but I think I'll just
put a plate on there. Let's just grab this piece right here and press shift
D Z and bring it up. And then I'm going to split
it out as its own object with the P key and
separate by selection. And then if I tap back
into object mode, just select that one piece. I can take it and maybe just
extrude it straight up. I'll hit E and pull it
up, something like that. And then if we take that
whole piece, scale it down. And I just wanted to fit
right on the top of here. Maybe S wide, make it
a little bit narrower. Maybe a little smaller. And then if I press Control a and object mode
and apply the scale, I also want to move that origin to the center of the geometry. There we go. Now let's take these edges
here, maybe this edge, this and this, and this. And I want to press
Control B and bevel this. Just so we have kind of a
rounded thing on top of there. And I guess I can smooth it and turn on auto smooth.
There we go. Now for this piece, we probably want to bevel all
these edges. Now, don't we? So let's press Control
a and apply the scale. And then let's grab all of these edges all the way around, all at the same time. So we get those nice corners. And then let's press Control B and bring this out like that. There we go. And we'll smooth that
and turn on auto smooth. And then maybe let's work on some of these
things down here. Now, I'm not going to
put this hole in here, but I do want this cylinder. I think that'll
work pretty well. Let's press Shift
a mesh cylinder. And I don't need so many sides, so I'm going to take
this down to maybe 12. And let's change this
to a triangle fan. And then let's just scale
it down. Scale it in the z. And I think there
it is right there. That's what we're seeing here. So let's bring this over here. Turn it a bit,
scale it down some. And I just want to bring
it right into here. Something like this. Let's bring this down. So right about here, Let's say I'm going to
bring it up like this. And then I want to put a
bolt on the bottom of that. I think that's a
bolt down there. Let's try it. Where
would I grab a bolt? Well, I can grab one over here. I'll just do that. Shift D. Why? Bring that over
here, bring it up. And maybe I'll zero out
the rotations here. I'll just come over here to the sidebar and drag
select these three fields, press zero and Enter, and that'll take away
the rotation there. And then I can rotate this
in the y-axis, RY 180. And let's bring this
in, scale it down, put it in here, turn it a bit, and I just want
it right in here. Something like this. And then I need to bring it in. So what I can do with this is, as we've done before, I can take this point and move the cursor
to it with Shift S2. And then I can take
this object and snap it to the cursor by
pressing Shift S eight. There we go. Now I can just bring
this down a bit. Now we have that feel like
this could be a little bit thinner,
something like that. And then let's get this
little piece on the top. This is getting kinda fuzzy, but I do feel like
that these kinds of very small details can
really make a difference. So let's give this a try. I'm going to hit
the I key to inset this and bring
that in like that. Then I want something like this. I don't know exactly
what that is, but I'm just going to
hit E and bring this up. And then I'm going to add
an edge right in here and take these faces here and do what I just did with
the shrink fat and tool. I'll hit E and enter and then
Alt S and bring these out, which is really the same
thing as scaling in the x and y and turning the
z-axis off with Shift Z. It's just a different
way of doing it. And I'll apply the scale
for this and select these two edges and just bevel those a bit so we get
that rounded feel there. And maybe I'll press Control and plus to select everything here. Oh, we got one more. Yeah. Alright. Let me press Alt and
Shift to de-select that. And then I'll bring
it down like this. So maybe something like that. We can smooth it and turn on auto smooth and
drag that up a bit. And there we go. I wonder if I could put
this on the other side. We can't really see
the other side. But I would imagine that maybe this thing is also on
the other side too. So let's try it. Let's just bring that
over here like that. Just add some extra
detail to it. Alright, in the next video, Let's continue working on this will create the base of this. Put some screws or
bolts up here on the top and maybe see if we can
get these details here, the wires and even this piece
right here on the side. So that's coming up next.
56. Continuing the Circuit Breaker: Alright, continuing with
the circuit breaker here, Let's just throw some
screws here on the top. So maybe if we
grabbed one of these and I'll change to global here, let's press shift D y
and move this over. And then, well, it looks like it's pretty
close to being right, the angle that we want it. That's good. Let's scale it up a bit. Maybe bring it up in the z. Let's change back to local, and let's scale it in the z. So it's a little
bit thicker like that because they do
protrude up some. And then there's
this washer here. If we wanted to create that, what we could do is maybe
just grab this one edge right here and press shift D z
and move it down to here. And that can be the
beginning of the washer. And then we press E, z and pull down like that. And there we go. Let's hit the period
key and zoom in and grab this edge and
press S and scale in. And I think that'll
work pretty well. Let's try this. I'll go back to global
with the comma key here and then drag in the x to get it back over to about right here, let's say, alright,
and then let's go back to local with
the comma key. Bring that down. And let's press Shift dx and bring this over
here like this. Oh, I brought it out like that. Let's zero out the
rotations here, I'll just type in zero. And then that should
help us a bit if we turn that now and bring
that in the x, Let's do that. There we go. Now we should smooth these. I'll smooth this one
and smooth this one. And we're getting a little
bit of polygons here. So let's grab the auto
smooth and bring that up. And no matter how
far we bring it up, it doesn't fix that. And so that says to me that it's something
different than smoothing. It says to me that it's possible we've got a flipped
polygon here. And how do we, how
do we find that out? And we come up here
to the viewport, overlays and turn on
face orientation. And yeah, you can see here we've got some polygons
that are flipped. With this selected I
can tab into edit mode, hit the a key to
select everything. And if we go up here
to Mesh normals, we can see that to re-calculate the normal's
outside is shift in. So let's press shift in. And that cleans that up, that turns the polygons. So the outside of the polygon or the front of the
polygon is facing out. Now, we need to do that
for this one as well. And it looks like these and
these and this over here. So we've got quite a
few pieces that could stand to have their polygons
turned toward the outside. To do that for everything, what we can do is
here in object mode, we can just hit the a key
and select everything, and then hit the
Tab key to go into edit mode for all
of those objects. Hit the a key to select everything and then
press shift in. And now everything
we've selected on all the objects has been turned. So the front of the polygons are facing the outside
of the objects. There are of course, parts
on the inside that we're still going to have to
close off as time goes on, but for now I think that's fine. So let's come back over here and turn off face orientation. And I'll hit the period key
and zoom in down here again. Alright, So now that
we've flipped those, the smoothing is working. So we can take these two
and just let me come over here and let's press shift D
and X and duplicate these, but they're moving in
their own local axes, so we don't want that. Let me once again switch to
global with the comma key. And then let's pull these
in the x-axis like this. There we go. Alright, now we
want these right in here, these screws on the front here. So I think what we should do, and it looks like it has a
plate here underneath them. So we can use these for that. But let's also take
this right here, and let's duplicate it and bring it down here for that plate. Once again, cannibalizing
wherever we can with the things that
we've already created. So I'll switch back to
local transformation. Let's press shift D y. And then I'll just bring this straight down here like this. And we could probably, well, it's just
scale out like this. And then let's scale in the y as y and bring
that in like this. Maybe we put that
right about here. Okay, Now that we've got that, let's take one of these and
let's move this up here. How about if I use this one, the axes are more in line. So if I press shift D y. And then move it over in the x. We should be able
to get it here. Kind of lined up. Let's do this. And then let's press Shift
dx and move this over here, our z to spin that a bit so it isn't quite the
same as everything else. There we go. Alright, let's
see what else we have here. When we've got these
pieces down here. I think once again
we can cannibalize some things and maybe
use this up here. Let's try this. Let's press Shift dx and move this over and let's
scale it down quite a bit. Maybe scaled in the z. And let's bring this down here, and I want to use it
for this right here. So let's then bring
that in here like that. And then maybe we need one of these for that screw
right there. Let's try that. I'll press Shift D and
bring that up here. And then let's scale it down. Move it in place, and maybe just bring
it up a bit like this because it looks like there's something
in-between there. Maybe another cylinder, maybe
we could put that in there. And then I'm back here there looks like there's
a plate or something. It's really hard
to tell of course, but it looks like there's
something back there. So what I'm gonna do is take this and duplicate it Shift D. And then I'm going to spin
it in the z or z zero, and then spin it
in the x or x90. Now we've got this
piece back here. Scale it in the y.
Maybe move it this way. There we go. So we've got something
like this back here. And then we want this piece. And that looks to me like
kind of a flattened cylinder. So if we took this and
move the cursor to it with Shift S2 and
created a cylinder. We've got 12 signs,
That's probably fine. Let's give that a try. I'll press Shift Z and
scale that up a bit. And then let's press S x and kind of flatten
it like this. And we could maybe turn it. Let's turn it this way. Scale it down a bit. Move it over here. We'll move it out some. And let's see where we are here. It looks like for this
up a little higher. Oh, I've got the whole
thing pulled down, So yeah, I should probably take all of these here and
just move them up. I'll hit the G key. Because if I grabbed
by the y here in local mode,
watch what happens. Everything kind of moves
in its own direction. So I'm just going
to hit the G key and move it straight
up like this. Maybe up to about here. Let's say. I'll take this and I'll
smooth this and turn on auto smooth and maybe
drag it up just a bit. There we go. That's smooths that out some. And then a cylinder in here. How well, okay, we'll
just take this one. And let's just select this edge loop and
press Shift plus. And then we'll just
duplicate and press Z. Move this down,
scale it up a bit, and maybe scale in the Z
just to here like this. Okay? And then we can hit the L key and move
that down like that. Alright, so we've got that. I've kinda want to spin this
RZ, something like that. There we go. So it isn't perfect. And we probably need this on
the other side too, I bet. So let's take all
of these pieces, combine them together
with Control J. And let's raise smooth it
and drag these up like this. Well, it's a little too much. And do We, did we
flip a polygon here? Let's go back to
face orientation. No, we didn't flip a polygon, but we do have this kind of crease there and I
don't really like that. So not sure how we can get rid
of that by smoothing here, because if we take
it all the way up, it then collapses or destroys
our other smoothing here. So I think what I'll
do is just undo this. There we go. And
let's try and add all of this, this here. So everything else is taking on the smoothing
of this object here. So I selected it last
and press Control J. And there we go. Now
we've got this here. Maybe I can smooth
that, but there you go. Yeah, I think that
helps a little bit. There. There we go. So sometimes the object that you choose last when
joining things, when joining objects together can make a difference in
how the smoothing goes. So once I've done that, now let's take these and mirror it over
to the other side. So I'll take this. Maybe I'll move the cursor into the center of this object, will change this to 3D cursor. Now, let's mirror in the
x-axis, shift D, Enter, Control M and X, and Enter. There we go. Now we have them
on the other side. Now let's add a couple of paths for the wires here
and this piece here. So let's grab a point up on top and move the cursor to it, and then press
shift a curve path. Let's then take
this down to 0.01. So it's pretty small here. And I'll just move it
and tab into edit mode. And then we could just maybe start bringing
these down here. So let me switch back to median point and start
bringing these down. Oh, let's change to
local transformation. And in object mode, what I can do is turn this so the z-axis is in line
with this object. So if I hit R and turn it a bit, you can see now that z-axis is more in
line with the object. So just turned at
about 24 degrees here. Now when I grab one of these, that z-axis is in
line with the object. And it looks like I wanna
go down to about here. And then let's begin pulling
some of these out like this. So we're just trying to
get this piece right here. Maybe I'll bring this
down a bit like this, and maybe this one
can then extrude. Let's hit E, z and pull down and maybe bring
this up a bit. Then we want to extrude in EX, and I'll bring this in a bit e x again and go in like that. There we go. Alright, now let's give it
a little bit of thickness. I'll come down here to the
object data properties. We'll click and drag
in the depth field. And then I want to take the resolution preview and I'll just take that
down to three. I don't think we need
a whole lot here. And I'll take this
down to three as well. Maybe I can spin it. Let's change back to the 3D cursor with the
period key and then press R, z and spin that around
like that. There we go. Then down here we want
to do the same thing. So let's just grab this point, move the cursor to it, shift a curve path. And for this one, I think I want to
move it this way. If we tab into edit mode, maybe I could take all of these and move them
out like this. But one more here. Oh, let me switch back to median point with
the period key. There we go. And I'll take all of these here
and move them up. And we could maybe just
begin moving these around and I just
want to move it so we can't really see
where the end is. That's all. Just trying
to be tricky about this. Move that down a bit like this. We could basically just duplicate this and put it
over on the other side. Let me once again
type in three here. I'll type in three here, and let's click and drag
in the depth field. And then I'll just press Shift dx and move
this over here. And we'll take some of these and just move them in like this. And maybe like this, just grab this and
move this around. Let's see how this works. Yeah, That's kinda nice.
Let's get them so they aren't exactly on axis here. Maybe I'll grab this one and
bring that up like that. Maybe I'll take this
one and move it down. There we go. Alright, the last thing
I think we need to do is build this base down here. And we'll also build
this stem right there on the bottom
of that breaker case. So we'll do that
in the next video.
57. Finishing the Circuit Breaker: Well, to get this mounted
on some sort of a base, I think is going to
require a little bit of organization here
because first of all, I've created this, so it's intersecting with the
engine cylinder here. So we need to move that out. And to move all of this out
or move it around would really be a lot
easier if we could select it all in a collection. So let's scroll down
here and let's try and figure out if all of this is part of that circuit breaker. It looks like it is. Let's go ahead and add this
to a collection here I'll press the M key and
create a new collection, call it circuit breaker. And now if we selected everything or actually if
we hit everything in here, Let's try this, Let's
hide this and okay, so we've got a few
more things in here. These are things that I've duplicated off
of other objects, I think veteran
other collections. So let's just drag
select all of these. And oops, I accidentally
selected this. Let's de-select that
with the Shift key. Is there anything else
in here selected? Now? Okay, so let's move this into the circuit
breaker collection. Okay? So now we've got that. If we unhide it now, we can right-click on it in the outliner and
choose, Select objects. And now we should be able
to move this around. I'll press the comma
key and go to global. And let's just move this in the x axis out from that engine. And how far out should it be? Well, it looks like
it kind of comes right to where that
front pieces right here. Yeah. Let's try that. And then I feel like we
could go down a bit. But also, I think this piece just isn't big
enough on mine yet. So let's try and
scale this up a bit. Let's hit the S key
and scale it up. And I'll get the
common key and go to local transformation and move
this up a bit like this. Alright, that's a little
bit closer to what we have in the reference
image, I think. Yeah, like that. And then since I've done that, I really need to change this. So I'll press Alt Z
tab into edit mode, and I'll just drag select these
points here. Alt Z again. And I just want to bring
these back like this. Let's try that. Maybe we bring it down a bit. Let's select these
objects again. And I'm going to hit the G key and move this down
into here like this. Since this is a little bit lower than the
reference image here, I'm going to make this lower than the reference
image as well. So maybe something like that. Alright, let's see if that's
about in the right place. I think that's pretty good. And then we could move
this cover back a bit. In other words, we could
maybe take the back of here, alt click between two faces there and then press
Control and plus and move this up and
then move dislike this, and then move this
whole piece back. And once again, I think
we're going to have to do a little organization in the outliner because I
don't know if everything is in the right collection here. So let's just hit
the period key on the numpad to find what
collection that's in, that's in the case cover here. So let's select
objects out of that. But look at all the
objects that are in there. This and these over here. So we're going to have
to do some work to get those in the proper
collection first. Okay, so let's take these, I'm going to grab these
screws here. There we go. And let's move these into the knuckleheads
collection here. So M, engine and knuckleheads. And then these over here
should do the same. Right? Like this. There we go. Now
let's try that again. Let's try the case cover again. I'll select the objects. That's right, We've got
that one over here. Now, where is this? Let's hit the period
key over here. Here it is. It's in the transmission. Okay, so we want to
take this screw, hit M and move it to
the transmission. Okay, now, so you can really see why it's good
to keep organized in this kind of project
because you can select objects and move them around a lot easier when they're
in collections. So let's go to the case cover and right-click
and select objects. And let's take a
look at that now. If I press Shift Z, are there any other
objects that are selected? Doesn't look like it. Okay, so now let's take
this and move it back. We need to switch to
global to do that. Now let's move that back. About like this. Then I think we're a little bit closer to what we're
seeing here now. This is pretty close to the
edge of this right here. So I think we're getting closer. Let me take this case
cover once again. No, I want the circuit breakers. Let's find that. Here we go. Circuit breakers and
I'm going to move these forward just
a bit in global. That, alright, so now
that we've got that, let's create this base here under the
circuit breaker case. So I will press Control a
and apply the scale here. And then I want to select
this face down here. And I'll hit the I key to
inset this in like this. We're getting this
right in here. And then I'll hit the Comma key, go to local transformations, and let's hit E and pull down. And then I'm going
to hit E again and pull down again and then scale in some like
this to get this here. And then let's hit
E and pull down. And then this, once
again, let's hit E, pull down and S and E
and pull down like that. Alright, so now we know where our base needs to go to
connect up with this. So I think first of all, I'm just going to create a
cube over here underneath. And then we'll extrude over
to hook up with this part. So let's grab this piece
and maybe I'll just, maybe I'll just take
this face here and move the 3D cursor to it
just to get close. And let's press
Shift a mesh cube. Let's take the
cubed down to 0.1. There we go, and I'll
scale in scale in the y. Let's turn it. So it's in line with this piece. And move it down
underneath here like this. And I'll scale it out in the y, actually a bit like that. Alright, so now are we in
a pretty good place here? Yeah, that's not too bad. Let's press S and X and
scale out just a bit more. And then I will take this face down here and
let's move it down. And now I want to get over here. So let's create an edge with
control are writing here. And maybe I'll take this
face now and move it toward their like this. And then let's take another edge and move
it right in here. And then let's just see if
we can extrude this with E and pull it out like this. Alright, and then let's
see if we can move this up just a bit like this
and connect with that. Alright, How does that look? I kinda feel like I want this to go straight down a
little bit more. So I'm gonna take this edge, I'll just add an
edge back and bring it straight down like that. And then this one
can maybe come up and we can give it a bevel. Maybe let's try it. So maybe right up in here. We could move this over to here. Let's just try that. Let's apply the scale
here and then press Control B and bring
this out like that. So it kind of curves there. Alright, let's go
ahead and smooth it. And turn on auto smooth. And what do we think? I think I need to
connect this somehow? It needs to come forward
to the back of this piece. So let's see if we can
isolate this first, I'll hit the division key
and then tab into edit mode. And I'll just in face mode, I'll hit the C key and just
circle select all of these, and then the division key again. So when we tab into edit mode, we've got those selected still, and I'll move these
forward like this. Let's try this. The only thing I would
say as I've kinda like the circuit breaker to come
forward a little more. So let's just select this here. Oh, I've got this
as part of that. Let me get that out of there. I'll press M and choose scene collection just to move that out for the time being. Because I want to move all of this independent of the base up. Once again, switch
back to global. And let's move that forward. Just a bent like this. Yeah, I just wanted
something that kind of blends in there so we don't really get a sense
that it's a different piece, will put all the same
material on that. And I think that'll
do pretty well. Now, do we want this
whole piece to come back further than it is? So do we want all of this? Come back toward here? So maybe I just drag
this back to here. Let's try that. Yeah, I think
that's pretty good. Now let's take this
and add it back into the circuit breaker
collection there. And that kinda gives us a sense that that's kinda all one piece. Yeah, there we go. Now we've got our breaker case and various pieces that
go along with that. I think those small
details are going to help.
58. Continuing the Exhaust Pipes: In working on this piece, that circuit breaker case, I see that there's an exhaust
pipe coming down here. Let me look at the
other side here. You can see it coming
out of the engine here down and it goes
around and connects up. I'll press Shift C,
connects up with the exhaust pipes that we've
already created down here. So if we take a look at it here, let me press Control
and Spacebar again. And you can see it coming
out of the engine here. And then it comes
down underneath, bends a bit out when it comes
down here to connect here. And there's this piece, so I'm not quite sure
if it's all one piece. I think it may be, but it comes down here
and then it has a bend out and then connects with
this part of the exhaust, the muffler, I
think in the back. So let's work on this. Let's press Control
Spacebar again to go back and we can
kind of see it in here. Although it's really
hard to see with all the black tubes and engine parts and
things like that. But let's give this a try. I think I'd like to
press Shift a and create a curve, a path here. And then I'm going to tab
into edit mode and hit the S key and scale down a bit. Then let's turn it
in the y-axis RY 90. And if I come over here, I'm in the left orthographic
view currently, and I'm going to
come in here and just put this right here. Maybe turn it just a bit
and begin like this. I'm going to just grab these points and move
them into place where I think that exhaust pipe
is it's difficult to see, but if we begin at right here, yeah, I think
that's pretty good.
59. Connecting the Exhaust Pipes: Alright, let's work
on this piece right here to connect them
all up together, all the exhaust pipes. Before I do that though, I feel like if I go to the bottom here with
control numpad seven, kinda need to take maybe some of these and just
move these back a bit. So we're not intersecting
with that pole there. Let me just adjust that
just a little bit. Let's see how that works. Yeah, I think that's
a little bit better. And then I feel like this may be a little
bit too big still. Let's take a look. Yeah, let's bring this down
just a little bit like this. Just wanted to be more in line with the other pieces here. Yeah, I think
that's pretty good. So to get this piece here, Let's take these pieces of the exhaust and let's isolate them with the
division key on the numpad. And then let's take
this point right here. And I'm going to create
a circle at this point. I'm going to press Shift us
to move the cursor there. And then I'm going to use that circle to
then duplicate it, bring it down here, and get that shape here, and then also duplicate
that and extend it out to get the oval shape
around the edge. So let's press Shift
a mesh circle. And I'll give this say 24 signs. And let's take it down to 0.01. Let's try that. And that's pretty small. But we can do is scale that out. And once we get
it to this point, Let's hit the R key and
bring that up like this. Let's try and get that
aligned to this pretty well. Something like this. I better change from global to local and then move it
up just a bit like this. And maybe let's
scale it in a hair. There we go. So it fits
pretty well around that. And then from here what we can
do is just duplicate this. I'll press Shift D,
and I'm going to drag it in the
z-axis down to here, turn it like this, and maybe move it. Let's move it back. So it sits more on here. And then we need to stretch it and bend it around this
particular pipe here. So I'll go into edit
mode and I'm going to extend this out just
a little bit more. And then what I'm
gonna do is just take maybe two points here. And I want to bring them down using the
proportional editing tool. So I'll turn this on and I'll ensure that connected
only is on. And then what I'm
gonna do is hit GZ and scroll the
mouse wheel until I can see that range of
influence here and then begin pulling down and
scrolling out just a bit. So it kinda bins
around that pipe. Here we go. So I'm
gonna move it back. I'll hit the 0 key to turn off the proportional
editing tool for a moment and then scale
it in just a bit. Something like this. Maybe I'll tilt it, bring it up. So I'm just trying to
fit it around here. So we get this piece right here, that little edge right there. Maybe I'll scale it in the
X to kinda bring this in. Maybe too much. It's bring it back out
a little like this. Alright? And then you can always go in individually and tweak
a vertex here or there. Okay? Now what I wanna do
is combine these two, this and this with Control J. And then I want to
bridge edge loops. So I'll select that edge, Alt, Shift, click that edge, and then let's press Control E and bridge edge loops right here and see how we do. Okay, so we've got that, That's pretty good right? Now we need to take this here, duplicate it, and do that
again for the outer rim. So let's press shift D and maybe I'll go back
to global for this. Let's try this. I'm going to press the S
key and scale out a bit. Press S and scale out like this. Alright, and then once again, I feel like I need to
grab these points like this and bring these down again with the
proportional editing tool. And once again,
I'll turn this on. And now that we're doing this as all part of a larger object, we need to ensure that
connected only is on so that we don't pull
around these other points. So I'm going to press G and Z and bring these down,
something like this. See how that works, okay? And then now we just need
to do some tweaking here. So I'm going to press. Our z and turn it in
the z-axis a bit. Then I'm going to move
it around and try and just fit it to this
a little bit better. We may need to do some individual point
pulling and that's fine. We can do that. I'm just going to try
and get it as close as I can before I start pulling it around
individually, point-by-point. And I'll switch back to global. Bring it down a bit to
actually that's not too bad, even without pulling points. So I guess now I'm
gonna have to write, I'm going to have to
pull these out a bit. Just a little bit. Isn't too bad actually. Ok. Now we can take
this and this, and we can bridge
these edge loops, control E bridge edge
loops. And there we go. Now we do need to do some point pulling here to
kind of extend this out. So another tool we can use for this is our snap tool
here we can turn on snap. And now if we pull this
menu down and we can snap to say the faces or the volume. We may need to do a test or two to see which
would be better. But let's try volume here. And then let's move
this out a bit. And that's not doing it. Let's try face. So I'll hit G and
move that out and that's working a little
bit better, I think. Yeah. So if we move
that out a bit, we can begin to
kinda slide these out and get a better
shape to this. So maybe I want to bring
these out as well. And I'm not so concerned
about back here simply because we're never going
to see this back here, but I can just move
these around a bit. Now let's turn off our
snap tool and we can begin pulling these out from the
mesh just a little bit. All right, We're
getting there and then I'd like to take
this edge and hit the G key two times and kinda slide that up just a little bit. And now we have
that basic shapes. So we could then take this edge and hit E S
and close this off. We can take this
edge here and hit E S and close this off a bit, although we need to probably
bring this down like this. And then scale in
the x like this to close that off. There we go. And then I think
I'd like to smooth it and maybe grab these
edges and move them up. So there's gonna be
some tweaking here that we're going to have
to do periodically. And that's okay. And then let's give this a subdivision surface
modifier here, right up here. And I'll turn on the cage. And let's begin adding some edge loops in
here, like in here, let's say one down
here, one in here. And maybe even here. Let's add one out here. One up on top. There we go. Yes, So we're getting
that shape now. I'm going to bring some
of these up in here. Once again, we're
just going to have to begin moving a few
things in and out. We could also maybe
take these edges here, it G2 times and slide these in. So we get a little
bit sharper edge. Here we go. Yeah, that's kinda nice. Then as we begin to finalize, everything will go through and convert these two polygons, maybe add a subdivision
surface modifier to them. And some of this blocking, this that we're seeing
here may be cleaned up. So right here, let's go
ahead and take this and just bring this into
here. Yeah, there we go. And as I said, a lot of these connections
can be cleaned up and tightened up once we
convert those two polygons. Alright, I'll hit the
division key, and here we go. We've got our exhaust
pipes connected up.
60. Beginning the Rocker Clutch Pedal: Well, we've added a good bit
of detail here on this side, I think let's go around
here and see if we can fill this space
a little here. And in that space is this
rocker clutch pedal. I've got an individual
image of it here. And you can kinda see how it's
placed on the bike there. And there's also this
cylinder behind it. So let's work on
these pieces and see if we can fill this
space a little bit. I'm gonna hit the
three key and Shift Z. And let's take a
look at it here. And you can see there's
that petal right there. There's this piece, that kind
of pie shaped piece here. And then I think this is the cylinder behind
it back here. Let's first of all create this curved pie
shape right here. What I'll do is
I'll press Shift us wanted to move the cursor
to the center of the grid and then I'll press Shift and right-click and move
that into about right here where I think the center of
that piece would be. And then let's press
Shift a mesh cylinder. Well, let's see how many
sides do we think we need? I'm gonna go ahead
and leave it at 32. I'm going to change the
cat fill to triangle fan. And I'll take these down to 0.1 and 0.2 just to
shrink it down a bit. Alright, let's turn it
in the y-axis, our y90. And let's go back to
wireframe was Shift Z. And let's scale this down to about where we
think it should be, maybe right about
here, let's say, and then let's deal with
how thick this should be. It looks to me like
it's coming out close to the edge of
the chain guard here. So let's bring it in maybe about this thick and then bring
it back out to about here. Let's try that. And then I want to make
this piece out here. I could select these faces here before I do that actually in change the shape of it at all. Let's get this little
cylinder piece in the center. Let me press Control a
and apply the scale. Then I will hit
the C key and use the circle select tool to
select these faces here. And then let's inset these. Let's just hit the I
key and bring these in. And maybe right about here. Alright, and it looks like
there's a little edge there. So maybe if we took this
edge right here and just hit Control B and beveled
that just a little bit, just a very tiny bit. We've only got one segment here. So now let's just
extrude and push back like that in the x-axis. Okay, so we've got that there. Now what Let's do is
work on this part. And I think for this part, let's go back to that side view and let
me go to face mode. And it looks like maybe we
could just select these faces. You can see it right about here. Maybe these faces here and
extrude these this way. So I've chosen eight
faces on the side there. So what I'm gonna do now
is just hit the E key and extrude toward that
smaller part there. And then let's just hit the
S key and scale those in. There we go. So it looks kind of like that. Let's try that. Yeah. Okay. Oh, you know what I did though? I didn't constrain or
turn off the x-axis. Let's do that again. Let me press control Z and
let's go back to here. And then when I scale in, I need to turn off
the x axis, right? So let's press Shift X and
then scaling like this. Oh, I better press Shift
Z so we can see it. So we doing here. Yeah, something like that. Let's try that. Now
that we've done that, we could take these edges
right here, this and this. And we can scale these out. Now, how do we scale them out
in this angle right here, right here between these, well, what we can do is change
from global to normal, and that gives us an axis going directly
between those two. So let's press S, Y and
pull those out until they even up with the
rest of the object there. Let's see how that works. Yeah, that's not bad. I think we need to go out
a little bit more though. Let me just press S and Y and bring that out a
little bit more. Alright, let's try that. Yeah, So I think we've got a
nice shape there for that. Now let's think
about this piece. This is a little more complex, but I think ultimately it's
really just a cylinder here. And then we're going to
select points or edges along the bottom of the
cylinder and extrude out, and then extrude
down in the z-axis. And I may do this on the axis. In other words, I
may do this so that this piece is straight
along the y-axis here. Then. Once we're all done, then we can rotate it down
to get this angle here. So let's first of all create
that cylinder or excuse me, actually, I think I'm
going to use a circle. Let's do that. So let's select this point here and press Shift S to,
to move the cursor. And then let's create a circle. Here. I'll go ahead and keep
it at 32 vertices. I think that's pretty good. I'll bring this down to
0.1 so we can see it here. And I'll also change the
fill type two triangle fan. Now let's turn it in
the y-axis RY non-zero. Let's scale it down some. So it's just inside that circle and I'm going to pull it
out just a bit like this. We go because we're going
to be adding some thickness to it so that thickness will extend back to this object here. And now before we begin
extruding this out, Let's get this centerpiece here. We might as well. Before we do anything else, I'm going to press Control a
and apply the scale so that if I select all of
these faces here, I can hit the I key and inset in and I'm
going to inset twice, just so I don't pull it real far and maybe inset like this. And then I want to get
this little ridge here. So how do we do that? Well, let's just
hit E and pull out. And then I'll scale in a bit. And then if the I key
and pull in some, and then once again
E and push in, scale in a bit. And then I'll press, I go in like this. And maybe just one
little thing in here. Let's, let's do that. Let's go ahead and hit E
and I and then pull out. And I'll scale in
some like this. We just have something in there, in that center there. Well, I feel like I need to take this row of faces and just
scale them in a bit like this. And I'll even put an edge there, pull it out a bit. There we go. It's probably way too much
detail than we need there, but I'll go ahead and do that. I don't know that I'm
going to deal with this little notch here. If we do, we can use a Boolean, but I don't think
I'm going to worry about that right now. So what we need to
do now is select some edges to extrude
out, to extrude down. And really I think we kind
of need from here to here. So let me just select
these all the way around. I'm just holding the Control key to connect the selection there. And then from here, I think I'll just extrude
these edges, right? We just need to hit E X and
pull these out just a bit. You can see that here. And then what we can do
is just do that again. But this time pull
it down a little bit and maybe scale
it out in the Y, S, Y, like this. So we're just getting this here. And then we can do that again. Let's do that again
here because it looks like it comes
out quite a bit here. Ex, bring it out, pull it down. And we could probably
begin right here, scaling it out quite
a bit by pressing S Y and kind of bring
it out like that. Alright, I think we've got
a good beginning here. In the next video, we'll continue on
extruding this and pulling this out to
create this shape.
61. Finishing the Rocker Clutch Pedal: Continuing with the
rocker clutch pedal here, let's select this
edge once again. And I think this time I'm
going to go straight down. I'm going to hit E and Z and pull straight down
and then hit S, Y and pull out some like this. And then let's do
that one more time. I'll hit E and Z and pull down. And then let's scale
out and the y SY. So now I think we're down to, well, let's see, Let's go back to the side view
and press Shift Z. And let's see if we're getting
close to that size there. It looks like we could use one more extrusion
now, doesn't it? So let's try that. I'll bring this up again. And then let's do
one more extrusion. Easy, pulled down just
a bit, and then S Y. And bring this out like this. We're going to extrude out from this bottom edge
down here for this part. And we're going to
extrude out from this, appear on the top part. So let's begin with this. Let's select these faces here. And what I'm gonna do
is just turn them off, flatten them in the z, S, z zero like this. And then I'm just going to
bring these down like this. Maybe something like this. Oh, it looks like we probably
need to pull this out more. Yeah, let's do that. Let's take all of this and just bring them out more like this. Okay? So I've got this part here. And to get that
curve right there, I'm just going to
bring this around. Just kinda begin pulling some points around until I
get it the way I want it. These two could be extruded
down for this curve here. Let's do that. Let's hit E and pulled
down in the z-axis. And then let's just hit the S key and kinda bring those in. We could even take this one
point here and bring that down just to begin
to get that curve. And I'm planning on putting a subdivision surface
modifier on this to give it more clean curves. And then I think this right here could maybe be
this right here. Let's see, Let's just
hit E and pull this out. And then I'm gonna bring
it over here, scale it in. And we could just
kind of arrange these points until we get
something that we want there. Maybe something like that. Then this out here, let's hit G and pull that out. So we're getting
this right here. That's got that
nice curve there. We may want to take all of these and just pull
them down a bit like that so that we can maybe
have a nicer curve here. Maybe take all of these
and pull them down a bit. Something like that. And as I said,
sometimes you just got to grab some points
and pull them around. I think what we should do now is extrude these pieces out. So I've got, I've got this
piece and I've got this here. So what I wanna do is extrude these out in
the same direction, in the same amount. So I'm going to hit
E x and just pull them both out at the
same time like this, maybe something like that. And we go. And then I want to take this face here and
these faces here. And let's hit the
I key and inset these in a similar amount. Maybe like this. And then let's delete these. I'll hit the Delete
key and delete faces. There we go. And these seem a
little bit too wide. Let me just scale
these in a bit. More like that. I
think I'll grab these and these edges
here and just hit S, Y and move these in a bit. And then while we
have this still as just a plain is just a
two-dimensional object. Let's go ahead and smooth it. Let's turn on auto
smooth down here. And let's add a subdivision
surface modifier and see what we get. Well, if we go back
down to auto smooth, we could turn that off actually and get a little
bit more curve in there. Actually, I can drag this up. Well, that's not
bad if I use this. I'm not a fan of
what's going on here. And I realize now I extrude this out and forward from
the same point here, and that might not
have been a good idea. Let's see what we
can do with it. But this right here may
cause us some problems. Let's insert some edge loops here to make these a
little more rectangular. So I'll press Control R
and let's put two in here. Two in here. In here. Alright, and then I can do
the same thing over here. Let's, I've already
got two here. So let's do two over on this side and two
over on this side. And that kinda helps. Alright, now we
could maybe take, let's take this point and
move it up a bit for this. And then I'm going
to take this face here and hit the I key. And kind of scale
that in just a bit. And then hit Delete
and delete faces. And now we can kinda just
grab these points and move them around
for the hole there. Let's now add a bit of thickness to it
and see what we get. So let's come down here. I'm going to twirl
this up and let's just add a solidify right here. Alright, let's choose
even thickness. Oh, I'm also going to apply the scale Control a
and apply the scale. And then let's click
and drag this down. This point right here is
causing us some problems. So I may have to
redo that or figure out a new way to do that
because when we get it, the proper width all the way around and that
doesn't look too bad. We've still got a
problem right here. And if we tab into edit mode, It's this point right here. So what I'm gonna do is
take away the solidify. And I need to think about this. What I could do, I think
is maybe rip this. So if we take this point
here and we go up to vertex, we've got rip vertices, and I'll go ahead
and choose that. And then if I then just
grab one of those points, you can see it is split out now. And I'm gonna do this again. I'm gonna hit V and
move it one more time. We go. And just wanted to
split that up some. And I'll take these
two and merge them back together
at the center. What I'd like to
do is just put 0. I've got these that came out. Let me hit the M key and
merge those back together. Maybe I could just add
a triangle to this. Let's try this. I'm
going to select these two edges
and hit the F key. And then let's see if
this does any better. It may not because we've still got a single point
there, but let's try it. Let's come down here, add a solidify and then even thickness and click and drag and
bring this down. And yeah, that really does
clean that up quite a bit. And let's just try
and bevel this. I don't think we're
gonna be able to get too much of a bevel on this because of
this area in here. So let's just press Control
B and bring that in. And you can see how it
kind of crosses there. And that may not
be enough for me. I may not be able to do that. So I wonder if we could add a subdivision surface
modifier instead. Let's try that. And what I'll do is just
tab into edit mode. And let's see if we can
add a few edges here and press S and scale
out. There we go. And we should probably
add an edge in here. Let's try that right here. And then up in here to
kinda clean this space up, maybe we could add an
edge right in here. Kind of bring that up like that. Yeah, that helps kinda give that more of a rounded edge there. Alright, I think that
looks pretty good. Let's now take this. Go to the side view, press Shift Z, and let's just hit the R
key and kinda turn it. See. Let's then just select these here with the
circle select tool. And then I'll press Control
I to invert the selection. And then let's
scale it from here. Let's hit the S key and
scale out like this, and then bring this
down just a hair. Alright, so I think we've got the basics of the
rocker clutch pedal. There's of course more
that we can do with this here and that little
slot up there, et cetera. But I think for now let's move on to another part of the bike.
62. Beginning the Engine Guards: Alright, the next thing
I'd like to work on is this engine guard here, this tubing coming out on either side and curling down and attached
to the frame there. It is, of course, something you can
put your feet on, but it seems to actually
be called an engine guard. So let's work on this. This particular picture doesn't
seem to have one on it, like it's been removed, but this one over
here, this does. So we'll be using some of this. We'll be using maybe
the front image, but we can't trust this too much because it's got a lot
of perspective on it. So anything beyond the
front tire is going to be smaller or narrower
than it actually is here. But let's give this a try. I think I'll begin over here. On this side. If we press Control
three and Shift Z, we can come in here
and see there's this cylinder right here. So I think first of all, I'm going to add a
cylinder up here. So maybe let's see where
I can plant a cursor. How about well, I'll
just create it in the center of the grid so I know it's there in the center. I'll press Shift
a mesh cylinder. And for this, let's, I'm gonna give it 24 and I'll type 0.1 and 0.2 just to
shrink it down a bit. And I'll go ahead and
use a triangle fan here. And so I'll turn it RY 90. Let's scale it down and
let's put it in place. I'll press Control
three and Shift Z. And let's hit the G key and
just move this right up here. I'll hit the S key
and scale that down. And it needs to sit in
front of the frame here. So maybe something like this. Let's try that. And if I tumble around, then I can scale
it out in the x. And maybe it just like that, I think it stays. Well, it's hard to tell.
It maybe will come out to the edge of the frame. So let's bring that out as x and maybe bring it
out right about here. Alright? And then I will take
this point right here. And let's move the cursor
to it with Shift S2. And then I'm going to
create a path because I want to use a path to
create this tubing here. So let's press shift
a curve and a path, and let's shrink it down. I'll just hit the S key
and bring it out here in the x and hit the period key
on the numpad to zoom in. And let's just move this so it's kinda right there coming
out of that cylinder. And then let's go to the
front view with the one key. And as I said, this is
gonna be off simply because of all the perspective
that is in this image. This is a wide angle
lens off an iPhone. So we tab into edit mode, we can kinda get a sense
that this is how far above. So maybe that's how far
below it should be. But for these, let's just
begin pulling these down. I'll just grab this and
pull it down and move it. Maybe let's bring it
back up like this. So we get these kind
of close in like this. And then let's take
these and move it in. So I'm just trying to match
up the curvature of this, if not the actual size
and placement of it. So maybe something like this. Let's see. Yeah, let's try that and then I'll hit
Easy and pull down here. Then let's begin going
back in toward the bike. So let's hit E and
pull in just a bit 0s and just give us this
kind of curve through here. And I'll bring that
into about right here. We don't really know exactly where that's going
to be quite yet. But if we tumble around, we've got the beginnings
of this shape here. Now, what I wanna do is curved this and it looks like it
goes pretty much up and down. And then it kinda curves
down and back to the frame. So let's just take
this and pull it back. Get it pretty close
to the frame. Let's see what does
it do at the end? Let me see if I can see here. Let's press Control and
Spacebar and zoom in. Alright, so it looks
like what it does is it collapses down like in the z-axis and
then maybe extrude forward and then extrude
down to get this part here. So there's kind of a flat piece. And then I believe this cylinder is
attached to the frame. And then there's a cylinder
going this way as well. And maybe a bolt here
that might be suitable. It's hard to tell
what it actually is. So maybe a bolt would be good. We've got a few bolts
up here as well, so maybe that'll be good. I'll press Control Spacebar. And so let's see how
this is looking. I'll just select this and
move it back just a bit. Yeah, So if we tap
into object mode, we can see what
we're getting here. How's that look so far? I think it looks okay, but let's add the cylinder to it or the Tubing to it. Just make sure Let's come over here to the
object data properties. And I'll take the resolution
down to four here. And then let's go down and I've got the resolution
at four here. Let's press Shift and click and drag in this field to pull this out a bit to see if we can
get it about the right size. So let's see. I think for the
tubing it's not bad. At least the size isn't bad. The radius, but I don't like how it's so
straight up and down. Let's take a look and see. Let's press Shift Z and
we're getting there. Okay, I think I need to come down quite a bit
more here now, don't I? So let's tab into edit mode. And I'll bring this down here. And let's take all of
these right in here, and let's bring these
down like this. And maybe we need to bring
this out in the x-axis. Control three. Here we go. And maybe I'll hit G
and move this forward. So you can see, I've got the image here, is if I curve it up, it may be hard to see
from where you are, but hopefully on yours you
can see where that image is. And maybe if I take this
and move it down a bit. And let's just see. Maybe I'll move this
down a bit as well. Alright, let's take
a look at this now. What do we have? Alright, we're getting closer
to that curve down there. That's good. I feel like this now can
come back a little bit. And I believe this curve is
a little bit more curvy. So I'll bring this
bag like that. Let's see if I can
bring these out at all. And then let's also bring this up in the depth field so it's a little bit thicker like that. How's that look? Yeah, I think we're
getting there. Let's take a look at it. Mirrored on the other
side and see if that helps us get a sense of whether or not we're doing this or at least on
the right track here. So what I'll do is
I'll take this and move the origin to the
center of the grid. I'll move the cursor
first with shift S1, and then let's go
up to objects set origin and origin to 3D cursor. Now we can come over to the modifiers panel and
add a mirror modifier. And there we go. So
how does that look? How's that looking?
