Blender: Apple vision pro masterclass | Marwan Hussain | Skillshare
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Blender: Apple vision pro masterclass

teacher avatar Marwan Hussain, 3D Artist and tutor

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      001 The course intro

      1:12

    • 2.

      002 Before you start

      1:22

    • 3.

      003 Adding the reference images and start modeling the Vision pro

      29:44

    • 4.

      004 Modeling the structure

      31:21

    • 5.

      005 Spending more time editing the structure

      15:24

    • 6.

      006 Starting with the face interface fabric

      17:17

    • 7.

      007 Modeling the face interface fabric frame

      26:16

    • 8.

      008 Modeling the nose pad

      17:58

    • 9.

      009 Modeling the Speaker bar

      34:08

    • 10.

      010 Modeling the speaker bar clips

      10:41

    • 11.

      011 Modeling the head bond

      35:02

    • 12.

      012 Modeling the head bond clips

      12:43

    • 13.

      013 Creating the bond ribs

      32:26

    • 14.

      014 Modeling the Fabric reinforced cables with some tweaking

      15:16

    • 15.

      015 Changing the inner ribs position

      15:55

    • 16.

      016 Modeling the band Fit Dial

      21:41

    • 17.

      017 Making some tweaking for the band clips

      34:51

    • 18.

      018 Creating the Band Detach Handle

      12:38

    • 19.

      019 Modeling the speaker bar Diffuser

      32:04

    • 20.

      020 Creating the Power Port

      30:48

    • 21.

      021 Creating the Light Sealed frame

      12:52

    • 22.

      022 Making some tweaks on the Faceplate

      16:29

    • 23.

      023 Focusing on the front part of the headset

      24:42

    • 24.

      024 Focusing on the front glass and make some editing

      12:42

    • 25.

      025 Starting adding holes for the aluminum structure

      36:18

    • 26.

      026 Adding more details for the aluminum structure

      30:50

    • 27.

      027 spending more time on the aluminum structure

      30:04

    • 28.

      028 Fixing the deformation by using the shear

      19:27

    • 29.

      029 Prepare the structure to give it some thickness

      8:23

    • 30.

      030 Adding thickness for the structure

      19:08

    • 31.

      031 Fixing the shading problems on the structure

      8:09

    • 32.

      032 Creating the top vents holes

      29:09

    • 33.

      033 Modeling the Dial

      26:00

    • 34.

      034 Creating the top button

      10:30

    • 35.

      035 Creating the bottom camera sensors

      12:13

    • 36.

      036 Creating the bottom camera

      27:45

    • 37.

      037 Modeling the optical lenses

      19:51

    • 38.

      038 Starting with the front glass

      9:39

    • 39.

      039 Adding details behind the front shield glass

      26:58

    • 40.

      040 Focusing on the inside details part 1

      34:11

    • 41.

      041 Modeling the camera sensors behind the glass shield

      32:52

    • 42.

      042 Adding more details for the structer behind the glass shield

      27:47

    • 43.

      043 Using the wrapping tool add one to put everything in place

      34:12

    • 44.

      044 Finishing the front part of the headset

      12:42

    • 45.

      045 Making some adjustments

      9:48

    • 46.

      046 Creating a platform for the headset

      26:34

    • 47.

      047 Modeling the battery connector

      18:30

    • 48.

      048 Srtarting with the battery

      27:23

    • 49.

      049 Adding some details for the battery

      20:39

    • 50.

      050 Creating the battery cable

      16:31

    • 51.

      051 Making some small changes

      20:00

    • 52.

      052 Unwrapping the Light Sealed

      17:35

    • 53.

      053 Unwrapping the ribs and some part of the bond

      12:28

    • 54.

      054 Unwrapping and texturing the light sealed frame and the nose pad

      11:49

    • 55.

      055 Applying multiple materials for multiple objects

      23:06

    • 56.

      056 Creating the chrome material

      5:21

    • 57.

      057 Adding the HDRI image and changing the scale of the headset appropriate size

      17:39

    • 58.

      058 Creating brushed metal material

      21:41

    • 59.

      059 Adding materials for multible objects wigh

      19:27

    • 60.

      060 Creating aluminum material for the Battery and MagSafe

      17:43

    • 61.

      061 Adding materials for the front shield glass and the details behind it

      26:37

    • 62.

      062 Creating the Stitches

      35:26

    • 63.

      063 Adding hair particles for the fabric of the bond

      23:54

    • 64.

      064 Adding materials for the speaker and fix the battery texture

      15:43

    • 65.

      065 The Final Render

      23:13

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About This Class


Step into the exciting world of virtual reality design with our comprehensive course, "Create Your Own Apple Vision Pro Headset in Blender." Led by acclaimed 3D artist and Blender expert, Marwan Hussein, this immersive learning experience is tailored for intermediate students looking to elevate their skills in Blender and take a leap into the realm of VR design.

In this hands-on course, you'll dive deep into the process of creating the Apple Vision Pro headset, you'll learn the entire workflow required to model, texture, and render this revolutionary piece of technology from scratch.

Key Learning Highlights:

Modeling the Apple Vision Pro: Starting with reference images and blueprints, you'll learn how to precisely model the headset's intricate components, including its sleek frame, adjustable straps, and lens holders. Gain mastery over Blender's modeling tools as you build the headset's form and ensure a perfect fit for users.

Unwrapping and UV Mapping: Unveil the secrets of UV unwrapping as you flatten the 3D model into 2D space. Learn the art of efficient UV mapping to maximize texture resolution, ensuring your headset's textures come to life with stunning realism.

Creating Realistic Materials: Delve into material creation techniques to simulate a wide range of surface properties, from the smoothness of the frame to the high-tech finish of the lenses. Master Blender's node-based material editor to achieve convincing textures that breathe life into your VR creation.

Texturing and Design Customization: Unleash your creativity by crafting customizable textures for the Apple Vision Pro. Explore various design possibilities, from elegant minimalist themes to vibrant artistic expressions, allowing users to personalize their VR experience.

Advanced Rendering: Discover the art of realistic rendering using Blender's powerful rendering engine. Learn how to set up lighting and camera angles to showcase your headset in captivating visuals that will leave your audience in awe.

Final Presentation: Bring it all together in a stunning final presentation of your Apple Vision Pro headset. Polish your project and learn effective presentation techniques to showcase your creation with professionalism and style.

Join us on this incredible journey as you master Blender and unlock the potential of creating your very own Apple Vision Pro headset. By the end of this course, you'll have the skills and confidence to design cutting-edge 3D model.

Embark on your VR design adventure today and enroll in "Apple Vision Pro Headset masterclass in Blender" to become a skilled 3D artist. Let your creativity soar, and let Marwan Hussein guide you through this captivating exploration of technology and artistry.

Meet Your Teacher

Teacher Profile Image

Marwan Hussain

3D Artist and tutor

Teacher

Marwan Hussain is 3D, and 2D artist, and internet marketer, he taught hundreds of students, and he had worked in 3d design in many disciplines, including architecture and mechanical.

He is here to share his information and legacy about the 3D and 2D software that he learned through the 9 past years, you will find his courses full of useful information that will move you on quickly in the path of learning.

