Blender 3D Modeling Using Addons | SUNNY K. | Skillshare

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Blender 3D Modeling Using Addons

teacher avatar SUNNY K., Blender 3D animation

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      4:21

    • 2.

      Materials

      0:44

    • 3.

      UNIT AND MEASUREMENT

      11:06

    • 4.

      Selection tool

      3:50

    • 5.

      Transform Pivot Point & Snaping

      18:01

    • 6.

      Knife Tool

      6:33

    • 7.

      Extrude

      11:00

    • 8.

      Curve Details

      5:44

    • 9.

      Curve Properties

      5:59

    • 10.

      Types Of Curves & Addons

      7:39

    • 11.

      Tree addon

      4:20

    • 12.

      Array modifire

      12:06

    • 13.

      Sub divison surface modifire

      2:49

    • 14.

      Skin,Solidify,Screw Modifier

      10:25

    • 15.

      Bool Tool

      5:01

    • 16.

      Advance boolean Tool ABT

      5:03

    • 17.

      Cablentor Addon

      26:05

    • 18.

      Free Blender Addons

      17:27

    • 19.

      Free addon part 2

      9:41

    • 20.

      3d model Gun

      27:43

    • 21.

      3d model Mic desgin

      29:32

    • 22.

      3D model Drone

      11:32

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About This Class

Hello student my name is Suraj from India . welcome to a completely new series of 3D Modeling and add on features.

Blender is best known for 3D modeling for a 3D artist architecture game designer concept Artist and much more.

Blender is capable of handling any type of 3D modeling process you wish to imagine.blender has really powerful tools which can be used in 3D model modeling to get amazing results and the most important part is that Blender is completely free.

In this series of 3D modeling we are going to learn about the basic 3D modeling process in Blender which aims to reduce the time consumed during modeling the complicated object.

Blender has a number of 3d modeling tools. in this series you will learn how to remember the best told and the smart way to apply it to get a desired result.

The important highlight of this course is all about addons used in 3D modeling in blender.

Blender is an open source software,so developers from around the world create an amazing and useful add-on which helps us for a fast 3D modeling process.

Meet Your Teacher

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SUNNY K.