That's not bad. I feel like these maybe need to come out just
a bit like that. And then maybe these
go in just a bit. So it's a little bit
more curved there. Let me take this
one and move it in. And let me take this and scale it down in the y
and the z, but not the x. So I'll press Shift X and bring that down
a bit like that. Maybe we could smooth it. Add auto smooth
there just for now. See how that's going to do. Yeah, I think we're
getting there. Alright, so in the next video, but let's do is let's
attach it to the frame. Let's create some of
these attaching pieces. The bend here, the
cylinders here and here. And maybe it looks
like this piece has got something underneath it
going on where it attaches. Let me select this and hit the period key where it
attaches to the frame. So I'll see if I can find any other images that gives us some clue as to
what's happening there. But yeah, I think we
are getting there. So we'll keep at this
in the next video.
63. Finishing the Engine Guards: Well, I found another image
on the Internet of one of these engine guard tubing here from 1936, Harley Davidson. And as I thought
it's got these kind of flat pieces that turn down. But it also has
this piece up here coming off of that
cylinder is this. So maybe I should
try and make that. So it kinda connects
to the frame. It's really hard to see here. I think that's
what this is here. But let's at least
create something like that just to have
some detail in here. So what I think I'll do is
maybe tab into edit mode. And I feel like I
should split this in half and mirror it. Let's do that. So I'll just press Control R and then hit the Enter key twice to ensure
it's in the center. And then maybe let's
just drag select this side and hit Delete
and delete faces. And then we can just add
a mirror modifier here. Oh, and it looks like we're
going to have to apply the rotation because it's
mirroring in the x-axis, but it isn't doing
anything here. So let's apply the rotation
and control a and rotation. And there we go. And then we can
turn on clipping. And let's see what's happening
with our auto smooth here. Yeah, we can clean
that up a bit. There we go. Alright, so
now that we have this, let me go back and turn on the cage so we can see
it on the other side. Let's just add an edge
loop in here somewhere and then pull this piece
off down here. So maybe, I don't know, maybe something like this
or even this that we can pull down and then extrude
out to get this plate. So let's try that. Let's just hit E and pull down. Let's change from global to normal orientation and then continue to pull
that out like this. And then let's add
an edge loop here somewhere and take this face
and let's extrude this out. So E, and let's just
pull that out like that. So something like this. Let me go back to global
and I'll pull that back in. Let's go with that for now. I think maybe I will
press Control plus, and then I'll press Shift
and deselect these. And then maybe let's turn these. I'm going to press
Control three. And I'll just hit the
R key and turn them a bit and then bring them back so they are flush
with this piece here. Let me go back. Let me apply the scale. Control a, apply
the scale and then let's just bevel these here, control V and pull these
out, something like that. Alright, so we have that. Now we could just add a few
bolts in here on either side. It looks like just a
cylinder and a couple of bolts would probably do it. But let's see, Let's now come down and work on this down here. What do we need down here? Well, we could first
of all put a cylinder. Because if we grab this, let me bring this over. I believe these
cylinders here on the chassis is this
cylinder right here. So what I need to do is just select maybe a point
here and shift us to. And then I'm going to
create a cylinder here. Maybe I'll take this down to 16. And I do not want any cat
fills so that we can turn this now RY 90 and
scale this down. So it's about the right
size here that we're seeing in that other
image here like this. And I'll scale it in
the x just a bit. And let's bring this
forward, maybe like this. And now we need to bring these. So they're in line with this, I think like that. And I'll bring them
out like this. So these now have to go up to here and
then straight down. Let's try this. So if I bring this up, I'll hit the one key. I'm going to just hit
G and bring this up. Right. Now this should be where we need to be to then
bring this over. And to do this, I'm going to have to convert
this to polygons, right? We can't do that kind
of shape with a path. So first of all, I'll remove the mirror here. And then let's go ahead and
convert this to polygons. Now what's it going to
look like if I press? Shift Z, this is what it's going to look like once we
convert it to polygons. So I've got it at 4.4. Is that too much? I mean, that's quite
a bit up here. Let's take this down to
three and see what we think. And let's take this up
here, down to three. Is that going to give us
enough of a smooth curve? Well, it's kind of clunky here. It's kind of choppy. But here's an idea. We may be able to then add a subdivision
surface modifier to it after we convert it and do our little turn
thing right here. So that's something
to consider and that would considerably
smooth that out. I'll go ahead and
convert this here. I'll right-click
choose, convert to, and convert to a mesh. And then if we tab into edit mode now we
can see that here. Alright, so if we take
this edge right here, and let's scale it in the
x Sx, and let's do that. Let's scale it like this. Alright, so now we've got this. Now let's extrude it in the x. Actually, I may want
to turn it just a bit, little bit like this. Now let's extrude it EX and
bring it out like that. And then let's hit R
and turn it again. And now we should be able to
bring this straight down. So let's hit Easy, bring this down and then
scaling the z, z zero. And that flattens it there. Alright, let's see
what we have here. Yeah, that's kind of what we're looking for and
I think we're gonna be able to make it a
little bit smoother if we do add a subdivision to it. Now, down here, how
do we close this off? How many edges do we have? If we come down here, we can see we've got edges ten. So if we use six of them to
connect here, Let's do that. Let's take these six and let's bridge edge loops
control E bridge edge loops. There we go. And then let's
add an edge right in here. All right, We can
pull this down a bit and then we can
select these edges here, alt click, and hit the F
key to fill that hole. And we have a quad there. So Alt, click that, and F, and there we go. Alright, so now we've got that. Let's take this and give
it a bit of thickness. I'll press Control a
and apply the scale. Let's come over here at
a solidify modifier. Choose even thickness. And let's bring this
in about like that. And then let's apply that. Now let's smooth it. Turn on auto smooth. There we go. And we could also maybe
add a bolt in there. So what if we here, Let's take this right here and bring the
cursor to that point. Let's grab this bolt
over here, duplicate it, shift D, y, and let's
bring it over here. Maybe let's clear
the rotation here. Drag select all
these type in zeros. So we've cleared
the rotation there. I'll turn it in the y now, our y non-zero, It's going
the wrong direction. So let's hit the negative key. There we go. Then
what Let's do is take this object and
snap it to the cursor, the center of that object there. So I'll press Shift S and
eight selection to cursor. There we go. Now let's take and pull it out. There. We have it right in there. Then we need a cylinder going over and we need all of
this on the other side. First of all, let's add a
subdivision surface modifier and see how this looks. Yeah, actually
that's not too bad. Feel like it collapses
a little bit in here. We could maybe add an edge in
there so it won't collapse. And we could add an
edge down in here, so it won't collapse here. And maybe one up here too. There we go. Alright, that's
looking a little better. Now we could take all of
this and mirror it over, but we can't combine
these because this has a modifier in these do not. So why don't we just join
these two Control J. And then let's mirror
these two over. Or I should say one because
now it's one object. Let's press Shift S one. Let's change to the 3D
cursor, period, 3D cursor. And then let's duplicate
and mirror and the x-axis. So Shift Enter Control M and
X and press the Enter key. Now we've got that over there. Then let's take this and let's switch back to
median point here. And when we do, we can see that the origin of this object is
in the center of the grid. So that's good. We can go ahead and use our mirror modifier
for this year. Alright, that did that. Now let's take these two
objects here and here. Those two cylinders, move the
cursor to the center here, shift us to, then let's create
a cylinder right in here. Shift day mesh
cylinder, 16 sides. Good. How about how about a triangle fan
here? And let's do that. And then I'll scale it down, turn it into y ry90, and then let's scale
it out in the x Sx, and let's bring this out. So maybe it's right
around in here. Let's say let's bring that out and I don't think I want
it quite that thick. So let's scale it
in the z and the y and turn off the x axis. So I'll press Shift X and then bring that
in, some like that. Alright, and then
we'll smooth it. Turn on auto smooth. And there we go. Now lastly, I feel like I need
something up here. Let's grab this. And I will go into edit mode. And let's just hit the
L key for these two. Press shift D, z, and then we'll
press the P key to separate that out
as its own object. So if we go back to object mode, we can select that, move the origin to the geometry. And then let's move it
up here and into here. And let's just see if we
can get this in here. Let's turn it into z or z90. And I'll hit the three key. Oh, I'm sorry, control three. There we go. The G key, I'll press S and Y and scale that out a bit because it looks a
little bit bigger there. And I'll turn it move it in. I'm just trying to get
something in there. I'm not really sure what it
is or where it should go, but I'm just trying to get
something in there for now. Yeah, I think that'll work. Now let's take this. We've still got the cursor in the center of the grid here. Let's take this change to 3D
cursor with the period key. And to mirror this over, let's just once again
press Shift D and Enter Control M and the X key and
enter, and there we go. So now we have it over
on this side as well. Alright, so there's
probably gonna be more connecting pieces that
we want to put in here, probably, maybe some sort of
tubing around the chassis. It looks like there's something here and maybe down in here, so we'll probably
want to do that. But at least that
gets those on there so they feel connected. And just get some detail in there to begin
to fill the space.
64. Beginning the Gear Shift: Now I'd like to spin around on the other side here and work on this gear shift over here. If we hit the three key and
Shift Z to go to wireframe, we can see it here. Here it is. And I've got a
couple of images of the gear shift that I
think will be helpful. And to me, the
toughest part of this is this curved piece
with the arcs on the top where the
screws are that's conforming to the
shape of the gas tank. And I think that could be probably the hardest
part of this. This part out here looks like
it's just an extrusion out, so I don't think
that'll be a problem. But this here I think
we need to think about and we should be able
to use blenders, shrink wrap modifier to
create a polygon plane and then shrink wrap it or conform and snap it to that gas tank. And then we should be
able to extrude and create the shape that we need. So let's see what we
can do about that. I will tab into
edit mode and I'll just select this
face right here. Let me press the T
key to open this up. I do have my Move
Gizmo selected, but I'm not seeing it here. So it looks like we're
actually set on 3D cursor. So I'll change that to
median point. Here we go. Then I'm going to press Shift S to and move the cursor to there. Now we'll just create
a polygon plane here. Let's take it down quite a bit, maybe 0.1, and then I'll turn
it in the y-axis, RY 90. And I'll scale it down a bit. And let's go back to the
side view with three key on the numpad and I'll
press Shift Z and let's get this in place. So maybe I want to
scale it down a bit, hit the R key and turn it a bit. Maybe I just want to get it
right in here, let's say. And then what we can do is now shrink wrap this
to the gas tank. So I'll select this. Let's go to our modifiers
panel and we'll click Add Modifier and choose
shrink wrap over here. Now we just need to choose
the target or the gas tank. So I'll click on the eyedropper and then click on the gas tank. And now that polygon has been shrink wrapped or
snapped to the gas tank. And now if we hit the tab key and I will turn
on the cage here, we can select points
here and move them around and they will stay
snapped to this shape. So let's go back
to the side view, and now we can just use these points to begin
getting this shape here. So let's just begin
maybe down here. And I think maybe I'll
begin right about here. And I'm going to
try and maybe put four segments here
where the curves are. Let's try this. That may be too many points. Yeah, I think maybe three
should do it. So let's do that. I'll just hit E and I'm
going to move these out. And I just don't want
a whole bunch of points because it'll be
harder to get this curve, a smooth curve if we have a whole bunch of points in here. So I'm going to maybe go with three for these here and then I'll keep hitting E and move
these on around like this. And then I'll hit E. And let's do the same here. You can see as we're moving
them along the curve, they kind of struggled
to keep up there. And then one more here. Grab these and move these back. Alright, so now we could take
these and extrude these up. I'll hit the E key and
pull them up like this. And then E and pull them
up a little bit more. And then we can begin
taking these and moving these around to
get that curved shape. So I think I want
something like this here. And if we press Shift Z, you can see what's happening. We're creating that shape, but it's staying snapped
to the gas tank. So now let's take
these over here. I'll grab these points here, and let's hit E, pull these
up and E, and pull these up. Now we're going to have trouble seeing where this curve is, but we're just going
to have to wing it. And as I said, you can see
how it's kind of fighting against me as I'm moving
these points around. Mainly because we're in
an orthographic view. If I spun around
over here like this, they'd be a little bit
easier to move around, but it's still hard to
tell where they should be without being in the
orthographic view and seeing the reference image. But let's go back to
three on the numpad. And let's see if we can get these in place a
little bit better. There we go. So let's take a look and see if this is
about what we want. Yeah, that's getting there. I feel like these are a
little bit too high up. Maybe I'll pull them down a bit. Like this. The points down here
aren't real great in terms of a nice
clean curve here. So we could maybe
adjust these a bit. Alright, and we can
pull this off of the gas tank if we want
over here with the offset, I'll just hold the
Shift key click and drag in here to just move that up off of the
geometry of the tank there. And then maybe we could try and move these down a little
bit more like this. So think that maybe helps a bit. Let's smooth it. Yeah, I think we're
doing pretty good there. So what we can do now is we could actually
apply this shrink wrap. So it stays there but isn't
snapped to the gas tank. Because we're going
to need to select this edge here and
extrude it out, right, for this part here. So let's go ahead and
apply the shrink wrap. I'll come down here
and click Apply. And now we have this geometry
that we can extrude out. So let's try that. Let's hit B and X, and let's just pull this out
and see what we can do here. So if we pull it out like this, the one thing you can
see is that it's got this curve that's opposite
the curve of the gas tank. We should really begin
to take these and move them out a bit and move these in some to begin to get that curve that goes in
the opposite direction. Alright, so there we go. We've got a curve like that now, I think it also extends beyond
the curve here at the end. So maybe we should take this and extrude this out.
Let me do that. I'll hit E and pull
that out like this. Then let's apply a
solidify modifier to give it some thickness. Let's try that. Let's come down here, go to solidify, turn
on even thickness. I'm going to apply the scale Control a and apply
the scale here. And then I'll bring the
thickness down a bit like this. And also I'll come down to the object data
properties and turn on auto smooth and that'll clean up those
sides just to pet. There we go. So maybe if we took this whole thing
and move it out a bit from the gas tank. Yeah, there we go. Now, we may need to do a little polling to get
things in line here. So maybe we can move that in. Maybe we could move this. And so there may just be some
tweaking you need to do. In addition to that
solidify modifier, I think I'd also like to
try a subdivision surface. So let's come over here and add a subdivision
surface modifier. And I'll twirl this down. And that's not bad, but maybe let's put this
solidify underneath. There. There we go. Now, that's
a little cleaner. And the solidify can maybe come down in thickness as well. Just a bit. Then we can go back
to auto smooth, click and drag down here. Maybe clean that up a bit. All right. There we go. Just clean that up. And then let's maybe
add a couple of edge loops to tighten
that edge there. So I'll turn on the cage for the subdivision
surface modifier. And then let's press
Control R and bring this in here and Control R and
bring that in there. The next thing I
think we should try is creating that
hole, that slot. So let's try that. I'm going to come in
here and let's add one more edge loop
in here, like this. And I like how that pushes
that corner out because it looks to me that's
the way it is here. Let's come in here and add
or select some faces here. And let's delete these
Delete and delete faces. There we go. Do we need a little
bit more though? Let me delete this
one down here. Yeah, I think we do. And what about this up here? Let's try this. Yeah,
that's not bad. That's a little
bit better. Okay. I think we're getting
there in the next video. Let's try and clean
this up some. And then we'll begin adding
the screws and the gear shift here on down to where
it connects down here. So that's coming up next.
65. Continuing the Gear Shift: Well, before I apply
these modifiers to this, I think I'll leave them
on and finish this up just in case I need
to adjust this somehow. Well, Let's do is
let's maybe add those screws right here. We've got a couple of those
around here somewhere. Where are those? Here's one. Let's duplicate this and bring it up in the
z-axis up here. I'll bring it over to
the other side and RZ 180 to spin it around. And we just need
to bring it down here and into here.
Let's do that. So I just want to
bring this here. It looks like it's a little
bit bigger than that. So maybe I'll bring
that up some like that. And let's then bring it back. And it's tilted a bit, but it needs to tilt a bit more. So let's get the R
key and move this. Pull it out. Now we doing up top here. Well, I'll turn it into Z or Z. There we go. So we've got that. And I think that
works pretty well. And then let's just grab this and Shift D and
move it over here. And now we're just going to
have to do the same thing. We're gonna need to
move it in and spin it in the z or z.
Templates about even. We're going to need to turn
it from the side here. Bring it out. So there we go. Alright. Now that
we have these n, You see how it may be
a little bit off our, our curves may be a
little bit different. So this is why I really
wanted to just wait before I applied those modifiers just in case we need to
tweak this just a bit. Alright, now let's
add the handle here. Let's take maybe
two points here. I'm just going to take
these two points and move the cursor to that
position there. And then let's press Shift
a and bring in a UV sphere. And we've got 32.16
segments and rings. Alright, That should be okay, Let's bring the radius down
to 0.01. And here we go. Now let's see what
it looks like here. So let's just scale this up. And you can see it here. It's just got like two
ridges on it. It looks like. So Let's do that now
while we're here, maybe I will, first of
all apply the scale. And then we could select this edge and this
edge and bevel these. We could press Control
B and pull this out. Just have one segment there. And then let's extrude and then scale in the x and
the y, but not the z. So we hit E to extrude S to scale Shift Z to
turn off the z-axis. And let's just bring these
in just to feel like that. Yeah, Let's see how that looks. Let's smooth it. And let's turn on auto smooth. That may be a little bit better, but when we do feel like
that's a little bit too much, I'm going to actually go in
and just select these edges here and give these just
the tiniest bit of a bevel, just a little bit in Scroll, the mouse wheel, maybe. That's a whole lot of edges, but I think it will
look kinda nice. Let's do that. Yeah, See that looks kind of
nice. All right. Let's now bring it up
and turn it a bit. So if we bring it up here, it just needs to turn a bit. Let's turn it into
y-axis RY, like this. Maybe a little bit more. And then let's just bring
this out like this. Maybe that's about right there. Let's see. Bring it down some let's see
how that looks. Yeah, okay. So now that we've got that, we know where that
stem is going to have to be right here, right? So it comes down straight, right down to here. And then let's see
what it does here. Oh, and then it kind
of flattens out like we've seen For alright, so I think we could
do that as all one piece here all the way down. And then we convert the path to a mesh and squish
that down so it's flat. Alright? So what I'll do with
the cursor here is press shift a curve
and create a path. And there it is, I'll turn
it in the y-axis, RY 90. Let's scale it down quite a bit. And let's put this in place. Hit the G key, and I'll move this
to about right here. So it looks like
this needs to go around the gas tank
and then come in some. Below it. So let's
see what we have here in terms of points
that could do that. If we took these two and
moved them in like this. Alright, That might work. And where we're going is 0 to this little
place right back here. So we're going to
have to create that. That's still yet to be created. So we don't really know exactly where it's going to go to yet. But we can go ahead and move
this out here like this. And then maybe we could select these two
and sub-divide it. We can right-click and choose
sub-divide and then take this point and move it
in a bit like this. Let's take a look at that. So maybe we could
subdivide these here. I'll right-click and
choose sub-divide. And then we can take
this and maybe move it up like that, just to bet. Maybe move this one down here just to make this
turn a little bit tighter. And then let's go ahead and
add some thickness to it. Oh, actually before we do that, let's come up here
and take a look at how it looks connecting
to the handle here. So think we're going to
need some more points here because we only
have two like this. So let's subdivide here and maybe subdivided
between these two as well. Let's do that. And then you
can take this and move it in. And move this one up. And move this one up as well. It looks like it
needs to be a little bit tighter like that. Alright, now let's give
it some thickness. Come over here and let's change, let's change our
previews to three. Again, 3.3 here,
just to begin with, let's see how that works. And then click and drag
and bring out that, bring out the thickness there. Now let's place the
rod that goes back. There's a couple of them
actually, there's two. Let me hit the three key
here and press Shift Z. We've got one going
from the clutch back to this that we created
coming from the other side. And then we've got this one from the gear shift going
down into here. This is a piece that we're
going to have to create as well. So let's do that. Let's, I'm gonna press Shift and right-click and just
move this up to here. And then let's create
a new cylinder here. And you know what I realize, if I do that, I don't know exactly
where it's going to go. So I'm going to select
Scene Collection here just to make sure it goes into that main collection there. So now press Shift a
mesh cylinder and I'll take the sides down to 16
and the radius down to 0.01. There we go. Now let's
scale this down. Maybe in the Z, s and z. And scale it down a little
more. I'll turn it. Let's get it angled
about the way it is here in the image. There we go. And then I want to scale
it in the local z. So let's hit the Comma key. There we go and choose
local and then S, z. And let's bring this out. I just want to bring
it to right about here and down here. I'm not really sure yet
where it's gonna go. But I do know it wants to come in some we want to
take it in like that. And I'll smooth it. Turn on auto smooth. And let's see here
now we could tab into edit mode and
select these points now. And what does it look
like down in here? Well, it looks like
there's a bolt, but there's also a cylinder. So I'll just do
this cylinder now, let's hit E S and
scale out a bit. And then let's hit E and pull up like this,
maybe to here. So we're just kinda preparing this for when we want
to connect it up. Alright, we're making progress. I think in the next video, Let's go ahead and begin
connecting all these pieces up. I'm going to subdivide
this and just pull this one out just a bit so it curves just a little
bit more there. And maybe I'll just grab
these and move them in. And there we go. So in the next video, we'll try and connect these up and finish up the gear shift.
66. Adding to the Transmission: Before I begin
connecting these up, I feel like I need to know where the end of this piece
is going to go. And it's going to
go right in here, right behind that chain
cover, right in here. This is the other side of the transmission
that we worked on. And if you look at
these images here, it's got this piece bolted to the top that has
this flywheel or circular piece here that we're seeing right out here
in this image here. I think I'd like to try and
put something in there. It isn't gonna be exactly like this simply because we
don't really need to. It's gonna be hidden in here, in shadow and really
not that visible, but I think we do need
something to fill the space. Just so a viewer kinda gets a sense that there's
something in there. I think what I'll
do first of all is just maybe
isolate all of this. So I'm going to select this. I'll select this piece here. Just some general pieces
that I'd like to have isolated while I work on
this. Yeah, there we go. I'll just select all
of these and hit the division key on the
numpad to isolate it. And now we need to just create
this piece here on top. And it needs to
fit here somehow. So I'm not quite sure. Maybe I also need that
chain Garden here as well. Let's do that. Let me select this
and I'll grab this. There we go. Now I'll
hit the division key, and that just gives us a sense of where
this is going to go. Alright, so first
of all, I think what I'll do is maybe just grab some faces
from the top here. Maybe I'll actually
add an edge loop, say right in here. And I'm just going to
grab some faces up here. Maybe like this. And let's just duplicate these shift DZ and I'll
pull them up a bit. And then let's separate
these with the P key. And now if we tap into object mode and just
select that object, we can tap back into edit
mode. And here we go. I think first of all, maybe let me pull
this up a bit and then I'm just going to
select all the edges all the way around and just
extrude straight down. So we get this kind of thing. I know we're not gonna get all these little nooks and crannies, but I just wanted to give
kind of a platform for it so easy and I'm going to
pull down there, alright. And then kinda need something like this to come
up out of here. So maybe, well, we could add
an edge loop here like this. And then we could
select these here. I guess. I do want to emphasize, I'm just doing a
very rough rendition of this just to fill this space, I just wanted to make
sure you understand that. I'm going to hit E and
Z and pull up here. I'll hit the Z key again. I didn't need to hit Z there. And I'm just going
to pull this down. Kind of get that in place. Okay. And then maybe
this thing over here, let's just add
something over here that might kind of
look like this. Maybe we could hit the E
key and pull out a bit. And then we can
just select some of these edges and move them around to get that
very rough shape here. Just trying to keep it
pretty low poly while still getting that
very basic shape. Alright, and then over here, let's go ahead and well, maybe I can select this
point and move the cursor to it and then shift
a mesh cylinder. And let's give it 0. I'll go ahead and
keep it at 32 sides. Let's give it a triangle fan. And I'll type 0.1 and 0.2. Let's scale it down a bit, spin it in a y, scaled in the x. And then let's move
it out a bit here. So it kinda fits in
here behind this. Probably need to bring
that down some I think, more like this. Alright, now let's switch back to the image of the
motorcycle here. Maybe I'll go into
the iPhone images and maybe this one here. Let's take a look at this. Yeah, so here's a pretty
good image of it, I think. Now we want one of these things, this little piece right here. It kind of sticks up a
little bit beyond that. I'll go ahead and smooth this. Turn on auto smooth. It looks like we already have
that smooth. That's fine. And so what Let's do is let's
create another cylinder, press Shift day mesh cylinder. I'm gonna go ahead
and keep 32 sides. Again. I'm going to scale it in
the Z, turn it into y. Let's scale it down quite a bit. And I want to get
it right in here. Wants something about like this. And then what we can do is
maybe take faces out here. Maybe 1234567. Eight faces, we can try that. Maybe. I'll go to this
side view and press Shift Z so we can see this. And maybe I'll use ten, Maybe I'll go ahead and
grab these and then let's just hit E and pull
it straight out. And then we can scale
it in like this. Oh, let me turn off the
x-axis. Let's do that. Let's press Shift X, so we're only scaling
and the y and the z. Now we could grab this edge
and this edge down here. And we could scale these apart, but we need to change our
transformation orientation. So maybe if we
change it to normal, we'll get an axis
between those two. Now we can press S and scale those out just
a bit like this. So now if we turn this, I'll change back to global
with the comma key. And if we spin this
in the x-axis, maybe we can kinda
turn it like this. So it's sticking up a bit. And also I want to create these pieces here on the end
just because I think they, they look kinda nice. I will hit the division key on the numpad to bring
everything back. And then with just
this one selected, I'm going to hit the
division key again. And now I really
should have created these before I extended these and move these points
out and I shouldn't, I. So what I think I'll do is
just create a new cylinder. I'll press Shift S to, to move the cursor to here, create a new cylinder here. Let's take this down to 0. We probably don't
need so many signs. I'll take it down to 24.01, 0.01, something like that. I'll spin it in the y. And then let's just
scale this in the x. Get this a little bit
bigger, something like that. Now we don't need all of
these back here, I guess. I'll use this, see the circle select tool
and delete those. And then push these
back here like this. Then we can take this
side here, select it, and then we could hit the
I key and inset in E, pull out a bit s scale in, and just kinda get
something that looks a little like that in there. And maybe I'll push it in. If the I key again and maybe pull that out and scale it in. So it's just something
similar to that. It isn't It doesn't
need to be exact. Let's go ahead and smooth it. And I'll smooth
this one as well. Let's turn on auto smooth
for both of these. And then I will maybe just give these a little bevel,
something like that. Oh, it's not really
doing very well there because I didn't
apply the scale. Let's do that. And then maybe I'll
do this one as well. Yeah. That's a little better. Okay, Then let's bring everything back with
the division key. Alright, so now we know where
this needs to go, right? We can take this and we can move this out
just a bit like this. So now we know that
this all needs to move out Just a bit like this, right? So that's why I wanted
to create this. It just so we know where these are going to go in the end. As for this, we could take this face here and move the cursor
to it with Shift S2. And then we could
select this and hit the period key,
choose 3D cursor. And now we're rotating
from that point. And if we do that, we
can hit the R key and rotate this up to
get it right about where we think
that's going to turn into that piece there. Let's switch back to median
point with the period key. I'll change to local
transformations. So the transform gizmo is
in the angle of the object, and then we can move
this back here. Alright, so now that
we've got that in place, we can go ahead and
connect these up. Add that piece here. There's a piece right
here that we need to add. And we can take this and turn it into a hole in this piece. So we will do that
coming up next.
67. Finishing the Gear Shift Connections: Alright, now let's
hook all this up. If we look at this, is this in the right plane
or in the right place? For this, I think it is, it looks pretty good. We should probably change our images over here
so that we can see what it is we're trying to do habit if we open
up this one here, yeah, that's pretty good. We can see this piece here
coming off with the gas tank, this cylindrical piece,
and this down here. And let's find one over
here that will help us. Let's take a look at this one, see if we can see it
from another angle. Yeah, we can see the back
of this cylinder here. And we can see that
this is kind of a, a bolt going through there. And it looks like there's a bolt right at the end of this too. So okay, let's see
what we can do. First of all, let me find a
bolt here that we can use. Well, we could grab
this one here. Why don't we do that? Let's switch to
global orientation. Press Shift dx and
move this out here. And then let's
bring it over here. And we can turn it, put it right in here, shrink it down a bit, and then we're going to
have to maybe slide it. I'll change to local
transformation, back to global and
move that over here. And I think that's pretty good. How about this piece here? Well, we could search
for another bolt, I guess, maybe, maybe one
like this. Let's do that. Shift dx, bring this up because this has a cylinder in
here that we can use. I will take away
the rotations here, type zero into those fields. And I feel like I
want to get rid of this down here, like this. And maybe take this and hit
the L key and move it up. And maybe take this with the
L key and scale it in a bit. All right, so now let's
go place this over here. Once again, switch back to
global with the comma key. Turn in the y. And let's bring this up
and put it right there. You can see it right there
in the reference image. So I'll bring that up, drop that in here. Maybe turn it just a smudge. There we go. And
let's bring it back. And I want to grab this
again with the L key, press Shift dx and move
it to the other side. Then I want to take
this right here, hit the Alt key
and scale it out. So it goes through both
of those like that. And then I want to take
this and bring it down. So it's going to
intersect into that. So I'll tab into edit mode
and just grab that point. And I'm going to move it down. Then it looks like it isn't
quite thick enough yet. You know, like it could
be a little bit thicker. Let's scroll down
here and shift and click and drag and bring
that out just a little bit. And let's see how that works. Alright, so we've got that. The next thing let's do is
work on this piece right here. And I'm just going
to create a piece and inserted up
into the gas tank. So if we come over here and see if we have a
point and here's one. We could move the
cursor to that. And let's create a cube. Let's take it way down to 0.01, and let's scale it in the x. And I'll move this
back, scale them out. Let's grab all of these
and move these up. We can move these out like this. Then it looks like it has a
little panel right there. Let's just maybe take this and hit the I key
and scale that in. And then we could actually grab these points in here and
just move them around. We could do that. And then
we can take that face, hit the E key and pull
it out like that. Then I'll just add a few
bevels to this here, down here and here. Maybe these as well. Control B, pull these out. And then let's take
this point again. It's, the cursor
is still there and let's create a UV sphere. Maybe I'll take
this down to 18.12. And we'll type in 0.01. Maybe I put it right about here. Gail it out just a bit. And then we could actually take this and this up top
and delete these. And then we could take these
edges up here and these down here, this, and this. Here we go. We could
extrude these and scale them and turn
off the z-axis, Shift Z and bring those in. And then maybe I'll just
bring this up a bit. And now let's grab some
bases in the back here, and let's just
extrude these back. Well, let me add two more bases. There. There we go. Maybe we could add quite
a bit more actually, let's just add a few
on top here as well. There we go. I think that's good. Now let's hit E and
pull out like that. I'll delete those faces on the inside since we
will never see them. We go and let's smooth this. And then what Let's do is
come down here and let's add this little
piece way down here. So it kinda turns
into this piece here. Let's grab this. And I'll tab into edit mode. And let's just grab
that face there. And I'm currently in
local transformation. And what I'm gonna do is
actually use this spin tool. But I need to move
the cursor because it actually spins around
the 3D cursor. So with this face selected, I'll just press Shift S two, and then I really
need to move it. Let me hit the three key, and I'm going to click here and just move this out like this. So what I'm gonna
do is come down here and click on the spin tool. And so I'll click
on the blue here. I'm going to click and
I'm going to drag. And we get that it's kinda
flat and isn't quite right. We can click on the
X and bring it up. We can click on the
Y and turn it here. So what I'm gonna do is
just come down to the X and the Y down here
and zero these out. There we go. And I could maybe turn
it a bit like this. So now I can come
in and click and drag on the x and kind
of move this in and out. Click and drag on the y and move this in and out like this. Maybe increase the
number of steps here. So I'm thinking
something like that. I'm going to decrease
the angle a bit. Maybe, maybe actually type
in 90 degrees. There we go. I think that's gonna
be pretty good. What I'll do is I'll
click on this tool or really any tool to turn
off the spinner tool. And then I'm going
to hit E and X and just pull this
out like this, just so we get that
out like that. There we go. So now we've just got
that turning into this piece as if
it's connected here. I could move this one around to get it more centered
if I wanted. But yeah, that's pretty
much what I wanted to, just something that
turns in there. So we get a sense that
these are connected, all of this is
connected together.
68. Beginning the Wheels and Spokes: So I was looking at the
spokes of the wheel here. And I noticed that
this piece here is really pretty much the
same as these spokes. Look at how it's got a
turn here on this end. And then it's got like a wider
cylinder here on this end, kind of like this. So I thought why don't we just cannibalize this and
work on the spokes now. So I think what we'll
do is right-click here and choose join areas
and click up here. So we can see this a
little bit better. I think first of all, I'll just duplicate this. I'm going to press Shift
X and move it over here. I'm going to work on this
tire here since we see that on this side in
the reference image. And I think I just want to
hide everything except this, what I'm working
on in this piece. So let's just take these
two pieces and I'll press M and bring them out in the
main scene collection here. And then let's hide everything. Actually, I'll go ahead
and right-click and choose duplicate area and bring this out just so
we can see it all. And I'll hit the Minus
key on the numpad. Here we go. So these are the two pieces that we're gonna be working on. This. What is this if
we go around here? Oh, that's part of the
transmission, isn't it? So let's take this. This is part of the gear shift. Alright, well, let's just do a little bit of clean up first, so I'll take this and
drop it into gear shift. That's the tire. Let's put this in
the transmission. And let's take this and put
this in the transmission. So we just need to do a
little cleanup is all. That's our tire. That's the piece that
we want and this is that little thing that's
part of the gear shift. Alright, let's drop that here. Okay, so now we've
got our two pieces. I'm going to click and
drag on everything else. We go and now we've just
got these two pieces. So I'm just gonna move
this over here for now. And let's work on this. Let's work on getting the wheel in here before we
start working on the spokes. So let's make sure that
we're in the center. I'm going to select this
center edge right here. I'll hit the two key, alt. Click that so we know
where the center is and yet look how the origin
is just a little bit off. So let's move that. I'm going to press Shift S two, and then I'm going to move
the origin to this point. Objects set origin,
origin to 3D cursor. There we go. Alright, now let's go ahead
and begin working on this. And to do that, I
think what I'll do is just select
one of these edges. Select an edge right here. And let's duplicate this. I'm just going to
press shift D Enter. And it looks like this is the side that's being
mirrored, right? We do have a mirror over here, so I'm just going to
pull this out just a little bit like this. And then let's split it off. Let's press the P key and
separate this by selection. There we go. We tap back into object
mode, select that. And here we go. So now let's begin
extruding this in. It looks like I
could maybe press E, S and scale in a bit and
then push in with the, with the x here. Maybe not quite that
much like that. Then let's do that again, ES, and push in a bit. And then we need, it looks like there's
an inner rim there. See that there. So I'll maybe do that. Let me scale in a bit. And then I'll press E S, pushing just a smudge and then ES again just a little bit. I'm just going to drag
that in all the way and drop it in there and we
have clipping turned on. So once we get in there, once we clip those two together, they aren't going to be
aren't going to come apart. Let's go ahead and smooth it. And maybe I'll turn on
auto smooth down here. And I probably want to
add a bevel to that. But also I feel like I need to maybe E S and scale this out just a
bit and then pull it in. And the x axis just
a bit like this. There we go. So it's in the tire there. Yeah. And then let's print Control
a and apply the scale. And then let's select
this edge and this edge. And let's press Control B and bevel these just a
little bit like this. Maybe, maybe two edges in there. Let's try that. Yeah, just get a little
bit of a curve in there. Okay, So if we've got that
where we think we want it. Now let's work on this
piece right here. I think this needs
to go in first before we began
creating the spokes. So for this, I think I'll
just create a circle. Shift a mesh circle here. I'm gonna go ahead
and keep 32 sides. And let's take this down to 0.1. Alright. Then let's turn it
in the y-axis RY 90, and let's pull it out. So i'm, I think this is kind
of in line with the edge of the wheel and then
the spokes kinda lean in toward the center, right? So I think we need this out
close to the edge here. And let's also turn on the reference images again and see how big this needs to be. So it looks to me like it
needs to be about this big. Let's go around to
this side here. Okay, So this is
this right here. You can see this
little silver pieces, kind of star piece in here. So that's how big
it needs to be. So we're off here quite a bit, but we can get this down to about where we
think it should be. I'm just going to hit
the G key and move it. Yeah, that's about right. And then hit Escape and
it'll pop back in there. Alright, so I think that's
about right for that. So that's tab into
edit mode again. I think what I wanna
do is first of all, scale in just a bit. So I'll hit ETS,
pull in just a bit. And then let's hit E and the
X key and push back. Then. We need to bring that in some. So ES. And I'll do that again. And then I'll press the M key and merge these at the center. There we go. Alright, so let's smooth it. I feel like I need to use
the Bevel tool here a bit. Maybe I'll turn on auto smooth. Yeah, that's a
little bit better. And then let's press Control
a and apply the scale. I will then select this
edge and this edge. And I feel like we
need a little bit of a bevel in here like that. And we go and now let's
give it some thickness. Let's come over here to
the modifiers panel. Choose solidify, and let's choose even thickness and shift and click and drag. And I'm just going
to bring this back. Maybe about like that just so it has a bit of thickness to it. Right? Okay, then let's go
ahead and apply that. Click Apply here. And now we have that
piece pretty much done. Alright, the next thing
I think we need to do is deal with this guy over here. Oh, and you know
what, I put it on the wrong side compared to this. So let me just spin this
around on press RZ 180, and I'm going to bring it
back over to this side here. So it probably needs to be, I'll hit the one key. I'm going to bring it
back so it's kind of in line with it right there. Let's try that. Alright. I just wanted it
on the same side as the reference image here. I think it'll be a little
easier to deal with. Alright, so now this piece, Let's take away all the rotation here with these fields
and type in zero. Okay? Let's turn it in the z-axis because it
needs to face this way. So RZ 90, what wrong way? So hit the negative key and then we go and then hit Enter. And also I think I want the origin of this
object to be right here. So let's select
that face and press Shift S to move the cursor. And then let's go to
Object Set Origin, origin to 3D cursor to get the origin of the
object right there. Now that we've done that, let's bring this object origin to the exact center
of our tire here. So I'll move the cursor
there, shift S2. And then we'll select
this and move this object to the cursor with
Shift S eight. Right here we go. So now we've got it pretty
much in the center. We want to move it out, so it's in here, right? And then we want to
move it out like this. Move this into here. So it's just inside there. There we go. I'll put it right there. And now we can scale it down to get it about
the right size. Let's scale it down
until the width of this is about right we think. And then we need to press Shift Z tab into edit mode
and just grab these points up here to drag them
down so they're just sticking out like that. Let's see how that works. Is that about right? Do you think that's
about a similar size? Yeah. I think that's
about right now. Notice that it isn't
going into here yet because what we
need to do is turn it, rotate it in the y-axis. So RY, and then I'm
just going to pull this back until it inserts
right into there. Alright, so now we've got
that one in, it's angled in. So now in the next video, we're going to take this and
use the array modifier to spin it around and create the other spokes
here on the tire.
69. Finishing the Wheels and Spokes: Alright, continuing
with the spokes here, the next thing we need to do
is create an object to spin the spokes around when we
apply the array modifier. So what I'm gonna do is with the cursor is still in the
center of the tire here. Let's just press Shift a and we're going
to create an empty. An empty is just a point in space without any
geometry to it. And you can have it
look differently within the 3D view here, but I'm just going to
choose Plain Axes. That's just a simple
one that allows us to see where that
point is in space. Alright, so that's our empty, that's going to be used
to spin the array around. I'm going to ensure that it's in the scene collection here. There we go. And I'm gonna give it a name. Here it is here. So I'm going to press F2 and
I'll call this array center. Now it's a temporary object, but I just wanted to be able to see what it is very easily. Now what I'm gonna do
is take this and let's apply that array modifier. So I'll click here, array. There we go. So you can see the array already beginning to work
in the x direction. We've got it at 1.0 here. If I click, let's take it up to ten because if
I'm correct in this, I think there are 40 spokes, 20 on each side, ten going one way angling, one way in ten angling the
other way on each side. So I think I think
there are 40 total. But to begin with, we're
just going to create the ten and then duplicate
that to create the rest. So I've got a count of
ten. Here they are. But I'm going to take
the one out of here. I'm just going to type
zero here in the x field. And then under Object Offset, I'm going to turn that
on and twirl this down. And I want to click the
eyedropper and click on the array center
empty object here. Now, look at what happens. It's crazy, right? It's really big,
it's really awful. It isn't quite right at all. And that's because
blender is looking at both the rotation and the scale of this object
to run the array modifier, once again, applying
the transforms is very important
to running tools. So first of all, let's apply the scale. I'm going to press Control
a and apply the scale. Alright, so now that's good. But if we take this and spin it, Let's hit R and spin
it in the x-axis, RX. You can see this is
what happens and it's not doing too well, right? So let's select that again
and let's apply the rotation. Let's do that. Let's press Control a,
apply the rotation. Now it's looking
a little better, but the problem is, is that it's spinning around the origin of this
object here, right? So let's move the origin to 3D cursor and
see what happens. So I'll come over
here, go to Object, set origin, origin to 3D cursor. Now look at that. Now they're all in
line, the proper size, and it looks like they have
the right rotation as well. So once again, applying the
transforms and ensuring that the origin of the
object is in the center of the rotation
where the empty is. Alright, so what I'm gonna do is take this empty
and hit the R key. I'm in the left
orthographic view. And I want to get this to a
point where it looks good. And this looks pretty
good right about here. And if you look at
the rotation is 36.3. So I'm thinking that
if we type in 36 here, that's gonna be pretty good. Let's take a look. Yeah, I think that's
going to work. Okay. So now that we have
these in place, the trick is just duplicating this, mirroring, rotating, etc. until we get it the
way we want it. So first of all, let's come over here and
apply the array modifier. Click apply here. Okay, now let's take these and
what we need to do is spin them around so that
we have spokes that go both this way and this way, all on this side of the tire. Then we'll do that
over here as well. So the first thing
we should do is duplicate this press
shift D and enter. Alright, and then let's
spin them around here, around the 3D cursor lists, press R, z 180, and that spins around like this. So now they're going in
the proper direction, but they're pointing way out. Now. They're not quite right. So what we can do is we
can actually mirror this. So let's press Control M
and the X key and enter. Now if we pull this back, they should be about right? So let's pull it
back to about here. And then let's hit
the R key to spin it, and let's spin it around. So I'm going to try
and get them halfway between in here, right? So they're just halfway
between the others like that. Alright, so now that
we've got that, let's take this
collection here and this, and then let's join it
with this one right here. Let's do that. Let's
press Control J. Now those are all one object. Let's move the origin of this
object to the 3D cursor. Objects set origin 3D cursor. And then let's duplicate
this and mirror it over. So let's press Shift Enter, Control M, the X key, and enter. And there we go. So now that we have those, we can hit the R key and turn them and try and figure out
how we want them to be. Now we could turn
them like this, but that doesn't
look quite right. Let's bring in an image
of this from the side. How does this look? So it looks like it's turned so they're kind of all
in line, right? So let's hit the R
key and turn them. So they're kind of like this. Let's try that. Yeah, I think that has
a better feel to it. It feels kinda like this. It looks like they've
got this space here purposely and
we've got that there. Yeah, I think
that's pretty good. That that looks very similar
to what we're seeing there. So now let's just bring
everything back. Let's do that. I'm going to bring this down, click and drag all of this. And now what we can do
is bring this over here, just duplicate it and
bring it over here. But we ought to make all
of this, all one object. Now we've still got
a mirror on this, so I better apply the
mirror of the wheel. Then we can select all three
objects and press Control J. Then what we can do is find
the center of this over here. Let's do that. Let's find the center with this
edge right here. Press Shift S to, to move the cursor there. Yeah, you can see
that is a little bit different than
where the origin is. So let's now move the
origin to 3D cursor. There we go. Let's then take this object that we just
created, the spokes. Let's press shift
D and duplicate, and then let's snap it over to this 3D cursor Shift S eight. There we go. Now
we can delete the empty here and there
we have our spokes. Yeah, that's looking
pretty cool.