See full profile

Level: Intermediate

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Transcripts

1. 001 The course intro: Introducing the first course ever teaching you how to create Abo Ken Bro Hi, my name is Mark Hussein and I'm thrilled to be your guide on this exciting journey into the world of three D design. Throughout this course we will unveil techniques of precision modeling, rubbing, and realistic tekturing, enabling you to bring the innovative Apple Vicino Bro heads to live. Get ready to dive into the art of precision modeling. As we recreate the Apple Vicino Bro with incredible accuracy, discover the process of rubbing and dive into realistic texturing to a depth and realism to your creation and rule. Now in the Apple Vicino B, a blender masterclass, and let's bring your vision to life together. Once again, my name is Ma Hussein and I hope you are inside. 2. 002 Before you start: Hello everyone and welcome to this course. Before you start, you should download the resource folder. I always put the resource folder at the last section of this course. Just scroll down until you find the last folder. It will be file just exhibit and use it. So go ahead and download the resource folder. After that, I would like to talk about the rating. Writing this course is something very important for me as a teacher. It will rank my course if the rating was good. I have no problem if you give me a bad review, because I deserve that. But it's very important to add a comment to understand what's the problem. So I can't fix this any future courses. If you are satisfied with the course and you would like to write it with five stars, I want you to add a comment as well and tell us why you give this course five stars. Please don't forget to write this course after you work the course and learn from it. I hope you'll find this course informative. And I hope this course add a value to your learning journey. All right, my name is an Hussein, and let's start creating the Apol vision. 3. 003 Adding the reference images and start modeling the Vision pro: Hello everyone and welcome to the Apple Ob creation master class. In this video, the first video, we will start preparing the scene and start modeling the Apple Kob. As you can see, we have camera light and cube here. I don't want them. I will delete them. Just a ground like that and delete from the keyboard. To delete them, I have some images in this tool, it's called pref. It's very nice and important tool to use. I added all of these images here and you should find all these images inside the resource folder. I'm going to choose one of these images, maybe this one or whatever one, and use it as a reference image. So I can follow the lines of the Apple Vision Pro. I have this folder, this folder, It will be in the resource as well. This folder has all the images as well. Let's see from where we can start. All right, maybe we can start using this image here. Let's open it first. Not this one. I think I have another option, maybe this one. I will put this in the front view and I will start track the shape of this of the Pole Vision B. Let's go to the front. To the front, if you want to go to the front, hit one from the keyboard. And I just would like to mention that whatever button I will use that should be showed here in this area, you can use the tilda key and you can front top, back, right, whatever view you like. Or you can use the bat for me because I have an M bad, I will hit one from the em bad to jump to the front. This is the front view as you can see right here, it's written front view. I will open the folder and click right and put the image right here. The image is very big. Here you have two options. You can scale this down and make it small and work with small model, or you can make it big, normal. And after you finish everything, you can apply all the modifiers and scale the model to whatever scale you like. For me, because it's a little bit annoying when you work with small scale, whatever object you will add, it will be big when you add it. After that, you should go to the setting and change the center to make it small or you can scale it. I should do that every time when I add an object. If I want to avoid that, I can create something very huge, about 2 meters. I know that's too much and it's not makes sense. But after I create everything, I can scale this down and apply the scale. After adding the image, I want to center it and put it in the center. It's very simple, just Alt to reset the position. And that's it. Now we have this in the center. You can put it above the center if you like. That's okay. It's optional. After that, I will this a little bit far from the creation area because I want to create the model here. I don't want any intersection happen here or Overlapping. Just put this a little bit and this will be enough. Maybe a little bit more like that. Here we have the ability to, in the option of the image after you selected. If you go here, you can control the opacity of the image. You can make this visible in the front. In the both side, because now if I look at the image, I can see the side in the side. But if I turn this or speak this to front, I can see the front, not the back. That's nice. I want that. Speak this to front. Now, maybe we can start do something or create something. Before we doing that, I have one of these images. I think it's very important to add here. Let's try to find it first. It should be right here somewhere. Yeah, right here. This image is very nice and good image showing us the vision bro from the top with all the details. The most important thing for me, this part, I will unbod this image as well and use it. All right, let's exit and let's go to the top. I will bring this image here and it all to reset the position I want to this line. With this line, I want to scale one of them. Either you make this one smaller or make this one bigger a little bit. Well, in this case, we need a guide. Let's add a guide. The guide is very simple, just add an object. For example, you can add cube. And I can use this as a guide. I will put the edge of the cube, align the edge of the cube with this edge of the, of the can bro. Let's put this one right here. You can scale to the Z, hit head to take another copy like that. Let's align this with the edge of the hits it here. From the top we can see that we have a distance we could scale the image a little bit to align this line here with the box. Or at least move these boxes a little bit. You can scale them like that to the Y. Go up this image and scale it until the edges hit the boxes. And scale it like that. If you have any variation, make sure to put this in the center. Now I could hit Key and move this a little bit in the center like that. Maybe scale this a little bit more now it's aligned by the way, it's no witness necessary to be perfect. Let's go to the front end. Let's see. All right, now this image is not perfectly in the center because as you can see, the, this is the middle area. This is the middle area and this is the middle of the image. That's mean we could move it maybe a little bit. I will hit Key to move this. Maybe right here. Something like that will be nice. This is the center point of the software. Now let's go to the top. Well, before you do that, maybe we could move these boxes a little bit, Grab them like that and e to the x axis and realign them. Now for this image, I will go to the top and realign, just focus on one side and just move it like that and the side will be fit. After doing that, you can move the image down, put it right here. And you can turn on the front. We don't need to see it from the back. The guide we don't need anymore. You can grab them and hit delete to delete them. After that, drop these images, and then hit M from the keyboard to open the collection menu. And I will put these images inside the new collection. Hit and let's call these reef images just to recognize them. Now we have them right here. All right, now we have to do something because we have a cave here. If you grab this point and push it like that, at this point, it like that the headset will be a little bit longer. If you draw a line like this, this is the size now. But if you open reach this point, maybe like that. I will give you example. Let's assume that we have a cylinder right here. This is one of the point of the cylinder. This is the far point. This is the distance between this point and this point. But if you open the cylinder like a tape, it will be like this. As you can see, the distance now become greater, the same scenario you have right here to determine the size. Let's go to the front to create a guide for us. I will add, and I will add plane here. And now we have plane aligned with the ground like that, but you can't see it. When you add the plane, go to this inu and open it, the alignment here. Switch it to view. I, I just want to align the plane to the view. That's it. Scale, make it a little bit wide like that. Maybe after doing that, because we rotate and scale, some deformation happen to the geometry, We need to reset the rotation because we rotate it and we need to reset the scale, because we scale this to the X control A. Control A, and then it applied to the scale and apply the rotation. All right, now after doing that, I will go to the top and to go to wireframe. So I can see that my plane, I will compare it. I will move this maybe right here, because these points are the first points we have here. As you can see here, the plane is greater than the headset. I will scale the plane until this point aligned with the gen bro as you can see from this side. It's very close. Maybe we can move the image but you can ignore it. Important for now. Roughly we got the size. This is the size control, A scale. Because we scale this now I will tap to switch to the edit mode or you can go here and go to the edit mode. I will add multiple as here using control, shortcut control. And you will have a review here, rotate the wheel forward to add multiple cuts like that, make smooth something like that. You can add 22, you can control from here. Now we got this result. As you can see, I a bend modifier. So I can bend this a little bit. Tab out, I will go to the modifier and open the list to add symbol deform. In size. Symbol deform. We have multiple options. One of them is bend. I will use bend and change the Z. I want to bend the Z. As you can see here, we have some angle or bending. Let's go to the top. If I make the zero, the size of this plane aligned, it fits to the size of the vision bro, I will move this right here and make this a little bit longer curves, a little bit like that to follow the shape. Now it's following the shape of the hit set a little bit. I want to make this a little bit longer tab to go to the edit mode, scale this a little bit to the x. When you do that, you can see here, this line extended a little bit like that when I scale the plane to the x, if that's a little bit difficult to, to see, can see it from here in the perspective when I scale this, you can see how that can affect the result. You can scale it and you can apply the scale after that. Or if you want to make this a little bit taller, you can extrude vertices or ages like that. Here we have two options. Maybe we can use the extrude, but before I do that, I will make some change here. I will control the opacity and make it a little bit transparent. I will go back here and t to go to mode grabbing these vertices like that. And I will zoom here. This is the end of the X. As you can see, I will extrude the E to extrude and then to the X. When I do that, as you can see, now it's become a little bit bigger. All right. Well, that's mean, this is the size. Okay, This is the size. Let's turn this off now. This is the size of the headset. When you open it, the idea is I want to create this, the headset like flat geometry. After that, when I add all of these details, I will bend it back. That's will make the modeling process easier for us. That's what I'm going to do. This is our guide, now let's use it. I will go to the front because I just want these acres. I will delete. I will apply the symbol, the form first, let's see what's happened here. Or you can maybe delete it. Yeah, you can delete. And I will tab and I will grab all of these vertices and maybe hit to delete these faces. I just want this guide and this one on the other side. That's all. All right, tab out I will, you can add a new cube tab to go to the eight. Hit eight to select all the vertices. Hit one to speak to the vertex. Then hit M to open the Mirage menu. Because I want to me or collapse all of these vertices at one vertex, so I can use it when you open the menu. Hit Merge at center. And now we have. Just one vertex right here I can't control. I will hit to the Z to move this up. Now I'm moving this vertex up here. As you can see, it's right here. I will start extruding this vertex to follow the care that I have here. Just keep hitting to extrude and start following the cave of the headset. All right, let's extrude this a little bit here. Can increase the number of the vertices in this area because we have a strong edge. For example, I can add one extra vertex right here. Start following this curve in a good way. By the way, if you want to add a vertex control, our put the mouse in the middle of the edge and it left click to confirm. Let's move this over here to ex here, one extrusion. Maybe here, maybe one here and maybe one here. All right, we started from this point and we ended here. I want these vertices to be aligned the center. I don't want this vertex to go far like that and this one go to this dark. I don't want any variation between them in this case, to do that, you can grab them like this, just these together, and you can scale them to the X. In this way, you can align them together to the X axis. Scale X to use the axis and then zero and then enter. Now they are aligned. After doing that, maybe we can control the space between the vertices. I grab all these vertices to, we have some variation in the distance. I have a good add on here. Let's activate it together, Go to the add section after you go to the preferences, and let's search for loop tool L, O P. This add is very important, at least for me. It can give you extra tools to use it when you model something, just activate it when you hit Rat. In the edit mode, you will find the Lot tool right here and we have multiple options. I will select all of these vertices, or let's say maybe start from here, at end here, grab all these vertices starting from here and here. And ignore these for now. I will hit right click and I will use this option right here is called space. This option here will fix the distance between the vertices. Now we got an even distance, and that's something cool for this area. If you'd like, you can grab these, for example, and fix the distance between them and this will be enough. All right, that's very cool. But because this one is flat, we should scale it a little bit to this dark and align this point with this line of the guy that we created. All right, let's go to the front. And I will grab all these vertices. I will scale this out like that to the X. If you hit the scale, and if you try to scale, the scale will walk to the center like that. I want something else. I want to scale from this point out because we have the three cursor in the middle. I can use it as a point to scale this out from this point or you can use the active vertex. You can make one of these vertex is the active, scale this out. The easiest way is using the three decursor. Go to the transformed vote point and this 23 decursor. Then hit to the x. And scale this out until this vertex hits the guide. I think that's it. That's very cool. Now tab out. And I want to mirror this on the other side. I want mirror modifier. Go to the modifier. A mirror modifier. And now we have this mirrored and perfect. Now we got this, and that's something cool. After doing that, I will apply them or I don't want it anymore. And I will tap to go to the mode I will hit to extrude this a little bit like that. I want to kick the thickness and align it with this guide I can grab the image and move it a little bit. Align this point with this point right here. I will start. Scaling this geometry until I align this point with this point. Maybe I should go back here and turn off the opacity so I can see the details Better to move the image and let's move it and align with the geometry from the side. And yeah, that's very cool. Now I will grab the geometry and tap the X ray mode. You can hit Al Z to switch to the X ray mode. I will grab all these vertices and it to move, and I will move them almost right here. This is the thickness of the heat. All right, that's very cool. That's nice. And now we got the thickness. All right. After that, we need to give this a little bit thickness to this direction because as you can see is like a tape. I want another modifier here. But before I add any modifier, I want to check the face orientation. Let's go to the overlays and activate face orientation. As you can see here, we have blue color and red color. All right, the blue color are the faces that could be visible to the camera. The red colors, they should be hidden. To fix that variation, you can tap to go to the mode, and then hit eight to select all these vertices. And you can hit Heft with N to recalculate the normal of Naw. Done. All right, so now we have side, blue side and red side. That's correct. All right, here in the middle we've got some problem with the mirror modifier, but that's okay symbol to fix. Okay. After doing that, you can turn this off. Let's try to fix this problem. We have very close edges, grab vertices and rage at the center to these vertices at the center. And A hit M. The same scenario for the gram merge at the center and those we got the thickness, we got everything. Let's make a quick test to see what we got. I will, I will add a symbol Deform again. I will choose bend to the Z like that and go to the top. I will bend it like this. We should get close result. See what we got here. All right, if that doesn't work, you can scale it a little bit more until this fits to the guide. All right, let's see how can we do that. All right, let's grab this, the geometry. Let's go to the top. Maybe we can scale it just a little bit from the center out like that. And hit control a uplaated scale, And then activate this. As you can see now it's become a little bit closer. Turn this off scale. This again like that control a upldkeow, It's very nice and close. All right? Something like that. All right. Now I will turn the symbol deform of, or you can delete it for now. Now let's give this a little bit of thickness. I will go back here and add a solidify to give this a thickness. All right, you can make a thick for now, maybe something like that or maybe a little bit more. All right, let's bring the reference images here because I just want to talk about something. If you compare this point here with this one a little bit lower, that's mean this side, we could move it inside a little bit. Just keep that in mind. Let's put this image right here. All right, let's move this right here. For now. For now, the thickness is cool. I will accept it and I will apply the solidify. I don't want it anymore. I will tap to go to the eight mood and stick to the edge. I'll click on this edge to grab it and I will hit two times. I will move these edges down like this so I can create this tab something like that again. Now we got something close to this result. After that, we should find a solution for this area. Because we should have a curve here, we should have a curvature. I will add one edge here in the middle. I will push this to the old direction. To do that, you can hit Alt and push this edge out if you like. You can go to the right view to get a better result, right or left. All right, hit Alt. Let's move this out like that. I will add one here and one here as well, and I will grab them. This one is already selected for this one. You can hit Alt, Shift click to grab it, and then hit Alt to Bush these out like that. All right, now let's compare the result. Let's see if we did makes sense or not. All right, so far, the result looks nice. Check this, but I think we went too far. Maybe we could take one of these images down. Maybe this one click and let's go to the left. Alts. Just take this down a little bit. Maybe this one as well. Alt, move it down just at the end of bit. I think this result is close to the reference images. Yeah, it's very close. All right, so this is the first step. By the way, the guide, I don't want it anymore, just deleted. Yeah, this is the first step. I will end this video here and I will see you in the next one. 4. 004 Modeling the structure: Hello again and welcome back here. I think this edge too much inside, I think that's not correct. Maybe we should drop this edge and push it out again. All right, To do this I will tab and grab all of these edges. I'll click, I'll click and grab those control legs to dissolve them. I'll click on this 1.2 times. Let's act crest, just forget to do this, okay? All right. I will hit key twice, key and again, and hit a, push this out like that, okay? Something like that. This result looks cool. After this, you can add new edges and push these out. Or you can do something else like grabbing these phases. After you stick to the phase selection, just hit three from the keyboard and then hit X to get rid of them. You go to the two click click to grab those. Then right click and use the Loop Tool and Lofts. And now we got the same result. But here we have this window right here. We have the ability to add segment here to add two or three. And you can control the strength if you want to make this strong. The care, I mean, if you want to make a strong or shallow, something like that, it will be okay. But keep in mind cubic, not linear. All right. Now I think this result is makes sense. I will go with it. I like it. All right. This is the first step. After that, let's try to find another image. All right, let's focus on this area a little bit. Let's try to create what we have here. These tips. All right, maybe we should add an edge here and Bush. Or maybe let's see what we can do here. I will grab this age and twice, and bush this out like that. Maybe maybe I should put this inside twice. Let's put inside like that. Then grab these face, all of them and extrude them for this side. You can do the same thing, by the way, just to grab them twice and put out like this. Something like that. Yeah, something like this. Now go to the face, click all of these faces, and then it out and extrude faces along the normal to extrude these out to get this result. Now I can grab these edges and then it key twice to book these inside and then Alt and take them out. I think this result makes sense. Maybe the next step, we can grab these faces again and extrude them one more time. Alto extrude faces along the normal to give this area a little bit of thickness. If you want, you can delete these faces in the middle. The next step I guess we can create the, the glass or we can create this area. Okay, let's go to the front end. Let's see. What option do we have here? I will coup one of these vertices and copy them at KD and I will put tomorrow right here. I just want to trace this line, this shape. Let's this vertex. And I will hit to extrude, I will this line like that. Let's keep doing that. All right. All right, one more time now, I will grab this with this and then hit to fill them. Just keep in your mind that the frame and this line are very close. If I compare this line with the frame, we have very huge distance. In this case, we should grab this new line that we created and push it, or scale it to this direction. Let's try to push it first because that's what we should do. Maybe we could put it right here, I guess. Something like that. And then I will make this vertex the active vertex and scale it according to the active vertex. As you can see, the color is a little bit brighter. This indicates that this is the active vertex. Go to the transform, both point and sweakes to the active element. Now when you scale the scale, working according to the active element, scale this to the x like that. Now that makes sense. This result looks okay. Maybe we can scale this bag like that when you bend it. When you bend it like this, everything will be in place. Or let's say almost. Okay, this is the first step. After that, let's try to find some way to connect these vertices with those vertices over there. I prefer to grab these vertices and then shift D to take a Coby like that and then right to leave these in the same place. Then click to grab those as well. And then is to separate them. To open the separate menu and choose the first, the first open selection to select or to detach the selected edges. All right, now you can tap out and grab the nu lines. And I will tap to the mode. Let's see what's the next step. By the way, I can't grab the image and can grab the line and the image, and hit from the number to go to the local mode. Let's go to the front, and let's have to go to the mode. And let's see what we can do here. All what I want to do is I want to connect these lines like that. First thing, let's try to actual, I can delete half of these, grab these vertices like that, and then hit X v to delete the vertices. And now we just ended with the site. After that, maybe I can grab this with this and then hit to create a line here. And maybe we can add multiple vertices right here. I guess something like that. Maybe we can add 1234. Let's add four. Okay, I'm not quite sure, but let's accept four. It's a little bit difficult to see the vertices in this case. I will hit two times to isolate this alone. I will tap to go to the mode. Count the number here. Just click on this line, the outer line. Let's focus on this area. It's 25 vertices here, click we have 19. All right, we need to add six vertices. Let's hit Control to add one to 3456. I'll click again, and now we have 25. And here 25. That's cool. All right, I added these vertices in a random way. Don't worry about that. We will redistribute these vertices. Just right click. After you select the edge loop, I'll click and then right click and choose space to fix the distance between them. If you want to make this to be a little bit smoother, right click to relax a little bit. Again, you can right click and fix the distance. Now we've got something nice. Now, maybe we can grab these vertices together and then add those. Now I will up this with this and hit multiple times to fill these faces. Let's see what we will get. All right, now we got this result, but I'm not quite happy with this, but I will accept it. Let's accept this results. I will to exit. And let's see what we got. All right, after that sit control to maybe one G for now. That, I will this first this loop. And it to push this out at something like that, I will add an age loop here, something like this. Maybe we can do that later. Let's push this a little bit more out like that. That's cool. I will use mirror modifier to mirror this on the other side With this one selected. Just go to the modifier and open the list. And let's add mirror modifier. Now it's mirrored, maybe some of these vertices should be moved out a little bit. Let's secarb these together, and again, take them out. This one as well. A little bit like that. Maybe we can move this one down. All right, now I grab those together and merge them. Apply the mirror for now. And I will grab this with this control to merge them control, and now they become one piece. I just want to see what's going to happen if I add symbol deform. Add symbol deform and band to. Let's spend this. Let's see what we will get to go to the front to wire frame and let's send this a little bit more. Something like that. I guess we can compare it with the tub. All right, it's very close. That's what we should get after the bend. Then we should grab these vertices and move them out a little bit. Because this open area, it should be flat, should not be affected by the bend. Just keep that in mind. Let's go to the fronts. Okay, it's not quite close, but we can fix all of that. Let's turn this off. For now, let's focus on this area. The front area. Maybe we can grab these vertices Ol use them D to take a copy like that and right click to leave them in a same place. Then hit P and then to separate this loop tab out and let's grab this new H loop tahel, all these vertices. Then you can hit to fill this face if you like, you can extrude this out just a little bit. Let's bring back the reference images so we can see what we can do here. Okay, something like this. Maybe we can move this face a little bit. All right, I will hit for int, int this like that. Maybe after doing that, maybe we can click on these edges. And maybe we can hit wise and push the inside a little bit. Level them. After you do this, you can be level them, it can't roll and double this out. Let's see if that makes sense or close. The result looks very nice, we can go with that. The result looks nice for this area. If you like, you can hit X F and delete all these phases here. And go to the, I'll click to group this loop. You go to the phase and you can use a grid fill to fill this with Boly guns. I will manipulate the offsite a little bit until I get something makes sense, something like that. I guess maybe after doing that, maybe we can put these phases out at as just these out at ten, but not too much. If subdivius surface, we can get very nice results. Maybe we can add one here, like can add one or you can ignore it for now. All right, that's very cool. All right, now I will select this piece of glass and it's like to isolate it. Let's have to go to mode and let's see what we can do here. All right, maybe we can hit to make another inst like this. Something like that. And I will shift to the last action again and again and again, like this. Maybe we can fill this area with the quats X first to delete these faces. And then go to the Ge loop. And I'll click to grab the G loop. Then you can go to the face and use grateful money, believe the offset until we get something makes sense, Like this one. That's nice, that's cool. It's like to exit, I added a polygons on the other side so we can bend it smoothly without any problems. Because as you know, if you don't add Boley guns, when you bend it, you will get problem. Okay? Now I will merge those together or grab them, hit control J and make them one piece. And let's activate the symbol Deform to see the results. All right, so this is the result that we got. Let's go to the top and let's convey. It looks cool, it looks a little bit thicker because structure doesn't, has the glass healed. That's why it looks a little bit thicker. If you look at this from the top, you can see that we have very distance between this side, our result, and the reference image. We should fix all of that all. Let's step to go to the mode and let's see what options do we have here? I will tab and grab this area in the middle and hit control L to select the linked vertices. And I will hit and then separated and tab out. And now we got this result. Or maybe before we do that, let's just do something here. I will hit Control and apply the rotation and apply the scale in case we got problem. And tab again with these polygons selected, I will hit and then Est separated when you separate this. As you can see, I have some Gabright here, let's try to avoid it. All right, maybe we can hit D and take a coby like that. Let's go to the Outliner. Okay, the coby is selected, and I will hit M to open the collection menu and hit New Collection. Let's create a temporary collection. I will call this in case I want to go back for any reason, I just add this and temporary collection and I will hide it like this. Let's work with this one for now. All right. I will hit Control and apply the symbol Deform. And now I got this result. I will tap to go to the mood to see what we should do here. Go to the top and what's the problems here? Grab these loops and maybe we can hit to the Y zero enter and then it and take this out. Go to the top. Let's see how close we are. Move the, let's go to the transform point. Let's choose Individual Origins so we can move these on their organs. That's not going to work. I'm not going to get that I want. But maybe I can focus on one side and then I can mirror the other side. Grab this, hit control L to link select and then hold control and deselect the side. You can go to the face if you like, hold the X To delete these phases, now we can focus on the side. The wire frame would hit R to rotate this a little bit and align it in a good way. We could scale at an a bit like that. Let's see what we got so far. Maybe we should move this a little bit inside like that. Maybe from the right of view, we should rotate it, I guess. Okay. All right, something like that. All right, here we should add maybe one edge loop. What else we should do here? This area looks flat, but here we have a. Let's try to take care of this area. Maybe from the top of you, some of these vertices, they should be pushed out. Maybe I can delete this one. For now, let's focus on this area a little bit. Go to the top and key, let's move these a little bit out. Maybe we can interrupt this one and push this out a little bit, so we can have a care here. Now I can add an edge loop here. I can erupt these edges. Starting from this one here, maybe we can move this a little bit like that. Maybe we can add another edge loop here, one of these edges, Maybe this one. Or we can take them out a little bit more like this. All right, I guess this results will be okay so far. All right, that's cool. Now maybe we can add mirror modifier to mirror this on the other side. But now let's focus on this open area. Let's see what we can do here. I think we can hit t then skill to the adult sw. The transform o point to bounding, extrude to scale and extrude and push this inside a little bit. Then I guess to bring back these images, maybe we sold the edges inside and extrude this inside like that. You can accept this result for now. After you add an edge loop here to align, the alignment goes on the opposite side. Just lit back. Let's add one loop here. I don't know, I think that's it. Let's add subdivision surface. I just want to see what's going to happen with level two, all right? I think this curve looks cool and close to the reference. I will accept this. All right. Now listid with this H or vertex, select anything it control to select the linked vertices. And then and then to separate this out above this subdivision surface, I will mirror modifier could be above it and we could mirror this to the Y. I think we could select this, delete the mirror, grab this and add mirror for this geometry. All right, that's very cool. Let's go to the front and let's see what we got so far. All right. I will select this and select the image to isolate them. I just want to see if that makes sense or not. Maybe we should push some vertices around. For example these vertices. I think we can use proportional editing activated And hit you to move. And you can manipulate the effect, the circle effects. Just make it a little bit smaller and push like that. Maybe we can rub the verti and just move these down ten bits, but just be careful. Maybe we can group to something like that. I guess maybe here we can these, let's make the effect a little bit smaller. Maybe we can rub those as well and just move them tenip. Try to follow or trace the line of the reference image. Okay? All right, what else we can do here? Maybe we can move this down a little bit. I don't know. Okay, let's take a look now and let's see what we got. Okay, let's go to the top. I can see that we have some waveness here. Let's go to the front again. And let's try to minimize that waveness by moving some vertices around. Let's move this a little bit. Maybe we can this G and move it inside. Keep doing that until you get rid of the wavens. Now I think it's very nice and we can accept it. It's going to the top. All right, maybe this area, we should take care of it. A little bit like grabbing this line in the middle and go to the front. Turn this off as to the X and then zero and then activate clipping because if you hit key to move this to the X axis, we will have some intersection with this side. To prevent that, you can use this opt right here is called clipping to prevent the overlapping activate and then it key to move these vertices to the X. Now the results I think is better. Yeah, let's see what else we can do here. Can we move some vertices around? It's stuck to excite and now we got this result. All right, I think that's it for this video, and I will see you in the next one. 5. 005 Spending more time editing the structure: Hello again and welcome back. Here I can see that we have some waving is here. I didn't fix this perfectly. Let's try to find the solution for that. Let's table grab some vertices. After you turn these modifiers, go to the phase click, for example, to select this phase loop and then grow the selection with control. Then you can delete these faces using x. And then after doing that, now I can grab this H and then hit X and you can control X to dissolve it. Now we ended with this one. I will go to the front and go to the wire frame. Let's try to move these vertices like that. Try to follow this line again. All right. I don't know which line we should follow here. Maybe I can crop the image alone and it's like to isolate it and go to the front. I just want to focus a little bit more on that. Maybe we can add another Ish and then tab to go to the eight mode and select all of these vertices. Hit A, select them all. And then hit M to open the Eric menu. Then hit Eric at center. Now we ended with one vertex. It's right here. I will hit you to move this one vertex. You can put it anywhere. For example, here, just try to trace this again. Let's start doing that. Try to trace the visible line. For example, I can see this line, I can't track it. It again and again, keep extruding these vertices until you draw this shape. Now I will look up this with this and then hit to fill them. Now we got this. All right, maybe this one we could scale it a little bit and make it bigger. Then maybe we could fix the distance between the vertices. I will add subdivision surface. I just want to see the results how close I am. Okay, It's very close to the reference. I like this results. Now after that tab, and select all of these vertices and hit to extrude them like that, now we got this. Hit A and then shift to recalculate the normal in case we got flipped faces. I will use this as a guide tab in the Acho exit. And let's move this a little bit. Maybe right here we can put it so we can push these vertices towards this new cinder. Okay, I will select this tab to go to the mode, and I just want to focus on this edge loop. Just hit Alt, click and grab it like that. Then I will go to the object data properties. Here we have this vertex group. I will put these vertices, selected vertices inside the group. Let's secrate the group. Plus, now we have the group. Now I should assign these vertices to this group. When you hit assign, this will be assigned with this strength or weight assign. Now they are assigned. All I want to do is I want to use shrinkrobmdifier, but I don't want to shrink rub all these vertices on the cylinder. I want to shrink rub this vertices, the selected one on the cylinder. And that's it. Now tab out and go to the modifier. And I will add a shrink modifier, whereas all right, now we have the shrink from modifier. You can delete the mirror or turn off mirror for now. And subdivision the shrink from modifier tells you where the targets, this is our targets. Now, as you can see, everything is snapped to the cylinder, and that's not what we want. Now we should go to the vertice group and choose the group that we just created. All right, now as you can see, all these vertices following this cylinder, that's all we want here. Now when you be satisfied, grab the ring from modifier and hit control to light, grab the cylinder. And you can hit M and move it to the temporarily files and hide it there. Now we got this. All right. Now I should activate the mirror and subdivision surface. I just want to see the result. Do we have any waves? Let's go to the top and let's compare the results. All the result is not quite close to the reference and that's okay. That's totally okay. From here, everything looks cool. I will go with this result. Maybe we can tap again and create some thickness. Hit to extrude it and then to scale. Let's extrude this inside a little bit like that. I will hit and put this inside. And by the way, you can do that later if you like. That's okay to do it now. Maybe for any reason, if we want to delete these will be easy to delete them. It can roll at one edge and hit to flip the alignments or to activate it and then flip it if you like. Now we got this, now the result is better. And I don't see any waveness. It's makes sense. Maybe here on this side we can grow up some vertices and move them out a tiny bit, but not too much. Just be careful. Maybe we can grow up these vertices as well and just these a little bit, some of these vertices as well. I can move them out. Key to the eggs. Key to the eggs. Now we got something close our tell, see what's the next step. Maybe we can create the parts. See, do we have any image showing us this from the top of you? We have some details here as you can see. Okay, before we create this, there is an important step we could do. I will show you what I mean here. I just want to find, yeah, this image right here as you can see here, compare the distance. You draw a line first like that and one line right here. You can see there's a distance between this point and this point right here. Well, that's mean, we should, the polygons on this side from the bottom side, we should push it out this area, it should be pushed out a little bit. That's very important to get a result. Correct? Result. Okay. Let's see how can we do this with this one selected. We have Mirror subdivision and here we have just subdivision surface. We can grab all of them. For this one, we can apply the mirror, we can applyight. I can grab those together and then hit control to merc them and make them one piece for now. Then I can go to the top and create a lattice. Hit shift to add add lattice lattice. Now, following the position of the three dicursor, the position right now is not correct. I will delete it and I will select this, the organ dot. As you can see, it's right here. Then the three cursor here, I want to snap it to the position of the three decursor, to the position of the organ dot. To do this, grab the structure and hit and choose Coursor to select it. And now we have this back in the middle to add and let's add lattice. Go to wire frame and let's move this in the middle. And maybe we should scale it at a bit like that. I guess we can scale it like this as well. The idea is the lattice should cover the whole structure. Maybe we should scale to the Y and key and move this back. A tiny bit like that. Go to the front and hit to the z. And scale this key to the z and book to the z. And scale this out, key to this. Let's move it a little bit. I just trying to make the distance here similar to the distance right here on this side as well. That's all. Now I want to bind the structure with the lattice. Grab the structure hold, have to grab the lattice. And then hit control to open this parent menu. And sit parent to lattice deform. And now they are bind. Now if I grab the lattice and tap to go to the model, any vertex. Now if I hit key to move it, that's will deform the structure. Go to the properties of the lattice. Deformed, kick these axes to. I just want to add one controller right here. Let's see if that's the V, maybe the Yeah, just add one right here and they grab them like that and just that's all what I want to do is just pushing these out like this. But let's see what's the correct way to do that. Let's see if that's correct. If I push this like that, what's going to happen if I had one here and they grab this one and push that wall? Maybe I can grab this and push this a little bit more. Now we got this result as you can see here. Can we add one here? Let's see what's going to happen if we do that. I don't know, but I just want to grab this vertex and the key to move it, let's see how that will affect the glass area. Let's go to the right view, for example. All right, let's try to, maybe I can move these vertices a little bit back. I think we moved this too much forward. I will hit, let's turn this off. And move this back just a little bit. And maybe this one as well. Okay, maybe now let's go to the top. Let's see what we got. All right, we still have this distance, you can see it. I will tap out and grab this. And turn this off to see before and after. All right, we can go back to the lattice and grab these and push them back a little bit more. Okay, This result looks okay. I'm going to grab all these pieces and hit head to duplicate them. And I will hit M to open the collection menu and put this in the temporally file and hide it like that. For this, I can apply the lattice. Deform or modifier. Just hover over here and then it can light. And now it's plight. After that, you can grab the cage and delete it. 6. 006 Starting with the face interface fabric: Hello again. Welcome back here. Let's start with the interface fabric. This piece of fabric that should be right here. Let's see how can be created. As I remember, I have an image showing this from the top, but I don't know where is it now. This one right here, this image, can help you to determine the length of this, of this object. I will go back to the images and try to find this. Yeah, this right here. I will put this in the top. Clicking in the dry, let's put this right here. And then as to scale, scale, let's put it right here. Try to align it with the results. Something like that. This size looks cool. Now what I'm going to do is I will tap to go to the mode and I will grab, for example, these edges. Let's turn this off for now. I have this edge. I don't want this all right, by the way that I just created. But I didn't record how I did that. But it's not important. Don't worry about it. Let's select this edge loop. Will hit to take Coby like that and then rightly to leave it in the same place. And then hit and then separate out, and let's grab this and type to go to moot. Hit eight to select all these edges from the top, hit to extrude, and let's extrude this almost right here, something like this. With these edges selected, I will hit Alt and Bucht. As you can see, Altas is not working correctly because of the phase orientation. Some phases are flipped. I will hit eight, select all of these phases, and then hit hefticcalculator normal. Then go back to the top and click on this lobe. And then hit Alt to these out like that. And then control, I think that's too much out S and put the inside. And then control are to add two edges, for example, like this. And I will hit outs again to just carve it a little bit. Now we've got this result as you can see here. Rice, see what's the next step in the Ma. I don't need it anymore. You can delete or you can create folder for the images. I will hit M and create a new collection. And let's call this. I have one here. Just hit and move this to the reframe iages, I want to hide this. Okay, on the side we have some tweaking, we could book these face like that. Let's bring back the reference images so we can see what we could do here. According to this image right here, you can see that the distance here is short as compared with the site here. Maybe we should use the lattice. Again, to tweak that from the top, I will have to add, and I will add lattice deform to move. Let's put this right here to scaled like that. Maybe I can scale this to the x axis and move it like that, maybe. Okay. And so to the Z as well. We should bind the interface fabric with the cage, Grab this to grab the lattice, and the control to open the parent and menu. And choose t deform. And now it's connected. Now if you grab the lattice and tab to go it, now you can deform this piece of fabric. What I want to do is I want to add one here. Go to the properties and increase one of these until you get what you want. For example, that's almost what I want here. I will grab these together in a key to move them like that. All right, this G in the middle, we don't need the soles deleted. I don't know, where is it? Sorry, third one. Okay, Let's add one here. Do we need to add one here? Let's scrub this in key and let's move this. Hey, this result looks cool. I guess maybe we can push this a little bit back. Not that much. Maybe the divert is we can move them a little bit to the key to the. Let's see if that makes sense or not. Maybe we can it again and move this a little bit here. This result looks cool. What about this here? Or something like that. When you aombinatejt tab out and degrb this geometry. And hit control and apply visual geometry to me and delete cake. We don't need it anymore on this side. We have, we need to create this cut here. Let's go to the bottom control seven to stitch to the bottom view end. I will tap to go to the mode and I'm not quite sure where to put from where to cut it. Maybe we can use this he cut from here. Let's try to draw something. We can compare that to see if that works or not. Okay, something like that. Maybe it will work. Yeah, I think something like this. We can delete these faces and create what we want to create here. I will use the knife tool to create some cuts here like this, and grab this with this J. Connect those together to create this care for this side. There's no reason to worry about it. We can hit X, F to delete these faces and just focus on the side. All right, Now I will grab these faces like that. I will hit P and then to separate them. Let's focus on this. All right? This area is not going to work like this. We could delete some, maybe I can delete those. Let's try to find a way to get better results. I don't know what to do here. Maybe we can add, goes like that. Let's add one here. Let's de grab this vertex heat wise and slide here. And this one as well. Okay, that's very cool. I will use the knife tool to cut some of these vertices because inside we have some vertices pushed inside. You can ignore them or feel like you can. Okay, let's select those together and tap. All right, in the wire frame we can grab them and we can move them and stab them back. And Hotrolna for example, this one should be snapped here to this vertex key. Hold control, snap it. Let's do that here as well. Hold control the Tim. This one here. Don't worry about merging. They are not going to be merged because a different geometry. They are geometry hold control and Tim, this one here. All right. This part is a little bit annoying, but if you focus, you can do it. Okay? The key. All right. Key hold control stamps. What about this vertex key hold control stamped here. And this one should be here. This one should be here. This one should be stapped here. What about this one? Let's up this, I just want to see the end of the. So this is the vertex. And hit key and stab it right here. All right, let's focus here a little bit. Key, hold control stamp here. I think we should do the same thing for this as well. I will take this out and snap them from, yeah, from outside like this. After that, we can use the mirror modifier again. Tap out, and let's focus on this. And let's go to the modifier, and let's add mirror modifier. Okay, that's nice. I just forget to grab this vertex and move it back. So I will grab it like this and ki and snabitsright here. Yeah, that's correct. Okay, Now it's a time to give this a thickness. Okay. Let's see, how can we do it. I will tap out first I will apply the mirror modifier. We don't need it anymore. Let's give this a solidified, let's give this a bit of thickness. Let's spring this up a little bit and make this something subtle like this. That will be enough. Let's step the mode. I would like to add one edge here, okay? And maybe another one, maybe right here. I just want to push some of these edges out. I just want to create a small bolt here. That's all what I want to do. Maybe I can push this back just a little bit. That's not going to give me a good result on the other side. But let's try to apply the solidify. And I will grab these ages and inflate them using Alts. As you can see, this result is not going to be perfect. In this case, what we can do is controlling and just add the ages and don't do anything. Apply the sodify now and then go back and grab these edges And hit Alt to push these out a little bit. Not too much, something subtle. Now we've got better results. Maybe one egg we should add here. Let's try to find another. I just want to see what we have here. We have a small ball here as well. As you can see we have small care here, let's try to take care of it. I will add another egg loop here, and second one here, the crop. This hit Alt and push this out like that. Let's add subdivision surface to see. The result would level two, radically smooth. All right, let's go to the bottom view. I think we should move some vertices, for example, these vertices dilate these, I don't know, but I think we should scale them inside like that. We can focus on one side and re mirror this. Let's make the process a little bit easier for us. A grab the side it deleted. Let's fix what we should fix here. Maybe this one I can rotate, attained a bit like that. Grab these vertices. I just move them a little bit. All right, I think the result now is better. Now, I can re mirror all of that mirror modifier again, put the subdivision surface underneath the mirror. This result looks better. I will end this with you here and see you in the next one. 7. 