Blender 3D animation

Teacher
Level: Beginner

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Transcripts

1. Introduction: Hello students. My name is from India. Welcome to completely new series of 3D modeling in Blender using add-on features. By profession, I'm a mechanical engineer. I love to create 3D content and want to explore the maximum possibility of Blender application. In this course, I will discuss the basic 3D modeling process and the best use of add-ons. Main aim of this course is to minimize the time required for 3D modeling. With the help of add-ons, both free and premium. In this series, you will get a new 3D model object lecture every week, which you can understand in very simple language. After completion of this course, you will be able to model any object. The best, smartest way you can. Duration of this course is less than six hour. Course is systematically divided into four major section, especially focused on topic which are only related to 3D modeling. Language and pronunciation is loud and clear, which will help you to get each technical term understood properly. Anyone who is familiar with the blender interface and just having the basic knowledge of 3D modelling in Blender can join this course. Any experience blended user who want to gain more technical knowledge in 3D modelling in Blender can also be the part of this course. If you want to become the best blender user N1 to extend your imagination in 3D modelling role this course for the excellent way of learning today. Finally, blender is speak. To achieve something big. First step is to start. So see you in the class. The course is divided into four parts. Important tools for 3D modeling. Core properties, modifier, an add-on, 3D modeling using add-ons. First section. Importance of tools for the 3D modelling. You need n measurement, selection tool, transform, period point, and flapping can have total extrude, insert, spin, etc. These are related to the basic fundamentals of a blender. It tests any revisions part. You can skip this section if you are well aware of in all these tools. Second is the core properties, which includes curve detail, curve property type ops, course, add-ons and three rounds. Section is most important because the car is an useful pitch fitter, which involved in many design process. Third section, modifier and around, which include barrel Boolean, subdivision surface modifier, skin solidify, screw, volatile adults, Boolean tool cabled. I don't. Full list top free blender add-on used in modelling process. This is the important part of the course. In this section, we will see the modifiers, an add-on which are used in the basic blender modelling work. Last section, modeling using add-on. In this section, we will practice to model all possible object which will get the daily update in this course. We will try to keep it easy and fast mode of modelling practice, also with the use of add-ons. So you must follow each lecture and try to work on it, which will help you to be the best user for a blender application. 2. Materials: Materials, as this course is all about 3D modeling and add-ons. So we are not talking about the materials because material itself is an, a big and separate topic which required a full series of lectures. Maybe next time I will prepare a good and easy tutorial. How to use material or create in Blender. For this course, I have used a free add-on name blender kit. You can download it free from Blender kid.com, which includes many free materials and objects which you can directly use in blended application. 3. UNIT AND MEASUREMENT: In our first lecture is on Unit and measurement in 3D modelling, unit and measurement is very much important because it defines the oral proportional visual ratio. Let's see it by an example. You have it to steam on your screen. Objects include a car, a man, and three. Both the images have the same object. But you can clearly see the difference. Because in the first image, all the objects are proportional in size. The first car height is Audit three-fifths and standing man, average height is six feet. And the house I, height is about 25 feet. Also, the three are proportional to an ornament and sin. But in the second image, all the objects are randomly skilled and position. Following our eyes. It's hard to believe the object reality in the scene. Sometimes it is good to start 3D modeling, considering the actual measurement of a real-world object to make a bilirubin Render Output. Blender has got a good measurement and unit system. It will help us to learn the professional 3D modelling process in blended right side of the property tab, here is the scene property icon. Click on it. Here, you will find the unit menu. First option is unit system. By default, it is set to metric. That means the 3D object in the viewport can be defined. Rotation in degree, meter, mass in kilograms, time in seconds, and the temperature in Kelvin. Second unit system after the metric is imperial. For the imperial system, rotation in radians, length in feet, and commands in pounds. You can even manually change the parameter from the given list. And also you can use the separate unit, my clicking here, both metric and imperial unit system. Our physics verified them. In every country has different units system. Are you? So please get know about your country's standard unit measurement system. How do you object dimension or measurement? First in the viewport on the right side, here is the object property tab. Here you will see that transport section, which includes location, rotation and scale option. At present. Length shown in meter and rotation, shown integrity. To view the mass of one KG object, go down here in the Physics step, click on digit body mass of the selected objects shown. That is one key. Next shortcut to view the dimension of the object in viewport is capital L. Select Object, press N on the viewport. The menu appear from the top. It has all transformation option. And at the large dimension of the octet shown in the form of x, y, and z, that is length, width, and height. Second, we can even manually method the object dimension. That's like we use a measuring tape in real life. On the right side of the viewport is the meso icon. Click on it, hold the lip click of a mouse and move anywhere in the space. You will see the dotted line created, which shows the distance between the two points. In the same way, we can take the measurement of an object, hold the leftmost button at one end, then move the most to the other end. But it is not showing the exact value. Because if we rotate the viewport, you can see the middle line and objects not matching to each other. The exact value hold Control to snap at one vertex and Moon most near to the other vertex. Now, we can treat the true value between the two vertices. Use Control to snap the cursor point. You can also measure the angle. Just create a method line between two are tests and hold the third and move towards the third vertex of an object. In this way, it will show the angle between the two edges. Finally, in this way, we can measure multiple parameter in the viewport. This method option is for general visual purpose only. Because when you switch back to Select mode, all the measured value and the lines will get hidden. And also they will not be visible in the render of such a mechanical sheet like output in blender? Yes, it is possible. In Blender there is a default add-on called misery tool. Using this add-on, we can take output of object, including their dimension in very customized way. Let's see it. Go to Edit, click on Preferences here. Such method. Then click on here to enable the add-on. Now to view the add-on in the viewport, select the object. Press N. On right side of your menu. Here, click on View tab. Down at launched, you will find the method that tool. Click on Show to enable the metadata and then tap to go to Edit mode. Let's select two vertices holding Shift. Then in misery tool, click on segment. It will show the distance between the two points. We can also measure the angle in vertex select mode, select three, what does this? And click on angle. Last for the art. Select three vertices. Then click on Arch. It will show all the dimension. Now the interesting part is that we can customize the result. For example, length. If you look at the bottom, first decimal, we can assign a decimal point to be count. You need display, can be changed to meters centimeter int, or fit. From this add-on itself. We can also change the color of the middle line setting tab. You can include the size and reposition it. It can also change the type of line. I'll throw it. We have an example of this 3D geometry. Let's apply a damage and music major. I don't. To generate this type of output, I will sit Render Output To cycle and press F2. Render image is generated, but no dimensions are visible. We need to do a few more setting before generating the same output as shown in the viewport. Now the first option is, is simply to take a screenshot and say read files, but it will compromise the quality. The best quality result first go to render property. Fine, freestyle. Enable it. Now, if you render, you can see the outline in your object. Second step in Madrid add-on. Look at the last option. Here is the Render button. Click on it. Then press F2 for output. Then here you will find the two separate images. Firstly, the main and second is the transparent dimension image. Now we can see both of them and edit in Photoshop. But in Blender, we can match this board. The images go to the composite section. Enable notes, then drag this dimension image to the node. Setup, then search Alpha node and join the board the image. Note that alpha. Finally connect this alpha to the composite. And then press F2. Here is your output dimension. I hope that you have got all the details regarding unit and measurement. Also provided a systematic documentation in PDF format. We'd consider some of the important topic related to this lecture. You can download it from resource section. Thank you. See you in the next lecture. 4. Selection tool: All select, all select shortcut is a risk. It will select all the objects in the viewport for de-select, press Alt plus a left-click most on empty space. Second, inward, select from the name itself. It is self-explanatory. Select this face and press Control I. It will select all the phase of the object except first one selected. Let's try something interesting In the spirit. Select a human face pattern area, and then press Control I and extrude. In this way, we have a simple face using the invert selection. Circle selected, I can select is a very simple and useful press C and the mouse cursor will convert it to circle. Now holding the leftmost button over the object. And for the de-select hold Shift, you can increase or decrease the size of the circle from the mouse middle scroll button. Select random. Select random in edit mode, de-select everything, and then click on select random. It will randomly select any number of phases of the object. You can control the amount of selection from this tone option. It worked for both vertex edges and faces. De-select in edit mode, select all, then click on ticker deselect. You can see the test pattern has been selected. It worked for all objects and useful for creating unique object button. Select sharp edges. We have a queue. Click on the sharp, it select. It will select all the edges of the cube because all edges are about 30 degree. Now let us apply to one of the edges. Again, you select sharp edges. Now the biggest portion is less than 30 degree. It is not selected. You can adjust the value of the degree from here. Select more or less. Shortcut on the keyboard is hold control and numpad plus or minus sign button in the plane, select any phase, then hold Control and press Plus button on an unpacked, it will gradually select the portion. Same if control plus minus button, it will deselect in the same manner. Loops selected in edge select mode, double-click on the edge. It will select the first select, double-click on the feces. It will select the phase 34. The edges between the loops, hold control and double-click on the edge. It will select all the surrounding ring vertical edges. Select loop, inner reason, select any two edge loop. Then click on select loop interaction between select the inner portion between the two rings. Same rewards. Select the loop, and then click on select quandary. It really select the face ring and outer ring will remain selected. In this lecture, we have discussed the most of the tools used in the 3D modeling process. Yes, there are much more at once mode of selection tools, which we are going to see practically in upcoming lecture. Stay connected. See you in the next lecture. 5. Transform Pivot Point & Snaping: What is pure point? Pivot point is the reference connected point where an octet transformation depend on such as rotation scale and moments. For example, door peered point is here due to which it's able to open in right-wing option. In Blender default cube, pure point of an object is at the middle of an object that is octet for each gene. We can rotate and scale with reference to origin point. If we change the position of the origin point, then it will work according to origin location. But when we are working on more than one octet, then we need to use the transform point. The viewport top menu, you can see transport pivot point icon. Click on it. Here we have five options. Bounding box center, 3D cursor, individual origin, median point, and active element, bounding box center and medium point center. In the viewport, we have to cube place away from each other. Let's check our first option. Bonding box center. It means pure point will be at the center of the selected object. Select both the queue holding the Shift and click on bonding center. Then press R for rotation. Now, you will notice that the Q are rotating with reference to point at the center. Both objects same, it will work for scale. Let's add some more cubes to viewport. Reposition it. Now select all then 2s, median, center. If you rotate, we hardly notice the difference between the bounding box and median point center in this example. Third period point is the active element. Let's add phi object in the viewport. We normally select all the objects by default, period point is at the center of all selected objects. Now we will switch to E2 element. If we rotate all object now, Period point is shift to last selected object. Or we can say active element, which is also highlighted by a green color. Once again, shift and select objects. The last one is monkey head. Now click on E2 elements from top. Then rotation scale, and movement will be followed with respect to pure point of the last selected object. In this way, the selected object is our pure point. You can also check by randomly selecting the object, individual origins. It means each object has its own pure point. Let's see by example. Previously, if we select the old object in the viewport, Let's set the pivot 0.2 bounding box or active element. Now, for rotation, you can see that the object rotation or a transformation depend on the ACT to element pivot point. If you want that, every object must rotate separately. For that, we need to rotate individual object manually. In such case, select all and apply in doodle or a team. Now, rotation applied equally to each object with individual origin. Let's see The best example to use individual origin. The viewport, add a cute and apply array modifier. Repeat the array until you get such a structure. Now select all set period point to quandary box. But when you rotate or scale, period point is not at the center. It is on the first queue which we used to array the object. Same. It will work for median point e2 element and a noodle origin. Because if you can notice that only one object is having origin or a pivot point and all other selected object not having origin point. We need to enable the origin point for every object. These are the simple step. Select all, go to the Edit mode in the Mesh menu, click on separate, and select Separate by loose spot. Back to object mode. Now, we have separated all the objects individually. Then the large tip to add origin, select all. Go to the Object menu on the top. Click on Set Origin. Then select or the gene tool geometry. It's done. You can clearly see that all the objects having its own origin point. Finally, select all and apply individual origin. Then if you rotate or scale, each object will follow its own origin. 