70. Beginning the Tire Treads: Well, since we've used an
array to get the spokes here, Let's also do a similar
thing for the tire treads. I've gone ahead and labeled the wheel and the spokes
for the front and the rear. Let's just take those
and let's drag them into this collection I've
called it tires and wheels. And then that leaves us
with just tire front here. So I'll just take everything
and drag and hide that. Now what Let's do is use these reference images
here to try and create the geometry that's
going to be used with an array modifier to get
it all the way around. So first of all, let's move the 3D cursor to
the center of this tire. Let's make sure once again, I'm just going to Alt click
this center edge that we're in the very
center yet it looks like the origin is
in the center there. So I'm going to move
the cursor to that. And then what I'll do is start
working on this pattern. And it's really just kind of
looks like three diamonds, really like this one here. This kind of a diamond here. And then we've got a
diamond on the outside. And I think if we just
create these three and then mirror them
over to the other side, will have one complete
pattern that we then can use the array modifier to duplicate all the
way around the tire. So let's work on that. Let's press Shift a mesh plane, and I'll press our
X9 zero to turn it. And let's also scale
it way down here. Something like this. I'll go ahead and
apply the scale, Control a and apply the
scale just so it's all ones. And now I'll tab into edit mode and let's just bring
it forward here. Let's do that. Let's bring it forward
in the y-axis. And maybe it needs to be out about this far,
something like that. There we go. Back to the front and let's turn it
45 degrees, or 45. Maybe let's scale it in the
z, something like this. And then let's scale
it down a bit. And is that about right? Maybe a little bit smaller, maybe something like that. Let's begin with that. Well, let's begin by
creating this one right here, just right here. So I'll take that and I'll
move it to the side just a bit because it looks
like it's off the center. So something like that. And then let's press Shift
dx and move it over here. So maybe we've got this
part right here now. And then let's also do
this one on the side, it's on the side here. So let me, I'm gonna move this
over just a bit like this. So let's then press
shift D and move this into here like this. So now what we need to do
is get this basic shapes. So first of all, I guess we should
take these points here and I want to connect them. So let's devil these vertices
with Control Shift B. And I'll pull out a bit, right? Something like this. And then
we'll take these two edges, press Control E and
bridge edge loops. So we've got those connected. Now this over here, we need to split these and
pull this out in the x. So let's press Control
Shift B again. Pull those out just
a bit like that. And then I'll just select these and move them
over like this. Let's try this. What about let me move
it over like this. Yes. So I'm just trying
to get that part where it has this kind
of indentation in it. I do feel like we need to maybe just move
these up a bit here. Since I beveled that they aren't exactly
aligned with these. We can also take these
and press S z zero. So they'll line up exactly
if we want to do that, S is E zeros. So there we go. To get this indentation. We could use the knife tool, so I could hit the K key
and click on this point, click on this point, move it out, and then hit Enter. Once again hit K, click here, click here,
and then hit Enter. And then let's go
ahead and hit the I key and move that in just
to get that indentation. They are, in fact, I'll take
it and I'll scale it out in the x just a bit like
this, something like that. Okay, so now let's
test this out. Let's duplicate it
and mirror it over to the other side just to see if it's the right size and shape. So what I'll do is press
Shift, Enter Control, M. I'll press X and then Enter. And now let's move this up
like this and see how we did. Well, It's not too bad, but I feel like this
isn't quite centered. So maybe I will select this, select these here and maybe move them over just
a bit like this. Like that. Let's try that now. I'm going to delete this. Once again, duplicate
Control M X. And let's move this up and
see how we're doing here. Alright, That's not too bad. The only thing I can see, I can, I might want to do is take these and move them
over a bit, right? Just to make this a
little more even. And I'll take these and
move these over a bit. So you just may need to pull some points around to get
it the way you want it. And so I think that's
pretty good to begin with. Let's give this a try. I'm going to take these and join them together
with Control J. And we go and the center or the origin of that object is still here in the
center of the tire. So that's good. I should apply the rotation
here and let's do that. Control a apply the rotation. And now where the cursor is, let's add an empty, shift, a empty, and I'll choose a
plane axis empty once again. And let's see where that is. That's right here, that's good. So now let's do is, let's take this
object here and let's add an array modifier and see if it'll go around the tire and still
look pretty good. See how the design is. So let's go to the
modifiers panel. Add an array, and of course
we get it going this way. Let's turn off relative offset
and turn on Object Offset. And in this field, let's click on the eyedropper and then click on the empty. Now if we take that
empty and press RX, there it is there. Let's get it to
the point where we think it looks pretty good. I'll press R x again
and let's get it. I'll hold the Shift key. Let's get it to the
point where we think, maybe right about there. Let's select the object again and let's increase the count. I'll click and drag in here, and I'm just going to increase
the count all the way around and let's see
if it comes out even. Oh, it didn't. So what we can do is maybe I'll reduce the
count here to 45. Take the empty and press RX and I'll hold the
Shift key down and let's turn it just a bit and get it to a point
where we kind of like it. Let me hit the one key again. And let's see, I'll press R x. Is this, do I have enough
of account to make it work? Do I need to reduce
the count at all? Let's see here. Let's take the count
down to 40 and see what happens
with this. Our x. And let's bring
it up and around. Like this. Yeah, I feel like
that's not enough. Now. I kinda like 46. I'm gonna go back to
that. Let's do that. Yeah. So for the size
that I created this, it looks like a count of 46. Looks pretty good, at
least for me, I think. Alright, so now that we have
that all the way around, in the next video, we're going to use
both a shrink wrap and to solidify to try and get these treads looking like they're more of an
integrated part of the tire.
71. Finishing the Tire Treads: Continuing with our tire treads, let's before we apply
any other modifiers, make sure that this
is in the center. I don't know that I did that. If I tab into edit
mode, here it is. And yeah, I want to really have the center of the
selection here, kind of in the
center of the tire. So I just wanted to take this in the z-axis and slide it down, kind of like this. So it's really more in
the center like that. Let's try that. And if I go to the side view, let me select that. Yeah, that's more
in line with that. So I just wanted
that in the center. Then let's add a shrink
wrap modifier to this. Add, modify or shrink wrap will select the Eyedropper
in the target field, click on the tire,
and there we go. So now it's being
conformed to the tire. It's kinda squished it in. Let's try a different setting, a different snap mode over here, we're currently on surface, Let's change it to
outside surface, see if that helps any. And then we can
click and drag and the offset and
bring it out some. Let's try and bring it
out about as much as we think it should be
away from the tire. Maybe like this. Alright, and then we could also take our main object here, tab into edit mode. And then I'll turn on the
cage for the shrink wrap. And then let's just scale it out in the x and
see what happens here. Sx, scale it out a bit. Yeah, So I think if I
scale it out until it conforms back to
the way we had it. Maybe something like this. Let's try that. Yeah, I think that looks
pretty good and I think that's a good distance out
from the tire itself. So now that we've
got that in place, let's add yet another modifier. Let's add a solidify. So I'll click here and
let's choose solidify. And now if we click and drag, but let's choose even
thickness first. And then if we click
and drag on this, look how it's going
one way or the other. And that tells us that we've got a problem with our
face orientation. So let's take a look, Let's come up here, pull this down the
viewport overlays and let's turn on face orientation. Well that's interesting. We have all blue on the outside, but both blue and
red on the inside. So let's take a look.
Let's hit the tab key, and let's select everything. Let's hit the a key here. Then let's try and
press shift in, see if that helps. Yeah, it looks like
that helped turn those. So we did even though we weren't seeing red on the outside, we still had a problem
with the face is flipped and we could see
the difference in here. So now let's see what
we can do with this. Let's go back. Let's turn off base
orientation and then, yeah, So now I think
this is pretty good. Let's go and first of all, turn off the inside
by turning on only rim and now we don't have a face on the inside. Okay? And let's then change the thickness just to bid until it intersects like
that. There we go. Alright, we're to the point now where we're going to need to begin applying our modifiers. But, well, let's go
ahead and smooth it. Let's try that. And then we'll turn on
auto smooth down here. Yeah, I think that helps There. Is there anything
else we need to do before we apply this? I think what I'd
like to do is maybe take this point here. And let's move this out. We're not getting an even
area between these here, so let's move these out
of bed like that. Okay. I think I've got it to
a pretty good place. Now let's begin thinking about
applying these modifiers. And for this
particular instance, I'm going to try and apply the modifiers from
the bottom up. Now, you don't usually do that, but I want to keep the array so that when
I adjust anything, any points at the end here, it adjusts the points
all the way around. So the array modifier, for me at least is pretty important to keep at
this point in time. Let's first of all
apply the shrink-wrap. I don't want to apply to
solidify because if I do, it will just shrink wrap it
and squish it to the tire, so I don't want that. Let's first try and apply
the shrink wrap here. Alright, that didn't
totally destroy it. That's good. Now let's apply
the solidify here. Alright, I think we're getting
away with it. That's good. And then what I'm gonna do is grab some points
down here like this. And I'm gonna begin
pulling these out. So I'm going to pull them out in the x and pull
them in and the y. So they have that
point to them there. Yeah, I think that kind of work. Let's do the same
thing over here. Let's find that point. And I'll pull it out in the x just a bit and
then in, in the y. Let's see how that works. Yeah, I kinda like that, that that's that's alright. Then of course,
anything else you feel you need to move around. This is the time to do it before we apply the
array modifier. So I'm just going
to come through and just find anything that I think might need to be moved around
and get that done now, because once again, that allows us to do it
for the whole thing. And of course this
is the time as well when we should extrude these in if we think
we're going to. So what I'm gonna do
is take this and this and let's extrude these and I think I'll do them individually. I'm just going to hit E
and pull it in like that. And you can see it's doing
it all the way around. That's what we want.
And I'll take this face here and hit E and pull that in just a little
bit like that. Alright, so we've got those. The last thing I
might try before I apply this array is a bevel. So we've got the scale at once. Let's try and select edges
all the way around this. Like this, just Alt Shift. And down here as well. Let's try this, see if it works. Alright, so I've got up, I don't want this one here. I want this out here like this, right? I don't want this. I want these to go
all the way around. There we go. And then I guess I want these
out here as well, right? We can try this. And we can try this. Alright, now that we've got
all those edges selected, let's press Control B. Pull out a bit. And let's add just a
couple of edges there. See how that works. Alright, Yeah, I think
that works pretty well. The only thing I would
say is that maybe I want to add this edge and this edge. Let's try that.
Yeah, let's do that. Alright, I think we've got it. I think we've got it
to a point where at least I think we can
apply the array modifier. Now, let's do that here. And then we can take the tire, then select the treads, press Control J and
we can't do that. Control Z to undo and we need
to apply that mirror here. Of course, let's do that. Now we can take the tire
and the treads Control J. But I'm all together. And then we can
delete the empty. And let's bring everything back. See how it looks. Let's bring this down. I'll bring everything
back. There we go. Now we can take
this tire and bring the cursor to that, delete it, select this, duplicate it, and then press Shift S eight to pop it back to the 3D cursor.
And what do you think? Yeah, that looks pretty good. I feel like it's a
little bit too wide. So maybe we could take the wheels and spokes
and the tires. Maybe go to the front
view and we can press Sx and scale in just a smudge like that if
we wanted to. There we go. Yeah. That looks pretty good. We've got treads on our tires.
72. Beginning the Drive Chain: Well, since we've been
using the array modifier for the spokes and
the tire treads. Let's use it one more time for the chain here on the
back of the motorcycle. I think this could
be kind of fun. Before we do that though, let's take our two
tires and wheels. I've just named wheel
and tire front and rear. And let's just take those into the tire and wheels
collection there. And then let's just go ahead and hide everything to get
started on the chain. So I'll come over
here and I'll just click and drag on all of these. And let's take a look at this. If we zoom way in, I'll press Control and Spacebar. And if we zoom way in here, you can see it's
really just cylinders. And then kind of figure eight
plates connecting them. And there are these
figure eight plates on the outside and there's
some on the inside. So I think if we
create two cylinders, have these plates on
the outside going this way and then the plates on the inside going that way. I think then once we
use the array modifier, they'll connect up and look
like the chain links here. So let's give that a try. I'll press Control and Spacebar. And to begin with, I guess let's just
create a cylinder. Press Shift a mesh cylinder. And let's take this down. We don't need a whole lot
of polygons for this, so let's take it down to 12. And I'll type in 0.1 and 0.2. And let's also give this a triangle fan here so we can just see where the
center of it is pretty easily. Alright, now that
we've got that, let's turn this in the x-axis. I'll press R X non-zero. Then we go, Let's
maybe scale this out and the y just a
little bit like this. And then let's create one of these figure-eight type plates. Actually, before we do that, let's tab into edit mode. And let's select
these faces here. I'll just circle select this, hit the C key, and
circle select that. And then let's just inset this. Let's hit the I key
and inset this because it looks like we've got just something
sticking out there. And then to extrude these
out at the same time, Let's press ESY and just
scale those out like this. Alright, let's do that. Now let's work on
one of those plates. Let's go to the side v. Now let's go to the front
view. There we go. I'll press Shift Z. Let's now create a circle to begin this
figure eight piece. So I'll press Shift
a mesh circle. Let's also take this
down to 12 sides. I'll type in 0.1 here. And let's also once again
create a triangle fan in there. Let's turn it in the
x-axis are X9 zero. And let's scale that out a bit because it's gonna be a
little bit bigger, right? Maybe something like this. Then we could take it
and move it out to here. Alright, so this is
the beginning of that first maybe the
panel on the outside. Let's do that. So let's put that there. Now let's take this and
let's duplicate it. I'll just select everything here in edit mode and press Shift DX. And let's move it over, say to something like this. Let's move it to here. And then we should
probably just take these edges here and
these edges here. And let's press Control
E and bridge edge loops. There we go. Now we could scale it
in the z just a bit. Here we go. So it looks kind of
like one of those. Alright, so now let's give it
a little bit of thickness. We could of course add a
solidify modifier to this. But in addition, you can also just select all
the faces and then hit E and y and move
these out like this. Now when you do that, just like with a solidify, you risk flipping some faces. And we can come up here
again to the viewport, overlays and turn on
face orientation. And sure enough, we flip those, we pulled those inside out is what we did
when we extrude them. So we can just hit the
a key press shift in. And there we go. Now we have them all blue. Alright, let's turn
off face orientation. And now we could take
this, let's say, let's go to the
front view again, and let's take this
piece and duplicate it and move it over here
into the center, right here. So let's press Shift dx, move that over until it's pretty much right in the
center. There we go. And then that's what
we have so far. Now let's do this again. Let's once again take this and let's duplicate
it and move it over. So let's press Shift
dx and slide this over until this is in
the center, right. Here we go. Alright, so we have this, I'll pull it in. So this is one of the
inside plates like this. Maybe bring this one
in a little bit more. Alright, so we've got those now. Let's take these two and join them together
with Control J. Let's then move that
origin to 3D cursor. We can come up here or we can right-click and choose
set origin to 3D cursor. And now we can mirror
these over in the y-axis. So I'll press Shift, Enter, Control M, Y, and
enter, and there we go. Now we've gotten them flipped
over to the other side. Alright, I think this should be good to give us the
beginnings of our chain here. So let's join all of this
together, Control J. And then let's smooth it. And turn on auto
smooth over here, and then click and
drag that up a bit. And there we go.
So now we've got the beginnings of our chain. Let's now select this and apply the scale
and the rotation. So I'll press Control a, apply the rotation
and the scale here. There we go. Then if we add
an array modifier to this, I'll just come down
here, click array. You can see we can begin to
get that chain link there. I will go to the front view. Let's press Shift Z and I'll hold the Shift
key down and click in the x relative offset here and drag this until it's pretty much right
in the center here. Let's try 0.695. There we go. That pretty much gets it
right in the center, I think. Then if we just
increase the count, you can see there it goes. So that's how we're going
to create the chain. The next piece of the puzzle
is how are we going to get it to go around
this curve like this? So in the next video,
we'll work on that.
73. Finishing the Drive Chain: Well, we've created the
geometry of our chain here. In fact, I'm gonna
come over here to the outliner and just
call this chain. And we've also added an
array modifier to lay it out and multiply the
number of chain links there. Now let's attach it
to a path so we can then extend it and curve
it around like this. So what we're gonna do is
use the curve modifier. You can see that here. Under deform, you can see
the curve modifier here. But first we need to create a curve that we
can attach it to. So I'm just going to use a path. If we press Shift
a and go to curve, we can once again create a path. We use this for the handlebars and the
frame of the motorcycle. And one of the things to
remember for this kind of process is that you
really need to attach the geometry to the
path, to the curve. Before you've done
anything to the path, you can't really extruded or scale it or turn
it or anything. You really need
to try and attach your geometry to the curve before you do anything
with the curve. Then once it's attached, you can move it around, extrude it, et cetera. But it really helps
if you just do not do anything to it until the
geometry is attached. Alright, so let's
select the geometry, the chain length here, and I'll twirl this up and let's add a curve modifier here. And then let's, for
the curve object, Let's choose the eyedropper, come over here and hover
over that path and click. There we go. Now
you can see it's moved to that path, right? And if we tab into edit mode, but let's select the path instead here, let's select that. Now. Now let's tab
into edit mode. If I take one of these
points and hit the G key, you can see we can bend that around that path and it
works pretty well actually. So what I'm gonna do first of
all is reduce the number of chain links we have on this to match the length of our path. So I'll come over here back
to the array and let's reduce the count until we can see the path. There it is there. So for mine, I've currently got a count of seven. Alright. And before we do anything, let me just select the path
and I'll change the name. I'll call it chain path, just so we know what
those two things are. Now let's bring all the other
pieces back into the scene. And what we're gonna do is
turn and scale this and put this in place while both the chain and the
chain path are selected. So we need to select
them both now. And when they're
both selected and we're in global transformation, we can turn and move them around and scale them
to get them in place. So I'm going to
press are the 90. And I'll go to the side view here and let's scale
this down quite a bit. And let's put it in
place with bring back our reference image here. And I'll press Shift Z to
switch it to wireframe. And here's the chain right down here. So I'm
just going to hit G. And let's just scale
this down quite a bit until we get it about
the right size. Maybe something like this. Maybe a little bit smaller. Let's try this. And I'll just move
this back over here so it's hidden in there. And then let's pull this out to where we
think it should be. It looks like the chain
is inside of the frame, so we really shouldn't go any
further than that, right? Let's just bring it
right into here. I think. Let's try that. So now
I'll just choose the path, hit the Tab key. And now we can see those
vertices in the path. And we can then begin just
hitting E and extruding this along the length of the chain here in
the reference image. Now, for the chain
to come along, we're going to need to increase the number or the count on this. So we could take this, we can take the chain here, come over to the array and just begin clicking and
increasing the count. So we could do that and
then go back to the path. And here we go, we can begin
hitting E and bringing these along around like this. And I'm looking at
that black line, that's the path that the
chain will go along. The list. Just keep turning
this around, like this. Bring it on out and then
we'll maybe take this, well, I'll bring it one more and then kinda take
this down into here. Alright, let's take
a look at that. Yeah, I think it could use
a little bit of work here. I'll hit the G key. Move these around. And maybe I'll bring
some of these up a bit. So they go up into that chain
guard a little bit more. Alright, let's try that. I'll select the chain
now and then let's just increase the
count and see what we think goes all the way over and all the
way down like that. And there we go. Now, if we select the chain and
we hit the Tab key, you can see it just goes
straight because we haven't turned on the edit
mode display here. But I think that's
actually looking pretty good in terms of the
width of the chain. Yeah, I think
that's pretty good. We could maybe do
a little bit of adjusting here like this. But ultimately I think that's
going to work pretty well. And in the end, we're going
to need to apply all of this. We'll need to go in and
apply each of the modifiers. But for now, I'm going
to leave those on so that as I put the
other pieces on here, I can make adjustments and
move them around if needed. Alright, so there we go, another use of the
array modifier. And now we've got our chain.
74. Modeling the Tail Pipe: Alright, now let's
come over here and work on the tailpipe. I've got some images here for us to look at
as we create this. And I think what I'd
like to do is just use extrude and scale to
get this basic shape. I don't think we have to
do anything fancy here. Let me tab into edit mode, and I just want to select an edge on the inside
here like this. I'll hit the period key
on the numpad to zoom in. And let's go to the left orthographic with
control three. There we go. And I'll just duplicate this shift DY and move
it back into here sum. And then let's split this
off as its own object. I'll press P and
separate by selection. So now if we tap back
into object mode, we have that as its own object. We can move the origin
to that object. I'll just right-click and
choose set origin to geometry. We can also apply the
rotation if we wanted to, I'll just do that control
a, apply the rotation. So now we have a new
object ready to go here. And if you recall, our reference image
was a little bit off when we were creating
the tailpipe here. I think what I'll do is
come back up here and turn on the collectability of the reference images
again right here. Then select that image. You can see the right side
image has been selected. And then I'm just going to
hit G and move it down a bit so that it's kind of in
line with the model here. I think I'm going to
need to be a little bit more precise as we
extrude this out. So I just want something that I can really match the model
up to as we're extruding. Alright, so let me turn this off now so we can't
accidentally select that. I'll select that one circle
that we just created. Let's tab into edit mode
and let's begin extruding. So it looks like coming
out of this piece, coming out of what I'm going
to call the muffler here. It's still circular but then angles up
pretty quickly here. So I think I'll just
hit EY and pull out to about right
here, let's say. And it looks like I could bring that image down even more now, I think I'll grab that
image one more time. Here it is. And just bring this down
just slightly like this. There we go. Alright. Now
let's go back to our, well, our cylinder now. And from here, what Let's do is begin extruding
and scaling up. So I'm going to take the very bottom point
of this cylinder here, and I'm going to move
the cursor to it. And then I'll hit
the period key and change the pivot point
to the 3D cursor. So anything we select is going to have the
pivot point there. So now if we extrude out, we can hit E, y and
pull out a bit. Now I can press S and Z and scale up some like that, right? So we're going to scale from this bottom part
for each extrusion. Now, let's go to the quad
view with Control Alt Q. So we can see these
a little bit better. Because what I wanna do is
begin to scale this in, in the x because it looks like
it's really a lot thinner once we get to here than it is when it's coming
out of the muffler. And let me show you one
thing about the quad view. So if you notice here we're
actually on the wrong side. And if I hover over this
and press Control three, only this part up
here that we can tumble around this user window. Only this changes, I
can't change this. And what I'd like to do is
keep this in perspective, but have this the left
orthographic view. And to do that, you can
hit the End key to bring up the sidebar here
and go to View. And way down here is quad view. If you twirl this down, you can turn off lock rotation. And when you do that, you can then hover
over this press Control three and spin
around to the other side. So that's kinda helpful
if you want to change your view within this quad view. I'm going to turn lock
back on so I don't accidentally change
anything else and I'll hit the End
key to close that up. Now what we can do is
we can see here with the top and the perspective
and even the front here, how much we're squeezing in, in the x as we go back. So it looks like maybe I should squeeze it
in or scale it in the x just a little
bit right here now. So I'm just going to go
a little bit like that. Alright, so now that we've
got that, let's go again. Let's hit E. Why pull this back? Scale up into the
z as z like this. And then I'll scale in the x. Once again like this. Just a little bit so you
can kinda see it up here. There we go. Alright, let's do that again. Let's hit EY and
pull out and then S, z and pull up. And then let's scale in the x. Push in just a bit like
that. There we go. Alright, We're getting there. I think I'm gonna get
to right about here. And then we're going to begin
rotating each extrusion so that by the end it'll be
in line with the end here. So let's keep going.
Let's press E y, pullout, SZ, pull that up some. Now let's press Sx and
bring it in like that. And that may be about as far as I want to go in
terms of the x-axis. Well, let's see, let's
see how it looks. I'll press E Y again. And right about
here is when I want to begin rotating this, but first I'm just going
to bring this up in the z-axis like this. Then I guess I will scale
injustice Mitch here like that. Okay? Now I'm going to
keep the x-axis as it is. And then for each extrusion, I'm going to rotate
at the 3D cursor, but I'm going to need
to move it each time. In fact, maybe I'll begin here. Let's, let's try this. I'm going to select this point, press Shift S to select this row again and hit R and rotate
it forward just a bit, and then S Z to bring it back up to match the reference image. Alright, so now E, Why pull
it forward, just a smudge. It are, oh, and this time we're going to
have to move that cursor. Now. We're going to have
to move it to here, shift S2, then select this, I'll just Alt click it, the archae, bring
it forward some, scale it into z. Here we go, Something like that. Let's do that again. Ey, move forward. Select this point,
bring the cursor to it. Alt, click this r. And let's
lean this forward like this. Maybe bring it in
just a bit like that. Okay, and maybe one more time. Let's see. Ey, bring it to here. Select this point, shift
us to select that, and let's hit R and let's
bring it over here like this. Then let's press S Z and
bring that down a bit. Rotate it back a hair. There we go,
something like that. Let's see how that looks. I'm going to press
Control Alt Q, Shift Z. There we go. Alright, I think that basic
shape is pretty good. Let's smooth it. And I'll also come
down here and turn on auto smooth under normals. Here we go. Oh, it's
already on because we pulled it off at that
other object, of course. Okay. And then let's drag
this up just a bit to make those curves a
little bit smoother. Yeah, I think that
works pretty well. And then from here we could
give it a bit of thickness. So let's ensure that our scale is all ones
and it is, alright. And then I'll come back
over here, add a solidify. And let's turn on even
thickness, click and drag. I kinda want to bring
this back a bit. Let's see how it looks. If I bring this
something like that, see how that looks. Oh, we've still got that
little bit right there. Yeah. Let's see how that looks. That looks pretty good. And then let's add some
of these screws here. If we go back to the side
view and press Shift Z, we can see there's
some screws here. Let's grab something. Well, we can grab one of these. So what Let's do is just select
this tab into edit mode. And let's select a point, maybe this point right here. And let's bring
the cursor to it. And then let's grab one of these press shift
D and entered to duplicate it and
then press Shift S eight to pop it over
here at 3D cursor. Now we can just take
it and move it. And maybe I'll
scale it up a bit. Let's change to
medium point here with the period
key median point. And I'll hit G and
move this into here, scale it up a bit. And then we can press shift D
and move this down to here. Spin it just a little bit. Now let's get these
kind of in place on this object like this. Alright, there we go. So now we've got our tailpipe.
75. Using the Boolean Modifier on the Gas Tank: Now let's work on
creating this slot here. This, I don't know, indentation or a cut actually
into the gas tank here. And for this, I think
we just use a boolean. We'll just create a shape
and create an object that has this basic shape
and we'll cut that out. But before we do that, we're going to need to
deal with these modifiers. So with this selected, let's just hit the
division key on the numpad to isolate it or
here in local mode. Now, first of all, we need to apply the mirror. So let's just come over here. Well, let me make sure we've got clipping turned on and we do. Okay, so let's go ahead
and apply the mirror. And then if we tab
into edit mode, this is what we have. So we've got two
viewport levels. If we take it down to just one, it gets kinda blocky. I think we need at least two. And if we take it up to
three, it looks pretty good. It looks pretty smooth. But I think that may be a little bit too
much because if we press Shift Z and turn
off optimal display, that's what we get and
that's quite a lot. Let's take it down to two. Yeah, I think that's just
a little bit better. View port level two is
really kind of a compromise. I think I think it
will work just fine. Let's go ahead and apply the subdivisions here.
I'll click Apply. Now, we need to create
that object that we're going to put in there to cut it with a
Boolean modifier. Actually, before we do, I think I'd like to bring a
couple of other pieces back, maybe the seat and the
speedometer just so we get a sense of where or how far we're going
to cut into this. I'll hit the division key, select the seat, select
the speedometer, and then let's hit the
division key again, just so we can see kind
of where it should be. Alright, so let's
create a cube. Here. I will take it down. Maybe let's type in
0.1 for the size. Let's bring it up. And maybe let's scale it in the x till we get it about the width that we
think we want it. I'll scale it in the
y, scale it in the z. And let's bring this over. Try and figure out
where we want this. Maybe I'll scale it a little
bit more on the x here. And I think that's
not bad right there. Maybe I'll move it up and I think it cuts all
the way through. Yeah, let's go
with that for now. And then I'm gonna take
this and apply the scale. Let's press Control a
and apply the scale. And then to get
that rounded end, Let's tab into edit mode
and select these two edges. And I'll just press Control
B and bevel these edges. And maybe just, let's do
something about like this. Let's say how about that? And I might be able to scale it in just a little bit in the x. Alright, now that
we've got that, let's go ahead and make
that cut with a Boolean. I'll select the
gas tank and let's add a Boolean modifier here. Let's click on the eyedropper
and then click on the cube. That'll be our cutter. And we're getting a little
bit of an issue here. Let's scroll down and see if
we can turn on auto smooth. Yeah, and that helps clean
that up quite a bit. Okay, and let's also take this and come over here
to the object properties. And if we scroll way down, we can change our display mode from textured two wire and
now we can see through it. So we can actually see
the cut happening. And so do we need to
move this forward some? Do we need to move it
back? What do we think? I think right about
there is pretty good. So let's go ahead
and go with that. I'll select the gas tank. Now let's go back to the modifiers panel and let's just click Apply. There we go. Now we should be able to
take this, hit Delete. And maybe I'll go ahead
and smooth it once again. And let's come down
here and maybe drag the auto smooth up just a bit. Yeah, that cleans
that up pretty well. There we go. Now, if we hit the division key here and go back
to the side view, it looks as if we could move
the seat up just a bit. So Let's just select
this and I'll move it up just a hair and then
tab into edit mode. And maybe we could just grab these points and hit G and move them up
just a little bit. We go. Now we have
some room to create this little tubing piece
right here, right there. And then we'll also need
to create that panel here. And speaking of creating
future objects, I think what I'm gonna do, because we've really gone over all the tools
and techniques. I think we need to finish
off the motorcycle. And what I'd like to do is
go ahead and finish it out. To create the remaining objects
off camera and then come back in the next video and talk about the things
that I've created. And what I'd like
you to do is work on those objects on
your own, yourself. So one example would be, say inbetween this
piece and this piece, we need a carburetor. And I have gone out and
I've found some images of a carburetor here from 1936, Harley-Davidson
knucklehead motorcycle. So if you take a look at, say, this image over here, I'm going to select it, hit the period key and zoom way in. You can see two little
pieces here sticking up. And that's these pieces here. So you can hide everything in the scene and just create this, and then bring everything back, scale it, and put it in place. Just like we've done so many times for all
the other pieces. I'd like you to work on that. Before the next video. Go through the bike, look for things that you can do and go ahead and
add those pieces. Another example would be
the cylinder heads here. So we need to put the cylinder
heads on the top here. And once again, I've gone out, I've found images of 1936
Harley Davidson cylinder head. And I can use this to
create that object here, just like we've done for every other piece
on the motorcycle. And likewise, the
brakes on the tires. We could come in here and take a look in the iPhone
reference images. And let's find about maybe this one here,
control and Spacebar. And if you zoom in, you can see that
this really isn't anything any different
than we've already done. It's a cylinder, It's got bolts. It's got one of
these things that we already created for
the transmission. It's got tubing, just like
we've done for the frame, the handlebars, the wires
on the circuit breaker. So you have all the
tools and techniques to begin to add all the other
pieces for the motorcycle. And these braces here. This is very similar to
other things we've done. You could just
create a polygon and then extrude it to
get that shape. And then add a
solidify modifier. And then we've got screws or
bolts that you can add here. So I think that's
what I'm gonna do. I am going to take a little time and add the other
pieces of the motorcycle, and I would encourage you to
do the same, Give it a try, take some time and work through creating the other pieces here. And what I'll do in the next video is come
back and kind of give an overview and talk about the different
things I've created. And we'll take a look and
compare what we've done. And then after that we'll
move on to UV mapping the objects and then into the texturing process
with substance painter. And I would really
encourage you to, anytime you come up against
something that you think, well, that's just
too complicated. Break it down into
its component parts. Zoom in just a little bit more. So for something like this, you might think that
looks very complicated, but in the end, it's made
from individual pieces. Say this piece here. You could just create a
polygon plane and then begin extruding it to get that shape
and then add a solidify. All of these here are bolts
that we've already created. You could duplicate and drop in. And it doesn't have
to be perfect, it doesn't have to be exact. Once again, you just need to get some objects
in there to fill the space and to give a sense that there's some detail there. So give it a try. Add a few pieces, see how it goes. And in the next video, we'll break it down and talk
a little more about it. See you then.
76. Appending Objects Into Your Scene: Well, as I mentioned
in the last video, I've gone ahead and finished up creating the objects
for the motorcycle. I mean, there's always
more that you can do. Of course, I haven't gone
into every single detail, but generally speaking, I
think I'm pretty much done. Now as I've said, nothing
I've done here is any different than
what we've already done elsewhere in this course. All the processes, the
tools, the techniques. They're all the same for all
the things I've done here. And really a lot of it is just very simple things jumbled together,
put all together. So it just feels more complex. Like an example of that I think is this part of the front wheel. Much of this is just objects
that we've created before. And I've just basically duplicated and move
them over here. I'm just going to select
a few of these just so you can kinda get a sense
of what all this is. I'm going to hit the
division key on the numpad. And now you can see that it's really just some of the bolts
that we've already created. Just duplicate it and
move it over here. These rivets two, we're just
duplicated and moved over. These pieces here are just
a polygon plane extruded. And then I've added a
solidify modifier to it. This is just a circle
that I began with, I think right in here, and just extruded
into the center. And then I use the Bevel tool to round out the edges here. This piece down here,
this right here. This is just two cylinders. So one cylinder here,
one cylinder here. And then I bridged edge
loops between three faces and then extruded this one out some more into the back here. That's all this is. It's all just very
simple things put together to get this general feeling
of complexity, right? I'm going to hit the
division key again. Another example is
the cylinder heads. So let me just select
this stuff here, maybe this and this. And let's hit the
division key as well. And then this is
just all I did is I duplicated the top
of the cylinder head, pulled it up, split it
off as its own object. And then I created these things, just one of these
things right here, which is just a cube scaled, and then two corners beveled. And then I just duplicated this for all of
these other ones. These up here are of
course just more bolts. This right here is just a
cube turned 45 degrees, and then two of the faces
that are extruded out, and then the corners
are beveled. This of course here is just
a bunch of cylinders, right? So I just created
a cylinder here, created a cylinder here, one here, one here. And just put them all together. Once again, just cylinders
and cubes put together in such a way that it gives
the impression of complexity. Now, this up here, I want to mention this because it's a little
bit different, but it's still the same
processes and tools. You can see I've
created this trim around the seat because it had one in the reference
image and I thought, well that looks kinda nice. So what I did is
I created a path, put it right up here, then use the shrink
wrap modifier to shrink wrap it to the seat. And then I just began extruding. I selected a point
and then began extruding on around and I just created half of it
and then mirrored it over. And then what I did is I applied the shrink wrap modifier so the path would
hold its shape. And then I came in and
manually moved these in and around so it kinda fit around the seat
a little bit better. And then I converted it
to a mesh and then joined it together with Control J
with the rest of the seat. And you might think,
oh, come on Darrin, don't make me do that.
And that's fine. You can of course, open up this scene file
number 76 and just begin from here doing the UV mapping and the
texturing, That's fine. But also, you can come
in here and select an individual object or even a collection and append
it into your own scene file. So let's just say you've
got a scene file here. And you want to
bring in that seat. So I can just hit the a key
and delete everything here. Now, first of all,
I need to come over here and save the scene. You have to do that. Then you can use
the append tool. And you can find that here
under file and append. And then you browse to
the blender scene file. So here's the one I want, number 76, just click Append. Then you can come into
the object folder, click on seat, and append. And there it is.
Hit the period key. And there you have it in your scene file that you
can add to your motorcycle. Now let's say you wanted
to bring in a collection. You can do that too. You can come over here
and go to File append. And I'll go back up and choose
the collections folder. And let's say you
wanted to bring in everything in the gear
shift collection. Just select that collection. Click Append. There it is. Now it's come in to the
outliner over here. And you can see it
in here as well. So if you want to, you can just append
any object or collection you want into
your file from here. But as I've said, I
really encourage you to try and build a lot
of this on your own. It may not work out
the first time. That's fine. It doesn't work out the first
time when I do it either. But the more you do it, the more you see
and get a sense of what needs to be done to create
certain kinds of objects. Well, in the next
video, what I'd like to do is begin preparing the model to export out
to Substance Painter. I've still got a lot of objects in here that have modifiers on them that maybe
need to be joined together or reorganized
into collections. And so for the next few videos, let's spend a little time
preparing the model for export. And then we're going
to work on UV mapping. And once we do that, we'll begin exporting
to Substance Painter.
77. Applying the Modifiers and Converting the Paths: So before we begin the UV mapping process and the exporting to
Substance Painter, we need to go through and apply the modifiers that
we've created here. The problem is, is that the
code that creates and allows the modifiers to work here in blender isn't in
Substance Painter. So these modifiers aren't going to transfer to
another 3D program. So if we're going
to take the model out into anything else, whether it'd be a game engine, a texturing program,
whatever we're going to need to apply
these modifiers. So like for the fenders here, I'm just going to go
ahead and select all of the vendors you're in here. And then I'll hit
the division key. And let's just take
a look at these. What I've done is used a
mirror modifier, of course, to mirror it over to the other side and a
subdivision surface to make the curves a little smoother and a solidify
to give it thickness. So all we really need to do
is just go through here and I want to ensure that clipping
is turned on for the mirror. But let's just go through here and apply each
one of these from the top-down and make sure that there isn't any
change when we do. But I think that
looks pretty good. So that's really the
process we're just going to go through and try and find all the objects that have
some sort of a modifier on them and apply them
usually from the top-down, ensuring that there
aren't any problems or changes to the object
as we're applying these. So I'm just gonna go
through and get these. So now each one of these is a polygon object
without any modifiers, and that's what we need to
take into another 3D program. Now I see here that there may be a
little bit of a problem. Let's hit the division key. And it's kinda hidden
here behind things. But I think I would like
to add edges onto this. So I'm going to just
press Control Z and go back a little ways here. There we go. So now I'm just going
to go in and add a couple of edges here just
to tighten these edges up. So I'm just gonna
go with this one. And I'll add an edge right here and pull
this down as well. And maybe I could add
one right over here. Here we go. Just wanted
to kinda tighten that up. So keep an eye on
the modifiers you're applying and make sure they're the way you
want them to be. Okay. So now I'm just
going to go ahead and go through and
apply these again. And I'll get these
up here as well. It looks like I've got
them the way I want them. Okay, so I'm just going
to apply all of these. Alright, so now as I said, these are all polygon objects
with no modifiers on them, and that's what we want. So let's see what else do we
have here? How about this? Well, we've got a
subdivision on this and it's got two
viewport levels. Do I really need
that many polygons? Because if I press Shift Z
and turn off optimal display, you can see that's
what we'll get when we apply that subdivision
surface modifier at two. I think that just
maybe too much. Let's bring it down. That's just a little bit more reasonable.
It's still a lot. But I think the difference 2-1 isn't that extreme to really
justify that many polygons. So I'm going to take it
down to one and then apply. And there we go. So that's
what I'm gonna be doing. I'm just going to be
going through and applying any
modifiers I can find. And seeing if it's correct, seeing if maybe I've got
too many subdivisions or maybe like for a path here, let's tab into edit mode, and yet this is still a path. Let's take a look at this. If we go into the object
data properties here, do we really need 4.4? Well, let's take a look. I mean, if I press Shift Z, this is how many
polygons we're gonna get when we convert
it to a mesh. Do we need that many? Let's come up here and
take this down 4-3. That didn't change
it drastically. Let's come down here
and change this 4-3. And how about down to two? I feel like let me
press Shift Z again. Feel like I do need three here. So I think I will go with that. Now, as I do this, you can see we're getting
some blocking in here, right? If we turn this up here, we can begin to get that
blocking is smaller and smaller. But once again, we're adding
to our resolution here. So it's a balancing act. There is no real
right answer here. It's kind of what you feel you need to give the impression
of the objects that you want. So I think what I'm gonna do for this is I'm
gonna go with 3.4. Let's try this. So I'm
gonna go ahead and right-click and choose
Convert to a mesh. And there we go. Alright, so we've got
that one, this one here. This also has a subdivision
on it, a subdivision one. I'll go ahead and apply this. And that's what we get
for this down here. I feel like I need a transition. It looks to me like in
the reference images, there are two materials
like a black material on this part going up into here, and then a chrome material
going from here to here. So I think I'm going
to split this apart. This is still a path, so we need to convert it. Let's first think about
we've got 3.3 here. If I press Shift Z,
that's what we get and I think that's
pretty reasonable. So I think I'll go with that. I'll right-click and
convert to a mesh. And then I'll tab
into edit mode. And maybe right behind here I think I'm going to take
this and select this edge. And I want to split
this into two pieces. And one way to do that is just to bevel this edge
Control B and a. Pull this out with
just say one segment. We go, I've just
got one segment. And then I'm going to hit
delete and delete faces. Now I'm going to take
this edge right here, and I'm going to change
to normal transformation. So my axis is in line with that. Then I'm going to hit E S, scale up just a bit. It easy. Pull out tibet. Oh, I don't want Z. Let me just hit G and
I'll pull it out. Yeah, that's a little better. And then I'll hit E
S and pull that in. So we've got this connection or this separation between the two. So now I could
take one of these, just hit the L key and hit P and separate it from
that other piece. And now we have two pieces here. So it'll be easier to apply
to different materials to it. Alright. What else? Well, there's this, we could
apply this subdivision here. Let's do that. So this is what I'm gonna do. I'm gonna be going
through the model, trying to figure out
what needs to be applied like with a path. Well, this has
actually been applied, but then I would need to apply the subdivision and
the mirror here. So let's go ahead and do that. Click here and here. So this now is a polygon
object with no modifiers. So as I said, I
will continue going through this and trying
to get to the point. So all the objects here are only polygons with no
modifiers on them. And then once that's done, we can begin going through
and UV mapping our objects.