007 Modeling the face interface fabric frame: Hello again. Welcome back here. Okay, now's the time to create this piece of fabric that should be on contact with the face. Okay, this one here. Let's see, how can we created? I have this new image, this nice image showing us how thick this should be. I think I will follow this image to create this. That's the best choice I have here. And maybe I can use this put inside the scene, this. Try what's going to happen if we do that. This is the image we have right here. I will go to the front and click any dry. And let's put this right here to move. Let's move this over here. This is the image. Just keep in your mind that this image is a perspective image, not orthographic. Here we have some lens distortion. It looks like a little bit big or bigger than our results, but because we are in the orthographic view, things are different here. If I go to the perspective as you can see, now the frame here become a little bit wider. But if I go back to the front, that will be smaller. Don't compare this with this one. All what I want to do is just put it here, above it, maybe. And just kick the thickness from this angle. Does it now let's see how can we create it. Or at least start to go to the mood end. Let's grab one of these edges. Maybe this one. Select this Alt control and grab this until you reach this point. Then hit Shift with D to take a copy like that and rightly to leave it assemblas and then hit P and then is to separate it. Now let's grab this new H and Tap and turn off subdivision surface. For now we go to the vertices and let's go to the front and let's start these vertices and exclude them. I will hit to exclude this down, grab these vertices and move them down a little bit like that, maybe a little bit more like this. I will grab this vertex and exclude it like this. If you want to make the process a little bit similar for you can leave one vertex and the next one I will dissolve all of these. I just want to make it easier for me to control it. Now I will grab this vertex and I will hit through this. Maybe right here, I will grab this vertex and hit through this over here like this. Maybe this one like that, maybe this one like this. These vertices, I can move them a little bit more. Let's grab this vertex, end through it over here. This one may be here, I guess. Grub this one and dissolve it. This end through this, up here. And now let's grab these vertices like that. Hit and decb with this one. Hit the same thing for the. Let's check what we got here. Okay, there is a so far looks cool. Check the thickness. In general, if this thickness looks okay for me, I will grab these vertices and extrude them a little bit more like that. Because if we go back to the reference images, for example, this image right here, you can see that this piece of fabric, it's extended a little bit, it's not going to be end here. It would be extruded a little bit like that. That's why I extruded these vertices. And maybe we can extrude them a little bit more and key to the y and move the inside a little bit. Try to use the relax option, right. Can relax to see if that can give us something nice to artery that get the results. Is nice. Maybe some of these vertices, I can push them back a little bit. Not too much. I will push this inside. Or before you do that, maybe now we can retrieve these vertices, bring them back. Let's create them like that. Just create them first and then tap out to grab this and tab to go to it and turn off subdivican surface. Now we will align these vertices with these vertices of this piece. You will understand what I mean here. I will grab these vertices like that and make one of them the active, I mean this one because I want to snabIill active vertex snap and then it key to move and hold control and snablrub this. Let's do the same thing. Let's grab this to corrup this one. Let's do the same thing. Alt control and snab here. Key, hold control in this time right here. The same thing for this key hold, sorry. Maybe we should slide this a little bit like that and corrupt these vertices, all of them. And relax one more time to get even better results, you have to to repeat the last action. Okay, now we got something nice. All right, let's go back to the reference images. And here I can see that I have some solid frame above this piece of fabric. We should create it. I will use this and I will push this back. Just a little bit like that. But let's see how far we should push this. I think that's too much. Let's push this forward a little bit like that. Something like this. It will be okay. I will tap to grab this vertex and key twice again. Slide this up here. Maybe I can slide this here as well. Maybe move this a little bit to the y. All right, I think this results will be cool. Maybe we can move these deep inside key to the a bit too much. I will hit to extrude them a little bit like this to create the thickness. And then hit al them off to recalculate the normal, to fix the normal direction. Now let's focus on this a little bit more like adding support the loops. Let's Beivle this first. Grab this H with this one. And then it control to Beivlet to make this round. Let's push the shape back to 0.5 Maybe we can manipulate the width a little bit. All right. This, yeah, I can exhibit this one. Maybe I can grab these. Just pick a nice angle and just move these a little bit like that. I can get even better results. All right, I can isolate this so I can focus on this area a little bit. Grab these two edges, it K, to create a connection between them. And the same thing for these here. It maybe we can add two edges around this from here as well. And connect these together. And this with the, the same thing for the site. Hit. Maybe we can rub these and just slide them a little bit in those as well. All right. Rub these and just pick a nice angle and maybe we could rotate them. All right? Something like that. All right. All right. Now let's select all of these faces in the front. Let's take this out for now. Just scrub them. I will duplicate them. Scrub them first like that. And then hit shift D to take a coby and leave it in a same place. And then hit and then to separate it out, tap out and scrub this Nuttall hit, extrude it like this. Just small amount of extrusion, not too much. All right. Somebody like that. I will hit Alt S to push this a little bit farther. Okay, this result looks cool, but here we have some phase. We need to push them back at. And push, because this area should be a little bit thinner. Maybe we should decubitus phat is not going to work here. Let's move this to the Y, Okay, Maybe we can rotate this little bit from a certain angle like that kills across this vertex key wise and slide it pack. And this one here, key wise and slide this pack just a little bit. I will look up all of these and push them back like that. Maybe this vertex I can move out. And this one is slided in this one, maybe we should push it out a little bit. All right, let's add another Ac look like that. And I will select these acres, this out, ignore this one, for now, Alta. Push this out. For this one, maybe we can let Altas and shrink this, this one as well. Maybe we can add another edge loop like this. And let's pick some of these edges like this over here and I will Altas to pok these out. Maybe we can these edges as well. Alta push them out as well. Here, you can ignore the All right, these edges. Maybe we can just push them out a tiny bit, not too much. This one and this one as well at least activate the subdivision surface and they see the result. This one, okay? This one needs a little bit of tweaking, like adding a support edge loop and make some small inst. I will show what I mean here, Kel these faces, or let's start with the hit for inset, then hit A to invert the inset. Get this result with this face still selected it for insight. And again, to invert it insight, now we got nice, smooth, sharp result. The same thing for this. We can isolate this first and just focus on this side. Let's scrub the entire age. Look like this. And maybe we can bevel, it can troll. Now let's see what we will get. Okay, very nice result. Maybe this sharp area should be smooth a little bit according to the reference images. To do that, let's turn off subduing a service. For now, let's rub these images like that or ignore this. And this one, just the key slide this, this one as well. Key, slide it like that. Okay, Now have become a little bit smoother and n, All right, what else we can do here? Maybe these vertices, we can push them a little bit like this. For this side, I guess we can do the same thing. Grab this key wise and this one as well. Move it inside like this. These vertices we can push them out. Those over here, just pick nice gold key and move out like that. All right, now become a little bit better but here can see that we have some wavenska, I guess this area should be pushed out. Okay. Let's see how can we do that. Select these firs key to move and let's move them out a little bit. And Gb and move it a little bit out this vertex as well. Maybe we can move it out a little bit. Now let's see the results. And if you are not so happy with this result, you can use the sculpts. You can use one of these parts in the sculpt mood to do this. But let's try to fix everything by moving the vertices. Let's see, grab these and move these out a little bit. All right, now the result looks cool and nice. We can accept this. Now let's see what's the exit inside this phase interface. We have this structure. If you notice here, we have something solid here inside. And we should create one more thing here. We need to try to find a way to eliminate this gap we have here. Let's go back here. And can we add an here? Quite sure what's going to have it if we add this. What I want to do is I just want to grab some of these vertices and push them out. Okay, so let's see how can we do it. Okay, With this new edge added, I will select some of them, not all of them, maybe just these edges. And I will hit Alt to push these out like that. Now, maybe we can call this one, hit Alt, sorry, but that helps a little bit. Yeah, now the result looks better. Very cool. Okay, I will select, it's tack to isolated. And let's see, how can we create this structure? I think we can start with these phrases, grab them like that. We can select some of them like this and same phrases from here. And maybe, I don't know. Let's select this one. Maybe those as well. I can grab them. I will hit head to take a copy like this and trot to live with in sibs. And I will hit and then separate. Now we ended with this as you can see here. All right, without doing anything, the result looks nice, but we need to tweak this farther. I will go to the x ray so I can see the vertices key, Tise, end. Slide here, taper this a little bit, slide this, slide, this like that. Okay, I will hit twice to grab this right here. Maybe we should slide this a little bit and put this in the middle. You can ignore the rest. I think that's it. Hit a Select all these vertices and then hit Alt to open the extrude, extrude Normal. And give this a little bit of thickness. Now we got this result. As you can see, maybe we can grab the entire face, look like that. And then hit for instance. And it all to invert the inset suddenly like this. Then hit I again. And then oh, to flip the inset back these phases here. We don't need them, just grab them like that. E, get rid of them here, we should do something. Let's isolate this. I will use an tool to create cuts like that, and one cut like this. And just delete these edges. The same thing we can do here. Let's use an app to create cuts like that. One more here and delete these edges like that. Maybe we should crab these key wise and push these Ts, push them like that. If you want to prevent the overlapping a activated clipping in the mirror modifier Mr them, you can go to the front if you like. Can hit to the, or flatten them and then hit key and move them like this. Okay, that's very cool. Now the result become nicer. You can either support the A look here and one here if you like. Maybe one here. Let's see what else we can achieve here. Let's turn off sub we can surface for this area. Maybe it should be harbor. That means we can add one here and one here as well. And there. Maybe we can egrab these faces, grab them like that. I will hit Alt to give this a little bit of thickness. But here we should do something in this area. All right, I want to delete these phases in the middle. Go to the phase. And these phases in the middle, we don't need them. Xf. Get rid of them. Maybe I can trim this like that and push it to the X axis. To remerge it, I will use an F to create a cut. And hit A to make the cast right and to cut through and then left click and then enter. Now I can pick up these phases right here, X, get rid of them. Call these vertices and let's move them like that. And done. Now let's activate subdiviion surface like to excite, you can increase the subdivision level to three to make this even smoother. Okay, I think that's it for this video. I will end this video here and see you in the next one. 8. 008 Modeling the nose pad: Hello again. Welcome back here. This video is focus on the nose pad, this area right here. Let's see how can we created, let's bring the reference Ami here and let's get started. All right, what we should do is we could crop some of these vertices and move them starting with this one key to the Z. And let's move this up here. Maybe this one as well, or maybe we should move them down just a little bit. We want to create a cave like this. Let's see here, Key to z. And let's move this up here, and this one as well. Let's move this one, and maybe this one as well, key to z. And let's move this up here, and this one as well. All right, maybe this vertex I can move it down at any bit. What else we could do here? Let's try to find another image. Maybe these vertices, I can grab the key twice and just push them back. Maybe this one as well. Let's add one here and maybe one here as well. The idea is I want to grab these and just move them forward because here as you can see, we have small bulk, maybe one here. We can set these together and just move these like that. We can add another one here and move this back a little bit if you like. You can fix the distance between these. Click and choose space. These vertices as well. Right click. All right. Something weird having here. All right. Choose space. Maybe these vertices. I can slide it a little bit. Let's add two acres here as well, twice. And let's move this a little bit like that. All right, these vertices, maybe I can grab these and just slide them like this. Maybe this vertex I can move it a little bit. You can use the scalp mode. You can grab one of these brushes. After you switch to the salt mode, the smooth brush, just select it and reduce the amount of the strength you can hit and move the mode to the left, to the right to control the size of the ph. Just this area a little bit to make the smoother. It's something like this. All right, now we've got nice smooth result, as you can see. Now let's go back to the object mode Now I think we can add miramodifier. Try to avoid any overlapping. I don't see any overlapping here. Rightly hit the smooth end. Maybe we can give this a thickness. I will apply the miramodifio, can't light. Okay. Now I will thickness using solidify. Let's crank this up a little bit like that. All right, I will apply this as ball and tab again. All right, here we have a small care, we can go to the bottom of, you can spleven and add one here. And I can grab these vertices and move them, put them in a place like that. Okay, that's very cool. Now maybe I can grab these ages. We can isolate this. Let's grab these agrees. All maybe we can Vl them now. All right, grab these here. This one as well. You can V them. Before we do that, I think we should do something. All right, let's slide to exact. I just want to check this area. I will add one egg here and duplicate control or bevolet to three like this. I will grab this one in the middle and hits and push this deep inside. Now I will add subdivision surface to this and increases to two in this area. I can sharpen it a little bit like that by adding an E and one G right here. Okay? Something like this. Maybe this we can etgofitski, let's make it here. I think we can hit control are to add an loop like that and then hit to align it and flip the alignment to get this result. I can't connect this together. Turn off subdivision service for now and let's see how can we do that. All right. I will grab this and wise slide this here. Something like that. And the same thing here, Keli. This right here and right here, because we made some editing here. I will delete the site and re mirror it just to grab the side like that in the X ray mode and then hit x F to get rid of it, you can add mirror modifier again and put mirror above subdivision service, all right? This result looks cool, very nice. All right, here, maybe we can make some changes on the side. Let's just like to isolate this and I will turn this off. Maybe I should add these faces to the structure. But before we do that, I just want to make sure that we included these faces. All right? We didn't include these faces. All right. Maybe now we can include them. So, like that. And then if D to take a coby like this and right to left in the same place and then hit P and then to separate it, tab out and they go out this new piece with the structure. And it's like to isolate them all, but I want to do is just adding this. Let's see how can we do this. All right. Make some editing. This book, this vertex here and this one may be here like this. I will give this a solidify. All right. Apply mural and let's add solidify. Activate the wire frame for this so we can see what we are doing. Let's move this down here a little bit. Something like that. That's very cool. I will tab after you select the, and let's delete all these faces at Xd of them. Because I will connect this new piece with the old one. All right, now let's go to the face and let's see what we did here. All right, we grab these faces after you tap the Select selection mode. And let's select these faces. I can't select them because solidify still exists. I will apply and tap again. We don't have any faces in the middle now I will. Or you can go up this face like that. Then you can hit for insets hit. I invert the inst hit. Let's invert it like that. Right now I can delete this one in the middle of X, I get rid of it. Now let's see what else we can do here. All right, here in the middle, we should add two as. Let's add two like this, connect some of these faces. All right. First maybe we could grab these faces like that. All right. Don't cry about this side. We can re mirror it. And I will hit out. Took up. Maybe now we can reconnect these faces F and delete it. What else we can do here? I think that we can K between these, let's grab this. We have subdivision surface, and here we have mirror. Let's delete mirror and delete this one as well. We don't need it for now. Grab this and let's delete half of it and the X frame mode. Grab this X aged of it tab. Grab this, this control J, make the moon. Then let's go to the mode and let's R these vertices together, Grab this spot control and stab it here. The same thing for this one. Stab it here. Maybe I can grab this. All right, but this one selected keyhole control snab. And this one as well? This one here. This one? Yeah. As well. I will use an F tool to create a cut coat like this. Me those together it M and Marc Center. Okay. I will create a cutco like that and grab the keyhole control and stamp it here. We don't need it anymore. This one hit and Ga center and the grab this vertex wise. Light here, right here. Some vertices they should be merged and Ga center with this one. This I guess they are merged. Control are to add loop right here as a support loop. Maybe one here as well. Now maybe we can add mirror modifier. Again, subdivision surface, the stern wire frame to see the result. All right, here I think we have a problem somewhere. These vertices are not red problem. It M Merica Center, now the problem is fixed. Okay. Twice. Let's move this a little bit. Right here. It's to exit. All right. Now I think that result become better. Let's act to subdivikion surface for this. All right, here we have some tweaking we could do. Moving some vertices from the bottom view, I guess we can do that. Grub, move them a little bit like that. The, the else maybe these are sees, do we have a cap here? And let's move this back as well. Okay, that's cool. Before I end this video, I just want to tweak this area a little bit. Let's select the structure with the fabric and like to isolate it. And let's glove this tab to go to the mode. Okay, let's see what we could do here to follow this curve. Maybe by moving the vertices, I can do that. All right, I think now the result is cool And all right, let's select these vertices and let's see what's going tab. If we move these down and maybe these vertices as well and maybe we can increases to three to get even spotter results. Something like that is very beautiful. I will accept it. Okay. Now I think that's it for this video and I will see you on the next one. 9. 009 Modeling the Speaker bar: Hello again. Welcome back here. This video, I want to start with the speaker bar. This part right here. Let's see how can we created the images that we have here? We don't need them. I will grab them and just hide them here. Maybe I can use this image. I will rotate this to the 90 degree like that and go to the right view two. Let's move this over here. Maybe we can scale it a little bit like that. Make it bigger. What I'm trying to do is scale this. Can this image be matched with this result? Okay, let's kill this a little bit more. And to move, and let's move this above it. All right, now the result is los. That's very cool. Now we can count on this. Now the size looks nice and makes sense. And now we can design this. Let's move the image back here. And let's grab these details. And I will hit, okay, let's move to the collection. Maybe we can call, let's hit the click on it and let's ching into maybe, okay. Now I can hide this while the image will be hidden as well. I will grab this and hit and move this to the images reference images. I will hide. Now let's go to the right view. And let's see what we can do here. Have to eight to add, and I will add a circle. I can start with a circle. Let's align the circle to the view like this. We have 32 vertices. That's too much. I will change this to maybe 12. 12. Yeah, I think 12 will be a nice choice to move. And let's move this over here. And let's scale this like that. Maybe a little bit more like this. Maybe we can scale it more like that. The images folder, I have this image, I think it's better. I don't know if this is better or not, but let's see if I have another one. Seems. Yeah, I don't. Anyways, let's go back here. The idea is I just want to see if this perfect circle or not. Because I feel it's like this not perfect circle. Please go back and use a circle. Maybe we can move it a little bit here. What I can do is I can grab these vertices and just kill them to the middle a little bit. And choose bounding box and it to Y and kill them ten of now I will grab these vertices and then it FD to copy them and push this new coy here. Now grab these vertices here, x, v to get rid of them. Grab these together it, grab those over here. It, And now we got this. Now we select all these vertices and to create a big face. And to extrude this out like that, bring back the reference images to see you. All right. Do we have any image from top? Page? From top. All right. We have this image right here. It can show us a little bit how far we should go. All right, this thickness looks cool. I will accept it. Maybe we can go beyond that a little bit like that. Hit al them all. You have to enter, recalculate the normal in case we got a problem but we don't. Now I will grab this face and then hit for inst. To make an inset like that, I will grab this edge and wise to slide it a little bit inside like that to get better curvature. And I will hit control tub buble, these 23 edges. Now we've got this round shape. And now I will grab this face. Maybe I can hit to scale it inside a little bit. Maybe I can hit XF. Get rid of this face, and go to the H O click and use the face and choose a grid fill. Yeah, I think this looks cool. One in the middle with control tobivalent to get even better results that this one in the middle, you can delete or you can ignore it. That's okay. Go to the face selection mode, grab these faces, hit XF, get rid of them. Now let's select all of these acres. And then hit to extrude, and then to scale. And scale them out just a little bit. Now let's go back to the right. Maybe we should scale this to the Z. Now we've got the results now maybe we can grab this vertex, maybe that one and then it key to the Z. And move this up. You can hold control and snap with this vertex to align them like that. Key to the Z. Yeah, now they are aligned, hit S to scale and put these vertices away like that. Maybe I can select these vertices and go to transform the vote point and change this to the active element. The idea is I want to align these two vertices with this one. Make this one the active, as you can see it's prior. Make the last selection and then hit to the Y oner. The same thing here. Grab those to grab this as to the yer. All right, that's great. Okay, now I will select these vertices like that. And hit to extrude this over here. As to the enter, flatten them again. Let's move this right here. Control R to add a support loop here. Let's go to the x ray mood. So I can see the small care, I will group those together to the z. Let's move this up. Maybe this loop, maybe we hit. Move it a little bit like that. We did the great here. Now let's grab those over here to extrude. Extrude this over here to the Y zero. Enter control are to add an H loop here and grab those Z angle. This here, I will grab those to the Z, scale them like that. I just want more space so I can bizzle this and get nice curvature. Or you can do something else like get rid of these two. Gtlxowa. Grab those. Carol, shift to Z, maybe we can add four acres like that. Don't worry about overlapping, except there is like this. When this menu pops up, go to the clam and activate it to prevent this overlapping. The number of the segments. Three, maybe we can make three. I think three will be enough. These vertices in the middle grab them and then hit and merge by distance, or merge at the center. And now they become one vertex. I guess, yeah, I will grab this vertex with this one hits J to create an H loop here. This one hit K, maybe I can grab them all and hit K to the Y and just push these out. You can use the if tool to create a cut. Goes like that. One cut goes like this. But we will get a triangle here. A triangle. All right, maybe we can dissolve this H. I think if we add an extra vertex we can get rid of this problem. I will hit control are to add one H here. Now I will select these edges, all of them like that. And then hetticallyn choose space to fix the distance between them. Now we've got another result. That's very cool. Now what I should do is I will make a new cut. Goes like this. One cut goes like that. I will grab this H with this and then hit X and choose limit dissolve. To dissolve this G without deleting the vertex y here. I will grab this and hit X control X to dissolve it. Yeah, now these better. All right, by the way, if you want, you can delete this vertex as well. Because here we have an on faced with five vertices, I don't have the ability to connect this vertex to anything here. Because everything here is quit unless I add a new edge and I don't want to do that. Go to the vertex selection mode and grab the control and dissolve it. And grab these vertices again. And then click and space to fix the distance. And now we got something better after doing all of that. Now I guess we can select these faces like that. Put all this over here, sir. I guess we get to activate the screen cast. Let's put this over here. After selecting these faces, I will Ft D to take over here. Something like this. Maybe we can move this a little bit more like that to the X, maybe a little bit more. And I will select one of these ages hit and the grob, for example this one. And hit multiple times until you fill this entire face loop. Just hitting and that's it. All right, like that, Try to find another image I have on this side. Let's try to create it. Let's see if we have the ability to create it here. Well, I think we can, let's see, grab this edge loop and maybe we could dice it. All right, I will leave it like that to create a giant phase. I will ints and I will invert the inst outside it to get an outer edge like that. And that's now I will hit to extrude this inside like this. Then hit for another inst flip the int, this time inside. Hit again to create this small frame. As you can see, we have very tine frame, that's what I'm trying to do. And then hit again for this inside, like that. Another inset hit. I like that, now we got this as maybe I can hit to take this phase out. I can grab this X, get rid of it, and go to the, you grab the Gs again and go to the phase. The result is awesome for this phase. We can give it a thickness, trying to create this rub, Then hit to give this a little bit of thickness like that. And this side, we don't need it. Get rid of it. Let's grab this one here. I think we can. Eye for inst like that and delete this. Get rid of it. Go to the edge. Click the same scenario. Face grit, fil this edge and can throw to level. Let's pebble this 24 edges if you like. Add one support to, to prevent stretching to go to this direction, we can push this any place. Okay, now let's focus on this area a little bit, because this should be sharp. I'm going to add an edge loop here and one right here and one here to make the corner sharp. Maybe this one, I can give it a little bit space to make this a little bit round. And nice control are here, and one here, right here. This one should be sharp like that. All right, now let's see, Rob. These edges. All of them. You can go to the face. I'll click on this to grab the face stop. You can bevel this, but these faces, we don't need to include them. I will hit Xf and get rid of them. I'll click on this faceto, select them like that. I will go to Select and loop boundary. Just to convert this to boundary selection. Now I have the ability to level, but let's see what's going to happen here to this pole. I don't know how V will behave here. I will try it control to see what's going to happen. All right, I got a problem. As you can see, Bible is it's mass. That's not what we are trying to achieve. That's because of the phase orientation. We should fix the phase orientation. To prevent that, if you try to Bible something and you've got something like that, always keep in your mind to fix the phase orientation. Catz to do that. And then a select everything and then shift to recalculate the normal. To go back to the phase selection. Click select, loop boundary control. Be this time to bubble. I will add three. Let's make this nice end round. Maybe we can add, that's too much actually that's too much. All right, now we've got nice round results. That's cool. All right, we have in the middle, two edges not merged. You can hit out click to grab one of them and hit Control, Solve it, and that will be it. One more thing here we could do. I want to add a support globe around this to prevent the strike to go from the small phase to the big one. When I use subdivision surface to get something like that, switch to the pace selection mode end, grab these phases like that include these phases. I think on this side we should do the same. Include these phases as well. All right. But it will be a little bit difficult when I reach this area. All right. I think I can't include this site for now. Do we have another option? Yeah, I will leave this site. I'm not going to include this, it's focus on this side. After doing that, hit for insets to get an extra Ge loops that will help Carol to add an edge loop here to support this corner, to make it sharp on this side. What I can do is trying to, if I control, I can't get an edge. God, the selection, perfect edge. Go around the selection. This is my problem because of, for example, this he right here is changing the direction of the edge to go like this. Not like this in this case. Maybe manually we can do that. Let's select these faces. Start with, maybe we can include these right there. I will hit to make a small insert. By the way, we got a problem here. This is not makes sense. That's mistake. Well, go like this, like this. All right. Anyway, it's easy to create One cut goes like that and go to this side. One cut goes like this. It space to confirm and grab this edge because we don't need to control like disolvet. All right, let's grab these faces like that. For example, maybe those over here. Let's focus on this area. And I will hit for insert to get this result. This time to prevent this problem, you can hit to use the boundary. When you hit, you get rid of this problem. Hit and try to get the same amount of insert that we used on the other side. That will be it. All right, but what about this age manual? I will create this area. Go to the knife activated. Let's create an age goes like that until you reach the site like this. Now I will hit it twice to irk these like that. Let's do the same thing for the site. Use a knife to align, create, goes like this one cut like that, one cut here and one here. I will hit key wise to merge this one here and you can group those together. Hit M and Mer at center, you can mersey this one here, this one here. This extra, we can dissolve it. We don't need it anymore like that. The same thing here, grub twice and Rg. This one here. I guess we can slide this like that. Maybe this with this and mir at center. And select this extra loop, we don't need it anymore. Now let's try to give this subdivicion surface, and let's see the result. Level two, radically smooth. Yeah, the result looks cool, smooth. I don't see any art fit. Now we can push this boots in a place and the trade grab faces I feel I can hit. And then to separate it out, endless side like that, maybe from the top we can tell yeah, something like that. That's will be enough. All right. Now I will bring back the other pieces. The set me, let's put this in the correct place and let's move this over here is go to the top. And I think we have an image can show us where should we put this, But the question is, where is it should be somewhere here. Yeah, it is small, right here. As you can see, the distance here is very small. So we could push this a little bit more key, and let's move this over here. Okay? Something like that. And all right, we got very nice results. See what else we can do here. I don't have anything to create here on this side, but maybe on the other side we should de create something like this. A circle. Yeah, I think we should do this now. Make some, Taking the lattice. Deform, because we should deform it a little bit. Go to the top and I will add a lattice. Where is this one to move? And I will put it right here. And let's scale it like that. Just match it with our design. Let's move this a little bit. Now as you can see, the lattice cage is covering what I created here from the. Right of view, I think we have no problem. Everything looks cool. I will select these two pieces, by the way I can merit between these four. Now it control J to make the process easier for us. With this one selected called he get the cake control And choose lattice deform to parent the geometry to the lattice. Now whatever change or tweak you will do on the lattice, the h will be deformed by that. We need to add one H here. Go to the properties and see we want to add one here. I guess we don't need to to the something like this. Maybe another one to the like this. Now let's stop. Okay, sure thing that we should do here, we should de grab this edge and move it like that to create some roundness here, because that's important. And then go to the top. Let's, where is the image, this one. Let's try to push this out. Okay, let's move this out like that and delp the, push this in. Alright. Okay, let's try to find another image. All right? Something like this. But I think we moved these practices too much. Let's hit and move them back just a little bit. The question is, does that make sense? Maybe we could grab these vertices as well and tweak them. Let's go to the front, for example, and push these as well. A little bit like that. Okay, something like this. That's very cool. Let's tap out and let's grab this. And tab in, I will add an extra loop to support this, the curvature. Because I want round and nice adding support E loop here, it will be a good option. Maybe another one here. This should be deformed as well. Don't worry about that. After doing that, I will go to the face selection mode and select these faces. I can create a circle here, inside. After you select this face to make a small inside like this. And then heal loop tool and circle to create a circle. And the scale the circle down like this. Let's go to find another image. So I just want to see, check the distance from this point to this point. What I get here is close and nice right by the way, I think we should grab this image and just switch the side to front so we can see the model grab this tap to go to the mode and go to the left view. I guess we should rotate this a little bit to get better result like that. Okay. Something like this. And then, all right, maybe I can now hit two through this turn off subdivision service for now. We don't need to see it. Okay? That's very cool. Okay. This, maybe I can move it a little bit far from this area and I can go to the face and select these faces, all of them. And hit control Blast to grow the selection. I will hit to create an int and flip the inset outside it to create this support, the edge look like this. Something like that. It will be okay. And go to the Edge Selection mode. I'll click on this, it can roll to Beivlet. Let's create nice round Bev. I can grab these faces, then maybe I can hit and then to separate them, that will be it. Now we can go and activate the subdivision surface. Now we got this. After that, we and another video, we will focus on these details to create something nice. All right. I think that's it for this video and I will see you on the next one. 10. 010 Modeling the speaker bar clips: Hello again. Welcome back here. Let's come belive the speaker bar details. I will select the K first and I just want to make some what we can. I will grab these four vertices and move them back. Go to the front for example. And I think we shouldn't form from here. I will move the back almost right here. The deformation should be just on this area, let's say. Right. You can include these vertices, That's okay. I mean, if you go to the front, you can push these out like that. That's will work. It's not a problem. Okay. Yeah, something like this. All right, let's see. Like this in new circle. And let's see what's the next step. We want to create this shape. Let's see if that's possible here. Okay, this is still affected by the lat form. That's okay. It's not a problem. Let's grab the face, all of them like that. And I will hit for. If doesn't work, let's hit, hit otilibit. Hit P for boundary sometime you should hit P. I will hit to create one giant face and scale this like that. Okay? Somebody like this, maybe. All right, let's go to the left view and let's see if this works. All right. I think this geometry is not going to work. Because what I want to do, I want to have one cut in the middle like this. This is not giving me what I want here. Even if we rotate this, let's see if we can rotate it. Maybe if we rotate this, we can get what we want. Now we have one here in the middle. All right. What I can do is I can hold, hold to click, and draw a line like this. All right. Again, hold and click, Hold control to create right line. I will compare these edges with this right line. As you can see, this edge is not aligned with the line that I drew. Go back to the left and rotate this circle a little bit, a tiny bit like this. This result is acceptable. I will grab those together, J. I will select these. And then, all right, let's grab these two vertices and hit control to Bvd them like that. Now let's select these vertices like this and key, and let's move this up here. Let's sub those. Select this again, the key. Let's move this down here like this, those together. And delete this extra. We don't need this now we ended with this here. That's very cool. Maybe we can use a knife tool to create an extra cut here. Can we do this? I think we can do something else like rubbing this vertex wise and ice here and this one as well. And redistribute the vertices using the space. All right, let's use the Ge will be better, right into space. These edges, we can just kill them. A little bit like that. Not too much. Let's do the same thing here. Probably heat wise mirror. This one here. This one right here. Now I will go to the selection mode, grabbing these edges and rightly choose space. Maybe I can grab, kill them like that. By the way, you can focus on one side if you like, and delete this one. That's okay to do this. Just this. Bring the threes right here. And I will put the origin dot right here so I can mirror it on this side without any problem. Top out. The right. And then set origin to three de courser. And now we have the origin right here. Okay, let's tap to go to the modi. I will grab these two phases and F, let's mirror this delete from, we don't need it. Let's add mirror modifier to the Z. I guess if you can see anything, just apply the rotation and activate the Z. And now it's work. I think we don't need the mirror anymore. Control. I end up light tap end. Let's grab the All right, let's make a comparison. Let's see if what we are doing is correct or not. Maybe we should scale it a little bit like that and scale to the Y and the corrupt this site with this one. And use individual organ and scale this to the Z like this. Okay, That's cool. Now I will select those and then hit to the out. Something like that, I think it will be okay. Now, the next, let's grab these edges. And then hit to push this back. Maybe now I'll click on these faces. And then hit for inset to get nice inst, I'll click on this edge. I'll click to grab this one as well. And I will hit Control to beatle them with three edges, it will be okay. One support the edge, love here to prevent stretch. And one here as well for the side. I can grab these faces and hit for Inst. Now I can go to the edge. I'll click and roll to level this control out. To add an loop here, maybe one here if you like. For these phases you can X F and delete them. I'll click to go up the loop and use a Gretel. Let's see if that works here. Yeah, that's very cool. Then tab out in active subdivicn surface to get this result. The result looks awesome. Let's put this in a place like that. Yeah, that's good, Looks nice. From the top of you, I can feel that I have some variation. We can scale this to the x and make it perfect. And this one as well. From here, you can ignore this area. Yeah, I think that's will be that's very nice. Okay. All right, what's the next step? And we do something here. I can feel that the distance here between these faces or edges is not perfect. Let's see what we can do here. Can we fix that? I will select these edges like that, including these as we grab all of these edges, of those over here. After you select them like this, you can use the space to fix the distance between them. I think that can give us better results. Might I think we can include these as well. Let's include the edges then. Let's do that again. Right click and space. That's, yeah, that's perfect. Now the looks amazing. Maybe we should increase the level to three to get a smoother result. That's up to you. If you want to take close shots, you should do that. If you don't, don't worry about it too much. Yeah, I think that's it for this video and see you in the next one. 11. 011 Modeling the head bond: Hello again and welcome back here. Let's start with the head bond first. I will select what I created here and I will copy it on the other side. But first we could put the three decossor in the middle. I will grab this part and bring the three decossor here in the middle. Now I will select this and go to the top. And to take a copy like that, right click. To leave the copy in the same place, I will change the transform pivot point to three decossorca. We want to use the three decossor. After that we de selected go to the object, mirror, mirror to the x global. Now we have it perfectly in the correct place. After doing that, now we can start with the bond, the three cossor still in the middle. I will it to add in, I will add cube to move the cube, maybe right here and to scale. Scale is working according to the three D corosor position king. This back to bonding scale. Align this age with this Ge. Keep scaling the cube until you hit this point like that. Something like this. So it will be okay on the side should be perfect. Now let's go to the right view. I think now we can have to go to the mode end the Xtra mode. I can grab these vertices and just move them over here. Can rub these and move them maybe right here. Okay, yeah, right here, these vertices. Let's move those up here. Maybe those down here. I will add an loop. May be here and those all of them. Or let's add one here in the middle, the, the Z. And scale those down like that to the Z. Again, something like this. We could put this in the middle. I will hit eight. Select all these vertices and move them down because the distance between this age and this one is not equal to what we have here in this area. I will grab them all and hit to the Z and move them down a little bit, something like this. It will be perfect. All right, maybe we should have one here. I will grab these and hit to Dz and scale those down. Something like this. Another loop here. I think we can accept this without any tweaking. Add one here, let's move this. All right. Maybe we can scale them just a little bit. Not too much. Maybe one loop here. And scale these down. By the way, all the scaling is to. All right, now let's go here. And I don't want this for now. I will dissolve it. Even this edge, I can dissolve it temporarily because I want to level the and I want to get round results. Grab these two edges and then hit Control until the edge hit the middle area. And then increase the number of the segment to maybe five segments. Here we have two edges, we want to dissolve one of them. Just grab one of them and hit control to dissolve it. Now we can go to the right of view and make further tweaking, grubbing these in the x ray mode or wireframe mode and it to the Z and scale this one here for example, and grab those, hit to the scale this more right here. This one to scale this one here. Those as well as the Zen scale, those up here like that. All right, I think we can dissolve this one. Yeah, let's dissolve it. Maybe this one I can hit to the Zen, push it down to the move. Yeah, just scale them a little bit here. Maybe we can add three edges like that. I think we can delete half of this. Grab these faces, hit X, get rid of them, and let's walk on the side. All right, let's grab these vertices. I will make this one the active hold heift and click and yeah, now it's become the active vertex. Now after selecting these and make this one the active, that transform point to active element. And now I want to scale these vertices to this direction. Using the vertex as a bot point, go back to the Y and move these vertices like that and then to the Z maybe and move them down like this. The idea is I'm just trying to follow the care maybe these vertices as well. We could declrap them and make this one the active. It's a little bit difficult to see it, but it's right here, the Y. Let's push these out a little bit and we got something nice. Okay, now I will grab these vertices and just move them a little bit more like this because, all right, yeah, we should do that. All right there. I don't know, it should be end here. But we need a, Before we do this, do we need that distance? I think we do. I will push this back. Maybe right here. I will move the verte down. I just want more space here so I can Vl this area and get round results. All right, now I will select this G and go to the right view again. And val hit control with three or four segments and All right, something like this, A result like this. It will be nice go to the pace, grab all these pass and then hit XF. Get rid of them. And you can delete half of the geometry. Hit F and delete it. I just want to focus on one side. It's like to isolate this. Let's see what we can do here. Go to the right, maybe this vertex. I can gate twice Rx, this one here. Use the knife tool to create cut like this. To make the cut strike and confirm, maybe we can create another cut. Goes down like that. Maybe one here. Okay. All right, that's very cool. I will add extra G, one here and one right here. I will fix a distance between these edges to get better results. Just click to grab these edges like that, then hetraticlic space. Now I should put these vertices, maybe we can make this one the active vertex so we can use at just fix the curvature. Let's do the same thing for these vertices as well. Put this to the Y. All right, I just made a mistake. I didn't push this to the Y, the first one. And do that. And let's go back to the right it to the Y and push this out. Now let's segrab this here. And then hit to the Y. And let's do the same thing, make this one the active story to the Y. I think we can delete this G in the middle, like this. Let's redistribute these ages. So the idea is we got two acres instead of one. After you select the right click into space, I prefer this result. Now let's see what we can do here. I will hit key wise and mix this one here. Maybe book this down a little bit. All right, what else we can do here? I think we can slide this down or that's not going to work. Let's sec these vertices right click into space to fix the distance between them to get even better results. Yeah, I think this result looks better. Let's sell to the zero enter to flatten these. Maybe we should move them a little bit up and align them with this one. We got this. Now let's segal up these vertices and scale them to the zero, flatten them because later we should add mirror modifier. And if you have any overlapping or some vertices up and down, you will end with overlapping results. We should fix this later. Scale them to the Z to get rid of that. Now maybe we can add mirror mirror to the Z and to the X. The origin dot is not perfectly in the center. I will go to the option and activate origin. All I want to do is just grab the origin dot and put it right here to move it. Control and snap it here. After you sw, snap to the vertex, then turn over ginsu. This is the result. Let's take, and let's take a look. Let's see what we got. Okay, the result is cool, but I don't know. I feel that we could, sorry. Think we could move some vertices. Maybe I can select these vertices and it key to the Z and just move them down a little bit. Okay, okay, let's take a look. All right, cool. This result looks cool. All right, after doing that, now we need to take the frame of this shape. I will apply a mirror just if we have any overlapping here. Take the vertices, I don't see any overlapping, everything looks cool. I will accept what I got here. I will give this thickness to the solidify and thickness, and it creates a level of thickness a little bit, something like that, 0.033. Let's check the reference images, and let's see if this thickness we got here is enough or not according to this image. As you can see, it is a little bit thick. All right, we can go beyond that Hold, shift ends and crank this up a little bit. What about this results? Maybe a little bit more. 0.040 0.05 Okay. I think this amount will be cool. But we lost something here. We lost this lips. All right, so 0.042 Yeah, I think this amount will be okay. 0.045 I will accept this result. After doing that, I will hit FTD to take a coby. And I want to work on the coby. It's like to isolate this. I just want to focus on the sin. I will apply the Slidifytrol. Don't forget I have another will to grab this face with. I'll click and then hit control to invert the selection and then XF and get rid of them. By the way, for any reason, if you want to make this a little bit thinner, you can't click on this H for example and wise and you can control that in the way you like. All right, now we could give this a thickness or yeah, please keep ourselves in the local mode. I will add another sordifIjust tap out and add a new one. Let's check the other images. I just want to see how thick this should be. Okay, let's hold and move this, 0.02 Let's change this two centimeter. Okay, Go to the unit and change this two centimeter. Okay, Go back. Two centimeter. Two centimeter. Two centimeter is not going to work. Let's use four, maybe centimeter. All right. Four. But I will do something here. I will grab these Gs and key wise and Gs, grab them a little bit and move them like that, make it thinner. I can exhibit this result. Okay, let's go to the I will excite and compare it to what I got here. All right? Yeah, I can exhibit this results without any problem. That's will work selected. And again, All right, four centimeter, 3.7 maybe. Then I will hit control to apply this as well. And I will tab again to go the mod. I will add two edges right here. And then hit Alt out like that. Maybe I can grab, then move them down a ten bit, grab this one and hit to move it like this. And then hit Alt and take this out a ten bit. This one as well, Key wise, let's Alt and move this out a little bit. We got nice round results as you can see what else we could do here. I guess now we can grab this and double them to three, or maybe three like that, it's like to exit. Now let's make a comparison. I don't want to solidify anymore. All right, let's go back to the right view and I want to copy some phases from here and grab them like that. And then hit Shift D to take a copy like that and right to leave it in same place. And then hit P and then to separate tab out. And let's focus on this new copy tab. To go to the mode, I will use the knife to to create a quick cuts like this. Hit A to make the cast right. And confirm. Go to the pace and grab these faces. Hit Xf and get rid of them. All right, now let's see what's the next step. All right. I will insert these. Maybe. Should we insert them? I will hit A and then I will hit for Inst. Make a small insert, maybe like that. But here we should do something. I will use the knife tool to create cut cars like this. On this side, the same thing and delete this age, but you can't hit control X as not gong torque, hit X and then choose limit dissolve to dissolve it. After doing that now I can grab these faces and then hit Xf and get rid of them. All right. Now let's go back to this. Let's give this subdivision surface with level two. This one as well. I can give the subdivision surface just to see the final result for this one, maybe we can give this solidify, give this a thickness, okay? Something like that. It's like to isolate before you do this list and increase the thickness a little bit because I want this to wreak the other side before you apply this, we could do something here. I will isolate this and tap. By the way, I don't want that side to deleted, I just want to focus on the side. I have this design here I want to create. Let's see how can we do that. Go to the right view and maybe we can grab these faces and use them to do this. Okay, I will hit four insets, then I will hit X to delete these. Now I will grab these vertices or turn off this. Now grab this entire loop. And then hit to extrude this like that, I will grab the corners and Bible the corners. But before you do this sea or these edges, just scale them like this. But I will change this to bounding, because I want to scale them to the middle, to the Z. All right. You may ask why I'm doing this? Because I want some space here. Because I want to bevel this area if I don't push these edges to the middle will stop at this point. I'm not going to get the roundness I want. Scale the, move them away a little bit. By the way, you can use the selection mode and grab these faces. That's. Can give you the same result. Now we got nice space to bivle this to get big Ival. After that, go to the edge, grab these edges like that. You can bivle them. Now maybe from the right of view, catrol be bivle until you get something close to this one. I think what we got now is amazing these edges. Maybe we can get rid of them. Grub, delete them, even these phases because we don't need them anymore at X. Delete them. All right. Now go to the vertices and merge these vertices like that. Key wise marriage. Make sure to activate auto marriage, key wise marriage. All right. That's great. Cool. Very cool. Maybe I can move them a little bit like that, Maybe even this Like this. Okay? Okay. Okay. Let's like to exit. Mm hmm. The position is not perfect. The size is small as well. I will hit key twice and push the away a little bit. Make this a little bit bigger. I think I can grow the selection controls. I think we can push this to this direction a little bit. Maybe we can scale bigger. Okay. All right, I got another problem here. Maybe these vertices, they should be pushed to this direction. I don't want anything to be visible on the side. If I leave this area open, I will have a hat share, and I don't want to, I don't want that. So in this case, I will grab the side and just move it a little bit like this. Maybe I can include these two vertices and G, and move this a little bit like that. All right, this result looks cool. I can accept it, maybe I can push this a little bit far. Still nice. Now tab out and activates solidify this amount of thickness. Looks cool. Maybe we can go beyond that a little bit, maybe a little bit more, something like this. Some tweaking here we can do like grabbing these edges or vertices and just move them. Or if you want you can add an extra edge look to get better curvature. I will hit Key and move this like that. We can do the same thing for this vertex. Just pick nice angle and just move it to this direction. This idea key. Let's move this like this, maybe a little bit more. And the same thing, we can do it for this and this one maybe. Okay, that's nice. All right, I think the same thing for this vertex and this one right here. By the way, I can hit to isolate this and redistribute the S or vertices. Just keep selecting these edges like this and radically into space. Even for these edges, we can do the same thing that's better. After this solidify, you can apply it, tab out and hit control and apply it. We can work on this a little bit like adding support loop like this and support loop like that. This globe is not going around. In this case, what we can do is Click on the face and hit Control to invert the selection. Or you can grab these together and then hit control to invert the selection. And I can hit for int. Let's make an int like that. All right, that's very cool. All right, can we go beyond that? Increases a little bit. That's very cool. Now I click on this to grab this edge loop. And this one, and including this edge here and this one, maybe now I can bubble them. Control would be to bubble them to three edges. That will be nice. Like this, should be Hart, something like this. Maybe Then it control to support 1.1 here. Now we ended with this, maybe we can give the subdivision surface. I guess we forget to focus on this area. Clot these pebble as well, Carol would be all right with level two will be enough and nice for this in the middle. I think we All right. Before we do anything, the origin dot is still in the middle. Now I can add mirror modifier to mirror this on the other side. Now it's done. It's mirrored. All right, for this one I can tap and hit eight to select all of these vertices because we created this part, we can delete some of this. But before you delete anything tab and, and move this to the temporary file in case we want to go back for any reason. Now let's say grub this tab and go to the right view. And I will use an F tool. Hit K to create a cut, goes like that. Hit A to make the cast right and confirm the cut and go to the x ray. Grab all of these by the way, the cut could cut that side. I will repeat that. It controls again. Use an F tool to create a cut. Goes like this. Hit A to make the cast right. This time to cut through the left click and then enter, go to the face selection. Would hit three from the keyboard and grabs vertices or faces and then hit XF to get rid of them. Now we ended with this. You can redistribute the distance or fix the distance between the ages. Again, get out click and the grab them like that, Right click into space to get this result. Another result is awesome. After doing that, now I can box this in the middle, tap it A, and then hit Alts to put this almost in the middle. Okay? All right, we got nice result here. I feel that there's something that makes sense here. Okay, This is not perfect. I feel this side is going down a little bit. I don't know. But in this case, what we can do is we have a support edge loop. Because of that, this area looks sharp and nice to get a nicer result. As you can see when you add one here, you can see the small cave, how this curve become better. When you push towards this direction, you can see the difference. It's important to have here, to fix that. Maybe one here and one here. Now, the result should be perfect. Yeah, it is not quite perfect because we should do the same thing here. We could add one here and one here as well. But maybe that will affect the curvature. Maybe we can dissolve this. I don't know. Let's see what's going to happen if we mir this one here. And I just deleted the wrong edge. I should delete this one to grab this. These edges can dissolve them. Maybe we can mir this one and this one. And the same thing for the side. I know I got triangle here, but I think that's not going to affect the shading. And don't forget this fabric, even if you got a bada's going to be visible because it's rough and it's fabric. We should have a battering here smooth to make this smooth. And now let's hits like to excite. I can see that I have some overlapping right here. Okay, let's see how can we get rid of it. I think we can click to grab this entire edge loop. We can include this one as we'll grab it. And let's activate proportional editing. I just want to book this out. All right, let's try to use another technique. I will go to the x ray and grab the side like this. Yeah, this side. And I will take this out, key to the x. Just move them out a little bit. What about the side? This side looks perfect. I have no problem with this, right? Smooth to make this smooth. This one As we make smooth. Yeah, I can say that we're done here. Maybe we can fix the face orientation. If we got a problem, we don't have any problem, Everything looks cool. All right, just save the project. And that's it for this video, and see you on the next one. 12. 