3d cursor period point. By default, in Blender, all object origin points at the center of the object. By using 3D cursor point, we can manually shift the beauty of an object to other locations to use the 3D cursor pivot. First in open space, hold Shift plus right-click the most pointer. It will locate the 3D cursor to that location, then go to the Object menu, click on Set Origin, then select origin to 3D cursor. It will shift the origin from object to 3D cursor. Now, on the transformation of the object will be followed by 3D cursor point location. In edit mode, you can apply a 3D cursor period point in a more precise speed. Let's add a 3D cursor to one of the vertices of the objet. Hold Shift plus the mouse right-click. And in object mode, set origin to 3D cursor. This is a very useful tool during all the workflow in Blender. Snapping tool. In Blender, when we are working on 3D space, it becomes difficult to manage the object location and placement with reference to other objects in the viewport. Snapping tools are very much useful tools during such workflow in lender. On the top part desk, top third transform pure, there are stepping tools. It has seven option. We will see one by one in detail. Increment or a grid increments. Let's see how it works. First animal, the increment from the top menu, then select the object, press D to move. Now if we move the object using the mouse, it's normally and snapping doesn't work to enable snapping, but as T and hold Control on the keyboard. Now you will see that the cube is snapping one meter of increment on the grid. The blender grid, you'll see in the viewport has such a square pattern that by default the area is one by one. We can chain these square value from here. Unit menu by default, it's one. Let's enter the new value two. Now, the grid box is two-by-two. One important point is that the increment is not actually snapping the grid. Let's change the position of the object offset to the grid lines. Now d plus control and move the object. Still snap and increment by one meter. But object not touching the grid. To precise the snapping increment the grid from the top menu, we need to enable the absolute grid snap. Again, D plus holding control and move the object. The object origin is snapping exactly to the grid. If you don't want to hold the Control or snapping, you can click on this icon to enable always on Snapping. Now, just to move and the object will snap to grid. Snapping function also worked for rotation and scale. From slapping menu, click on mode, rotate and scale. If we rotate the object, the object will rotate by the increment of five degrees and the same for scale of an object. Finally, final tips for increments. You can hold the ship for more precise clapping in which objects snapping increment by 0.1. Just to zoom in and see the next slapping menu is vertex snapping. In vertex snap, the object will flap to the other object with reference to the vertex point. Let's see how it works. In the wing port, we have two objects, a plane and a cube. First, enable the vertex clapping from the top menu. Below it. It is default set to closest point. It means that the object vertex will snap to the closest vertex. Another object. Now select the Q, press G to move and hold control for snapping mode object. Closer to the plane. You will see the small circle appear at vertex indicating the snapping point of contact and leave it in this way. Object what TTX gets slapped to the closest vertex point. You can try on the different object for snapping. Again, there are three options to slap, center, median, and E2. For centers slap, some object will snap to the center of the object, to the vertex point or another object. To use it, select the center and in the transform menu, set pivot point to the box, normal to the object holding control. It will snap to the center point of the object. Next in the snapping menu is the edge and faith snapping. They all work similar to the vertex snapping. Just an attribute change. When we set to the edge Snap. Object will snap to the edge of other objects to the closest center median are active. It will work same for the faith snapping. Just remember the basic and you can play around with the options. To use the H snap, go to the top snap menu and select edge option, then set it to closes. Now move the object holding Control, and it will now snap to the closest edge of other object. Same for the fist clap, select the face, snap from the top and move the object. Holding control. It will snap fifth to the other object nearest face. Let's see one of the interesting feature in the face snapping. I personally like it and use it a lot. Let me explain using an example. The viewport, we have this plane which has some angle geometry, and just above it, some cylinders are placed. So we need to snap the cylinder on the plane using phase snap. Go to the top and select the snap to the face. Then select any cylinder, press G to move, holding control to enable the snap. You can see that cylinder got snap to the nearest face easily. But the problem is with this cylinder, it is not getting snap as accepted because a surface is inclined at an angle and object supposed to be snapped in an angle with reference to plane. But it is totally getting wrong. To solve this problem, we have to go to the snap menu at the top. Then in the fifth option at bottom, here is aligned rotation to target. Enable it. Now, try again to snap the face. This time, it exactly snapped to the angle to the fifth. Now we have many cylinders and we want to snap all the cylinder on the plane. Select all enable snapping, and also enable align rotation to target. More the object holding control. But this time it's not working. So again, go back to the snap menu. Here. You will find the second option, project in neural element. Enable it. Now selected all cylinder, press 74 top. You then press G and controlled. It will automatically snap all slender into really on the plane perfectly. During phase angles snapping, please check the few thing such as axis up an object and a plane must be positioning in same direction. Select the object, go to the object property tab at right here. Viewport display, enable axis. Now you can see that z-axis palsy similar to each other. At launched when quick example for phase snapping at angle in Viewport, one pipe is shown and we need to snap these three weight on this metallic surface. Select the object. Go to the snap menu and enable both align, rotation to target and project individual element. Then select all the rivets. Press seven, top you. Then press G and press Control to snap. Here is our result. The perfect angles snapping. 6. Knife Tool: Hello and welcome to another lecture on 3D modelling in Blender. In this part, we are going to quickly look at knife tool. Can I project? And by thick, these tools are interesting and might be useful in the process. Can I have to? Tune is used in edit mode. It is placed on the left side of the viewport. Clicking on this icon to enable the knife tool, the most concern will change to knife shaped. Use the knife tool is just to create and extra it over an object. And the shortcut to use a knife is K. K. And holding the left mouse, drag the line over the object and press Enter to complete. Done. In this way, extra created or the objects. If you rotate the object, you can see that the tool only created the edge on one side, not on the other side. If you want to fully cut through out the octet using a knife. Again, please, K, shortcut C. Then draw. This time at is formed on the backside of the object, also kx plus C shortcut for cutting throughout the object. Slapping, by default, Clive snap to the edge, vertex. But by holding Shift, pointer will snap to the median point of control. It will disable all the snapping. Angle constraint. We can even apply a knife tool at an angle. Just use k plus a on a keyboard shortcut. Then a cutting, it, constrained to an angle. It rotate at 30 degree interval. Only selected. If you notice that while using a knife tool, it considered a full object to apply a cut. But what if we want that the knife cut should apply only to the selected face? Then we need to enable one setting. Go to the edit. And in K-map menu such Clive tool. Here go to Mesh property, open climb, topology tools, and enable only selected. Then back to the viewport. Select any face of the cube and use knife tool, which result in knife tool work only over the selected face. This function maybe useful sometime. So remember it. Can I project? Project is the simple tool to project profile geometry to another object. First we need the main object, then add a profile ship. Let's add a cylinder as a main object and profile as a circle. Now from blended 2.9, the process of prediction has been changed. Select the main object, cylinder, tap to go to the edit mode. Now switch to front view. Then in the scene collection, right-click and select the circle. Finally apply the client project from the mash menu. Here is the desert circle got projected over the main object. And as we all know, that type predict depends upon the angle of the view between the profile and the main object. By a different angle to get the desired is. Also you can create your own profile to use in the prediction. Bisect. Bisect is an interesting tool in Blender. Bisect simply means that an object can be divided or separated into two equal parts. And it work in Blender, but in more advanced mode. In edit mode, Mesh menu here you can find bisect, bisect, select it, and just drag the mouse or the object. It will create a line or an H on the object. And also a circular toggle will appear on the screen. This circle has the pointer arrow. If you hold it by a mouse, left-click and move up and down, you can control the position of the biotech portion. Left town site. The sub menu for Python. First It's fill. It will simply create the phase over the bisected area. It both clear inner and outer fill is selected. Then it will only show the basic profile reason. And you can also manage the bicep function precisely using this transformation controller. Bisect also work for a selected portion of an object. Let's see. If I select these two faces and apply bisect. Then it will delete the remaining fifth and bisect the selected area. Thank you for watching. See you in the next lecture. 7. Extrude: Hello and welcome to another lecture in 3D modeling. This part, we will discuss some of the most used tools in 3D modeling, such as extrude, insert, face, spin, grab, Ben, shrink and pattern, and much more. We will just overlook these tools very fast because any printer user is primarily familiar with all other functions. So let's start. Extrude is one of the widely used tool in 3D modelling. It work in edit mode and shortcut is simply select in any phase and press E. By default, it extrude to the normal direction of the selected portion. But you can press X, Y, Z to extrude in the required direction. To transform the Extrude. We can extrude face and vertex also. Left town site. We also have an extrude sub menu to control transformation. From here, you can precisely manage extruding at x, y, and z-axis. Here you will find proportional editing. I like this option very much. Let's see how it's work. Extrude 1 fifth and then enable proportional editing. Now F2 twill, also considered the nearest remaining h. Let's try something different in this option, select alternate H and extrude, then enable proportional edit option. And here you can apply depends on file set from submenu. You can create variety of shape using extrude proportional editing. Have a look, summing sample. Extrude individual phase. If we select two-fifths and tried to exclude the result is not as accepted. Now press Control F. Click on Extrude individual phase. Now, each phase will extrude separately. Second, extrude face along normal. Again, take the same example. Control F. Now select extrude fifth along normal. This time, different result from the previous. Make it geometrically correct. Select offset, even. Now, we have better deserted. These two examples show the basic difference between the extrude in doodle faith and extrude face along normal. Let's see When example, cylinder, Alt, left-click, select all vertical fifth. Control F, click on Extrude individual 5th. Now just enabled proportional editing. Here is the different results. This way you can use this extrude function to make interesting shaped object. Extrude spin. Extra pin basically extrude the selected portion into spin or a circular pattern. Extrude spin option can be enabled from the Mesh menu. Let's select the face and apply X2 to spin the result 100 unidentified object, which is difficult to judge what exclude spin does. Make it simple. Go to the left downside sub-menu. Here we have steps, angle and transformation controller. If we visualize the AX2 spin geometry, step is the number of extrude followed along the spin part. Angle is the degree of rotation of extrude spin. And other to control transformation. First, reduce angle to when 80 degree. Now, just play around with the transformation numbers to unfold the geometry. After filled try, you will be able to see the extrude spin pattern properly. Now set an angle to 360 degree to complete the spin extrude. It also gets auto merge. Now if we enable use duplicate, then geometry will show the x2 portion separately desk like an arrow modifier. You can change the step count to see the difference. Extrude spin works on both full octet. Individual adults. Dig that, missed it. The spin tool in edit mode, spin can be E2 from the left vertical menu of the viewport. It is similar to the extrude spin. Let's try. We have an object in the viewport. In edit mode. Select all. Then apply spin. And here we have a spin control handle. Just hold it and move. It will create a duplicate opposite selected object in circular pattern. We also have a same geometry and transformation menu as you've seen in extrude spin 1 to be noted that the spin depend on the position of the 3D cursor in the viewport. Let ship hold and right-click Copy most Petain the cursor position, then try spin. Now it will work. Different. Spin tool is best used for profile geometry. Let's create the glass shape profile using a curve. Then convert into the mesh, integrate mode, select all and apply spin. Then finally rotate it to 360 degree. Here we have our perfect result of a class. Sprint tool is an amazing option to create a complex shifts very fast. You must practice it to get a desired result. Is a very simple and easy to use. First at octet. Also sub-divide, add some edges for meter, isn't it? Now just change the 3D cursor position slightly away from the object. Holding Shift and nightly. In edit mode, select all and apply bend or shortcut Shift W. Just move the mouse, an object will bend. Note that the object bend with the reference to the 3D cursor and view angle. Now we are in the front view and bend. In this way. If we switch to the side view, the bend work differently. Yes, you can change the 3D cursor position anytime to manipulate the paint, sink and fatten by the name. It is self-explanatory. In edit mode, you will find Xing and fat and at the left side, vertical menu, or you shortcut plus S, Select All and apply string and fatten. Just move the mouse and the object will get fattened or can be stink. Look cool. Let's try on other object, cube plus F. It's not working wet before applying the string and frightened, you must add some sufficient age or subdivision. I will subdivide it. Again. Try. Yes, it's working fine. Reason. Shortcut is V a very simple function. In edit mode. Select any age and press V, and then move the mouse, the selected edge along with the face, get detach. It also depends upon the view angle. 8. Curve Details: Curve, but it's shipped a, we can add curve. Let's add first curve called benzyl. It's a simple pen line on the viewport for better geometry detail, switch to edit mode. Now you can clearly see that the curve is made of two vertices. The two vertexes, how the lines called handle. This handle again have three vertex which can be individually control, such as moon, rotate or scale. This handled transformation result in change in shape of curve. Extrude tool work the same for the curves. Select the handle vertex and press E, it will get excluded. We can also sub-divide the curve, select any two vertices, and apply subdivision. Then extra vertex added in the middle. With the handle. By pressing the X, we have the option to delete, dissolve the vertex from the top or lay menu. If we are able to handle normal direction, it will show the path. It will show the path with the arrow following the direction. This segment math direction can be changed from the top menu. Also, we can till or rotate the segment direction by pressing the shortcut Control T. Now move the most or you can individually select the vertex and press Control T, four segments rotation. This function is very much useful during path animation. We will take it later. These handles are used to give shape to the curves. And by pressing V on the keyboard, it showed the types of Handel we can use. By default, the handle is straight. We can call it in automatic mode. Automatic handle is useful for a smooth curve shape and very easy to handle. But to create a straight line, It's difficult. Select the handle and press V 2s vector. Now, curve will convert it into the straight line. And also we have a sharp angle at every correcting segment. In vector mode, both handles of an individual vertex can be controlled separately. Also, we can change the handle type anytime. For example, we will generate this rectangle shape using the curve. It has a four state line and a curb round shape at four corner. First add a curve in edit mode till it fun vertex. Selecting the single vertex, press E2. On x-axis. Press a distant at a one meter. Then the extrude to the y-axis at it to meter curve form between the two vertebrae pressing V and change it to vector. Now it will be straight. Follow same step. Last, selecting the two vertex, press F to fill the geometry. We have a rectangle shape. Now we will make a round shape at a coordinate. For that round portion, we need a two vertex at the corner. At present, we have four vertices. Select all and subdivided. No, just bring the two are close to each other. I didn't 90 degree. Select the corner vertices. X2. Up to the board. You will get around ship. Repeat the same for all three corners. Now finally, we have got a complete rectangle shape within down corner. You can also add a geometry to the curve from the right side of the curve property. We will see this part in the next lecture in detail. You can easily convert this curve to mesh and then apply any object property. 9. Curve Properties: Property. In this lecture, we will discuss some details of object property. We can call it curve properties. After adding the curve in W port side vertical tab, you will find this curved shape icon. Click on it. It will open the object or property. Here are some terms are mentioned, such as shape, geometry and active slide, which are mostly used in 3D modeling. Functions are for animation purpose. First, look at the shape menu. Here are the two options mentioned, 2D and 3D. By default, curved shape property is set to 3D, which means that handled can be operated in all x n direction. If we switch to 2D, then tie formation is constrained to the x and y-axis only. Z-axis is restricted. Below it. A resolution preview. The more number, the smoother the curve, lower the number low poly curve will temperate. Second in the geometry tab, bevel menu, options, round object, profile. In round. Increasing the value of the depth, you will get a round profile around the curve. The depth value define the diameter of the round profiling. Resolution value, manage it, the smoothness, lower the number, less smoothly. Fill cap will close the end of the curved profile. Second in the Bible is the object, which means that the curve will get beveled. The French to another object. Example, we have a curve in a viewport object mode. I will add a circle curve, moves slightly away from the curve, then select the curve to go to the edit mode. Now, in the bevel menu, click on Object and select recently added circle. You will notice that test after the election, the curve has been converted to the round circular profile. Now back to object mode. Select the reference circle, curve. Go to Edit Mode. Now, the interesting part is that if we move or modify any vertex or a handle of a circular curve, same will uptake to the, our mean curved profile. Let's select any handle and set it to vector. Now, it will be squared and the same will be applicable on the main object. In this way, we can create a number of profiles very easily. Let's see another example. I will add a curve as a reference object, also selected in bevel object type. Then you can simply create a school curved shape on the surface. Adding a simple nerve line, then curve will be as the plane road. Here. We can modify it slightly for a better result. Next in the variable part is the profile option. It is similar to the object car type, but instead of objects, it has a graph where the reference vertex of a bevel profile is plotted. Here, you can do to really move to chain the German tree. Sometimes it becomes difficult to understand the transformation. Some preset also loaded, which you can use for reference. You can create your own. Next is the active supply function is simple. If we have it to open end of the curve in, at two spline menu, select cyclic. You. Then the end will be get connected. We can use select all and press F to fill. Now let's see the tilt or a twist function and also radius. In edit mode, select any handle of the curve and press N. On the right top. You will find the transformation tab here is that tilt increase the degree of rotation. You will notice that the twist movement appear on the profiling. If you switch to the wireframe mode, you can clearly see how twist or a tilt works. About tilt is the radius. Select the n vertex of the handle. Increase the radius. Effect that the diameter gradually get a large. Second, Let's select to what texts handle and apply TDD. Here, we get the variable itself for better periods at just the resolution. 