78. Special Cases When Applying Modifiers: I think there are two parts
of the bike here that probably deserve
special consideration, and one is the handlebars and the other is
the springs here. So let's take a look at applying
the modifiers for these. First of all, the handlebars are a path that has
been mirrored over. And I also have a subdivision
modifier over here. Now I have it at
viewport level to which really gives a nice
smooth surface for this, but that really may be
too much if we press Shift Z and turn off
optimal display. You can see that that's
a lot of polygons. If I take this down to one, That's still not a small amount. And what I'd like
to do is try and figure out if I can reduce the poly count while
still maintaining a fairly smooth curve on this. So one thing to
know about this is that since it's still a path, we can't just come over here
and apply the modifier. So if I pull this
down and click Apply, we get this error that
says you must transform the curve to a mesh in order
to apply the modifier. But the problem is, is if we convert
the path to a mesh, it's going to automatically apply all of the
modifiers in the stack. So let me show you
if I come over here and convert this to a mesh, look at that, those go away. And here we are. Now we're stuck with
a ton of polygons, so I don't really
want to do that. So before I deal
with the modifiers, the mirror and the subdivision, I'm just gonna go
ahead and remove them. So we just have this one
over here on this side. Now we can come over
here and take a look at our preview you and our
resolution down here. So is this enough? If we press Shift Z, we can
see this is what we'd get. If I come up here and
reduce this a bit, that reduces the number there. If I come in here and
reduce this to two, that seems a little
bit too blocky. So I could go with 3.2. The problem is, is I've
got this chunk Enos here. We might be able to
deal with this a bit when applying this modifier, but it seems a little blocky. So what I could do maybe is let's come in here
and I'm going to reduce this down to two now to reduce the number
of cross sections. And then I'm going to try
applying subdivision here. Alright, that cleans
that up some. But what does that do for us
in terms of poly count here? Not too bad actually. So maybe the combination of low resolution for the path and a subdivision can
give us a nice balance. So that's what I mean
by just coming in here and playing around and
seeing what you can get. Like, can I even take
this down to one? That's interesting. I don't
think that's going to work. You can see it's kind
of blocky there. Maybe twos about the
best we can do there. But what about down here? Can we take this
down to two or 11? Kind of introduces some
chunky ***** in there. So maybe, maybe twos, good. So now we've kind of found
maybe a happy medium here, right, with a subdivision and a reduced
resolution on the path. Okay, so now that
we've done that, let's go ahead and
convert this to a mesh. And that applies the
modifier over there. And then let's come back and
add that mirror over here. And then we can apply it. I don't need to turn
on clipping because the two sides aren't
touching each other. So I can just come over here and apply that. And there we go. So I think we've reduced the poly count somewhat while still retaining a nice curve. Alright, let's take a look
at one of these here. What we need to do here is
close up this end, right? But we can't do that until
we apply these modifiers. Let's see what
happens if we apply the screw modifier here and
the simple deform here. And then if we tab
into edit mode now we have polygons that
we can work with. I've got normal
transformation mode selected. Let's try local. Yeah, that does a
little bit better at aligning the gizmo
to the object there. So let's then take, say, these three edges here. And let's scale on the y as
y and pull these down some. And then I will
deselect this edge, press S Y and bring these down. And then I will
deselect these and bring these down quite
a bit more like this. Then let's just begin
pulling them in. So maybe I'll pull that
in like this. Pull it in. And all I'm doing is just
trying to hide these edges. Are that open end? I just didn't want it
to be so prominent. So maybe something like this. Let's see. Yeah, so it's
just kinda hidden away. So as you're viewing
it from a distance, you're not going to see a
big hole in the spring. So that's a similar thing
that we can do over here. Maybe we could, Can
we turn on auto smooth here and click
and drag that up? Yeah, that kind of
smooths that out some. So those are just two
examples of objects with modifiers that you
may need to just take an extra look at as you're
applying the modifiers. Alright, so what I'm gonna do is go through the
whole motorcycle, find all of the
objects that have some sort of a modifier
on them or are still a path that needs
to be converted to polys and clean all that up. And then in the next video, we'll actually begin UV mapping. And the good thing about
UV mapping before we do any texturing before
we even export it out, is that we will discover any modifiers are past that we've missed as
we're UV mapping. So that's coming up next.
79. A Quick Introduction to UV Mapping: Alright, let's start
UV mapping. Now. I'm one of those
strange creatures that actually enjoys UV mapping. For me, it's kind of like again, it's kind of like a puzzle, but I know it's not real
popular for a lot of people. But bear with me, it's a good process to
understand and to get to know. And hopefully, once
we do it a bit, it'll become second
nature and you won't see it as this horrible
thing that has to be done. So what is UV mapping? Well, it's, It's the process of making a two-dimensional
representation of a 3D object. So the way I like to explain it is it's kind of like
taking a cereal box, cutting it on a corner, and then opening
it up and putting it down flat on the
kitchen counter. And then you can paint on
it, drawn it, whatever. And then you can reconstruct
it into a 3D object, put some tape on the corner, and now you've got
that 3D object with two-dimensional
images on it. So that's really what we're
trying to do with UV mapping. We're trying to create a
two-dimensional version of our three-dimensional
object so that we can put two-dimensional
textures onto it. So first of all, what I'd like to do is just find some fairly simple
objects to begin with. And I think maybe these
exhaust pipes might be good. And as I mentioned, we're
gonna begin cleaning up and reorganizing some
of these collections. There are things that are
in the wrong collection. I know as we've been going here. So UV mapping gives us the opportunity to
clean that up a little. To begin, let's go over here to the UV Editing tab
right up here. And when we do whatever we had selected goes
into edit mode. So let me just tab back into object mode
for a minute here. And here is our UV
Editing window. One of the things I'm gonna do first is just create
a new window up here. I'm going to just hover
over a corner and click and drag down like this. And then I'm going to change this window to a shader editor. We just need that. Hit the End key. And in here we'll be able
to create a new material. We're going to create a UV
test pattern so that we can test for stretching
on our UV mapped objects. Alright, so let me
bring this down. I'm going to hover over here
and hit the negative key in the numpad just to collapse all those
collections back down. And so this is basically the interface layout I like
to use when doing UV mapping. So let's now come over
here to the outliner and let's find those exhaust pipes there
they are right there. So I'm going to
right-click on that and choose, Select objects. And that selects everything
that is in this collection. Now, it looks like there
are some things that are exhaust pipes that are
not in there currently. So let's take this
and this and this, and let's hit the M
key and move them into the exhaust pipes collection. And now let's see
about this again. I'll select those again. Yeah, I think
that's pretty good. Oh, it looks like these guys
here aren't in there yet, so I will do that. And this is what I mean by
cleaning up the collections. As we try and UV map, we're going to discover things that aren't in the proper place. So I'll select these again. And yeah, I think that
looks pretty good. So there are a couple of ways to hide things or
to isolate things. We've used the division
key on the numpad, but this time I'm gonna
come over here and Control. Click on the eye here in
the outliner right here. That will then isolate that
among the collections. Alright, so let's just take a look at this and
see what we can do. Let's maybe begin. Let's begin with this one here, I will hit the period
key to zoom in. And if we tab into edit mode, we can see here's our polygons. As I mentioned before, one of the things we're
going to try and do is avoid stretching
in our UV mapping. But we're also going to need
to hide our seams because just like we cut a corner
in that cereal box, we're going to have to
find a place to cut on our 3D object to open
it up and lay it out. But it's better if we hide that seem so people
can't see it. So if we want to hide the
same for this object, I'm going to come around here, the two key to go to Edge
mode and then I'll just Alt click an edge back here where no one's ever
going to see it. So then we can add a
scene by pressing U, and this brings up
the UV mapping menu. And we can mark the seam here. So now that we've done that, you can see we've
got this red outline for that edge and that tells
us there's a seam there. Now we'll just hit the, a key to select all the faces
in that object. And let's press U and
click unwrap. There we go. So now we've got a two-dimensional representation of this three-dimensional
object. Now how do we know if we've UV mapped this with a
minimum of stretching? Well, there are a
couple of ways. One way is you can come over
here to this little pull down and you can turn
on display stretch. And whatever is blue or dark
blue has no stretching. And you can see here it
gets a little bit lighter. I think that's
this area up here. We've got a bit of
stretching there. But if I took one of these, just one of these UVs and hit the G key and pulled it out. You can see that
as we stretch it, it gets farther and farther
away from that blue. So that's one way to keep
an eye on your stretching. The other way is to actually
add a UV test patterns. So let's go ahead and do that. What I'm gonna do is come up
here to this button here, you can see it says add a new material, I'll
just click New. And here is a material for our object we've just added to this object that's selected. Let's give it a name. I will call it UV test material. And now we need to add a texture that has a
test pattern to it. So to do that in
here in this window, I'm going to press Shift a
to bring up the Add menu. And let's add a texture,
an image texture. And I'm going to just pull
the mouse up here and click. There we go. Now, if we click
on this New button here, we can create a new texture. So I'm going to call
this UV test texture. And instead of a
blank black texture, I'll click here and
choose UV grid. And if we click Okay, we can see that here, right? We can see it
underneath our UV map. Now if we come up here, I'm going to scroll
the mouse wheel here to bring this over. If we come up here and
choose viewport shading, we should be able to see our
UV texture, but we can't. And that is because we
have not yet connected the color here to the base
color of the materials. So we need to connect the
texture to the material. And there it is. Now we
can see that UV texture. And our goal here is to have all of these squares,
B square, right? So if I say took this here, I'll press Control and click. And let's come back over here. And if I took this and I
hit G and I move this, you can see that as I do, these squares collapse or gets
squished into rectangles. And we do not want that. The key to putting this test
texture on your object is to try and make sure that
all of these squares are actually square or as
close as you can to it. So I'm going to press
Control Z to undo that. And so what we've
been able to do now is we've been able to UV map this object with a minimum of stretching and we've
hidden the seam. You can see how the seam doesn't really line up the texture here. You can see that here. And so sometimes when you're adding a
texture to something, you might see that seam if we put it in a
place that's visible. Now, there are ways in Substance
Painter to kind of help hide seems when we'll talk
about that when we get there. But it's just a
general good rule, a good practice to try and hide the seams right up front
as we're UV mapping here. Alright, so that is my quick
intro to UV mapping here. In the next video we will begin
in earnest to actually UV map our exhaust pipes and the other objects in
the other collections.
80. UV Mapping the Exhaust Pipes: Alright, continuing
with our UV mapping, let's, let's work
on this one here. This, you recall, is a separate object because
we split that out. One thing I didn't mention in the previous video is that it's usually a good idea before you actually unwrap
an object to make sure that the scale has
been applied is all ones. And if we hit the End key, you can see that the scale isn't all ones on this
particular object, but it is uniform. And that's really the key
because it's uniform. This UV map came out
looking pretty good, actually, fairly proportional to the object in the 3D view. But even though this
is still uniform, I'm gonna go ahead
and press Control a and apply the scale here, just so we have all ones, right, so let's take
a look at this one. It is all ones That's good. Okay? So for this, what I will do is probably find an edge down here
on the bottom like this, and add a scene here. I'll press U and mark seam. And then let's hit the a key, press U and choose. Unwrap. There we go. If we think this
may be a bit off, we have actually
two options here in the method pulled down here
in the unwrapped settings. We have angle based here.
That looks pretty good. But let's pull this
down and choose conformal and see if
it's any different. Well, you can see it kind of makes it a little
bit curved there, so I don't know that that's
the best way to go if we if we go back to angle based. Yeah, that looks a
little bit better. But to make sure, let's go ahead and
add that material. So with this selected, I'll come up here and
instead of hitting New, I'll just pull this
down so we can see the materials that
we've already created. Select the UV test material. And there we go. Now we've got that added and that
looks pretty good. So now that we've got this
one and this one done, Let's come down
here and do this. Once again, I'll just select an edge that we
probably won't see. I'll hit you and Mark
seem hit the a key. And then let's
press U and unwrap. Now, did I have
that scale applied? Let's see, I'll tab back into object mode and
yeah, it's all ones. That's good. Alright, so we've got this. It looks a little wonky. Let me re unwrap this. So we get this panel again. I'll switch to conformal. Switch to angle based. I think this is a
little bit better. We're getting some stretching
on this rim up here. But I don't think
that'll be a problem. Let's pull this down and
select the UV test material. And there it is. Now, notice that each of these UV test patterns is a
little bit different size. And that's okay if we never
put these on the same UV map, but ultimately I think
we're going to put everything in a collection all on one UV map and assign all of those objects
in that collection. One material, we're
going to assign all of these objects and exhaust
pipes material in the end. Zoom out here and
I'm just going to hit the X here because I don't like to see the UV test
texture in this view. I'm just going to
click the X here. All that does is just
take it out of the view. It still exists here and it's still applied
on our objects here. I just personally don't think it's useful
to have it here. Alright, so let's move
on to another object. How about this one here? This one is all ones
That's good in the scale. Let's tab into edit mode. And we will probably never
see the bottom of this. But we probably won't see
the inside of it either. So let's do it on the inside. I'll press Alt and
click this edge. This goes all the way through. This is a separate piece, so I'll Alt Shift click that. Now we've got that selected. Let's press U and mark seam. We go, Let's hit the a key. Oh, let's check. Oh yeah, we have all ones. That's good. Let's
hit you and unwrap. Now that looks pretty good. Actually, we've got
our piece down here, that's a separate piece
as its own UV island. And then we've got all of
this as one UV island. Let's switch from angle
based to conformal. Like angle based a
little bit better. So let's go with that. And then let's add
that UV test material. Yeah, I think that
looks pretty good. Those are pretty much square. That's good. How about this one over here?
Let's take a look at this. I'm going to zoom in
with the period key. I'll go ahead and apply
the scale with control a. So we have all ones here. And this one, we may
not be able to get away with just hiding
a seam back here. In fact, you know what
I'll do while I'm here. Maybe I'll grab a point and
just pull this up a bit. You can do that.
You can just make a few adjustments as you go. We probably don't really need
to do this because, well, no one's ever going to see it, but I'll just go ahead
and pull these up a bit just like this. And we could also select
this and pull this in. That's probably the
better way to go. Let's just do that. Okay, so now we have this. So it isn't pushing through
to create a same for this. I think first of all, I'm
just going to select an edge back here and let's
just see if this works. Let's do a little test. Marcus, seen back here where
no one's going to see. And then let's just hit
the a key and edit mode, press U and unwrap. And let's take a look. Now that's not very pretty. And let's change
it to conformal. That's still not
very pretty, is it? Let's try something else. Let's try and add
seam right here. Now, this is going
to be seen, right? This seam will be
seen from this side. But it may be the
way we have to go. Sometimes it just has to
be done and you can work with the tools in Substance Painter to
try and hide the scene. But ultimately, sometimes
you just can't help it. As I said, it's just a
good rule of thumb to try and follow when
you're UV mapping. I'm going to add a seam here. Now let's try it again. I'll hit a you unwrap. Yeah, that may be a
little bit better. Let's try angle based. Still kinda wonky, isn't it? Let's add that UV test material and let's take a look at it. So you can really see that
seem right there, right? But the squares
look pretty good. You can see the seams
here. That's fine. No one's going to see those. But I think this
is probably okay. Once again, we're going to use a setting in substance painter called try planar projection. And I think that'll
help take care of that. Alright, so let's now come over here and take
a look at this one. I will tab into edit mode. And what are we
going to do here? Well, I think if we're
going to add an edge is probably going to want to be
on the top and the bottom, because we're mainly going
to see this from the side. So let's select an edge up
here and mark a seam there. And that goes all the
way in the inside two. And let's do that down
here. Marcus seem. And then let's hit
a U and unwrap. That didn't do very well. I don't like all of that. Let's look at conformal. Yeah, we've got too
much connected here. I think we need to split
something out along here. So let's take this
and maybe this edge, this outer edge right
here along the rim. And let's split this out. Let's create a seam there. And then let's select
everything you and unwrap. And there we go. That looks a lot better. So let's try angle
based conformal. Really not a big
difference here. Let's go on the inside
here and take a look. I'm going to hit
the division key on the numpad and isolate
just this piece. And let's maybe split it
out along this edge here to you and Mark seem. And now let's hit the a key. You unwrap. There we go. Those look kinda nice. Yeah, So I'm going to
choose this right here, the UVs select mode, which allows us to just click one and hit G and
move it around. I just want to make sure they're not connected
to each other. Yeah, that looks pretty good. And lastly, let's just
take care of the screws. On the side of this, I'll hit the division key again. Let's take these two, I'm going to select
these two objects and hit the Tab key. Oh, let's make sure we
have them properly scaled. I'll press Control a and
apply the scale. There we go. So now we have them both with all ones in
the scale there. Now let's tab into edit mode. And for this, these are
such tiny little things. We could probably use a different kind of UV unwrapping
here that Blender has, it's more of an automated thing. So with these selected,
we could press U. And instead of unwrap, let's try smart UV project. And this is just blender, trying to do its
best to UV map it. It doesn't always work great. And actually manually
adding seams and using the unwrapped is
usually a lot better. But for these very small items, I'm just going to click
Smart UV project. And then I'm going to use
an island margin of say, 0.01. And then I'll click OK. And there we go. So it just basically tried to do the best it could
with what it had. And UV unwrap that for us. And that's okay with two
such very small items. I think this will be just fine. Alright, let's take this and
add the test material to it. And let's take these, and let's do the same. I'll go ahead and add this
one here, and there we go. So now we've got all
of this UV mapped. The problem is, is if we hit
the a key to select all of that tab into edit mode and hit the a key to select
all the polygons. Look at this. Our UV map is a mess. All the UV islands are
one on top of the other. And they're not proportional to the size that they are
here in the 3D view. Because look at this. Here is one of the screws. And then here, one of the pipes. They're not proportional in size to the way
they are out here. In the next video, we're going to work on cleaning up and arranging our UV map.
81. Beginning the UV Map of the Fenders: Now let's see if we can organize our UV map a little bit better. I'm going to select
everything over here with the a key and
then tab into edit mode. And then let's select all
the polygons with the a key. And now we can see
our UV map here. And as I said, it's
just a jumble. We can't have overlapping
UVs at all really ever. So this just isn't
going to work. Now, we could, I'm going to
press Control and Spacebar. We could come in here, turn on our UV select tool here, begin clicking and hitting
G and moving these out and then rearranging them within
the zero to one space. Now what do I mean when I
say the zero to one space? Well, it's this square here. And really this square here
is the only thing that is seen by other programs
outside of Blender. Now there are exceptions to
that, but generally speaking, it's a good idea to keep all of your UV islands within
this zero to one space. Why do I call it zero to one? If I hit the End key and
come over here to view. Here's the 2D cursor, which is very
similar of course to the 3D cursor in the 3D view. But the 2D cursor is
currently at 0.0. If we take the y to
one, it pops up here. If we take the x21,
it pops up here. So really this is
just a graph 0-1, and that's why I call it
the zero to one space. So the key is to get
all of our UV islands into the zero to one space
without overlapping. And as I said, we could
do this manually. We could select these and
move them out and then scale them down and turn them and get them
in place in here. And frankly, that's
the way we used to do it and it can
get kind of old. What we can do instead
is just hit the, a key to select all
of the UV islands. And then we can
come over here to the UV menu and do two things. First of all, we can average the island scale for
all of the islands, for all of the UV islands. So they are proportionally a similar size to the way
they are here in the 3D view. And then we can pack the islands into that
zero to one space. So let's give that a try. We have all the
islands selected here. So I'll click UV and choose
average island scale. Now you can see that the
really small things got really small and the really big
things they got big. So that's good now, everything is in proportion. Now with everything
still selected, I'm gonna come over
here and go to UV and pack islands.
There we go. Now, I'm going to twirl this up and make sure I have some
sort of a margin here. We need it to be 0.01, 0.001. We need it to be something
because you need to have a little bit of a margin
between each of the UV islands. Now we could also try and
turn off the rotate here. And that does that. Sometimes you're going
to need to use this, but for this particular
group of objects were pretty much all
going to be putting a chrome material on these. So the direction of the UV Ireland really isn't
going to be a concern. It's a concern when you're dealing with things
like wood grain. And you want the different
pieces that your UV mapping to have the wood grain
go in a similar direction. That's when you would
really want to be sure that they're all turned and
rotated in a similar way. But for right now, I
think that's pretty good, that, that I think will work. Let's tab back into object mode. I'm gonna go ahead and save my scene since we've
completed a bit here. And then I'm going to press
Control and click that icon. And let's see what
else we can do. Well, what about
the fenders here? Let's see if we can
work on the fenders. I'm going to go back to the solid viewport shading
just for a moment. I feel like it's a
little easier to see what I'm doing here. So let's just choose
all the vendors. In fact, what Let's do
is go to the outliner and right-click the
fenders collection and choose Select objects. So if I hid everything
in this collection, what would we have
that still remaining? That should be in
that collection. Like if I hit this here, what else should be in there? Well, it looks like these things should
be in there, right? Those are kinda hanging out. Let's grab those and
hit the M key and put those in the
vendor collection. And what about this? Oh, that's the little
hinge part on the fender. Let's put that in there. Because in the
fenders collection. What about over here? Let's enable it and
then take it away. Yeah, it looks like
everything that I want to go in there is
in there for that. Alright, let's go take a
look at the front here. Just select this and hit
the period key to zoom in. What do we have here? Let's hide that
fenders collection. And yeah, there's a couple of things still hanging
out here, right? Let's get these into
that collection. Okay, and what about over here? Anything here? No, That looks pretty good. That looks like That's
everything we need there. Alright, so I'm going
to select the vendors and right-click choose,
Select objects. Let's take one last look. Yeah, I've got the tail
light in here too. I think that's okay. Alright, so let's go
ahead and do that. Control and click the icon
there. And there we go. What have we got here? I don't think we
need this in here, Dewey, Let's put this back. Where is this? This can go
on the wheels and spokes. I think let's do that. I'll just press the M
key and put this in the tires and wheels collection. We go, okay, now
let's try again. Control click this. Now, do we have
everything that we want in the fenders collection? Yeah, I think we've
got everything. Okay, good. So now let's begin
working on these. I think let's begin say
with this vendor up here. I'll just select it and
hit the division key. And let's tab into edit
mode and take a look at it. So I've added a
solidify modifier to this so it has
some thickness to it. And I think we want
to split it out. I'm going to select these
edges here all the way around. Alt, click on this and
Alt Shift click all this. There we go. So now
hit you and Mark seem. Now let's just try this. I'll tap into object mode
and let's check the scale. Yeah, those are all ones. Okay. Tab back into edit mode, hit the a key EU, and unwrap. And there we go.
What do you think? I think that looks
pretty good actually. Let's add that UV test material and go over here to the material preview.
And there we go. Yeah, I think
that's pretty good. Alright, let's hit the division
key and do that again. Let's try it with these. The division key
tab into edit mode. I'll go back to Solid View. I kinda like that. And then let's just Alt click
all of these edges here. Get this one. But I got the wrong one here. Control Z. I'll shift. Click. There we go. You and Mark seem, oh, let's go back and make
sure it's all ones. It's not quite. Let's press Control a
and apply the scale. There we go. Now this one, I'm
gonna just gonna do the outside edges on
this one as well. There's bat and this, you end mark seam at the
a key you and unwrap. Let's triangle based. Yeah, I kinda like that
a little bit better. Okay, so let's add
our UV test material. We can see it here. The division key. There we go. Now for these down here, these are smaller, a little
more complex like this here. And these all of these we may be able to do with
smart UV project. Why don't we give it a try? Let's select all of these, this, this, each of
these objects here. Let's go ahead and press
Control a and apply the scale. And then if we tab
into edit mode, hit the a key. Let's try and use smart UV
project and see what it does. Oh, I'll be sure and put an
island of margin in here. Let's do 0.01. Let's do that. And
then click Okay. Alright, It's not terrible. It's got a lot of little
tiny pieces in here, but those are very tiny pieces, so I don't know that
that's really a bad thing. Let's come over here and do
the same thing on this side. Let's select all these pieces. Let's go ahead and press
Control a and apply the scale. I need this one too. Okay. And then let's tab
into edit mode. Hit the a key, you
and smart UV project. Alright, we've still got our
0.01 island margin there. That's good. Alright. Yeah, I think that'll work. Let's now just add
that test material. Let's take a look
at it over here. Now it's only been
added to this one. And this is an interesting
thing about Blender. It's hard to add materials
to multiple objects at once. But what you can do is link
a material to other ones. So what we need to
do is ensure that the object that has the material is the active
object in the selection. So the active item
in the selection is usually a slightly different
color than all the rest. You can see that here. And if I Shift-click
this to undo it, and then Shift-click it again. You can see that's that color. And it's usually the last item selected in a selected group. So like this piece, I could shift click this, and now this has become
the active item, the active element because
it's been selected last. So actually I want the one with the material on it to
be the act of elements. So I'll shift click this. Now, we've got it there. Because when you
link a material, you link the multiple
objects that you've selected to the material on the active element,
the act of item. So with all of
these selected and this object with the material on it as the active element. Let's press Control L. And then we can link our data, the materials like this. So that adds the material
to all of those, right? Okay, so let's do
that over here. I will press Shift Z to go to wireframe and then
drag select all of these. Now press Shift C to go back. And if you look at this, we don't really have
an active element. If we wanted to, we
could shift click this and turn that into
the active element, but it doesn't have
the material on it. So let's add, say,
this one over here. Now, this is the act of one and it has the
material on it. So we can press Control
L and Lincoln materials. And that adds the material
to those objects. Alright, in the next video, we'll finish up the fenders.
82. Finishing the UVs of the Fenders: Let's now see if we can finish
up the vendors over here. So I will go back
to the solid view and press Alt Z to
turn off x-ray. And let's hit the division
key tab into edit mode. And let's just select some edges all the way
around on the outside here. And over here maybe. And then let's add our seams. Ensure that we've got all ones. Hit the a key you and unwrap. Let's try conformal. Yeah, that looks a
little bit better. And now let's hit the
division key and let's try it with these same thing. I will select those
outside edges all the way around you and Mark scene. And these as well. Down here. You and Mark seem okay.
Now let's try it. Let's select everything you and unwrap this triangle based. Let's try conformal.
I like conformal. Let's do that. Alright,
the division key again. And let's do this. We'll select those
outside edges again. Just because that seems to
be working pretty well. Let's hit you and add the seams, select everything
you and unwrap. Alright, That's not bad. Let's try this one here, the division key, just
so we can isolate it. Take a look at it
a little easier. Grab these and mark seams. And then we'll grab these here. And up here and
mark seams there. Alright, let's select
everything you and unwrap. And that's good. I like it. The division key. Now let's take a look
at this guy right here. Let's hit the division key here. And I've got this, so it's just really two pieces. We may be able just to take
an edge here like this edge. Or maybe this one on
the inside. Here we go. Let's do that right in here. Let's just mark a seam here. Hit the a key you, and unwrap. I think that it'd be fine. Let's try angle based. Let's try conformal. Really not seeing a whole
lot of difference there. Let's go ahead and add
that test material here. And let's take a look at it. Yeah, I think that's
I think that's fine. Let's hit the division key
and let's try this guy here. For this one, I
think we may need to split it out inside here. So I'm just going to
select an edge right in here and mark a seam there. And that will split that out. Let's also mark a seam
in the back here, so it splits out the
back part like that. And then I really
want to separate this part out so it lays out
flat instead of in a circle. Well, let me show
you what I mean. If I hit the a key and you, and unwrap, you can see that this part here
is still a circle. I think this is it here. We can check that by
turning this on right here, this UV sinks selection. Turn that on, select this or
hit the L key, I should say. And there we go. That's that ring there. Now this is just a
temporary thing. Be sure and turn this
off before we move on. I'll hit the a key again
so we can see all that. And what I wanna do is instead
of have this being a ring, I want to lay it out flat. So I'll need to create a seem, maybe write down
here to do that. Now I need to
de-select all of this. Let's press Alt Z and
then I'm gonna hit the C key and middle
mouse button, click and drag to
deselect these edges. Let's see what else
we have in here. Do we need to do that anymore? Yeah, I think we need to
do that one right here. And it looks like We're
going beyond that seam here. So let's de-select those and now we'll just hit
you and Mark scene. And so we've just
created a scene from one seam here to the
other seam there. And that will just
hopefully split that ring out into a flat piece. Let's see how we do.
I'll hit you and unwrap. And yeah, there it is.
Let's try angle based. There we go. So that's a little bit better. I think that lays a
little nicer there. What about this guy right here, just that little cylinder
that we're going to call a hinge. We can tab into edit mode, hit the a key and
take a look at it. And you know what? That's probably just fine. That's the UV map that came with the cylinder that
I created originally. When working on this object, we tab into edit mode. We can go ahead and
apply the scale here. But frankly, there's really not much reason to do
anything else besides that. So I'm just going to
leave that as it is. And sometimes you can do that. Alright, let's take these here, all of these pieces. Once again, I'll take
all of these two. Let's just do them all at once. Now that we know we're going
to use smart UV project, let's just grab all of them. I'll press Control a and apply the scale and that should
do it for all of them. However, look at what happened here. Look at what happened. Let me press Control a again. Look at what happened
when I applied the scale. Control a. Apply the
scale. Look at that. Why is it doing that? Because I haven't applied
a modifier here yet. I bet. Let's go to the modifiers panel and
sure enough, look at that. I still have modifiers on this. What about these here? Now? What about this over here? Yeah. So we've got modifiers
on these two objects. We need to clean this up. And once again, I might
not have found that had we not been UV
mapping, right? So let's go ahead
and come over here, apply our subdivision here, and then apply our solidify. Let's go ahead and smooth it. Come over here into the object data properties
and we can drag the normals up a bit to
smooth out the sides. Here. There we go. Okay, let's
do that over here. Let's add the subdivision, add this, solidify, smooth. And to try and get rid of
that block Enos there, let's just drag this up. And that helps I think
with those there. Alright, now, let's
give it another try. I'm going to save my scene. And let's select all
of these objects now. And I'll go ahead and select
all of these over here. So now with all of
these selected, let's press U and
smart UV project. And our island margin
is 0.01. That's good. Let's click. Okay. So that's not great. I think maybe we've got, yeah, we didn't I didn't apply the scale for all of
these, so let's do that. Let's apply the scale here. Let's press Control a
and apply the scale. Okay, so now everything
should have all ones. Now let's try that again. I'm going to try and
select all of these. And then let's tab
into edit mode. It you and smart UV
project. There we go. That's a little bit better. I was just seeing that the bolts were so much bigger
than everything else. So it made me wonder
about the scale. Now once again,
we've got lots of little tiny things in here. And I think that's
gonna be okay. Because what we're gonna
do is we're going to combine all of this together. So we're going to
hit the a key here, tab into edit mode, select everything and we've got our jumbled mess
over here, right? Let's hit the a key, UV, average island scale,
UV and pack islands. And there we go. Now
let's make sure we've got 0.01 for the margin. Good. We can turn off the rotate
and try that if we wanted. But in this one, all of the vendors are going in the same direction and that
may be a good way to go. Alright, so let's tap
back into object mode and let's add a material to
these objects as well. I'm going to press
Shift Z so I can drag, select all of this and
select everything. And also this one here. And then I will shift
select something, some object with
the material on it, press Control L and link
materials. And there we go. I think we have everything
UV mapped for the fenders. What's come up here
and press Control and click that icon there. So now we can see what we've used the mat
and what we haven't. And this is our process. We're going to go through
collection by Collection, try and clean it up, organize it, and then UV map it, and move on to the next one. So in the next video, we'll keep moving forward.
83. UV Mapping the Chassis: Alright, well we've
kind of established a process here of UV mapping our collections and putting the test texture
on so we can see what we've UV mapped
and what we haven't. Let's just continue on from
the top of the list here. For the chassis, I'll
just Control and click this so we
can see what it is. Now, it looks like there's
some extra pieces in here. And these I think
maybe these I'll put in the front fork
collection here. I'll just press the M
key and find front fork. And then you do have to come over here and go ahead
and select it here. You can't just select Front fork here and have it drop in there. So you have to come over
here and select it there, and that pushes it into
that other collection. Now this one, let's put
this in the cables one. Where is that? Here we go. Cables and tubes
right down here. Alright, so now we've got just what we want
for the chassis. This down here is holding
the exhaust pipe, but it's kinda
connected to this. So I'll go ahead and
go with it here. Let's just hit the a key, select everything in
object mode and press Control a and apply the scale. And that should
apply the scale for all the pieces that
were selected. Then let's just, let's
just begin here. So for this, I think
it's just complicated enough for us to just
use smart UV project. I'll hit the division key
so we can isolate it. Tab into edit mode, hit the a key. And smart UV project. And I do need to add
an island margin here, so I'll type in 0.01
and let's click Okay. And yeah, that looks fine. I think let's add
that test material. Switch to our material preview. And there we go. That looks okay. I think that'll be fine. It's just gonna be a
dark metal colors. So I don t think there's gonna
be a lot of detail there to see seams and
things like that. I think that'll be fine. For the next piece. How about let's just
take a look at this. I will tab into edit mode, and let's hide a siem under here and select all of
this you and unwrap. That looks fine. If that division key, Let's find something else. How about this? Let's maybe hide
a seam back here. You mark scheme and maybe let's do one right in here
to break this off. Mark a seam there. A you unwrapped. Yep. I think that'll work. What's next? How about
no, We just did that. We did that. Well, let's
take a look at this here. This one's pretty simple. In fact, it may even be something that we
could just leave. Just like that. That probably wouldn't
be a problem, but we really don't need the faces on either end because they're
being hidden away. Let's hit the division key. And why don't we just
delete these here, get rid of these, because we don't want extra faces if we aren't
gonna be seeing them. And then while we're here, let's go ahead and mark a seam and just use the
unwrapped function for that. There we go. All right, how about this here? Let's take a look at this. I'll hit the division key. And let's just select two
edges down here where they won't be seen and mark
those and unwrap those. We do have an
island margin here. It's just looking kinda close. Yeah, I think that'll be fine. Okay. And in addition,
we're going to be selecting everything and
putting it all into one UV map. And we can adjust the island
margin then for this one, let's take a look at this. Hit the division key. I'll go ahead and add a seam on the bottom here where
nobody can see it. And then let's unwrap. That looks good. And these, Let's take a
look at these division key. Once again, let's
select edges down here. You mark seam and unwrap. Okay, we got those. And what about these
things over here? Well, if we select this, look at this, it's
got a mirror on it. So does this, but so does
this and so does this. So this is a problem. It appears that the origin for each of these is
at the center of the geometry instead of in
the center of the grid here. And so if we apply these mirror modifier is
we'd have duplicate faces, duplicate vertices, one
on top of the other. So we don't want that. I don't really know
how I did this, but it is something to
keep an eye on sometimes, because this can really multiply your polygons in your
scene pretty quickly. So let's just take away the mirror modifier
for each one of these. Let's just do that. Once again, UV mapping can
really help you find all of those little issues that
you have in your scene. I'm gonna go ahead
and just take all of these tab into edit mode, hit the a key press U
and smart UV project. All of these, since
they're pretty small, I'll just go ahead and do that. And then let's deal
with these here. Let's once again just select
all of these, like this. Tab into edit mode, hit the a key and once again, use smart UV project. There we go. Alright, so now that
we've got all of that, let's go ahead and hit
the a key in object mode, tab into edit mode, hit the a key to
select everything. A key over here
in the UV editor. And now let's average Ireland
scale and pack islands. And that didn't quite do
what we'd hope to do. I really wanted it to fill the zero to one space a little
bit better than that. So what should we do here? We're really not using the
space efficiently here. I think what let's do, I'm
going to press Control and spacebar so we can see
this a little bit better. And I think what I'm gonna
do is scale this area up. So it fills all of this while keeping
these the way they are. And even though they won't
be exactly proportional, I think it'll be okay
because once again, we're gonna be putting just a black metal material
on all of this. There's not gonna be a
whole lot of detail in the texture to give us a cue that these are
somehow different. So with this selected here, I'm just going to click on these to hit the G key and
move them aside. Drag, select all of these, and let's scale these up and get them kind of in this
area right in here. And then I'll select these two, hit the G key and
move these back. Maybe scale them
down so they'll fit in there just a
little bit better. Yes. So that I think uses the space a little
bit more efficiently, even though they're not all exactly proportional to the
way they are in a 3D view. And you can do that. I mean, you can make a lot
of decisions as you go here based on what you know is gonna be on it in the texturing. So as I said, because this is going to be a pretty uniform material
over all of this. I don t think having
it be slightly off in proportion is
gonna be a problem. Let's go ahead and add
the material here. I'll just shift click that to make that the active element. And then I'll press Control
L and link materials. And there we go. And you can see here
that the squares here a little bit bigger than the
squares everywhere else. As I said, I don't think it'll
be that big of an issue. Alright, so let's press
Control and click that. And now we've got
our chassis done. So in the next video, let's work on the tires
and wheels collection.
84. UV Mapping the Wheels and Tires: For the next collection, this tires and wheels. Let's see what we have here. I'm going to press Control
and click the eye icon up. Wrong one. Let's try that
again. Here we go. So is this everything
we want in here? I don't think we want these. Let me press Control
and click that again. Yeah, I think I'd kind
of like these to be with that chain and
accessories here. So let's just click here again and I'll take these two and just hit the M key and put these
in chain and accessories. And keep in mind, this is all pretty arbitrary. You don't have to do it
the way I'm doing it. I'm just using all
of these collections to try and organize
this in my head. If you've got a better system or a system that works for you, please go with that. I'm just trying to show
that being organized can really help however
you organize it. Let me come back here and
I want to ensure that this piece right here is with the tires and
wheels. Let me see. No, it is not. So I'm going to press the N key and move the head in here. I want to bring that went along. And let's try it again here. What else do we have here? Do I want this to come with it when I don't have this
in it, I don't think so. I want to keep these together so I can work on the
textures there at the same time in
Substance Painter. So either I should have this in the other collection or have the other one in
this collection. Well, let's bring it into here. Let's do that. I'm going to take all of this and let's just
bring this into here. So I'm going to
grab all of this. And maybe this looks like
this could go in there, although that might have, should have gone
with the vendors, but we can bring that into here. Alright, so I will
hit the M key and bring it into the
tires and wheels. And I'll leave this part
and this with the chain. Let's do that. Control clicks. And so now we've got
this and this over here. Okay, what about up here? Let's take a look. We've
got these and these. Let's control-click here. Well, I do want
to bring this in. Let's do that. M, tires and wheels and probably
this as well. Let's go ahead and bring all of this and I'll
select all of this. This could probably work in this tires and
wheels collection. Alright, I've selected
all of those. I'm going to move
those M tires and wheels now let's see
what we have here. Is that everything we want, but I'm going to do
is just hide it here. Now let's see if there's
anything else that we want to push into it. No, I think that's pretty good. Everything else I
think has a place. Okay, so I'm gonna bring this collection
back, control-click. And here we go. Let's select everything,
press Control a and apply the scale to
everything in this collection. Then let's think about
one of these tires. So if I tab that into edit mode, we get not only the tire here, but also all the treads. So I think I want a UV map
these two individually, the tire part and the treads. First of all, let's
add a seam here. The reason why I'm adding a seam here is because
it's hidden away. If we control-click this, you can see it's kind of hidden
away in that vendor area. You can see it just a bit there. But it's generally speaking
pretty hidden away. And so let's then hit
the L key to select just that piece and
press U and unwrap. And let's see how that goes. Okay, that's angle based
and that's conformal. Well, that's not good. Let's try angle based. And that's not great. And I think it's because
it's such a long piece. Let's maybe add another
edge right here, or seem I should say,
and let's do that. Hit the L key, you and unwrap. Yeah, I think that looks
a little bit better. And in fact, conformal
works out pretty well. We've got a margin of 0.01. That's good. So now let's think
about the tire treads. To select those,
Let's just press Control I and invert
the selection. If we come up here, you
can see under select, Invert is Control
I or Control I. And now we just have the treads. And since there's no back
face to any of this, I think I can just hit
the U key and use unwrap. Let's try that. Yeah, that just splits them all
out individually. Alright, so now let's
just select everything. Hit the a key over here. Uv average islands
scale UV pack islands. And there we go. Alright, well let's try that. I'll go ahead and add
that material to it here. And then if we switch to material preview, we
can see it there. Now, do we want to go through the whole process of UV
mapping this tire again? Or do we just want to
duplicate this over? I vote for duplicating. Let's just select this and press Shift S to move
the cursor there. Hit Delete, select this
shift D to duplicate, and then shift us eight
to pop that over here. I always a lot easier, right? So now let's think
about the wheel. Hit the division key, and zoom into this. Let's take this one
piece at a time again, just the way we did. Let's select an edge
here and an edge here. And let's put seems there. Then let's hit the L key
you and unwrap those. How about angle based? And that's not too bad.
Let's try that. Then. Let's come in here
and let's just hit L and L and select these. And then let's isolate these. I don't know that we can
use the division key on this because that'll
just pop it back. We're going to
have to hide it or hide everything that
isn't selected. So if you come up here to
mesh and then Show Hide, you can see that hide is H, hide the selected objects. Hide unselected is Shift
H and reveal is Alt H. So what I wanna do is
hide the unselected. I'm going to press Shift
H, and here we go. So that allowed us
to isolate that. Let's just select
some edges here. Maybe I will select this edge and this edge
and add a seam here. And then just select all
of these and unwrap them. And that's what we get.