012 Modeling the head bond clips: Hello, can we'll come back here in this video on to focus on this area, let's bring the reference image here and let's see what we should do. I will select this, I will grab one of these edges so we can start with it. For example, this one. I will take this out for now, and then part tap out. I will grab this tap and maybe I can grab this edge and then take this out here. And you can snap it, by the way, if you like. And then hit and then separatusllr. That's very cool. Nice. Now, I will grab those together and control make them one piece. Or we have a mirror applied here. Let's delete or we don't need it for now. Subdivision service, we don't need it. This one as well. We don't need subdivision services together. Control, make them one piece. Let's to go to the eight mode and vertex. All right, let's count the number of the vertices. Here we have 16 and here we have 22. I will select and then it D to take a copy right here, because here we have another hole like that. Maybe we should select these vertices and scale them up. A to Z and scale them like that. Now let's include these here at the Z and scale those up like that. Now I can grab and move those down. Now we've got nice round results. We can grab those together at them. We can grab these vertices at maybe those over here we can grab them. And then F rub this with this hit. Maybe this one hit up those together. The same thing for these vertices. Maybe this one with this one hit, create a giant face here at K. Maybe I can select these. I think we can add one vertex here, T. Let's move it here. Let's select all of these. Another vertex, maybe we can add right here, Move it, Grubhub, these here, h, F. I think we can delete half of this. And folks on the other side, these vertices here, h, x, v, get rid of them And we can mirror this. Let's select all of these and then hit this one. Hit create face here. Select those over here, at those over here at the rest. I can isolate this. I think we can grab a guide for grab this. Grab this again. Let's put right here. And then hit P. And then to separate this, I will use this as a guide. Now I can grab this together to delete. Delete the mirror modifier. We don't need to mirrors, I just want to focus on these. Let's go to the right view or left to view if you like. Yeah, left to view, I guess. Let's go back here and let's see what's the next step. So the idea is I want to follow this care the guide and that's it, I will. Filling this one vertex we should have right here. Before you add it, maybe we can sit to the vertex selection mode and hit. And let's create maybe one cut here. You can hold, you have to make that cut in the middle. Okay, if we add one here, we should add one here as well, because that's not going to work. Maybe we can add one right here. What else? Maybe we can add two edges here. And believe the cut lets scalds together. K and I will use an tool to create cat goes up like this. All right. Maybe one cat goes like that in the middle. Confirm it. Maybe one Cthulhu, we put it in the middle as well. Call make that cut here. Okay. Another cut. Maybe it should be right here. Maybe we can. I don't know. Okay, let's redistribute these vertices. Or first let's hit key wise and let's try to follow this curve. Let's fix the distance between these. Grab like that. All right, I think we can grab those right here, right click and space. Let the wise, and let's move those right here, key twice. Move this down and this one as well and the grab vertices and then space vertically into a space. Okay, I will push this vertex up here so I can get nice and sharp results. Maybe this vertex I can hit keywise, just move it a little bit to get nice curvature. But I think we should grab these vertices and redis, redistribute them like that. Yeah, now the result is better. Right, One here, we should add similar to this one. Maybe this vertex I can push it up here. This one I can move right here. All right, I will select these vertices and have to ascend. And bring the three decosor over here. And tap out then traticallyn orgin, orgin to three decosor, to the three decosor in the middle here. But something that makes sense, I will grab them again and then to zero enter, flatten them first. And bring the three decosor again back to the middle tab out tally orgin to three decosor. Maybe this vertex, I should pitch it twice and move it. Now I will mirror these two z axis, like this apple mirror. I will tap it a ten in case we got a problem with the normal index. With this back like this, give this a bit of thickness. Okay, What is the next step Now Maybe we can grab the outer edges and level them. Select them like that, and we can Bible them and include these as well. Then hit control would be to Bible, these, all right. The result is not perfect. As you can see, Bible doesn't take the wrong right direction. It should go like this. But instead of that, it's going diagonally. To fix this, I can seas these outer faces and I can't hit for Inst. Invert the Inst outside and invert it to create these loops. These globes will help us. Now I can grow up these edges easily and level them without any problem. Now I can hit control would be to rebuvel this and try to make it s because it should be add support egilope here, one here and one right there. I think that's Now let's add subdivision surface radically smooth. Now I can put this in place, key and move it and decrease available to too. I think we can go with this. All right. Very cold, it's nice. What else? Maybe we should make some tweaking here, like moving some vertices out and the X ray, just this side. And the key to move this outside here, maybe a little bit more. Okay. Yeah, and the guy we don't need anymore, you can delete it without any problem. And don't worry about mirroring this now. We can delete that later. Do we have any problem here? Okay, because this piece is fabric. Don't worry about this small gap here. You can't ignore it. It's okay to leave it for any reason. If you care about fixing this isolated, rub this with this and then go to the right view and the tap, all what you should do is just rubbing these vertices and just move them a little bit. Or you can select these, just move out there. Just be careful when you do that. And this one as well. The result will be nice and perfect. All right, I think that's it for this video and I will see you in the next one. 13. 013 Creating the bond ribs: Hello again and welcome back here. In this video, I want to start with the bond p. Let's see how can we create them. All right, first let's focus on this piece. I just want to make some adjustments. You can see the distance. If you compare the distance here with this area, that's not equal. I want to make some tweaking here, like grabbing some edges and push them out. All right, let's start with this one. Let's go to the modifier and activate this octal right here, so we can see the final result. Let's push this a little bit out, something like that. I'll click on this one and then Alt to push this out. I'll click on this one, Alt, push this out, maybe right here. The same thing for this. By the way, you can crop this and activate the wire frame so you can see where you should align the surface. All right, this at. Let's push this almost right here. Let's compare the results. For example, this one, we could move it a little bit forward. This one a little bit. This one as well. Let's move this at a bit like that. All this like that and this one. All right, now we should have nice and accurate results. Because this surface is not in the middle. As you can see, it is not in the middle. I want this to be in the middle. I will have any grab this and activate the wire frame so I can see the middle area. I will grab the surface and tap and hit eight. Select all the faces and I will hit Alt to put this inside. And it could be maybe right here, I guess. I think this is the middle area. Yeah, I think that's it. After doing that, I will grab this and it's like to go to the local mode and I will, Let's grab these vertices at the corners. After you select them, just go to the mean vertex crease. And let's add one here to make this vertices sharp. And now they become sharp, it's to exit. And I will grab this and shift D for any reason. Let's take a coby and I will move this new copy to the temporarily file now with this one selected. All right, let's see what's the next step. I have instilled a add. Try to find the name of this add, Forget it. The addon is called rubbing tool, it's free addon. I will include it in the resource file. We will see together how can we use It's very important to add creator of the add. He has a patrion account. Keep in mind to support him if you can. All right. What I'm going to do grab the surface and we have the add and active. All right. Crank down the level of the viewboard to one. I think the one will be okay. I will leave it to I will apply. After that, I will select this eumetry, open the ad, and use this option, create UV shape. When you do that, you can crank the shape control and you will get this result. This ad will open this for you. This is what we want here. We want to open it like that. But what I want to do is I don't want to work on this one. I want to take another by and use it, because we use the V here in the object of properties, you will find shape keys here. I will grab them and delete them. Now we don't have any control, I will hit Shift to take a coby. This new coby, I will rename it, for example, to UV just to recognize it. I will work on this one, on one of them, create V shape, and then let's put this to one, and now it's ready. All right, with this one selected, I will grab all of these details except for this one. And the Select the image as well. I will and put these in the headset. All right. The image should be in the reference image. Yeah, that's cool. Now, maybe I can hide this temporarily. All right, the number of the reps are almost 32. Maybe we're going to create one and we will duplicate it. Keep in mind I just want to focus on something here. The first it should be right here above this area. You know this surface is go a little bit deep inside this metre. Well, that mean the first rip should be aligned with the surface like this, with the edge of the surface, the P will be exactly in the correct place. All right, similar to this one right here. All right, tap out and let's grab this. Let's start creating these strips. You can hide the headsets. And let's go to the top. Have to add, and I will add a cube and maybe scale it like that, make it very small. Get something like this. Let's put this one maybe right here temporarily. And I will tap to go to the mood. All right, let's see what we can do here. I will add two acres here and maybe two here as well. And scrap these edges. Just push them back a little bit like this. I will look up this and move it back, trying to create something round. Maybe this face, I can move this a little bit forward. I think we should grab these or these faces and scale them to the middle, like that. All right, and I will grab these vertices and the like that. I will select all these vertices and make one of these. The active, I will scale this to the active elements to the Z and just scale them like that. All right, maybe these vertices I can grow them like that and just move them back a little bit. I think we can select these as well and just scale them to the middle. Like this. I think that's too much. Let's push these forward a little bit. Okay, these vertices, I can move them a little bit forward, I can grab those over here, and then V to slide them. Or you can hit key wise if you like. Just push these down a little bit. I think we can grab those over here and it, and slide those down Just at any bit I can hit key to Z and just move them up. Maybe with this one I can move it a little bit like that. Or at least move this A maybe right here or maybe this one I can move it back. And those as well. Maybe we can add another edge lo here. Let's kill this a little bit like that. For the edges, I can gum, kill them in a little bit more. And this one inside, like that in these phases. I don't move them, I grab them like that and delete them. F and leave this area open. Maybe I can grab this. And then hit for insight and B for boundary, as you can see the difference to get this result. And then hit F to delete them. All right, so now we ended with this. This is the hit of the P. You can edit this farther if you like. Listen, like these ages, just kill them a little bit. This. I can move it a little bit forward like that right now. I just want to see what's going to having if I as subdivision surface before that, I will add support, the eculopy here and I will tap and let's add subdivision surface. All right? The head looks cool, it's round and nice. I will accept this result. Turn this off for now. Let's put this in the correct place. Let's put this, for example, right here as we say it. The head should be a little bit far from this edge. We just need to keep some distance here. All right, that's nice. Let's put this above its, maybe we should put this a little bit above the surface. And I will go to the top and top to go to mode. And I will hit D to take a Cobi like this and control to mirror this. All right. You can mirror it or there's more than one scenario. I will hit control Z and cancel that. What I can do instead, mechanical these edges and move this to the middle area. I don't know where is the middle area? Tabutubse. I will open the wire frame for this. I just want to see the middle area. I don't know, maybe this edge. This is the middle area. After you find the middle area and Q scursor to select it, to bring the three decursor here in the middle. And then tubut and grab this p. And then that radically can choose origin origin to three dicrosorow, we have the origin.in. The middle. After that, you can add M modifier without any problems. There we go, very cold. Okay, that's nice. What is the next step? Step, because it is moot. And I will add multiple cuts here. Maybe four. That will be okay? Yeah, four will be okay. Maybe five. Before you go any farther, you can coby one of these rips and compare it with the image, for example. I can rotate this like this and go to the right and just put this one side by side with the rip. The size is cool, we have no problem with this for any reason. If you didn't get a close result and you want to scale this to match it with the rip, you hit alt D instead of shift, because now if I grab this to scale, when you scale this, this one is not going to be affected. Even if you type to the mode to scale it, nothing will happen to this one tab out if you hit all D instead of D. Now when I scale this in the edit mode, you can see that this one will be affected, they all be linked. Just put one rip close to the reference image and match it. And if you want to scale it, hit all D and do that X F to delete, sorry, you can do that. All right, Anyways, now let's go back here and let's see what's the next step. I think we can rub this quickly. You can rub this, or you can finish all of these pieces and rub them together. You have this option, because at the end of the day we should rub them because we want to add a fabric texture on them. I think it's not a big deal. You can rub them now or you can rub them later. The mirror modifier, do we need it? I think we need it here. Okay, let's go to the top, and let's duplicate this. What I can do is I don't know if this will work. Just try to check the distance between these ribs. It's almost a quarter of the thickness of the. It's very tiny. Okay, let's tick up this and go to the top. You can use the array to do that. Let's add array and zero out the x axis. And let's array to the y at one here or minus y, nil a little bit. Just leave a small distance like this. And you can add 32 maybe. But the problem is, if you do that, you should grab them one by one and tweak them. I think we need more rips and increase the number until you reach this side. Okay, now let's compare this. All right. This one is exactly in the middle, but this one is not. In this case, maybe we can manipulate, just play with the wire axis a little bit until we get the correct results. And yeah, 1.25 it's a correct value. After doing that, I will apply the array. I will tap to go to the mood. I just want to then speak to the x ray and grab these the heads. And maybe I can go here and create a group in case I want to grab these Tics and manipulate them. And then assign to assign these Tics to this group. I will put the three decosor in the middle of the and tap out. Then to add, and I will add a lattice where this one. Let's scale this like that. Scale this to the Y, make it big, like that. To the Y as well to the Z. Now I want to bind these to the lattice, grab them, help the lattice, it can throw and choose lattice foam. Now they are connected to the lattice, grab the lattice and go to the lattice properties. I just want to pick the vertex group that I assigned from here. Could be from here. From here, grab the group. Then I will grab the lattice and go to the properties here. And add some cuts, maybe. I don't know. Let's try one. He was going to heaven. I will tap and grab these vertices and he key to move. All right, almost right here. We should grab those and move them back because they are affected. This piece be here. We should deb this and move this a little bit forward like that, I don't think. Or one cut is done. Young work. Maybe we can increase this two like that. All right, let's declup those together and let's move those a little bit right here. This one, I think it's cool, but we lost the distance here, I think. All right, four, let's add another one. Maybe another one, okay? All right, let's grab these. This one and this one. Let's move them forward. You can align the edge of the lattice with this edge. And let's see what's going to happen if we do that. All right, in this case, we can increase the number of the cut to do this in as much as you want. Now we can do this now, I guess we can get the accurate result that we want. All right, let's move these like that and those as well. Okay, This one here. I think we can use the snap to the edge and the closest. Now if I hit to move, I cannot control and stab it quickly. Yeah, that will be faster on E to the X and snabit. All right, now let's check the result again. I will grab them all and then it key and move them together like this. The result should be accurate. Yeah, it does, but the problem is all right, here we have this side is affected, I think because of the Mormdifier. Let's grab this. Let's. Yeah, I think we can delete it for now. We don't need it. Or maybe I should put it underneath the lattice and Yeah, that's right, That's very cool. Now I will show you why I did all of that first scrub the ribs and I will apply the lattice, We don't need it anymore. After doing that, I will go to the front, for example. I will covid to the Z and let's take cover here. And I will mirror this to the Z like that, the close to this surface in the middle. And keep the same distance the frame of the bond should be here in the middle. Just keep that in mind. All right. After doing that, I will grab this and this if you would like. You can Mr them and make them one piece. I will do that. I will hit control and make them one piece. As you can see, the normal is flipped because we use mirror. I will tab and then hit A and they have to enter recalculate the normal. Now I will select these ribs and add a new modifier. Above all of that, I will add surface. The form the target will be the surface in the middle. I will grab it like that. I will choose to bind or link these ribs with the surface, the lattice. We don't need anymore. You can delete this. I will bring back the headset. Now if you grab the surface, if you push this back, you can see that we put these rips in the correct place in the easiest way. The result, as you can see, it is very beautiful. But we got one problem here, the distance here. These edges, they should be subdivided. Let's grab the surface. Let's push this to one to open it again, I will isolate these. I just want to work with this. For example, we can go to the front and I will have to go to the, and go to the X ray. I will guess can see I will add multiple cuts after you select these edges. Okay. After you grab them traticallyubdivide, subdivide them and you can subdivide these 23 maybe. Okay. I know that's too much for the but all right. At least reduce this to I don't know, Can we add two here? Yeah, two. It will be okay to add two for this area. Manually, I will grab this and dissolve them. Maybe we can grab the wise and just slide them and put this in the middle. For the side. For the side as well. All right. Grab this Carol legs, grab this with this key twice or V and move this. All right. Now we have enough acres to get better results. It's exactly now I will grab the surface and post this back to zero. All right, we got another problem because we added new Umetries. The result now has become not perfect. Okay, All right, I will grab this and go to the local mode, and let's go to the throw on top, I will grab these vertices. And what I want to do is I want to grow the selection multiple times until I reach the heads. Okay. Something like that. I guess. Control minus I want to reach this area for the deselect these vertices in the trade. I don't want to include them. This one as well is deselect the. All right, that's very cool. I will hit to the rest now. I will select all of these edges as you can see in the front. Maybe go to the x ray, go to the ankle. These edges like that, we can see what I did here. I will go to the loop and choose edge loop. Select the Ge loop, I can tratlick and fix the space between these edges to get an even distance using the loop tool. And I will hit Alter to bring back the heads. Now the distance between these rays become even and nice. And that's what I want here, okay? Nice and cool. Let's like to exit. And I will tap, this is the surface deform. We could delete this, I guess, and recreate it. Let's pick this. Okay, I will do that again up this surface and hit Pint. Now I will crop the surface and push this back to zero. Now let's check the results again. Okay, I can see this area. It's not perfect. We should move this a little bit. But in general, the result is very beautiful. But I will turn off wire frame, grab them in. Let's turn off all the wireframe. I just want to see the final results. I don't see any gaps and that's amazing. I will select this and activate the subdivican surface and put the subdivicion surface underneath the mirror. I guess we can do that. Let's activate at, let's see what's going to happen. All right. We will do that later. If you activate it, you will got a lot of problems. Maybe we can put underneath the surface form, yeah, we can do that radically. It the smooth at level one. That's all. Be okay. The result is very nice and very cool. I think there's no reason to go back. I think this result is perfect. Everything here is aligned in a good way and realistic. All what we need to do is just to fill this gap here between the surface, the middle, and the strips. I mean, here. Okay, this is the surface. We just need to duplicate the surface and inflate it. I will show you what I mean here. Grab the surface, the middle. You can use this one. If you're happy with this result, you can plight. Let's try to duplicate this CFD and leave this in the same place. Let's go here. Or you can hit control and apply vital geometry to make. To apply everything for this geometry, let's pick nice angle, tap and hit a Civic. All of these faces, then hit Alt to push this out like that until the surface hit the ribs like this. That will be enough. All right. We can't fix this. Don't worry about this. The same surface. I will hit Shift D again, for this side. I will hit Alts and move this down. Okay. Something like that. I guess you can delete and wanted faces, for example. This entire face. Look, maybe we don't need it. Let's try to pick it. Yeah, this one right here, not this one. Sorry, for the inner, it's a little bit difficult to pick it or I think I will delay all of that for the next video. This video becomes a little bit long. I will end it here and see you in the next one. 14. 014 Modeling the Fabric reinforced cables with some tweaking: Hello again. Welcome back. Here. Okay. The surface that I added here, I will grab them and I will hide them to grab this one in the middle, the one that has all the controllers. And I will put this to one so I can open it. Because if you notes here, I have a wire we should de create, we should put here. Before we apply this, apply the modifiers or all what we did here. Let's see how can we do it. Maybe I can duplicate this surface like that. And I can hit control and apply visual geometry to make, to apply it. And now we've got this surface as you can see here. You can put it here for no, temporarily this age, maybe before you grab it, just hit Control out, click select the Ge ring, I think for Herat into space that will affect the distance between these. All right? What I will do is I will delete this phase loop. And maybe this one as well, XF. Get rid of them and grab this in the middle control L to grab them, XF and delete them. Now we ended with the Itrolltrolflick, the same thing here. And then Herat space to fix the distance between these edges. And now what I want to do is just grab this one D to take it as a copy, and move it down here from the top view. Maybe we can determine where should we put it. And let's move this. And it should be almost right here according to the reference image. All right. You can see where should we put this. The distance is cool. Okay. All right, that's very cool. Yeah, something like this. Maybe we can move it a little bit more like that. All right. That's cool. I will hit to take another copy on the other side. Or you can use the cop that we got right here. Yeah, I will use that. Maybe just grab it like that. And then All right, let's move this a little bit. Maybe right here. Move it down to the Z. You can align it with that one using the vertex snap control. When you move it to the Z, grab these together, control I and X. And then to delete these faces, and as you can see now we just ended with these wires. Grab them and go to the front maybe and key. And let's move the over here in the middle or something like that. Now we have them here, but let's see where should we put them exactly. All right. I think they should be moved a little bit down and I'm not quite sure if we have the same thing from inside. I think we don't, we don't worry about the other side. All right. You can give this e thickness now if you like, you have this option, all right, to do this. If we want to give this a thickness right now, you can convert this to curve and you can go to the cave properties and open the geometry and push the depth, I guess a little bit. That's correct. All right. This thickness looks cool. All right. Let's see what's the next to maybe I can isolate the. Or before you do that, I just want to make sure that the thickness of this line is perfect and good. Yeah, I think it's good. I will accept it, to isolate it and tap to go it. Mood. All right. I will hit control and apply visual tumetritom to accept the Am. I will tap again. I will grab these loops and those over there. Then when you do that, go to the choose loop and loop. Just to select the loop like that, I will hit click and subdivide to subdivide this to do, maybe we can add two segments here. Just make it smoother like that. All right, this result will be nice then. It like to excite, you can merge it or you can bind it if you want. Grab this. Let's go to the modifier and let's add surface, the form. And pick the surface in the middle. Now I will grab the surface and push this to one to bind all of these together. Now we've got very nice results. Grab it right click smooth to make this smooth. Great, that's very cool. All right, let's go back. Let's grab this and let's put this to one. Because there's one more thing here I can do here. I can duplicate the surface and align it with these. Instead of using the, I will grab this and hit and move to the timber and leave this area open. And I will the main guide, you can ignore it. Just duplicated heavy tab and control. Apply visual met Tom and move the coby up key to the end. Less move it and align it with the ribs like this. The Bs should be embedded a little bit. Maybe we can move this a tiny bit like that. Delete these extra edges. We can add an edge right here, for example, and delete the rest. Click on this side. The same scenario can Throllup click XF to delete these phases. Now I will hit eight, select I will hit eight to select all of these phases. And I will take another co D. Let's take another coby. And let's put this cov right here. Now we have two of them. All right, let's call. All right, now I will select this new surface, and I will give it surface deform. And pick the guide. And choose Bind. And now I will guide and push this value to 20. Now the result should be better, as you can see, is perfect. Everything looks cool and amazing. After that, you can hide the guide, or you can apply it and apply everything with it. One more thing here I would like to focus on. You can see between these we have some mistakes. You can add a ticket for that. But it's better to add an edge loop for, for each rip, one here and one right here. And the same thing for the rest. We can target this area and apply a ticket Sure. On it. To get this result, I will grab the guide. Let's take this out. Just click and click again and tell you hit the guide. I will open this again. I will select, I will add new edges. Maybe we can do that from the top. Okay, as you can see we have this G right here. Maybe we can slide the tempt here, or maybe we can add a new one. All right? Tap to go, the mode ends. Maybe we can do that in the face control R to add one G here, maybe one here. This process will take time from us to complete it. There's another way, if you want, you can delete one side and focus on one side and you can duplicate it again. I think that will be easier and better. Okay, so let's add one G here. Maybe one right here and one here, and one maybe right here, maybe one here and maybe one right here. This is the idea, just adding edges. All right, this one. Maybe we can hit key wise and slide it a little bit. One here, maybe maybe one right here. Some of these edges in the middle, you can delete them or dissolve them. For example, this one I think we don't need anymore, can throw hard to add. I think we can go to the x ray mode. As you can see, the edges a little bit bended and because of that, we are not getting the result that we want. In this case, I think we can grab these edges and flatten them first as to the Y zero enter. Flatten this and flatten this one on this side. As to the Y zero enter, maybe now we can grab these edges like that and go select and choose Loop. We can fix the distance between them again, right click and choose space. I think that will give us right edges. Yeah, it does. That will make the process easier for us when we add these edges. Let's start with this one at one edge right here. I'll click and let's slide this. Now the result is perfect and aligned. Key, Move this maybe here, control to add one here, I guess. Maybe here maybe you are right here. As I told you, this E in the middle, you can get rid of it if you like. All right, this one, maybe I can key slide it a little bit. This one as well. Let's add one here. Maybe one here, stroll R and let's add one here. This one I will dissolve it if we don't need it control R. And let's add another here. I can keep wise and slide it a little bit in this one as well, Ke wise and slide it, Carol R to add one. I will keep doing that until I finish this area. All right. Now I just finished. I will hit A and select all of these faces of the side and go, for example, to the right view. And I just want to take a co head and let's put this coby on the other side here. What else we could do here? Okay, tap it, unbind and bind again. Now I will grab this and unhide the heat. I will cring this back to zero. Now I have the ability to target these faces between the ribs to give them a specific ticketure. That's amazing. I think that's it for this video. I will end it here and see you in the next month. 15. 015 Changing the inner ribs position: Hello again. Welcome back here. I just want to make some tweaking regarding the ribs. I not here after I did all of that. I note that for each ribs, we should have one here in the middle. Let's see together, how can we fix this problem? I will select I want to select the guide. It should be here in the middle. And I will push this to one. And I will hide the headset for now. Let's grab these ribs. And I will tap to go to the mode and go to the front. The extra mode, I will grab these like that from the top of you or maybe the right view. I will move them like this key. And let's move these right here. Something like that. All right. This one I don't want it, I will delete it. Xf. Get rid of it. Okay, for the modifier unbind. I think that's let tab out. All right. Now it bind again. Let's slick the guide, See what's going to happen. All right, now let's unhie the headsets and let's take a look. This result is better, and that's what we should do. By the way, everything here looks cool. That's very nice. I will select this and it's like to isolate it. Let's see what tweaking we can make here because I'm not so quite happy with the results. All right, let's, I just want to move these pass back to get rid of this problem. All right, maybe if we add maybe two aces here in the middle, maybe that will help to fix what we want to fix here. For example, maybe I can, in the x ray mode, I can these vertices like that. Let's see, crowd them first. All right, after doing that maybe we can slash and go to the right of view and just move those a little bit key. And let's move them like that and hide them. And don't move them too much from the top of you. Let's see what we got. Maybe we could move these out a little bit. All right. Maybe key to the Z just at any bit, maybe we can scale them to the Z. As to the. Just scale them at any bit, not too much. All right, I feel that these vertices here, they should be moved up a little bit. I will grab like that and go to the right end key. And I will move it right here. Right now I don't see anything. And that's what I wanted here. And now the results look maybe the surface. I can flip this one. I will alter end flip to flip the normal of this. Now let's check the face orientation and yeah, everything is blue. That's what I want. Let's grab this. And I just want to turn of optimal display so I can see the result of the subdivision. It's a little bit jagged, but I think that that's okay. If you want, you can increase the number of, of the ages here. Okay. I will grab this tab to go to the eight mode and I will add multiple egg is here using control up. Maybe here as well, you can focus on one side. And after that mirror's go to the top and the smoothest vertices that we just added, fix the curvature, the idea. That's what I want to do here. Okay? And let's move this a little bit like that. All right? Maybe we can move this like that. Okay? For the other side, as I said, you can mirror it, the F and deleted. Okay. And now let's add your modifier. Okay. This area is not perfect, so I think we can go to the top end. I don't know, maybe we can just move these a little bit like that. Okay, maybe these Oswald can just hit and move them a little bit like this. And maybe those over here, maybe this one Js of maybe this one you can just move it a ten, a bit like that. So far everything looks cool for this side, I guess for this side as well, The subdivision surface under need mirror and let's activated to see the final results. We got another problem Now the frame is not perfectly in the center. I should do is I should de grab all these vertices and move them one by one and realign them in this case. All right, by the way, I have two option here. I can manipulate the guide and tweak the guide to move the ribs a little bit, or I can tweak the frame. I think tweaking the frame, it will be easier for us. I will grab this guide and just hit D to take a copy like this. I want this copy for a reason. And I will like to go to the local mode and I will hit Control and Ab Visual Geometry. Tom, what I want to do is I want to grab these edges. This one and this one. This, and then hit two Z. Take this as a guide to the Z, zero inter flat in this two Z. And then hit Control I, and then hit X and get rid of the rest if you want, you can fill this face. Let's fill this with faces. Just keep hitting until you get this result. I did that. I can make the process easier for me because I want a guide to align the frame according to a guide he's And now let's go to the top and as you can see, how far we should push the frame to align it with the guide. Now I will select the frame and tap to go to the edit mode and we can start with these vertices. All what you should do is just put these vertices in the middle. The distance here should be equal to the distance on the side. In the x ray mode, I will grab these vertices and move them like that. And select those over here. And let's move this over here. Grab those here. Let's move this one, maybe right here. This one as well. Now let's take a look. Let's see what we got so far. All right, perfect. Now the result is very cool and accurate. We could grab these vertices, let's move them a little bit. Those can move them right here. Those over here. Okay, Before you move these vertices, just activate clipping to avoid any overlapping and no se grab those and then it and move them like that. That's nice. That's very cool. All right, maybe we should move some vertices a little bit more. Like starting from the go to the top. Maybe we should move these vertices a little bit more. Now let's take a look. All right, key to the y. Let's check the result again, maybe a little bit more key to the y. All right, let's go to the top of you and let's check the results. Now, maybe I should grow this and move them a little bit more like what I did here. All right, that's very cool. That's nice. Again, let's go to the top. Yeah, they should be moved a little bit and move a little bit like that. Now let's see if these vertices now in the middle or not. Yeah, now almost in the middle. And maybe these vertices as well are everything else looks cool. Or maybe I think we can move these just a little bit more. I think we are fine here. Maybe these vertices, we can move them a tiny bit, not too much. Just hit key and move them like that. That's will be enough. Maybe those over here, we can just move them a tiny bit like this. And now let's take a look. Okay, everything now is accurate and cool. Let's see if there's anything else we could do here. One more thing here I would like to fix you. Remember when I moved these aces and put them between the ribs, we lost that alignment on this side. Let's try to find a way to fix them. I will grab my guide and put this to one again. I will this surface and tap to go to the mode and I will go to the bottom view It control seven end. I will start moving these edges again using key wise to slide them and put them in the correct place. I will time lips the video. All right, now we are finished. Everything now becomes ready. I will hit Unbind, and I will bind this again to save these changes. All right, this. All right, hit bind. Now let's select the guide. And let's bring back the headset. And let's point this back to zero. Let's take another look. Okay, that's cool. All right. All right, I think that's it for this video, and I will see you on the next. 16. 016 Modeling the band Fit Dial: Again. Welcome back here. This video, I want to create the fit dial. Let's see it together. This piece right here, let's see how can we created. This piece is similar to one of these pieces that we have here. I will show you, for example, this one. I think I have a better image. Yeah, this one. I'm going to take these details here and a light on the foot dial. Let's put this image here and see how can we do this. I still have the peripherce images to match the size. I will turn this off for off. Let's go to the top of you and let's put the three deco here. Let's add plane and I will scale this like that. Or maybe I can start with the circle. Let's start with the circle. Let's change this to 12, maybe. All right, 12. Let's try eight. I think we can go with eight. All right, ten. Let's move this a little bit right here. Just scale like that. I will tap to go to the mode and I will grab these vertices X and then V to delete these vertices, grab those and scale them again. I will select extrude them like that. Let's select those to create a big phase here. Let's select those control to add two here. Grab this with the J. With the J. Okay, now let's select tags. And I will hit to the Z. To extrude this up like that, maybe we can scale this scale is working according to the active elements. I will change that to the bonding, and from the Z, I can scale this out like that. Right now we go to the Z. Just move this a little bit. There we go. Now we got this piece. Let's go to the Tb. Want to jump to the vertex selection mode. I will move the back key to the X hold control and stab it with this vertex to align it. This is the idea. I think that's it. After doing this, I will drop these vertices and G and move those over here maybe. All right, let's make this a little bit longer. And I will hit multiple cuts here. Maybe we can add ten cuts now. I will grab the entire loop. All right, maybe I can deselect these edges for now and focus on and then to scale to the Y to get this result and just kill them like that. Maybe now I can rub these edges or maybe I can select those, Extrude them. Btn another to extrude it and stab right here. I will grab this vertex key to move hold control tab here. And this one key, hold control tab here. All that's very cool. Then maybe we can exclude this. One more time like that, maybe we can explode this. I will hit to create a phase here. Here, let's fill these triangles. And those will hit control are to add one here and one here. And let's add, maybe, all right, one edge right here and here as well. Go to the selection mode, grab these edges, click and radically, and use space to fix the distance between them. All right, let's deselect this radically and fix the distance. All right, now we got this result. I think we can add two edges right here. All right, now let's see what's the next step. Can select these faces from the top of. I will scale them to the x to the y story. I will grab these vertices and make this on one of these active and I will change the transform to the active scale these to the x axis. I just want to make this a little bit thinner. Now is the time to add support. We can be Roble, let's make it sharp. You can add three edges here for the side I think we can. Let's go to the pace and I will select these phases like that, that control plus to grow selection multiple times until you reach this. And then hit for inset and then ought to invert the inset outside. As you can see. Now we have one loop hit control are to add one right here. Okay, that's great. After doing all of that, now I will use mirror modifier to mirror this. On the other side, I will go to the top and I will activate the origin. Move the origin and stab it here it key to the X sole control tab it. Now we have the origin.in the model, and that's important in case we want to add mirror modifier. Turn this off and add mirror. I will apply mirror. I will add symbol deform. Switch the symbol to switch it from twist to bend, because I want to bend it. And I will pin this to the Z axis. As you can see, z goes up like that. Bend controls, we have one here and one here pushing the geometry to go like that. All right, if we want to change that, I can change the direction of the z axis. And instead of leave it up, you can change it here to this direction. Okay, let's see how can we do this? I can go to the organ and activate it. As I say, this is the Z axis, goes up. I will rotate it to go like that, do this, all I need to do is just rotate the gizmo to the X axis, to the X rotate night degree. And now I can bend this and I will add 180 minus. Now we've got this piece. All right, that's great. Let's turn this off. That's cool. Tally, smooth. So far the result looks nice and beautiful, and I will accept this. After doing that, we need to duplicate this multiple times. I will add a ray modifier. To do that, I want to duplicate this to the x axis. I will apply the rotation because we ***** that, let's accept the symbol Deform. First hit Control are control control A as well. And apply the rotation axis pointing up. And this is the X and this is the y. All right? All right, let's check that again. That's very cool. Now, I want to duplicate this to the y axis. I will add the y factor. I will add one here and zero out the X axis. I will add 60 pieces and I will bend them. Or 62. Yeah, I will bend them. After that, I will apply the array because I don't want it anymore. By the way, before I apply the ray modifier, if you apply the modifier, you will not have the ability to increase the number of the counts because that's it. You accept this number, but in case you want, the modifier still exists and add above the bend or symbol deform, you should change the direction of the gizmo. Because we want to bend like that. Z axis should be like this. The x axis should go like that. Now the z axis goes up. If I zoom, you can see what I should do is I rotate the z axis to go like this and the x axis to go like that. If I do that, I should change the factor as well. I will turn this off for now, it's active. I will rotate this to the Y, to Y and rotate this nine degree is the first step. And then rotate to the Z. Z, rotate to the local Z two times. Let's rotate this nine degree. Now I will activate the array and I will change this. I will add one here in the X axis and zero out of Y. All right, Now I can add symbol Defam. I will change to bend. Now let's see what's going to happen. I will choose the axis. Now it's giving me the result that I want. I will add 363. Now we've got this nice result. As you can see here, it's very cool. In the array, I will activate me to merge all of these vertices together because they are not merged. Yeah, this is the first step after that, if you think that's it, you can apply the array and you can apply the symbol, the form without any problem. I will tap and kick the middle area. I just want to see this one, this line where the first side and the second side meet here. Because of that, they are not merged yet, as you can see here. In this case I can merge them or I should merge them by switching to the ray mood and rubbing these vertices like that. Like this. After that hit M and two is merged by distance and now we have 33 vertices merged. Yeah, that's cool. Now we're ready to make some tweaking. Now let's hit right click and change the origin to geometry. You can hit control and doubled the rotation to fix the direction of the gizmo. And scale this, sorry, turn this off scale this make small. Let's bring back the images. I will select the circle with the image and hit slag to isolate them. And I will grab the, send it to scale it. And I will hit to move it right here. And I align it with the M and scale it down just a little bit more. All right, so now we got the correct size and we are ready to go. I will hit control and apply the scale. And I will tap to go to the mode. I will grab these edges and then push them inside it and extrude them e to the x axis. And push the deep inside a little bit too much. Or I'm not going to do that. I will hit to fill this. I will show you what I mean, why I'm doing this. I have white frame. I want to create this right here. I have a better image. Yeah, this frame right here. Let's see how can we create. All right, after creating this pick face, I will hit to make an int, ought to flip the inst inside. Now we got this as you can see. Now I will go to the face selection with any grab these faces and hit to put this deep inside like that. And it D to de coby. I will move the coby right here temporarily. I will grab this face control last to grow selection one more time and then hit X to get rid of them. I will grab these edges and then hit control B to double them. Let's add three segments here, these phases, we don't need them. X, get rid of them. For this one, I will grab the outer ages and the inner hit. To explode them like that to the x axis, I will grab these edges and hit control as well. Let's add four or five segment here and make this nice and smooth. You can see the width 0.09 All right, now I will tap and A control L to select the linked vertices and let P and then to separate it. And tap out, grab this, go to the top. And key to move, and let's move this in place. Maybe I should push this out just at any bit, key to the x. Let's push this out here. All right, after doing that, we still have the origin.in. The middle, I will go to the right to add in, I will add the circle. Align the circle. Or before you align it, I will change this to ten millimeter or something wrong. We go right here, the origin.in. The middle, I will grab this or this. Click. Yeah. Have Ncrsor selected to put the three cursor in the middle. Let's hit to Add, and I will add a circle here and align this to the view. Let's 32 segments. I will scale this like that. Let's see what we got in the perspective. Let's take this out t, then to extrude this to the x axis like that, I'll click on this to create a phase it to int x to delete this space. And then go to the, I'll click and go to the face and grit fill. Let's go to the right. Let's offset this to get better results like this, maybe I'll click on these acres. Can troll be to bevel these 23, maybe. All right, let's go to the right or can troll L to select all these faces. Let's hit Key to move. And let's move these. Put them in the correct place. Go to the right. Let's see if we need to scale them or what we can do. Something wrong happen here because of automerge is active, I will hit control Z and turn this off. Or I can go to the threshold of the automerge and change this to something small, 0.001 make it very small. Let's go to the top. And now to move, and let's move this over here like this, we go to the right. And maybe we can scale just a ten bit like this. I will a subdivision surface above it or before you do that, have to recalculate the normal in case we got a problem. And as you can see they are flipped back tab. And then let's add subdivision surface to make this nice and smooth. Let's add two here. I can see some stretching goes like that I will tab and it control off to add the support, the edge here to make this a tight and nice. All right, that's very cool. If you want you can add more than that. Let's go to the right now. We can scale S at endits. That's very nice for the side. I can grab this, it D to take a coby and put right here. Go to the object and transform mirror and then mirror this to the global x to move to take this out. Now let's go to the left. And I will scale this like that. Let's have to go to the mode and let's grab these faces. Can grab those. Control us to grow selection multiple time. Maybe I can hit to scale this like that, to extrude them like this. Let's turn this off now. Go to the click, or before you do that, let's hit I again to insert this control minus to shrink and then scale this. All right. Now go to the election clutter. To add this control to Vl. It's not necessary to support G loops here since this area is not going to be visible to the camera top outright. Smooth, active subdivican surface, and that's it. All right, for this piece, you can add subdivican surface to make it smooth. If you care. Yeah, we should care because as you can see here, slowly, suban surface to make it nice and round. Yeah, that's very cool. Let's hit two excites, or where is the hit set? Let's grab these and go to the top of you. Hit Key, and let's move this into place. That's very nice. The result is nice and awesome. Okay, I think that's it for this video. I will end it here and see you in the next one. 17. 