10. Types Of Curves & Addons: Types of codes. And I don't by default, when we press Shift a to add the curves in the viewport, very few codes types are available to add. Using this primary curve we start designing. But Blender has some inbuilt add-on which can be used to add more curved type in the viewport. Just go to the Edit Preferences, Add-ons. And third girl, here, you will get many add-ons related to the curve. Right now, you must only enabled the extra object add-on. Done. Then back to object mode, shift a girl. Now you will see that the curve type list has been extended. The new items, this new curve types are nothing but the pre-made shapes which are required to start any design. First is the angle curve. Shift a and add it. Angle curve by default is at 45 degree. So if you are designing need an angle. You may add for the normal curve and convert it to ankle. Then move towards the next step. It may take few minutes, but using the extra object add-on, you can directly start with the preset curve I will able to use. Along with that, you can also get the extra control. Your curve design from the left down. Sub-menu. Here. Adjust the length, the degree of that angle. Very precise key. With the custom shortcut to sit, bullied nerve or Bezier. And also with the easy transformation Controller. Next we can add our CTL. Also, we have an easy control menu. From here, we can manage a parameter related to arch curve, such as numbers, radius, start angle, and an angle. This function help us a lot to fast forward our work. Next on the curb types, our circle, ellipse, polygon, rectangle and much more. All these are the basic shapes of curves and also how customized control option for modification. Explain all this curve individually. We'll take much time. I suggest, try yourself for a better understanding from the sub-menu here also, we get a list of available curve to add. Using this, we can switch or replace the curve in the viewport curb profile. Let's move towards the new curve type. That is profiling depths are the same shift. A desk below the curve type here is curved profile, which has linked with the different type of advanced curve. For example, let's add the arch from the current profile. Now this art is different from previously reviewed. It has got a full 3D profile. We take connected, linked to each other. Also, we have the same control menu with extra option suggests inner radius and outer radius. So you can clearly see the difference between the normal curve and curve profile. In this way, we have caught a couple of interesting curve, such as arrow. Adjusting the value, we get even more variation. Next is the coke will curl. This is the wheel with the teeth profiling and freedom to control the number of teeth, bevel and radius. It's very much useful during the complicated modeling. Third, it does cycloid curve profile. It is simple cyclic curve with a design preview, playing around with its parameter, you can get creative output. Same. We have the flower shape profile also. Now add helix 3D. It says simple vertical curve. But if we added the height and increase the degree of protection, it will form a spring-like geometry. Also changing the variable value. It will modify the curve design. Next is the noise 3D. By the name itself. We can define its geometry. Night 3D is a curve with no perfect shape or design. The sub-menu here are many parameter using it, you can create a such undefined curve shape. Now, few things are remaining in the spiral is logarithmic. It can be spiral curve, horizontal and vertical also. Then we also have the spear curve. It is the speckle pattern. Last is the total score. It is very interesting curve formed in the torus pattern. The last type of the curve is k naught skirt cannot is located at the last term in the Curve menu. This other result shown using the keynotes to you, The cannot. We cannot add curve directly on the empty viewport. Some object required to apply cannot. Let's add a cylinder and scale it to vertical, then select the octet shift. It cannot. First in the list is Taurus cannot plus selecting it reference to the selected object it has created around its diameter. The same. It will work for clink and grade cannot. Another one is pyro fit. And my personal favorite, select the object. At pyro fit. That spiral curve created with the same diameter of an object around it. You can manage its geometrical value. Also. Lashed is catenary. Select the two objects and apply catenary. It will add the curve between the two selected octet with reference to the origin point. 11. Tree addon: Godly girl. Last type of a curve, if Cathy. It's a pre-made simple design curve. From the sub-menu, ranging value from one to ten. It will show the variation in pattern. Next in the curve is surface curl. You can add it same using shipped a. Here we have many types of curves. In edit mode, the curve does not have any handled to control the geometry. It has the connecting frame. And by selecting the vertex point, we can modify the design. You can also assume like a subdivision of a curve. It also has some pre-made surface like cylinder, sphere, and doors. Selecting each of them you can modify in edit mode. Finally, the launched free add-on sampling tree generator. It's a free add-on inbuilt in Blender. Using it, we can quickly add a general tree structure like this. These three add-on use core property to generate three very easily. In Edit Preferences, add-on, search, curl, and enable sampling three generators. These are the some of the example of trees we can template using this free add-on. Yes, they are low poly model that can be modified with the easy controller. But if you try to model a tree using the curves manually, it will take a lot of time and may not be perfect as original. So it is better to use such an add-on for low poly models. There are many more advanced. We will see in upcoming lectures how to use treat generator add-on. After enabling add-on, the curved section, at last you will find the sampling tree, then Ritter. Click on it. Then the sample tree-structured will be available on the viewport. It has stem and Prentice, but no loose. Also in the left town sub menu, the advanced modification tools are available. Let's take one-by-one. First shape. We can choose any shape from the list that tests clinical hemisphere. Or you can set it custom, then manage the value to get the desired result. Also it has caught it good and easy way to manage branch distribution. Then scale up or scale down. Here are some preset available to chain the tree type completely. You can choose any of it and start modifying according to requirement. Now, let's add a loose top setting tag. It is set to determine tree. Click on it and select leaves, then select, Show The lose. It will automatically show the width, geometrically correct over the brand. Yes. Then there are lots of options to manage the loose, a test quality, size, shape, angle, etc. Similarly in the setting tab, many other terms related to tree can be used to manipulate that twist. This way. Sampling, tweet generate the, allow us to create the fuel random tree with the freedom of flexibility in design. 12. Array modifire: Array modifier is the most commonly used modifier. Its basic function is to duplicate the selected object in a series at a specific distance. Select the object, go to the Modify tab here. In the first column. You can see at selecting it right side up your viewport menu appear. First term mentioned is fit type. There are three types of feed, fixed type, length, and curl. By default. First is fixed type. Below it does count, which define the number of duplicate objects in the array. Now in the fixed type object will get array to the x, y, and z-axis. The relative offset value control the distance between the two array object. If y and z are set to 0, then array will work in the x-axis direction only. If we set x and that value 0, then area of work on y-axis. We can even use all three axes combine to generate, create 2D array output. Just below, it is a constant offset. It works similar to the relative opposite in x, y and third axis. Then Object Offset. First, add a plane object as it offset Reference. Then Object Offset, select the recently added plane. Now the magic beginning, select the plane and try to transform it. It will seem effect on the array object. Let's rotate, scale or move. It created such a design which may be difficult to do manually. Launched is the fit to curb. Object will follow with reference to the edit curve. Let's add the first curve. Any shape, then add an object. Align the object to the curve. Before applying the fit to curve, please take that the axis of both the object curves are facing the same direction. Also apply the scale to the object by pressing Control a. Then select the object, apply a modifier, chain, fit Type II curve. Select Edit curve. Now you will see that object array with the mapping length of the curve. But it is not following the curve. It is still in the x-axis direction. So we need to add one more modifier that is formed deform section curve. In this modifier also select the same curve which result or object is now following the curve. Select the object, moving the x axis. This way, object follow the curve direction. In edit mode. If we extend the curb or extrude it's the same object will follow its count. This model show the perfect example to use the fit to curve. Tucker also work great for a circle curve. Left plot, added circle, then add the object and apply it at a losing fluid. Also, deform modifier, sell it Car object in both of them. And here is the result. The object follow circular path. Array modifier can be used as a spin tool. Let's add an object, then add an empty for a reference. Apply array, de-select clay to opposite and constant offset. Now select object opposite. Here, click on empty. One more thing left. Set octet origin to 3D cursor. Then select Empty and rotate to that axis. Opposite will spin in the circular pattern. Previously we have seen in edit mode, select the control and Bevel can be applied. Now we have a separate bevel modifier in object mode. Select Object, choose Bevel modifier. Right vertical tab here, bowel control menu appears. In this modifier, bevel can be applied to the full object selected. Before applying the Bible. Makes sure to enable auto smooth in the object data property tapped first is width, which define the area covered in bevel. Second is segment. Segment in the smoothness value. More than number, better than Bill will finish appears. Third is the limit method. Default set to 30 degree. The age greater than 30 degree, bevel. Other options in the limit method can be applied according to wait and vertex groups. And the width of the Bible can be changed to upset with percentage and absolute. You can check all of them. The slightly variation can be noticed in each. They will also work great on the vertex. In this cube has a fourth vertex. After applying the bevel modifier. From edge to vertex, then adjust the width, amount and segment for smooth and better result. Switch to wireframe mode here for what texts bubbles visible clearly. Second term in bevel modifier is profiling. Super ellipse. Its value range from 0 to one. If we said to the higher value one, then bevel get dissolved. And if value is near to 0, then b will get inserted. The opposite side. Next to the super elite is cached on. Here are some of the Bible protect profile, which can be applied instead of brown bevel test below it. The graph is provided with vertex point D presenting the bevel pattern. Adjusting this vertex. We can even create our own custom provided. Next in the Bible, that geometry tab two options, outer and inner. This top portion is the outer, and this one is inner and outer type, sharp and path. These options are available, same for enough. Switch to wireframe mode. Now, if we select the arch sharp and then you can notice the difference between them and also shedding effect change. It weren't for inner region, also launched in the limit method. By default, we are using the pebble limit to 30 degree, which means all the edges greater than 30 degree get prevent. What if you only want to pay? Well, this one single edge selected. You can use this limit method called limit by weight. Go to the Edit mode, select the eight, then press N, the top item tab, increase the pebble weight to certain number. Now back to object mode and apply that pebble modifier. Then in Limit Method, select limit by. Now adjust the width and segment value. Then bevel will only affect it on the selected by the rate number. Again, we can even select the multiple edge and also set a different value of the wet, then apply the barrier. Next in the bevel limit is by vertex groups. In edit mode, if I select the three vertex and assign what takes group, then the name. Back to object mode. After applying the bevel modifier, select the limit method to the vertex grouped, and select the recently added vertex groups. Then you can see that the bevel is only applied to the selected three vertex group portion. Only. Next is the Boolean modifier. Most simple and widely used tool in 3D modelling processes. Simple. Select the object, click on the Boolean modifier. Here at three dipole balloons. Fastest differences. Object use to balloon, create the cavity on the main object. Second is union. It's joined the boat object and make it one. Last these intersect. It removed the portion which is not part of the developed you. If you want to apply a multiple Boolean at the same time to an object, we can use the collection type option for multiple pavilions at once. Here we have a cube. Let's add more objects to be used as a Boolean. Arrange it. Then in Scene tab, Add new collection. Make sure to move the object added up to the cube, the collection to. Then select the main object cube and apply Boolean from operand and type select collection. Here is the list top collection which are available in Scene tab. Select collection to apply Boolean. It showed the quick little boolean applied by the collection of an object at a one tick. 13. Sub divison surface modifire: Subdivision surface modifier, we can call it hard surface modeling. It is the one of the best Blender tool to create amazing and complicated design. This study is all about 3D modeling using add-on. So I'm not going in detail the old look how subdivision surface modifier work and its supporting teachers. Basic principle of subdivision modifier. First, you must decide what you are going to model. Then make it rough sketch. Assume the edges required for the geometry. Now, viewport, add an object. Then in edit mode, freely match your geometry to your drawing by adding sufficient edge loops. Then select all and apply subdivision surface modifier. It result, our object suddenly get completely changed. Its geometry. On the right side, you will. It's menu with two important terms, levels, viewport and render. More than number of the level, smooth the surface finish, then set a value which your system can handle. Now. Next. Now next is to shape. It is simple. In edit mode. Death select, Edge Loop, and try to adjust scale. Rotate to get a desired result. Yes, you can even add more loops if required. Actually, this hard surface also can be compared with the scripting. The process of designing anything using surface modeling is the main leader skill, which you can gain only by practicing. So you must do daily practice on it. In this way by addressing the couple of edge loop if we have created our object. Finally, you can also apply a shade smooth. Subdivision surface modelling is an amazing tool. Using it, we can convert this type of object into another object. Subdivision modifier, how certain limitation, and I don't want it also, which can be fulfilled if it manually, but it will take much time and may not be resolved. Using some add-on. Going to help us a lot. From section five, we are going to see in detail. So stay connected. 