Yeah, that'll work there. Now recall to unhide is Alt H. There we go. So we've got this part and
these pieces UV mapped. Let's now do the spokes. And to do that, we can
just use our control. I trick again. Select this, this and this press
Control I. And here we go. For these. I think we're just
going to need to use smart UV project because they're so small and pretty complicated. Let's just do that. There it is. Now, I know that's a whole lot. But once again, we're
just going to be putting a very simple uniform
texture on that. I don't think that'll
be a problem. We will see some of this is actually kinda testing and
seeing what's going to work. Alright, so let's
hit the division key to bring
everything else back. And so we have this. I'll shift click this, and then let's press Control
L and link materials. And there we go. So now
we've got that UV mapped. And what we can do too is we could average Ireland scale
and pack islands here. Let's do that. I'll select
all of them over here. Average islands scale
and pack islands. And there we go. Alright, now, same thing over here. Do we want to do it again? No. I'm going to press
Shift S two, delete, select this shift D Enter and shift us eight.
And there we go. So to finish this up, Let's do is take
all of these here, the ones that we've UV mapped. And let's hide them
with the H key here. And now we have just these. So with these, Let's now
just select everything. And then we can tab
into edit mode. And we're not tapping
into edit mode. And that's an
interesting thing about selecting all of these
at once like this, you need an active element to be able to then
tab into edit mode. So let's try it again. There we go. So sometimes if you have a selection of objects
with no active element, you can't have into edit
mode for all of them. I'll hit the a key, you and smart UV project. And okay, there we go. Now, the way I've done this, let me press Alt H
to bring those back. The way I've done this, I've put these in
separate uv maps, right? So this one is here, this one is here, and these are in
their own, right. So we're going to have to
remember that in here. We're going to have to assign individual materials because each material in
here is going to be a texture set in
Substance Painter. And in substance painter. Every texture set gets its own collection
of texture maps. And I promised that will make more sense as we move forward. But I'm going to just go
ahead and hit the a key here, Shift-click this, and then Control L and link
materials for all of this. So as I said, we're going
to need to probably do at least two or three materials for this particular collection. Because I don t think
I want to add all of these little tiny pieces into the UV maps
for these as well. Because we've got so
many tiny pieces here. And we've got so many
tiny pieces here. I don't want to then let me
just select these control. I Shift-click one of these tab into edit mode
and select all of these. I don't want to also add all of these tiny pieces to the UV maps with these
other tiny pieces. So we need to remember to make these
individual materials. I'll make a note of it and
will hopefully remember that. Alright, let's
Control click this. We've already done the
vendors in the next video, let's work on the handlebars.
85. UV Mapping the Horn and Handlebars: Alright, let's take a
look at the handlebars. I will right-click and choose, Select objects and I'll hit
the period key and zoom in. And let's see if they're all where they're
supposed to be. Well, it looks like
we've got a piece down here and a piece up here that probably shouldn't be in the handlebar collection. And I'm also going to
keep the brake lever here in its own collection. So let's come up here and press Control and click that icon. And this one, I think needs
to go in with the born. Let's do that. Select that m. I'll put that in the horn. And then Wasn't
there another one? Let's see. Oh, no. Yeah. That
was with the horn. And then this up here, this one here should
be with the headlight. Let's hit em and put that with the
headlight. There we go. Now let's try that again. I will come up here,
Control click. And yeah, I think
that's pretty good. Alright, so for these, Let's begin with the handlebars or these pieces right here. Actually, no, let's
hit the a key and press Control a
and apply the scale. Then we can work on this
tab into edit mode here. I will select, say, an edge down here and
an edge down here. Marcus, seem you and unwrap. Good. That looks okay to me. How about these here? Well, we do want to
do both of these, but do we want to actually
do the work to do both of them or just mirror
it over to the other side. Why don't we tab into edit mode, and I will hover over
this and hit the L key. And let's just delete
all the faces here. And then let's
just work on this. And then we'll mirrored over and apply the mirror
when we're done. Alright, so I'll hit
the division key. Let's select an edge here. I think we will have to
split these outlets, add a seam here. And we'll want to
add a seam in here. And maybe in here as well. Then connect these two. So it lays that
cylinder out flat. Like that. We've got a cylinder here that we should probably
connect these. So I will take, say this edge and control-click and
control-click down to here. Is that the where? Actually, I'll do it over here. I want to do it along
here like this. Between those two. It looks like we need one more. You end mark seams so we
connect those two seems there. And then similar thing here. We need to break this off
and then connect these. So I'll select this and
control-click here. And Marcus seem there. Alright, so let's
see how this works. I'll hit the a key
you and unwrap. And if we go to conformal, not much of a difference there. I think that's fine. Yeah, I think that'll work. So let's tab into edit mode. Hit the division key. I'll take this looks
like the origin of that object is really close to the center of the
grid, but not quite. So I'm going to press Shift
S1 to move the cursor there, and then go to Set Origin
and origin to 3D cursor. There we go. Now let's add a mirror and then
let's apply it. And there we go. So currently
if we tab into edit mode, these two are one on top of each other here
in the UV editor. Because when you
mirror things over, they just stack up over here. So if I select this and hit G, you can see there's the
mirrored one underneath. So ultimately those
will all be split out once we average island scale
and then pack islands. Alright, let's take a
look at this piece here. Let's hit the division key. And this is, wow, this is a lot of polygons. Alright, Well let's
just Alt click here. Maybe alt click, Alt, Shift click here to
split these out. And we could just try
smart UV project, but I don t know that we're
going to get something very good out of this with
it being so dense. So I'm gonna go ahead
and mark seams here. Let's then connect these
two seams up here. Since this is kind of like a
cylinder all the way around, we're just going to
flatten that out. And then once again, we
do have cylinders here. So let's take this and
let's try and wow, there's a lot there. So I think what I'm gonna do
is press Alt and click that. So we get that edge
all the way down. And then I'll press the C key and middle mouse button click
and drag to de-select it. I just feel like it'd be
easier to de-select these. Let's hit the C key
again and go to there. We go. And mark seams. And let's give this a try. Hey, you unwrap. Yeah, I think that'll work. Let's tap back into object mode, hit the division key. And now for these little guys, Let's grab all of these
tiny pieces here. Oh, and this right here. Let's do that. And then let's hit
the division key, tab into edit mode. Hit the a key, you and smart
UV project. There we go. Alright, so now if we select all of this
tab into edit mode, we can come over here, hit the a key. Let's average island
scale and pack Island. And yeah, I think that'll work. Alright, so let's also add that material just to make
sure to come over here. There we go. Then
I'll hit the a key, Control L. And
Lincoln materials. There we go. Alright,
let's Control click this. We now have the handlebars.
While we're here. Let's go ahead and work
on this headlight. Or we could do the
horn, actually, the next one in the
list is the horns. So I'll do that. Let's Control. Click this. This. Do we want these?
Where do these go? I wonder, Let's take a look. So it looks like this. And this, those could all go into the front fork
here, into this collection. So let's press M and click
here for front fork. And now let's just
isolate the horn. And yeah, I think that's good. So for this, let's
hit the a key, Control a and apply the scale. And let's just try smart UV
project for everything here. And let's just try it
and I'll hit the a key, Shift-click one of them, tab into edit mode, hit the a key again.
And here we go. Smart UV project. Okay? Well it's got a
lot of these rings here. They're just taking up a lot of space and I don't think
they need to do that. So let's see what we
can do with that. I think it may. Let's tab into edit mode here. This has a few. So let's just take these two, hit the division key. And maybe if I take this one, I'll press Shift H. And let's just maybe isolate
this year to end this. Now how about this
one right here? Let's do that. Let's add a siem. There are seams here. And then I'll select this edge and try and
connect these up. Control-click here. So we connect those up. And let's see how
that works for us. A, you unwrap. Yeah, that's a lot better. Okay, so now let's press
Alt H and bring this back, and then I'll press Shift
H and then isolate that. Now for this one, what do we have going on here? We've got a couple of rings. Can we cut down on the rings if we break this out on its own? So let's take it to here, right? Mark the seam and then select this control-click and add this connect these
two seams up here. Does that help us
any, let's see, I'm going to press the L key and I know that
selects everything. But if you look
down here in this, we can choose to delimit
that selection by the seams. So if I click this, now we only select that
area within the seam and that's the area that I
want to UV map currently, because I'm going to
use the unwrapped tool instead of smart UV project. See if I can clean
some of this up. I'll press you, unwrap. And there we go. So that took a couple of those circles and
laid them out flat. Now we can then press Control. I and I better actually do this with faces instead
of edges. Let me do that. I'll hit the three key. Yeah, and I'll
press Alt Shift and click that so we get everything. Well, let's do that again. Let me press the L key
here to grab everything and then make sure
we're in face mode. And then press Control
I. And there we go. Now we get everything. All right. Now let's just
use smart UV project. And okay, Alright, that's
a little bit better. We're still getting one of these circles and I think that's this piece right in here. But I'm okay with that. I can live with
it. So let's press a and then a over here. And let's just see
how this works. Yeah, I think that'll be fine. And once we pack islands
for all of this, it will use up the space a
little more efficiently. Alright, so let's press Alt
H and then the division key. And let's see how
we've done here and hit the a key
tab into edit mode. Let's select everything. Yeah, okay, So now let's
select everything over here. And now let's once
again average island scale and pack islands
and see how we do here. I think that's okay. Once again, we've got a
lot of little tiny pieces. And that's because
it's breaking up this piece that we used
a Boolean modifier on. But once again, that's gonna
be a solid chrome color. So I don't know that all the little small pieces
is going to really hurt us. Alright, let's give that a try. I'll select one of these
and add the material. And let's come over here, turn that on and then I'll hit the a key to select
everything else, Control L and link materials. And there we go. Alright,
we are moving right along. In the next video, Let's
continue on down the list.
86. UV Mapping the Headlight and Gas Tank: Alright, it looks like the
next one up is the headlight. Let's Control click this and
see what we have in here. I will take a look around and see if we have
everything that we need. I think this is everything. Let's Control click this again. I'll select everything in here. Select objects. Yeah, I think that's reasonable. Let's do that. Control-click the
headlight collection. And so let's just select everything and press Control
a and apply the scale. And then this piece here, I believe this is just
a single-sided piece. Yes, it is. Let's just tab into edit mode, select everything, and
press U and unwrap. And then we go, Yeah,
that looks good. Hit the division key. And let's work on this one here. For this, I think we could probably add a seam right here. If I go to Edge
mode, there we go. Alt, click that you
and Mark seem there. And then we want
to split it out. We're gonna get kind
of a cylinder here. If I hit the L key
and then choose seem, we can see what
we're going to get. But I think I need to
add a seam down here. Let's say this. Yeah, Right there. Press U and Mark seen. Just so we split that
out and it lays flat. So let's try this. Let's hit
the a key you and unwrap. And I'm wondering how
this is going to go. It's just all kind
of a light blue. I'm wondering if it's got a little too much
stretching on it. So let's go ahead and
add that material here, and we'll go to our material
preview and look at that. It's got the squares are
pretty big on the back and they get smaller as we move up in there,
kinda curves. So even though that's gonna be a single uniform material there, I may want to try just
adding another edge in here. Maybe I'll just grab
this and Control click this and put a seam here on the bottom of the
headlight. Let's try that. Okay, let's just
see if that helps. Split that open a bit. You unwrap. Now let's look at a square
so they aren't quite as big here and they don't
curve quite as much. You can see we've still got
a bit of a curve there. And we've got a scene
here on the bottom. So it really could
be six of one half dozen of the other in that it
may not matter a whole lot, but let's go with this. I think that looks pretty good. Let's hit the division key. I'll select this
Shift-click that press Control L and link the materials so we
can see that there. Then for these pieces, I think we could probably
just tab into edit mode, select everything and use
smart UV project for that. Now, I don't have an
island margin here. We could add that
in, but honestly, we're just going to pack
all this together anyway. So let me just hit the, a key tab into edit mode
will hit the a key again. And it's well over
here in the UV editor. Let's average island scale
will pack islands and here is where we can add that
island margin for us here. Alright, I think that's
probably going to work. Let's press Control L
and link materials. I'll select this one first and then hit the a key Control
L, link materials. And there we go. Okay, now let's Control
click this and I want to go back to a thing that we were working on before with the handlebars and I think
this one right here. Do you remember this piece? Look at this. This still
has a modifier on it. And so this would not export to anywhere else like
substance painter, very well at all. We just get a flat
polygon there. So let's apply this. I'm going to click apply. And let's redo this. Let's come back over here to the handlebars
control click here. And I just want to
UV map this and then insert it into the existing
UV map for all the rest. So if I tab into edit mode here, select everything for this and press U and
smart UV project. Oh, and you know what
we ought to do to, before I do that is ensured that this is
all ones and it is. Okay, That's good. So now let's tab into edit mode, you and smart UV project. Alright, so There's this, I'm going to hit G and
move this out of the way. And then let's go ahead and hit the a key tab into edit
mode, select everything. And now we need to
take this UV map and insert it into the
existing UV map. Now, we could, I guess if you wanted re UV map,
this whole thing, but there were some
things that were mapped with the unwrapped
tool like these. And then there were
some that we just used smart UV project. And so we'd have to go back and redo those in the same way. And I'm not sure I want to really spend the
time to do that. So what I'm gonna do
is just take these. Scale them down. And let's find a place
where we can put these. How about right in here? I'll hit G, move this in. Let's hit the S key and
scale that in a bit. And let's just put that
right in here. Right? I think that'll be just fine. Get really usually doesn't
matter where you put things. As long as once you
put them there, you don't move them, right? So we can't get
this all UV mapped, take it into Substance Painter, do our texturing and then come back and change this because Substance Painter
is going to use this UV map to put the textures for each
individual piece. So if it puts the texture for this right here and we move it, the texture is still gonna
be in the same place. There's gonna be a problem with our textures on our model. So just keep that in mind. It doesn't matter very much where you put
things on a UV map, as long as once you put them
there, they stay there. I'm going to press
Control and click this. So now let's look
at the next item, which is the gas tank. So I'll select everything
in the gas tank. Let's take a look at it. I think that's right. Let's go ahead and press
Control and click here. Alright, let's now take a look at what needs
to be done here. I think for these
small pieces here, we could just use
smart UV project. Let's do that. Oh, before we do
anything though, Control a and apply the scale, then let's select
these three pieces. Tab into edit mode, you and smart UV project. Alright, so we have those. Now what about this? Let's hit the division key and let's see what we wanna do. I think I want to split it
down the middle like this. So I'll go ahead and
add a seam here. And then in here we
don't really have, hey, center edge that we
can continue this in. So I think what I'm
gonna do is Alt click these and this edge, and this edge and
kinda split these out. Now I need this one here
and it looks like when I selected those because
this is a Boolean cut, the edges are a
little bit strange, so I'm going to
have to shift click these to de-select those and let's see if we
have any on the top. Oh, I missed one here. Now I think we're good there. I'm going to mark seams. Here. There we go. So now let's press
a you and unwrap. We could try conformal. And I think that
looks pretty good. Alright, so I'm going to
tab back into object mode, hit the division key. Let's do this one here. This one is really dense, so wow, let's see what
we can do with this. I will right-click
and add an edge here. I don't think we're
gonna be able to see this part down here. So I'm going to Control click to connect that edge
and add a seam here. I think I will also come up and add seems right
on the inside, in here, like maybe here. And on the insides
of these as well. Let's do this. We break these out. We go and let's try this. Select everything you unwrapped. Yep, I think that'll
probably work. Let's go back here. Let's do this one. And for this, let's
just see if we can UV unwrap it since it doesn't
have a backside here, Let's just press U and unwrap. Is that going to work
or are we going to have too much stretching there? Let's see. I'll
add that material. Go to material preview. We've got a lot of
stretching there. Look how big that is and
how small these are. Alright, so let's
split these out. Let's say we add an edge here, at an edge here or excuse me, had a seam there. And here and here, you can mark seam and
let's see how this works. Now let's go back to here that allows our squares
to be a little bit more similar in size. We've still got some
stretching here, but that's going to be so small and it's gonna be a
uniform material. Let's go with it and
see how it works. What else do we wanna do? Well, how about these
guys right here? Let's hit the division key. And for these guys,
it looks like, well, we've got these
faces on the bottom. Will we ever see those? There's a possibility, right? So, okay. Let's go ahead and add a scene here with
that face. Select it. I'll just choose mark scheme. Just mark the edges
around that face. And then for these, maybe we'll add an edge here. Oops, let's go into
this. There we go. And maybe we should add an edge. Back here. I'll press Alt and click, and then let's just de-select. I'm going to press Shift
Z and press the C key, middle mouse button,
click and drag, and I'm just going
to de-select those. There. There we go. So we just have those. I think this one will open up. Okay, let's try it. You unwrap. Let's try angle based. Well, let's see. I'm gonna go over here,
add that material. Actually that's not bad. It curves a little bit here, but the top is pretty nice. Alright, let's do that.
This one over here. I don't think I've done yet, so let's just go ahead
and finish this up in the same way that we
did that other one. I'll just see key and
de-select those edges. You end mark seam. Then let's just select this. Oh, I better turn off
this seem delimiter, so I'll press Shift
and click this. Then we can go ahead
and unwrap that. Alright, so we have those two. Now. What else do we need to do? Do we have everything all done? I think so. Let's
select everything. Press Control, L,
and link materials. Well, that didn't work because the gas tank was the
act of elements. So I'll shift click one of these that has the
material on it, and then I'll press Control
L and Lincoln materials. There we go. Alright,
control-click. We have that. In the next video. Let's work on the front fork.
87. UV Mapping the Front Fork and the Oil Tank: Alright, let's take a look
at this front fork here. I will go ahead and
select everything. And is that, Are there any things
we think that are in there that
shouldn't be in there. Let's hide it right here. And oh, I think we should
probably put that in there. And maybe even this
little guy right here that's connected
to a piece of that. So let's put that in there too. I'll press the M key, front fork and we'll put it right in here with
the front fork. Okay, Now let's bring this back. I'll Control click it
and oh, look at this. We've got a few things down here that aren't
supposed to be in there. Okay. Well, let's see what this is. This is just a plate
I put at the bottom. Just to connect those two. I don't really want
to go back and put this with the chassis right now. Maybe let's just add it with the foot rest. Let's do that. So I'll select this
m and put these down here in the foot rest. Okay, Let's see what else
we have front for control. Click this down here. Is probably with
what would that be? That would be the
gear shift, I think. Right? Yeah. And this I think should
go in the gear shifts, so let's do that. Am gear shift. Alright, and what else? Fork control-click
and this thing. What is this? Let's take a look. Oh, it's part of this
that should have gone in with the wheels
and accessories part. So now we're going to have to
take this and add that into the wheels and accessory UV map for this collection of pieces. Alright, well, let's
go ahead and do that. That shouldn't take too much. Let's go over to here to
the tires and wheels. Excuse me. I was saying
chain and accessories. Let's do the tires
and wheels here. Let's do that. Alright, and it isn't there. So let's take this, press M, add it to
the tires and wheels. Here we go. Let's take I'll
take all of these, the wheels and tires and
let's hide those here. Then if we select
everything here, tab into edit mode,
select everything. So there is our UV map and there is this guy right here that, that UV map, alright, Well, let's just quickly make
sure it's all ones. Let's press U and
smart UV project. And there it is. That doesn't look right. Let's tab back into edit mode and let's
take a look at this. I didn't have that
individually selected. It isn't uniform, so let's press Control a and
apply the scale. Now it's uniform so that when we hit U
and smart UV project. Now it's more in line with
the way it is in the 3D view, more proportional to
the way it is here. Let's add an Ireland
margin may be 0.01. And then let's select
all of this here, hit G and move it aside. And then we will, just like we've done
before, select everything. I'll press Control and Spacebar. Let's find a place to put this. I can just scale this down. And you know, I was
worried about these areas inside the circles not
being used efficiently. Well, here we go, See. We can use that a little
more efficiently there. Alright, I'm going to
press Control in Spacebar. And there we go. Now let's
press Alt H. There they are. And then control-click this. So now we have that piece in the proper collection
in the existing UV map. Alright, now let's come back
over here to the front fork. Let's isolate this. I'll select all of it. Let's press Control a
and apply the scale. And now, let's just try and see if we can use smart UV
project for everything here. I'm not sure we'll be able
to, but let's try it. Let's see. I'm going to select one, hit the a key tab into edit
mode and select it all. Let's press you
smart UV project. I've got an island
margin of 0.01. So let's just click
OK. And there we go. Now that's a lot. Let's try 0.001. That's a little bit better, but we've still got
a lot going on here. And I think a lot of this is
our coils being split up. We don't actually want that. So let's see if we can do
something else with the coils. And this is oftentimes a
good way to do things. Go ahead and use
smart UV project, see what blender can do, and then go back and do
a little tweaking or a little fixing of
the things that you think blender
didn't do great on. And I don't think Blender
did great on these coils. So I'm going to hit the
division key to isolate those. And let's just, I'm going to
select an edge down here. In here and let's
press U and mark seam. And let's just try this. I'm going to press
Tab you and unwrap. Well, that is a very
long skinny piece, so I don't think
that's going to work. Why don't we try and split this up on the inside
to hide the seams. Let's maybe split
it into thirds. Maybe let's select an edge here. And select an edge up here. Maybe, maybe right here, or maybe one up. Let me do that. Like
this. There we go. So I've split it into thirds. You mark seam, and now
let's just hover over this, press the L key you and unwrap. Yeah, I think that gets
it a little bit better. It isn't quite so
long and skinny. Let's do that again. Let's
split this one up into thirds. Maybe that, and maybe this. Let's try that. I'll mark seams at the
L key, you and unwrap. Alright, let's try that. Now if we hit the
division key and bring everything in the
collection back, Let's select everything here, tab into edit mode. And let's just now average Ireland scale
and pack islands. So I'll hit the,
a key over here, deselect everything, average island scale
and pack islands. And we've got a margin
of point zero-zero one. That might work. Yeah, I think that's alright. Let's, let's go with that. Alright, so if we tap
into object mode, let's add the material to
one of these right here. I'll go over to
material preview. And then let's select
everything control L and link materials. Okay, there we go. Now we've got the front fork. What else? What is next? Well, it's the oil tank and
battery back here. Let's try that. I'm going to
select all of these objects. And we've got these tubes
here along with it. But they're not the rubber
tubes like these other ones. They, if I recall, are a metal piece. So let's go ahead and
keep that with these. Alright, so let's press Control and click here to isolate it. And let's see what
we can do with this. So first of all,
let's take, well, let's take all of them, control a and apply the scale. All right, then let's isolate
this with the division key. And I think I'm going to
break this out like this. Let's try and isolate
the back like this. And then maybe we can isolate the top and the
bottom like that. Let's see what happens here. Let's press U and mark scheme. I've got all of these marked. Let's try this. You and unwrap. Is that going to work? Well, let's try it.
Let's add that material. Go to material preview
and take a look. Well, if you've got a little
bit of stretching here now, so maybe we can do a
little bit better. Let's see. How about if we
add an edge right up here, right here, and one down
on the bottom like that. Let's see if that helps. You unwrap. Yeah, that helps quite a bit. That allows that texture to
lay out a little bit better. Yeah. So yeah, I think that's good. Alright, so let's hit
the division key and let's go back and see
what else we can do here. Well, there's this thing
that should be fairly easy. I think we could probably just use smart UV project for this. There we go. Okay. The division key again. What about these little pipes? We should probably let me get the division key and let's
just add an edge on these, on the insides Where, where they really aren't
going to be seen like this. And then let's just use
our unwrap here like that. Yeah, That's fine. Alright. Now for these other pieces, they're probably small
enough where we could maybe just use smart UV project. Well, this piece here though, I think I want to do a
little bit more to this. I think I'd like to maybe
add a seem to this. And yes, this is two pieces. So what I'm gonna do is since we have a bit
of a gap there, I'm going to take that
edge and let's just hit E and scale that in and
bring it down just a hair. So then what I'll do is just
press Alt and click there, and then hit C and
middle mouse button click and drag to
de-select all of these. I don't need all of these. Just this here. Let's mark a seam there. And then let's just
mark as seen here, this is a cylinder
without a top or bottom. So let's just add a seam on
this side and see how we do. I'll hit a, you unwrap. What's going on here? Let's try conformal. Well, oh, it's this on
the top and it's kind of being stretched because
these corners are attached. So let's try and
split those corners out with a seam here. Alright, let's try that again. Unwrapped. And yeah, that flattens that out a
little bit better. Alright, Let's hit
the division key. And now all of these
pieces I think are good candidates for just smart
UV project. Let's do that. Tab into edit mode. Select them all, you and
smart UV. There we go. Alright, now that
we've done that, let's select everything
tab into edit mode. Let's hit the a key to
select all the pieces. Then we'll come over here and
select all the UV islands. And now let's go to the UV menu, average island scale
and pack islands. Now, we could maybe take
this margin to 0.01. Yeah, I think I like that
just a little bit better. Alright, Let's add the material. A key Control L, N-linked materials. There we go. So now if we control-click this, we can see once again what we've UV mapped and
what we haven't. So in the next video, we'll maybe go and
work on the engine. That's gonna be a little bit more complicated, I'm afraid. And we have a few
pieces that are hanging out here that
need to find a home. But in the next video, let's work on the engine.
88. UV Mapping the Engine: All right, The next item on
the list is the engine here. And I think I'm going to
have to do a little bit more in terms of organization
for this engine. It's pretty dense in
terms of all the pieces. So where when we were working
on the tires and wheels, I just tried to keep in my
head that we're going to need materials for the tire, the wheel, and then
the other parts. I think I may have to actually
create new groups within the engine collection
here to tell me and remind me what's going
to be in what material. So let's think about how
we're going to do this. I think these pieces down here going to all be pretty much the same
kind of material. In addition, we're
going to want all of these screws on here as well. Let's go ahead and select
all of these like this. And well, let's do
this one to here. And if I hit the division key on the numpad that
will isolate those. And I think this is pretty much everything I want in one group. So let's create a
new group with this, let's just begin
right off the bat, creating new groups that's going to correspond to our materials. So I'm going to press M. And in the engine collection
I'm going to create a new collection and I'm going
to call this engine block. Engine block. And you know what, I'm going to add MAT at
the end just to remind me that this is going to
coincide with the material. Alright, so there's
this one here. Ultimately we're
just going to have a few collections
with this MAT at the end to remind me that
that's what we want to keep. And then I'll remove all
the other collections. Alright, so let's hit
the division key here. And in terms of
material, I think this, this and this, and these are going to have that
chrome material on them. So let's combine these into
one collection as well. I'll press M and let's create
a new collection and let's call this vent and knuckleheads. There we go there. Oh, and I want to put
that MAT on the end D9. Let's do that. In a T. There we go. Okay, so we know
that this one and this one are the two
that we want to use. What about the engines
cylinders here? We should probably add these
together into a collection. And in terms of materials, I think all of
these pieces here, I think these down
here and this, and this, and then
all of these up here. Let me grab all of
these like this. Okay, so we've got all of those, right, let me hit
the division key. Alright, I think that's good. So all of these should go in their own collection as well. I'll press M and let's create a new collection
in the engine on call these engine cylinders MAT. There we go. So now we've got
these here as well. Alright, so we've
got these three. What happens if I hide these? Now let's press the
division key again. What happens if I hide
these with the MAT? Will that leave everything else? Yes, I think it will. Now, let's make sure I'm
going to come back here. I'm going to Control click this. And let's make sure that
everything we want is in here. I'm going to choose,
Select objects. And I'll look at this. We've got this, this, this, there's some pieces in here that aren't
being highlighted. I think that alright, so let me hide this real quick here and let's see if there's
anything on here. Yeah. Okay. So let's grab this, this, this Let's grab the, so I'm just looking
for pieces that need to be in this
collection here. I'm going to move
this into the engines real quick right here. And what else? What about this? Let's bring this back. This is part of this block. I think this needs
to be in there too. Let's press M and put
this in the engine block. Here we go. Alright, so now let's isolate the engine here. And then let's hide
the ones that have the material or the MAT
at the end of the name. And there we go. So now we've got all of this. Let's select all of this
and move this into, let's just call
it engine pieces, new collection, inch and
pieces in a T. Okay. Alright, let's bring this back. And so now I think these collections here that do not have an arrow are empty. So let's just delete these. I'll right-click and
delete. And there we go. So now we've got
the engine split up into these four collections
that represent. Materials. Now we can begin working on these and I
think these are all complex enough that
I'm just going to use smart UV project for this. So first of all, let's just work on
the engine block. I'll hide everything
else except that. Let's select everything. Press Control a and
apply the scale, its tab into edit mode,
select everything you. And smart UV project. I'll add an island
margin of 0.001. And here we go. I'm not a huge fan of these
pieces right in here, but I don't know that
it's worth going in and really struggling
to clean that up. I think since it's
going to be uniform, kind of a texture, I
think this could be okay. Let's add that material and
then let's select everything, press Control, L and
Lincoln materials. Let's go over here,
see how we did. Yeah, I don't see
anything in here that is going to be a big problem. I think that's fine. Alright, so we've done that one. Let's bring back the vent
and the knuckleheads. Let's select
everything. Control a, apply the scale of tab into
edit mode, hit the a key. And let's try smart
UV project here. Alright, That's not bad. I think one thing
that I may want to do is just split
this out right here. I think I'm going to want to add a different kind of material
in here at some point. So maybe if I selected
all of these in here, or perhaps an easier
way to do that is just figure out what I
want The seem to be. So maybe I'll just
add the seam Here. Let's do it right in here. I think. Let's do that there. And let's add a seam. And then I'll press the L key
in here and turn on seam. And now we see that now it's only being broken
up into two pieces. That's not bad. But let's go ahead and press U and unwrap this so we
get it all in one piece. Now if we hit the a key and come over here
and hit the a key, Let's average Ireland scale. And then pack islands. Here we go. Alright, I think
that's pretty good. Let's take a look at it. The material on it. I'll add the material here. Select everything control
L and link materials. Yeah, I think that's
actually pretty good. Okay. Let's do this again. So we've got these two now. Let's hide those two and
just do the cylinders. Now for these, these
things are pretty complex and they've got some
Boolean cuts on them. So I think these may be a little problematic,
but let's try it. Let's just select everything
control a and apply the scale tab into
edit mode and select all the polygons with the achy you and smart UV
project. Let's see. Well, we've got a
lot of these rings, it's gone through and split
those up at those ridges. And I'm not sure that that's
going to work real well. Let's just see, Let's
add a material to this. Select everything control
L and Lincoln materials. Let me see if I can split
one and see how it looks. Let's do that. I'll take this and
hit the division key and tab into edit mode. And yet look how
split up that is, that may not be what we want. So let's select an edge and that edge goes
all the way around. Let's press U and mark seam. Hit the a key EU and unwrap. And oh, that's ugly. I don't like this pulling here. And I think it's
because of the way we have it with the
bottom and the top. Let's try. Let's try just selecting a few polygons up here
and deleting these. And let's select a few down
here and delete these. And let's just try this. You unwrap. Now there's still pulling. What if we grabbed these edges
all the way around here? Let's mark those seams and
0 because of that Boolean, we need to select this seem individually and then
try and connect them up. So let's just select this
and connect this to this. There we go. Alright, now
let's try this a, you unwrap. Well, that's a
little bit better. I have to admit. Yeah. Let's go with that. So okay. So I'll hit the division
key and let me just go do that real quick
with this one as well. I'll hit the division
key for that. Alright, with those selected, let's hit the a key,
you and unwrap. Yeah, I think that's
a little bit better. Alright, so let's hit
the division key. And then let's select
everything here. Tab into edit mode. Come over here, select
everything over here. And let's average island
scale and pack Islands. And I think that looks a
little bit better than it did. So now let's come over here. And yeah, all of that
is a little bit better. Alright, so we've got these now. The last thing I
think we need to do are all of these other pieces. Let's do this right here. So now let's take all of these, hit the a key control a apply the scale tab into edit
mode. Select them all. Oh, look, we've got a
couple of things in here that I think still have a
modifier on them, right? So we've got this,
let's apply this. What else did we have? This? Yeah. Okay. Anything else? Alright, I think that's it. So if we select everything
tab into edit mode, hit the a key, and then let's press U
and smart UV project. And there we go. Alright, we've got
those taken care of. Let's add the material. Select everything, control
L and link materials. And now we've got
these four collections that are giving us our
uv maps for the engine. Alright, I'm going
to press Control and click the engine.
And there we go. The next one on our list
is the transmission.
89. UV Mapping the Transmission and Circuit Breaker: To work on the Transmission, Let's first control click over here so we hide everything else. And it doesn't look like anything that isn't supposed
to be in here, is in here. So that's good. Let's just begin by trying
out smart UV project. I'll hit the a key, press Control a and
apply the scale. And let's tab into edit mode. Select everything. Oh wait
a minute. Look at this. This didn't really
select which tells me that we have yet another
modifier still on here. So I'm going to apply this. There we go. Now let's try again. Hit the a key control a apply the scale tab into edit
mode and select everything. Yeah, that looks a
little bit better. Let's hit you and
smart UV project. Click Okay, and there we go. Now, that doesn't look too bad. Let's apply the
material real quick. Then I'll hit a and Control
L and link materials. And this right here, this is kind of a
prominent piece. And we can see some
scenes in there. It's been broken up
awkwardly, it seems. And let's just select that. Yeah. Look how many
pieces that is. And what about
these? Let me see. What's this? Well, these have been broken
into a lot of little pieces, but I don't know that I care so much about what
about this one here? That too has been broken
into quite a few pieces. So maybe let's just take these prominent pieces upfront and see what we
can do with these. So let me select this and I'm just going to work
on this individually. I'll hit the division
key tab into edit mode. And let's just put an edge
right back here, or a seam, I should say, hit the
a key EU and unwrap. So that takes all
those smaller pieces and puts them into
one. That's good. The division key, let's
take a look at this. Hit the division key
again tab into edit mode. So we've got this piece here. I'll hit the L key and to
isolate it even further, let's press Shift H. And I think I would like
to add an edge here. And then let's add an edge around here to split
this off as well. There we go. So if we
just select this turn off seen with Shift-click
you and unwrap. Yeah, that looks a
whole lot better. Alright, to bring the
other things back, I'll press Alt H, and then let's select these guys and see what we
can do with these. I'll press Shift H and
let's take a look at this. So what do we want to try here? I guess what I would
say is we split it. Let's try and split
it like this. All the way around like
this on all of these. And maybe like this. So let's just try and
split all these up. Alright, I'll add
it seemed that, and then we could just
maybe select one edge down here and just open it up
just like a cylinder here. And let's try this. L U unwrap. Yeah, I'm not wild
about these pieces, but frankly, I
think they're okay. Let me just make sure
their individual pieces. Yeah, they are. Yeah. So let's just
go with that for these as well down here. And then let's add a
seem right in here. I'll just select an edge
here and add one there. Now, Let's just select
the two of them. You unwrap. And there we go. Yeah, I think that'll work. Let's press Alt H to
bring the others back. Tab back into
object mode and hit the division key to bring
everything else back. Now, let's rearrange our UV map. So let's select everything here, tab into edit mode and hit
the a key for everything. And then over here,
hit the a key, average island scale
and pack islands. Yeah, I think that'll work a little bit better. Let's try. I'll go back to
material preview. And there we go. Now, I put the
seam on the wrong, on the front, on this
instead of the back. Well, let's see what
we can do to fix that. If I go to local, I can then rotate it around
the z-axis it looks like. So let's do that. Are non-zero. Spin it around there, and now that's in the back. So I just put that
on the wrong place. Alright, I think that
looks pretty good. Let's Control click this
and there we've got that. We've already done
the exhaust pipes. Let's take a look at the
circuit breaker here. I'll Control click this. Think that's everything. Take a look. Yeah, I think that's everything. So for these, let's just begin once again with
smart UV project. I'll select everything,
press Control a, and apply the scale. Then let's tab into edit mode, hit the a key and
smart UV project. Alright, what do we think? Well, let's add
material and see. I'll just add it
to this one here. Then select everything
and link materials. Now what happened here? Oh, this is still a path. Well that's a problem, right? Yeah, Let's change this to
polygons. Let's do that. Let's come down here. We've got three. And I'm gonna give
this to try that. And now let's convert it. Convert to a mesh. There we go. Now let's try all this again. Hit the a key you
smart UV project. And Okay, now, how
does that look? Yeah, that works a
little bit better. And I think this is fine. This is such a small
piece on this, but I don't think it's gonna
be a problem that we've just used smart UV project
for everything. I'll come over here,
press Control, click. The next one in the outliner is the chain and accessories. Let's just control click this
and see what we have here. Yeah, we've got some pieces up here that we need to work on. And we're going to need to think about how we're
going to do this. So in the next video, Let's go ahead and work on
the chain and accessories.
90. UV Mapping the Chain and Chain Cover: Alright, let's now work on the
chain and the other parts, the accessories for that
saw control-click here. And we've got a few things that probably aren't
a part of this. So this thing right up
here, what is this? Let's Control click here and that's part of that brake lever. So let's press M and put that in the brake
lever collection. And then let's see what else. We've got chain and
accessories here. What's this? What do we have going on here? Let's take a look. This is part of the rocker clutch pedal, so let's do that. Rocker collection here. Alright, What else? What about this thing over here? Is this part of anything that
we want in this collection? No, that's part of this. And what did I say that was her. When did I at least
call it at the time, I'm going to hover
over the outliner and press the period
key on the numpad. That brings that up here. And it's in the gear shift. That's right. So let's take this and put this in the
gear shift as well. Alright, now let's see what
we have Shannon accessories, control-click, and there we go. Let's just select everything control a and apply the scale. I think I'm going to just have
a collection or excuse me, a material and therefore a
collection for just the chain. It's got so many
small pieces on it. I don't think I want it
on any other UV map. So I'm going to tab into
edit mode and select everything and just
use smart UV project. And there it is, It's terrible. It's got a whole lot
of things in it, but I'm gonna go ahead
and leave it as is 0.001 for the island
margin and there it is. So yeah, I'm not going to try and do anything
else with that. The only thing I will do, take this and put it
in its own collection. I'm going to create
a new collection, call it chain MAT. And that's going to remind
me that the chain is going to get a
material all its own. So I will take this and
drag it into that chain and accessories just
so I know it's there. And there we go. Now. Everything else can be
put in its own material. I think we'll just create
a collection for that. But let's begin on
something else. How about this right here, I'll hit the division key. And let's break
these cylinders out. Are these circles
out With seems here. And maybe one in here. Maybe one in here. And we could do one in here, I guess let's try that. And then we can connect these two that look kind of
like a cylinder here. So that'll open up. Um, oh, and let's get this back. Here. We go. Alright, let's select
everything you, and let's choose unwrapped since we're applying seems alright. Let's try angle based. Yeah, that's a little
bit better, I think. Okay, that'll work there. The division key. And let's
take a look at this thing. What do we wanna do with this? Well, we could split it like
down here or even here, so it won't be so big. Maybe let's split it there. And then hit the a
key EU and unwrapped. Let's try that. Well, okay, let's try conformal. Now. I like ankle based
a little bit better. Alright, let's try that. See how that works. If the division key. And what about this thing? Let's try this. For this, this is an interesting thing. If we tried to, let's try and well, if I press Alt click, it isn't going to select the
edge all the way around. And I don't know that I
want to go around for each individual one and
try and select that. So we need to be a
little more clever. One thing we can do here, if I go to edge
mode and if I press Control Alt and click,
watch what happens? It selects the loop of edges
going crosswise, right? Kind of like if you're in face mode and you select
Alt and click that, it selects that
whole face, right? If you're in edge mode and
press Alt and control, it'll select all of those parallel edges
around that loop. Okay, so that means
that if we press Control Alt and Shift and click, that will de-select them. Alright, so now
that means we could press Alt and click
these faces here. Switch to edge mode, right? You see where I'm going here? Alt, Control, Shift and click. And that deselects those. Oh yeah. Alright, so let's press a you and Mark seem sometimes you just got
to outsmart Blender. Let's go ahead and select these. And these in here like this, and let's split these out. And what else do we need here? That may be all we need. Let's try this. I'm going to press the
a key, you and unwrap. What do we have here? Let's change to conformal know. Oh, so this is that
big piece around here. Okay, So what we need
to do is actually select a few edges
on around like this. It splits out a
little bit better. Let's do that. I'll make one on top, one on the bottom, and one each on the side. Let's do that. There we go. Let's try that. You unwrap. Yeah. So that lays them out
over here so they're flat. Good. Okay. Yeah, I
think that'll work. Let's hit the division key. And what about this here? Let's work on this. If we tab into edit mode, I think we should be
able just to select the edge all the way
around the top part here, like this, like that. Let's try that. And let's see if that works. I'll hit the a key
you and unwrap. Yeah, with conformal,
that looks pretty good. How about angle based? Know, kinda like conformal? Yeah, let's do that. Alright, we're
getting close here. How about well, I guess it's just all the little bolts and
things here that we need. Let's do those. I'll select all these. Alright, so now let's hit the division key tab
into edit mode a, you smart UV project. Alright, now if we
bring everything back, Let's take the chain because
I don't want this to be a part of this UV map. Let's hide it with the H key. And then, oh, we've still got a path here, we
don't need that. Let's go ahead and delete that. And then I will take all of
these tab into edit mode. Oh, no, we need to select one
and then select everything. There we go. And now
let's come over here, select all of our UV Islands. Let's average island scale, and let's pack islands. And what do we think? Yeah, I think that'll work. So now let's add a material. And let's select
everything control l. Add that material there. Let's bring back
the chain Alt H, and let's Shift-click one with the material Control L
and link materials there. So now what Let's do is let's just hide the chain and I'm
going to take all of these. And well, we can just use this collection as it is.
Why don't we do that? I will take this
collection right here and just move it out up
into the scene collections. So it then comes in down here. I'll hide it. And
I'll take this. And I'll just call this chain
and accessories dash MAT. We know what that is, right? So I've got these
two now for this, alright, let's Control click
and then bring these back. In the next video. Let's work
on that engine guard here.
91. Finishing the UV Maps: The next collection in the
list is the engine guard. So let's see what that
contains all control. Click that, and I'll press
Z and choose Solid View. And here we go. So I think this will work just fine if we select everything control a and apply the scale tab into edit mode. And this time let's just use smart UV project and
see what happens. Well, you know what,
That's not bad. Let me just add the material and then I'll select everything
control L link materials. There we go. I'm okay with that. We can see some seams here, but this is just gonna be
that shiny black metal. And I don't think we're gonna
have a problem with that. Alright, so let's move on here. Let's work on the
rocker clutch pedal. Control-click here.