017 Making some tweaking for the band clips: Hello again. Welcome back here. I just noticed that we made a mistake when we created the bond clips. This side is similar to the bond from outside. The eclipse from outside is similar to the same eclipse from the inside. We have a difference here as you can see here from outside. This is, this area is the visible area. It's small as compared with this. And from inside, you can see we have some extension. We did that, but from outside, we didn't do that. It's not visible. You can ignore it if you want, but because we want something perfect and nice, I want to fix this. I will put this image inside blender so we can use it. Yeah, this one right here. I will go to the right and click any drug and put damage here. Okay, I think I can hit key and move this up. And I will put this one instead. And maybe we can move this back. I will it you to move the image and put this right here, maybe. All right, let's see how can we align this. I will put the image, just align there, of the bond with the care of our results. Let's maybe we can move at ten bits to something like this. I'll put the three decrossorright here and scale according to the three crossorch 23 crossor and grab the image. And scale it like that until you get close results. Something close like that. I think that's it. Okay. All right. Now, let's see how can we create this, let's put this image here. The three decorsor, we have it here. I will hit to add, and I will add the circle. Let's line this to the view like that and maybe add ten. I will scale this key to move this over here. Scale walking according to the three decrosor changes to bounding and scale this like that. Let's put this almost right here. I guess it's something like that. I will tap and grab these vertices. Hit and let's move those down here. Grab these vertices. And then, and then I to inset, then XF to delete these faces. Maybe we can scale these just at the end of it or I think we don't need to do that. Okay. That's very cool. Okay. After doing that, now I will this edge in the middle and I will hit to extrude like this, just give small thickness. Or before you do that, I guess we can grab these faces and then hit heavy to take a B like that, I can grab these edges and those over here. And the choose a break, H loop's go to the right again and tap. And let's move this one over here. Let's tap to go to the mode, and let's grab these edges. Go to the right, I will hit E, extrude them like this. That makes sense. Let's go to the right again, and Z to go to wireframe. I think we should push this a little bit more like that. Okay, somebody like this. Let's select these As. And I will hit to extrude inside. Grab this as well. And then hit and extrude inside as well. A, and they have to enter, recalculate the normal. What is the next step? Okay, the next step is to create an open area here. Okay, let's go to the right again, need to go to wireframe. Maybe we can use an F tool to do that. Let's use an F tool and let's create multiple cuts. Is something like this. We can make the cuts, right, If you want. The secret. Something not makes sense happen. Here we are, cutting the wrong faces. All right. In this case we can move the image. We can go to the left view to go to wireframe. And let's do that again, tool, let's create, start from here I guess to make the cat, right? Let's make one cut here. Maybe one cut here and maybe one here. I guess in one here. All right. That makes sense. We have some distance between these two. And I think we didn't, we did something close, but not perfect. All right? Okay, maybe we can move these edges like that, them all like this and key. And just move them and put them here. Okay, let's move this edge as well. I know I'm getting something that makes sense, but we will fix it in this one. Let's move it right here. I can grab these key twice and merge them here. Okay, maybe we can add two edge loops here, and these to the Z. Maybe we can. All right, let's align these together. Hit zero enter. All right, they are aligned. Can't roll to add a here. And maybe I can hit zero enter and move these down. Maybe here we don't need these. Actually grab these zero enter key to the Z. And let's move those over here. Something like this. After doing all of that, now I can grab these face and hit F, get rid of them. And if you want, you can connect these vertices somewhere like this. What about this here? Okay, all right, cool. Now let's see what is the next step. Okay, from the top of you, I will go to the x ray mode. And I will select these vertices. All of them. Then I will hit for Inst. All right, to create these edge loops, that's very nice. I will grab this edge and then hit and push this deep inside. Before you do this, I think we can fix the distance between these edges. Just scrub them. And then radically use the loop to choose space. Why? I don't see any results. Yeah, now it's working. The radically Can choose space control and Liz scale in case we got a problem with the scale. Let's do that again. All right. I think grab these. Yeah, now the distance is even. I'll click and then it to through those inside like that. I think we can fill this hit right. Let's see if we can use grill. Yeah, we can use it, that's great. Okay, that's cool. Right here, we got some problem. Let's go to the right, isolate this and go to the right. This vertex should be here. I guess what's going on? Some vertices moved, I don't know why. All right, I will hit key and cancel the X axis. To move X to cancel the X axis, we can move the vertex on the Z and on the Y. And then I will snap it here. All right, let's this Xt. Snap this one here, yeah. I think now the result is perfect. Let's group this loop and this one here. I think we can level them. Cantrollb with three edges. I guess I can grub these edges as well. And then hit Control. I think we can support the edge loop here and one there, maybe one here and one here. I'll click on this carol to level it. Click on these edges inside Control to level them, grab them all. Control support edge loop here. All right. I will add one edge loop here and I will hit Control Shift art to duplicate this edge. To add support edge loop one here and one here. The same scenario on the side, add one and then hit control shift art to duplicated to two. Use it as support loop tab out and then radically it smooth And let's as subdivicion surface with level two. I think this result is more accurate. I think these Ge loops that we added need to be tweaked a little bit. Let's kill them to the Z to get round results like this. All right, let's see if we can use this. I will hit key to the Z and puts place. All right, let's move this out. For now, temporarily. Let's see, the new piece I will hit to move it. And try here. Okay, so far everything looks cool. Okay, what we did here is nice, but I think our result need to be skilled to the Z a little bit. I feel that we could skill this to the Z by grabbing these ages, for example. I just move them up to the Z. Let's like to isolate and let's go to the left or to the right. Let's move these vertices in the middle. I think now the result is better. Let's select this piece. With this piece, it's to isolate them. I will turn off mirror for now, Timberly. Let's go to the lifts. Try to put this in the middle. What you can do is you can grab, for example these vertices here and those over here and, and bring the three Decosor in the middle, you can grab this piece and all right, first I think we put the Organ in the middle. Let's grab this first these vertices and put the three decosor over here. Right, set organ three decrossorow. We have it perfectly in the middle. And now I will this tab with the vertices and put the three decrossor over here. Tapes select incrosor. Now we have this piece in the middle. All we need to do is just move this a little bit to this direction. After doing all of that, we should tweak this. I think we should do something here. I will slide two times because I want to separate these faces and I will show you what I mean. I will add one edge loop here and the bullet like this, with these faces selected, I will hit XF, let them and jump to the side. Click X deli ow. I will detach the side control L and then hit and then separated. I just want to focus on the side before you subpatejt one thing here I would like to do. I will select those again and go to the left. I'm going to move these vertices together. And align them with this new Echumetryt'sct subdivision service so we can see the final result. Let's see from where we can start, let's grab these vertices first, I guess, and move them up. Let's grab these and scale them to the adult. Maybe I can group those over here and then hit to the and just move those at tendibit. Maybe I can grab those as well and just move them like that. And grab the align them with the sinew cumetryybe those as well. And move them maybe those here. Yeah, let's scrub these ain't just move this down, let's move this over here. Cb those ain't just move them a little bit like that. Okay, what about these vertices? I will take them out, but not too much. I think we should delete some of these edges. It seems like this method needs a lot of time. Instead of deleting these edges, I guess we can do something else like grabbing the outer edges. Take a cove and then hit and then to separate it. Let's focus on this age. Grab the first to isolated, because I think we can delete some faces. We should have two pieces. Carve this as well and tap and let's select these faces. Those here can, plus multiple time. Let's delete these faces. All of them except get rid of them. Now let's pick the sinew edge. It's like to isolate them like that again, I will go to the Z and move the sinew edge and put it right here, A lines. Let's delete the subdivision surface. Let's grab those together. Control J make 20 piece. Let's tab and let's see now what vertices we could connect. All right, the number here, if you hit out click, you can see we have 22 and here we have 18. We could delete some of these edges, for example those, We can rub them. Now we have 20. Maybe we can rub them and delete them for now. Now let's the number. We have 18 here and 18 here as well. Now I can grab those together and then and choose a bridge. Now we got this result. After that, maybe the outer edges we can interrupt them and delete them. All right, something happened here. Let's see, Key wise maybe. Yeah, and I will make it here. What about this area? All right, what we can do here, let's make cut goes like that. And one cut goes like this. I think we can dissolve this, this one. All right? We can actually connect this here and this one right here. It's okay. This one twice, and this is mark this one here. We can interrupt this with this J, with this J, and delete unwanted edges like this here. I can connect this with this one, and this may be with this one. Okay, that's cool. That's very cool. What about the other side? Let's grab the side and let's see what we could do here. All right, I think we can delete these faces, all of them X and get rid of them. And I will grab these faces like that and then hit D and move these here from the top. Just move these phases a little bit like that. And then hit S to separate it. Tab Otic up this with the new phase and then control J to make them one piece and tap the mode so we can mir these vertices and put them in place. Let's put this one here and just mr them one by one all. It will take a little bit of time. Maybe we can use auto merge. Let's set and merge by distance. We have 19 vertices merged, some of them, they should be merged manually. Like this here. This one as well. The merge by merge at center at Cal bus Together, All these just maybe we can delete them for now at a have to recalculate the normal. Okay. So far the result looks cool. I will, he slid to excite and I will tap out and select this piece and slide to isolate it here. We should make some changes like grabbing these vertices and just move them like that. Merge these vertices at K at center, and those as well. Let's lay this vertex with this one and let's create an edge between them. Hit J, and those over here hit K. I think these edges, we don't need them anymore, control X to dissolve them. I will hit K to create a new cut. Have to make the cut in the center like that until you reach this vertex. This one extra vertex. We don't need it now I can't this with this the idea is I just want to get a cleaner result. All right, now I will tap out before you taut time and I want to grab these ages and just hit and extrude them inside. Like that, I will grab these faces for inst, it's ought to invert the inset outside like that, like this. What else we should do? Maybe I can hit key and just move this a little bit inside. And add one here in the middle. And hit key and move this inside as a ten pit. I just want to create a small bolt here. Let's activate a subdivision surface. It's like two exits. Let's take a look, G this piece. I will select this top and go the top. Grab all of these pieces and take this out. Right now, I think the result is better. What about this sites like this? Let's to isolate it and tap to go to the moot, cut off these ages. And then to push this inside, go to the face click. And then for inst, ins this out like that, write here in the middle. And cut off this key to the x. Let's push this a little bit. Active subdivision surface. Now let's see the final results. I will tab and go to the top of you and grab these faces and just take this out. I think that's too much. Tap the key to the Xk and side out of bit, I will select all of these pieces, and this one as well. And I will tab to go to the mode. Let's grab all these vertices. I will move them a little bit forward like this. Then tab out. I will grab this vertex with this vertex J and delete these two ages. We don't need them. Fix the distance between these vertically to space. That's very cool. Okay, all what we should do now is just fixing this area and get better results. I will grab this tab and grab one of these edges like that. And then hit D to take a Coba. Let's put this cover right here for now. And then to separate it, I will grab to isolate them. Then hit to create a phase here, te, like that X. To delete this, Baca, I'll click on these. Then let's go to the left of view. And then hit to extrude and to scale. Get this result. And maybe we can scale like that. I will grab this H in the middle and this one I will bevle two like this. I'll click on the outer hes and then right click circle to get perfect circle. I will scale it, turn of this grub, I'll click and then it can't val this to three. And don't forget to add support loop to align it, This align to the wrong side to flip it and move this up here and one here. I'll click on these edges and hit Control to double them as well. Control to support H loop hit to align it in one here. As we get up this face hit for inst. Hit to flip the inst inside X to delete them, go to the H click face grit fill. Let's spin this. All right? Something like this will be okay. Talk control to Bible control R support. Look here and one here as well. Radically it smooth, active the subdivision surface and delete this one, we don't need it. This hit to isolate them from the top view, I will hit and move this in place. It have tend to recalculate the normal maybe from the top view. I can grab these faces and just move this out like that. After doing all of that, you can activate the mirror for this piece and for this piece as well. All right, to grab this one and delete it. All what we should do is just grubbing this and move it on the other side. Okay, To do this, the organ dot of the bond still in the middle. I will put the three decorsor in the middle here. I will grab this piece and then triticallyet organ organ three decursorow have the organ dot of this new piece here in the middle. And I will add mirror modifier to it. Catroi, apply a rotation to fix the rotation. And now we should have a new one here. The same thing for this piece. I will grab it, mirror here. Just sit heavily to the coby like that. And go to the mirror in mirror to the global x axis. But we should do something here. Before we do that, I should work or deband on the three D corosor. Change this 23d corosor, and let's do that again, and now we have it in place. All right. That's very cool. Okay, maybe one more thing here I would like to do is adding a supported look here. All right? Is that correct? I think that will make the result nice. Yeah, now the result is very cool and beautiful. I think that's it for this video and see. 18. 018 Creating the Band Detach Handle: Hello again. Welcome back here. In this video, I want to start with the orange handle. Let's see, how can we create this. I found this image has a good amount of details. We will add them as well. Let's focus on this area first, and let's see how can we create this. This area needs a little bit of attention. Let's start with this. I will start to isolate this. I will turn off the mirror for now. And let's go to the left Dt. I will grab one of these sites, for example, I can grab the site but select these vertices on the other side, we don't need to include them. And I will hit Key to move. And I will move those down here. Okay, this distance looks cool. I want to book these up at the same distance. Okay? To do this, what we can do is we can create a guide. I will start with the guide. To do that, just group this edge and this edge before you move these down. And hit to put the three dicosor in the middle, then we can grub in that we want. For example like this. I can grab this edge and mirror it on the other side using the three cursor that transform vivo point. Switched automatically to the three cursor. That's cool, I will hit 50 D to take copy of this edge. And it is to scale, scale it to the widest, make it figure so we can recognize it like this. Then go to me and then mirror and mirror to the global Z. Now it's become here. Well, that's mean we want to move these vertices. Sell this here. We should move them and align this H here like this. Now we got the same distance after you finish, just group this H, H, X, and then to delete the H, we don't need it anymore. Okay. After doing all of that, I will go up one of these G, maybe I can't sell these H. Then to take a Cobra here and then hit and then to separate it, I can work with this and use it. Let's see how can we use this. I will tap and pick up the vertices of this age, and from the top of you I can hit to extruded like this. And then hit one more time like that. All right, let's bring the reference mage here. I can focus a little bit. Let's hit to move this right here. Let's throw this one more time like that. Maybe one more time like this. Something like that, I guess. All right, now we've got this result. We can control this further if we want. Maybe we could move these a little bit more and move them. Maybe right here, make this area a little bit bigger. Maybe we can add one look here and just take this out just at any bit to the x axis. All right. I will grab this and this right here, have to click and go to the top end. I will hit to ext, something like this maybe. And hit them all and go to the top. And let's put them in place. Let's see the result. And move them like that. I think we should make this a little bit taller. As to the Z and scale like this, some of these phases, maybe I can push them. Just let's move them. All right. Let's include these two phases here. Let's turn this off. Now, the subdivision surface, I just want to see the faces. Let's move them like that. Maybe something like this. And maybe now we can give this thickness a and then have to to recalculate the normal first. And then you can go to the phase and you can phase and solid phase to give some thickness. I'm not going to use this method. Maybe solidify will be better. Solidify and reduce the amount from the top of view. I can control these even further by grabbing these vertices and just move them a little bit here and there, active, even thickness to get better results. Maybe we can add one vertex here in the middle. List this further, like this and maybe this one or at least activate subdivision surface. Let's make a comparison. Okay, I think it could be a little bit thicker and round. Let's make this thicker a little bit. And I will grab these vertices from the top and just move them forward a little bit. Okay, let's hit Key and move these a little bit like that. Maybe these vertices as well, I can push them like that. Maybe these vertices as well. We can just take them out a little bit and push some of these. We'll now see what we got. Okay, this result looks nice. Maybe from the top we can focus on this area a little bit. Let's moving these a little bit like that. All right. As. All right, let's go back here and let's see what's the next step. I will put the solidifi as a first modifier and put the subdivision surface underneath it. Maybe we can sharpen this area a little bit and sharpen this as we'll add an extra loop that will help to give us nice results like this, you can radically so to get nice, smooth results. All right, let's focus on this area a little bit. Let's see what we can do. I will like to exit, and I just want to grab this and see what we can do here. To get even better results. Let's turn off that subdivision surface for now. I think we can grab this loop and then Al and push this bag like this old click. And maybe we can include these faces here. Maybe we can push the Sat in a bit. Hit to the X a little bit like this. We can add loops here to make this area tight and nice. Maybe one loop here and one here ball. Let's activate the subdivision surface. All right, that's cool, this areas will need some tweaking. Let's turn this off for now and loop. And I will hit Control X to solve it. I will hit Alt, Click and grab, and hit Control Tobi, three ages like that. If you would like to cancel the roundness, you can book this to one or tab out and activate the subdivision surface. What about this area? Maybe if we add an extra support edge loop here, that will be enough. Maybe one here. All right, that's very cool. On the other side, we should do the same thing. Let's turn this off for now. A push this like that. These edges key to the, just push this deep inside the up all of these edges like that. Can't be to Bible them all right now. Yeah, the result looks cool. One look here. Awesome. We got something nice and sharp. The stab here. Maybe we can add an extra support loop. We, maybe we can push this to three and make it smoother. All right, let's make a conversion. Let's see if this size makes sense or not. We still have the ability to make the figure by grabbing the vertices and move, we should have. All right, where is the mirror? This active mirror For this mirror. For this one as well. Can we have them on the other side? That's great. All right, I think that's it for this video. I will end it here and see you on the next one. 19. 019 Modeling the speaker bar Diffuser: Hello again and welcome back. Here in the speaker bar, we have this small hatch. Let's see, how can we create it. I will grab these. Hit Shift D, Take a coby in case we want to go back for any reason and leave the coby in the same place. And I will hit him and move this to the temporarily file. Now we have one there. I will grab this and go to the modi file and turn off the lattice. I don't want it for now. Okay. Now I will go to the mode. All right. Let's see what we can do here. We have the subdivision surface. I just want to edges to see the resolution, I will hit y, y, it's a shortcut I added. You can go here to the object properties and go to the viewboard display and active wire frame. From here, let's go back to the modifier list in the subdivision surface. We have this optimal display. I can turn this off so I can see all the vertices. All right, that's too much I will read, use this, I don't know, Maybe two or yeah, I guess two. We can go with two. I will accept this result and I will app now we got this. After doing all of that, I will tap to go the mode, and I will grab, for example, this H old click to select this H. And I will hit V to rip this, to open it like this. Then tri click to leave it in same place, I will hit control L to select the linked vertices. To get this result, I can detach this from the group I can focus on it. Just hit P and then for now now it's detached. I will grab this and grab the image and it to isolate them like that and go to the right view. Let's bring the image and align it with this. I just want to see where I can put this to move the image and maybe we can scale it from here. Grab the image and then to scale and scale it. Make it big like that. Now we know where should we create this? I will scrub this and I will tap to go to the mode and go to the face. I will select these faces that I want to focus on. Or before you do that, you can go to the Material Review. Just go down to Material Review. You can switch from here word shading. Let's go to the material section. And I will create a material for this bloss and tine, and now we have this material. I will create another slot and I will continue to create another material. In the second material, I will change the base color to something, right. To recognize this material from this one, you can add whatever color you prefer. I will go to the right view and then go to the solid and x ray mode. Or you can go to the wire frame with this one selected tab and select the necessary faces. All right, maybe these faces, all right, let's grab these here and maybe those over here and those here. Let's go to the perspective and let's see if these correct phases that we should focus on. I will bring the image here. I want to check the other images, for example, this image. Or maybe we can find another one. All right, this image is good image. As you can see, it is very close to the edge. What we picked here is not correct. We could pick these faces and cancel these, let's cancel these faces like that. Let's pick the start with this one. Hold control and any click to select this area. I think the selection is makes sense and cool. I think we can go with this. I will go to the material here and hit a sign to assign the second material to this area. Hit a sign. Now if I go to the material review, I can see that this area is red. I want to recognize it because I want to work on them. All right, now let's take this out. After doing all of that, now I can go to this list and use the wrapping tool. Okay, Let's see how can we use this ad. Just go to this option here and create UV and it's created. Now we have this controller. We can't push this to one to open this like that. If I go to the material review, I can see where I should work on this area. All right. After doing that, I will hit FTD to take A, okay. Take a co like that and leave the coby in the same place. With this coby selected. I will hit control A and apply visual teumetry. Tom have one of these pieces still has the control and the second one is not. All right. I will grab the second one. Just a click on this and click again to select the next one. This one right here. I don't want to see this because this is just a guide. I will go to the object properties and scroll down in the display. As I will change this to bounding. And it's become bounding and still has all the features. Okay, as you can see here, but we want to work on this one. All right, let's go to the right tab. Go to the Methaal Review. And now as you can see, we have all of these faces right now. Maybe I can start with the distance of these G. Maybe I can't fix the distance between them. Grab these G and then hetertlic and space to fix the distance between them. And maybe those as well. Grab this hold control, Grab these right click and Q space. After doing that, maybe I can grab these faces. Grab this one. Hold control this to select the area. And then hit X F to delete them. Now I will grab this vertex. With this vertex and heft to bring the three decorsor between them. Okay. I will grab one of them and I will use the spin tool to spin these vertices. Okay? The axis is not correct, we don't need the Z, we maybe need the X axis. After doing that, grab this plus and move it like that to spin them like this. After doing that, we will have this small menu go to the angle, and let's change this to 180 degrees. Let's reduce the number of the segment to something. Makes sense. Like for example, seven. I think seven will be amazing. All right. Seven. Yeah, I will accept seven if you are happy with this result, a hefty space, and go back to select box. Now we should connect these vertices together. Okay, let's see what's the good way to do that. I will chin this back to bounding and I will create, all right, I think we should have one vertex here. I will grab those together and click and to subdivide to add an extra vertex here. Let's do that Again, subdivide. All right, let me this one here first. Grab those together. Again, subdivide here as well. This one as subdivide, that's very cool. Grab this key hold control. And snub this one here. And the same thing for the rest. Active automerics, important key hold control. Snap this one here. K this one as well. Snap it right here. Now we have nice case. You can see for this we are taxi. You can use the knife tool, create a cut. Maybe like this. Maybe one cut goes, I don't know, Maybe here. I guess you can move this vertex a little bit if you like. All right, now I can say we are finished here. Let's go to the side, grab this vertex. With this vertex S and course. Or to selected active spin tool, the two of them just grab one of them. All right. Grab for example this one and spin it like that, 180 degree seven vertices will be okay Ft space. And go to select box actively. I just forget to do that. I will grab these vertices and right click into subdivide, the same thing here. Right click subdivide, grab this vertex. Ehtrolakeyhltrolnap. This one as well. Snap them like that. If you like, you can add a cut goes like this. Maybe one cut goes like that. All right, that's cold. Maybe we can slide this away just a tani bit. And maybe this one as well. I think we can these, we need them. Mark this one here and this one here. I guess if you like, you can add one extra edge here. But I'm not going to do that now. Or at least see what's going to happen if we add one here. All right. I think if we add one here that's will make the area sharp from here. I will ignore it. Okay. After doing all of that now I will grab these edges like this and then hit and push them to the x axis. Like that. I will go to the face, click to grab the face. And then hit for inset. And then A invert the inset outside but just be careful when you do this. Okay, that's very cool. With these edges selected, I can go to the face and hit Tigrett Fill. Maybe we can use Spin to get better results. Or offsets to offset them. All right, offset them like that, it's not going to work something like this. Just play with the options until you get something makes sense like this. I think we done with this. Maybe we should have one here. That's very cool. All right, after doing all of that, if you are happy with the result when you come belt, let's go to the modifier and open the list. And let's use surface Deform. I will give this a target. This object should be the target that we changed to the bounding box and then bind to bind this object with this object here. Now if you grab this and go back to this tool, you can get this result. As you can see here, it slid to exit, and let's take a look. If everything makes sense, that's it. You can accept this result, you can merge these back together. All right, we still have the lattice exists. I will grab this. If you are happy with this result and there's no reason to go back, you can apply this if you like. Let's go back to the difference. Let's see if we, if we have some here, it seems like we have a border here. It will be easier for us to create these details before we apply anything because it will be difficult after that. Let's see, where is our object? This one. We can push this back and them and it's like to isolate them. Maybe we can add some extra details here before we apply everything. For example, this border here, I think we can rub one of these edges and use it just with this selected. I think we All right, don't rub these phases and use them for that control blast to grow a selection like this. Then it D to take a copa outside like this. Then maybe for Inst hit auto inverted inside. Maybe I can use this as a border hit X to delete this area in the middle Control to add two edges like that, I think we can push these out. Maybe we can bubble the hit control B. I will grab this inner area and hit and push this inside. That's very cool. I will add an extra Ge look here. I will grab this edge in the middle end. I think we can go to the face and use a grid fill and manipulate the offset a little bit until we get something makes sense. Maybe we can manipulate this as well. Okay, now we got the results. Now let's go to the face selection mode and maybe we can grab these faces. Let's see what's going to happen if we fix the distance between these edges. I just want to see right click into a space. All right, is that going to help us? I will grab the faces and I will grow selection. Just one time. Or maybe I can include these faces as well. I will hit for inset, create a small inset like that. And now I will grab these faces in the middle or maybe I can cancel these. I will push the out, can throw plastic gross selection one more time. Maybe one more time I think I can push these inside a little bit more to the x axis and add an extra clip here and take these pass out. Right now, let's see what's going to happen if we add subdivicing surface. Maybe here we can add an extra G. Look to make this area tighter. Grab this key tie and lets move this over here. Control, or to add another G here. We know this area become nicer and round, but it's not quite perfect. Okay? I think we can accept this result. Let's let's delete the subdivision service. We don't need it for now. And I will tap, will control to select this and turn off automeric because if I push this back, it will be merged I will and move it right here and tap out. Let's go to the modifier and unbind and bind again, because we made some change here. I will go to the guide and push this to 10. Let's take a look. Okay, this result looks cool. It's to excite and let's hide the wire frame and let's add subdivision surface. Now we got something nice and clean. Maybe I guess this area needs a little bit of attention. Like adding an extra loop here, I guess. Okay, Let's check it again. Maybe we can increase the number of the subdivision surface and let's help. All right. It's become high resolution. I know, but that's nice. Okay. Something not makes sense have been here because of these vertices or because of the tri angles that we left here. I will tap and try to fix this. Let's turn this off now. How can we fix this? Let's push this vertex here twice and move it right here and merge it. But make sure to active to merge for now, for this. Okay. I think we can merge this one here. Why don't we connect them together, like rubbing this with this J. Let's delete those. Let's see if that works. Use an F tool. And let's great cut here and let's delete these. Can we do that here? All right, let's try and let's see what's going to happen. Tab out, let's hit and bind, and bind again. Let's rub the guide. All right. Sorry, I will hit control s because we should bind it like this. Grab the guide first and push this to one, then this, and bind and bind, and then bind. Just be careful when you do that. All right. Now let's act the subdivision surface and let's take another look. Okay, now that is what looks better. It seems like some vertices merged here. I don't know. All right, yeah, we have this, we should get rid of it. Let's see how to find it. Yeah, this one right here it to delete it, X and then all right, let's grab the guide. Push this to one. Grab this, bind again. Grab the guide. Push zero. Let's take another look, active turn of the optimal display. All right, maybe with shrink crop modifier, we can get rid of this problem and make the result looks better. I will delete the subdivision surface now and I will grab this with this one and I will merge them. I think now everything is ready. Grab these and hit control J and make them one piece. But before you do that, I guess we could apply this. Apply vehicle. Mm. Now grab this, grab this one, head control J, and make them one piece. All right. It seems like we lost. All right. Before we apply them, grab those head control J, make them one piece. Now I think we should mirror these vertices together. Just head, and let's grab these two edges and merge these vertices. Click, let's active this. Just hit Key and then Enter. They should be merged. Just hit key to move it. Yeah, now it's merged. But keep in mind to make the threshold very small, otherwise you will ruin the object. I will detect this part or I will detect this, let or maybe not. Now let's like to exit. I will grab this, hold here to grab the k hit control and Q lattice deform, this should be pushed back to the normal position. After doing that, I can tap and degrab this. Hit Control L tooling select and then is to separate this, we can give it a different amount of subdivision. Let's add for example here two. I guess one it will be enough for this turn off wire frame. If you want, you can increase the subdivision for this, but it will be sewer smooth. Hey, very nice. I will grab the guide and I will go to the accute properties and swag this back to texture, so I can see the final result. I will holdup the lattice and head control and okctive still have the lattice exists. And now it's in the correct place. I will use this as a guide to fix my problems. Okay. I will add subdivision surface to this piece and make it super smooth. Maybe we can add another two level, and as you can see now it's become very smooth. I will hit two to call this, okay. Speaker bar ring rob, just to recognize it. After doing that, I will grab this. Uma, Try and tab to go to the eight mod. I will. All right, tab again and I just want to select some faces from here. Okay, let's grab these over here. Control plus to grow selection multiple times like that. Okay? And then it control to invert the selection like this. All right. I just want to focus on certain area. So how can we do this? I will hit Alt. Click on this H loop, or maybe this one. And then hit H to hide them. And I will grab one of these, control L to grab them all. Or I can just select these right here and it can roll last multiple times. In the head control, I, I still have the same problem. I don't want to include the face that I got right here. All right. In this case, maybe manual. We should do this. I think we can hide this as well. Grab these control plus multiple times until you reach this H and then hit H as well. Grab one of these control L. And yeah, this is the correct way to grab this. After doing that, go to the object data Roberts. Let's create a new group and let's assign these faces or vertices to this group. Assign now they are assigned, after doing that, hit alt H to bring back the other pieces. Now let's go to the modifier. Let's to exit, I will add shrub modifier story. I will pick this object that we called Speaker bar, shrink Rob. I will, in the vertex group, I will choose these vertices I assigned. After that I can hit H and hide this. I can increase the open the subdivision service level. As you can see, that's help to fix the issue that I got right here. Now if I turn this off, you can see before and after. You may say this is a small thing, why we focus on it? Because we want something and makes sense. I like to focus on this stuff. You can ignore them if you want. That's something up to you. But so far we did great and we created something nice. Yeah, I think that's it. Let's see if there are anything else we can do here. Okay. All right, I think that's it for this video. I will end it here and see you in the next one. 20. 020 Creating the Power Port: Hello again. Welcome back. Here on the right side in the speaker bar, we have this power part. Let's see, how can we create it. All right, this piece. I can delete it. I don't want it anymore because I can mirror this one. This one It's ready and we can mirror it. Put the three D crosser in the middle. I will grab the bond and it, and cross to select it because the origin dot of the bond is in the middle. Then I will lo, grab this piece with the lattice. And all of these parts, I will copy them and mirror them. It shift with D to take a copy like that. After that coy the object and then mirror and mirror this to a global x. But we could change the transform to three decosor, because we want to depend on the position of the three decosor. Go mirror and mirror to the global. Okay, we got a problem. We could the, the object that we called shrink, Rob. I will hit Alt to bring this here and then hit to take a coby. I will mirror this on the x axis as well, the grab this piece. And all what you should do is just delete this object and use the other one. Let's delete this. All this piece should be affected by the lattice. Let's see what we should do here. This right? Let's grub this lattice, and now it's affected. I will select those, both of them, and put them inside the new collection, what we can call it, To open the collection, let's call this shrink. Let's call it shrink. Rub, maybe B key for object, the enter. Yeah, now we have these pieces inside this. After doing that, the grab this and let's pick this new piece. Just be careful when you do that. The group is already selected. That's it. Now I can hide the sub, everything is perfect. Now, after doing that, now I can start creating the power parts. Let's see how can we do that. All right, maybe I can start with the plane. From the top I will hit to a plane. And let's move the plane right here. You can scale it. Change this back to bounding. Let's scale it like this. Make small, maybe you can scale to the X like that. I will hit control and apply the scale and tab to go to the mod. I guess we can add three edges here and go to the top. And scale these to the Y axis like that. And the cut off this one in the middle end. Scale it to get something to create a curvature. I will grab all of these. Pass and then hit for Inst. Then hit Alt to push these phases out. Maybe add two edges and grab these faces. I can hit one more time for inset, grab this edge, Alt, click control to dissolve it, to create this taper shape. Okay, Now maybe I think that will be okay. And I will add multiple cuts here, like this. All right? After doing that, maybe we can, okay. I want to duplicate these for three pieces. I will hit D to take a coby. And let's put the coby very close to this one. And then hit R to repeal this. To do that again, and one more time, let's delete this one and this one because we don't need them. And now we've got three pieces. All right, after doing that, I will grab these three pieces and hit control J and make them one piece. And I will tap to go to the mode, and I will select these edges and maybe those over here, And then tally and choose a bridge to break them. And you can add multiple cuts here. Control R, and let's add multiple cuts like that. For some reason, Blender crashed and I recreated all of that. Okay, now we should connect the site with the site. I will grab these edges. And grab those as well, right? And choose a bridge control R, and let's add multiple cuts, something like that. After doing all of that, we need another, we need to copy as well, F, D, and let's take a copy right here. And I will align this with this. Let's make this one the active vertex. I will snub this vertex here. Let's change this to the vertex and change the transform to active, key to multiple control. And snub it right here. And they should be merged and yeah, they are. Okay. After doing that, I will control, I end apply the scale in case we have a problem. What else we can do here? All right. I will add symbol deform on this and choose bend because we want to bend it. And I will bend to the Z. I will active the origin so I can see where the band is working. Okay, This is the Z axis goes. I will hide the reference images. Why do I see this? I will let M and move this to the reference images. All right, so the z goes up like this. That's means the bend should work like that. Well, we want the bend to bend this eumetre. Grab it from this point and this point and point and bend it down like this. Well, that's mean we should rotate the gizmo and align the Z to this dirk X to this dicion, for example, the Y. All right. I will hit R to R to the Y to rotate the gizmo. I just want to rotate the gizmo. All right. R, Y hold control and rotate this 90 degree and rotated to the Z. Now the Z to the local Z. R, Z and z again. And rotate this 90 degree. And now we got, but we want, let's add 306 degree. Hm. All right, we got the opposite result. Let's add minus here. All right, now we got what we want. That's great. Maybe we could go beyond that. Maybe 61. All right, 61.5 Alright, that's very close. 0.510 0.53 maybe that's maybe we can change the 5354. Okay, that's cool. Something like this. I can apply this. I can these vertices just to go up this area like that, hit them and irked by distance, they should be merged. Yeah, that's cool. After doing that, I will grab these edges and I will hit to extrude them like that. Something like this. I guess I will hit to create a big phase. And then I for inst, let's insert this a little bit like that. Maybe a little bit more. All right, maybe we should push these faces deep a little bit. Now let's grab this facets to scale it. Not just that, maybe I can grab these edges over here and extrude them like that. All right, now I will grab this and then. I want to extrude it, but I just want to make sure that what I'm doing is correct. Because I don't want to go back and fix these things to grab this and then hit to extrude it like that. Maybe we can extrude this even more and maybe we could scale at ten a bit and then hit four inserts this. Maybe I can bevel this area, it can throw and level this to three or maybe four. And this control to Bivlet Fosall, maybe those over here he can throw and bifold them back that I'll click on these edges. Let's change this to bounding box it to Extrude extrude skill. All right, now we've got this result. After that hit and push those back like that, I'll click control to Bevlese Maybe three edges that will be okay. Or maybe I can grab those together and beivle them. All right. I will add four. Right click it smooth. Let's put this in place. Let's go to the left. And then let's hit right click and set origin origin to geometry. Let's turn off the origins. Then hit Key. Let's move this here, Skill, Let's move this over here. I think the size is okay. Maybe we can skill it a little bit more like that. I will grab this intern of the lattice for now, and grab the geometry with this. And it's like to isolate them. Let's move this right here. Let's have to go to the mode. And let's go to the right. To the left. Now let's see what's the next step. All right, we should create a circle right here. If C, these faces, we can do that. Let's see how can we cup these faces. Let's select these faces like this. You can see to active the selection. And P, this area like that. Yeah, let's add these here. Now we select all of these faces. Now let's see what's the next step. I think now we can hit for sets, or before you do that, I think we should include these phases and maybe these phases as well. Then hit ints. All right, after that I will hit to create a big phase here. Then I will hit right like circle to create a circle. And I will scale the circle down like this. Let's move the sinew circle. I will align the circle with the circle on the other side. Now we got this result. I will stack two times so I can focus on this area a little bit. Now I will grab this face and it's Eto this deep inside and turn off subdivision service for. But maybe we can move it a little bit. It's something like this, I guess. Then I will hit four Inst and hit XF. To delete these pass, I will look up these edges like that and those over here maybe we can bubble them. Hit control and let's bubble them to three. I guess he something like that. It's like to exit and let's put this in a place. With this key to move. And let's move this right here, try to avoid any overlapping. I will accept the Ga service for this geometry. All right, what else? I will, let's to isolate this because I think we could do something here or at least se grab these faces that can trouble us to grow selection. And I will hit four insects and ins this outside hits all. Okay, that's very cool. Maybe I can now delete some of these ages, maybe this one and this one, and create this taper shape. And I will add a support loop here. Or maybe I can crop this one and hit control to bevalt to three edges like that, but make sure to avoid the overlapping that could happen here. Just move this down like that. All right, Maybe this one I can hit control and delete this one in the middle. All right, let's select where, Where is this one? Them together now let's see what we got. All right. I think we can make some of. We can here like let's isolate this piece. I'm not quite happy with this Pubble actually. I can make it sharp and I can club those and bubble them. I think that will make it more accurate and close to the real objects. The same thing. We can apply it here. Let's hit can trolbe and let's pebble these. Let's add the support, the loop one here and one right here, okay? Okay. This area becomes a little bit sharper because we added, I don't know. Yeah, we gave this. All right. Maybe because of the level amount. Okay. We have some differences here. Let's do that. Let's turn this off so we can compare the two results. All right. Cantrol would be okay. This amount is makes sense. Can troll are to add to board the edge loops. All right, this one is close. All right, so let's select it and let's select this piece. Now let's check the results, E to the x. Let's move this a little bit. I think this piece is in place or not perfectly in the place, but we can fix that. I will grub this. And so time to focus on it and I will go to the node. I will it all click edges. I will put the three decrosor here in the middle. And then T out. Let's grab this piece. Isolate them like that. Grab this to the left. Then with this piece selected the Ft selection to corosor to move this a little bit. And now it's perfectly in the middle, but we just need to move it inside a little bit. Yeah, that will be it. It's light to. Exactly, Let's see if we have any overlapping coming here. Okay? This piece could be affected by the lattice. I will grub this lattice and control and latte deform. Now let's scrub this and active lattice. And now we have everything in the place. Anything else? All right, one more thing here I would like to fix. I think this should be a little bit taller. It's very simple to fix this. Just go to the vertices and decrop these vertices and just move them a little bit like that. If you want to control that further, you can add extra vertices here if you care. Maybe we can add multiple cuts. All right, now this length is makes sense. I will go with it. Now let's take another look. I feel our result is a little bit big as compared with this one. Maybe we could scale this at any bit, Okay, Let's hit and scale it, okay? Let's turn of the lattice and grab this one. And turn of the lattice deform, and let's focus on the geometry. Whereas this one and this one, we go to the left. Let's just a tiny bit scaled like that. The same thing for these vertices. All can roll last multiple times until we reach this he. Then it to scale, cancel, cancel the x axis, don't scale to the x h and then x to cancel the x. Let's kill a little bit like this. All right? That's great. After that, you can active the lattice and everything else like subdivision surface. Yeah. Now the result is better. I think one more thing here. We have a light here, I guess is to go to another image. We have small lights right here to see how can we do it, let's turn off the lattice. For now, let's go to the left to go to the mode. And it should be maybe right here. I guess I will hit for inst, then it ought to flip the inset inside. But before we do that, maybe we can just make small tweaking here for the face like skill them like that and skill them to the Z. I will hit eye this time. After that I will hally into a circle. To create a circle, it's scat a little bit more, make it small. I will grab all of these edges of the circle, like that. And then traticlyto subdivide, Subdivide it. Crabs faces, get rid of them. Robs ages as well, then traticlygaQcircle and now become smoother. After that, I will hit to extrude, and extrude this inside like that. Let's turn off subdivision service for now. Let's, so this a little bit more like that. Click to grab these faces. Select loop and select boundary. Then control to povel this side to two edges. I guess the grab this one or you can go to the face click. Then you can go back to the select loop boundary. Let's povel this control B. I guess we can add another loop, grab these faces can roll plus multiple times like that. And then elicit eye for inst. Oh, to invert this out, this edge loop is important to prevent any shading issues. Now I will, again, I guess now we can grab one of these edges like this one. This one. I will hit shift to take Coby and leave it in same place. And I will hit P and then to separate it, tap out, let's focus on this new tap A and then hit to fill it. Then maybe we can hit to make an inset hit, to flip it inside. I will hit Alt to push these phases out like that. Just a little bit. You can hit two. Time to focus on this area. I will grab this it and push this inside like that. Grab this phase three, hit again X to delete these phases, grab these and go to the face and use the red fill. You can spin, spin this back, maybe use offset to get this result. Now I will grab these aces and bevel, then hit Control. You can add three for this area I can hit. And then for inset, I can fill this area with faces as well. And this uses offset. Grab the sided control bit and bivalent. Maybe we can add the support here, not here. Maybe one here that's very cold now is active the subdivision surface and delete the sing modifier. We don't need to apply to on this object. Radically smooth, it's likely to exit. Now let's take a look. Let's go to this one and active the subdivican surface. A result is very beautiful. What else we should do? Let's active the lattice for this and for this one. Now, everything should be in place. It does. Anything else here we could do. I think it should be a little bit smaller, but maybe we can fix this later. You can't keep it like this. It's not a, a problem. I think that's it for this video and I will see you in the next month. 21. 021 Creating the Light Sealed frame: Hello again. Welcome back here. This video, I want to focus on the light sealed this piece. Right here in front of this piece, we got this frame. It should be connected to it. So let's see how can we create it. I also like this and it's like to isolate it first. Let's see from where we can start. I will tap to go to the edit mode and I will turn off subdivision service in the edit mode. All right, that's very cool on this area. I will add the support, the Ge loop to make this area tight. Now let's take a look and let's see the results. Maybe we should have another Ge loop here. Let's take a look and let's see what we will get here. All right, I'll turn this off because here we should do something. This new age, I will dissolve it for now, timberily. So I can fix the problem that I got right here. This age is pushed out. I need to push it in again. I will turn off mirror for now. Let's see what's the problem. All right, this, get this Alts. Let's push this bag like that, but not too much. All right, let's hit Alt. Push this bag key wise, maybe we can center it. All right. I think we can delete it and recreate it. Hit control, send, dissolve. It will be easier for us. Hit control are to add this hit to align it. Let's move it like that. All right. Let's see what else we can do here. Maybe an extra up here to make this area tight and less active than you are with subdivision surface. All right, in the middle the stop and let's secure up all these edges to the X zero, enter and activate clipping and let's put these to the other side to americ them like that. Another result is better. The frame that I want to create here is depend on the other side. I mean this part we should prepare the side as well. I will grab it and isolate it. I will tap to go to the eight mode. Let's see what we should do here. I will turn off subdivision Surface for now and I just want to check the other images because I think we should some faces inside. You can see the faces here are going a little bit deep. You can see the reflection of this hole here. We have a very big frame. We get something like this. All right, how can we do this? How can we do that? I think we can go up this lobe and hit control and dissolve it. I guess we can hit control or to add one support edge lobe here maybe. Okay, one here. Yeah, I think that's it. Now I can go up these faces and hit ex to cancel the extrusion. And manually I will hit to the Y and move the face in face to the Y. Just push them a little bit like that. That will be it. That's all what you should do here. After doing that. Now I should focus on this area by adding support loops here. All right, maybe one here and one here and one there. One support the loop here and one here. Let's add one here and one right here. Maybe another age here to make this area even sharper. Now let's tap and less active the sub we can surface. Now we got sharp result. As you can see, it's like to exit. Now let's see what we got. All right, so this is the result that we got. Now let's see how can we create this frame. I will go to the mode and I will go to the top. Maybe we should move some vertices back at it. Not too much list were turn off auto marriage. Let's go to the top. Just hit and move a little bit. I just want some space here. I just want to check this area. Just want to see if what I'm doing is correct or not. This is a frame as you can see. We have a big bulk here. The bulk of the fabric is not too big. I think my result is not accurate. I think what we got here is too much. I guess if we add one edge here and deleted those here, I think that will help to fix the problem. But I want to that okay, on the side before we go any further, maybe we can add another gel here. Let's see where this will go slash to exit, and let's take another look. Okay, now's the time to focus on the frame. I guess I will isolate this tab to go to the mode and go to the face selection mode. And let's scrabse faces here. I think these faces will be okay to take a coby like that and click to leave it in sale. Then hit, and then, but let's frame tab and late obvious faces to extrude these forward like that, just a little bit. Then go to the out, click on these aces, the upper acres. And I will hit key twice to move those down. All right, maybe we can add an he look like that. It out and extrude along the normal and out like this. Maybe one H in the middle. And then grab this out. Click we. And let's move this down just at any bit. Maybe this one key tie. Slide this down as well. I'll click on this edge and I'll push it like that. Right now we've got nice ball here. Maybe this one I can push it out a little bit more. But after doing all of that, check the other areas like this area here, we should see and check what's happened. All right, on this side we can add an loop to make this area tight. If you have a faces here in the middle, you can delete them. All right, we don't have maybe another loop here to make this area even tighter. And this area as well. Now we got this. Let's see if that makes sense. Increase the level to three, maybe. Let's check this. Okay, so far the result is cool and we can accept it. I just want to check this further. Maybe here we can make some tweaking. I'm not quite sure what we should do here, but let's try. Let's move this a little bit like that and then Altus, maybe we can add an extra. He. Does that make sense? Let's check this area. I will look up this, hits like to isolate it. Let's see if that's correct. All right. This that we pushed, I think some of these ages should be pushed back as I guess this age as well. Maybe this one, maybe this fund a little bit n is active, the sub that we can surface. But now let's see what we got so far. So far, the result looks nice and beautiful. I think we can accept this. Everything here looks cool. Let's check it from this area, All right? Yeah, I think that's it for this video. I will end it here and see you in the next one. 22. 