14. Skin,Solidify,Screw Modifier: Skin modifier, by the name you got it. What this modifier can do, it simply added skin to the link or an H profile. You just need a vertex or an edge. And in edit mode, extrude or more. Then create this skeleton life that can then apply skin modifier. It will show the result that skeleton is covered with the skin, has a depth. Yes. You can compare it with the curve property but with less features. First option in the modifier is a branch smoother, which makes slightly smoother effect at the connecting branches. Then symmetrical. First set to wireframe mode, then two symmetrical axis from x, y, and z. And notice the difference. Our domain tree is on x-axis. So 32 symmetric and below is the smooth shading. Below is the smooth shading. By enabling it, it converts the whole structure from sharp to smooth. Next, switch to edit and x-ray mode. Here, inner skeleton with a vertex are visible. Then selecting each vertex we can apply transformation and scale or a shrink. Selecting each vertex we can apply transformation. But to scale or shrink, we have to press Control plus a. Now, the most you can able to Q shape to the link or constraint it to X, Y, and Z. Now our model is almost complete. It may look like an alien. Next in the skin tab is make lose. These three vertex closely linked to each other. If I select a common link vertex, then click on make it, lose it result that the geometry will expand up to the previous vertex. And if you don't like this output, you can remove by clicking on clear loose, it will get back to format. Last is the make group. It is the vertex point where a whole body is considered to be its origin. Let's select this middle vertex and click on Make group. Then it will be focused with the dotted circle. Finally, you can easily convert the skin mesh to the armature dust by clicking on this button. Then the rest of the portion. For posts and animation. After completing all the steps, apply smooth, shady. Then finally apply skin modifier. Switch back to edit mode. You can see our skin structure has been converted to mesh successfully. Then you can apply subdivision modifier and refine the design for a better look. This was a short description on skin modifier. Yes, you can create much more using this. Also. Also, we are going to see more advanced you solve such modifier in upcoming lectures. Solidify modifier. It simply add a thickness to a plane object. Taking an example, we will overlook the most of it function. In this viewport, they read the hop cylindrical portion, which they did not have any thickness. Just plain object. Select the object and apply solidify modifier. The right side, we have a couple of options related to solidify. First is thickness. If you increase its value, the thickness of your object can be controlled. Second is the upset, which offset the thickness German tree with the reference to the origin point next to it. If even thickness. Let's have a plain shape at a 90-degree. If we applied solidify modifier and increase the thickness, you can see that the thickness is not in uniformed way. But as we enable even thickness, we can clearly see that the octet got UN thickness. All site. Third, eStream by default is enabled. If we take the three, then it will remove the end connecting limb or a portion and only thickness portion remains. Second, if you select only rim, then it will select trim and remove. The A-B-O thick surface. Now adjusting the thick lift, it fill followed differently. Take this last is the vertex group thickness in edit mode. Let us what takes group to this portion only. Then back to modify and select what takes group and try to increase the thick lift. It result gradually decreasing the thickness over the object. Flip Normal, an object applied solidified. And if enable flip normal, there is no change. Then we need to click on only rim. Now, flipped normal work. It changed the normal plane two opposite materials. First at three materials in material properties. Then back to solidify modifier. If we adjust the material offset value and REM value, then it result that dream outer portion and in an area all three surface caught different material. It was a simple mode. Let us see the complex mode. We have an object using a simple plain, but it has fins, which make it a little complex. First apply simple solidified result, not look so good. Switch to complex mode, which result in perfect an even thickness or full object. Also adjusting the offset value for the better result. Another example is conical object. After applying solidified, the upper age appear sharp. To make it flat, switch to complex mode. In 100 type set to flat. It will correct the geometry. Screw modifier, or we can call it spin. Its basic function is to extrude an object or a profile in a circular pattern. We have already seen such a function previously in edit mode. Now, here is the dedicated modifier with some extra features. So first example, we have this profile made up of simple edge. Select in object mode. Then apply screw modifier before it makes sure that origin point of an object is aligned at the center of revolution or at a world origin. Now after applying the screw set suitable axis and it forms an object. If we said 360 degree, then enable the mud. It's join an object as a full. Next, let's add a circle and then slap the origin to 3D cursor and apply screw. Now a distinct the screw value, it will deform or expanded German. Iteration value will increase or decrease its length. Below it is the axis object. We can add extra objects which can be able to coordinate with the screw pattern. I will add a empty. Also select the same in the axis object. Set the axis to the debt. Now, if you move the empty, then it will reflect the screw pattern. Also below it is the object scream, but enabling it. And then selecting empty and CO2 object property. Now at just the axis value, you can deform it like an actual spring. 15. Bool Tool: First, I don't bull tool. We can call it a Boolean modifier. By the name itself. We can perfectly come to the conclusion that it's going to be used for a billion operations. It does not differ much from the Boolean modifier, but slightly make the process faster and create you without wasting much time. Let's begin. Yes. It's a free add-on in Blender, inbuilt. Dust go to the Edit Preferences and in add-on section, search bull tool. Just click on it to enable in description, it showed that we can assess it in the viewport right top menu by pressing N. Then it will be indicated as edit. Back to viewport in object mode, select object, and breath. Here, just the bottom is the Edit. Click on it. Here are all related term to Boolean operation such as differences, union, intersect, and the new one is slice. Again, this section are divided into two-part auto Boolean and brush Boolean. So let's see one-by-one how this full tool is better than previous. To use a bull tool. First, you need the mean object. Second, another object which will be used as a balloon on the mean objects. First, setup the second object to the required balloon portion. Then select small object and holding Shift, select the main object. Press N, and select the first option differences. Quickly it will show the result. And also the Boolean object will get a totally paid. Let's try second. That is union. It joined the both the geometry intersect. The common portion, remain attached, get eliminated. Last, slice. First. It will keep the common portion and also make the cavity of the same portion on the main objects. All the APOE Boolean types are called auto Boolean tool in this add-on. Second in the bull tool is William. It's similar to the previous one, but very interesting and useful. Processes same. Select both objects and click on differences from the brush Boolean. This time it showed the result, but the object used for the Boolean is shown in wireframe. Now the interesting part begins in object mode. You can move or scale the wire-frame object. And at the same time, the Live Boolean effect on the main object. So it is very useful for an instant modification in a more precise way. If we switch to edit mode, here, we can add or extrude the Boolean object. Then it had the same effect on the main object. In this way, it becomes the most productive tool in very simple way. It works the same for the union, intersect and slice. One important feature is that we can add multiple object and apply different type of Boolean. Then according to our design, manage it individually. Finally, from that menu, apply all work done. If you are a beginner or just one to speed up your initial work, you can use this free. I don't stay connected for the upcoming lectures and example, we will try some more premium add-on to make our 3D modeling process more simple and fast. 16. Advance boolean Tool ABT: Welcome to second lecture on Add-ons. In this lecture, we have another add-on related to Boolean, which is almost free and its name is at once William or ABT. You can download it from the link provided in the description. Make sure to select the latest version. And then the price offered is up to user choice, which means you can pay any dollar and proceed toward download. After downloading to get a zip file, please do not expect it. Go to the blender, Edit Preferences section. Click on Install and find your last Download File and select it. Then click on this small box to enable it. In the description it showed that we can assist this add-on using the only shortcut alt plus x. So what do you embody in object mode? Select the object. Press Alt plus x to view the advanced pull in tool on first impression. This add-on along with the Boolean operation, show many other options, also. Lets quickly or loop the menus. First is the Boolean. Here you will find all the Boolean tool except intersect desk to flip side of it. Is it bevel menu with some preset term? Is the shortcut to the shading type. Then let site, normal tool and Bevel preview option. Downside is the mesh tool and quick modifiers. Better than calling it an add-on. I'm at referred to it as a shortcut to Modifier. Let's see. By examples, we have a two objects in the viewport holding Shift select all. Then for the ABT plus x. Now we will apply the Boolean from this menu. Click on the differences. Then the result show the Live Boolean action desk, like previously used in the bull tool, brush million. We can perform the same action on the main object to modify the design. After conformation. Select both the object and press plus x. Then test below it is the quick modifier. From here, you can apply the Boolean. It showed the least OPT modifier you want to apply. And also, we can remove the all applied modifiers. In this way, we can easily use this shortcut to assess Boolean tool such as different depths, slice, or a union. There is a new option called box William. I'll select the box million and it will simply show reference box with you can scale decides to use as a Boolean tool. That option on the top. So attached ceiling shortcut can be used for a object preview as a wire solid and texture. After death, we also have a shortcut to enable auto smooth than normal by weight. Sometime it is handy to use. Finally, the last useful shortcut in this add-on is Beverly. Flip the object x. On the left side here is the bevel. To apply, click on this. It will instantly show the bevel on the octet to manage its function. Same from the right Modifier menu. On the right. More function related to bevel, such as set higher than edges are soft, then auto hard edge. You can use them if you want to increase the speed of your modelling. 17. Cablentor Addon: Welcome to this amazing series of 3D modelling in Blender using add-ons. In this part we will see the most premium and useful add-on called cable operator. It's a paid add-on. You can buy and download it from the link provided in the description. First, let us know what is this add-on and why we should use it in our 3D modeling process. During 3D modeling, creating a cable, rope or a wire is sometime become the time killing process. Because geometry add generated using curves and managing a curve property may affect your designing part. Caple return. We can also call this an upgraded version of a curve. Using it, we can quickly create cable or a rope between two octet and utilize its various other features. Download the add-on cable rater from the blender market.com. After I downloaded the zip file, open Blender application, add-on section, install it. And also antibodies. In the add-on section, the cable knitted description looked like this. It has a big theta of least for customization. Do notate it anything. Keep it as it is. Only one thing you should remember. That is a shortcut to open cable later in the viewport, which is mentioned Shift plus c. This is the default shortcut. The viewport. If you select any object and press Shift plus c, then it will open cable return menu. You can also edit this default shortcut Shift Alt plus c. If you find it long to praise. Then click on here. Let's set alt plus c. You can set any button on your keyboard. Now, our new shortcut is Alt plus c. By using it, we can enable cable rater in the viewport. Viewport we have two identical object. Let's try the first feature of cable later add-on. Press our custom shortcut for cable threat, that is ult plus C. Here, add-on menu appear. And the first option is to create a cable, click on it. Then a mini menu appears related to creating cable. It showed that the two points are required to create a cable that is 0.1.2. In our example, let's consider these 2 as a reference and this type of connection is required. Now, move the mouse and mark the 2 on this object. By clicking, right-click. It instantly show the result. In the perfect way of connecting cable between the two points. After that, we are free to edit as a normal curve. Edit mode. And also in the curve properties such as bevel, twist, or resolution. But this add-on also made the edit and modification part very simple. And handy. Plus c create the cable. Now we have the mini Create Table menu. From this minimum value, we can edit the current property. It suggests width, tension, fill, cap, twitch type or SATA profile. In this mini menu, first is the width. Using it, we can control the bevel profile to use press and hold Shift. Then roll the mouse middle button, which allow us to increase or decrease its size. Second is the tension. Defined the strength of a cable more than number straight the profile. Let's number the cable get loose effect plus t and hold Shift. Now roll the middle mouse button. The tension value can be managed from the viewport itself. We can set the object profile to the curve. Let's add some curved profile. Maybe flower shape. Then create a cable to set this flower profile to the cable, press a and select the profile. Now our cable profile has been changed. Let's decrease the size. And it's okay. If this mini menu disappear. Select the cable which you want to edit. I'll plus c and select the Edit cable. Then we have the Edit menu in the viewport. Last, if you want to change the position of the connection and select the cable. Open edit cable menu. Here is the option to move the point. Then keep the mouse cursor close to the one-off wit's end and press B. Then you are able to ship the end position of the cable by moving the most. It will auto snap to the surface and able to connect in the best diametrical correct way. There are some preset profile which can be applied automatically without adding any object profiling. Create the cable and press B. It changes the cable profile from single cable to double plane. Try cable will temperate. Keep pressing the B for ten years. It is very handy and useful many times to insert the cable. And right now we are using a custom shortcut, alt plus C. But cable operator can also be active by pressing Shift a, which we use to add a object in the same menu at last, cable rated link. By clicking on it, the same function will appear on the screen. Physics simulation in cable. Let's understand. Normally we create a cable. It may be straight or having a certain loop due to the tension value. But in the actual world, gravity also affected. Which means if the cable length is more in-between the 2, then by the physics gravity, it must be looped in such a downward direction, creating a ship. In the cable return add-on. We held a small option to simulate the cable. Let's see. Create a cable between the two points. Not the appearance is just a split, not actually believable to ice. To add a physics simulation, select the cable plus c. In this menu, you will find the simulate cable. Click on it. Small window will appear. In that. First is to expand length. Or we can assume the cable length also. Let's set it to 22nd is the curve point multiplier. It's a vertex point on the curve in the middle. We'll keep the value to one only. Then press OK. And it showed the result which is physically correct. If you notice that the downside loop is more, then try to reduce the length and increase the corner 0.23. Then press Okay. This week by trying the different numbers, you can play around with this simulation. The simulation menu, accustomed and frame option is mentioned by anybody. We can choose our required frame where the simulation get. Pause for the best result. Click on it and enter any frame value. Now press Okay. The results shown, the result which appear, you can clearly see the differences. Physics simulation in cable also work with other objects interaction. Here is an example. We have two objects with the optical in-between, create the cable. The results to tender connection type between the two objects. But it is practically not correct. Let's apply simulation to the cable. It result good. But it is not. Taking middle object under consideration must be like this. Again, we will try to simulate this time. Select capable and breath shift also select the middle obstacle object. Now apply the simulation result perfectly as accepted. Slight correction you can do in edit mode. This function is very much useful. Let's see another example. In this example, we have a simple setup and we will create a cable between these two points. Practically. Cable must follow the spot and hang our, this object coming in contact. Plus c create a cable. Now we help to obstacle object. First, select the cable, then hold shift, and select both the object. Again, I'll plus C. Select Simulate cable, set the desired length point, and use a custom end frame. Finally, press, Okay. And here is the perfectly simulated cable interacted with the object. Any correction needed to be managed in the edit point. Now the second method of creating a cable is draw using a mouse cursor, but it's alteplase C, select Draw cable option. Then mouse cursor to the pencil shape desk. By holding the left mouse button. Draw over the object. It will create and cable instantly. Sometime it is not usable because the geometry generated is not good. It is mixed up with each other. Do two mini vertexes. To solve the problem, we can use the 3D cursor as a reference. Let's see. Select draw circle. In this mini menu, the last option, mood 3D cursor to most is mentioned. And the shortcut is number three. So three. Now 3D cursor set by the mouse, cursor. Draw the cable or the object. This time result is better. Again for the new location, but as three and draw Kibera. Next option in draw cable is Ben depth. You can find this in mini menu and the shortcut is d. By default, pen depth is set to the surface, which means the cable is generated using a trial is over the surface only by pressing D, it changed to the cursor. Now in this