Let's take a look. Well, let's select
everything and once again apply the scale tab
into edit mode. And let's just try
our smart UV project. And it's pretty good, but it's got this very
long pieces here. So we could try selecting these here and then hitting G and
moving them out like this. Maybe moving this over here. I'm going to press
Control and Spacebar. And then I'll take all
of this and scale it up quite a bit so it fills
our UV space here. You can do this, you can
just grab it and move it around and try and fill
the space as best you can. There we go. And then we've got these here. They can go right here. So sometimes you just
need to manually help blender out with using
the 3D space effectively. Alright, I think that'll work. Let's press the Z key and
go to material preview. Let's add that material. Select everything control
L and link materials. Alright, we got that done. Well, how about the
gear shift here? Let's Control click
that, see what we have. Yeah, Okay. We can select everything
and apply the scale. And then let's just
tab into edit mode, select it all and let's
try UV project here. Why do we think? Well, it's hard to know until we put a material on it. Let's see. I'll just one on here and
then Control L and link that. Alright, now these look okay. This is a little
wonky, but once again, it's just gonna be a
uniform metal material. But up here, this
is kinda prominent. And I don t know that I want, seems to be quite like
that up here on this. So let's try this again. I'll hit the division
key to isolate it. And let's tab into edit
mode and see what we can do about maybe let's
add a scene here. And let's add a
seam here, there. And then I think this
is the back, right? So this is the back here. Let's then take this
edge and Control, click this edge and
add a seam right here. So it's going to
split out two domes and then a strip for that
cylinder in the center. Let's try it to a
new and unwrap. Yeah, there we go. I think that's going to
look a little better. Let's hit the Z key
go-to material preview. Oh yeah, that clean
that up very nicely. Alright, it the division
key. Here we go. Let's go on to the next
one. It's the seat. So for this one, let's go ahead and
apply our scale. I will select the seat
itself here and hit the division key. For this. I think maybe let's take an edge like this
right along in here. And let's give that a seam. Then let's also mark a seam underneath that trimmed,
split that out. And so it isn't just a big loop. Let's add a seam here and maybe add a seam
back here like this. Let's try that. Then
let's hit a U and unwrap. Alright, I think
that's not too bad. Let's try angle based. Yeah, I like it better
on the trim with angle base, so yeah. Well, let's go with that. For the other parts, I'll just select the
seed and hit the H key. And let's select all of
these tab into edit mode. And let's just use
our smart UV project. Let's press Alt H to
bring the seat back. Let's select everything
and tab into edit mode. And now let's just
rearrange our UV map. I'll press the a key UV, average island scale
and pack islands. Now it's not using the
space very efficiently. Again, we can maybe
play with that. Let's press Control Spacebar. And what I'll do is I'll take
these and I'll turn them. And maybe I'll take these, all of these here and
I'll turn these are 90. And then what I'll do
with those turned, I'm going to pack islands
again and see what happens. Go to pack islands. And now it looks the same, but this time we can turn it a bit and it uses the space
a little more efficiently. We could almost take
these and this. And then I'm going
to press Control I, to invert the selection. And then if I take this
and move it up here, what if I scale this out
just a bit like this? Maybe used that just
a little bit better. Yeah, it helped a little bit. Alright, I think I
can live with that. Let's see how the
material looks on it. And link materials. That's not bad. It's kinda stretched here. That may not be an issue. We're just going to put a
leather material on it. And to alleviate
that stretching, I might have to add
a seam up in here. And I really don't
want to do that. So let's go ahead and go with
that and see how it does. Alright, let's bring everything back and see what
else we need to do. How about the brake pedal? Let's Control click that. Oh, we've got something up here. What is this? I hit the period key. Let's Control click oh, that's the brake lever. Let's press M and choose
brake lever here. Oh, I think I put it
in the brake pedal instead of the brake
lever. That's what I did. Alright, there we go. And now let's take a look
at all of this here. I'll apply the scale. Let's select everything. Smart UV project. And there we go. I think that's fine. We'll add the
material and link it. There we go. Alright. Let's go on to the next
one. How about the box? The what I think is probably
the electrical box. Oh, and we've got this
kickstand in here. What am I gonna do with that? Well, I think for now, let me put it in the chassis
and I'll come back to that. Let me press F2 and I'm just
going to call it kickstand. And then I'll press M and move
it into the chassis there. And I'm going to need to UV map that and deal
with that here. But for now, let's
deal with this. These guys, all of this stuff. We need to move into
the cables collection, right? Let's do that. Am cables and tubes. And then let's just select everything and
apply the scale again. And let's try smart UV project. I'm okay with that. How about you? Well,
let's go ahead and add the material and link it. Alright. Now for the
foot rests here. I think we can just
do the same thing. Once again. We'll
apply the scale, select everything and edit
mode and smart UV project. There we go. Yep. Alright. Let's put
our material on. And let's move on about
the cables in tube. Let's see what we have here. I think what I'm going to do, since this is just gonna be like a black rubber
material or texture, I'm just going to use smart
UV project on all of this. Let's select it all and let's just hit you smart UV project. And there we go. That'll work. I need to add the material
here and link it. And there we go. Alright. The brake lever, this guy right up here. Let's see what we wanna do here. I think once again, this is a great candidate
for smart UV project. Let's do it again. Let's Control a and
apply the scale. And let's just do that
again. And there we go. Alright, I will put the
material back on. Here we are. And let's do the
toolbox real quick. So this one is going to be really similar
to everything else. I think we're just going to
use smart UV project on this. Let's give it a try. Here we go. Let's add the material
and see how it looks. Yeah, I think that's just fine. Alright. So now we have just
about everything done. The only thing that isn't
done is this kickstand, and I seem to have
forgotten about it. Let's see what we can
do in here is all of this is all of this, all one UV map. Let's see. It is. So if I then select this and created a UV map
of this, what would happen? What would it look like? Alright, so let's just see if I drag select these
and move these out. And then selected
everything here. Let's try this. I'm going to try and put this
in here. Is there a way? Well, let's first of all, average island scale and
let's see what happens here. So these are, oh, that's right. I scaled this down, didn't I? And these here are
the kickstand. Now that we have these, let's try this again. I'm going to press
UV and pack Islands. Okay, we've still got that
same kind of problem. So I'm going to press Control I, and I'm gonna hit G
and scale this up. So it fits a little bit
better in that UV space. There we go. Alright,
let's try that. I'll press Control and Spacebar. And there we go. So now We've got this, I will select that and
Control L and link materials. There we go. Alright. I think we did it. I think we UV mapped this
whole motorcycle. So in the next section we're going to begin
preparing to export. And what that will
entail is applying materials to each one
of these collections. And in fact, a few
of these collections have multiple
collections in them. So we'll be adding
materials for these. And those materials
are gonna be seen in substance painter
as texture sets. So in the next section, we'll begin working on that.
92. Creating the Materials in Blender: Well now it's time to organize some of this
and get ready for exporting the motorcycle out of Blender and taking it
into Substance Painter. So first of all, let's go
over to the layout tab here. And I think what let's do first is check if we have
any polygons flipped. And the reason why
we're doing this is because if we take an object into Substance Painter with the polygons flipped
or turned inside out, it will appear transparent
in substance painter. The only side that is
visible in an engine like substance painter or a game
engine like Unity or Unreal. The only side that's visible is the front
of the polygons. So we need to make sure
that we don't have anything flipped where we're seeing
the back of the polygons. So to do that, we can
come up here under view-port overlays and we can
turn on face orientation. And that will tell
us very clearly which objects are turned inside out and
which ones aren't. So the blue ones are good
and the red ones are bad. So it's really easy to tell. Platelets do is just hit the, a key to select all
the objects and then tab into edit
mode for everything. A key again. And we can come up here to Mesh normals and recalculate
outside or shift in. So let's just press Shift N. There we go. Now let's tab back
into object mode. And we've taken care of
most of the problem, but we've still got a
couple of issues here. And we can deal with these two. Let's take this in tab into edit mode and select
all of the vertices. And then let's press shift in. That isn't doing the trick. So we can come over here
and turn on inside, and it will flip it out so
the blue is on the outside. Same thing down here. Let's select this right here. I'll hit the period key. And let's tab into edit mode. And I just want to select
this piece right here. And we can flip that by
just coming up here to Mesh normals and
flip right there. So we can do that. What else do we have? Well,
we've got this over here. Let's take a look at this. Let's also tab into
edit mode here. Hit the a key,
Mesh normals Flip. We go. And what are
we seeing in here? We're just seeing
the back of that. I don t think that's a problem. Anything. Oh, I see a couple of things in here, right in here. This one, Let's take
a look at this. Let's tab into edit mode. Hit the L key for each of these. I'll press Shift N. That
didn't do the trick. So let's just click inside here. And that'll take care of that. Alright, I think
we've taken care of the face orientation. Let's go ahead and
turn this off again. I'm going to save my scene. And now let's go through
and begin adding our materials to the objects
in each of our collections. Like for the chassis here, I will Control click this here. Now we can just
see those objects. Come over to the
material preview. Now I can see what material
is on there and we need to just give
this a new material and call it chassis. So let's just select one piece, come over here and
hit the Minus key in the Materials panel
here, right here. That clears that material
off of that object. Let's create a new material
and call it chassis. And then just so we can differentiate between
the various materials, Let's give it some color. I'll just come over here to the base color and maybe
just drag this to green. And there we go. These colors don't
actually mean anything. They're just allowing us to see which objects have a material
on them and which don't. Alright, so now
that we have that, let's just hit the a key
Control L and link materials. And there we go. Now
we've got all of these objects with the
chassis material on it. And this is what will be seen in substance painter
as a texture set. And in fact, a texture
set in Substance Painter can really be thought of
as like a collection. Here in Blender. It's a way of grouping
a collection of objects and dealing
with them as a unit. Really, we're just gonna
get pretty much these here in substance
painter as texture sets. Alright, so let's Control, click this, control click
the tires and wheels. And for this, I think I will go ahead and give it
multiple materials. So material for the tire, for the wheel, and for
all the other pieces. So let's do that. I'll
just select this first. Let's hit the Minus key
will create a new material, we'll call it tires. And then we'll just
swing over here, grab a new color. And then I'll select
this Shift-click this Control L and
link materials. So now these two have the
tires material on it. Alright, so let's
deal with this now. Let's pull this off here. And we'll create a new
material, call it wheels. Let's give it some
sort of a color. And then let's take
this Shift-click, this Control L and
link materials. Alright, now let's take
these four objects here, hit the H key and hide them. And then let's do this. What are we going to call these? Recall him. We'll pieces. Let's do that. We'll just call
them we'll pieces. Let's give this a color. How about that? Let's select
everything control L, N-linked materials,
and there we go. Alright, so let's press Alt H. And actually the
wheels color to me is a little bit too close. Let's, let's swing this
over here like this. There we go. Alright, now let's bring everything
back in the outliner. There we go, so you can
see what we're doing. We're just putting different
colored materials on each of our collection groupings so we can tell what we've
done as we go along. Next, defenders, let's press
Control and click here. Let's select one of these. Remove the material
we'll call this. Vendors, will give it some
sort of a color here. Select everything,
control L link materials. And here we go. Alright,
let's do it again. Handlebars. Let's select a piece, remove that, call
this handlebars. Let's give it some sort of
a color. How about this? A Control L link materials. Alright, let's do the horn. Zoom in here so we can see it. I'll select one. Call it horn. Let's give it some
sort of a color. The, a key Control L
and link materials. Alright. What else do we have to do here? How about the headlight? Okay. Same thing. Remove that. Give it
a headlight material. Give it a color. A Control L link. There we go. So in the end it's
going to look like a clown car, but that's fine. The colors are just
there as reference. They don't actually
mean anything. Okay. I've done the
horn and the headlight, have the gas tank. Let's do this. Select one. We will call it gas tank. Maybe do this here. And we'll link all of those. Alright. The front fork, we can once again
create a material, give it just a temporary color. And that all of the pieces. And then here we go, and it's a little bit close. I'm going to swing it
around, kind of like that. There we go. How about the oil
tank and battery? Let's do this one. Give it a material. And maybe I'll give this a
color of kind of like this. Let's do that. Alright. Now the engine
recall that we had a few different
collections under here, so we're going to
just use these. We'll call each of
them engine block, vent and knuckleheads,
et cetera. So let's just press
Control and click this. And we will just
select one of these. Call it engine block. Give it a color here. Select everything. There we go. Then we'll do that again. So I'm just going to keep on going on through all
the collections here. I'll select this, call it
event and knuckleheads. Here we go. Give this a new color. Alright, so as I said, I'm just going to
keep going through here in the same way
as I've been doing. And in the next video, I'll have all this completed. And we'll work on exporting this out to Substance Painter.
93. Exporting to Substance Painter: Well, I've gone
through and completed my clown car, I
clown motorcycle. Notice over here in
the Materials panel. If you pull this down, you can see all of the
materials that we've created. You can scroll
through them here. But if you come down here, look at this UV test material and there's a zero
in front of it. And what that means
is that there are no objects associated
with that material. And in fact, if we save this and close this file the
next time we opened it, This would just go away
because there's no user assigned to that material or an object assigned
to that material. Now you can also just delete it here before you close the file, you can come up here. And we're currently in a display mode and the
outliner called View layer. We come over here and dropped down and go to Blender file. And now you can see
all the elements that's in this blender file. And if you twirl
down the materials, here are all the materials
that we just created. And here's our UV test material. We can just take this
and right-click and choose Delete here.
And now it's gone. And that's just so we
don't accidentally export that out to
Substance Painter. Alright, well, let's now
work on exporting this out. What we're gonna do is just
select everything here, hit the a key to select
all of the objects. Now I don't have anything
else in my scene, so I can just hit the a
key and select everything. If you have something else than just press Shift Z
and drag select it. So it'll select all
of the objects there. So now to export, Let's just come up
here to File Export. And we're going to
export as an FBX. And in this window here, we need to choose
only the mesh and choose to limit the export to
only the selected objects. And there we go. Now
let's put it in a folder. I've created a folder called export that I'll
put that in here. And I'll just call
this motorcycle 01. Let's just do that. And I'll click Export.
There it goes. So now let's open up Substance Painter and
see what it looks like. Alright, here in
substance painter, Let's go to File New and we
can use the blender template. There's quite a few in here, but it now has a blender
template that we can use. I'm going to change the
document resolution to make it pretty big like this, 40, 96. And everything else we
should just keep as is, I don't want it to auto unwrap. We've already gone through all the trouble of UV
mapping in Blender. We don't want Substance
Painter to do that again. And frankly, substance
painters auto unwrapped isn't even as good as smart
UV project in Blender. At least at this point in time, It's getting better,
I think it is. But let's just leave all
this as is. Choose, select. And let's grab our
new FBX that we just exported here
and click Open. Then. Okay, here is our motorcycle. Now, the navigation here in Substance Painter is a little bit different than in blender. You use the alt key to do
just about everything. So alt, middle
mouse button pans, Alt, left-click tumbles,
Alt, right-click zooms. And of course you can scroll the mouse wheel to zoom as well. So really, whereas in Blender, everything is based around
using the middle mouse button. Here in substance painter, everything is based
around using the Alt key. Alright, now, over here is
all of our texture sets, which as you can see, correspond to all of
those collections that we created and all
of the materials, I should say actually, now I can't see them all. I can't pull this
down any further because of the resolution
of my screen here. So I may try and undock
this and move this out. Let's see if I can just grab
this and move it out here. And then maybe I'll take it and just move
it over here like this. Let's try this about
right in here. If I bring this out a bit, I'm just trying to
get it so we can see all of our
texture sets at once. So maybe something like that. I know this is gonna be a little bit different than your screen, but I would like
to be able to see these all at once.
I think it'll help. Now over here we've
got the Layers panel. We're gonna be building layers
to create our textures. And over here is the
texture set Settings tab. In this right here, we're going to be
baking our mesh maps. So these two tabs here and here are gonna
be very important. And of course down here is our properties panel for the selected layer up
here that we choose. In addition, up here, we can pull this
menu down and see, instead of just the 3D
view which we have here, we can see the 3D
and 2D view here. So we can see the 3D model and the UV map that
we've created. Let me just drag
this over a bit. So currently this is the UV
map of the electrical box. You can see like if you
choose the handlebars, here's the UV map for the handlebars and the
oil tank and the clutch. So this allows you to see the UV maps to what's selected
in the texture set list. I'm going to come
back up here and just change this to the
3D only again. And as I mentioned over here, is where we bake our
textures and we're going to need to do this for each
of the texture sets. So to begin with, let's just do something fairly
straightforward like the tires. Let's select the tires. And over here in
the texture sets settings under the
Mesh maps tab. Let's click Bake mesh maps. And when we do we get this
panel and we're going to want the output size to be
something quite a bit bigger. I think I'm gonna go with 2040
8a2k image for the tires. And I also want to turn
on some anti-aliasing. I'm gonna pull this down. And the higher we go, the longer it takes
to bake the maps. So I'm just gonna
go with two-by-two. So now that we've got that set, Let's come down here and
just choose Bake tires. We could choose to bake all of the texture sets all at once. But I think let's just do
one at a time for now. I'm just going to click
Bake tires. And here we go. Now it's going to
go through and bake the necessary textures of these tires onto
the tire uv maps. So I'm going to click okay,
and if we come over here, you can see that each of these particular
maps have been baked to the UV map that we created
for the tires right here. So now that that's been done, what we can do is come
back to the Layers tab. I'll go ahead and
delete this layer. We don't need that currently. I'll just click
Delete, and then let's find a material or a
texture over here. I'm just gonna type
of rubber here. And we can choose between any
one that we have in here. I think I'm going to choose
this rubber vulcanized raw. So I'm going to take it, drag it and drop it. There it is. And you can see
that it went on in both the 3D view and
in the UV map as well. Alright, let's go back to
our 3D only. There we go. Now we've got the
beginning of our textures. So now this is our process. We're gonna go through each
of these texture sets. We're going to bake
the mesh maps. And then we're going to add our materials from our
material panel. Over here. You can see these icons
here as I pull this over. This is our materials here. And before we do anything
else, let's save this. I'll press Control S. And I've created a folder here
called textures. Let's just add that in here. I'll give it a name. I'll call this motorcycle, and I'll call it
01 here as well. And save. So now we have our Substance
Painter projects saved. And in the next video, we'll continue on and add
textures to the motorcycle.
94. Using the Poly Fill Tool: Well, now that we've got
a texture on our tire, Let's take a look at it. Let's zoom in a
little bit closer. And let's also
change the lighting. I'm going to press Shift and right-click and
drag the mouse and we can rotate the lights
around the object here. And if we do that,
we can then see some of the texture that we
have from this material here. And if we select it
in the layers panel down here in the
properties panel, we've got a lot of different
things that we can adjust. We can adjust the
rotation of the texture. We can increase or decrease
the tiling here so we can make it smaller, bigger. I'm just going to type
in one again here. I think that was fine. And many of these materials come with some extra settings
that you can play with. One of the ones here is age. I think I'm just going to drag this up and see what happens. And I kinda liked that. I kinda like what's
happening here as we drag that up, right? I think I'll just
drag that up a bit. And the roughness,
if we drag it up, then it isn't this shiny. And if we drag it down, it becomes more shiny. So I'm just going to
drag it back up into this range here like that and maybe bring the
age down a little bit more. Maybe I don't need
quite that much. Maybe something like that. Alright, now let's take a
look at the wheels here. I'll come over and choose
the wheels texture set. And then let's come over to
our texture sets settings. The mesh maps tab, and click on bake mesh maps. Now for this once
again, I'll use 2048. I've got my subsampling at two-by-two for the
anti-aliasing. Now notice over
here under the id, the id map, we've got our
color source as material. And that's what's giving us our texture sets here is
the material from Blender. So let's go ahead and click
on bake wheels. There we go. I'll click Okay.
And now we've got all of our texture maps
baked for the wheels. Let's now go back over
to the Layers tab. I'll delete this
single paint layer. We don't need that right now. And I've got a, an image over here. You can see it here. I've got an image over
on my other screen. And I'm keeping it over
here because I don't really have a place to put it
in Substance Painter. So I would recommend
as you do this, have some reference images up as well that you
can keep an eye on. Now for this, I think
I'm going to go with a painted steel. Here's steel painted. So I'm going to click and
drag and drop that over here. And now we've got that on tires
or excuse me, our wheels. And of course it's
the wrong color. So I'm gonna come down here
to Color and click on this. We can adjust the color here, or we can use our eyedropper here or here to sample
a color in an image, even an image outside
of Substance Painter. So if you've noticed
with Blender, you can sample colors for
a material in Blender. If the image is
in the interface, in say an image editor within
the blender interface. The cool thing about Substance
Painter is that you can select colors that are
outside of the program. So I'm just going to
click here, drag it over, and click on the image I have
over on my other monitor. And there we go. Now it's not quite the
way I want it yet, so I'm going to open this up and maybe make it a little
bit lighter here. Maybe a little bit lighter here. Alright, so I've got that color just about the way I want it. That's good. Now the thing about
the wheels though, let me bring this
image over again. Just bring it over here. The spokes are a
different color, the spokes or a Chrome. So we do need to get a
different material in here. Now, if I go over here, I'm going to click
here and then type in Chrome. Here we go. I can take this Chrome and I can drag it and I can drop it in here and we can't see it yet because it's at the
bottom of the stack. If I drag it up to the top
of the stack, there it is. So we've got the spokes done, but now we can't see the
paint on the wheel rim. One way to solve this
is to use a mask. So what I'm gonna do is drag the steel painted
back up on top. And then I'm going
to right-click on this layer and choose
add black mask. And when I do that,
it just passes right through to the
next layer beneath it. Now what I wanna do is choose that rim to only
have this color. So I'm gonna come
over here and there's this polygon fill
selection over here. If I click this, now we can see the polygons in a wireframe. And over here we've got
these different film modes. You can fill areas
by the UV island, by the actual object mesh. You can fill it polygon by polygon and triangle
by triangle. So I'm going to choose
Nashville here. And then I'm gonna come
over and click on the rim. There we go. You can see it's created a
white area where the rims are. It's allowing this color to pass through along with
the layer below it. Alright, so I'm going to
click on this color again. And that'll take the
wireframes away. And now you can see
we have them on both wheels as well as
the Chrome on the spokes. Now, let's work on these. We'll pieces to remember these, Let's click on this
and come over to our texture set settings
to the mesh maps tab. And let's bake the mesh maps. Once again, I'm just going
to go with a 2D image. We've got our anti-aliasing
at two-by-two. That's fine. And I'm going to click on bake, we'll pieces. And here we go. Alright, now that
we've got that, we should be able to come
over to our layers panel. I'll click Remove layers here. And let's drag over a material
that we want for this. I'll click the X here. And what do we want for this? Well, I want a shiny material, but I still think I want a
painted it's a painted metal, so I'm going to type paint. And we've got steel paint here. So I'm gonna click and drag
and drop that over here. Now you can see it there, but I want it to be black
and I want it to be shiny. So let's first of all
change the color. I'll drag it over
into the black here. Maybe something like this. And down here we can decrease
the paint roughness. So I'm gonna click and
drag and drag this down a bit like this. So it's a little bit shinier. I'm going to hold
the Shift key and right-click and drag and
move the light around. Yeah, that's, that's kinda nice. Let's see how that works. Now we've got a rust
setting down here. Let's just see what happens
when we play with this a bit. I'm going to click
and drag on this. What happens here?
Yeah, we can begin to see some rust there
and that's cool. But I don't think I
want it for this. Now we can change the pattern of the texture in here
by clicking random. We can change what we see
here and that's not bad. Then if we go up here, we can change once again the
rotation and the tiling. If I click and drag up, that's really not doing
what I wanted to do. That's getting a little
bit too much there, I think so I'm gonna
go back to one. I think that's
good. There we go. So now we've got the
tire, the wheel, the spokes, and those we'll pieces here in the next video. Let's continue with this. Maybe let's work on using the material that
we just created here. This steel painted
and putting it on the chassis and other parts of the bike that need
that black metal.
95. Texturing the Chassis and Front Fork: Now if you ever want to go
back and adjust anything, of course you can go back to say the wheels here and maybe I want this rim to
be a little shinier. I can click on the color
swatch there and let's bring the paint roughness
down just a little bit. So we get a little bit
more of a shine there. And we can press Shift
and right-click and move the light around
to see how that looks. And yeah, I think that's pretty
good. Let's go with that. Now. The Chrome, maybe I want the Chrome to be a little
bit lighter color. I'll come over here
to the swatch. Maybe drag the value up just a little bit so
they're a little bit wider. Yeah, Something like that. So you can always
go back and adjust these as we add more
and more textures. Alright, let's work on the chassis and add
that black material. Now, I'm gonna come over
here to the wheel pieces. And I'm going to right-click on this layer and
choose Copy layer. Right? Now, I'm gonna
come over to the chassis. Let's delete this paint layer and right-click and paste layer. There we go. Now
we've just pasted that same material on everything
involving the chassis. And I think that
looks pretty good. Now, this is a separate thing. We can go ahead and adjust this independently of
the previous layer. So maybe for this
on the chassis, we want it to be a
little bit shinier. We can come down here to
the roughness and drag that down just a bit to make
that a little bit shinier, we can go back to the
wheel pieces and drag the roughness up a bit to make that a little bit less shiny. So there's a difference
between the two. Alright, What else needs
that black material, this engine guard,
let's do that. So now let's go to the chassis. I'm going to copy this one, copy layer and let's go
to the engine guard here. And you know what I didn't
do and it worked out okay, because this is a
very simple object with a simple material. I didn't bake the
textures of these. So let's take a look
again at the chassis. It worked out. Okay, but yeah, let's go ahead and bake the mesh maps here and it'll work a
little bit better. So I'll go ahead and
keep with 2048 again and I'll bake the
chassis. There we go. Now we can see those here now, did I bake the wheel pieces? Yes, I did those. And the wheels. And the tires. Okay. So we've got that
and the chassis Now good for the engine guard. We haven't done that. So I'll bake the mesh maps here. And for this, it's a
smaller piece, right? It isn't as big on the
bike is the other parts. Maybe I can take
this down to 1024. Well, let's try that. Let's just try a one k image and see if there's
any difference. So I'll bake the engine guard and let's see how that goes. Alright, there's
our engine guard. Let's click. Okay. And then let's go back
to the layers panel. Let's delete this and let's recopy this chassis
material here. Copy layer. Go over to the engine guard and right-click and
paste. There we go. That looks pretty good. Now, do we see any of the
scenes that were in this? I do recall we had
seems kind of fairly prominently on here and we're really not
seeing them too much. You could see something
right in here. It's very hard to see you
and see something in there. I don't really know if
that's a seam or not. If you are seeing seems
in something like this. I had mentioned that
there's a projection method called try planar projection. And if you click here, now, that really clean
that up there, right? What that does is it creates
a big box around the object. You can come up here
and just turn that off if you like here. And then with this triplanar, sometimes you need to
come in and increase the tiling to get it to
look similar to the others. So I'm going to increase
the tiling here. Yeah, so we can see that just a little bit
better in there. Yeah, that's, that's kinda nice. So if you are seeing seems from our UV
mapping in Blender, try this, try planar projection. And then you can turn
off the box here. And then you may
need to increase the tiling just a bit as well. Alright, What else
needs that color? Well, there's a lot
of pieces up here in the front fork that need this. So let's come back over
here to the chassis, and let's then copy this again. And now let's go
over to what we did, the engine guard, Let's go
over to our front fork. Here it is. Yep, we need to
bake the maps here. So let's do that. Bake and the front for cats are a lot of small intricate pieces. So I'm going to
increase the size of the map back to two k. Bake this. Now that
this is baked, Let's click Okay, go
back to the layers. Remove that layer for now. Then let's just
paste this in here. There we go. Now we've got some materials in here that we don't
want to be this black. And we're going to need to use our black mask again to
add those colors in here. So let me drag this over and
let's take a look at this. You can see here
we've got kind of a UDL metal here and a
not so shiny metal here. So let's work on those. We've also got Rome at
the top of the springs. And we've also got a silver screw right here
and some black plastic. So let's see what we
can do with this. I'll drag this over and let's first bring in
that rough metal. I'm going to hit the X here. Let's type in metal. And I've got this iron rough. That looks pretty good. I've got iron rod. Well, let's go with
the iron rough for these metal strips here. Let's do that. Iron rough Here it is. I'll drag that over here. And now we can't see it because it's at the
bottom of the stack. But let's drag it to the top. Add a black mask. And now I've still got my polygon fill tool
selected over here, and I've got my
fill selected here. So let's just go ahead
and click on this. There we go. It's come around here. Click on this. Yep. And then it looks like we've got one of those things here. It looks like from
my reference image, we could add this one
right here, maybe this. And let's go ahead and get
this right here, this up here. And we'll do the same
thing over on this side, right here. There we go. Okay. Let me click back
on the silver here so we can get rid
of the wireframes. Yeah, that's looking
pretty good now. I feel like I want
a different kind of metal here because this is part of that shiny
black metal here. So let's find a different one. How about this iron rod damaged? Let's try this. I'm going to drag it over here. Put it on top, and
I'll right-click, add a black mask, and let's add it to this
and this, and Ds here. Then let's add it to these ear. Then let's do some adjusting. So I'll click back over on
this material and let's come down and work on the color. I feel like it needs to
be a little bit darker, so I'm gonna come down here, drag that down a bit like this. Yeah, there we go.
And then also, I don't want it to
be quite so shiny, so I'm going to
increase the roughness. Here we go. And then on the top here
we've got some Chrome. So we're going to need yet
another material for these. Let's come over here, close this type in
Chrome, and there we go. Let's drag this
straight onto the top. There it is. Let's add a black mask. And then with the
mesh fields still on, let's just click here
and here, here and here. Then if we click on
the Chrome right here, I'm going to make it a little
bit brighter, like this. There we go.
Something like that. What else do we need here? Well, I think on
this other side, we could do something a
little different with this. I'm going to click and drag. There we go. So once again, you can see that that black painted metal
is on here as well. So what I wanna do with this is maybe put
a plastic on here. Let's click here. Type in plastic, and I've got this glossy plastic
here. Let's use this. I'm going to drag it over here, drag it up to the top, add a black mask, and then choose this
right here. There we go. Now I'm going to click on that
blue plastic again and I'm just going to come in
here, take it to black. Make it a little bit
shinier like that. It isn't too different. Yeah, but it's a
little bit too shiny. Let's increase the
roughness here. Alright, and then
this right here, maybe we could take, I think this requires a Chrome, so maybe we could come
back to the Chrome here, select the black mask for this. Come in here and
just select this. There we go. Alright, I'll click on
the Chrome again here, so we lose the wireframe. There we go. So now we've got the front fork pretty much taken care
of with our materials. And all we did is just use a black mask and
our poly fill to just add different materials within this overall texture set.
96. Using a Generator in Substance Painter: Now let's try something
a little different. Let's work on the seat here. And one of the things
we can do with the seat or any of
these actually, let me just choose the seat. We can actually isolate it by coming up here and
clicking here. And now everything
hides except that one. And we can click here
again, and it'll come back. And we can also hide or
show all invert, et cetera. But for this I'm just
going to click here. And you can also
press Alt Click here. But then I'll click does
not bring everything else back the way control-click
does in Blender. And then you have to come up
here and choose Show All. So I just like to use this
one here to isolate it. Alright, so let's
zoom in a bit here, and let's think about what
we wanna do with this. Well, we're going to
need a leather material for the seat itself. Let me click this and
remove that paint layer. And then down here we're
going to need kind of a dull metal and that
black metal as well. So let's first of all
do the leather and then we can use the
black mass trick for all the other pieces. Let's come over here to
the texture set settings. Bake our maps. And for this, let's just
go with 2048 and big seat. Alright, now let's find
a leather material or come back over here and
click the X type in leather. And we've got leather bag. Another plane I like this
one. Let's go with this one. I'm, I click and drag. I need to first open up the Layers panel and
then I'll click and drag and drop that in here. And that's not bad
as it is actually. I may want it to be a little
bit brighter and let's see what other settings
we have down here. We've got advanced parameters
and we've got main, which is the color,
folds, et cetera. We've got aging dirt, we've got blood splatter
if we wanted that. So we've got quite a bit that
we can work with down here. First of all, I think I'll
just make it a little bit lighter with the value here. Bring that up just a bit. We've got a leather folds scale. Let's take the scale up to
100 and see what happens. Let me take it down to 25
and see what that does. That's nice. Let's bring down the
folds intensity. And maybe I'll come up here and click on rotation
and turn it a bit. Maybe I want it to go
this way just a bit more. Let's go this way. Yeah, like this. I think I want it like that. Let's try that. Then
let's come down here and look at the
dirt properties. We can increase
the dirt intensity here and the dirt
colorize intensity. And maybe I want to make the
dirt color a little darker. Let's take a look at that. Maybe I'll click
here and just drag down in the value
just a bit like this. That doesn't do a
whole lot, I'm afraid. So if I want to add some
extra dirt in here, I could do that by
adding a generator. So let me first go into here and find a material that
would be good for a dirt. I'm going to type in rust and
let's maybe go with this. I kinda like this for a dirt. Let's take this and bring
it over and drop it here. Now it's underneath so we
can't see it very well. I'm going to add a black mask to this up here to turn
off the wireframes. I think I'll come over
here and just click on the brush just so we can see
this a little bit better. And I'll right-click on the black mask,
choose Add generator. And for the generator, let's add a dirt generator here. Alright, so what does
that done for us? Well, it's allowed us to
see these two materials, but I feel like there's
too much of the rest here. Now we can bring the
dirt level down a bit. Let's try that. Let's just
take it all the way down. But when we do, it takes
away that material there. I don't want that. So what we can do
is come over here to the invert setting
and turn that on. And that'll just flip
it that we're seeing more of the material up
here and less of the rust. So now we've got this dirt ish material here
that we can play with. So let me see. I kinda like that
the way it is spotty there as if someone's been
sitting on that for ages. I kinda like that. Now we can come down
here and increase the grunge just a bit, maybe a little bit too much, increased the scale.
That's not bad. And we can also go into
the micro details here, but I don't think I want
to spend time doing that. I think that's kinda nice. Actually, I kinda like that. The only thing I wish I could do here is change the
color just a bit. I think I want to make
this a little bit lighter and more into the
orange just a bit yeah. Like that. Yeah. Now maybe a little bit darker. Let me bring that
down just a bit. Yeah, something like that. I kinda like that. It looks a little older and as if it's been
used quite a bit. So let's go with that for now. I kinda like that. Alright, for the
pieces down here, Let's first of all
work on that black. I'm going to come over here
and enable the chassis. Click on the chassis here. And I'm gonna copy
that steel painted material from the chassis. I'll hide that. Come back over to the seat. Here we go. And let's paste this in here. I'll right-click
and choose Paste. So now I've added that
over everything here. I don't want to do that. Let's right-click. Add a black mask. Then I'll go over to the
poly fill, choose the mesh. And I think I just want these things here
to be that steel. So let's choose this, this here. Let's choose some
things over here. I want this and this, and this, and this
to be that black. Oh, and also this here. Alright, and once
again, I'm looking at a reference image over here
on my other computer monitor. So as I said, I encourage
you to do the same. And I'm going to click here. And one of the problems
we're having is the height of the rust
is passing through here. There are a couple
of ways that we could probably
take care of that. One is to go ahead and
add a black mass to this. Let's do that here. And then let's choose
just the seat here. And maybe this year as well. There we go. So now the height and
the roughness is being contained here on the seat since we created a
black mask for it. And now the steel painted, the smoothness is
coming through there. So that's good. We've got something
happening here that may be from another UV map will have to take
a look at that. But let's add that rough metal to all of these and
see how that works. So I'll come over here
and type metal and let's use what did we use that iron rough I
think was pretty good. So I'll drag that
over here and I will drop that on the
top of the stack. And then I'll create
a black mask. And let's just go
through and select the pieces that we think
need this material. Here, here. Here. Let's get this. This. Alright, so there we go. We've got our seat. Let's bring
everything else back. I'll click over here. And oh, that isn't
bringing it back because I chose it individually. Recall, I turned on the chassis and then
selected this again. So I need to come back
up here and choose Show. All. There we go. Alright, so
there we've got our seat. I feel like the last
thing we need is it needs to be a
little bit shinier. So where is our roughness here? Is it under the
basic parameters? Yeah, I'm going to
drag the roughness down just a bit for
this, a little too much. And then I want to do the same
thing for this right here. Let's see if we have, yeah, we don't really have a
roughness channel here. Although we could
turn this off here. Let's try that. That gives
us a little bit more shine. And maybe I'll turn off
the height because we've got some bumps happening
that I'm not real Fondo. So that's part of the
height map usually. Yeah, that's smooth
that out a bit. So I'm just trying to find something that I like here
with these two materials. And I think that's pretty good. I wanted it to be kind
of shiny as if someone has been using it a lot
right? Over the years. Alright, so we've got our seat. In the next video. Let's find a few
more materials are a few more objects that have this black shiny material on it.
97. Continuing with the Black Metal: Alright, what are
the pieces need this shiny black material. Let's come over
here and I'm going to copy the chassis once again. And I think this oil
tank and battery. Let's take a look at that. I'm going to click
here to isolate it. Let's zoom in and take a look. Yeah, I think for this, we've got mainly the
black material here. The black material here, and then we've got these little
tubes and the wing nuts. Let's take a look at
this. I'm going to delete that paint layer and then
right-click and paste in here. So that gets us this. So it's not bad. I think I may take that pink color down a
little bit more black, and also may take the roughness
down just a bit, maybe. So it's a little shinier. And do I want it that bumpy? Let me take away the
height and see what happens. Well,
That's kinda nice. It just makes it really smooth. And then it looks
to me like we could add a metal material
to all of these. So let's do that. Let's try this Iron rough again. I'll drag over here, drop it on the top, and let's create a black mask. And then let's go
through and choose what pieces we want
to have this metal. So maybe these, these here. And I think just the top
part of this like that. And this one over here. Let's do this. Alright, so we've got that. I'll click back over to the metal so we can see it
without the wireframes. And then I think I want to
take this down some like this. And I feel like I need to
swing it into the brown are the yellow just from
the reference images, this part seems to be
a little bit browner. And do we want to play with
the actual tiling of this? We could increase
the tiling a bit. We wanted to try that. We could also come
down here under finished and maybe
increase the scale here. Try that. See what
happens. That's not bad. Alright, let's come back over here and turn everything
else back on. How's that look with
everything else? Pretty good. Alright. What else? This black material on it? Well, it looks like this
electrical box has that too. So let's add that
box electrical, I'll choose that here. I'll isolate it. Let's zoom in. I'm going to remove
this layer for now. Let's just try and
paste and see if we still have that black
material in there. Yeah, We still do. Okay. This could be a little
bit darker once again. And maybe a little shinier. We could reduce
that height again. Where was that? That height range? I think it was. Yeah, that's
smooth, that out a bit. That's kinda nice. And then looking at
the reference image, it looks like we need a
couple of metal pieces here. So let's go back to the well with this iron rough
and drop that on top. Add a black mask and
let's just choose these. And I'll choose these
and maybe this. Let's try that. I do want it to have a
little bit more character to it and I kind of
seeing seems here. So let's come back
up and changed from UV projection
to try planar. We can still see
one of those there. I'm not seeing a definite
place where this is. It could be in here. And this is something that
we're gonna be able to do. We're gonna be able to
go back into Blender, re-adjust a couple
of these uv maps, and then bring the model back in without losing what we've
done in our layers. And we'll go over how that
works here pretty soon. But for now, let's just
keep in mind that we may want to come and do that
for this electrical box. Now, did I bake my textures for the oil and tank
here, let's try this. I'm gonna hide this and come
over to my texture sets. Now I did not bake these either, so let's go ahead and do that. I'll keep it 2048. And do that. There we go. Alright. I think that
might help just a bit. Yeah. So as you're going through, it is important to be sure
and bake those mesh maps so that substance painter can use your uv maps to help
with the texturing. And we did this seat, right? Yes, we did the seat. And the oil tank and
the box over here. Okay. Let me bring the box back here. Let's go over to
the 3D only again. Let's bring everything
back, Show All. And let's take a look. Yeah, That may be
something that we need to deal with in Blender. We can reuse the map, this part. We could also just take
that piece and spin it around so we wouldn't be
able to see that part. But I'm not sure
exactly what that is. Now, while we're here, there's all these cables. Let's go ahead and grab these. I'll come over here, choose our cables in
tubes right here. I'll bake the mesh maps with the two k image again,
just click here. Alright, here's our
mesh maps once again. And then let's just go over
to the layers and let's just drag over that rubber
material that we used before. Let's just grab this. Drag it over, drop it. There we go. I think
that'll be fine. We could maybe adjust the color so it
isn't quite so dark. We could bring up
the value of bit so we can see them a
little bit better. And we can also increase the shininess by decreasing
the roughness a bit. We could do that. And let's take a look there. Yeah, I think that's
I think that'll work. Good. Now, in the next video, Let's go ahead and talk about
how we go back to Blender, make a fix, and
then bring it back in here without losing all
the work that we've done. Let's talk about the gas
tank because if I'm correct, if we look at the gas tank, go to our 3D and
2D view up here, we can see that
our UV map hasn't been packed properly within
the zero to one space. We've got a whole lot
of overlapping UVs. So we'll talk about what happens here in
Substance Painter, if we have this and
we'll talk about and going back to
Blender and fixing it. So that's coming up next.
98. Fixing UV Errors and Reimporting to SP: Alright, let's now take
a look at the gas tank. I'm gonna come over here
and choose it here. And then we need to go over to our texture set
settings, the mesh maps. And of course, let's
take the mesh maps here. I'll just click Bake a gas tank and let's
see how this goes. And I'll click Okay. And let's take a look at it. It does not look good, right? What has happened here? Well, I think what
we're dealing with is a UV map that
hasn't been packed, that wasn't packed within
that zero to one space. So there's overlapping islands. In fact, let's go over
to our 3D and 2D view. Actually. Go to the 2D
view here and take a look. I'm gonna go ahead and
delete this layer here so we don't get the brush on
our cursor currently. And so here it is. Yeah, it looks like I never
went back and selected everything and used
average island scale and then pack islands. So we've got a lot
of overlapping UVs, which is causing
the problem here. So the question is now,
how do we fix this? How do we go back, fix it in Blender, and then come back here, bring the fixed uv maps back without destroying all the
work we've done so far. Well, let's give it a shot. Let's go back to Blender
and see what we can do. Alright, here in Blender, Let's go back to the
UV Editing tab here. And I'll tap back
into object mode for a moment so that we can come over here to the gas tank and right-click to select objects, tab into edit mode, hit the a key, and here we go. I'm going to press
Control and Spacebar. And this is our problem. I never packed islands in here. In fact, what I'm gonna do
is hit the a key and just ensure that we've got
the scale averaged. I'm going to click average
island scale here, and I did not. Okay, so then let's
come up here to UV and pack islands.