022 Making some tweaks on the Faceplate: Hello again, Welcome back here. Let's go back to the reference images. I just want to focus on something here. If you take the headset from this view, you can see that this area in the middle is a little bit pinched. We have a variation in the thickness, especially in this area, it's very thin. We should focus on this and see how can we create it. I will go to the bottom control seven and I will grab this frame. I will tap to go to the eight mode. What I want to do is I want to grab these vertices and push them, can click to grab the age loop. I think we can turn off a subdivision surface and hit to go to the local mode, I will make one of these vertices. Let's change the transform to the active element so you can work to the active element and make this one the active. For example, I will scale to the active element, but keep in mind to turn off automatic because we don't need to mir these vertices. After doing that, you can now scale these vertices like that. This size is okay, you can compare. It should focus on one side and don't worry about the other side because it will be mirroreled. Let's take up this and scale all see any mirror because let's delete half of this mirrors. Go to the bottom, I'll click Make this one deactive to the kill a little bit more. Those as well Make this one deactive as to the till. This a little bit more the same thing here. Maybe this as well. All right, now I think we got very cool results after doing all of that. I guess now we could grab these vertices and put them in a place. All right, grab this key, hold control, And we could snap it here with this one, with this verticltrol snap. And the same thing you could do for the rest. Okay, that's very cool. Now, after doing that, we could move the frame as well. Let's go to the bottom view and let's scrub these vertices. First, hit Key, and let's move those. Or maybe we can grab these vertices key. Let's move this like that. Let's keep this in place now. Maybe we can select those over here to move. Let's move those over here. And maybe these vertices in the middle mechanical of them and K, and just move them like that leg as well. Let's move these at Eni bits and the Sigalse vertices and move them as well, active the subdivision service and put the mirror as first modifier and then active the subdivision surface. And let's go to the bottom and let's take a look. Far the looks nice and maybe we can grab this, move these vertices as well and put them in a place. Let's grab these here first and key to move. And let's move those over here like that. After that, we can move these vertices. All right, these vertices as well is verts. Now let's check them again. Just try to avoid any open area, We can activate the subdivision surface on cage so we can see the final result. But I think these they should be moved. And maybe those over here and those as well. Take a look and let's see what we got. Okay, there's, that looks nice and beautiful. If you'd like, you can make this area a little bit sharper by adding a support loop here. Actually, this area is. If you add one here, that's something correct. Let's see what else we can do here. You can add one here as well. What about adding one here? All right, let's go to the bottom. That can throw seven. Let's focus on this area a little bit. Let's move these vertices like that. And maybe some of these vertices, they should be pushed up. All right, let's turn off one cake. I just want to see the result. Maybe we can add one age here in the middle of that. I think that's will make the result looks hard. All right. I can feel some waveness here happening because of these new ages that I added. I can fix the distance between these ages to get even better results. I will hit Control Control Alt, hept, click to add these edges like that, but I don't want to include this area dilate the after doing that or at least turn of the subducan surface, I think we can include these edges here, diesel, those. After doing that, you can hitt space from the Loop tool. Maybe accidentally I just moved one of these vertices, but I will fix this later. Right click into space, maybe right click into relax. Right now after doing all of that, I think we can le, let's see what we have done here from the top of. I just want to grab these vertices right here and just move them back in place. It seems like we pushed the frame as well. It key and let's move this bag. Let's see if that correct or not. I think these vertices, they should be pushed back at any bit. Let, let's focus on those right here key, and let's move this bag. Maybe a little bit more forward. Yeah, I think now the result is correct. What about this area? Let's like to isolate this. I just want to see maybe we can add one here. Now, we lost the waveness. Now the geometry become nice and smooth. That's very cool. One more thing here, maybe we should do. I don't know, maybe some of these vertices should be voiced. You can ignore the snows are important. I mean, the distance is similar to the distance here, but maybe by grabbing some vertices and push them like that, we can get something. Even if you want to do that, you should grab those together and do it. I would like to isolate them like that and tape it mode, we should grab them like that but make sure not to grab the top area. I think we can turn off stbing surface for both of them. It key to move and let's move this a little bit like that. Now let's grab these over here. Go to the bottom view. Lets move these like that. Just be careful when you do this. Maybe I can't go up these, including these vertices. Go to the bottom. Lets move these like that. Maybe I can select these and just move them a little bit after the subdiviingion surface. I just want to see the result. Okay, so far the result looks nice but the nose, but is not accurate. Some of the vertices, they should be moved. Maybe these vertices I can and move them a little bit. Maybe I can push these back at any bit. The result is nice and smooth. I guess it's like to excite and always take a look. Okay, so far the looks nice, but maybe I can rob this and focus on this area a little bit. Control to select the lit faces. Maybe I can hit and then to separate, to isolate it. T, this area should be harp according to what's for example this image. You can check another one. As you can see, this area is sharp. Let's try to find another image. We should find something big. Maybe these images, one of these images as you can see, it's sharp. In this case I will control are to add support the edge here, one here, and maybe one here as well. Let's add extra edges to make this area sharpsm sharp. That's very cool. All right, I will end this you here and I will see you on the next one. 23. 023 Focusing on the front part of the headset: Hello again and welcome back here. In this video, I want to focus on the front side, right? See, from where we can start, I will go to the top and I will move these a little bit forward until I see a gap here. Let's hit Key to move to the Y, Okay? Don't include this frame. We don't need to include it just like this key. Let's move this a little bit forward like that. And now I can see a gap. It's very important to have this, the reference images. I think we have it. Okay, let's try to find one of these images to show you what I mean here. We have a small gap here. We should get something similar to this. I think we should move these a little bit forward, e to the y. All right, we can't do this from the top. Maybe we can zoom here a little bit, e to the y. And let's move this a tiny bit, all at this distance. Looks cool. I will accept it. Now let's check this from the top. I think the gap become bigger a little bit. I will tab to go to the mode and I will activate the clipping to avoid any misalignment having here in the center. If you grab one of these vertices and try to move it, you can move it easily. But if you active this option, now it will stick at the center. And that's what we want here. I will grab these vertices and move the back just to make the gap a little bit smaller. We should do the same for these vertices we have here, maybe these vertices. Everything else is cool. Think that's it. After doing that, now I want to import this image. I want to compare my result to this image. Click and let's put the image right here. Let's put the three decossor in the middle of the headset and cos selected the Sl and decossor. Now we have the image in the middle. What I want to do, I want to align this area, this point with this point. Because I'm not going to play with this area, but I can change what's going on here. To do that, maybe we can add a guide to help us to scale the image to the size or the correct size. Let's hit Shift and let's add. For example, you can add single args and scale it. Let's make it bigger. Align this edge with this point. Scale this a little bit, and now we got it. Let's check the other side. Perfect. Now let's see the sides of the image. Okay, the image is perfect as well. That's great. Now what we need to do, by the way, I thought the image a little bit big and I should scale it like that, that's why I did this. Anyway, after that, I should move the image back and align this point with this point right here. Okay, do that. Maybe we should add another helper. So let's go to the empty and let's add play axis. And let's move this, for example, right here, okay? And grab this with the image. And G, and let's move this back. I added this empty because it will be a little bit difficult to see the image. Now after doing that, maybe we should scale the image with the e to the bosion of the three D coursor. I will go to the three D coursor, then hit to scale scale. This S at ten of its, not too much. Now the result is perfect after doing that. Now let's compare the reference image with my result. You can see we have some differences. These differences, you can ignore them. And you can't complete the project without too much about what's going on here. And no one will notice it, by the way. But because we want to create something close to the real headsets, I care a little bit about these details. Let's see how can we create something close to the real headset. Okay, After doing that, I will grab this with this, will hit Shift, a copy like this. Then hit to the collection. I will create a new collection. I will call this T two. I will put the. Temp two, because I did this because we had a lot of stuff in them. Temp one, and I don't want to go back and open these objects and pick what I want to pick. This one will be easier for us to control. I will turn this off for now. Now we have a backup in case we got any problem, for any reason we can't go back. All this is the first step. After that I guess, or at least organize the scene a little bit. I will go to the visibility and I will turn off the lads, the empties, and leave the mis active. I will grab most of these or let's grab them all like that. And hit and move them to the head set. Let's move everything to the headset. All right, that's great. And now let's go back and active empty the lattice. I will leave the, let's turn this on, It's okay. All right. I will grab this and hit to isolate it. And tab to go to the turn of the subdivision servers. For now we go to the Phase Alt. Click and I want to select this entire phase and hit X to delete it. We don't need it for now and maybe these phases out. Click, grab them. Control last multiple times until you reach the corner, this corner XF and delete them. Go to the H to old click, click control X and dissolve them. Let's activate screen cast. I always forget to do that. All right, and now we got this resolved. Now we have the ability to grab, for example, this H and hit outs and move it in or out, And do a lot of tweaking. Let's go to the top slash to excite. Now let's make a comparison. Let's see if this perfectly aligned with the image. All right, so as you can see, this is the edge of the image. This is the start point, and this is the end. If I compare this with my results, we have some variation. Maybe we should grab these vertices and this one and just move them a little bit forward to match it. I know I will have a gap here. That's correct. But I think it's easy to fix. We can grab these vertices and just move them forward. Moving this forward is not something difficult to do. All right. I will hit, I'll click on these edges and hit to move. All right, so we want to focus on this curve and this curve, okay? I want to group this edge as you can see. Just move it a little bit forward. That's all to move. And let's move this right here. Place these vertices here. Now maybe we can grab one of these vertices and make it the active, the scale according to the active vertex. This to the active, it is to the y and the scale does reach this area. All right, that's a little bit difficult to you to see. You can grab the image with this part and hit and focus on them all. That will be a little bit easier for us to control. Maybe we can select these vertices and then hit H to hide them. Just to focus on this area that will make the life easier for us. Let's grab these and make, or just hit to move them like that, make this vertex active, and hit to the Y. And scale this until you reach this point. All right, let's see. Like this as well, key to move. Let's align this here, make this one the active, that is to the y end. Let's align it like that. Okay? The same thing here we should do. Okay, Before we do all of that, I just want to check something. I just want to check the alignment of the image. Yeah, I think it's perfect. Yeah. All right, let's go back and let's select. All right, let's up the image and hit key. And just move this a little bit forward. Okay, now let's up the key and let's move a little bit forward to a Y like that. Let's make one of these active. And then hit a here as well. Make this one active as to the Y. And scale this a little bit. All right, key to move. And let's move to the y a little bit. You can grab this vertex, by the way, it's not necessary to use the scale. Always key to move. Let's move this a little bit forward like that. Grab this vertex and move it to ten bit like this. Okay, let's go back to the top. Let's movies like that and let's move these as well as well, like this. All right, now I will grab these vertices and hit alts and these in. And just push them forward as well, like this one out, push them like that. And this one averages something like this. Now let's take a look, let's see what we got so far. All right, from this side, the result is very cool. But from here it is not actually correct. Because the curve, you didn't go like this. If you combat with the reference images, let's see which one in the image. For example, here you can see that this edge is not bending down. Okay, well that's mean, what we got here, it would be tweaked, but for this area, everything looks cool so far. The question is, how can we fix this? Well, it's easy. All what we could do is just moving these vertices up a little bit. It's something like that, one by one. All right, and maybe we can grab them like that and hetticly and use the relax option in the Look tool. After doing that, maybe we should grab these vertices and just move them up, key to the Z to bring back the Scurve. All right, I think that's cool. Okay, maybe we can grab these edges again. Just push them up a little bit, but not too much. Just be careful because we will have a lot of variation here. Let's check this from here, and let's move these vertices a little bit. Now when you come by, grab these edges again and then tically choose relax to relax them a little bit. Relaxation. Now I will hit at the edge to bring back the other vertices. By the way, these vertices, they should be moved a little bit. Maybe from the right view I guess, or maybe from a view like this key to the Y. Let's move them as a ten bit, maybe we should push them back as a ten bit. All right, now the curvature here looks nice and smooth. For these edges key to the Y, Just move them a ten bit, but not all of them ignore these key to the Y. Let's move this a little bit. That should be enough, I guess, by the way. We should grab these vertices and push them inside as well to get correct results. All right, I think we can move the image down. All right, these vertices as well. We can grab them like that at these, a little bit inside like that. This part of the modeling is a little bit annoying, but if you focus a little bit on it, you can pass it and you can create something very cool and nice. Let's go to the top. A add extra edges here, maybe one here at book this out to fix the curvature even more. And maybe this one control to add one here at, to put this out like this, okay. Maybe we can fix the distance between the edges as well. Catedtrol out, have to grab the rest. Cut them like that. These edges as you can see here. And then hetratically go to the lot and choose space to fix the distance between them. After doing that, I guess we can trato, relax, relax them. The curvecure so far looks cool, everything looks nice and smooth. Let tab out and let's active the subdivicion surface. Let's see what we got. Let's go to the top and let's convert with the reference. It's very close the cure is aligned without any problem. All right, this one is aligned as well. Well, that's very cool. Let's check the curvature again. I just want to spend more time on this area because it's very important. All right, cool. Now let's bring back the other pieces and let's see what we have done. All right? As you can see we have some differences. We should scale some stuff and move some stuff. Okay, for this, for the light seal, I think we can cup all of these pieces and maybe move them forward a little bit. I think that will help. Let's see if we missed anything here. Let's move these like that. I think we corrupt all the necessary objects, corrupt them like that. And then let's move this here we have some gap. That's okay. It's not a problem. A gap as well. Okay, let's see. Let's move this at ten a bit. All right, here we have some job to do from this area. Everything is aligned, I guess. Okay, grab the image and let's go to the properties and active the front side. I don't want to see it from this side. And make it selectable by going to the filter and active this option. Selectable and active this option for this image. So we can't select it anymore. All right, everything here is perfect except for this area. All right. As you noticed, when I work, I always like to work on this side and mirror whatever thing here on the other side but this object and the frame is not. I would like to apply the mirror and re mirror them just to work on one side, not two side. What I mean is I grab this and go to the mirror. It can roll to lights from the top. I can delete half of this F and delete them. Now I can re mirror this a mirror and active clipping and put the subdivision surface underneath it for the frame. We can do the same thing. Just apply mirror to grab half of the frame F delete them, then tap out to grab the frame. And let's add mir modifier above the subdivicion surface active clipping. Now's the time to move some vertices and put them in place. Grab the frame, grab the light sealed endless to have to go to the mode. And let's see from where we can start, let's grab these vertices and key. Let's move them. Just keep small gap here, not too much. Grab these key to the Y ende distance looks cool here, The distance is good here as well. Maybe for this one I can these and just move them at ten, a bit back for this area. I guess we can move these back just a little bit. All right, let's move these back just a little bit. This one as well. All right? I think in the perspective we can control that key to the Y. And let's move this a little bit up, these key to the Y. It's a little bit difficult to do that here. I guess we can grub these and go to the local mood and select those again. And tab. Put up the frame and the seal. Okay? Everything here is cool. Okay. What about this area? Okay? I think we should put these Pac gas at any bit, but not too much, Okay? Everything else, you can ignore it. The result here is very cool and acceptable. I don't see any problem here. Still have the gap and everything looks cool. At least check the frame. Is there any problem with the frame? Any variation? I don't see anything. Everything looks cool so far. Okay, the curvature looks nice. The curvature, I mean, this, it's too exciting and All right, that's very cool. Okay, I think now is the time to focus on the glass. But I will end this with you here and the next you will start doing all of that. Ok, next. 24. 024 Focusing on the front glass and make some editing: Hello again. We'll come back here. Okay, let's focus on the glass. We'll like to isolate this and I will deselect this part grub one vertex from the control L to select the linked vertices. And then hit P and thes to separate the selection Taborb. This hits two time. Let's have to go to the mode and let's grab maybe the pass. All right. I think we either we detach them or delete them. I think we can grab the entire H lobe and then hit V to rip them like that. Then hit control L and then hit P and then to suppres this as well, grab this and let's hit and move this to the temper in case we want to go back for any reason. Now let's grab this hit and let's see what we can do. As you can see, it's a little bit big and we have a lot of edges here. Maybe we can corrupt this edge with this one, with this one, and hit control X, dissolve them. I will control control, click, control shift click to corrupt these edges. And hit right click and choose space to fix the distance between these edges. All right, that's very cool. Now maybe I can scaling these vertices according to the position of the three decosorjtr, maybe this vertex. And hit Shift. And let's put the three decurssor over here in the middle. And we can change the transform with 0.3 decrossor and grab these vertices and scale them to the three decrossor like that. But let's see if that works or not. I'm not quite sure but just scale it like that. Let's make a comparison. At the end of the day, I'm not going to get a perfect result. But if the result is closed, that's enough for me. I can move some vertices around and tweak them until I get something realistic. So far, this result looks nice. I think we can accept this maybe by moving this a little bit forward, the result will be nicer, I guess. Let's go to the top and let's see. All right, maybe we can scale this stabs. Let's go to the right K, this area. All right, I think can scale it down. I guess it's time to move some vertices around. Okay, to do that, I stop out this frame with the glass and step to the edit mode. All I need to do is just moving these vertices and align them with the edge. You can go to the trans the snap and changes to edge to snap these two, the vertices to the edges to the vertices. Now I can, for example, put up this vertex and you can turn off the subdivision service. For now, I think for this geometry, we can hit the Y letter to activate the wireframe. So we can see the edges. By the way, I say that before that I hit its shortcut, I assigned it. If you want to assign one for the wire frame, you can find the wire frame togal here, tritically, can choose assigned shortcuts, you'll find it right here and then why? Anyway, let's go back and let's take out this vertex. Let's go back to the modifier. Because I want to move this vertex, I don't want to have this gap. I will actively cleaving to avoid this. Now if I hit key to move, nothing will happen. It key to move, hold control and snap this vertex here. What's going on? All that's vert control again. Let's try again. Key to move hold control and snap it here. All right, it's not working because that transform that 0.23 D cours or change this back to bounding key, hold control and stab it. And yeah, now it's working. Key, hold control, stamp this one here. Grab this, fix this one, and stab it here. This one. Stab it here. Okay, This one key and snap it right over here, I guess. This one. Snap it here, key this, Snap it right here. Grub, this one. Snap it here. All right. This one as well, I guess. Okay, What about this one? We have some gotas. Okay, this key. And stamp this over here. Snap, this may be over here. All right, notes here. In key to move, call, can'trol stamp here. Okay, Stamp this may be here. All right. Key stamp this one here. Okay? The same thing here. All right, that's cool. But we will have a gap here because now if you tap out to act to the subdivision surface, you can see we have some gap, but we will find a solution for that. For now, let's focus on the edges and the smoothness of this area because that's very important. I will tap to go to the mode and refix the distance between these edges. Control, click Control out. You have to click here and here. Right click and use space. Space. Just space. Just right click and relax this time to relax these. One more time, relax. Now we've got this. Let's go to the top of you and let's compare this to the reference image. Let's see if that makes sense or not. Well, it is very close. Actually, the result looks nice. Okay, maybe we can just move some faces. I think that will work. All right, so far it's very close. I think we can go with that. Let's see what else we can do here. Maybe some of these phases, we can move them out a little bit. Just push these a little bit and just be careful. Let's check the reflection by using another mat cap like this one. I can see we have some sharp here. I guess we should try our best to get rid of all of that. But let's see, what options do we have here to do this? I think we move these phases too much, push them back. And I think now the result is smoother and nicer. Okay, even for this geometry, I don't know why. I feel that the curvature is not makes sense. Something, I don't like it here, but I don't know what is it. Maybe we can grab these edges like that using Control Alt, Click. Let's see what's if we use relax. All right, relax. Maybe manual. We should move some of these edges. Let's push these out a little bit. Maybe these edges. This one, I'll click at Alts, and let's push this out at any bit. And this one as well. A little bit. Maybe now the result is better. Okay, so far we did great. All right, if you are happy with this result, let's focus on this area now. Let's give this a little bit of thickness to create this frame according to the reference images. If you one of these images we have here, I don't have something extruded out from this aluminum frame. Whatever thing I will. It should be pushed inside. An if I draw a line here, anything I should create, it should be pushed inside like that. If you kick this frame, you can see it goes inside like this at this point, goes inside. Let's take this out for now. Let's start to go to the edit mode and grab these faces like that. I'll click and grab them. And I will go to the face and solidify phase to give this thickness We can control from here. Turn off subdivision Surface in the edit mode. I don't want to see it for now. Alt, put this a little bit farther like that to get to create frame. All right, we can control the thickness later. It's not a UK problem from this side, just over over here. Alt decorrupt these faces because we don't need them. F and get rid of them. All right. Something that makes sense happen here. All right. First thing we could do, I decrupt this phase. This one in the middle. Hit F and get rid of it. I don't want to see it go here. I'll click, I'll have to click it XF and delete them. All right, now we just ended with this frame, and that's what I want here. This gap is simple to fix. Just hit key and move this to the middle. And that's will be it. All right, these new edges that are already pushed in. If you want to push these even more key', click and push the farther if you like, this distance looks cool. I will hit and push those back to the Y. I guess what else we should do here, If I want to focus on this area, I guess we should tap it. Control to temper it like that. Maybe we can click Alt, click and Ival. This area, it Carole's bible it to three edges like that. I think it should be like this. It's like, let's take a look. Now as you can see we have a gap. I will tab and then hit A, and then hit Alt to inflate this a little bit and make it big like this. Okay, Now let's see if the result is close, all right? It's close and nice, Okay? All right, I think that's it for this with you. I will end it here and see the next one. 25. 025 Starting adding holes for the aluminum structure: Hello again. Welcome back here. I want to focus on the piece and this structure. I will grab them like that together and like to isolate them. What I want to do is I just want to tap and realign these vertices to get better results. But before I start doing that, I just want to select the face loop. I want to grow the selection control until you reach all right, this phase and then it to hide them. After that go to the vertex and Sycrobis vertex starting with this one. Ages turn off automeric, we don't need to americ anything, just snobs. Vertices like that use verte snap leg. This one stab this one as well. And this one should be here. Maybe this one and this one can try stab it. The cycle of this and stamp right here, a stamp, this one here. And this one could be stamp right here and this one as well. After that, if you want, you can just move some vertices around just to get a better result. I guess I think that's not quite important. Now out. All right, now we got this result, this stop. Hit A and then hit Alt to bring back the hidden faces. Now we got this result. As you can see, it's very nice. Now, after doing that, I will grab those, both of them, and hit F, D, and Tab. And I will move this Coby and the Timberly two file in case we got any problem. We have spare there. Now I will select this and I will tap to go to the mode. I just want to check the Xs in the middle. As you can see here, we have some problems. Let's grab them and hit to the X zero. Enter the All right, I'm not getting the result that I want. I will. Let's try again to the X zero enter. All right? I will hit you to move this to the x until they stop perfectly at the middle. Everything now is perfect. Let's grab this object. And I will go to the edge. And all right, maybe we can apply the mirror or I will leave the mirror. Now I will hit Alt click to grab this edge loop. Or maybe control to corrupt these edges like that. And go to the select end loop. Choose loop to corrupt the H loop like this, just tally, subdivide this, maybe 234, maybe four times. Let's add five cuts here. Okay? Something like this. Now I will out encrup these edges again and go back to select end loop and choose loops. I will relax, relax these edges like that. Shift to relax this again and again. Keep doing that until you get something nice, something like that. I guess let's step out and let's take a look. Let's go to the front or the back. I don't see any wavens, by the way. There's another technique if you would like to use, If you like, I'm just going to show, you can go back to select and choose Loop and Subdivide. You can subdivide this to two and relax it. Just click on these to carve these loops in a. And then choose relax R to repeat the last action, the relax. And now the result is perfect with the right click and two subdivide. Subdivide this, the same scenario. Controls edges, loop and relax again R two times, maybe now it's relaxed with this selected right click. Subdivide. Let's click select Loops. Right click and relax, right? And you have to rebut that again and again. Now I think we got very good results here. Now I will grab these edges here, and I will go to the select lube and Q ring. And rightly subdivide to subdivide this, the same thing. Grab this, hold control, grab this. We go back to select lube and ring, right to relax, you have to beat that. Now we've got very cool results. All right. What I want to do is I just want to focus on this area. I want to grab some faces. And I just want to show you, I want to know how can I locate these holes in the correct place. Let's see together, how can we do that after doing that? Now let's check what we got here. Do we have any differences? We got some differences here because we added extra loose. But we will find a solution for this. I will delay this letter. I just want to focus on this one. For now, I will apply the modifier. I don't need anymore subdivision service. I will delete it, and if I want it, I will add it. Now let's hit to exactly and let's see what's the next step. I want to select this image. Let's like to isolate this. I can select, Let's go here and active the image. I just want to locate, go to the top. I want to see where these holes should be exactly. All right, in this case, maybe we can tab, select some faces for example. I can grab these. All right, maybe these faces. Don't worry about the care of above these faces. We will add there. Okay. Yeah, I just want to select these phases. But before we do that, I just want to go to the material and create a new material. I will call this base coupleace empty. Let's add another material, this plus. Let's call this maybe a red just to recognize it. That's it. The base material should be applied on the surface. And let's go to the right and just change the base calc something, right like that. Now let's go to the Material Review. Now I can see the base, but I can't see the right. Okay, now let's stop. Go to solid, go to the top, and let's select these faces. All right? I think I can hide the side to hide it. Now let's go to the top. Let's go up. Okay, these faces, I guess control have to crab this as well. Deselect, We don't need to include the curve that yeah, I think that's it now. Let's go to the red and hit assigned to assign the red color to the selected faces now. And go to the material review that you can see. Now we have the red color applied on the selected faces. All right, I shouldn't include the faces. I guess I will grab these phases and apply the white material on them. Yeah, that's correct. Here we have the circle. For the circle, I guess according to the reference I make, we should leave some space from here. And from here, I don't see what options do we have here. I just want to locate where should we add the circle. I think it should start from here, I don't know, Maybe somewhere. How much? I think we can leave two faces from here and two from here. Let's scrub this area. Or at least select this area. We can add the circle here. Let's go to the top. Yeah, I think the selection is perfect. Something like this. And I will assign the red killer to it like that. Yeah, that's very cool. Something weird happened here. I thought I applied the mirror and delete the subdivision for this piece, but instead of that, I applied the mirror for this piece. But it's okay. I should apply to this humery, but I will ignore all of that. It's not a problem. Let's see what's the next step. All right, now if I go to the material review, we signed these. We could select some faces for the speaker bar. Let's see if we have any images here. Let's open the reference images. Yeah, we do. We have some images here. I will grab this and move this pack here. And select the same key. And move it. I will select what is this? Let's move this down. We don't need to see it. Let's grab this image with this image, it's like to isolate them and go to the right key to grab the image and move it down right here. Maybe if you want to scale it, go ahead and scale it a little bit. And I think it should be scaled according to the three desert bit like that. To move and let's move like that. I guess now we can see what phase we should select here. I will tap at all to bring back the other pass. And let's bring back the reference image. As you can see, we just, we should leave a small distance here, okay? All right. We should start from where we should start. We should start from here, I guess. Let's see three faces like what we did here, 1234434. We should start from here, and let's see where we should end. We should end almost right here, maybe here. Let's select this area like that. I guess now we can go to the material and apply the right one on this area. A sign and apply, I think I should cancel some phases. I just want to make sure of something here. Okay. The end of the curve that should reach this point like this. I don't want these phases and I don't want these phases as well. So I will diesel like this and assign the white material for this, for the rest. Now let's go to the material review. And yeah, now we got this result. Are anything else you can do here? From the bottom side, we have multiple holes. Let's see how can we locate them. I think they should be in the middle. Let's try to find the middle area. All right. I think this face is in the middle, or these two faces A. Just leave some distance from this point to this point and start grabbing these faces. If you want to be more precise. We have this image here can help us to achieve this. So I will tap out, grab this, and it's like to isolate them. Let's go to the front and let's see how that could be helpful according to this image. I think the hole should start from here. Okay, let's put the three cursor here. And maybe I can add an empty just to see the start point. And they should be, and I guess here. And let's add another empty scale it like that. And let's up this empty with this empty and move them. Let's go back to the bounding. It has to scale them like that. I think they should start here and ends here according to the empty position. Right now, I will go up all of these faces until I reach, maybe this area. I guess I think we should add a new faces here. Maybe we should include these as well. Include these face right here. Let's take another look. We should de grab this and leave two faces on the side and on the side as well. Now, I will go here and assign the material. All right. After doing that, he was the next step. We have this oval shape. It should be to the hole. So I will leave a small distance and grow up multiple faces from here. Maybe starting from this one hold control shaft, got up this area like this. Maybe we should add more faces. The something like this. I think this area should be enough to create this oval shape. I will go to the right and assign this material to this area. Later we will focus on these details because here we have this small hole. Maybe we can select these to face to use them or maybe this. All right. But I will do that later or not now. All right. Now let's see what's the next after colorize all these phases Now let's see how can we create that, these holes I will tap out and I will go to the modifier and apply the mirror and delete subdivision surface. I will tap again and go to the front, maybe on top. And let's up this in the middle, I guess something like this. I just want to open this area control to level this to two like this. Or maybe I can I can these edges in this area just Pavelted can roll select these faces and X to delete them. Now I got this area open. After doing that, I will select these faces like this, then hit and then to separate them. I just want to focus on this area now. Maybe we can use the the rapping tool to open this and up it will sub window, and I will change this to the UV editor. What I can do is I can select go to the UV and now it's up as you can see. But I don't want it to be up like that. I want to get better results. I will select these vertices like this. I will rotate this like that. I will select the, you can go to the Ge, cut off this H height click and choose at an to align this and this one as well. This one and this one as well. Now we got a perfect rectangle. Now I want all of these faces follow this one. I will Active, hit a Select hold here to click. And click this again to make this one the active. Now we could find it right here. This is the active face. I will go to the UV and use this option. It is called active quote. All of these phases will follow the active quad. I will get rid of this RV Wav shape. Now go back to the UV follow and hit, okay. And now everything is perfect because now we have a UV. Now if I hit Create UV shape with this option, use active map. I mean this map, it should be right here. I will get a result similar to the result that I got in the UV editor. Let's hit Create UV shape. Now let's push this to one. And now we got stride line, as you can see. If I have to go to material review, I can see all of these details. That's will be very easy for us to add all of these details here. After doing that, maybe I can hit to isolate this, I just want to focus on this area. Maybe I can hit F D to copy this and hit right click to live it in the same place. I guess we can change the name of this piece to hit two. And let's to guide. Then hit Enter, and then let's go to the object properties in the display as I will King Pound. Now we just left with this geometry, as you can see, this geometry and now we have 21 of them is just an E because we the display here, it still has all the features. Here we have the second one. I will hit control and apply visual matt this geometry. The visible one. We applied the other controls for this, but the second one I still have the apple to controls. All right, now let's grab this. Let's have to go to the moot end. Let's go to the top. And let's see from where we can start. Let's start with this area here. I will grab these faces, grab this one, hold control, have to grab these. And then it X to delete them. And now they are deleted. We should create the curve here. Let's grab these two vertices to bring the threes over here and grab one of these vertices. And active spin, Ching the spin to I guess and rotate this like that. Let's add in the angle 108 degree. Let's change the number of the steps to something suitable. All right, this vertex should be snapped here. This one is snapped here. And we have two. I think eight is too much. Let's add seven or even six I guess will be okay. Yeah, six. Let's stick with six. And then hit heft space and go back to select box. Let's active this option, auto merge. Now let's merge some vertices. Key hold control and tab this one here and merge this one as well. Let this one may be right here, I guess I think we can use F tool to create cut from here to here and I can grab this tab one here to create a cut from here to this vertex hold control and establish right here now we've got this result as you can see now after doing that I can erupt these ages like that. And then had 50 D to take a coby like this and rotate this 180 degree like this and move it back. Use the vertex snap. Let's make one of them the active, and this to the active element to move lntraltapsmre right here and now they are snap. After that, some vertices we could merge them, grab, grab this and grab this one as a last vertex topic. Then merge at last. The same thing here, merge at last. Now I can use the knife tool to create cut. Goes like that and one cut goes like this, Space America at last. And do the same thing. We could do it for the side. I will go to the phase and this one hold control and group this at XF and get rid of them. All right? Something like that. Maybe I can all I think we can delete these faces here and those here as well. I guess what I want to do is I want to mirror this on the other side and just wild it and to get a faster result. All right, there's another option. I can select these faces like that and decrp these face as well and go to the vertex. Yeah, I think that's it. Let's make this vertex the active and what else? All right, let's make this one the active and then shift D to Covid hold control and the stab it right here. Let's see what we got. All the rest is very close. We just need to move some vertices and that's what is now let's go to the face. I will select these faces X, F, get rid of them. Now we just need to merge some of these vertices. The secl of these over here, make one of them the active keyhole control snabit. Now they are merged. This area and the wire frame mort them and merit by distance to meric. The rest, they are merged automatically for this area. We can rub these faces like that. X, we ard of them. Now we ended with this keyhold controls. Snaps here, Tim. This one over here. Let's coup these vertices, keyhol controls, stamp them here. I think they are merged perfectly perfect. All right, now what about these faces? Grab them. Get rid of them. I guess we can grab one of these edges and use them here. Grab them like that. Take a coby and let's put this coby over here to vertex, make this vertex as the active element or active vertex Keyholtrol. And tab this one right here. If this doesn't align skill it a little bit, maybe to the X axis, grab this keyhole control, snap it here and now it's perfect. After doing that now maybe we can some of these vertices, let Merica, Merica at last, the same thing here. Use the knife tool and let's create cat goes like that. We cut goes like this space to confirm snap snap. That's very cool. Maybe now I can interrupt these again by All right, mirror mirror to the Y I guess. Let's make this vertex active keyhold control. Snap it here to the x axis, a little bit to the X and scale like that Eric vertex. It's merc, automatically this Mira at last merica, at last. Use the tool again here as well. Now we finished with this. That's very cool. We should do the same thing on the side. I will put the X E. Get rid of them. And select these edges like that to bring the three decosor over here. And let's these Vert for example, and active spin, and let's spin this 18 degree. Okay, let's go back to select box. Let's do the same thing. And here as well, this H, this one right here, right, can subdivide it to two. I think this is not merged perfectly. Merge. This key hold control is stamped here. This one key hold control and stamp right here, grab those, do. Let's focus on this area, two vertices course, select it and spin, grab one of these. Spin it like that, 180 degree. We go back to select box. And the same thing here. This H right click, subdivide coated vertex keyhold control snap. Key hold control snap. This K K. All right, that's very cool. Now I just want to see what I got so far. Let's like to exit. I want to grab my guide series. This guide is selected. I want to bind this to the guide. I should grab this and go to the modifier and add surface deform. And I should pick the guide and hit bind to bind them. Now I will select the guide and push this to zero. Now let's see what we got so far. Let's check this area. Let's make some comparison here. I just want to if what I did here is accurate or not. If I compare this image with my results, this result is not quite perfect. We could scale these and make them smaller on the both side. You can't focus on one side and mirror it. We will see how can we do that later. I will end this video here and I will see you on the next one. 26. 026 Adding more details for the aluminum structure: Hello again. Welcome back here. Can I see what's the next step? I will grab the guide and open this and grab those together. It's like to isolate them. I will go to Material Review and I think now is the time to create these holes. Let's see how can we do that. Let's go to the top. Before acculI do this, I just want to see something here. All right? We should focus on this side. That side. Now let's open it and see. Okay, now this is the side that we should focus on. I will put the Ptcosor over here and you can tap actual call up these vertices and put the pretcosor in the middle. I will have to eight to add, I will a circle. The circle is 32 vertex k, that's too much. Maybe 12 we can use. Or eight. I think eight. It will be okay. Let's scale this down like this. Ske like this I think is perfect choice. Let's move this right here. The size looks cool. I will kick if this size makes sense or not. I will grab this with this and ing this to bounding and then to take cove and R to rotate them like that. All this one should be here. This one should be right here. Okay. This size looks perfect. I will stick with this size. I will delete this. And now I will grab this to the cove and I will put this co right here. Let's go back to the reference images and let's see the distance. A small distance as you can see something like what I got here after that are multiple time. Let's create 11 hole here. Let's count them. 123. 456-789-1011 12. Okay. We could delete one. Let's delete that one. Maybe we can interrupt them like that. Just move them a little bit like this. And I will deselect one of them to grab ten, And I had heavy to take Abby here, and then hit to move them here. Something like that. And just keep some distance like this, I guess. But I want to put these exactly in the middle. Let's see how can we do that. I will grab these out and hit control J to make them one piece. Control J, all right, doesn't work. Control K, right now they become one, um, three. After doing that maybe I can select this with this and then and coso selected to put the three decossor in the middle. All right, before we do that I guess we pick up this vertex to bring the three decosor over here. Let's put the origin.in the position of the three decosorlgginree, decosor. Now we have the origin dot right here. After that I will grab, I bring the three decosor over here and then I will this. And then had to, and you selected Decosor to put this perfectly in the middle due to move and let's move those over here. And now we got very accurate results after that because three Decosor in the middle I will have D to by these and right to leave them in the same place. And I will in the transform to three decosor mirror this new B to the x axis like that. All right, now's the time to work here a little bit. Let's take, grab them like this and decel like this. It's like two. Time to focus just on this area. Here we have two options. We can merge these together and connect all of these vertices. And after that, connect them with the guide. Or we can trim the guide and fix the vertices. If you'd like, you can focus on a small area finish and reduplicated to create the pattern. I will grab and hit control and make them one tome. Three. Let's see what we can do here. I will tab and let's see if we can focus on these vertices. I think for example, if we grab these like that, we can create a pattern. If you finish this you can hit like this, you can create a pattern like that when you hit he are multiple times. You can get what you want. Why don't we do that. Instead of spending too much time to create or to americ all of these pieces. I will delete these. Okay, Maybe I can include those over here and delete them, X V. I will select those over here, and then hit control I to invert the selection. Hit X V again. Now we just end with this. All right, now let's see what else we can do. I will change this back to bonding and hit to extrude vol, control and stand this more right here. This vertex I think we can go to create a phase grab. Those can create one side in mirror if you like. You still have this option. Maybe I can grab this with this it dose right subdivide. I will select this here. And the cards over here f this, with this subdivide those, I guess we can crop this one with this one and it subdivide these, hit those, it, that's now I can select this over here. This controls here, create phase here and here. Here. As I said, you can mirror this on the other side. I think that will be easier. Three decossorll here, I will grab these vertices, I guess XV and delete them. And then tap out tab. We got up all of these vertices and then go to Swag transform to three decossor, because we want to debend the three decossorn. Go to the mirror mirror to the global, but after you hit D, to covid like that, hit A, and then and marriage by distance to any vertex we have here. All right, now we got this result. You can leave these as a guide if you like. All right, now let's see what's the next step. After that, I will make this on active and then hit to take a copy like that and stab here. And you can have multiple time to duplicate this like that. I guess here, let's count the number here, 1-234-567-8910, You have to R again, because we could have 11. Now we've got 11 piece here, 123 456-789-1011 That's great. After that, you can get rid of these circles, we don't need them. I think we can group the vertex with this one and hit and subdivide them like that and eric those. Or create phase as. Subdivide here. To create a phase in here as All right, something not makes sense. Happen here. Sorry. Yeah, now it's perfect. Those subdivide, those subdivide loves gr up these hit and with this hit. All right, that's very cool. It's to exit now. Let's see what we have done. This, let's move it away like this. Select all of these. It's to excite. Close it up. All right. Let's see what we have done here. Grub these pieces with this tab. Let's see what is the next step. Okay. I think we put the guide. I don't know. Maybe we should leave it here Or move it all right. I will leave it here. Maybe I can just move it a little bit here. I'm not quite sure. Let's unhide the wire frame for this and for this one, so we can see something. All right, can we align these vertices? I'm sure. I just want to see if we can align these vertices together. I will have to move this right here. All right. I think we can't align them, but maybe we can put it in the middle between this H and this one. We will try to find a solution. To connect these vertices, I will have to go to the eight mode, and I will select this space starting from here, can this it's X F, and get rid of them. Now let's count the number here, we have a 62. And here on the side, by the way, it seems like some vertices are not merged or at least group just the outer vertices. We have 56. All right, now maybe we can grab this with the control to make them one piece. Now we can tap again and connect some vertices. Maybe we can grab those together at, let's see what's going to happen if we do that again and again. All right, Selyose at three, let's sly those over here at, those here at, and those as well. And those over here. Everything is still cool so far. Now let's select those over here and grab those together to create a big face. Let's jump to the side, grab those, all of them at se those here, those over here. The same thing for the. Let's go to the site. Something like this. Now, the scal of those all mi what about this area? Let's select those here and those here, heat and cup the rest. Maybe we can connect those together, head K or you can ignore them. All right, but now we've got something great A and then have to end to recalculate the normal right before we get this area. Let's grab these in those, okay. Now whatever thing we did here, we could coby it on the other side. I think that will be easy. I will go to the face selection mode and delete these phases F get rid of them and I will corp all of these phases that I got right here, you can't accurately select them like that. And decel like this. To make it easier for you I will go to the vertex and the change this to the active elements and you can hit D to take a copy right here and just move it a little bit here. And you can hit G to move hole cantroal and stump right here and you get almost perfect results. No, it's not perfect. All right, It seems like we could ric some vertices and move them. Okay, So yeah, key wise and key hold control and snub some of them. Key control snap. And it seems like we could do that and spend a little bit of time to fix this area. I don't know if there's any other technique to fix this, but let's try to make this easier for us because I don't like to do all of that. Let's secb all of these phases and I will let the end move these over here like this. And I will up these vertices as well to face, and then hit XF to delete them. I want to delete these as well. Now let's scrub all of these vertices like that, Make one of them the active and then hit key and hold control on this tabit that's will be faster. Hit a and and merge by distance. Let's see there are two vertices merged. That's cool. That's nice. What about the oval shape? Okay, we can see it right here. After that, we should have a small hole here. And after the hole, we should have this oval shape. Let's see, what option do we have to create this? All right, First, I don't know if this shape should be bigger than this or smaller, but I think we can focus on these faces, on these faces and create it here. And create the curve after yeah, I think we should grab these faces and the curve, it should be right here. I can delete these faces and create the oval shape here. I will grab the vertics with this one and bring the three cursor in the middle. And then tort G up one of these vertices and activate the spin. And let's Z and spin this like that. Let's choose 180 degree. Let's see how many vertices we should add here. Maybe ten vertices. Ten. This one will be connected here and I think ten is not going to work. I think 12 will be the good number here. Let's add 12 after that. I guess we can now go back to select box and mix Homeric some vertices. You can actually delete all of these phases, We don't need them at exhibited of them. Okay, what else we can do here? Some of these we can them keyholtrolnapkeyholtrolnap. Snap it right here. And this one story, okay? This one could be snapped here, I guess. This one could be snapped right here. And this one, okay. I will Eric this one here and use the tool to create cut, goes like that. And All right, something like this, key wise. And let's mark this one here. Can we, Eric This one here. I think we can do that. Okay. To get rid of this triangle. Let's do that. That doesn't work. We can do this. Okay. Let's mark this one here, and this one right here. This one right here. This one should be Eric here. All right, I think we need to add cuts. Key key control snap, keyhole control snap. What about these edges? You can push them a little bit like this. It's okay to do that, keep some distance. It's very important to keep some distance here. Or there's another option if you'd like to use just to grab these edges like that. Don't say like this, this one and hydraticallyo space, that's will be better. Now the question is what about the site here? All right. I guess we can delete these two rows or maybe those get out of them. And I think we can grab these and use them, I guess, Or we can include these as well. Let's, let's put this one right here and go to the man mirror. This to the Y I guess. And then go to the vertex. Make this one the active. And let's combre it, okay. It will snap it here. And it seems like we should move these vertices and push them back. All control and stamp them right here. It a, and then you have to recalculate the normal. All right, But I think that's not going to work because we will have a problem. And I will tell you why we can't do that. Because I don't want to mess with these edges, ching them, because at the end of the day we should connect them with the other part of the structure. If you remember, we detached this table from the structure. But instead of that, I can grab the curve it and mirror and use it here at the end. It smoothest over here. You can rotate it. Actually, no, it's not going to work. Mirror, mirror to the Y. You can make this activerehole control and stop right here and delete these faces. We don't need them. Grab these faces as well. It's a time to some vertices here. Keyhole control, snap and stop this one here. Let's snap this one over here. And this one as well. Snap it right here. Keyhold, cantrolstnap. This one right here. All right, what else we could do here? Keyhole controls, stamp this one here, and this one as well. All right, that's great. Now we should have the same result on the other side. All right, I will grab these faces like this. I just want to coby them. I just want to compare these faces with these phases here. All right, let's put this close as you can see. There's a variation in the distance of these ages. When we copy these phases here, when we these faces from this area to move them there, that will cause us some problem. But we could fix that later. All right. I will delete this and grab the, I don't know if we have some vertices not merged. I will hit eight. Select all of these vertices, and then hit M and Merc by distance. Yeah, it seems like we have two dozen merged. Now I will grab the entire Ge loop. Okay, I will hit the Toby. Let's put it right here. Okay, Think we can cut these phases XF and delete them. And let's see if that will work. I will make this one the active key and snap it here. All right, it's very close. Just move some vertices and merge them. That will work. Ketron, this one here. Or actually you can delete these edges. I guess I will hit control Z a multiple times to do something else like grabbing these vertices, hit V to get rid of them. I ended with this. Now control and stop this one right here. That will be easier for us. All right. Stop this one here and stop this one over here. This one, sorry. All right. It's snapped and merged. This one is snapped and merged. Okay. Now it's a time to delete some faces. Okay, And me vertices here, Melos over here. And this one. And this one should be here. And this one I know maybe right here. The key hold control stamp. This one here. This one stamp here, this one. All right, X delete them, that'll be easier. Key stab this one here, stamp right here. This with this X F. Get them. All right, what else? Hey, let's snap this one over here. And this one as well. Hey, this one. Maybe we can snap it right here in this vertex as will. Now let's delete these faces. We don't need them. That's cool. I don't know. I feel the shape is big and small. All right, now let's like to exit and I just want to see what we have done so far. Let's hide the wire frame and let's go to the modifier. The guide still exists, that's very cool. I will add surface deform and pick the guide and hit pine to bind them. And I will grab the guide and push this back. All right. As you can see the holes stretched out a little bit. We could tweak them and this area become very big. We could tweak it as well. There's a lot of work here we could do. But I will end this you here and we will start doing all of that in the next you next. 27. 