queue, the 3D cursor is inside the cube. If we draw the circle and test D, it result that cable generated from inside the 3D cursor to the outer surface. Again, press D to set the pen dip to the surface, brought the cable. This time tabled generated or the surface option in drug payable is curvature shortcut if you by default, it is set to curvy, which means a cable generated are curved in shape. But if you press U, then it changes to street. Now, if we draw cable, then it will be straight in the geometry. Next method in creating cable is Create Mesh from selected face. How it work, we have two objects in a viewport. Select both of them, holding Shift, press, step, switch to edit mode. Now here, let's select these two phases. Then I'll see and click on Create Mesh from selected face. Option. Results showed that a bunch of cable are created between the selected face in a report. Using this option, we can select any two fifths and create a group of cables. In this small menu, here is the option to set the number of cable. By default, it is set to ten. By pressing shortcut ZI and rolling the most middle button, you can change the number of count by pressing Q. The result can be random. Nice. All functions such as weight control, simulation, what the same for a group of cable. Also. Next in the creating the cable option, instead, create cable from. In edit mode, we have some edges selected and by extruding the vertex, make any shape. Now select all plus C. Click on Create. From. Its results show that the edges are converted into bail profile, or we can say a cable. We can even select a single eight and convert it into cable profiling. Last is the Creator capable using a selected object? Previously, we have seen the cable can be created in edit mode between two predicted with here in object mode. If we select both the object plus c and select Create from selected object, the cable is generated. Both the endpoint are connected to both objects or digitally. Now by pressing D and ruling most middle button, adjust the tension in the cable. You can press N to randomize the tension effect. Here is the another example. We have an electric pole like octet in the viewport. Now our aim is to create this type of hanging cable connecting to the each pole. Let's add an empty. Please add a required position, then copy each empty and cheap to eat a lot. Now go to Select, click on select all type to empty. It will select all empty in the viewport plus c and click on Create cable from selected object. Continuous hanging cable is created connecting to the IIT empty. Next in the Cuban later add-on is the insulation and rope. The function is simple. When the group up cable is more, then we provide a support at a 1plus, which may be referred to insulation. In cable rater add-on, the two term mentioned, insulate and row. Select the cable to be insulated by holding Shift. Then plus C, click on insulin. Then holding the mouse, left-click or drop, a line. Portion of insulation. Insulation will get generated. Or that portion, if you observe closely, it is the layer of a profile on which solid modifier is applied in the modified sex git diff its thickness to desired level. Let's try it again. Similarly, rope option also work. Deselect the cables. Alu plus C. This time select row, mark the position and it created rounded cover over the cable. Also we get edited the thickness value. Next is the adding geometry. It is one of the best part of the cable rated add-on. First is adding connector, in which a reference object can be used as a connector point at the both the end of a cable. To use this function. First create any reference object, design it to any shape. Now make sure that reference object applied to scale and rotation. The last check that the z-axis facing upward direction. Both the cable and the optic axis position in the same in all axes. Now, first select the object and hold Shift. Select the cable. Switch to edit mode. Now here select the board, the end point of a gibbon add-on, and select Add connect. The results showed that selected octet get snapped to the both the endpoint of the cable. From the small menu, you can adjust the opposite position and also scale. Second, add or edit segment. It is similar to adding a connector, but has some extra function feature to manage. Let's see how it works. In viewport. The same reference object is used. Also. The object is applied to the transformation scale and rotation axis facing upward. First select the object. Then holy chip select the cable. Open the add-on menu, click on Add or Edit segment. Result that the reference object gets snap to the end of the cable. Now in small menu, first option is absurd the object by pressing D and rolling the middle mouse button. Then object will follow the cable path. If you want to duplicate the same object to the parts, you can use at a pressing and pressing. See in green the account opposite the value of the array object, press S to manage it. Distance. The last one is convert. To make it simple and useful. The link that offense hold, Shift and select the gibbon, open add-on, click on convert CO2. It result that cable geometry completely covered with the selected octet. And we have option here to control offset value. Also. The last section of the cable return add-on is the helper. This downside of the adult menu, you will find it. Click on it. Here is the list top the thumb of the useful terms which can be used with the cable modification. First is add or remove Bezier point at a mouse cursor. In edit mode, the cable has only three vertex with tender. If you want to add more vertex, sub-divide it. But by using the add or remove busier point at the most cursor, dragging cursor created on the cable. Using it, we can add vertex at any point of the table without stopping determined very. Next is the cut busier. In edit mode, select any vertex and click on busier curve. Result. A cable gets separated from the selected point. In this way, it is useful to cut a cable in a different part. Last is the drop cable. It's the gravity-based function, w port cable, and below it some obstacle are present. So select the cable and apply drop cable. Results that the cable fall physically correct in the position. In edit mode, adding different vertex, the position can be defined for the perfect view. Finally, it was the short description of cable retail add-on. Next section by practicing various other example, we will explore the more detail on this add-on and tried to make maximum utilization to enhance 3D modelling workflow. 18. Free Blender Addons: Welcome to another lecture on adults. In this lecture, we will use some of the free add-ons in blender, which which we can use in modelling process to speed up our workflow. This add-on, our basic but very effective. Learning how to use an involving in 3D modeling process is very handy. And trust me, you will fill the pro user when you start practicing it more. First free add-on is extra object. As we know by pressing shift. Here is the list of the object which we can add to the viewport. And using it as a base object. We can model our required design. But at some point, this default object may not be enough. So we have one free add-on name, extra object, which is inbuilt. This add-on has some extra object which are very useful in 3D modeling. To act to go to Edit Preferences. In add-on section type, extra octet. Click to enable. And in description. We can assess this add-on from AD object section. First in the list is the rock generator. Click on it and undefined shape generated in the viewport. We can call as a rock or a stone because Iraq orange tone do not have any specific shape or design. On the left side there is a lock control menu. It contain various option to modify an OK chip and structure. Explaining each of them will be Lindy. You must try manually adjusting the value to pick the right toys for your thin. At the bottom of the menu, some preset are available showing the types of products such as ice. Sense don't reverse tone asteroid, except the blender file provided in the description showed a few possibility to generate different shape of a stone or a drug, or you can download it. Next in extra object is a single vertex. Shipped a mesh at a single vertex vertex will be added to the 3D cursor. In edit mode, a single vertex can be extruded into the edges and helpful to create a profile for a design. Next is the round cube. It generate a parallel square shape cube from the control menu at just the ship. For a design. Also, some presets are available may be useful some time. Here are some example possible shaped generated using your own ship. Seo this file from the resource section for future reference. Next is the tortoise object. It is again three type, super bright and dark, not editing the various value you as the interesting shape and design which may be useful in many 3D modeling process. Extra object. Next is met function object. Shift. Click on math function. Here for different terms are mentioned. This all math function used to generate many kinds of shapes which may be difficult to model by itself. Inside the object. There are many more presets available, explaining each of them separately. We'll consume lots of time. Thus, check-out. Some of the example shown in the viewport. Gifts in extra object add-on. Most useful is we can add two types of kids in the viewport. First with a normal good, with the second is the vertical warp gear. The sub menu, it all the gear terminology present which we can use to modify the required design. This is the best way to use the explicit in our modelling process. Pipes in extra object setup pipe is present such as T-shape turned, Y-shaped, cross-shaped, and adults. These all are very useful object while working on pipe geometry. In a sub-menu of very handy menu, I will able to control a pipe tone. Audiometry suggests length. Angle and smoke test value. Diamonds in extra octet, these three type of diamonds can be edited. Diamond German tweet appears very complex. So it is good to use this preset object and modify its geometry from the control menu. Launched option in this add-on is extra. These aren't appalling extra octet that can be added to the viewport. First is beam. It's like a bleed or an octet used for construction. Yes, from this menu, we can modify its geometry such as height, width, and thickness in pre-set different types of beams available. Tests, D profile, C, type, I type, and adults. Next is the one factory. It's a pre-made tall structure with Greeks, which appears rented audit ancient architecture. The control menu, various terms, value mentioned, which allow us to manage many factors related to volume, such as while sight, block count, thickness, and mortar. Also a build step. There can be thin completely from vertical to radial curved shape. So please remember it because this wall factory is very much useful to add a quick structure to our scene. At launched, a few common octet can be added. Set S, starts, parameter structure, and honeycomb mesh. This object might be useful in certain modelling process. Bolt factory is another free add-on in blender that is used to add different types of bolts and nuts. It is very useful and easy to manage. Go to Edit Preferences in non-fiction search bolt factory. Click on it to enable location is at mesh, adding menu. In the viewport, shift. Click on the mesh. At last, you will find a board selected. Then when default bulb will be added to the viewport on the left side of the viewport. At least top industrial standard term mentioned, consists of all the terminology of bolt, which we can easily control to modify the bolt. Also, a decent list top preset available, which show different types of nuts and bolts can be used. Next free, I don't in the blender it the loop tool to act to search, look tool in the periphery and step Click to active. Its location described that the loop tool only be used in the edit mode. In the viewport, select the Object tab to go to the Edit mode. Press N on the right side. The edit mentioned here is the loop tool menu. In loop and loop tool mini option mentioned that yet Bridge, Circle, curve, flattened and much more in edit mode by the right Most click Loop tool appears on the top of the menu. From here also, we can assess. First in the loop, tool is breech, be all known the function of the breach. Let's clap in edit mode to object close to each other. Select Edge Loop holding shift in both dogs and then right-click and select bridge from the loop tool. It will create a connecting loop between the two selected portion. Theme. It worked for other objects such hip circle. Also in sub menu or twisting moment can be also at this. Next in the loop tool is circle. The most important and widely used. In edit mode. Here is the plane mesh with subdivided. In their top, you select the center four-fifths forming a square. Then press Control plus to gradually increase the selection. Then right-click and select circle from the loop tool. Selected portion will get converted into circle geometry. Now, we can extrude it, scale it are inserted. In this way, it becomes the fastest process to add circle geometry on the mesh. And applying subdivision, you can define your results. Let's try on different objects. Same process. Select the fifth following the square shape. Apply circle from the loop tool and it is perfectly formed a circle geometry. Let's try in the inward sweep in the same plane in vertex select mode. Select the vertex forming the square chip, then apply circle, it result the circle Geometry automation. Now we can extrude the circle edge loop from the geometry. In Luke tool. Next is cuddle. It is most interesting part. Using it, you get enhance your creative skill. Let's see how current in the loop tool works. First is here, the plane. I will select any two vertex and most likely away. Then right-click and select the car from the loop tool. It result that the curved portion created from the selected vertex. Again, the same pattern. But now is to talk to vertex. I will select the three vertex. Firstly, both sides vertex, and then this middle one. Now apply the car. It is a debt. The curve is created, but in the inside way. It was the basic difference how to work in vertex select mode. Let's try on different object. Here is a cylindrical ship with open end. From the top. Select two vertices, move upward, right-click and apply it. Result that a good God geometry created supporting the cylindrical ship. Now, if you notice that the curve is not smooth enough on all sides, it has some sharp what textbooks at the corner? To fix it, select the loop by pressing Alt and mouse. Left-click. Then right-click from, then press right-click and from the loop tool, select, relax option. With debt all selected what test is not equally distributed, forming a nearly smooth loop. Same, it's going to work with the square cube. Also. Try the same process and take the result. Next in the loop to list flattened. In the Viewport. Here is the plane with a zigzag pattern geometry. In edit mode, select all and right-click and select flattened from the loop tool. It result that the geometric get flat or a plane. This option simplified the geometry and make the object flag. Let's plot on a different object. Suggests beer, select all, and apply flattened. This time. Spear get flat like a circle. Same, it will work for the cylinder. You can use this flattened tool to correct the geometry also. This is our previous example. Select the loop, right-click and apply flattened. This time it generates a better result for your observation. And T landscape, or we can call it another tool for landscape, which is used to generate a procedural landscape in the viewport. Landscape or a mountain land is a beak geometry, which does not have a specific shape or size. To creating it manually. It's and really time-consuming tasks. It is better to use np landscape add-on for free, which provides a number of preset of landscape which can be easily use in our theme. In Adam section. Such landscape and active in the landscape can be assessed in the object mode. From the right side of the viewport. Create tab is mentioned. Click on it, then sell IT. Landscape. In a view port or default landscape will be added, which appeared mountain like structure. On the lip site of the viewport landscape sub-menu present. Here are all the controlled option available to redesign or modify the result. Literally, there are number of terms mentioned which cannot be explained by worth toward you wish Try your skill and take the result. If you are a lazy enough to try, then take the number of landscape preset available, which can be easily selected from the top menu. There are more than 50 combination of landscape or label. I hope I've added some opposite on the viewport. If you want to explore more potential of this landscape, are down, go through one-by-one. 19. Free addon part 2: Mesh tool is another plaintiff add-on. Mostly used. And I like it very much. It has got very few features, but very effective in the adult section. Third, mesh tool and activity location describe that work in edit mode, located at right-side-up the viewport Exactly. Second to the loop tool. Click on it. You will find the fourth section. What text tool? First tool and utility. First is the vertex tool. Again, the vertex tool has a four functions. First is vertex jumper. In the view port, we have a grid plan. Select all breath, then click on vertex a jumper from the Mesh Tool. Results showed that attained in the geometry to the camper pattern left-hand side, a small sub menu present here. Adjusting the distance or the size of a jumper can be done. If you untick remote option, we can displace the temporal portion upward or downward. Let's see some practical example. At SPR. Select all and apply voltage jumper. Just the value until you get a set pattern, which reminds us like a golf ball. So by using the vertex temper I, geometrical sector can be generated. More example, please tick. Finally, this is the possibility of a pattern which can be generated using the vertex jumper on the mesh surface. Second in the mesh tool is H2O. If we select it in the mesh and to offset the selected edge, get separated. Next, select all and select, Fill It, it, it will be get rounded corner desk like vertex pebble. After that, again, select all and click on floor plan. It will convert the mesh to the wireframe like structure. But in a more extrude pattern. From the sub menu, you can change the frame into two types. Launched intermeshed tool is faiths tool. Select all and click on fifth, insert, fill it. It will insert