And there we go. Alright, so that looks
a little bit better. We've got a very small
margin scale here. We could change this to 0.01
and see how that works. Yeah, that pulls things apart
just a little bit more. That may be okay. Alright, I'll press
Control and Spacebar. And so now what we need
to do is re-export this. I'm going to press
Control S and save that. Let's go back over
here to the Layout tab and all our materials
are still on here. The material colors
are still here. So we just need to
export this again. Let's go ahead and do that. I'm going to hit the a
key to select everything. File, go to Export, FBX. And I'll put it in
the exports here. This time I'll call
it motorcycle to, I'll just hit the plus
key on the numpad. Choose mesh for the object types and selected objects here. Alright, so let's
export this again here. And now let's go back
to Substance Painter. Alright, here in
Substance Painter, what we need to do is come
up here to Edit right here, and go to project configuration. And in here the only thing
we really need to do is come in and
select our new FBX. So let's click Select, come in here and choose
the motorcycle version to click Open, and then click Okay. Now it's going to take
a little time here. It could take a few minutes to re-import this and
apply everything again. So be patient. Alright,
it is done now. It really doesn't look
like anything's changed. But if we go over n, choose r gas tank here and
switch back to 2D only here, we can see that the
UV map has changed. Now all the basic information
is still on all the pieces. So we do need to
rebate the mesh maps. Let's do that with the
gas tank selected. I'll come back over here to
the texture sets settings. Let's click on bake mesh maps
and click on big gas tank. And here we go. Alright, it is done. That looks a little bit better, but it's got all these
kind of dark areas on it. And that's just the
ambient occlusion interacting with the
other objects around it. So let's go back to the
3D view and take a look. There we go. Yeah, I think that looks a
whole lot better now. So if you find yourself with
a problem with a UV map, you can go back and
fix that and bring the whole model back using
this project configuration. So now why don't we try and
add a few textures here. I'm gonna go back
to the Layers tab. And in fact, what I'm
gonna do is isolate this. I'll just click here so we
can only see the gas tank. Now. Let's start working on the gas tank here
I think what I'll do is sample the color
from a reference image. But let's first establish
what color that's going to be or what kind of
material that's going to be. I've got some car paint
materials in here. Maybe this car solid, I think let's try this. I'm going to drag this
over and drop it here. And then I'm gonna go ahead
and add a black mask and now go to polygon
fill over here. Choose mesh, fill, and then
click on the gas tank here. Alright, so now we've
got that color on there. Let's change the color now. Let's scroll down, click
on the color swatch. And instead of trying to
change the color here, I'm just going to sample a color burst or click
on the eyedropper, click on the reference
image, and there we go. We've got it a little
bit closer now. Now I can come in here and do a little bit of
tweaking if I want, maybe I'll take it
down a bit like this. Yeah, I kinda like that. I'm going to shift and right-click and drag
the light around. Yeah, that looks
pretty good for now. Let's do that. I think we're going to need
that down here as well. So maybe I'll click
on the black mask again and then click on
this piece right here. We're going to need that
to be the same color. Alright? And then we're going
to need a few other colors. So I think up here we're
going to need a Chrome. Let me grab that. Drag it to here. I'll just put it on the
bottom and then let's add a black mask and select
this and this over here. And let's select it. And then I'm going to
make it a little bit lighter here so it
isn't quite so dark. Do that. And I think I want to take
the roughness down a bit. I want to get a
little bit more of that sharp reflection in there. Yeah, like that. There we go. Now I need a rough
kind of metal for this and this down here. So let's go get that type in metal and I'll use
iron rough again, that's been pretty good. I'll right-click Black Mask. Let's select these
pieces down here. This, and this. These here. There we go. I think that's pretty good. I think I want this
to be a little bit darker and actually move in
toward the yellow just a bit. Some of this metal seems
to be kind of a yellowed. So I want to do that. Then let's go ahead and just
add that on this as well. I'll just click here. I think that'll be fine
for that. Alright. Now this piece here I
think should be Chrome. So I'm going to click
on the black mask for the chrome and click
on it to do that. Alright, and then this is kind of like that painted
metal again. Let me just grab that
straight though. I'm just going to come
over here, type in paint. Here's that steel painted. I'm going to drag
that over here. And I just want to do this
new add a black mask. And let's just select this. And we go. And let's
make it black. And let's take the roughness
way down. There we go. So it's kinda shiny, but I still like the little imperfections
we're getting on that. I think that's kinda nice. I may want to reduce it some, maybe if I go to the
technical parameters and bring that height
range down just a bit. Height position. Maybe bring that down a bit, and then maybe bring
the roughness down even more so it's a
little more shiny. Yeah. Something like that. I just wanted it a little
bit different than the rest of the
black shiny stuff. There we go. Alright, let's come
over here and click on this to bring
everything else back. And now we've got
the gas tank and we've also seen now how to go back and fix a UV map and bring it back
without losing our work. In fact, speaking of
not losing our work, Let's press Control S
and save the scene.
99. Adding Materials to the Handlebars: Now let's work on getting some materials on the handlebar. I'm gonna come over here
and choose the handlebars. Let's delete this layer
and bake the mesh maps. I'll go ahead and
leave it at 20:48. Alright, that's done. Let's go ahead and isolate this. I'll just click here so we
can just see the handlebars. And first of all, I guess let's add the Chrome. There's quite a bit
of Chrome on here, so let's do that. I'm going to search
for Chrome again and drag it over
here and drop it. I feel like it needs
to be a little bit brighter and a
little bit shinier. So let's do that. I'm going to drag this up a little bit here and
then Chrome roughness. Let's drag that down
till we get it. A fairly sharp
reflection in there. At least that's the
way I'm seeing it here in the reference image. Let's go ahead and add a black
mass to this so we can go through and pick which parts
we want to have Chrome, I'll click here and here. And then it looks like in here we need all of these pieces. So I'll click this and this, just all of these here,
except for this one. I think that one needs
a rougher material, so I'll wait on that. And then we also need
these over here. But if we click here, it'll put the chrome
on the whole thing. Well, we can do is instead
of mesh fill here, we can use our UV chunk fill. Just to remove this temporarily, I'm going to take this slider
and drag it all the way down and then click and that
will remove it off of that. And then let's go
back to the UV chunk. Do they call it chunk? They call it chunk.
Yes, they go. So I call it UV islands, they call it UV chunk. Let's go to our 3D and 2D view. Now, let's figure out where
this little chrome piece is. I think it's these here. Let's zoom in here. Because I'm looking
for the handles here. These are the rubber
handles here. So I think these are these
little chrome pieces here. So instead of using
the Nashville, we can use the UV chunk
fill and just click here. And it will just add the
material to that UV Island. And I'll do this one
over here as well. There we go. So now we've got them there. Now we can bring in a
rubber material and do that same thing for
these two uv islands here. Let's try that. So I'm going to bring
this over here like this. Let's hit the X here,
type in rubber. And I'll use this
vulcanized Rogge and I think that's pretty nice. Let's click and drag and
drop that over here. Now it's already put
it on the handles, but it's also put it on
all of this down here, which we do not want. So what I'm gonna do is
add a black mask again. And then with the UV
chunk fill selected, I'll just click here and here. And that adds it to that. However, we've got these, so I can go ahead and
click these and that will add the material
to those UV islands. And over here as well, we can do this right
here and here, but I don't think I got the inside of that
hole over here. Let me see. Yeah, I didn't. There we go. Alright, so let's take a
look and see what we think. I'm gonna go back to my 3D only. Get like there's
a little bit more we need to do with this. It's kinda cool. But if I look at the
reference image, there's just a little
bit more going on here. So maybe over here
in the properties, let's try increasing the tiling, and that adds a little
more to it in there. We could also come down here. I'll decrease the roughness
a bit. Let's do that. So it's a little bit shinier
because a person's hand would be there all the time and that would get
a little shinier. Let's try age. I don't know if this is
actually going to do anything for us, but yeah, that adds a little bit of
interests to that right then. Is there anything under here technical parameters that
we want to deal with? I don't think so. I think this looks
pretty good as is. Alright, so I'll go with that. And then the rough
ER, metal here, I feel like maybe
that iron let me type iron and we had a
iron rod damaged. Let's try that. I'm going to drag
that over here, drop it in, and there we go. So is that I feel like
that's a little too much. And we've got seams here. Look at how prominent
the seams are now here. So as I said,
sometimes that happens depending on what
material you are using. Let's try changing our projection
from UV to try planar. That does not help us a
whole lot now, does it? If I increase the tiling? Yeah, let me. At a black mask and
isolate this to just this area here
and this area here. Let's try that. So we're still seeing quite
a bit of seems there. Is it gonna do it
on other materials? Let's try maybe iron
rough with this selected. I'll just click this and
it'll drop that in there. And that helps a lot actually
to remove those seams. So you can see here that just dealing with a particular
material is really, can really make a difference in whether or not you're
seeing the seams. So I'm going to make this
a little bit darker here. Let's check what we
have under Finish. And I think I'll
increase the scale. Yeah, I think that's good. And then maybe the brushing
intensity, Let's try that. Yeah, that adds a little bit
more to it. I like that. So yeah, there you go. Interesting how some materials really emphasize the
seams and others don't. With that done, let's go
ahead and come over here and click on the I here
to bring that back. And let's work on the brake lever now let's
do that right in here. So in my reference image, it looks like we've got chrome. Well we've got chrome
on this and on this. So first of all,
let's switch over to the brake lever right here. And we'll go ahead
and isolate it. And I'll bake the
textures for this. We probably don't
need it to K texture. I'm just going to
go to one K 1024 and bake that since it's so
small on the overall piece. And I'll click Okay, I'll delete this layer here. And let's bring
the light around. Okay, so now Chrome, Let's bring Chrome
in right over here. And I think we want Chrome
on the handle here. Let me bring it up
here like this, so it's a little bit brighter. And maybe bring the roughness
down some. There we go. So I think we're going to
want Chrome on these pieces. I'll add a black
mask and let's go through and choose it so that, that handle, maybe one
of these screws here. And I think everything else
is a fairly dark material. I'll add it to that as well. Okay, so everything else I think is going to be
a darker material. Let's go back to metal. And for this, let
me try steel rough. Let me try this. I'm going
to drag it over and drop it. Yeah, That's kinda nice. I'd like to make it
a little bit darker. Like this. Yeah, something
like that. Yeah. Let's bring everything back
and see how that looks. I'm getting some on the other, so I better add a
black mask to this. So I don't get that steel height and roughness on
the other things. Oh, and look what I forgot to
get here on the handlebar. I'll need to go
back and grab that. So I'm just gonna go through
and add this like this. Add this material
to these pieces. Alright, let's take a look. Yeah, I think
that's pretty good, but I do need to go back and deal with this
on the handlebars. So let's just do
that real quick. Let's come over to the
handlebars right here. I'll select the black
mask of the Chrome here. And let's choose UV chunk fill. I'll click there. And
over here, there we go. All right, we're
coming right along, I think in the next video, let's add more of this black material to all
of this area down here.
100. Adding Materials to the Chain Guard and Exhaust Pipes: I'd like to add more of
this black material. Let's go back to the chassis. And I will copy this layer here. And then I think
this chain cover, is that what I called it? What is this chain accessories? What is this? Yeah. Let's
take a look at this. I'm going to bake
our textures here. First. I'll click Bake mesh maps, and let's make this 2048. Now with that baked, Let's go over to the Layers tab and let's paste that layer here. And that puts it on
just about everything. Do we need it on just
about everything? Well, we could add some Chrome to this right here.
Let's do that. I will grab the crown. Well, I was going to type in
Chrome, but it's right here. I'll just drag that in and
I'll drag it to the top. Add a black mask. And let's just choose
this piece right here. Alright? Once again, I'm gonna
bring this up some, so it's a little bit brighter. And I want to take the
roughness down quite a bit, so it's a little
bit shiny or here. I don't want it to
be quite that bumpy. Oh, it's because we've got the paint coming from
or the height and the roughness coming
in from the steel painted layer because I haven't added a black mask to that. So that's why we've got that
texture coming through. So I'll go ahead and
add a black mask here and then choose this and that
should allow, There you go. That allows that to be
a lot smoother there. And we want to add our steel
painted to this right here, to this right here, to these little rivets in here. Let's do that. For back in here, I think I want to use the
wheel pieces material. Remember that, that was here. Let's turn this on and
go back over here. And I'm going to copy this right here because we altered
this just a bit, I think. And go back to
chain accessories. I'll hide the wheel pieces. And I want to put that in here. Let's paste this in here. There it is there. And let's add a black mask and
just choose this. Alright, Let's go ahead
and change the name here. I'm going to call
this chain guard. And I'll call this one
gear just so we know which one this is and
which one this is. Okay. And then for these
little pieces, the bolts and the rivets, I think I liked that steel. Let me go back to steal
this steel rough. I kind of liked this. Let's go over and
drop this here. And then I'll add a black mask. And let's just choose
these guys here. All of the little rivets
and bolts in here. Alright, so now that
we've got that, I'll click here to get
rid of the wireframe. I'm going to take these down. So they're a little bit darker, like this. Here we go. So I just want him a
slightly different material and shade than
the other things there. And let's take a look in here. Maybe I'll increase the
scale right up here. Or the tiling, I should say. Maybe something like that. Alright, let's see
how that looks with everything else brought back. I will come over here
and choose Show All. And then let's go over here and deal with the exhaust pipes. I kinda want to put
the Chrome on here. Let's go over to the
exhaust pipes here. Let's delete that. Bake the mesh 2048. That's good. Alright, now we can maybe
bring that Chrome over. Let's do that. Click here, drag it over here. I could have just copied it
from, say, the handlebars, but I'll just go ahead and
make it a little bit lighter. Take the roughness down
quite a bit like that. And there we go. Okay,
so now we've got that. But also, I think
underneath here, I wanted to make
this black right to match the chassis and
the other black pieces because in the reference image it really looks like
they've changed the color of the exhaust pipe
coming out of the engine. So let's do that. I'll go over to the
chassis, copy this. And actually before I do that, I'm going to just call
this chassis here. And I will copy this. Go over to the exhaust pipes. Let's paste this right here. And then let's add a black mask and select
this guy right here. There we go. If you recall, we split it out just
for this purpose. Alright. Here we go. Alright, I think that
looks pretty good. I think what I'm gonna do is
continue on with this once again off camera because
there's gonna be a lot of repetition doing
things again and again. And this is really
about establishing the basic materials. I know we've been tweaking
quite a bit here, but I just wanted to get
the basic materials down. And then in the next section, let's go through and
add a little edge where a little dirt,
a little grunge. Not a whole lot, but I just want to give it a little bit of a sense that it's been around awhile that it's
had a bit of use. And I think it adds to the realism of the
project as well. So as I said, I'll continue on with
the materials here. And you should go ahead
and establish materials just like we've been doing
here on the rest of the bike. And then in the next section, we'll work on edge
where dirt and grunge.
101. Using Generators, Groups, and Grunge: Well, I've finished
adding the materials to the motorcycle and
you can see them here. I haven't done everything. I haven't put the
headlight on yet. I haven't put the
speedometer on yet. We'll work on those
here pretty soon. But generally speaking, I've got the majority of
the materials on. And now what I'd
like to do is go in and just add a little bit of
where a little bit of dirt, just try and make things so they aren't quite so pristine. Now, as I mentioned, I'm not
going to go crazy with this. I just want to add
just a little bit of wear and tear and that's all. So currently I've got the
electrical box selected. So let's just go ahead
and begin with that. I'm going to click here. And I will zoom in. And let's take a look. So I've added another
material on here so that the seams aren't
quite as prominent. And I think that's helped. But well, let's do
now is maybe add a little bit of rust and where
to the black parts here. So that'd be the
steel painted here. Let's see. I'm going to type in
rust and let's just go to this rust course.
Let's try this. I'm going to drag it,
drop it under here. First of all, I'm going to
add a black mass to this just to ensure that we're
only working on this now, I'm gonna come over here
to the poly fill here. And of course you can see
how the black mask is allowing the rest
to come through. But let's choose Nashville and just start clicking in here. Add the black back into
here, like that. Alright? And you can see that the roughness is coming
through not only here, but also on the
silver metal parts. So let's go ahead and
maybe take this mask here. Copy the mask, come down here, and paste the mask here. Alright, so now we've got that. You can see the height
has come off of the silver parts
now, so that's good. Let's then come back up here to the mask for
the steel painted. And right-click, we can
go to add generator here, or we can also select this and come up here to
add generator here. So let's just do that. And now let's add a
certain kind of generator. I want to add a metal
edge generator here. Now it's seemingly
inverted, right? So we can just come over here. And under invert, we can change this to true. And here we go. Now we've got some
edge where happening. But it's not quite what we want. So let's take the where, leveled down, the
where contrast down. Maybe a little more
here. Yeah, there we go. We're beginning to get that. And then maybe I'll
take the grunge amount. We can play with the
grunge scale and see if that does anything that we like. I also like to bring up
the edge smoothness here. I think that's kind of nice. So you can see
we're just getting that rust in here on the edges. Now, I think I will take
this and turn off the height so that we don't get
it coming through. Now, we could also come in here, select this, change it
from base color to height. And then we should have
the ability to bring that down some in here so we
can keep some of it, but not all of it, right. I think I like it,
maybe like this. So you can come through
for each of these and change the individual
channel here. So I'll switch back
to the base color. There we go. And I think I'd like to
change the color of the rest. So let me come down here and
maybe just take it a bit toward the gray
so it isn't quite so bright there. Let's try that. Yeah, something like that. So it's just kinda subtle. But I think works. Okay there. Yeah, let's go ahead and press Control S
and save our scene. And then let's come
over here, show all. Now let's go to the brake lever. Let's see what we
need to do here. I'm going to hit the
F key. For this. I don't know that we
need a whole lot. We could just maybe
select the material here, that chrome material
and just work with the settings that are
already in the material. So we could bring the
roughness variation up, the surface imperfections,
the dirt, and the scratches. Just kinda see what
we get with this. Is that giving us anything? Yeah, That's giving us just
a little bit in there. Maybe we could come up here
and increase the tiling. That's giving us
a little bit more than we had in the Chrome. So now we could do this again. We can take the rust
and drop it in here. We can select this black
mask and add a generator. And we could use our metal
edge where we could invert it. And here we go. So now we've got a little
bit of rust in here. I will take this mask here and I will copy, copy mask here. And let's paste it here. And we of course need
to remove the edge. Where there we go. We could bring the
where level down, where contrast, grunge amount. So we could just give this
a little more oomph to it. Maybe bring the edge
smoothness up quite a bit. And we can also play with
the curvature here because. This edge where is using
the curvature map. So we could bring this
down a bit or up, we can increase or decrease it here with that
curvature weight. So there we go. Alright,
let's bring everything back. And then what's next? How about the brake pedal? Let's see what we
can do with this. I'm going to hit the
F key to frame it up. And here we go. For
the brake pedal. Let's do something similar. Let's just take the rust
and drop it right here. Now we need to isolate
it just to that petal. So let's give it a
black mask here. Let's use our mesh, fill and select this and this. And then let's select
this black mask up here on the iron
added generator. And our edge where here. Alright, so now let's invert it. Let's take the wear down, not too much the contrast down. I'll bring the grunge up, maybe the scale up a bit. And maybe that's all we really need there, something like that. I think I'll maybe take this
and change the height here, bring this down some so
it isn't quite as bumpy. Let's go back to the base
color and maybe I'll actually change the color
of the rust as well. Maybe something like
this over here. There you go,
something like that. Alright. Now if we look at it, we can see that we've, even though we've added
a black mask here, we've affected this as well, that edge where it has
come down into here. If we disable this, you can see it comes
back the way we had it. So how do we isolate
that generator? We can create a
folder to isolate it. We can come over here
at a group. Here it is. I'm going to call this petal. And I will take the iron rough and the rest into
here like that. And we go and then I'm going
to isolate just the group. So we're going to
add a black mask to that and then select
this piece here. And this, I think that
gets all of it. Yeah. Alright, so now you can
see that we've taken that and isolated it within a
group, within a folder. That metal generator no longer propagates to all
of this, right? So now we can take this, we can add a generator to this. We can use our metal
edge where you can see that here Let's flip it
inverted, and there it is. Now we can drop anything
we want in here. I've just been using
this particular material because it's been convenient. But we could also just
add a filled air in here. If I click here, take that fill layer and pull
it down beneath there. Now we can change the color to whatever we want within here. So what I'm gonna
do is maybe move the color over to
about here, let's say. And I will also bring the
metallic all the way up. And then we could also
add just a little bit of grunge inside that
edge where, right. So we could come in
here to the base color. We could click here, and
we could type in grunge. Now we've got all kinds of
grunge possibilities here. We could also type in metal, and we've got this grunge rust, fine, so we could
add this in there. And now you can see
it adds a bit of texture within that edge where, which is kinda cool. So if we come back up
to the edge where now, and I'll bring the wear
down a bit like this, bring the contrast down a bit. Maybe we could bring
the grunge amount up and the scale
up, smoothness up. So you can begin to see
we've got the edge where, but we've also got
some information, some grunge within the
edge where as well, which is always kinda nice. Maybe I'll expand that out just a little bit
more like this. Yeah. Kinda like it bleeding out
onto the other parts of it. There we go. Alright.
So there is our petal. Let me click here,
bring everything back. And yeah, so let's keep going
here and see what else we can put some edge where some
grunge and some dirt on.
102. Using the Generator to Add Dirt: Now let's take a look at
the engine block here. I'm going to skip down
and go to engine block. And let's isolate this. And I hit the F key and zoom in. And I think I just want
some edge where on this, Let's see what we
can do with that. We've got a very
basic material here. We can play with it a
bit with the scale, the brushing
intensity, et cetera. But there isn't much else
to play with in here. So let's go ahead and
drag the rest over here. And I will create
a black mask here. And then with that
mask selected, I'll create a generator. And then for the generator, let's add metal edge, where? There we go. So now let's flip it. Click Invert here. And let's see what
we can do with this. Now, I'd like to
bring that edge wear down some and the contrast, but I'd like to take
the grunge amount up. We can do with this. That's not bad, but
I'd like it to have a little bit more
influence around here. So let's try a dirt generator. I will click here, add a generator again. And this time let's use the
dirt and see what we can get. We got a little bit more
happening out in here. Maybe I'll invert that. Okay, there we go. Now I'm going to drag this down. And we've got quite a lot
happening back in here where the ambient inclusion is
happening with the other pieces. Let's see what we
can do with this. So I'm going to have to change my blending mode
and let's try multiply. There we go. That allows us to see
the edge where there. Alright, so let's
go back to the edge where bring that
up a little bit, bring the contrast down. And maybe I'll take this rust and bring down or change
the color just a bit. It isn't quite so bright. Maybe something like that. Let's see how that works. I'm going to bring
everything else back. And that may be a little
bit too much in here. So maybe I can bring the
dirt down a bit here. That there we go. That's not bad. Maybe let's try that. And while I'm here,
let's go ahead and do the engine pieces as well. Right here. Let
me isolate these. So I kinda wanna do a similar thing that we
just did for all of these. Let's try this. Let's bring this over here. Then let's add a
black mask here. Add a generator. Let's do edge where invert it. And let's see what
we can do with this. So it looks like we've
got a scene there. Let's try, try planar
here, see if that helps. A little. Let's go
up to iron rough. We already have that here. And our edge where we can
turn on triplanar here. That might help a little bit. We can try that. And then how about that dirt? Let's try that. Once again, I'll select
this at a generator. Let's do the dirt. Let's turn on multiply. And then let's see what
we can do here where 0 n, Let's invert it here. There we go. And let's
bring this down. And we could also bring
it down here like that. Alright, let's try
that. See what happens. I'll bring everything back. So we've got this. That's not bad, but
it's also come over here and take a look at
what we have over here. So these pieces are a little bit too much, I think, right? Yeah, That's the edge
where down here. So I'll bring that back just
a little bit. There we go. Yeah, that's not bad. What about the vents here and
the knuckleheads? Let's take a look at those. Over here. We've just got one
material on these. Is that enough? Well, we can come
down here and play with the roughness variation. And I've already got
some of that in there. You can see that their
surface imperfections, dirt, scratches. I've already got some
of that in there. And you know, what
we're also going to need is we're going to need something in here
that's kinda black, so it just seems like
there's a hole in there. So let's take this steel rust right here and drag
it right here. And let's add a black mask. And then under the UV chunk, Let's just select
this right here. Now I'm not seeing that
that did anything mainly because we've got this
chrome gray above us, but let's take this and
drag it down beneath it. There we go. Now we've just got
kind of a black area in there and that's
probably all we need. Just to give a sense that
there's a hole there. There's an inside in there. Then for all this, do we need any other kind of
rust or anything in here? I don't know that we do.
We can try it though. We can bring the rest over here. Let's add a black mask at
a generator middleware. So we've got some of this rust height coming through
on our little hole there. Let's take this mask right here, copy it, and then paste
it right down here. There we go. So now
we should have, yeah, we don't have the rust height on this part down
here. And that's fine. Okay, So now let's go to the edge where
again, let's invert it. And we can see the
rest of there. And we don't need it quite
that much there. Dewey. Maybe something like that. Let's take the height down, come up here, go to height. And let's pull this down a bit. It's just a little
bit like that. Yeah, that's nice. I like that. Just got a little bit
around the edges there. Alright, let's bring
everything back. There you go. That's our process for adding some edge where some
dirt, some grunge. You can use your black mask, your generators to add and combine any of
those that you want. It's really just a matter of playing around and
seeing what you can get. The tools of the black mask. And the generators are really powerful for adding materials
one on top of the other.
103. Texturing the Fenders and Taillight: Well now I've chosen the fenders here and I'm
going to isolate them. And I've also changed
the names of each of these layers to blue and tan, just so I can figure
out what they are as we add more
things to this. So what I want to do is
add something to this that will give it a Chrome rim and a red reflector
kind of material there. So first of all, let's
deal with the Chrome. I think we can do that
pretty effectively. We just drag the Chrome over here and let's add a black mask. Then in our polygon
fill tool here, let's select the UV chunk fill and just select
the rim right here. And because that's
its own UV map, that's where the material goes. So that looks pretty good. We could take the
roughness down like this and we could maybe make it a little
bit lighter like this. Yeah, something like that. Now for the reflector here, what I've done is
I've gone out to the 3D asset marketplace here
you can click right here. And it'll bring up this window. I selected materials
and typed in headlight. And I was able to find a
few headlines that I like, like this one here with the
ridges going up and down. I can click here and send to
the application I have open. And I did that this
rear reflector wave. If we come over here, I can type in wave,
and here we go. I've got a rear reflector wave right here. So
let's work on this. Let's take this and
drag it over here. I will add a black mask, and I will select it by UV
right here. There we go. Now, let's see what we can do to get it the way we want it. Let's change the color to a red. Something like that maybe. And then let's increase the tiling and see what happens if we
increase the tiling. There isn't much that's
happening there. So let's come down here to
this MDL and under here, this cat if vote, I'm not sure how to
pronounce that word, but we can increase that in the normal map and begin to get some of
those ridges there. And then now we can take
the tiling up more and now we get what
looks a little bit more like a rear tail light. Let's adjust the rotation. Turn that like this. Yeah. Let's see if maybe
that looks kind of like a rear tail light.
Yeah, that's not bad. I think maybe I'll
increase the roughness of debt like this and then maybe
the roughness of variation. Let's try that. Yeah,
that's not bad. Alright. So then we probably want to add a little bit of
edge wear and dirt, et cetera, to the
rest of the fenders. So for these, I think we're going to need to
put them in groups. We're going to need to create folders and put
them each in there. So let's take this and
let's create a new folder. And I'll call this one blue. And let's drag this
into here. We go. Then let's add a generator
to this black mask here. Add generator, and
let's add the edge. We're here. Let's invert
it here. And there we go. Now the problem is as
we've got it all the way down into here and
we don't want that. So to fix that, we should really add
a black mask up here. Let's do that. Let's add a black mask, choose our poly fill, and let's just go through and select these various
pieces in here. So now let's take
this edge where, and let's put something in here. Let's type in Rust, grab this, drag it and
drop it in that folder. There we go. Now we can play
around with this. I think I'll turn
the height off here. Okay, I think that helps. And then let's go to our edge
where drag the level down, some, drag the contrast down. Maybe the grunge amount up. So you can see we can kinda
just play around with that. Now that still may
be too much for me, let me bring that down. So then let's do the same
thing for the tan here I'll create a new folder
for the tan color. Then let's drag this in there. We can then copy this mask here, paste it onto that
Control Alt V. Let's add a generator and the edge
where let's invert it. And now let's drag
this over here and drop the rest in
there. There we go. Once again, maybe I will
reduce the height for this or take it away
completely. We can do that. There we go. Just
by clicking that. And let's go to the edge
where drag it down a bit. And maybe something like that. I think I'm going
to come back up here to the edge we're here and increase that edge
smoothness here. Yeah, I like that. And then bring the grunge
amount down just a hair. So something like that. We've just got a little bit
of imperfections over that. That's all I really wanted. Let's take a look at how it
is with everything back. Yeah, so we've just got
little imperfections in here. We can of course adjust
them however we want. But for now, I think I'll go ahead and leave it like that.
104. Painting the Trim on the Fenders: Now, even though this program is called Substance Painter, I actually do a surprising
little amount of painting in the program because it's just so easy to
drag and drop things. But sometimes it's kinda fun to come in and do
a little painting. And what I'd like
to try and do is this little trim on the fenders. I just want to show you
how I'd approach that. I think the painting tools
are pretty amazing in this program and it's
actually kinda fun. So I'm looking forward to this. So I'm going to try and get
that trim on the vendor's. It looks like my try planar
manipulator has come back. So I'm just going to click
here to turn that off. Then let's go to
the vendors here. And I'll also isolate
it by clicking here. To paint on our 3D objects. You can do it, but it can
be a little tricky and I prefer to actually
paint on the 2D image. So I'm gonna come up
here and change to 3D and 2D and here are our uv maps that
we want to paint on. So let me see if I can pull
this over just a bit here. There we go. And then we don't
have the icons here, but we can always pull
the menu down here to get them to paint on, say this piece right here, I believe that's this UV Island. And for this bag here, that's this UV island. So you kinda have to figure out which UV island you're
going to paint on. And I'm pretty
sure that's these. And then what I like
to do is get in the orthographic view
to try and figure out where my symmetry
lines should be. So I'm going to press Alt and left-click and come up here
to the top view and then press the Shift key and that'll kinda snap
me to the top view. And then I'm gonna
come over here and change to
orthographic view here. So I can kinda see it
without perspective. And then I need to create a paint layer for us
to actually paint in. And I'm going to
create the paint layer within this blue folder. So maybe with this
selected right here, I'll come up and create a new layer of paint
layer right here. And when I do that, I get
to paint tools up here. I've got the paintbrush
here selected. And let's go over to the brushes here in
this panel right here. And then I just want a
basic hard brush here. I'm just going to click here and that loads the brush over here. Now I need to deal
with the color. So I want to maybe open up the tan groups so I can see this little
swatch right here. And then I'm going
to scroll down to the color here it
is, the base color. I'll click on the Eye dropper and then click right
in here on that color. So we want that to be the same color that's on the
tan parts of the fender. Alright, so we've got that. Now, the brush sizes here, but you can also hit
the bracket keys on your keyboard to
bring that up and down. So let's go back up here
to the paint layer. And if I click and drag, let me zoom in a bit. You can see we've got
some edge wear here. And if I click and drag
and paint on this, it just paints
right over the edge where if we tumble around here, you can see that here. So what I wanna do is actually add this mask
to that layer as well. And this mask recall has that edge where
generator on it, right? So let me press Control
Z to get out of that, I want to select the mask here. I'll right-click and copy and then come up here
and right-click and paste into mask or
Control Alt V. There we go. Now, if we come over here, select our paint layer so we get that color and click and drag. You can see that edge where it comes through the color
and that's kinda nice, That's what I want there. So let me hit the bracket key and reduce the
size just a bit. I'll zoom out. I can see
the whole UV island here. And then I want to
turn on symmetry. So over here we can
come and turn on symmetry and that draws
a line down the center. What should be the center? But it looks like mine
maybe a little bit off. My model may be
slightly off center, so there's a little
Settings thing right here. And we can take this
and we can drag in the x and we can move
that symmetry around. Now, there's 0.01. That doesn't look
quite right still maybe let me type in 0.015. So now that I have
that I can click and drag and it will
happen on both sides. Okay, so that's good. I believe for the time being, I'm going to just click and drag this and move it over here. So it isn't in my way. Now what Let's do is
just begin up here. I'm going to come up here and
I'm going to click up here outside of the UV island, click once and then I'm
going to hold the Shift key, and that brings this little line into play so I can
bring this down, so I get a nice straight
line once I click down. Here, there we go. Now let's take a look at
it here. How did we do? Yeah, that's actually not bad. That works pretty well. I think. And then what I wanna
do is come down here and draw the curve
around the front. So to do that, I want to turn on
the lazy mouse. So I'll click here.
And currently that's a big sphere or a big
circle of influence. So I'm gonna take this down. Let's try, Let's try 0.5
and see how that is. That's not quite big
enough. How about one? Let's try that. So I'm going to click
in here and drag. And now you can see that little sphere of influence and it
won't begin painting until you move to the edge
and you keep your eye on the edge of the influence, not in the center. So that's not bad. I don't like this
little bit here. I'm going to press Control Z. Maybe I'll bring this
up a little bit more. Let's try this. There we go. There we go. That's not bad. And then I want to
draw that center line. Let me reduce the size
of the brush with the bracket keys and then maybe
I'll reduce the distance. Let me take it down to one. And let's go right
in the center here. Let me see if I can find
the center by moving that right about here. I think. There we go. And I'm just going to click. Here we go. I'm going
to drag down like this and use that
lazy mouse feature to try and get that
nice smooth curve. Alright, let me turn that off. Increase the brush
size just a bit. And let's fill this
in right here. Now, we can come over
to the erase tool and use the bracket
keys to reduce this. I want that hard brush
for the erase tool again, so I'll do that. And then maybe we could
just clean this up just a little bit and
maybe let's try that. Okay, That's not too bad. And then there's one
last thing I want to do. There is a little bit this little brown
line along the edge. I think that's kinda nice. So I'm gonna try that. I don't know if I'll
be able to get that, but let's give it a try. So what I'll do is I'll just
change the color in here. I'll just come in here, make it a little bit darker. Maybe a little bit
brighter like this. Maybe something like this. Let's try this. Let's see
how it looks on here. Yeah, maybe a little bit darker. Let's then come back up
here to the top again. I will reduce the size of
the brush pretty small. Let's just try 0.5 up here. And then I want to begin
once again up here. Click hold the Shift key down and bring it
all the way down. So it's right on the edge
there of that paint. Let's try this. Too thick. I feel like that's
a little too thick. Let's try it once again. But with, Let's try 0.3 here. Alright, one more time. I'm going to hit the Tab key. So we have a little bit
bigger canvas here. And let's try it again. Hold the Shift key down. And let's bring this right
down to about right here. Let's see how this
works. How do we do? Yeah, that's not bad actually, I think it goes
right along there. Alright, and now we just
need to paint in here. So let's turn on the lazy mouse, and let's give this a try. Maybe I will bring
this down to 0.7. I'll begin here, bring it down. And then once it begins drawing at the edge
of that circle, I'll keep an eye on the
edge of the circle, not the center of it. It isn't perfect. We can always come back and
paint in the other color. Let me hit the Tab key. And we could come in here, change this color
back right in here, and then turn off
our lazy mouse. We can come in here
and paint this over just a bit if we wanted to. Just to clean that up. Alright, I'm gonna go
back to the 3D view here. And let's bring everything back. Turn off symmetry. And I'll also go back to perspective view
here. And there we go. So it's not perfect. I didn't do a great job there. I would probably take a
little more time with that. But that is how you can create some of this
trim on the fenders.
105. Painting Normal Information: Now another fun way to paint in Substance Painter is to actually paint normal information. We can paint some of this
bump information here like on the Chrome and maybe the screws around the chain guard here. So to do that, Let's first
choose the chain guard. Was that here? Let's see. Yeah, so that was
this chain accessories here. And then let's create another
paint layer right up here. And for this paint layer, Let's turn off everything
except the normal channels. So let's just turn
all of this off and see if we can just use
the normal for this. Once again, I'll press the Shift key while
I'm tumbling here. And we can also go up to
the orthographic view here. Alright, so now we're
in that side view. We could come over
here to our textures. And I'll just type in normal. This is all the normal
information that we could paint. It also has our normal maps in here, but we
don't want those. So maybe we can begin with a
circle bump. Let's try this. I'm going to take this, drag it, drop it right over here. Now because we're gonna be
going back into Blender. I want to ensure that I'm
seeing this using OpenGL. You can come up
here and pull this down and choose color spaces. And once you do that, you've got this color
spaces drop-down here. And if you notice the
auto is direct 3D. So I'm just going to change
this to OpenGL just so we can view it a little bit more closely to the way it
would be in Blender. If you watch this here, you can see it change just a bit how it calculates
the normals, right? So now I can maybe increase
the size of my brush here. Now you can see that my
flow is at 94 opacity 93. I'm going to drag that back
up to 100 and maybe put this, I'm just going to
click right here. Let's see what happens. Now. As we move the lights around, it's going to look more as if it's pushed in or pushed out. I'm gonna go back
to perspective. Theoretically when we
take it into Blender, it's going to look
a little bit more like it's pushed out
than it is here. We will have to see. But let's go back to the side view here. And then what if we added
like a screw right here, like a flat head screw? Let's see what we
can do with that. We come over here, I'll type in screw. And we've got quite a few here. How about this right
here, the screw slot. Let's click and drag that
into the normal slot. And now you can see that here. I'll change it to OpenGL. And let's give this a try. So now that's not
really the one I wanted to wear,
just a plain one. Oh, here we go. Let's do this one. Opengl. There we go. Let's try this. So I'll hit the bracket key
and let's maybe put one. I'll make it a
little bit bigger. Maybe let's just
type in one here. Like that. There we go. And I'll put one here. Yeah. It looks like it's going
in instead of out. And now, doesn't it? If we
switch over to direct 3D, does that change it?
Let me click here. Yeah, it does.
That's interesting. So theoretically,
the OpenGL will be better in Blender and will actually look like
it's being pushed out. But for now, just
for us viewing it, let's view it as direct 3D because it seems to work
a little bit better. Yeah. Look at that. Alright, and then
I'll scroll up and maybe change the
angle here like this, and then click here. It isn't quite the
same as that one. Alright, that looks pretty good. And I also think there are
a few screws around here. Now for this, I
think I also want to paint the color because
if we just click here, it'll be the same color
as the chain guard here. So I want to add color
to my paint stroke. So to do that, let's
scroll back down. Turn on the color and the
metal, maybe the rough. So we can actually create
a metal material in here. So let's bring this
over to here like this. And I'm going to keep an eye on here to see how we're doing. Let's bring the metallic
all the way up here. Bring the roughness down a bit. Maybe I'll bring this
up a hair like this. So you can see we're
just kinda creating a metallic color there. So then when we come over
here, let's try this. I'm going to maybe increase it just a little bit. Well,
maybe not that much. Let me try one point to do that. And then let's click here
and see what happens. Yeah, that looks pretty cool. And we can come through
and adjust our angle. For each one. I'll
put one down here. So I'm going to do one
on each axis like this. Maybe here, and then maybe
over here like this. And then let's put
them over here. I'm just kinda going
around here. Here. You might want to be a little
more precise about this, but I just wanted to show you
what you could do, right? And that looks pretty cool. I mean, that really looks good. And then for this
piece right here, these details here,
we could try this. I don't know how well that's
going to come through. But we could try it. We could once again take away
everything but the normal. So take away the color, the rough and the metal. So we can take one of these, this circle bump and drag it
back into the normal here. Actually, let me add
a new paint layer. Let's do this on a new paint
layer just to be safe. So we still have our
information here. Let's maybe go to the orthographic
view on the side here. And what I'll do is just
click and drag and you'll see it's kind of
digging in there, but I really think that's
going to come out in Blender. Let's try the OpenGL
and see how that looks. That looks a little bit better. Let's try that. And let me change the brush. I will come over
here, choose brushes. And let's use a soft
brush for this. Reduce the size quite a bit. Maybe something like maybe I'll just type into here for now. I'm going to reduce the flow
and the opacity just a bit. Let's test this 0 and the spacing is a
little bit too much. Let's press Control Z and I'm going to drag
that down to one. Let's take a look at that. Yeah, that's not bad. So what we could
do now is we could just click up here once
near the top, like this. Fold the shift key down again, move down here to
the side like this. Then once again down here, over here, and over
here like this. See how that looks now that's
a little bit too much. I think let me go back
to the perspective. We could maybe drag
this down a bit, see if we can reduce that sum. So it isn't quite so much. Maybe down to about 18 or so. And then we can also maybe just to create the insides here. I don't want to draw on this. So what I'll do is once
again create a black mask. Select this, go to our poly fill and click the chain
guard here, and there we go. So now we're only going
to paint on that. Now we can come back here and inside here we
can click once, shift to come out here. Click here. Well, I don't like what we're getting there and let
me do that again. Click in the middle,
maybe right to here, and maybe to about right here. So we've got something kind of like what we've
got over here. So if I bring this
back over here, you can see we've got this
kind of diamond shape here. So that's all I'm
trying to get at. And once again, I
think I will just drag this down just a
little bit more like this. So it's really not so
prominent like that. Yeah, Let's see how that works. I'll bring everything else back. And hopefully that just kinda
blends into everything. Yeah. Alright, so that's how
to paint normal information. In the next video,
let's work on putting the Harley Davidson
logo on the gas tank.
106. Adding a Decal to the Gas Tank: Now I'd like to add this
Harley Davidson logo to the gas tank. And I've gone out
to the Internet and found some images for this, and I took one and
I created a PNG. I removed the background in Photoshop and left it
blank as an alpha channel. And so I just want to bring this into Substance Painter so
we can use it on the bike. I'm going to click over here and come back to my textures. And then what I'll do is take the logo here and drag
it in and drop it. And now it's going to
ask me, what is this, What is this thing you're
bringing into the program? And it's going to be a texture. And I want to use
it in this project. So I'm going to click project there and then click Import. What I wanna do is bring it in and put it right
on the gas tank. And the easiest way to do that now is just to Alt
click and drag it. But first of all, I'm going
to choose the gas tank here. So any new layers are
created in this texture set. I want to change this. I still have my view to normal, so I'm gonna change it
to base color there. Now I'm just going to
press Alt and click and drag and move this right
into here and drop it here. And then tell it
that I want this to be part of the base color
of the texture set. So I'll click here,
and there it is. So now it's a little
bit off, right? I'm going to click over
here and turn this on. And this feature right here
is called surface tool. And this allows you to actually click and drag it
on that surface. Now it's gonna go up onto the other parts of the gas
tank texture set, right? But we know how to fix that. We can come up here
and add a black mask, choose the gas tank.