027 spending more time on the aluminum structure: Hello again. Welcome back here. All right, let's fix the stretch we got right here. I will grab the guide and put this to one. And select this tab to go to the mode end. Lets see how can we do that. Grab these holes. I'll click and I'll have to click and keep grabbing these. Okay. And cells on the other side as well. Something we're typing. I will hold shift. I don't know what's going on here. I think we have two face here, right? Let's fix this area before we go any further, because I think we got something that makes sense. I will create a face here, and I think we got the same problem on the other side. In this case, let's go here. And that's right, that's totally right. To fill this with face. Okay, In this case I will grab all of these edges and go select and go select by non manifold. Start again, deselect the unnecessary edges like these hold control and deselect them. It seems like this error is not merged, but I will merge it later after you select all of these holes. Now should scale them to the X axis, to the X. And scale them, but we should choose individual elements, our origins to the X. Now we got this results. Now after that I will tap out, it's unbind and bind again. And now we'll see the result. This to one. All right, I think I can stick with this result. This result looks cool for me. Yeah, I think that's will be great. Let's put this to one. Let's tab to go to the eight mode because I think we could merge these vertices together. Let's grab them like that. And then it, by distance, I think we have double faces here. In this case, we can grab these faces at F and delete them. Let's see what's going on here, why that doesn't work. I will grab this with the hit and grab this it multiple times until you reach the last phase. And now let's see that works. Yeah, that's cool. All right, now what's the next step? Maybe we should focus on this a little bit and make it smaller. The same thing for the site, I guess, let's grab them like that, then change this to the individual origin and just kill them to the way like that. And tap out. Let's push the guide. We could bind and bind them again. Now the size looks nice and close. I guess maybe we can scale them to the middle. Like this, you grab the cake and This to one again, and see what we can do here. From the top maybe let's move these a little bits from the edge, center them like that. And I all scale them to the X a little bit like this. Now let's take a look. Let's see what we got. Tab out and bind, and bind again up the cage. And let's push this back to zero. And let's take a look. I think we pushed this too much. All right, let's fix that again. Go to the top. This a little bit right here. Bind and bind. I will hide the images. I don't want to see them. I will put this one in the reference image as well. Let's this and pick this back like this. We have small over lapping here, but I don't know why. I don't see any results. We could see some results actually here. All right. It doesn't take the effects. I guess after you tap, let's sit bind and now take the effects. Now let's sit bind again. And now let's see what we got. Right now. We can see something here. It's very close, I guess. I think that's it for this piece, right? Let's try again. Let's grab the cage and let's go here and unbind. I will tweak this a little bit more, maybe just kill them to the X axis one more time like that. And I think we should move them just at an, a bit like this and then tap out and bind again. All right, I think this result is good and we can accept it. All we should do is just make some tweaking to this piece speak. I think that will be it. Let's check the side. We are getting the same result as cool. The holes here are nice and beautiful. Anything else? All right, maybe we should scale this a little bit and make smaller. So put up the cake and put this to one and coup the uma. Try it and bind, click to grub this, all this one, we don't need to include them. And I will scale them and make them smaller. And I think we could scale them to the Y as well as to the Y, and scale them, or at least do that again. Let's to the Y. No, sit, find somebody like this. All right, let's open this again. I just want to do something here. After we scale this, I guess we can add an edge lobe here in the middle. In this case, what I should do is real these edges like that, just like this. Then hits right in, subdivide to add edge in the middle. I added this edge right here to make the result more smooth. When you rub it back. The same thing we should do here, I can isolate this. Makes sense here. And two edges. Okay, if you would like, we can use the knife. Tool it K and then hold. You have to make the cut at the center and keep cutting these edges. I think that will be faster, right? And I think we have extra edge here we don't need. That's very cool. All right, now let's see what's the next step. It's like to exact, I just want to see which one of these should be the circle. Let's secure up the guide. And sorry, let's bind this first. Bind and bind. And then let's grab the guide and push this back. The circle should be right here. I will grab the cage again and push. Yeah, it should be here. All right, let's tap to go to the mode and let's go to the top. Let's put the three decosor over here. All right, how can we create a circle right here? I will add a, I will add a circle and change the Des to ten millimeter and change to, I don't know how much, 24 maybe vertex, I think 24 vertex a good choice. I guess we could scale. Let's check the images at this distance. I think it's going to work. I will accept it. And then after that, let's grab some faces and get rid of them. Now's the time to All right, I think we can do something here like grabbing the circle to the Z. And I will then to separate it. Can I have option right here? I just forget we can cut the geometry by using the circle. And I will show you what I mean. Just step to go to the It mode and hold control. Grab this, the circle and go to the top. And go to the mesh knife projects to project. And now it's projected as you can see. After doing that, you go to the face I guess, and then X to delete the faces, you can delete this guide, we don't need it anymore. And let's go to the top. Now it's time to the vertices, but it will be a little bit difficult to know which vertex, in this case, maybe we need the guide. I guess it controls the multiple times. And let's bring back the guide, grab this tab. Okay. All right, I think I should push this and C it merge this one here and what else? All right. To make the life easier for me, I will scale this a little bit and make it bigger. Scale this to the bonding box. What's going on? Let's bring the origin dot con to geometry and scale this a little bit. That's will help you to see which we should move and delete. Okay, now I should grab this Merkt here, and this one markt here. I guess. This one should be merged here. This one should be merged here, and this one here. Okay. What else? Okay, this one should be Puta, I guess this one there, sorry. This one should be Maria. And this one here, Marriage is one there. Okay, it's one here, that's very cool. And this one here. All right, that's great. And let's move some vertices around to get better results. All right, something like that. Here we have triangle. Okay, let's move this more right here. And I think we can dissolve this. Do we need it? I think we can group those together. Move them like that and can scrub this with this. Hit K and merge them like that if you'd like. You can fix the distance between these radically space, move this away. Okay, let's see if we can do the same thing here. I guess we can do it. Let's use the tool. Make cut. Start from here. Maybe here hold, you have to make the cut at the center like that. Now, let's delete this with this cat, dissolve them. Anything else we can do here? I don't know, I feel this. But if I do that, I will have triangle here. I will ignore it, if you would like, you can twice in market and merge this one here and this one as well, or something like this. Right now, let's see what we have done. Let's bind and bind. Cut up the cage. Where is the cage? Yeah, let's move this bag. All right? It's not bad. The result looks cool. I can accept it. I guess it's strange a little bit, but I will accept it. All right. Now, let's see what's the next step. All right, here we have, we have three holes for the microphone, I guess. Okay, Let's see how can we create them. Let's tickup the, let's put this to one. Let's go here, let's put the reference mic here so we can understand where should we put this. I think it should be in the middle somewhere. This area we can put here, let's kill this a little bit like that. And okay, maybe here I will hit control and include the scale them like that. Maybe we can just move this at an a bit like this, trying to put this in the middle. And I will hit for inst, then click circle to create a circle like that. Maybe we should scale like that. This size makes sense here. We should have 21 here and maybe one right here. Let's change the transform to the individual so we can scale those to their organs. That's very cool. I think we can tweak these a little bit by moving them like that. Now go to the face to grab these. And then hit for inset the circle and to scale something like this. After doing that, hit F and delete them. All right, on the other side, we just want to add in the middle. It should be right here. I guess that for insight and then rightly can to circle. Let's kill this a little bit. Let's compare it with the size. Looks cool, X and delete these faces right now. Let's see the final result tab out. It's like too. Bind and bind again. Got up the cage. And let's put this back to, by the way, the stuff, I don't want them in these circles to eat them. They are stretch. I know that we can fix this later. But yeah, we got everything in place practically it smooth. Right. Now's the time to create this spot right here. Let's push this to one and let's go to the material preview. The bottom should be right here. Let's t to go to the mode And let's bring back the reference image. I just want to take this 11 more time. Let's see this image. It's small, not that big. It's a little bit bigger than this. In the width, I guess. Let's isolate this. I just want to focus on it. All right, let's pickure up these faces. And I think we can include these. If we created here, I think that will be it. Yeah, I will stick with these pass and then hit X to delete them. I will look up this vertex with this one and then bring the three decosor in the middle and got up one of these vertices. And use the spin to spin like that, 18 degree. Reduce the number of the segment to, I don't know, ten or what, Eight. I think eight will be good number. Now let's see what else we can do here. I can use, I have tool to create multiple cuts like that. I can delete this phase after that. Now I can hit key and hold control and snap in the correct place. Love this vertex keyhole can throw and snap it here. This one could be here. All right, what else? Let's move this a little bit or move it like that. Try to create the same thing on the side. I guess we can go out these edges and use them. D and Tab go to them and mirror mirror these to the Y axis, go to the vertex, make one of them the active key hold control puts we should change this to the active element key hold control and establish one over here. Let's see if this vertex in the correct place. And yeah, now use then I've told to create multiple cuts. Zero, something like this, and one here. And let's delete these face, we don't need them anymore. Xf. And get other them. All right? Now is the time to marriage these together. All right, Sam? Marriage, now they are marriage. Let's take this out for now. Control snubs, all right? Now, let's see. Grab those together. Hit M in Merica, Center Control snubs one here and snap here at this at last. All right. Now, tab out and bind, and bind again. Let's see what we got so far. That looks cool. I like it. The size is a little bit big. We can control that and make it smaller. We have this option, just grab these vertices. Or ages. I think some of these vertices is not Cm me by distance. We have four vertices. I can grab all of these M. Yeah, now I think everything is merged. I think I can scale this and make it smaller. Something like that, I guess. Yeah, now I can hit pine again and we get up the cage and push this back. Now the size becomes a little bit smaller, actually, that's what we want. All right, What else would you do here? I think we added all the details. I think we just need to add or make some tweaking, like fixing this oval shape and fix the other stuff we have on this geometry. But I will end this video here and do all of that in the next video. 28. 028 Fixing the deformation by using the shear: Hello again. We'll come back here. After doing all of that, I think now's the time to fix some problems. The oval shapes we got here and here some sit, some deformation. Let's see how can fix all of these. I will start with this geometry. I will duplicate it like that. And Ratlick, we'll leave it in the same place. And I will hit slide to focus on the new coby. I will hit Control and apply visual geometry to me. After applying this, just to grab the circle, go to the edge and then hit Click and choose circle to make this perfect circle like that, you can grow the selection one time and then hit control to invert the selection. Sick to face, grow the selection just one time. Like that. This, select these, then hit X to delete the rest. And delete them as well. Now we ended with this, I guess we can now grab this, Taka Cobi, and then hit control X V to delete the vertices. And now we just ended with this. Now after doing that, I will bind this with the cage, so I will add a surface deform and pick the cake to deform it with this. And I will head bind. And now I will grub this and open it. Now we should have a circle here. Let's go to the top now. And let's see what's the next step. Okay, so this is our circle. It is deformed a little bit, and that's what we want. Actually, we don't want the circle for now, the original one. To get perfect circle, we should deform this geometry according to the deformation of the circle. I will tap to go to the Mode, and I'll click to grab these vertices. And I want to go to, so I can see what I should do here. I will scale this to the X and align it with the circle. And now it's aligned, and I think now we should scale Y as well, but I don't want to get any overlapping here. I will act proportional editing, and I will use it, maybe we can make the effect a little bit bigger. And now I got my oval shape. All right, maybe some vertices here we can move. I guess. Let's scrub those over here. And maybe we can fix a distance between them. Maybe we can include these here. Okay, And then right click, I guess this one. Right click and Q space. All right, that's very cool. And before you tap, bind, the tap binds, grab the cage. When put this back to zero, now we got perfect circle. This is the way to fix this problem. The circle is still affected by the modifier. You can delete it. Now we don't need anymore, you just delete. Delete this modifier. And delete the circle as well. I'll see what's the next step here, these holes. The result here is, let's try to find the solution for that as well. As you can see, the result is not perfect. Some of these goes to this direction, the other side goes to this direction, we have some deformation. We try to find a solution for that and fix it by using maybe the here option. Let's see how can we. All right, I will grab it and grab the controller, open it like that. All right, but it will be a little bit difficult to know which side that you should here. In this case, I guess we can make some change here, like grabbing some face from here and just give them a specific killer so we can recognize the site. Let's go to the material section and grab the red and assign it here. Tab. And grab the cage or the controller. Let's move this back. All right, the red killer is on this side and I I should hear it to this darken. In this case, I guess we can tap. All right. Towards this open area. Yeah. What about this side? I think this side it should receive the same hearing. But let's focus on this side for now. Let's sec up the controller and let's push this to one. Now, I will go to the top of you and grab this And go to the modifier and bind it for now. And tab, let's, this is a group of faces. Let's open the here as we say. We should hear it to this direction like that. This is the idea. After the here, we should get a good result. Let's go back here, tab out and bind this again, the controller which is back to zero. I just want to see the result. Now you can see the result is better and more beautiful and accurate. We should do the same thing for the side. Let's tab here and all right, grab some face from here just to recognize the direction. Let's go to the material and assign to assign the right here. Now let's tab out now, let's see what we got. We fixed this one. Now's the time to focus on this. All right? We could, all right, we could hear it to this direction like this to fix the problem, okay? All right. I put this head here as indicator, so I can see where the hearing direction, but the direction is not going to be like this, it will be like this. Now, grab this and or so grab the controller and push this to one and grab the Umetry in the middle and unbind it. He slid to isolate it, go to the top and to go to the edit mode. Let's select these phases like that. The select these, we don't need to include them. Let's open the here. This one right here. And we're going to hear them like that. Something like this. I guess something tiny. The offset is -0.1 I guess. Something like that. And now let's go back tab out and find this again. It's to excite, let's secure up the controller end. Let's push this back to one end less, take another look. By the way, I just want to mention something. It's not quite necessary to focus on the other side because we still have the mirror modifier and we can mirror this area on the other side. And we can finish it quickly. Don't spend too much time trying to hear this to be perfectly similar to this one right now. After fixing these soles, now's the time to focus on this area a little bit. I think we should hear this area as well. I will tap and let's add a guide for ourselves to see where we hear this. All right, it seems like we can control, let's use this option here. I just think that will be easier for us. We can see the object here and add the color in the good way. All right, We want to hear this to this direction like that. We should create something like an Or. I will grab and create, grab these face and give them a specific color and use it as an indicator. It's a sign on the other side. We should hear this like that. Let's add something like an Or like that. Then. A sign so we can see where we hear this. Don't hear the holes. Just ignore them. And now we are already. Let's go back to the modifier and turn those off. Grab the cake. And let's push this to one. All right, what else? Let's hit and bind and grab this tab to go to it. Go to the top. And you can to isolate this, let's select these phases like that. All right. Something like this. Now we can't hear it. Let's open the here option. And as we say, we should hear it like that. Grab this handle and hear it a little bit. The proportional editing is active. Turn this off. Let's hear this as a tiny bit, not too much. All right. 0.0 0.12 maybe 0.12 And the same thing here. I think we gave this a sign, but where is it? Let's wear it. But I remember we gave it a color. Anyway, let's go back. We can mirror, if that doesn't work, we can mirror this piece on the other side. It will be something easy to do now. Let's see if they here. Light. Yeah, it's light. Now we can hit bind again in slash, go up the cage or the controller and push this back. Now let's see the result. All right, now the result is cool and make sense. Let's go to the bottom view. All right, maybe we can hear it a little bit more, but so far it's close. Let's take another look. I just want to check this area a little bit. If we scale this a little bit like that, we can get better results. Let's work on that, and let's see what we will get. Grab the cage and the same thing, put this to one. Grab the geometry and bind it tab to go to the edit mode. And let's grab these edges. Go to the tub. Try to scale this a little bit like that. Now let's see the result of that works tab and it bind to get up the cage. And let's push this back. All right, now the result is perfect and cool. Yeah, now it's close to the reference image. Now we can go with this, don't worry about this side, because we can mirror all of these parts here as well. The only area that we couldn't mirror is the circle. Yeah. All right, that's great. The final we do we need to hear these holes. I should push it to this direction and one should be pushed like that. I think we still have the guide. We should share them against the guide. This all. That's cool. Now I will grab the cage and push this to one. And grab the umetrbind tab. Go to the top of you, grab faces like that. Now let's open the here and let's hear them against the guide. That should be heard like that. All right, -0.12 I guess that will be okay, because we test that number. Okay, let's see if what we did is correct. Step out and then hit Pint. Then grab the cage. And let's push this back and let's take a look. All right. That's terrible. We hear this to the wrong direction. Yeah. All right. Let's do that again. This and bind. Go to the top end. Let's select the, move them back to the zero, like this. And let's start hearing them again, like this. Let's add 0.12 All right, now let's see this shift space. And go back to select box bind, and grab the controller, push back to zero. Okay, now the result is even and nice. I can go with this. All right, that's very cool. Okay, now I think it's a time to mirror these details. On the other side, I will select this with the cage and hit to isolate them. And I will grab my geometry and hit Control and apply visual geometry to me to apply everything. I will go to the mode and maybe we can go to the right view. Sweet to the face selection mode and hit x ray model, these faces. Let's hold shift. Let's add these as well. Okay, that's very cool. I will detect these faces. I will hit and then is because I want to focus on the side, not the top one. Now let's select this and tap to go to the edit mode. And I will grab punctual faces and then hit control L to select the linked vertices. And I will hit XF to delete them. Now I will tap out, all what I want to do is just grab this mirror, it on the other side. I will grab this part. And I just want to put the three decoursor in the middle here. For example, grab these vertices. It bring the three decosor here, that will be it. Tap out, That's it. Now select this and hit shift with D to take a coby like that and change the transform to three decursor. Go to the object, mirror and mirror to the global x. Then grab this. With this, hit control J, make them one piece. Tap a shift to recalculate the normal after doing that. Now grab these pieces, all of them hit control J, merge them, and then tab again, hit A. Now we could merge the vertices H, m, and choose Merge by distance. And here we have 18 vertices merged. I think that now we got perfect results. I know we don't have holes here. We can delete them easily. Don't focus on this area after doing that. Now we can open this again with the controller by going to the modifier and adding the surface deform. And pick the controller and just book this to one. It good work. A pint. Let's pok this to one and yeah, it does. That's very cool. It's to Exits. All right. I think that's it for this video. I will end it here and see you. 29. 029 Prepare the structure to give it some thickness: And again, we'll come back here. Okay. Now, let's see what's the next step. I think now is the time to give this some thickness. Before doing that, these circles and fix the deformation we have here, I will have to isolate this humotry and start grabbing these circles like that. Just them and listed like those. After doing that triticallycus circle, now the result become perfect and very nice. The same thing for the circle. Grab its and radical look to circle and fix it. Let's fix those over here. I will grab these circles and just scale them down just a hand bit, not too much. Change this to the individual and then scale this a little bit like this. All right, now the result is perfect. All right, after doing that, maybe we can grab half of the geometry and mirror it. Let's go to the right end. I will, okay, I will grab these phases like that and switch to the x ray and go to the phase. Keep selecting these faces. K, D, select these, we don't need to include them. Let's add these over here. Those, make sure to select everything. All right, go to the right again, and I think we could grab the other side. Let's go to the front, for example. Let's hold, have to end, Add these as well, Include these and these two faces here. I will hit. And then to separate and tap out, let's focus on this. Half tapscbt control L X to get rid of it. Tap out the three D coursor, I guess still in the middle. And that's something rates use mirror to mirror this. I will tick and set org Org to three D cursor. I will delete this, We don't need it. Let's add mirror modifier. Now we have modifier aid. I will hit control to apply this because I don't want it anymore. I will delete the modifier from here. For now, grab this with this and then hit control to make it one piece. Now we suit Mic this area here. Now let's tab. Let's grab the vertic that we got right here and right there. And I will hit M and Mic by distance, we have 26 vertices merged. That's great. Let's tap out now. The result is perfect and the circles are perfect as well. But on this side, we don't have two holes for the microphone. I will tab and go to the face click. I'll have to click F to delete them. Go to the old click, I'll have to click, or let's focus on this one. Go to the face clickl. All right. Now the result is better. After doing that, now we can hit to exit. And now we can add the service Deform with Defi. Pick the guide and now it pine to bind it. All right. As you can see we got some weird problem. Tells you that target contain veiled olly guns. All right? This problem sometimes having because for any reason, maybe inside the eumetry we have some over labbing vertices, over labbing faces or something like that. Not vertices. To avoid that, you can tap, hit a grab all the vertices and Ric by distance that does, let's try that. If that doesn't work, you can do something else like grabbing another coby, for example. I can hit he D to take another coby. And let's try the cov, hit point. All right, the cov, the new cov is working but the old covid. Don't work. Just the geometry. Grab this one deleted we don't need it. Grabs and Q selection to corosor to bring this back to the original position. Now grab this and unbind, and then it bind again. Now I will grab this and push this to one, and now we got this opened. After that bind, I think we should apply the service form and keep the guide open. I will tab and go to the front. Like to isolate this, I just want to check if we have waveness. Yeah, we have some waveness here to get rid of that. Just to the Is zero enter to make it flat, that's bright. Now, after doing that, maybe we can make some changes here, like grubbing these edges and dissolve them. Just make some quick changes like adding a new edges here. Maybe we can add more right here. And delete this. And delete this one, we don't need it now. We have quit here and quit here. The same thing, we can do it for the site. These edges, what I'm doing here, just cleaning them to get better results. Maybe cut here and maybe one cut goes here. Put up with this control and dissolve them. Maybe we should do the same thing on the site. Put up the same control and dissolve them. Use knife tool to create a cut. Goes like that. Or maybe. I don't know, Let see what we can do here. I think we have some option here to rotate the edge. But where is it? It's in the edge. I guess. We have the ability to rotate. Yeah, I think this one. Let's see if that works. Go to the edge and rotate. Yeah, in this case. But it's not going to give me the correct results. All right, anyway, that's not going to work. Let's go back to the knife tool and make here control and dissolve it. Maybe one cut goes like that and one here, dissolve this one. Grab those over here and use a knife tool to create cut. Goes like this. And maybe one cut goes like that. Gruptrolx dissolve it. All right, now let's tap out and let's add surface from one more time. And let's exit. And let's pick the guide. Let's hit Bind, grab the guide and change the number 20. Now we got this nice result, right? I think that's it for this video. I will end it here and see you in the next one. 30. 030 Adding thickness for the structure: Hello again. Welcome back here. Let's spend more time on this geometry. Let's see what we can do. The timber ly file timber to. I got some object here, by the way. I just want to mention, I just delete some of some of the old geometry because I don't want them. But I got this one still here. And I'm going to use it as a guide for the shrink crop modifier. I will select all of these pieces with the cage, deselect the glass, and then I will like to go to the local mode. I think we can change the color of this object so we can recognize it. And you can go to the shading and change the color to material. And then let's grub the objects and go to the material review. If you have nothing here, just hitting you to create a new material and don't use the node, just change the color to something, any color, just to recognize it. And now we have this guys ready. Let's grab our Umetry. Maybe I can hide this for now or I can change this all. Let hide this for now. It seems like we have multiple human rays here. All right, what about this one? I think this one I'm not going to use it, so I will turn those off. All right. Now, let's go back here. Let's see what we got in the modifier. We have the surface Deform. I will apply this for now. I will add subdivision surface to make this smooth. If you add subdivision surface, this area, it will be smooth as well. But before we add subdivision surface, I will merge this back with this Umetray. Let's sec out them like that and then hit control K. To make them one piece. I will tap to go to the eight. To select all everything one to speak to the vertex. I will hit M and merge by distance to R, these vertices. All right, if you have nothing king, this 2.1 maybe. All right, they should be merged. All right, tap and let's one of these vertices are still not welded, so I will grab these vertices again, hit M and merge by distance. All right, 0.1 Let's add 0.5 I guess, and now we have 642 vertices merged. Yeah, I think that's it. Now, after doing that, I will grab these vertices. Maybe I can include those over here. I just want to keep these vertices sharp. I will go to the atom and use mean vertex create, just push this to one. When you add subdivision surface, this area is not going to be effective and smooth as you can see. It will still stay sharp after adding the subdivision surface. Now the result becomes smoother as you can see here. But we need to sink the results on our guide. Let's bring our guide back with the objects selected. I will the shrink rob modifier. I will pick the guide like that. Now as you can see, everything is shrink robbed on the guide. I will grab the guide and increase the subdivision level or just activate the story. Maybe we can increase three just to make it smooth. I think we can hide it. Now let's take a look. You can grab this and see before and after. All right. Now the result looks beautiful. Let's check the wire frame, all right? Okay. After doing that, now we can apply the subdivision with the Sringcropll. That's mean we accepted this result. That's very cool right now. After doing that, I will tap and select all of these vertices like that and go to the Opia data properties. And I will delete this group, I don't want it. And I will create a new group. And let's call this all just to recognize it. And it assigned to assign all of these faces or vertices to the all you can. Yeah, let's assign these paces like that and now they are assigned. Now if you want, you can select them from here. When you select all of these phases should be selected. All right, above that I guess we can do something. I will go here and add solidify to give this thickness. Let's pick an angle like that maybe and increase the level to something. Makes sense, like this result. After doing that, now we can activate even thickness. I will ignore it because as you can see, some problems happen here. And I will choose all the M because I just want them. I think now we can activate this without any problem. Yeah, I think we can do that. We just need them. That's all. When you conley control and apply the solidify here, we have extra phase we don't need. Let's see where they are. All right, this is the pace that we don't need. We can delete them. Hit Xf and get rid of them, and check the area in the middle. Everything is still nice and cool. Now after doing that, I will go back here and hit Select to select these phases. But the problem is everything is selected. I don't want that, but it seems like we could manually grab these new phases and give them a new group. Yeah, that will take a little bit of time, but we will do it together. Grab these first these phase right here. And maybe we can include these over here, maybe those here. I will create a new group and I will call these rims and hit Assigned to assign the right here. All right, that's very cool. You can't hit control to invert the selection and remove everything from the rim. Just hit removed to remove it. Now, when I select this area should be selected. That's let's grab them one by one. Assign. Let's that's works. The assign. All right, now we have the assigned click here. Let's assign these. The face as a sine. Those right here has a sine. And now let's kick that selects. All right, let's go here, grab these as a sine, maybe these holes as the selects. The same thing here for this one k. Let's see what's going to happen when we grab these. Let's hit a sign. All right, that's great. Let's the St. All right, let's select those over here and those here, and maybe those here. All right, and these faces. And after that, let's hit assigned to assign them here. All right. Now let's select and let's see the result. That's great. All right, what else? Now is the time to include these as well. After you select all of these, the same thing it assigned to assign them. All right, now we got all of these faces selected, had ready, and now maybe we can to make some insets. Yeah, let's do that. Let's see what we will get hit for. Inst hit auto int the inst outside. And let's have a small rim, something like that. After you create this rim, just kick everything else because you will have some overlapping. As you can see, we have some overlapping happen. But that's okay. We can fix it. But the problem will be right here. It will be difficult to control. Let's change this to maybe 15 centimeter. Okay. 1 centimeter. I think it will be okay. I'm not getting any overlapping, just few. Let's add maybe 13. All right. I think 13 will be okay. All right, 13, I guess. Let's check the other places. All right. This area is okay and this one is okay as well. On this side, I have no problem. All right. Now let's see what's the next step after accepting this result. All right. It seems like we didn't give this included the thickness was 13 centimetre. We should include this one as well. You can do that, include these faces, all click. Do that again, assigned to assign these faces. Now I will hit I again. For instance, just add here 13. Let's see if we missed anything. All right. Okay. Now let's go to the select and go to the loop and s boundary to grab these edges. And I will hit control to Vl these. All right. After doing that I need to Vl these holes but I don't want to include these circles right here, either of these. I think we can go to the X ray, hit algae and dicilate. Because I just want to give them a specific pivlecilg, those over here like that. Yeah, now we can target the rest. Just go to the select end loop and Qs boundary. And now we can bivle them. Hit control and let's pivlese like that. Bivle them to two edges like this, something like that. After that we can rebivle these edges. After doing that, I will go back to select and then select lube and Q's boundary. Again, I will bubble this as well. Control. And let's bubble this a little bit to three ages, something like that. You can add 0.8 after doing all of that. Now let's take another look. Let's see if what we done here is correct or not. Everything here looks cool so far, the result is beautiful. That's very cool. Okay. Now I just want to see what's going to happen if I add subdivision surface above this. The result so far is beautiful, but we need to smooth it even more, so I'm going to add subdivision surface here. As you can see, the result is sharp and nice. All right, Even here, the result is beautiful. But we need to spend more time here to make this even better. Let's see, what options do we have to achieve that? I will turn off the subdivision surface and I will tap here and I will go to the Oki Data properties in. Okay. Something happened here. Where is the groups? All right. We just have all where's the room? All right, anyway, I will reselect these faces. I'll click, I'll click, and I will keep doing that and the grab them all. Now after you select all of this, I will create a new group. And I will call this M again. And I will assign these to the M. Now if I select, I can target this. That's weird, I gather back, that's totally weird. All right, that's great. Let's go to the x ray and deselect the rest. Deselect those over here. We don't need them. I just want these. All right. I will hit control minus to shrink the selection. And let's check the side. All right. Everything looks cool. All right here you can do something, you can Bible this area or let's try to add edge case. Just go to the select lobe and boundary and I will go to increase. I will push this to one, this area will be sharp. I will tap out and I will go to the modifier and activate it to see the result. And now as you can see, this is the result. All it's nice and sharp. You can accept this result if you like. If you don't, you can bev it or add extra edges here. We should include the. I just forget to do that. I will tap and I'll grab these edges manually. Like this and this one right here. This one on the other side. And I will push this to one and make this sharp, somebody like this. And let's stick a look, I just want to see if there are any bad heading so far. The result is beautiful and I don't see any issues or big issues. I can accept something like that. That's cool. I can see that we have some waving here in this area that's totally clear. You can get rid of that by using the Hearing Crow modifier again, or you can ignore it. And by the way, it's not so big problem. The heading is still nice and beautiful. All right. I think I will end this video here, and I will. 31. 031 Fixing the shading problems on the structure: Hello everyone and welcome back here. Let's try to get perfect results. We still have some weavings here. Just like what I said in the briefs with you, it's not a big deal. But if you want to get even better result, that's okay. All right, let's go to the material and I will choose one of these materials. These materials, it will create or add multiple lines on the Umetry. If this line have an issue or bad heading, it will be revealed. And you can see it clearly. I will grab this. Now if I orbits or move the Uma just or the view. So just a little bit, you can see here we got a lot of distortion. I'm going to use this Tcb as indicator to see if I am going to fix that or not. So le go back here and let's read this back to this Mac. How can we do that? I will tap to go to the edit mode and let's see what we have here. In the modifier, we have subdivision surface, that's great. I will turn this off for now. Temberarily, I will go here to select the must select. And now we got them selected. Let's switch to the face selection mode. Let's see what we got here. All right, that's great. I will shrink the selection just control minus and just shrink at one time. To get a result like that, I will invert the selection control. Now I just selected the outer faces. As you can see, I will create a new group here. And I'm going to call, you can call it any, you can call it out outside faces or you can anything for me. I will call this flat. I will hit Assign to assign these faces and the group now they are assigned. Now if I select, I will select these faces. All that's great. I will, I will go back here and add modifier. I should pick my guide. And I don't know where it could be. Here it is right here. That's great. Pick it like this. And I will hide the guide because I don't want to see it in the vertex group. I will choose the flat group. All right, now we got this result. As you can see. After that, I will act the subdivision surface to make the results smooth and nice. I will go to the smart cap and let's see what's going to happen now when I moved the view, as you can see, these lines still goes nicely without any distortion. And that's what we did here. It's worked. Now if I turn this off, you can see the difference before and after. You can see we got a lot of distortion here and now we have nothing that's great. Everything else is great. I don't see any problem so far. Very cool. All right. I think now we got perfect results. Very nice and very smooth. And I think now we can move on to the next step. Very cool. I don't forget this area. It should be merged. We can do that later. It's nothing. It's a symbol. It's to exit. And let's see the other pieces. I think now I can move this geometry to the Sp folder and move this to the shin crop. Now we have it there. If you want to change its name, you can do that. All right, let's go here and open this folder. And I saw this is the object. Maybe we can change this to structure ring to recognize it. When you do that, yes, hide it. And go to the geometry and check the name here. If the name changes or not. No change. That means it's taking the information from this object. That's great. After doing that, you can hide the shop collection. We don't need to see it for now. Even the timber to, I guess After doing all of that, let's make some tweaking here. Like if I compare this image with my result, I can see the thickness is, it should be deeper here a little bit. I think we should do that here. I will grab this tab to go to the mode and I will grab these edges like that. Click and then I'll click to grab those over here. I will hit key two times and hit to move these inside. Let's push the deeper to get something close to the reference image, All right? I think something like that, it will be more than enough. All right? I will accept this result. If I want to go deeper, I can do that. I think we should go deeper. Let's turn off let's subdivision Surface Key wise and alt and smooth these a little bit, all right? I think that's okay. Maybe we can just push them back a bit. Not too much. Something like this. I don't know. I feel that they should be scaled a little bit. All right. I think I'm going to do something else. Because this now it's tab. If you noticed it's pushed inside at the center. What we can do is to avoid this. I can turn off automic for now and then hit get wise to push back and then head key to the Z instead of this. That's will give us another result. All right, this result looks cool. I will accept it. All right, I will stop the progress here and I will continue in the next video. That's it and see you in the next video. 32. 032 Creating the top vents holes: Hello again. Welcome back here. This video, I want to start adding the details inside the vision, inside this aluminum structure. I think this area is responsible of casting the heat out. We have some visible stuff here. Let's try to create them. Let's bring the reference images right here, and let's see what we can do. It should be something symbol, but let's see how can we created. All right, let's make this a little bit smaller. I think I can go to the screen cast. And at the screen cast so I can see what I'm going to pre here. Let's put this one right here. And let's see from where we can start. All right. Maybe we can grab one edge from here. Let's turn off Subdivision Surface. It's all for now. And I think we can out click to grab this. We can start with this. I will click to leave the Coby in the same place and I will hit to separate out. All right. Now I will grab this and I will delete the shrink from it and the subdivision surface. I don't want them. Now we have this. All right. Let's see what we can do after that. I will tap hit to the Z and extrude this down like that. Something like that. Or maybe even more, I guess. I think. Yeah, we can do that. I will hit Control to add one egg, maybe right here. And I'll click to grab these faces. As you can see, I will hit Shift D to take a coby like that and right click to leave the coby in the same place. And I will hit P in the nest to separate this out, and tab out to grab this piece. All right, this piece, I will give it some thickness, right? All right. Before I give some thickness, I can see that this area, I don't know what's going on here, it's pure black. But I think this area is blocked or some kind of plastic thing covering this area goes to this direction. I'm going to do something like that to block this area. And after that I will create these pockets. Okay. So to do that, I guess we can tap here and I don't know. Let's see what opportunity we have. Maybe we can grab this. Let's hit, like to isolate this. Maybe from the top of view we can determine. Let's grab this with this I guess. And hit, let's see if that makes sense. I will hit multiple times. Yeah, this is good. All right, now we've got this area covered. I guess we can it again. I think we can grab this edge and that edge and maybe we can delete them or detach them for example. What I'm going to do is I will hit these edges like that and right click and control L to select this part. And hit, and then to separate it out. Now we have this separated tab. And I will grab this H and hit to create a phase right here. I just salted this out. Then I will tap out to grab this and I will add a solidify modifier so I can give this some thickness. Let's see what's going to happen when we do that. Let's give some thickness inside like that. Right now, the result looks cool. I will accept this and apply the Solidify tab again. I guess we can hit control to add an loop right here. Maybe we can add two here. Something like this. I will have two times, so I can't walk on this area. I will have control Z because I don't want to add edges in that way. I will grab this with this and delete them. Or maybe we can grab this side. We don't need it. I'll click to delete these. Do we need the side? I guess we don't need it. I will add an edge, goes like that to make this area sharp there as well. And I will control to a two edges like this and deselect the edges here and here, and then hit alt S to book this out just a little bit maybe. Or at least see what we can do here at, just to get a re behave or you can actually key to the Z if you like, to get this results. I think we can hit Control Alt and dec these edges in the middle and deselect this over here. Or that's not going to work. I think, I thought I can scale them, but that's not going to work. Or maybe if we go to the tweak that transform to the individual organs. I guess we can do that to the Y. I think we can do this. Let's check the result, but we will get some kind of variation. We can scale this and cancel the z at, and then the Z to cancel the z. Now we are scaling to the x and to the Y. Let's see what we got. All right. I think now we don't have a variation. I think the result is acceptable. Yeah, I guess so. Okay. After doing that now I will tap maybe we should add subdivision surface to make this smoother like this. It's exactly, let's see what we got so far. All right. That's cool. Grab this radically smooth. To make smooth, Yeah, that's very cool. What about this one? It's like to isolate, it ends catrodlop like that and support the Lore. I think now we can add subdivision surface. Let's see what's going to happen if we do that. All right. I'm not getting a good result. So I will delete this for now and go to the phase and the grab these phases like that. And I will hit four inset in these, but I'm getting overlapping there. All right? I think we can accept it. Something like that. I guess it will work, a subdivican surface. All right, but I want to add one goes like that, not exactly like this. Let's delete this one for now. I will use the knife tool to create a cut. Goes like this. To tighten this area and make it. And the same thing on the side I will use to create another cut, goes like that. All right. That's very cool. Now we can delete these as we got right here, we don't need them. Now we can ask subdivision surface to get nice smooth results with level two. I guess radically smooth. Right now maybe we can create the buckets. Let's see how can we do that. Lets you go to the top of your end. Yeah, I think we can grab one of these edges and right here and start make some we can to get a suitable results. Let's start with this. Let's move this one right here. And maybe it could be right here like that. I can hit to the Z this time and extrude this, Hit control L and then and then has to separate it. All right, now I can grab and delete the subdivicion for now. I don't want to go to the mode and grab these vertices from the top of you. Maybe we can, I don't know, I think we can just hit key to move it. Tilt it a little bit like that. I guess to get this result, maybe I guess we can grab this one key and slide it in like this. And this one as well. Kwlider here. All right, let's go to the top again. And let's up this face. And I will hit Shift D again to create another pocket right here. I will grab these two vertices on the bottom end. Just till this a little bit more like that. Now let's check the result. Let's see if everything in place or not. Maybe this vertex I can hit key twice and move it down just at any bit like this. All right, now let's go to the top. And then hit Shift with D to take another by. And let's put this small right here. All right, something like this. I guess we can grab these two vertices and just tiled them a little bit. Okay. It will be a little bit difficult to you to measure the distance and get good results. If you've got a problem like this, what you can do is you can delete these and starts with another idea. I will tell you what I mean here. I can grab these two edges and from the top of you I can. To extrude them like that to get some thickness or just extrude this phase. That's all. I will grab this phase and get rid of it Now I just have this now. I will start duplicating this to create these pockets. D to have one here. Now I can see the distance and I can measure it using my eyes to add another right here that's will be easier for me to control. And I will rotate just a tiny bit. And then to add right here and just rotate a little bit. All right. Now the distance looks cool. Here we have 1234567. We have seven ribs. I will hit now we have 12345. Okay, Let's hit authority this in a bit. This number six, this 17. Let's put this one over here and let's sort this a little bit. That's great. Now let's take another look, and let's see what we got. I think the last one, it should reach this area. I guess we can redistribute these again. Let's grab this. And with this more right here, I guess this one we can just move it a little bit like that. We can rotate this at any bit like this in case you want to find an idea to get an accurate results. Or even better, you can use this vertex to cov, put it for example, right here. And hit to extrude this one. Maybe here I will show you a way to put the center of these rips and the correct position. I'm extruding these vertices and use them as a guide. Now I can grab all these vertices and then Herat maybe relax, just to relax them a little bit and the tally space to fix the space between them. You can move these rips and center them or align them with these vertices because now these vertices take correct distance. But let's count. Let's count them. We could have seven. All right. How many vertices we dropped here? We six vertices. We said we should have seven rips on 234567. Yeah, we could have seven. This is the seventh. This is the last one. All right. The number is correct. Now we have seven vertices. Yeah. After doing that, now I can grab these and align them with the vertices like that. Grab these here. Let's move those over here. Those as well. You can rotate this a tiny bit like that. And those right here, K, Let's move this over here and rotate a tiny bit. Let's move this over here and rotate this a little bit like that. And this one as well. Let's move this over here. All right, now everything is makes sense. After doing that, I'll click on the guide, hit E, get rid of it, because we don't need it anymore. Now let's go to the perspective and what else we can do. All right, now I will tab and decrp this. It slack to isolate them. Now we take some of these rips and just move them down just a tiny bit. Let's tap, let's see from where we can start, I think we can start with the fronts or something like that. The idea is what we should do, actually try to understand the situation here. Let's rub this and let's move it a little bit key to this. Let's move this down, maybe right here, and let's check the side. What I'm going to do is I will select this and show the wire frame so I can see what I should do here. I will turn off the subdivision surface so I can see this edge. I will align these ribs, the start point and the end point of with these edges. Starting with this one, I can the vertices and key to the Z. And move this down here. That will be enough. I can do this for this side key to the Z. Let's move this over here. This one. By the way, you can snap to the edge if you want something faster to the Z. Hold control and snap if you like. That that's will work. Rub those over here. Kz snap this one here. This one key to the zap over here to the snap. This one here. This one to the Z stamp, this one over here. And the same thing for this key to the zap. This one here, I think if you snap the the vertices on the side, that's okay. It will align perfectly on the other side. Key to these, snub, this one over there and this one. Key to the Z, stumped here. Perfect. Key to the snub. This one here and there. All right, great. All right, now we've got everything snapped and perfect. Now I will grab them like that and then hit E to extrude them. And I will hit right to cancel the extrusion and key to the Z to move the extrusion manual like that. Now we've got this result as you can see. All right, right now what's the next some of these vertices? We could move them a little bit to this direction. Let's see, what option do we have to do that? We can move them manually. We can grab them and push them to get the result that we want. I think I'm going to do this. All right, let's start doing that for these vertices. I will rub them and I think we can snap them with the bottom of this held. Change this to active elements so we can depend on the active vertex. And I will hit key and hold control and snap this one right here as you can see it snapped and snapped on that side. And I will hit Key again and keep snapping this on the edge and just tilt this a little bit. I'm going to do that for these as well. I will hit key to the Z and snap this, but I want to make this one the active, it's very important. Hit key to the Z It key and hold control end. Just move it a little bit and that will be it. The same thing for the. Let's make this one the active key, hold control. Snap it here. All right, that looks cool. Let's select these vertices as well. Make this one active because I want to work here. E, hold control And snap it on the edge. And move this a little bit. You can go to the Z and see the progress. All right, I think this one, it should be pushed a little bit. And this one a little bit more. Let's go back here and grab these vertices like that. Make this one the active and then it key hold control and move it a little bit and go again. All right, that's cool. Grab this over here. Make this one the active key, hold control. And move this a little bit more. All right, that's something cool, we can accept this, I guess. What about the grab them like that. Make this one active key, hold control and stab this one, maybe right here. Let's go to the top. All right, I think we should move this a little bit more key and hold control. And move this over here. I guess we can move them a little bit more like that. All right, let's go back here. Let's move those a little bit like this, all right? Okay, I think I will control them from the top of you. That will be better for me. Let's move these a little bit like that. And those, and let's move them a little bit more like this. And those as well, move them more these vertices, let's cook them even more like that. Those over here rob them. Key. And let's move those maybe over here we can rotate those just any bit. Yeah, now we got this. Let's see if there are anything else we could do. All right, let's to exit and. I think we can accept this, but yeah. Okay, let's tap to grab those. Let's go to the top of you. Let's move these vertices. I guess we can rotate them just at any bit, maybe a little bit more. After doing all of that, I just want to do one more thing. I will grab all of these faces on this side and hit Control plus two G, selecting just one time, and then hit X to get rid of them. Now I will tab out, I just want to check the phase orientation before we go any further. All right. I will tap a Alt to open the normal menu. And I will flip them like that because I want to add, I want the Soldify to go to this darkion. That's why then I will turn of the overlay or the phase orientation. Let's add soldify, give this some thickness, and let's push this a little bit to get this results. Now you can apply them like that. After that, I what we can do here, I think we can delete the side faces to make it easier. You can grab these faces in the middle like that. Just grab these faces as you can see. And then it control to invert the selection. I don't want to include the F and get rid of them. Go to select and select sharp edges. Go to the edge, fair. Select and select sharp edges. Now I will bubble these. It can troll and bubble them. You get something nice and round like this, result out rightly smooth to make this smooth. And Nelits take a look. All right. I think after doing all of that, you can block the view by adding some cover underneath all of that because I don't want to see anything between these frames. I will grab this to isolate it, and I will tap to go to the ethmode. Maybe we can hit key Tise and slide this alter and move this a little bit down. Now I guess we can grab some edges from here. We can block this by cobying this edge tab to leave it in the same place and then hit S to separate it. Tab out to grab this new And tab to go to the mode, grab these vertices from the side and the side hit. Now I will grab these vertices and hit multiple times to fill this arrow faces. Now we are done here, I guess, and it's like to exact. And let's see. All right, one more thing here I would like to do. I will grab this in tab I will give this some thickness. Let's, let's put this on the opposite side like that. And I will use all M because I just want the room, as you can see, the room is not applied outside. In this case, I can tap and hit Alt and choose Flip to flip the results. See. All right, that's what I want. I want them to be outside. This is correct. Now I will apply the solidify and delete these faces. I don't want them, I just need these faces. And I want to Bible this area, this control would be to Bible this to four or five edges. All right, that's too much. I just want to have one curve here, right click smooth. Okay, I think that will work. Grab this radically smooth to make this smooth. Now after doing all of that, I guess we can grab all of these pieces together. We hit control to make them one geometry. Now I guess we can mirror them on the other side using the opposition of the three. The three decursor is still in the middle. I guess I will hit right click and then set organ organ to three decursor. Now we have the origin dot of these pieces right here in the middle. Then I will add mirror modifier. All right, now everything is mirrored except for this frame. Grab this with the set control J to meru them. Now it's mired on the other side. Subdivision surface is active. We actually, I don't want it to be applied on everything, but let's give the subdivision surface a chance and let's see if this applied in a good way. As I see here, the result is cool and I don't have any distortion or bad result. Everything is okay. Maybe we can check the face orientation. Everything is blue. And that's what I want here. Yeah, I can go with this result. I have no problem. This area is not going to be visible to the camera so much, so don't worry about it too much. I think you have the ability to take this down if you like. If you want to take the deeper, you can do that. But I think that don't make sense. Yeah, I think that's it. I will end this video here and see the next one. 33. 