all the faces with violet value. By adjusting a few value in the sub menu, you can get a rounded shape. Also. We can apply a fifth insert fillet to single-phase also. Next is multi extruder. Select randomly any faith, and click on multi X2. It excludes the selected fifth equally height in sub menu at guessing the variable value, then it will randomly adjust the extrude level, height and also rotation and scale. Next, either split and solidify. If I select 1 fifth and click on Split, solidified, it result selected face get removed and also get solidified. In sub-menu. A thickness value can be controlled and also has the option to keep the remote portion and delete it. Getter object if the free add-on in Blender used to scatter the selected object or the surface optimization. Active it from the add-on menu. We have a plane and small q, which will be used to scatter or the object. First, select the cube, then shift and select the plane. To apply the scattered. Press F3 and type Scatter object. Click on it. Then hold the mouse cursor and move or the surface. You will see that a cube object gets scattered randomly over the surface. Press Enter key to conform. Then press N on the right side. In the tool section. A scatter I don't will appear. From here. You can manage its quantity, scale, and random output. Let's try again in a different example. In a viewport, add a landscape. Using landscape add-on. Add some rocks. Holding shift. First, select the rock, then landscape. Then press F3 and select scattered object. Now, just move the mouse cursor holding left-click over the landscape and press Enter to confirm. This way, any object can be scattered over the surface. Next three, I don't render, which is named as add-on section, set, our activity it. To use add-on switch to front view. Select the object, press shortcut, Control, Shift plus x. Now if you click the most rectangle created, which cut through the main object, we may call it table type. Work best for a front top side view. But if you randomly set a object position and apply Carver add-on, then maybe weird. By pressing the space button, a rectangle switch to circle or a line. This add-on may be useful sometimes. Next, in the free add-on is align tool. One of the best huge tool in 3D modelling. Just activate from add-on section. It is located right side up the viewport in the atom section. Let's understand it by an example. Here is a set topic. Men standing on the plane. All of them are placed away from each other. We want them to be aligned to the single straight line. Select all, press N, open, align, add-on. In the first aligned location, turn, click on X. It result that all men get aligned to the y-axis in a straight line. If you want that. All the main should be aligned to the y-axis. Click on y. If I rotate one of the men and chain it's looking position. Now, others are looking straight and single men looking to the other side. Now, we want that all men should follow it. Same within Angular. The intellect one-by-one, Atlantic, select our main person in Align tool, rotation aligned term, click on that axis. Results that their desktop, the person viewing angle also matters too. The last one, person, tame it worked for the skill. If one of the object scale and apply it aligned to scale, it will have the same effect to the object. 20. 3d model Gun: First example is this smart looking deadly military can design look complicated to model, but we will simply use an easy modeling process. And also with the help of some of the add-ons. You start modeling an octet, first observed the design, then calculate how many parts used to complete this object. Because in actual manufacturing process In the product is met separately and then assembled. If you follow the same technique, workflow become easy. First we will start with this portion. It is cylindrical in shape and has a rounded shape holds in this sequence, we don't need to add all holes one-by-one. We will just add though the first portion then at a. Also note that it is a symmetrical object. That means design on one side is same to the other side. First step is to delete the heart section of the cylinder. Second. Second, create a space for this holds by selecting alternate age, press X and dissolve it. Now, the bottom side is flat. Select two phases. Using the Loop tool, click on, flattened the three phases, and use the mesh tool add-on, in which face tool option. Click on faith, insert, fill it. It will create a rounded with insert. The sub-menu at just the distance to make it more round. Then press X and delete the fifth. And then the basic structure is, okay, now, next step, let's apply a solidify modifier to add a thickness. Then select all these inner loop of the whole set a bevel bit. In object mode, add a bevel modifier and set limit method to wait. In this way, only round it. Hold will get bewilder. To add more detail, add some extra edges and most slightly outward. Then Control P, and then then apply mirror and add it to five count. Our cylindrical part of that gun, if really just slightly extrude from the both side of a cylinder. Next, the second object for a back support. It is very simple to model and just add a circle curve at just some handles to kill the ship. Then convert to mesh. In edit mode, press F2, fill the portion, extrude the selected face to add a thickness. Then place that the right position. Select the eight, add the pebble bit and apply bivalent modifier. Now, lower support of a cylindrical object. It is again a simple design. Add a rectangle. In third, 1 eighth using knife tool. Selected 23 count. Now select the last to move up. Also adjust the middle edge to match that geometry. At the end position, it is Kurt chip. And the arch convert it to miss, extrude it to solid object. Reposition to the end part. Then apply Boolean. We have our curve shape applied to the main object. Now to apply the detail, select the fifth, press I to insert. Then from the menu, select the outer edge and increase the depth. Not to add a cylindrical hole. Added Qb. Add a bevel to a round ship. Pollution the rounded object in the middle, and apply Boolean. Know this part is also done. Now for the small assembly, includes nut and bolt with horizontal attachment. Added cute, just edit and do slightly variation. Then Beverly bolt. Use bold factory add-on. And a bolt. Select any suitable bolt from the preset. Now to snap on the position. Go to snapping menu. Enable paste snap. And also enable aligned to rotation, to target. And project in doodle element. Scale down, hold, control, and Moon nearer to the target. Second, add a cube for a horizontal attachment. Basic shape. Then the vertex from the Mesh Tool, apply bevel vertex. Then apply solidify. And it's done at bottom. Added net from olfactory holding Control located to location. The next tip at a cylinder. Inside the first part. At some geometry tweet. Now, this part is circular and has IV for gaps. Or it add a cylinder, reduced its height. Apply solidify. Then add a cube, scale it down, position it to object diameter. Now we will apply to it. First select the cube, then set object origin to 3D cursor. Click on add a modifier. Click on Object Offset, then, then add an empty in the viewport. Object, upset such empty and select it. Eric count to four. Also set X, Y, and Z value to 0. Then select the empty and rotate tool z-axis. The array object will be pleased circular on the object. Now apply at it. Then select both objects and apply Boolean. It's done. Now just know that partition it to slight location. Up till now, we are going step-by-step. Result is looking good. Next is the main part which combined, joined the assembly. The general design is looked like this, which can be easily modeled using a cube. The cube. Scale it to match the geometry. Then add some extra q. Just it position such a way that it generates our required shape or a design. Then apply Boolean at last to fill the shape. Select the edges, control B2, bevel. Repeat the Bible were required. Now our shape is done. Now. We will model the handle, grip, select the corner edges, breath, ship, tea to separate it. In edit mode. Select the vertex and extrude it to do the handle ship. F2, fill the fifth and extrude it. For this grip portion shape. Select this fifth inserted Shift D to duplicate. In edit mode. Just the vertex. Select all. And Bevel vertex. Then for the grip pattern, add a grid plan. Sub-divide from faith section for the fifth, and press I to insert the fifth. Now in a control menu at just the offset value. Then pattern is done. Bringing the pattern in front of the handle. Then extrude the rounded profile that it passes through the grip pattern. Select both the Bowl Tool, select Intersect. Just the Boole object. Retain exact thickness. Done. Place the grip to the handle. At launched. The rest of a detailing does not require any explanation. A few more detailing required. Philic, the upper loop, Shift D to copy in edit mode, press speeds and separate it by loose parts. Its position and site to match the Geometry. Select the extrude and tried to do a curved shape. Then select the vertex and the vertex. From the front view, delete the hub portion, select all and medullary. Extrude the n fifth. Then solidify the object and apply the mirror modifier. Last at a bolt from the bolt factory. I don't give this snapping setting on. Now select the bolt. Hold the control on the stepping and munoz, the location. And scale down the object. Theme. Theme do for the middle portion also. At last, Burwell, this rounded edge. Low polygon is getting built. Still it looks near to the perfect. The next part added cute basic shape. Then add edge loop at the bottom, scale it, and apply bevel. Theme for the top portion. At the interloop, select 1 eighth and move inward slightly. Then for this cylindrical geometrical covering over the surface, ATC curve, ship. Then in the geometry tab, increase the round profile depth, depth, its location, touching the surface. And the curve for a vertical portion, test moon near to the top. And it's okay. Now, leave it. The rest of the detail we will add at the end of the full design. For a top base portion added Qb, skeleton. Method geometry location, selected two edges, controlled P beveled it. Don't add much edges. Keep it low. Then select the bottom two vertex, bevel it slightly. Then the trigger assembly is simple. Just by adding a cube, divided it by edge loops. Apply bevel. Then same for the trigger. You the basic shape using the loop at this moment, bear will eat where required. Then our second form, located to right position, it's done. Next important part of the gun is maximum width. You can see it is slightly curved shape pattern. So first AD curve. In edit mode, shape it like matching geometry to our example. Then added q in object property, enable axis to check that the z axis of the object facing upward and try to make certain geometry shown in example. By adding loop cut, select alternate 5th. Control F. Click on Extrude in doodle fifth. Now we will use cable rater add-on. The shortcut is Shift plus plus C. Select the object, hold Shift, and select the curve. Then Shift plus Alt plus C. Here, gabled later add-on appeared. Select Convert curve to Mitch cable. It will instantly add our custom geometry to curved path, then convert it to miss. Scale it or resize it to fit. Then the small detail work and apply Shade Smooth and bevel. If we look at the practically at this portion, it is a separate part. For that, we need to create the cavity in-between. Add a cube and in a bull tool, theta, a Boolean type two different. Now select the wire-frame object and in edit mode, edit it to form the required ship board tool. We'll show the live effect on the mean object. Once conform applied. No space between the object is empty. We need to fill it at a duplicate copy of the same object. Make sure to also duplicate the object and keep it as light. Select both, and apply Boolean. Result, a result of that portion. Get premade, then get back the main object at this location. In this way, we managed to set required geometry. Atlanta, select the sum of the fifth on the top from the loop tool. Flattened. Now, most complicated and also be the easy part of the gun battle outer portion. It has fins and holds. It can be easily model using the middle. And let's start at a plane. And scale or with ice. Just extrude the math the example to the geometry. Then apply some thickness using solidify. Add some details by loop cut. And the fifth, extrude it. For this whole, we need a separate object. Add a cylinder, give it the desired shape. Then place at the right position. Select both and apply Boolean. It's done. Next, we need to meter it empty. Then select the object, open mirror modifier, offset object, empty. Click on it. In edit mode, select all and adjust the position to match the immediate object. Then apply meter to require x is. Now select the object and apply add a modifier to required count. After that, the same process of emitter to downward direction. And finally it is ready. One thing we forget, there is also hold in front. Add a fill in the three fates and scale it to horizontal. That it pass through the object. And position it. Then apply at a two cylinder and set it suitable value of opposite. Apply Edit, select both objects and apply Boolean. It's done. Now, let's add it to this flat portion. Select the edges. X2, dissolve it. Then add edge loops. Select alternate fifth, and extrude it. Part of this gun is better. It's a cylindrical shape object with a minimum details. Part of the battle is Zell. According to common terminologies. Again, it is in a three-part. First is not tight at it from the bolt factory, can resize it and put it to location. Then middle one is connected at a cylinder. Insert a couple of edge loops, Extrude and Bevel it. Last end of him, muzzle is a cylindrical object with the oval shaped holes around it. Add a cylinder, delete both of the fifth. Apply, solidify. Then add a new slender, give it an ownership position in position it to 4-part around the cylinder. And apply Boolean. Then add some more detail, Shade smooth, and it's done. Next part is forward assistant assembly. It is a circular part which overlap the adult surface at a cylinder. Slightly rotate it in such a way that debt, some portion of a cylinder undergoes third geometry. Forming a conical shape from outside. Then apply Boolean so that only cut portion remain. Then shade smooth to the board the surface. It looks good, but not the perfect edges appear outside. We can correct this issue by following this step. Select the cylinder. In edit mode, select outer edge loop and scale it slightly. Then add three loop cut and open vertex grouped menu. Here. Create vertex group, name it. Now see it carefully. Select the outer loop. Then look at the vertex group menu. Here is the weight is mentioned one. Then click it to assign. Then select the next loop. Wait to 0.8, and assign. Select another loop, 0.6, assign. Then select another loop, 0.4, and assign at last, select the loop 0.2 and assign. Now we have successfully created the vertex group for our scaled portion. Now select the cylinder in object mode at a shrink-wrap modifier. Here, select target object. Then select the recently created vertex group. But they're still determined to be not appearing clean. It is visible. Now to fix it. Added data transfer, I don't hear also theme, selected source, object, vertex group. Then click on faith corner. And from mapping, choose nearest fifth, enter politics. At lunch. Go to the viewport, shading menu. Outline. It result seamless object combination, looking better than first. In this way, using this tip, you can fix the shading issue. Now make remaining cylindrical part and insert it into assembly. Now the, some of the details are still remaining. Let's see this dashed goer. It is very simple. Test added Qb, delete some fifth, added, solidified, and recites too small one, and then place at the position, duplicate it, apply shared and Beverly to it. And that's it. Then the gap between these two portion, again, that cube delete some fifth, solidified and apply balloon. In this field, this portion is the symbol for our example shown in the German tree. Last is the top portion, which is easy to model. It does not need any detailed explanation. Just follow the steps and continue. Upper complete. Duplicate the same assembly to the front. Finally, our low poly rifle is 3D width materials. It may not be perfect, but if you follow the process, you can create much better than this. Overall conclusion is that a constant adopt the new technique of modelling to enhance workflow and explore creativity level. You can download this model blend file from the resource section. 21. 