And there we go. Now it's only going
to be on that mesh. Alright, so let's click back
over here. And here we go. Now we can take this
and move it around and it only will appear
on the gas tank. Now we've got different
tools here for move, rotate, and scale. And you can press the W, E, and R keys to bring up
those manipulators. So the W key is the move tool, E is rotate and R is scales. So let's first, I'm going
to go to my side view here. Let's hit the E key and
rotate this like this. Let's hit the R key and click in the center here and
scale it down a bit. Let's take a look
at that image here. So it looks like it's
just at the top of that. So let me move this down
over here so I can see it. And then I'll go back to
tool and move it down a bit. I'll hit E and turn it a bit. I'm just trying to figure
out where it should be, how big it should be, et cetera. Maybe about like
this, Let's say, alright, let's turn off the manipulator here
and take a look at it. Yeah, that doesn't look too bad. We could bring this down just a bit so it
isn't quite so bright. And there we go. There we've got our logo
on the gas tank now, I feel like I want to bring it up just
a little bit more here. And I do want to point out
that this is a square texture. That when I created this, the image of course
was more rectangular. And so when I
created this image, the texture image in Photoshop, I made sure to make
the canvas square. So I think it was
1,300 pixels long. So I ensured that it would be
1,300 pixels tall as well. Because if you bring
in a texture that isn't square into
Substance Painter, it's going to make it square, is going to stretch
it so it becomes square and it will be
deformed and look right. So you do need to ensure
that your textures or square before you bring
them in to do this.
107. Texturing the Speedometer and Headlight: Two other things I'd
like to do is work on the headlight and
the speedometer. Now, Substance Painter
doesn't really have great resources
for these two things, but we're gonna go
ahead and go with them. I think they'll work. Okay,
Let's come over here to the 3D content marketplace. And I will type in
headlight here. First of all, let's see
what we can find here. I'm not a fan of that. Yeah. We don't really
have a whole lot of good materials for
headlights here. I'm thinking maybe this one with the little triangles in it. This one may be our best bet. Yeah, maybe this one is
midnight Chrome plastic. That might work. Let's give that a try. So I will click here to
send to Substance Painter. And it comes in right here. There we go. So let's go to the
headlight here. Let's click and drag
this over to here. There it is. Now let's do a similar thing that we did with the reflector. Let's first of all
change its color. And to do that, Let's
use that preset here. We had a midnight Chrome
plastic or silver plastic. I don't remember which one. Now that one's a
little bit too dark. Let's try the silver plastic. Alright, that one maybe
a little bit better. Let's then come down
here and increase this. Here we go. That's not bad. And
it looks like we're going to need to isolate
it to just that lens. So let's do that. Create a black mask. And with the Nashville, Let's just choose this. There we go. Alright,
now let's use a rotation up here to
kinda turn it like this. Which way do we want it to go? I wonder, maybe like this. And then you're like there's
more we should do it. It just doesn't feel
quite right to me. How about let's increase
the roughness sum and then increase the roughness
variation quite a bit. So we get some
differentiation in there. And maybe we could
actually increase the tiling or do they
have a scale down here? I think let's increase
the tiling up here. Maybe not that much. How about 1.25? Let's try that. And then down here, we can increase
the plastic grain, the the scratch density. And yeah, that's okay. I'm not crazy about it. But I think for now
we're just going to have to go with it here. Maybe I'll bring
the color up a bit. Alright, yeah,
let's go with that. And then the speedometer here, we could go over to the
gas tank texture set. And let's work on bringing
something in here. I think I saw a speedometer
material in here. Yeah. So what have we got here? We've got a mechanic chamfer
during mechanical half ring, digital, digital,
mechanical digital. So this one seems to be a little bit closer to
what we actually want. Let me look at the
information in here. Well, maybe this preset
white might be good for us. Let's try that. Alright, so I will send
it to Substance Painter. No, I already had one in here. Okay. So now let's take
this and let's use our trick to hold the Alt key down and click and
drag it right in here. Let's do that. Let's drop it right there. I've got it up on top
and I think that's okay, but let's isolate it to just that UV chunk
at a black mask. Select UV chunk and
just click this. And are we can see it there. Then let's change that
preset to white dial. There we go. We can see
it a little bit better. Let's go to our scale tool and click and drag this
down. There we go. Alright, so we can see it
a little bit better there. I'll go to the surface tool
and move it into the center here and the rotate
tool and turn it a bit, maybe something like that. Let's go to the scale tool with the R key and click
and drag this out until we get it with
about where we want it to be. Maybe move this down a bit. That was that. Let's tumble around and
let's take a look at it. Yes. So that's not too bad. I mean, I'm not crazy
about it as I said, but I think that'll be okay. We also have a couple of
settings here like speed. We could drag this up and it
takes the speedometer up, but I think we just
wanted it zero. There we go. We could also change it from kilometers to miles per
hour if we wanted it, we could change the speed
interval maybe to 20. Let's try that. So you only go up to 160. You've got the
graduation precision. You can increase
that if you want. So it goes up to 200. So you've got quite
a bit of tools here. If you want to play
around with it. Maybe it goes up
to 200 like that. Like maybe the whites
a little bit too much. Maybe it should be a little
bit yellowed over time. I don't know. Let's try that. Maybe over here like this,
something like that. So once again, we just
use the same process that we used for the
logo on the side, just using Alt and
click and dragging that in to set that up
for our speedometer.
108. Exporting the Texture Maps from Substance Painter: Alright, I think we're to
the point where we're pretty much done and we can begin
exporting our textures. Now one thing I did do
is add a trim piece right around the Harley
logo here on on both sides. And all I did was just used the curve tool in Photoshop
to draw this out. And then I exported it as a square PNG image and then Alt clicked and
dragged it into here, and then scaled and moved
and set it up on both sides. So with that done, let's work on exporting
our textures. You can do that by going up
here to File Export textures. And we get this panel here. And I've got it. So it comes up with the blender principled
VSD F output template. Let's take a look at that
here in the template tab. If we click on it here, we can see it's got
these textures that it will export out for
every texture set. In other words, this
set of textures will be exploited for each one
of these over here, for each texture set. But I don't think we
need all of these. I think we do need
the base color, the normal map, the metallic, the roughness, but I don't
think we need an emission map, an Alpha map, a displacement. I don t think we need
these three down here. So what Let's do is let's duplicate this and
then remove these. So we have just what we want. So let's select this and then I'll come up
here and click here. And it will create a copy
of that right down here. And then I'll
right-click Rename. And we'll call this blender. What should we call
it? Blender basics. Just because we're just going
to use the basic form maps. So here with this selected, let's just remove
the emission map, the Alpha and the displacement. And now we just have these four and I think
that's what we want. Oh, and notice here
this normal map you can see it's
a normal OpenGL. And that's why I
was trying to view those normals that
we were painting in OpenGL because I knew
they were gonna be exported out as
OpenGL at some point. With this setup, Let's go back
over here to the settings. Let's change this from
Blender principled be SDF to Blender basics. There we go. The file type, we want to
ensure that it's a PNG. And for the size, I think what I'm gonna do is
go ahead and choose 2048. I think there were
one or two that I changed the map size to 1024, but I think 2048
will be just fine. Then we want to put it in an output directory that we know where
they're going to be. So what I've done is
within the main folder, I've created a Textures folder. And in here I've created
a texture maps folder. So all of these are
gonna be exported out to that folder, right? So I'll just click
Select Folder. And there we go. We've got all of our texture
sets selected over here. So they're all going
to happen at once. So let's just click
export and see what happens. There we go. So you can see Substance Painter going through each
of the texture maps. You can see for the brake pedal, we've got these
four texture maps. For the break. We've got this set of textures
for the electrical box, we've got this set of textures. And here we go. So now they've
all been exported out. We can click here to open
the output directory. And it opened up over here. So I'll bring it over
so we can see it. And here are all of
our texture maps. So you can see once again, we've got the electrical
box with the base color, the metallic, the normal,
and the roughness. And for each of the texture
sets we have for textures. So let's now go over to Blender and see if we can begin putting these
textures on our model. Right here in Blender, Let's go over to the
shading tab right here. And in this view, let's begin adding our
textures onto our materials. Currently we just have the
material colors still. But what we can
do is just select an object, say our tires. And then what we can
do is use blenders Node Wrangler to bring our textures in really
quickly and easily. To enable the Node Wrangler, you just come up here to the
Edit menu and preferences, then go to Add-ons. And in here we'll
just type in node. And all you have to do is just put a checkmark here
next to Node Wrangler, and that will enable the add-on. Now, once we do that
here in the shading tab, if we hit the End key, you can see the Node
Wrangler tab here. Now we can use this to
create a principled setup. So we need to ensure
that we click on the actual principled BSD f
node here and not this one. If we click here and then
click Add principled setup. Now we can go into
our Textures folder, into the texture map, and that was our
tires materials. So I'm just going to type
tire into the search field. And here we go. I'm going to select this one, Shift-click this and click here. Principled textures setup. There we go. Now it's taken all of those texture
maps and connected them up to the principal BSD f with the proper
mapping nodes and everything. So there we go. Now we've got our tires. Let's do that one more time. How about if we bring
in the gas tank? Let's select the gas tank. Here it is. Here. I will click on the
principled node to select it. Come over here, click
Add principled setup. Or you can see here that the
shortcut is Control Shift T. So let's just do that. I'm going to click
that control shift T. I'm going to type gas
up here in the search box, and there we go, I'll
select this Shift-click, this ad principled set up. And there we go. Now we've got textures
for the gas tank setup. So it really doesn't
take very long to just add the texture maps
with our Node Wrangler here. So let's do one more. Let's do the fender. Let's just select the principled
node control shift T, type in Fender. And let's select these. And there we go. So that's what we're gonna
be doing in the next video. I'll do more of these, but really that's all it is. Select an object, select
the node Control Shift T, and bring in the textures.
109. Assigning the Texture Maps in Blender: Alright, let's keep
bringing in our textures. Let's try something else. How about this here,
the chain accessories. So I will select this
control shift T, bind the chain accessories
here they are. Click here, and there we go. That brought those in. Now, I'm not a big fan of
this blurred background here, so I'm just going to
come up to this menu, the viewport shading and
the world opacity here, I'm just going to click
and drag down to zero. And that just takes that away. We're still getting
all the lighting and the reflections in here, just not the blurred background. Alright, How about the wheels? Let's try this control shift T. I'll type in
wheels down here. And let's select these. Here. We go. What else? How about
this right in here? Let's select these in here. And what does that
the wheel pieces. Alright, control shift T type. We'll, here's, we'll
pieces right here. Let's do that. Click
here, and there we go. How about the chassis? Let's click on here. Select the principle of BSD, f, control shift T, and should
be right here we go. Chassis. Bring that in. Yeah, that looks pretty good. How about these things, the engine cylinders, Let's
do that. Control shift T. I'll type in SY L. There we go. Engines, cylinders. We go. How about the engine
block? Let's do that. Select the node control shift T, engine block right here. Bring those in. How about the foot rests? Control shift T. Scroll down and here
they are. Okay. We could do the seat. Your those forearm. Let's bring that in. Here about the engine guard. Lets do that. Select the node control
shift T, engine guard. So you can see it's pretty
easy just to bring these in and get them set up in
here in the note editor. So like, let's try
the gear shift here. Control shift T, and gear shift. Right here we go. Alright, so I'm going
to continue with this. And in the next video, we will have all these setup. And we will then take a look at setting up the background, adding some lights,
and beginning to do some renders
of the motorcycle.
110. Adding an HDR Image in Blender: Alright, well I've finished
bringing in all of the texture sets
and apply them to all the materials on the bike
and it looks pretty good. Let's go back to the
layout tab here. And what we can
do is just switch over to the material
preview here. There we go. Now, one thing I did do
is I added a kickstand. You can see it here. I went ahead and took
it into Substance. Painter added some
material to it, just like we did for
everything else. And I also added a little black plate to
the bottom of the seat. I saw in one of the images that it had one
of those kind of things. It's not perfect,
but I just wanted to get something on there. But other than that,
everything's still the same. And from here I'd like to
begin setting it up to render images and to animate the camera and render that out. But first of all,
I think I'd like to set up the kickstand so
it will lean over a bit. I just want to take
this real quick, just move the cursor to the
origin of this because I can then tab into edit
mode and select this and then just
spin it in the z-axis. I do need to move my pivot point to the 3D
cursor here, right there. So what I'm gonna do
real quick is just take this and let's spin
it 90 degrees. I'm going to press R and
bring that around like this. There we go. And then I'll
go to the front view. And I want to take
the entire thing and tilt it at the
center axis here. So I'm going to move the cursor to the center of the
grid with shift S1. Once again, I'll ensure that the pivot point is at 3D cursor. And then I just want to
tilt the whole thing. So the kickstand
is on the ground, so I'm gonna hit are here in the front orthographic view and just tilt this down
until it's just right. Yeah, right about there. Let's see how that works. Yeah. Something like that. That's just I wanted it just so it's leaning over
so I don't know, looks a little more realistic. I think if there's a kickstand, I could also flip this
one down as well, but I kinda wanted this. I'm going to try this. Alright, so now that
we've got that, I'm going to save my scene here. And I also want to set up what render engine
I'm going to be using. Currently, if we come over
here to the render properties, we can see that we're using the EV renderer and
that's a good one, That's a real-time renderer. It's really fast. The shadows aren't great. So I think I want to switch
to the Cycles Render Engine. I'm gonna do that for me. It's a little more realistic. Now, once I do that, we have a choice to render using the CPU of the
computer or the GPU. And currently I've
got a pretty good GPU in this computer, so I'm going to switch to that. And if you haven't yet, you may want to go to the Preferences here
and edit preferences. And under system, you
may want to check out the Cycles render
devices up here. So it should be able
to automatically detect what you have in
here in terms of GPUs. So I've got an NVIDIA
G-force 30, 80. And I'm going to use optics
here as opposed to cuda. You can use either one. You may want to do a
bit of googling to see which is better for
your particular card. And you may have a
completely other card that has completely different options up here, and that's fine. But for me, I've just
done a few tests and I think that using the optics goes just a little bit quicker. Now I'm also throwing
in my CPU and here, so we can use that too. But I just wanted to
show you that here in the preferences window under System is where you can
adjust these things. Alright, so I'm
going to close that. So now that we've done that, let's just click over to the render preview and see what cycles is gonna do for us. So I click here and we
don't get a whole lot here. It's just kind of
a dole bland gray. And that's because if we come over here to the
world properties, we've got a dull gray color
in the background here. You can see if I just take this and drag it all the
way down to black. That's what we get. So we need to put
something else in here. And what we're gonna
do is use an HDRI. And I'll provide a couple
of these because I've downloaded a couple of these
from the blender studio, and these are open source
and you can use these two. But to add an HDRI to this, we're going to come in here
and click here on the color. And then let's go to
environment texture. And when we do that, everything
turns this awful pink. And that awful pink
just means that blender is telling us
something is missing. It's just saying something
isn't quite right. So we're gonna come over
here and click Open. And I'm going to browse to my HDRI folder on my drive here, and I'll provide this
in the project files. I'm going to click
over to here and you can see the different
images here. And as I said, this is
from the blender studio. These are all open source, so you can use these. I'm going to use
this clouds layer and click Open Image.
And here it is. So now what it's done
is it's just added this into the background
of our scene. And what this enables us to
have here is reflections, which with all of the metal and reflective
materials on here, we need something to provide reflections in all of
these shiny materials. So this is good. This is what we want, but I don't want all
this in the background. And to get rid of
that, I'm going to come back over here to the render properties and
scroll down and under film, Let's just click Transparent.
And there we go. Now we've gotten rid of that visible image
in the background. But once again, we still have the lighting and
the reflections here, which is kinda nice. And as I tumble around here, you can see up here the samples. It's having to go through
the number of samples here in the Viewport each time
we change the view, right? And it's going pretty quick. But what I'm gonna do is
in this render properties, we can see the viewport
samples here, that 1024. And if I tumble around here, you can see that 1024 here. I don't want it to work so hard. So I can change this
and move it down to, let's take it down
to like 128. Right? So now if I tumble around, it only has to go up to
128 before it's done. So that enables
me to move around a little bit quicker
here in the viewport. And also over here in
the render samples. When we actually hit
F12 or come up here and choose render image
or render animation. These are the settings
It's going to be using. The great thing about this little feature
right here, denoise. If we turn that on, we can bring this down quite a bit and speed up our
renders a good deal. So I'm going to take
this from 40 96, and I'm just going to
bring it down to say 256. For now, just twice what
we have in the viewport. That's pretty low, but as I said with this de-noise feature, it works pretty well. The last thing I want
to set up is I want to scroll down here and
under performance, I want to turn on
persistent data. And what this will do is remember what our
first render did. In other words, all the
information that it needed in terms of
textures and lighting, it will cache that
information in memory. So the next time we render, it won't take so long. So if we click here, subsequent renders won't take as long because it will have
cache that information. Alright, so in the next video, let's actually work
on creating a camera, setting up our shot, and rendering an image.
111. Adjusting the Lighting and Rendering an Image: Now let's see if we can
render out an image. First of all, let's
create a camera. I'm gonna come up here
to Scene Collection. Highlight that. Press
Shift a camera. There we go. There's
our cameras. Now it came in and hopefully
to that scene collection. There it is. And I'm just going
to pull this back. I've got local
transformation selected, so it should just pull back in the angle that it was created. There. There it is. Oh, I've still got my pivot
point at the 3D cursor, I'm going to press
the period key, change that to median point. And when I do now, I can hit the S key and kind of scale that down just a bit. Scaling a camera does not affect how it works or the image
that you get through it. It just changes the
size and the scene. That's all. So if we want to look
through the camera, we can press the zero key on the number pad and we go
and there is what we see. Now, if I try and move this, if I try and like tumble around, I come out of the camera. If I want to use the camera
to actually frame my shot, actually look
through the camera. I need to do one more thing. So I'm gonna hit the
zero key and I'm going to zoom in just a bit here. And then what I'm gonna
do is hit the End key. Come over here to view. There's a little setting right here under lock called
camera to view. So you can lock the camera to the view as you move around. And you just have to remember to uncheck this when
you're done with it. So I'm going to turn this on and then I'll
hit the End key. And you can see there's just
a little red dotted line around that frame. So that just tells us that as
we tumble around and move, we're going to be moving
the camera as well. So that's what I want right now. So I'm going to set this up. Maybe, maybe
something like this. I'll try an image like that. So then I'll hit the
End key and turn this camera to view off, right? And now if we tumble around, the cameras stays there, but we can move around. So now what I wanna do is adjust the resolution
of my render. So let's come over here
to the output properties. And for this, I want
to, well, here we go. It's already set up
for the resolution. I want 1920 by 1080, which is a two k image, a standard HD resolution. So I think that's pretty good, but you can also come up here to this menu right here
and change the presets. So we're currently
at this HDTV AT, but you can change it
to a 4k image here, 38, 40 by 21, 60, or anything else that
you'd like in here. But I'm just going to keep
it at 1080. There we go. In addition, while I'm here, I do know that I
want to render out any animations that
I do at 30 frames a second because I'm
recording the videos that you're seeing now at
30 frames a second. So I want to be able to match those if I
edit them together. So this just depends on the particular project that you're creating or working on. Alright, let's give this a try. So with all this setup, I'm going to press Control
S and save the scene. I'm also going to come out of the rendered preview mode here. Sometimes when I'm in a
rendered preview and I try and render an image or an animation,
blender freezes up. I don t know. It may just be this particular
version of Blender. I haven't had that
problem in the past. But just for me personally, I usually need to come out of the rendered preview to
actually do a render. But having said that, let's now just press F2. You can see under the
render menu that to render an image is F2 and to render
an animation is Control F2. So let's just hit F2.
And here it goes. So now it is churning out a
render and now it has done, it says did that in 7 s. So that's pretty good. So that is a render. Now, if we did this again,
Let's try it again. I'm gonna close
this window here. And let's try the render again and see if it goes any quicker. I'll hit F2. And this time it did
it in under 6 s. So that's kinda my point
with that persistent data. It caches as much
information as it can upfront so that any
subsequent renders go a little bit quicker. Alright, so let's close this.
Now it looks pretty good. So that's our process
for doing renders. Let's try another one. I'm gonna hit the zero key, hit the End key. Turn on camera two. View. Here we go. Now, maybe let's, let's
come over to this side here and render
something out over here. Now, you're probably wondering, aren't you ever going
to add anything in the background or a
floor or in anything? Yes, I will. But I just wanted to
do one more thing here with the camera with
the cameras selected, I'm gonna come over here
to the camera properties. And I want to change
the focal length. Usually for a shot like this, we would use a wider angle lens. So what I'm gonna
do is instead of a 50 millimeter, I'm
going to type in 25. And now you can see we've
got a wider angle lens here, which I think is
going to help us. So let me go back to
the rendered preview. And I want to do a
render from this side, but the light, let me hit the
End key and turn this off. Here. There we go. The light from the HDR
image is over here, right? We've got some nice
lighting over here. But over here it seems
a little bit too dark. So how do we change the
lighting of the HDRI? Well, to do that, let's go over to the
shading tab here. And in here, this is where
we set up our textures with our materials for the objects in the
scene right here. But we can also change this
to deal with the world. Now here is the world. Here's that clouds layer that we brought in that HDR image. We want to be able to
take this and turn it. And to do that, we
just need to use our Node Wrangler again and
create a texture setup. Now we don't want a
principled setup because we don't have a principled
node in here, but we do want to
take this texture here and click on Add
Texture setup or Control T. So I'll click this. And here we go. Now we've added a texture
coordinate and a mapping node. So now what I can do
is come over here to the rendered preview. Let me just do that
so you can see what happens when we use
this Z rotation. If I click and drag,
watch what happens. It's really similar to using Shift and right-click
in substance painter. You can turn that HDR image around so you can
adjust the lighting. So maybe I want the lighting to come over to about right here, let's say, okay, so now let's
go over to the layout tab. And here's our lighting. And that looks pretty good. But what if I want to tweak
it just a little bit more? I can come back over here
to the world settings. And if I scroll down
here under vector, we twirl that down. Here are those
fields in that node, in that mapping node. So I can click and
drag in here and turn that light around until
it's the way I want it. And in fact, I may actually want to
increase the strength. What if we took this up to two? Now that may be a
little bit too much, but it's not bad. Let me bring it around. Maybe something about like this and maybe let's
take this to 1.5. Let's do that. I'm going to type zero and then maybe type 180. I'll just type 180
here that we go. Yeah. I've just brought
it over to about 02:15. And that looks pretty good. Alright, so let's try that now. I'm going to hit the End key
and turn camera to view on. I just want to make
it a little bit of an adjustment here. And then let's just hit F2. There we go. Once again, our render
is just under 6 s, and that looks pretty good. So in the next video we'll do is let's create a
background for this. I just want to create
a very uniform color, kind of a background, but I also want something
that is going to accept shadows so we can kind of see
it sitting on the ground. In the next video, we will work on that.
112. Setting up to Render an Animation: Now let's create a floor and
a background for the render. I think first of
all, I'll turn off the camera view here so we can tumble around without
moving the camera. And I think what I'm gonna
do is just create a circle, shift a mesh circle, and I'll fill it
with a triangle fan. There we go. And I'll tab into edit mode, select this edge. And I'm just gonna
begin extruding and scaling this out
and bringing it up. So it's basically a big bowl
that the motorcycle is n. So I'm going to hit
E S and scale out. And that'll hit E S
and scale out again. And I'll just keep
doing this for awhile. I'm going to bring this
out and then I'm gonna begin bringing it up like this. And bring it up. And I will just keep going
and doing this for awhile. Alright, so there's
our big bowl. Let's see how this looks
through the camera. I'm going to hit the zero key. And there we go. So you can see it just gives us a nice floor that we can
see some shadows on, and then a nice even background. Now, I think the whites
a little too much, if you like that, that's fine. But I think what I'm gonna
do is select the background here and let me change the name to I'm going to
call it background. And I'll go to the
Materials panel, create a new material on call this background so
we know what it is. And maybe I'll just take the color and let's just try dragging it
all the way down. Yeah, That's kinda nice. Now we can see the
polygons on this. So let's right-click and
choose Shade Smooth, and that helps that. And yeah, so now this
just gives us a nice kind of finger-like even
background to do a render on. And since we've left top open, we're still getting some of those reflections
from the HDR image. Well, Let's give
this another render and see how it looks. I'll press F2. And
it's going to take, let's see, about 10 s here. So that's not too bad. Now we can try it again. I'll hit F2 again and
just see if it goes in a quicker the second time since we put in the background. Yeah, so now it's
just under 9 s. Okay. That's not too bad. Now, if we like this image, if you want to save
this image out, you can just come
up here to Image, Save As and put it
wherever you like. Now I've created
a renders folder here in the project files, and I'll put this
in images and we can take this and
give it a new name. I'll just call it render a one. And I currently
have it as a PNG. You can change that if you like, but I think a PNG
is pretty good. And I'll just save that
out. So there you go. That's how you render and save out your
images from Blender. Now, what if I wanted
to create an animation? Say move the camera
along the side of this. Maybe we could come over here and move it
along the side here. Well, we could first of all
come over to the world. Properties, come down
here and our z rotation, we can take this back to zero and move it
over to this side. We go, we could maybe move
the camera to say this point. To move the camera to
your current view, you can press Control alt and
a zero key on the numpad, and that will move the
camera to that view. Now I'll hit the
End key and lock the camera to the view so I can put it just where I want it. So let's say we want to move
camera right along here. Say right there. Let's say we begin maybe right around here and
just move it in the y-axis. So it kinda slides
along the bike. Alright, so what I'm
gonna do is turn off that camera to view here. So I can tumble around now. I will tumble around. Here is where the camera is. Right? Now. I just want to move
it in the global axis. I'll change to global
and I just want to move it along that y-axis. But first what I
wanna do is create a few windows so I can view both the 3D view and the
rendered view at the same time. So let's come up here
into the corner until our cursor is at a cross and I'm going to click and I'm
going to drag this way. There we go. And then I'm
going to come up here, do that again and click
and drag down like this. So this view down here, I'm going to change to a
graph editor right here. And this view over here, I'm going to change to my
camera view with the zero key. I'll press the Enter key. Go to View and ensure
that camera view is off. Yes, it is off. Okay. And then I can change my views. I'm going to scroll
the mouse wheel to move that bar up there, change to my rendered view. And then I can turn off all
of the little overlays. So I'll turn this off here
and turn off these here. Then I can press the T key
to close this panel here. So we have a clean view
of our camera here. What we're seeing through
the camera while we can still move around in
here pretty easily. Alright, I'm going to press
Control S and save that. Now I need to set
up the animation. I want to tell it where I'm
going to save the images. Because what we're
gonna be doing is we are going to be creating 30 individual images for
every second of the render. So I want to output it to a particular folder where all of those files
are going to be. Currently it's going to our temp folder on the C
drive, and I don't want that. I'm going to click here. And I've created, as I
said, that rendered folder. And in my rendered
frames folder here, I'll create a new folder, call it an M. Rendered. 01, will do that, and I'll click that. Then let's click
Accept. Here we go. So now we've got that path here. That's where all of our
rendered frames are gonna go. And they're going to
be PNG files here. So that's good. Alright, we've got
all of that setup. So in the next video, let's actually go through the
process of keyframing and animating the camera and
rendering out our animation.
113. Rendering an Animation in Blender: To animate the camera
moving along the bike, we're going to need
to insert keyframes. And so with our camera here, I'm going to insert
the first keyframe by just hovering over this and pressing the I key
for Insert Keyframe Menu. And I'm going to
insert a keyframe for both the location and
the rotation of the camera. So I'm going to click here. And now we've created
a keyframe here in our graph editor and a keyframe down here
in our timeline. So that's the beginning,
that's where we want to begin. I'm going to click and
drag all the way over here to frame 250 now. And then I want to
move the camera. I'm just going to click on
the y-axis and drag it. And let's say we want it to
end up like right back here. Let's say with the
cursor at frame 250, let's insert another keyframe. I'll hit the I key and click location and rotation.
And there we go. Now we've got keyframes
at one and at 02:50, let's go back to frame one here. And then let's click Play
and see what happens. There we go. You can
see the camera moving here and it's moving along
the motorcycle as well. But I kinda feel like
there's a problem here. Actually let me switch back to the material
preview and see if it moves a little quicker here I'll go back to the first frame here. Let's click play. Yeah, it moves a little
quicker through here. So to me, that's moving
just to quickly. And it's also kind of
easing in and speeding up, going quicker through the
middle of the animation. And then it's beginning to slow down and come to a
stop at the end. And I don't want that change in speed during the animation. I'm planning on taking this and editing it with other
shots like this. So I don't want it to
speed up and slow down. And you can see in here, I'm going to press Control and middle mouse button and
move this kinda like this. So we can see the curve here. You can see what it's
doing here on the y-axis, it's beginning kinda slow
and then speeding up. The more vertical the line, the faster the movement. And then you can see
it's beginning to slow down and coming to a stop here. So I don't want the head. So what I'm gonna do is
just come down here to the keyframe and right-click and change my
interpolation mode. And I'm going to change
it from Bezier to linear. There we go. Now, it's just a
straight line at constant speed throughout
the whole frame range. So if I click Play now, it will just go at
a constant speed the entire way through. But I still feel like
it's a little too fast. I want it to move kinda slowly and more lyrically or
something like that. So to have it move slower, we just need to add more frames to the
length of the animation. So what I can do is come
down here in the end field. I'll type in, say
500. Let's do that. Now if we scroll the
mouse wheel out, you can see the
entire range here. I'll just click
on this keyframe. So only this one is selected. Hit the G key and move it all the way down to
frame 500 right here. Now, we need to zoom out here in this animation or in
the graph editor so we can see the
whole range there. Now let's try it again. I'll click Play and let's
see how quick it goes. There we go. That's moving a little slower. I like that. And it's really just half the speed because
we doubled the range. So now let's go ahead
and render this out. I'm going to go over to solid
view here before I render, I'm going to press Control
S and save my scene. Now we need to do is
come up here and go to Render and render
animation or Control F2. So let's try that. Control F2. And there it goes. So as this is going, I'm going to reduce the
size of this window here. And so we can see at rendering
there as it's going. And then I'm going to
bring in another window. I'll bring in that rendered
frames and M render folder. Here it is here. And you can see each
frame going into this folder after 11 s or so, It's going to pop
into this folder. So you can keep an eye on what's happening
with the render. And you can open up
any one of these. Say I want to take a
look at Frame tool. I can open this up and bring it over here and
we can take a look at it. Is that okay? Yeah. Okay. So that's looking pretty good. So you can keep an eye
on this and see if there are any problems on frames as they're
being rendered. And let's just say that I happened to
see on frame 12 that there's a problem that it didn't render properly
for some reason. What you can do is you can go
ahead and stop the render. You can come over here and click here and stop the render. And now we have only 15 frames, but I saw that there was
a problem on frame 12. So what I can do is I
can come through here, delete all these, and then come back over here
to the frame range. So I know that frames
one through 11 are fine. So I'll come into the
frame start type in 12, and now we can begin at frame 12 and continue the
render from there. So once again, I'm going to save my scene, press Control F2. And here we go again. So now we're going to
begin at frame 12. And keep on going. Bring this over here. Here's our new frame 12. And off we go. And this is why we render
individual frames. Because if we rendered, say, an MP4 video file, if there was a problem
in the middle, we can't just go and begin
again in the middle, we'd have to begin again
from the beginning. And granted, our frames aren't taking
a whole lot of time here. But if we were rendering
something where we were dealing with
render times of say, five-minutes a frame to have to re-render the whole thing
could take a very long time. So it's a good idea. Render initially as
frames in this way, and then convert
the image sequence to a video file after that. Alright, so what I'm
gonna do is let this go, render this out, and then I'm going to move the camera around, move the HDR image around, and do some more animations, renders some more
animations out. And then in the next video, we will open up blenders. Video sequence
editor will bring in the videos to the video sequence
editor, will edit them. And then we'll render out
a final edited video.
114. Editing Video Clips in Blender: Alright, I've gone through
and done a couple of renders. What I've done is
selected the camera and then come down
here to the timeline, hit the a key and hit Delete
to delete the keyframes. And then I've gone through
and reposition the camera for a new shot set in and out points for that
camera animation, and then rendered it out
in individual folders. So you can see here, I've created new folders
for each animation. And within each of these, I've got the image
sequences for that. So now what I want to do is convert these image
sequences two video files, because the video sequencer in Blender can't always keep up or play image sequences in real time so that we
can get a sense of how the video is
actually going to look. For me, at least I like
to convert them to video files rather than image sequences to do
the editing itself. So let's take a look at
how we would do that. To get to the video
sequence editor, you can come up here to
the Plus tab right here, add a workspace and just
come down to video editing. And then video editing here. And here is the video sequencer. We're going to need to change some settings in here in
the output properties. So I'm going to
expand that a bit. But in here, what we can do is bring in our image
sequence as video clips. So hovering here
on the timeline, I'm going to press Shift a
and choose Image Sequence. And then I'm going to browse to my renders folder,
rendered frames. And I've got this
anime renders 08. So these are all of the individual images I've
rendered out for this shot. To bring them in
as a video clip, I'm just going to press the
a key to select all of them and then click Add Image
Strip. And here we are. Now it looks like
it goes a little bit farther than my
timeline right here. So I'm going to extend
this to say 300. There we go. So it extends out to there. Or I could click
and drag and move this cursor right to the
end of it right there, and see what frame that is. But I'm not seeing what
frame it is because it's showing 8 s and 11 frames. So I want to know exactly what the frame number is of that. So we can come over here to View and turn off show seconds. There we go. Now we know that
we're at frame to 51. So I'm going to type
that in down here, 251, or up here, you can do that here as well. So let's go back to the
beginning right here. And let's click Play
and see how it plays. Well, it's running slow, right? It's running around 15, 20 frames per second, which I really want 30. So yeah, that's not going to
work in terms of editing. So let's go back to
the first frame and let's render this out
as an MP4 video file. To do that, we need
to come over here and change our file format from PNG to FFmpeg there. And then we need to
tell it what kind of encoding we want. I like to change
this to mpeg four, just so I know what
it's going to be. This is what I record all of
the videos for the course. And so I just wanted
to all be the same. We don't need any audio here, so I'm not going to
change any of that, but I also wanted to
go in a new folder. So I'm going to click here
and I'm gonna go back up. And I've been creating videos and putting them in
this videos folder. So you can see I've got two
through seven here already. So I'm going to click Accept. There we go. And then in this
output path field, What I'm gonna do is add just another bit of
information here. I'm gonna move this
over so we can see it. What I'm gonna do
is add the name of the video and the
file extension. Because if you've noticed with this file
extensions turned on, we get the numbered
frames like 001002, etc, as well as the PNG. So what I'm going
to do is turn this off and then I'm
going to type in anime render 08 dot mp4. So that is going to be the
name of the file when it's created without blender trying to add any file extensions. Alright, so now
that we have that, I'm going to go ahead
and save my scene. And now we can go
ahead and press Control F2 to render this out. So Control F2. And here it goes. And you can see it's moving
at a much quicker pace, about 0.3 or 0.05 or
whatever frames per seconds. So it's almost real time. It isn't too bad at all. Alright, so now we're all done. I'll click that to close it. Then I can click here and delete this because I don't need
this image sequence anymore. I'm gonna delete that. I'll move these back over here. And now I can begin
bringing in those videos. I'm going to press Shift a. And instead of an
image sequence, I'm going to bring in a movie. And we'll go to
that Videos folder in the renders here, right here. And here's that annum renders 08 that I just rendered out. And we can take these and we
can begin bringing them in. I'll select them all and
just hit add movie strip. Here we go. Now we have them all in here, one right after another. Now, I think I want to create
just a 30-second video. So I'm going to change
my end frame from 25012. What would that be? 30
times 30 is at 900. Let's try that. And we can also check
that by coming back over here to View Show seconds. And sure enough, if we
go right down here, we can see that's 30 s. Alright, so that's what
I want my video to be. So let's see what we have here. We've got this shot here. And this shot. And this, I kinda made me
want to begin with this. So I'm gonna take this
and just move it over, click and drag it to frame one. Then what, what do I want now? Well, it's this side. Do I want to flip back over
to the other side now? So this is just however
you wanna do it. You can just go through and figure out which ones you want. I don t think I want
this one because I never did add a little
labels to that. I should do that. But at least for now, let's just hit delete
and remove that one. So there's this,
this, and this, this. Okay, so we begin on this
side with the knuckleheads. So maybe then we
go to a close-up of this side right
here, like that. And then so that's that. So maybe now we go to the other side like
this. Let's try that. And so we've got the
knuckleheads side, the engine cylinder side, back to the knucklehead
side, engine cylinder. Engine cylinder. So I don't have an even
number here, but that's okay. I can go back to yeah, maybe I'll do this. I'll take this one and
put it right here. Let's begin trimming these. Now, what we can
do to trim these is actually select one side. You can see how if you
select one side and has a bold stripe
there on the side, and that means you
can trim that. So I'll hit G and
move that back a bit. Let's say I begin
right about here, G and move this forward here. Then if I want to
move the entire clip, I can click in the center. So we do not have a bold
stripe on either side and then hit G and
move that like that. Let's see, Let's just play
this and see what happens. I'm going to hit play. And maybe it ends right there. Okay, So that's pretty good. I'll hit G, move that into here. And then we want to
start like this. I don't want to
begin right here. I want to begin down in here. I think I'm going to hit G. So you can see what I'm doing. I'm just going through
moving these around, trimming them, getting
them in order. In the next video
with Let's do is work on adding transitions, adding fades, fade in, fade out. And then we'll render this out
to a final MP4 video file.
115. Rendering the Edited Video: Alright, I've gone through
and edited my videos here. Let's just go back to the
beginning and see how it looks. I'm going to press
Shift and left arrow key to go back
to the beginning. And then I'll hit the spacebar to play it. And so here we go. We've got shot number one and
we go to the cylinder side, and then the knuckleheads side. Then we just do a couple
of dollies and zooms here. Then we just end on this one. Then I want to fade out. So how do we go
about adding fades between each one of these
and a fade in and fade out. Well, the fade in and
fade out is pretty easy. You just come over here and
right-click and choose, fade and fade in. And there we go. So now if we go back
to the beginning with the Shift and left
arrow, hit Spacebar. Now it kind of fades in there, but the problem is, is the fade-in goes
from transparency. So we really need a black
video underneath here. So what Let's do is let's
add a new black video. We can come over here
to the Add menu, choose a color strip here. And so now that fade in
as black underneath it. Alright, now let's do that
for the one at the end here, Let's right-click fade
and choose fade out. And then I can take
this clip right here, press Shift D, and move it all the way over
here to the end. So we get black
underneath this as well. Actually, it looks like I
didn't have it completely. Let me bring this and I'll
bring this one to 900 as well. Let's try that. There we go. I'll hit the home key
and zoom back out. And then let's work on
the transitions here. Now for these, we need
to move some of them to a different layer so we can
extend and overlap them. So what I'm gonna do
is take this one and hit G, and I'm going to press Y. So I can only go up and not
to the sides. And click here. And then I'll select this hit G, move this, this way. And let's see how much we can move this way. Oh,
we've got plenty. You can see if you go beyond
the edge of the video, you get this kind of a
darker blue and that tells you that that's just
gonna be a still frame. We've gone beyond the bounds
of the actual video itself. And now it's just gonna be a still frame. So
I don't want that. I'm going to bring it back. And maybe I'll press Control
Z to come back to here. And let's maybe do this. So I've got this one at 81, maybe I'll bring this
back to 80 and this one to 96, I'll
bring it back to 95. So that is a 15 frame
overlap, right? So that's half a second. I'll take these to
come up here to add, choose transition and
cross. And there we go. Now that crossfade,
if we hit play, that will crossfade
between those two shots. So let's do that
again over here. I will take this one, I'll hit G and move this
and see how far we can go. We can go plenty. So
maybe I'll go to 240. And this one, That's it, 225. So that's a 15 frame transition. Let's select this
one and this one. And we can also right-click, choose, Add Transition
and cross here. And there we go. Now
we've got this one up. Let's see what happened here. It's going the wrong direction. Let me hit Delete
and I'm going to select these in a
different order, the top than the bottom. And now add across. And let's see how that works. So as you can see, the order of selection
does make a difference. Alright, so let's take this
one and I'm going to hit G, Y and move it up. And let's see what we have here. We've got 361. So maybe
I'll move this back to 360. And this one could go
to 345. Let's try that. So now let's choose
this and then this ad transition and Krause. Here we go. How
about this one here? We've got 506. Let's maybe take back to
505 and let's see if we have enough. We've got plenty. So let's take this back to
five for 90 right here. So now we select this and this, add a transition cross and
let's see how that worked. Yeah, that's not bad. And then let's take this one, hit G to move it up. And let's see what we have here. So for this, maybe I
could take this up to 650 and this one down to 635. Let's try that. No, I don't have
enough here, right? You can see that I'm pulling it beyond the bounds of the video. So let's come back
up here to 645. And let's see if I can
move this up to 665. Let's try this, right? So I've got 645. Oh, I only need to go to
660, So let's do that. There we go. So I'll
select this and this, and right-click Cross. And there we go. Now let's take a look at
that. There we go. Alright, so I'm gonna
hit the Home key. Here is our edited video. It is a 30-second video. Alright, so now let's do is let's render
this whole thing out. I'm going to save my scene with Control S. And then I'm going to ensure that I'm going
to the right folder. So I'm going to click here
and go into my videos. And I'll remove this here. And I'll click except
now it's going into that Videos folder
under rendered frames. Now what do I want to call it? Maybe I'll call it
final edited Video, dot mp4. There we go. I accidentally clicked there. I'll go back to the
output properties there. And so I've got this
path and it's going to create a video called final
edited video dot mp4. And I can put that
there because I've turned off my file extensions. Alright, let's give it a shot. I'm going to save
the scene again and then press Control F2. And there it goes. Alright, it's all done. I'll click here. And let's bring that
video folder back. Here is our final edited videos. Let's take a look at
it. And there it goes. We've got our transitions. Yeah. That's looking
pretty good. There we go. Our finished
motorcycle. Pretty sweet.
116. Conclusion: Well, thank you for joining
me on this journey to create a 1930s six Harley
Davidson knucklehead. I really loved these kind
of projects that really get into the nitty-gritty
details of complex objects. And I really enjoy working
with Substance Painter. I think Substance Painter is a great complement to Blender. It really gives you the
opportunity to create some amazing realistic textures
quickly and efficiently. And I hope this has
been useful for you. I hope you can find techniques and tools
that we've used in this course to create your own amazing
projects going forward. There is, of course,
always more to learn. Blender is a huge
and deep Program. I hope you can also
take away a sense that blender can
be fun to learn, can be fun to play around
with and see what you can do. And I am looking forward to seeing more of what you can do. I hope you post your finished projects
and your future work. I really want to see
what you're doing, what you're working on, and where you're
going with blender, with 3D animation and all of your future
creative pursuits. So thanks again for joining me. I really appreciate it. Keep learning, keep
moving forward. And I hope to see you soon. Take care.