3d model Mic desgin: Next is the condenser mike. Here is an image. Show the example with reference to it. We will start 3D modeling. The image showed that the mic is combination of various part. Most of the part appear easy to model. So less typed object which hold the whole assembly is that clamp. It is such type of protector which can be easily built using subdivision surface modifier. Add a cube. Just kill a basic shape by adding some loop cuts. Then select all and add a subdivision surface modifier. Viewport value to three. Now the work begins. After adding a modifier, the geometric good think. Then try to add some edge loop and addressed so that you can retain your basic shape. Then the next tip is all about your skill and practice. Because working on hard surface modeling might be difficult. Adding or removing any male adult. Big difference in its geometry. Just keep the loop cut minimum. Try to get the desired result close enough. One thing you must maintain that should not be overlap with each other. It is difficult to explain each step by step in hard surface modeling. Just absorb and try manually to get used to it. Next, add a cylinder on top, do a shape, then select E2 and skill. Added three loop cut. Then in vertex group, add a new vertex group, give it a name. Select the outer edge loop assigned to the vertex groups by Wait 1. Second edge loop, set a bit to 0.8 and assign to the same vertex group again with a decreasing order. Select third loop with 0.6. Assign. Next, next loop, 0.4, and assign. Now for a seamless joining between two parts, select Top Object and shrink wrap modifier. Here, select the base object and in vertex group click on recently added. Good. Also shade smooth to the board. Still not done. Add another data transfer add-on. Select the same object and vertex group. Click on faith corner data. In mapping, click on near, nearest faith in politics. Also in the viewport shading menu and click Outline. Then adjust it, scale it result. Seamless object joining. Let's complete the clamp assembly. Add a bolt from the bolt factory add-on type to counter, increase the length of a threat. Now select the down portion, diluted. Select the loop, extrude it to extend the shop length. Then create a hole using Boolean, cylinder, scale it and insert in the whole. Finally added spear Union on the both the site and also shared smooth. Next in the clamp assembly is this small nut. It has a thread and a flower shape like structure. First. First create a hole using a Boolean. Then add a bolt from the add-on and reduce its upper part so that it completely get eliminated. Then from the extra curve, add a flower shape curve. Here, do this following setting to get the perfect shape. Then in object mode, convert it to miss, select all and extrude it to the depth. Then Shade Smooth and move it to right location property. Now, the top portion of the GLAM, its geometry is simple plane, having some variation in edges. Also with nut and bolt attachment. Last cylindrical portion at water. Add a cylinder and explain just the plain sight, and then start wing the edges to get the matching geometry like shown in example. Also by selecting vertex, we can precisely designed it. Add the edges where required and proper bend portion. After complete the basic shape. Apply solidify modifier for thickness. Then be well the corner edges according to design. Next, add a ball to this table type of bolt from the preset. Increase the length operation, increase the shock Clint, so that it covered the required connecting area, position and scale. Then position it. After that, the small gap in the geometry to attach this spring. We will create by Boolean. So add a cube in edit mode, shape of a cut. Then apply boolean differences. Now select the plane, duplicate it, and meter to opposite site. Finally, add in net, position it to both the bolt. To complete the Assembly. First select the plane and bold, then Control J to join. At-large, select the top assembly, scale it, or resize it to match tangentially to each other so that the edges will not appear and Control J to join. In this way, this complete set of bottom has been created. Next part is the handle. It is nothing but an vertical cube which are placed parallel to each other. Then the important part is the spring, which we can create using screw modifier. First, add a circle. Just keep slightly away from the 3D cursor. Then select it and add screw. What do you fire? It's not working. Let's add an empty, scale it down. Modifier, axis, object tab, select Empty. Now it's appeared like a spring. Then increase the iteration value, which helps to increase the length of a spring extension. After setting a suitable length, position it to location. Now, we need to connect the spring clamp assembly for that circle curve. Matching Down profile depth. Then convert the spring to mesh. Also convert the circle curve to mesh. Then till it some portion of the circle objet. In spring also select Edge Loop press Control plus to include the selection and delete some portion. Now match the geometry. Set that both the object overlap with each other. And selecting both conforming matching apply union. In this way, connecting portion made. Now repeat the same process for the top and duplicate the spring to the other side. Finally, use the cylinder. Make a holding sharp between two parallel handled. Now the joining portion for a handle, it is a simple just by adding plane and adjusting couple of edges. You will get a design. Then solidify for the thickness and beveled edges where the quiet just copy the same parallel handle from the bottom upwards, then place horizontally inclined. Then the same at some bolt and nut from the ball factory and place that day, right location. Now for the spring connection, copy the same shop previously used, placed at the handle at the top. Forest spring. We will not copy the same spring because in the spring is in tension and tread geometry for this spring with empty and screw modifier. Place that location. Now, look at the screw or the fire. Two important option, screw and iteration. Iteration value will increase the length. Screw value will stretch the spring with attention. So addicting the both opposite, we will select the best results for our model. After confirming, just duplicate it on to the opposite side. This part is the Nope, too tight the handle. Easy to model, just adjusting the few edges. You will get a design. Also apply bevel to required edges and shade smooth. Triangular connecting assembly for the handle. It just like the previously to section, it created a simple plain. Just the vertex into triangle, solidified at Pebble two edges then copy the nut and bolt and located to all three points. Next is this portion which support the main Mike assembly. This sharp, it's still divided into four parts. For a bit supporting shopped at cylinder. In edit mode. Select for vertical fifth. Sit at the flattened from the loop tool. Add a loop, cut at the board the end. Then select the alternate phase and extrude it. Then bevel the edges of the extruded portion by Control B. After that, select the vertical phase and delete it to form a gap. Then position it to support a family. After that, rotating shopped at a cylinder. Added loop cut at the top and small at the bottom. Then select the face. Control F. Click on Extrude faith alone, normal. Shade Smooth. For a grip portion. Cylinder. Select bottom edge loop. Scale it slightly. Then the face edge loop. Go to Select menu. Click on checker B, select. Then Control F. Click on X2, face along normally. Bevel it. Select the top face, extrude to upside. Then add a cube, please at the middle and apply Boolean to create a gap. This portion also how it tightening? Nope. Add a cylinder, select three-fifths. Set as a flattened, extrude it. Same for the opposite side. Also, apply Beverly to the edges and shade smooth. Next step for him, Mike older assembly. Add a cube, scale it to fit in the gap. Loop, cut and extrude it. Again, add a loop cut to the front. Select alternate fifth, and extrude it. At last, bevel all the edges. For a circular thing around the mic, added cylinder. Skill down and position it to location. Select the fifth. Deleted and applied solidify. Then add a loop cut in the middle. Select it, Control P to separate two loop equally distance. Select both the corner of fifth loop, extrude it slightly and apply a bill to full object assembly. Next, it does small support objects, which is easy to model, doesn't need explanation. Just to make it using a plane and duplicate in four-part, then place it to inner end of the ring. Now, the main important part is the mic. It's designed is cylindrical with top metallic net portion. Let's start at a cylinder, scale it to meeting ship. Then from the bottom, select face, extrude it twice. Select the edge loop, slightly scale inward. Select Loop, Control P to bevel with two loop. Select the face loop, scale insight that a gap appear between both. Select both the edges, right-click and mark as a sharp. Then shared school. Bottom side is a metallic cable connector, cylinder and Beverly to group. Then the top portion is why CDC, which is made open net pattern, add a cube, scale it to basic shape. Then create the inward gap to fit the above portion. By inserting they'll face. Then select the cube. At subdivision surface modifier. Now start queuing it required shape by adding some edge loop and adjusting. Result may be different if you practice more. Because working on hard surface modeling, maybe confusing. Here is our object getting desired shape. I think it is. Okay. Now after conform, make it duplicate of the object and keep a society. Then now for the net pattern, use wireframe modifier, which convert the mesh to the wire. Width refers to the subdivision. As we use surface modifier. Here is the sufficient to form the net. Then wireframe modifier. Adjust the value of the thickness. Tried to keep low until Ms satisfy with the pattern. It's okay, done. And apply modifier. Now, bringing back there duplicate, object to the middle. Scale it small inside the net. And after applying material, it is closely looking. It's closely look. Perfect. Next part is this vertical plane, which hold the threat attached to the mic. Just add a plane, extrude the edges and solidified. Then duplicate it to four count and place it around the mike. Now, design some surrounding part of the mic. First is the clip, which used to hold the mike family. And it is attached to the circular portion. Addict curve. At test. It handled vertex point tied to use that C type of ship. Board, the end of the curve inserted in this whole type assembly. Then around thickness and copy the same code. Adult site also. Now next is the thread pattern of wire, which is tied between this hook in such a way that it format W pattern. Add a car, just give it a V-shape. That three vertex point get linked to the three hook. Then bewilder round profile. Also duplicate the same to the remaining hooked around the mic. Also duplicated the all three thread wire to downside of complete our mic assembly design. Let's start with the condenser holding a family. First is the clamp. Design is like this. The plane. Just the editor extrude it and make it simple design. Apply, solidify and barrel to a deaf. Then at cylinder, scale and position it to an angle. And apply Boolean. Now here is the screw nut, which is similar to the previously used at bottom. Copy it and place it at this location. Now, for the condenser at a circle, extrude the edges. Apply, solidify, then select three-fifths and Theta as a flattened. Same applies for interfaces. Select outer flat fifth, move it outward slightly. Then, then bevel the required edges and shared smooth. For the condenser net portion. Add a circle. He decides to fit into the ring. Then press F3 and search grid fill selected. It will add a grid pattern fifth in circle. Also apply subdivision to the certain number so that geometric become dense. Then apply wireframe modifier and sip thickness to minimum. After confirmation, copy the wireframe to slightly distant inside the ring. And then now this cable connected to handle and condenser. We will use cabled rate an add-on to create a cable. Shortcut to cable, read or add-on is shipped plus Alt plus C. Click to create cable. Then select two-point. Curve, will get added. Don't set any thickness or round. Then add a cylinder, scale it to small size. Extrude third two phase q. Then select curve, shift. Select object. Again, let's ship plus c. Now click on Convert mesh to cable. This result will get displaced by the selected object, which follow the curve. In this way, we get a nice grip pattern cable or the condenser and handle. Nonetheless, is the USB cable. Usb connected, it's very easy to design, so I will not explain the steps. Just follow the sequence. Now, the last object in this mic assembly is the cable connecting between these two USB connector shipped plus Alt plus C To open cable, return add-on. Click on Create cable. Select two points. First, Mike. And they can, USB connector. Curve will be created between two points. Now, we will adjust the connecting point location. Select the cable, ship plus Alt plus C. Open cabled. Later, I don't click on Edit cable to move the connecting point. D. Move the cursor to the end 0 p. Select the endpoint. Now, drag the mouse cursor over the surface. It will automatically snap to the location. Same for the other end. Also. After connecting cable. At Down profile, be able to eat gibbon is added successfully, but it is not looking practically perfect. At simulation from the cable rater add-on. Select the cable shift. Let's see. Click on simulate cable. Small window will appear that set length to any value and use a custom frame to keep low value and press. Okay. Now it will follow the gravity method a look, appear to the cable. Also make any correction if needed. In this way. Finally, we helped create it full setup of Mike. These are the some of the output after the render. I hope you will practice it and make better than this example. Also provided a blend piled for this example, which can be downloaded from the resources section. 22. 3D model Drone : Brown in this modern era is the popular gadget in the world are used by the professional and also treated as a dollar. Today, we will try to design such a drone in Blender. Here is an example showing the full component of prune. Let's start with the top cover up the drone. Design from the top view look something like this. First, add a cube, scale it to rectangle and keep thickness too low. In edit mode at some loop cut. Then adjust the edit settings that are basic geometry match to the top view. After confirm. Now set a subdivision surface modifier. The first tip is to add edge loop and Control P to bevel and rolled the most so that it split into two parts. The most in such a way that edits get closer to the top edge loops, which will look like sharp pencil gardener. Whenever we apply subdivision modifier to any object, the actual shape get shrink. To regain it shape. Adding a loop cut and bevel edges into two part will result in the object getting back to the ship. Then we can do further adjustment. Same here. In our drone model, try to gain its original design by adding loops. After its basic shape appears. Let's move this back portion, it slightly upward. Now our design almost matches to the example we have taken for a design. Finally, addressing few more edges to get the sharp pivot effect and scale it to decrease the thickness. We are done with our first part. Whenever we take any image as an example to model, sometimes we do not have enough detail to design in such condition. Imagination and drawing is necessary. Now the next part is the bottom portion for a battery and other ethnicity. This drawings showed that the bottom view may look like this by adding a cube. Let's try to match same process scale to match dimension ratio. By adding edge loops and adjusting it QA, basic shape. Once it's looked near to the perfect ad subdivision modifier. Again, it loop and edges it to retain the original shape. After that, selecting the required faith and edits, you design. Like an example shown. Working on hard surface modeling is difficult to explain. You must try the live who practice on it. Once the design look complete, then stop the portion holes and gaps remaining. It is the battery location portion. For this, add a cube shapes which form the battery or a T-shaped like structure. Then select the edges and bevel it slightly for a smooth effect. Select the object. Then from the Bowl Tool slides. Now only this portion will remain moving it slightly outward. And then now for the fan assembly connecting gap on both sides. Use a cube, scale it to rectangle, then provide more detail and beveled edges. Duplicate and mirror it to other side. Also. Select both objects and shift select the main object from the bull tool, select the defensive and apply Boolean. At large. Fins gap at a downside. Add a cube, set a rectangle, bevel the edges to the countertop six, Select All, and apply Boolean. Using the simple step, our second object of a drone created in the main body. The last portion is almost done. But front area appears complicated. Because with the image example, we're not getting the actual design properly. So let's try to draw then design. I hope created this front view line diagram. But assuming it, we will start creating attitude. Scale it to rectangle. Adding a loop cut geometry to the top portion. After confirming shape. Apply subdivision modifier. Try to regain the basic shape. As shown in the image. This area is for the light which is slightly down. It loop and select it and move downward. Yes, working on hard surface may be difficult, but once you get used to it, then it will be easy to manage. Now create a gap for a light. Do it hexagonal shape to cube, then insert it two main object on the site. And apply Boolean. Now for the net shape in front. Shift from the extra object add-on, click on extra. Here you will find honeycomb geometry. Selected. This shape honeycomb structure will be used as a net to our object. Submenu adjusts its diameter and length or width. Then in read mode, extrude it so that it can be inserted into the main object. Then select both from the Bowl Tool, click on slice. It result. Honeycomb geometry will get perfectly aligned and cut to the main object, moves slightly outward. And it's done. Now for the bottom part, it is simple. Just add a cube shape and apply subdivision modifier. Now for the camera assembly, one thing we forget, first we need to add some details, make this solid layer, then duplicate it, and select both. From the Bowl Tool. Click on slice, move it slightly outward. What I'm also some details remaining create using Boolean tool. It doesn't need explanation. For a camera first AT support, objects, duplicate on both sides. Then adding queue using subdivision modifier. We can create a solid camera module. Then for the lens at a spear and play satiety center. Next is the main part of the tone is the fan blade assembly. From the example, assuming some details, I hope created a line diagram. Observing it, we will start making it. First tip is to give you the basic shape as shown integral by edge loop and Bevel the corner. It's shaped, get generated. Now for the motor part, dust add a cylinder, insert to the handout, extrude the fifth scale down to gild the motor like geometry. Then for the fan holder, create a rectangle shape and beveled corner. Duplicate upward slightly. Now for the fan blade, add a plane, scale down to the rectangle shape. And by a2 and small adjustment easily the basic shape created. Now selecting the older vertex from the vertex tool, bevel the vertex skewed a nice smooth shape later. Applying five cute little thickness. After confirm, duplicate the blade to the opposite side. Launched some more detail, like holes and others with already self-explanatory. You can do it yourself and apply it. You can even add own imagination to add a detail. To go the extra depth to the modelling. After all the work complete, test copy, copy the fan, full assembly, duplicate, then locate to all three remaining points. In this way, we have created the slow polytropon model using an image example. Yes, it may be not perfect because it does take practice session for me and student also. I hope you will try it and create much better output. So see you in the next lecture with another example.