033 Modeling the Dial: Hello again. Welcome back. Here in this video, I want to create the dial that we have right here. I think they call it the digital crown, I'm not quite sure, but let's call it dial and let's see how can we create it. You remember when I created this one? And maybe I can cov it and reuse it right there. Let's how can we do that? I will grab this ring and take it here. All right, let's move this up here. And let's rotate this to the Y, Y 90 degree. Let's go to the top. And hit to move this over here. And let's scale it. I think we can use the reference images. Let's go to the reference images and let's see what we got here. All right, I will move this over here and scale it down just a little bit. This is the size, or don't worry about the images, just align it with the circle that we got right here, and that will be it. Now, sit this one. All right. Now, I don't want to focus on the size, I just want to make this piece D, because we need to make some change here. Let's go to the right, and let's grab the middle area. This is the middle area. I will hit Alt. Click on these faces to grab them like that and delete them, It XF. Now maybe I can grab the side and delete as well. Because we don't need all of these. But I think we grab some faces from here. Let's see what we can do. Maybe we can grab these faces. Include those. I will let D to take a coby of that right click to leave it in same place P and then to celebrate it. And I will grab grab any phase control L and hit X to delete the rest. And now we ended with this result as you can see. But I don't want that side. You can grab the X and delete them. All right, how can I make this piece ready? Because I should rotate it and make it looks flat so I can use this Brightree. How can we do that? I will hide the images. I don't see them for now. All right, let's tap got the E mode and let's grab these faces are to rotate them like that. Something like this, I guess. Let's delete some phases because we don't need all of them. For example, I can grab these can plus to grow selection and delete those. I can delete the subdivision surface for now because I don't want it. All right. What's the next step? What I want to do is I want to make this flat. Let's go back to the front and let's put the three Cs here. Cursor selected after you move the origin dot to the center of the geometry. And then have to add, and maybe we can add lattice. So let's add lattice. And it will be very big. Scale it down, make it very small like that. All right, let's move this over here. As to the z, I guess. Scale to the x, something like this as to the z. And scale this like that. All right. Now I will grab this piece. You have to grab the lattice. And then it control and choose lattice Deform to link the lattice to the object, will the lattice and tap to go to the mode. Now let's move some vertices, but I think we can add some cuts to the Z, open the lattice properties and go to the because represents the z. And let's add, I don't know, maybe two or three cuts right here. And let's grab the first vertices. And let's hit Key, And let's move them like that. You can use the line of the grid to align this humetry with the line of the grid or close to it. All this result looks cool. Maybe we can move a little bit more like that. Maybe we can rub those over here and move those back at any bit. Let's see, rub those over here. And let's move them a little bit like this. Maybe we can increase the number of the cuts. We can control it better. So far, the result looks cool, I guess, but I think we can use and move them. Let this a little bit like that, all right, Maybe can move these back. When you add multiple cuts, you will have the ability to control it better, keep everything aligned with this edge. If that becomes a little bit difficult, you can add multiple cuts, for example. I can add ten here, and that will help to control this even more. All right, let's move this one here and the rest as well. All right, maybe I can move them a little bit. All right, so far the result is cool. But maybe we can move the back at ten bit like that, those over here. What about this area? Let's move these back and those as well. Right now we got very nice results. I will tub this and hit control to apply visual geometry to make, to apply all the modifiers. Now I can grab the lattice and delete it. If you are not quite satisfied with the result, you can grub these faces that flatten them. Let's select those over here. And you can hit to the x zero. Enter and flatten them. After flatten the, you can grab the rest. For example, let's go to the view. Because I can go to the view, The clip start make it smaller than 1 centimeter. For example, you can add this 0.5 centimeter. Now we can zoom a little bit more, but that doesn't work. Make it 0.1 Now let's grab this edge here. And then hit to the zero, flatten this Click on this edge to the zero enter. And you can do the same thing for the rest. But I think we can grab these phases like that, including these. And as to the X zero enter, we can grab this Xx0x0 enter. All right, so now let's see how can we use this. Let's go to the right and grab this key to move it. And move it to this area according to the reference images. It should not go too far. I think we can reduce from the length of this piece because I think it should be shorter. Or maybe we can accept this result. I think we can accept it. Let's grab those together and let's isolate them. I think that's will be better. Tab and let's go to this to the Z, zero, enter to flat in this to the Z. All right, now the result looks cool and nice. Move all of these faces up a little bit, align it like that, you can grab the G and G to the Z, All control in the, stab it with this G if you like. I think we could make some changes here, like aligning these vertices with these vertices right here. I will tag this and I will go to them with the fire to turn over the subdivision surface, will activate the wire frame so I can see them. Now I will align these with these vertices. All right. Now let's see what's the best way to do that. Maybe I think we can. All right, let's grab these vertices like that and make this one the active. And let's change the transform to the active element and snap to the vertex. I'm going to sabe this one right here. Let's try that again. Keyhold control. And tab this one here. Yeah. Okay, now the result looks cool. I think we could tweak these edges as well, this one. Let's move it a little bit. We can do the same on the side, group these vertices like that. Make this one the key to control snub. Let's control the keyhole control. Snaps one over here. Keyhole control, tab one here. The same thing. We could align these vertices. I will grab these vertices like that and make this one the active keyhole control. Tab one. Here, I think we can. Edges in the middle and key hold control stump is one over here. And the same thing for the stumps, one here, the same thing for the side. Let's make this one the active keyhole control stumps, one here and the same thing for the side, the same thing for these edges. We can rut them from here and align them ' I will select these faces like that. I will make this vertex the active and scale to the active limited X zero enter to get this result. I think we can do the same thing for the rest. For example, I can grab these edges and make this one the active. And then as to the X zero enter, the same thing for these vertices. Make this one the active as to the X zero enter. All right, now the result is cool and good. I think we can go with that. All right, very cool. The same thing we should do for these vertices. They should be aligned. All right, maybe now we can erupt these vertices and make this one the active. I can snap it right here and scale this to the Y zero to flatten this to the Y because that's important. And we can do the same thing here. Gehl control, snub this right here as to the Y and flatten this to the Yes, We can do it here, make this one diactive. Align this here as to the zero, enter the side as well. Key hold control stamp this one right here as to the Y zero enter. If you want to fix the distance between these edges, that will be easy just to grab them like that. And then right click in space. Don't worry about the rest. I think we can accept them as to the zero enter to flatten the two Z. I think now the result looks cool and now we are ready. All right, now we are ready to duplicate this piece. I will select this, the origin dot is in the middle. I will have to bring the three cursor in the middle of the circle. I will grab this. And then heterotic to king the origin dot position hetticlic, set origin origin to three cursor. I think that's not important since we're going to use the spin. Spin is depend on the position of the three cursor. Before I use the spin, I just want to do something right here. I would like to grab these faces. I will go to the object data properties and I will create a new group. I will add these faces in this group just assigned so we can assign them. Now if I go to select, I can select these faces easily. Now I'm ready to use the spin, grab the faces, and active the spin. And let's spin this to the Z like that. When you spin it, let's use the angle. Let's add 360 degrees. I don't want to stretch it like that. I want to use duplicate. Use duplicates here. Just add the number. Can increase or decrease the number until you get something perfect, and now I got something perfect. After doing that, grab this coby and move this out because we don't need anymore. Hit X and get rid of it. And then hit space to go back to select box, hit Select them all. Hit M and Merc by distance. Now we have 620 vertices Mer. After doing that, I'm going to grab this D to the set, so we can pick a coby here. Then with these vertices, I will hit rate circle. And relax to relax them, because I want to use this as a guide to use the shrink Ram modifier to get perfect result. Because I think the surface, it's a little bit wavy. Now hit P and then to separate this out, tab out, grab this tab in two Z, and let's extrude this up like that. Have to enter recalculate the normal. Now with this one selected, I will ask Subdivision Surface to make this even smoother and I will go to the object properties and change the display to bound because I don't want to see it. Now let's focus on this tab to go to the edit mode. Now let's go to the object A Roberts and select so we can select these vertices. That's what I want here, the group still exists and function. Now I will tap and add shrink rub modifier on this. I'm going to shrink this on this page on the cylinder. As you can see, everything is shrink, rubbed on the cylinder and we don't need that. I will target the group, the group. Now, let's turn this off to see before and after. You can see now how this fixed the issues that we got right here. Now we got very beautiful results without any waveness. When you'll be satisfied with that, grab the shrink rub and hit control to apply it. Now I can grab this with this and merge it. But before merging, I just want to make sure that this length is makes sense and we don't have any problem with that. If you have a problem with that, you can delete some of these faces or you can scale them. I'm not quite sure if I think it should be shorter. Lets try to make this shorter. I just want to see what's going to happen. I will delete these and move those up here. I'm going to move the up. Let's see if this will be aligned or not as to the Z. As you can see, that's not going to be aligned because we have some variation here. I will cancel all of that. Instead of this, we can do something else. I can keep these vertices up here and we can dissolve some of these vertices. I go to the x ray and grab these vertices and move them up. That will be better. Something like this. All right. Yeah, I think that will be better. Tab, you have to get up this control J, make it one tab and hit Select all the vertices. And marriage by distance to marriage. All the vertices tab on the the wireframe. I just want to see the results. Yeah, this is the result. Now I can Active subdivision surface. All right. It's beautiful and nice. I can go with this. Yeah. All right. Let's compare it. Yeah, I think we can accept it now. After doing that, grow up these edges. And by the way, I think we don't need these edges right here. We can get rid of them up this one. Go to the front, for example. Left to the right. Let's extrude this down here. Let's have some length like that, I guess. And then to extrude skill, but don't ski according to the active element. Change this to the bounding and then to scale like that. Turn off subdivicion surface, click on this control, you tobivalentvals three, I guess that will work. Now we've got this. All right, now we need to add a cap here. Let's see what options do we have. Click and let's put the three cursor over here in this area. I guess we can use at the circle, at a ad. And let's add a circle right here. The circle will be very big scale at 32 vertices. Can we go with 32 vertices? I think we go with that. Then tap it A and then and scale, extrude scale to have this result. And then let's go to the face and ridle, go to the top and let's see if that makes sense. Let's offset this. Yeah, something like this. Just throw it a little bit. That will be nice. And now I will add subdivision surface with level two and grab everything and scale it. Let's align it perfectly like that. Let's add three, now it's aligned and perfect. Grab the edges to the Z. To extrude this down like that, grab this can throw to level it, you can add three edges. You can add a support the edge right here to get even smoother result, I guess. All right, now we got this nice smooth. After doing that, you can reduce this to two. That's will be enough and nice. Now, let's grab all of these details. We don't need this anymore. You can delete this. Grab those and let's put these in place, All right? I think we let's see, what options do we have here? All right. We have subdivision two applied here. I will add one and apply for this piece. For the cup here we have subdivision one. I can rik this with this without any problem. Merce, both of them will receive one level of subdivision service. Now I will grab this, click on this circle, and put the three decursor in the middle. Rub this piece, and then hit if selection decursorve right in the middle. Go to the back of. Let's rotate this like that, I guess. All right, now I want to move it like that to this direction. Let's see, What option do we have here? Let's open the gizmo. Move this to local. Yeah, now we can use the local. Let's move this like that. And if the scale is not helping, you can scale this a little bit and mixed smaller. I think we can rotate this as well to one of these directions. But let's see how can we do that. All right, can we rotate it like that? I just want to pick the ice or the correct angle and rotate it. All right. Now let's try to pick the nice angle and rotated. Let's move it inside like that. All right, maybe we can move this a little bit more inside and selection to, to reenter this and put it in the middle. But it's a little bit difficult to determine and get perfect results. Maybe we can move it at any bit like that and go maybe to the back. Or we can pick a nice angle like this maybe. And just take this out. Let's move this a little bit. Okay, Something like this. I think that will work. All right, cool. Let's make a comparison here. I think it should go deeper a little bit. I will move this inside a little bit, and maybe we can just kill it a tiny bit or that's too much. Actually, this result looks nice and I think we can go with that. It's beautiful. I can't accept this result. All right, now I think I can end this video. I will end this video here and see you in the next one. 34. 034 Creating the top button: Hello again. Welcome back. Here on this side we have this button. Let's see how can we created. I select this and tap to go to the mode. And I will grab one of these edges like that and then radically to leave the coby in the same place. And I will hit and then separate this out, tab out and let's grab this new circle and let's hit sect to isolate it. Let's see what we have in the modifier. I don't want the shrink crop in the subdivicion surface. Let's see what we can do about it. Now let's focus on this area. Grab the extrude, and scale, and extrude and scale inside like that. I think we can use the Gripil. The result is very beautiful. I can go with that. All right, after doing that, now the hits to exist. As you can see, the result is not perfect and it's not aligned perfectly. But you remember this guide we have here. If I take a coby, if I go back and display this as a solid, you remember this shape. I'm going to use this shape as a guide to grab this piece on this guide. Let's delete this one. And let's grab it, TD to take another coby and leave it in the same place. And hit to isolate it so we can use it. Then let's go back here and this to solid so we can see it control and apply visual umetrotomic. We don't need anything from here, I just need this area. I will grab this area and then hit control XF to get rid of the rest. All right, it slit. All right, I can delete these faces and delete this phase right here, X, Get rid of them. Grab this with this control L XF and delever, That's all what we want here. Tap out. Now let's grab this nubs that we created. I mean, this one. I will select this. All right? I will give this a ring crab modifier and I will choose this guide. I can add subdivision surface for this piece, for the guide to make this even smoother, to get even better results. All right, that's very cool. Now when you comblet grab this piece, and by the way, I just want to hide this so I can show you what I did here. Let's change this to bounding, so we can see the result. Now this piece becomes perfect and nice, as you can see right here. All right, when you be satisfied, hit control and apply visual geometry, Tom. After doing that, now I can tap and hit a select all these faces and Alt to move these faces out. But I think they will be scaled a little bit. Let's try to use another technique. It's like to isolate this piece. And let's see where the blue faces I can I flip this alt end to open the normal flip I guess we can add to give this some thickness. I guess I'm not quite sure. Let's make the thickness smaller and turn on room because we just need the room and apply the solidify. All right, now let's stop to go to the It mode and got up these vertices like that and get wise at all to move those inside like that. All right, that's very cool. Okay, if you want to push these vertices out a little bit, because as you can see, we have an angle right here. It should be 90 degree, but instead of that we have an angle. Goes like that. You can grab these vertices and hit Alt to push out. Now I think that's better. Something like this. Get wise and hit Alt to move these. A little bit more like that. Now let's exit and let's see what we got. All right, that's very cool. All right, now we need to take this out a little bit. We need to move to this dark like that. So let's see how can we do this. Let's check the gizmo. Bring the organ.in the middle organ to geometry. The gizmo is not going to help. Let's see what options do we have here? Let's and make this vertex the active. At least change this. All right, to the normal. Can we grab one of these? I think this direction. Yeah, I think that will work. The normal looks cool. You can move to the normal or to the three decsor will work as well. But you should put the three decursor and align some way to get that for me. I get this results. I think that will work. It's to take these phases out. Something like that. I think that's will work. Maybe we can scale it as a little bit, make it smaller, maybe even more. All right, that's very cool. That's nice. After doing that now we can grab these aces and bevel them. It can throw to Bevl them, this with this and rebivls, you can add support edge here and one right here to get nice and tight results. Now let's hide the wire frame radically smooth. Let's add one subdivision surface. Right now we've got something very cool and nice. You can delete the guide. We don't need it anymore, but I think we have some problem right here. I think we need to add one edge in this area. There's something here. I don't like it so much. All right, So far, that looks cool. I feel that we have some shading right here. Let's see if we can get rid of this. All right. To get rid of that, we can go back some steps. Let's see what options do we have here? I will grab this guide. Let's change this to solid so we can see it. And I will tap and grab all of these vertices, it out to inflate this out like that. And I'm going to use it again. In this case I will, it's like to isolate it and tap, grab these faces control and then go to the obviate data properties. And I'm going to delete all of these because we don't need them anymore. Let's create one group and to assign these faces to the group. Now when you hit Select, you can grab them. Maybe we can add one here. Yeah, I think that's better. All right, it's to exit now I will tap grab this piece and go to the modifier to use shrink from Mudifiert's use this guide. Let's choose these vertices or vertices group. Now it should be shrink, crop perfectly without any problem control and apply that. Go here and change this to bounding. Now let's see the result vertically, shade, auto, smooth. Now it's perfect. I guess the same scenario can trove these 22 like that. The grab this with this troll again to three edges. Control to add B here, Cantroll add one, H, love right here. Now we can add subdivision surface with level one. Now we have no shading problems. Everything is perfect and cool. I saw this. How to create this spot. I think that's it for this video and I will see you in the next on. 35. 035 Creating the bottom camera sensors: Hello again. Welcome back here. Let's go to the bottom side and let's see what we can create here. On this side, we have this ph of a glass to cover this area. And we could create something like it. As you can see, according to this image, we have a piece of glass covering this area. Okay, let's see how can we do that. I will grab the structure and tab to go to the edit mode and I will grab one of these edges. I think we can grab this entire edge. Look like that. And I will hit Shift with D to take a Coby like this and right look to leave it in the same place. And I will hit P and then to separate this tab out and grab this new circle. Let's delete the subdivision surface. We don't need it. And this one I will add this letter. By the way, I will tap and it's to isolate this tap, to go to the eh mode and grab all of these vertices. And I will go to the face and choose the grit fil result. Looks very cool and I think we can accept it. Okay. I think we can grab these eggs like that, all of them. I guess we can fix the distance between them. Let's try and let's see what's going to happen when you do this. After grabbing these edges at right click and choose Look to Space. Right now, the distance between these edges looks better for these edges as well. You can grab this one or you can control Alt and click. Then after that choose loops. Before you do that, actually del this and that one. Then choose loops and the right click to space. Right now, the distance between these edges are equal After doing that or a tab out and hits to exit. And now we guide this result. I think we can change the face orientation tab, hit A and then Alt and clip to flip this. After doing that, I will grab the guide and then hit shift D to take Coby and right click to leave the Coby in the same place the cobi isolated. Change the display to solid control A. Apply visual geometry. I just want to grab these phases that we have right here, tab and go to the face. Grab these here and those and hit X. And then grab this control L to link select and this one as well. And delete the rest because we don't need them. This is our guide. I will add subdivision surface to make this even smoother. So let's go to the modifier. Less and less subdivision surface now. It's becomes smooth and nice as you can see. Now I will grab this piece as I created here and add shrinrom modifier on it. I will pick this guide that I created. You can king the guide to bounding box. Now we get this result. As you can see, it's nice and cool, I don't know, but I feel there's something not makes sense here. Or at least kick the side. I think I should push this in a little bit. I will grab the guide and tap, select all the faces. And then hit at, and push this deep inside. A little bit like that, Something like this. And then tap out. All right, so this is the result. The result looks nice and beautiful. I think we can go with it. Then let's go back here and apply the hearing modifier. We don't need it anymore. After doing that, it's like to isolate this piece and let's tap again to go to the mode. Before you go to the mode, let's give this some thickness using so deify. Let's increase the thickness a little bit like this. That's very cool. I will apply the soldi pick. Rub the side, it to hide it. Grab this control L to select this side. And then hit Alt to bring the side faces. By the way we don't need the control minus to ring the selection. I just want to pick this side. And then hit FTD to take a copy like that. Right click to leave it in the same place. Then I will hit P and then to suppress this tab out and grab this alone, hit A, and then hit for inst, make some inset. Goes like that. Then hit control and the rest of the face. And hits to scale them in. What I want to do is I just want to create this black rim. I think that's not going to work. I will hit again to make this a little bit bigger. The rim. Something like that. Control minus as to scale these faces control blast X to get rid of them. All right, Now we've got this rim. Grab the rim and I think we can give this thickness. But before we do that, I just want to see if this frame aligned with the face without any problem. What you can do with this rim selected, you can use modifier again and pick this Umetry and then apply the hearing crop. Now you should get perfect result without any problem. Right click, smooth, auto, smooth. I will tap to go to the eight mood. I will rub these edges like that. I will beivle these control to Beivle them. Let's add three. I will add a support loop like that here as well. Above that you can add subdivision surface to make this even smoother. And for the M, you can ask subdiviican surface if you like. It's like too exact. Let's take a look. The result is not exactly what I want. I think there's something that's weird. I think we led the acres, but I don't know why I see nothing here that's weird. It's like too exact. I just want to see, sorry, what's going on here. This is the M, and this is the Uma tree. That's weird. Anyway, let's go back and re Bible ages. I don't know what's going on here. Yeah, that's right, we Bible, this doesn't go around the whole cumae. Oh my God, why that's happened? I will hit control multiple times to undo that bivle. All right. Can troll Z? I didn't notice that. All right. It's I will hit to grab the face loop and go to select and use boundary to select these edges like that. And then there's something else we can do. I'll click on this edge loop and then hit for int. But this time I will hit to invert the inset outside like that to create a rim that's important for me to get Petro heading. And then I will go to select and loop and choose boundary. Now I can hit control to bevle these and bel them. I think we can create two. Now I can go up these four of them and rebevle them with three edges like that right now, let's see what's going to happen if we add subdivision surface. The result is nice and smooth. I guess you can increase the level to two if you want to get super smooth result like this. Very nice. After doing that, you can copy this on the other side without any problems. Let's change the position of the organ dots for this geometry, all right? I think we don't need to change it. If you want to put this in the middle, I think you can do that. Because the headset we create, the headset in the middle. I will hit he set to bring the three decorsor in the middle and grab this tally and set origin to three cursor. Now I think we can use miramodifier. We will get perfect results. If you compare it, the result will be perfect. Let's grab the M, let's give them miramodifiers. But we need to change the origin to the three cursor and now we get very nice results. All right, that's very cool. Okay, I think that's it for this video. I will end it here and see you in the next one. 36. 036 Creating the bottom camera: Hello again. Welcome back. Here in this area, we have a camera. Let's see, how can we created. I will grab this cover and I will hide it. Just grab it and then hit H to hide it. Let's focus on this. I think we could push this a little bit up according to this image. I feel that we have some distance between the glass and this frame. Or maybe the glasses should be a little bit thicker, but I'm not going to make the glass thicker. I will grab this tab and select all the faces and then hit as to move this a little bit up like that. And then maybe we can give this a bit of thickness. Let's go to phase, and let's solidify phases. And let's increase this a little bit. All right? Okay, this is a good result. I will accept this because the phase is flipped. I will hit A and they have to enter recalculate the normal. All right, so this is the first step. After doing that, maybe we can create the camera using these edges. For example, You can grab these edges and then hit to take a copy like that. And right click to leave the coby in the same place. And then hit P and then to separate the sinew edge. All right, now after that, let's grab the sinew ge, let's T to go to the mode, select all the vertices. Then I will hit to extrude scale. To extrude scale like that, I will hit right click and circle in the Loop tool to make this like a circle and then Alt to move this up, maybe we can switch to the edge. It seems like there's some kind of problem right here. Let's see what is it? Let's kale it a little bit more like that. All right, now we got this result. Then I will be right and choose circle again to make the circle looks more accurate. Again, let's push this. All right. Again, right circle, that is also far, looks cool. Now maybe we can hit and S to extrude scale to get this result. To create this frame. As you can see, it is right here. What else we could do here? I will hit to create a face and then hit to extrude it like that. Then I will hit, for instance, I will grab these edges, then hit Control will be to level them. I don't know if I have a curve here or it should be tab. I'm not quite sure, but I think we should make it like a tabor. I will add one edge right here and delete this one control x to get a result like that for this area, maybe we can bevel there's no problem to do that. Something like this will be okay. Now let's rub this face and maybe we can sl and scale those a little bit more just to make this smaller. And then I guess we can to extrude this like that and bevel the edges control and bevel them like that. Something like that. I guess I think this should be scaled a little bit to grow the selection at control. I guess we should grow the selection. Let's make this phase active. Let's change the transform orientation to the normal and active because we want to use the active phase. Let's towards this phase like that. And move the, move them up like this. Something like that. Maybe we can scale this a little bit and move them up. Maybe we can get rid of this right here and this one as well. I think we don't need them now. I will go to the face and get this. And it can throw last multiple times to grow a selection until you reach this. And now let's move this up again like that. Now I will add one here and maybe we can hit control Tb bullet to maybe two edges. And extrude the hit. Alright? Al extrude along the normal and just extrude inside like that. Maybe we can rub these two edges and hit control to buble them to three edges. I guess that will be okay, radically auto smooth. All right, this result looks nice and beautiful and I think we can go with it now. Let's grab the frame and hit slide to isolate them. Maybe we can spend some time here. I will grab the edges. These edges and I will hit control you to level them. Maybe we can support the edge loops here and here as well. Maybe we can add one right here. The faces on this side, I think we don't need the It X D of them. Now maybe we can add subdivision surface here to make this even smoother. Lets hit slave to exiter. What about this area? Maybe we can bevel clicktrollet's bevel. This 23 acres or four of you wants right now. The result is nice and smooth. All right, this is sharp. Maybe we can beveled control. Let's play two. I'll take to bring back the other faces, This geometry it. All right. I guess this should be in the timber to. So I will hit M and move to the Tim two. Let's go inside the geometry. I just want to see the result. Whatever thing we created on the side, it should be reflected on the other side because mirror modifier still exists. I think I think this area is finished. Maybe we can go back to add a cover here underneath this area. It will be something simple, just tap and grab this edge loop. And then had to take a coby like that and rightly to leave the coby in the same place and then hit P and then to separate this tap out and the corp this delete the shrink and delete the sub can serve, we don't need it. Tab. And then to create a phase and scale the pace a little bit, make it bigger. That will be it, I guess. And maybe here we can make some tweaking, like grabbing these edges and Bible them to create two edges like what we have right here. I think we can include these edges as well. Let's grab them together. This one and that one. And I will level them. It can tab, at least Bible them to two edges, something like that. Try to remember the number here. We added 6.2 I will add six and then grab these two edges. Or you can just go to select and then loop and choose boundary. You can put the boundary in a quick forte trato quick over. Right now when I hit Q, I can reach it quickly. Now these edge is selected. I will rebuble them. Hit Control, and let's bubble these 22 as well. Make the bubble sharp like that. And that will be enough. All right, one more thing here I would like to do. I want to select these phases. Hit control plus to grow a selection multiple times. It control Bls multiple times until you reach this phase. Go here and end the flats. Remove these from these inside the flat, let's say just remove them. Don't make them included here. Removed like that. Remove them because we don't need these face to be affected by the Shrink Rob multifier. All right. Now I will go back here and I will act Subdivision Service and the Shrinb. All right, now the result looks nice, I guess. Let's see if we can fix the heading a little bit by adding another H. Look here. Yeah. I guess now the result looks better. If you want, you can do the same thing for the rest. Let's turn off the subdivision surface and hit Control are to add a here and one right here. And Tablet's turn on the subdivision surface. The result is nice and clean. We can do the same thing here. Just turn those off for now. And tab click Control would be to Vl 26. We just need two edges like that. And now grab these two edges and hit Control would be to L these to something small and add three edges and one edge right here. And now go to the face click control plus multiple times until you reach this face, go here and remove them from the flat. One more thing here I just forget to do. We can do it right now. Okay. I will grab these faces, click like that, and include these as well. Okay. And thus over here. And I will grow the selection again. What I want to do is I want to remove the increase, just the increase here. I will add zero to zero these edges out because we bet them and they will be sharp. Let's check the side. All right. The result is nice and clean. Even when you turn on the shrink from with the fire, everything will be nice and smooth. As you can see here, I think we can do the same thing for these edges. We should de grub them one by one and level them and get results similar to what we did here. But now let's focus on something else. Let's grab these edges as well. Click Alt, Click, then it D to take a cobi like that radically to leave it assemblies. And then hit P and then to out grub circle A and then and scale them a little bit, choose individual origins, and scale them like that. After that, we will give these specific material, rub the circle, and hit control J to make the Mondeometry. I guess now we can go to this side and do the same thing. Tab and Alita separated this tab at AF and kill this a little bit like that. And I think that's it. All right, let's see if there are anything else we can do here. Let's start fixing the Bible on these circles. Let's grab these ages like that, one by one. I think we can do something faster. I guess if we go to the phase and go here, we can grab the M and select select the M. Let's see what we got. I will hit control minus to shrink the selection. Let's see what else is selected. I will hit alt Z to go to the x ray mode and select everything else because I don't want to include these. Now we got these phases selected and that's what I want. All right, that's very cool. After that, I will use the boundary loop to grab the edges and I will control to bevel them, I will add two and here I will add six centimeter. Now we have the faces selected. All right. With the faces selected will go back here to the select or you can use a quick for variety chose boundary again, I will rebuvlse add three edges like that. Something like this. I will grow selection to get this result control. Plus here we should get the same result. And then I will hit for Inst to make a small inst like this. Don't worry if you've got an inset like that. If you want to get rid of this, just activate the boundary, it will cancel that from here. That's very cool. Now we got this. If you want to make this smaller two I guess. Or maybe we can increase the number from 2.5 maybe even more. Three maybe. All right, three to be in the center. That's something cool. I will have control minus, with these face selected, I will go to the flat and remove them from the flat. Not just that, I will go to decrease and zero here to get rid of the red edges. Now I will tab out, I will go to the modifier, activate the subdivision surface would shrink from with the fire, and now we should see a good results. All right. The sea was going to have benefit in increases too. That's too much. Actually. I think I will hit control Z multiple times. I just want to fix something right here. Let's see if we can do it. Just be careful when you do that. All right, Now we back here, there's something not makes sense. I don't know if we need rages right here or something like that. With these faces selected, I will go here and create a new group. I call it, I don't know what to call it, let's call it holes. Something like that. I will assign to assign these to this group. I just want to recognize them. What I want to do is I want to insulate everything and go to the flat. And select the flat. All right, the problem. These phases are not included in the flat. And this is a problem we should fix in these phases. If I hit control, the selection will grow. I will get another problem. Because if I had control bots, the growth will reek these faces and I don't want to do that. Maybe manual grab these faces and include them in the flat. I will spend time here just to grab these circles like that. Or maybe there's another technique. Let's hit control in multiple times. Let's see if this technique works. I will hit control blass to include these edges like that. This edge, I should add these here as this one right here. After selecting all of these phases, just go to the flat and assign them here. I know they shouldn't be add to the flat because we will get a problem. But after you add to the flat at control minus to shrink the selection at control minus, then remove them from the flat. Just remove the rest. Now remove these. All right. Now let's tap out. Now let's go back to the modifier. Let's see what we got. Let's active the subdivision. The shrink crap. I will choose the flat again. Let's, can The result is not perfect. I think it needs more editing. I can see some heading problem right here. Let's turn those off again. Let's go back here and let's tap, let's deselect everything. Go to the flat and select. All right. They are not included, this is a problem. All right, that's mean we should add the manually. I think we don't have another option here. I will add these faces like that, problem like this. Let's add them right now. We added all of these pass. Let's go to the flat end assigned to assign them to the flat. Let's select the flat now. They are included or some of them not included it. Assign Here, let's try again. Select, I think. What about these space right here? It's assign. Let's see if we have any problem here. Everything looks cool. I guess after doing that, let's move to these holes. Everything looks cool so far. That's great. Let's go to the side and see what we have. Let's grab this one. Assign to assign this one. And now it's assigned this area as we'll grab these and assign them one by one as assigned. And yes, they are assigned, grab these here, Let's assign them it assigned. And now let's see what we got. I think there was another technique. Let's try and let's see what we will get. Let's go to the M. Let's select the rims like that. That's very cool. I will hit control minus to showing the selection two time like that. All right, let's add this H here. Let's check the other area. Okay, that's very cool. We should include this. So I will all click this one. I have no problem here. Everything looks cool. Everything here looks cool. We can't check the rest. We need to add these edges. Let's zoom in here and include this one. Include this, this right here. I will tell you why I'm doing all of that. I know that's a little bit boring, but will be faster. And I will show you why. After you select all the necessary is just hit H to hide them like that. And now select all the faces. Now you can go to the flat and assign everything selected to the flat. Now let's check if that works or not. All right, now it should work. That's very cool. Now hit alt H to bring back the other faces and tap out, and let's see if that's fixed, the problem. Go here and active the subdivican surface with shring from modifier. As you can see now we don't have any shading problem right here. Everything looks cool and nice. If you increase the subdivican surface to three, for example, or two, you will get smoother results and perfect. Okay, let's see what we have here. The result looks nice. Let's check this area. That's very cool. All right. I know we spent too much time here just to fix these small issues, but in the end of the day, we got very nice and perfect result. And that's what I want here. All right, I think that's it for this video and I will see you at the next one. 37. 037 Modeling the optical lenses: Hello again and welcome back here. Let's cover the other holes, these right here and those on the other side. Selection haslak to isolate and let's have to go to the eight mode. I will switch to the edge to I will go to select and select by trait and non manifold. That's will help to select every holes we have here. I will go to the X ray and select these edges because we don't need to include them. Let's see if you like and use the middle mouse to desillate these edges. Okay, let's see. Again, decllse the middle mouse pattern and desllateses. Now we ended with these circles selected. After doing that, I will hit F, D, but turn over the subdivision and shrink crop at D to take a coby and right click to leave them in the same place. And then hit P and then S to separate them out and let's scrap the new circles and tap and then F, create the faces. And I will choose individual organs to scale them just at any bit. That's a bit, I guess. Oh, that's cool. Now we can go back to the ring me with Defi and I think that's it. Okay, one more thing here, maybe we can connect these two edges. Let's grab this age look, and this one as well. And then radically Q approach. I think that's it. Let's see if there are anything else we could do. Let's like to excites not just that. I just want to make some tweaking to the speaker bar. Maybe I can use the lattice and make some adjustments. Let's grab the cake. All right, why it's selected? There's a problem right here. See what's going on here. All right, we could turn on this opt here, right here. Now we can select, let's see what we can do here. I will tap in these two vertices. Start with them and let's move them. Just attend a bit like that. Try to put this in the middle. Maybe we can these two vertices and just take them out. The key to the X. One more time, I will grab these and key to the X and move these inside a little bit. I think this result will be nice. We can go with it now. We can the cage and move it on the other side. Or we can tweak the side as well. E to the X and move this like that. Throw these two edges in the middle and take them out to the G. Let's take a look. Looks nice on the side and on the side as well. All right, now maybe we can start with the optical. Lenses and create them. Let's bring a reference mic here so we can see what we could do. I will select this piece and I will like to go to the local mode. Let's go to the tab and let's see what we have. You can see we have some wavings here. Some part goes and some of them out. Let's try to find the solution for this. I will tab and go to the face and click to grab these faces. Maybe I can grow the selection like that and delete the rests X. I will choose these Xf and get out of them. Click to grab this H loop and bring the three cursor over here and tab out. And I will add plant to the X Rx 90 degree like this tab, subdividedvide this multiple times like that until I get a result like this. I will grab this vertex and go to the top. Use the proportional editing w to, for example, sharp sphere story. I will activate proportional editing and I will hit to move this a little bit, but I can't understand it, I can't see. So I will hit slide two. Time to focus on the plane itself, key to move and rotate the wheel backwards like this. To make the effects bigger, let's try to create something like this. Something subtle like this. Let's take a look. All right, let's cancel that. Let's try again. Maybe we can try something else here. See this one? All right, this result looks cool. I think I can go with this. All right, that's very cool. Let's like to excite and stab out. And let's grab these two. I will rotate this, go to the Z and let's rotate this like that. Before I rotate this, I guess we can make some changes here. Let's go to the right, I guess and active the organs. I just want to move the origin dot right here. Key to move. And let's move this over here. I will tell you why I did this. After moving the origin dot on the top of this bulge, I will hit S Q selection decursor to book this back. I just want the tip of the bulge to be aligned with the three Dcursor. Now from the top of you, we can rotate this a little bit and align with our results. Maybe we can move this a tiny bit like that. Something like that. Now let's take a look, let's see what we got so far after doing that. Now I can tap and grab these phases like this. And go to the fronts and make some kings here, like Q's face nearest and maybe Qs bonding box. And I will hit key both control to snub these faces on the circle. Now these phases align perfectly on the circle. After that I will grab this and hit Control to dissolve it. And It control are to add a new one and you can hit to align and to flip the alignment on the other side and accept a result like that. All right, after doing that, maybe we can hit slack to time to focus on this, I can tap to go to mood. As you can see, now the result looks very cool and nice. The curve is very beautiful. Now I will grab these, then hit to create a big face. And hit Alt Q, extrude along the normal true, these back inside like that. Hit X to get rid of them, I will add one E, maybe right here according to the reference I. Now I will create this rubber or plastic border with this ex elected. I will hit D to take a coby. Or you can do something else like let's turn this off. You can grab these phases instead. And hit by like that. And then right click to leave them in the same place. And then hit P and then to separate them. Tap out, and let's grab this in your circle. Tap in, grab these edges. It, to create a big phase, let's hit for ints to create an inset like that and then halt to extrude along the normal. Extrude these out. Just a little bit like that, I will hit another for another inset. Then I'll to extrude this inside like that XF to get rid of the rest. Now I will focus on this new border. It's two time to focus on it. I will grab these Gs and control to Bible them, three edges, crop this one, make the Bible a little bit bigger. You can add four here. This one it control. Let's bubble this a little bit. Let's add the three. Maybe we can add the support H. Now we've got this. I will add one edge right here for the optical lens. Let's add the support H right here. Now we can activate the subdivision surface and now we've got the results close to what we have right here. That's very cool. I will tab and grab the sinew edge. Let's turn subdivision surface off, grab these edges like that. And I guess we can do something like a least see what we can do here. I will hit D to take a coby and talk to leave the coby in the same place. And I will hit P and then to separate this tab out and let's grab this new circle. And then to create phase. And then it to make an insult like that. And then to repeat the last action multiple time until you get a result like this. All right, I think we can grab old control click and Altro shift click to grab the rest. We can relax to relax the. Let's scrub these edges. And let's choose space to fix the distance between them. Or maybe we can rub this and his circle. This one as well. Let's circle now. Maybe we can rub these edges and relax and have to our multiple time to get a good result. Grub this space, get rid of it. Go to the O click and let's choose if that doesn't work, just add extra ge anywhere. Letrub these edges like that and chop to fix the space between them. Now I can grab this edge and add or gritfl. Let's spin this a little bit like that and use offset to rotate this tiny bit. This result looks nice. I think we can accept this and go with it After doing all of that. Now maybe we can hit to exit, and use the guide. With this new tumetry, I will hit to the lens, hit a H to bring the guide, and select the guide as will hit slack to isolate them. Let's go to the top. And what I'm going to do is I will move the guide a tiny bit towards the gear to move. And let's move it like that. I just want to move it to this direction. I can, I can tap and make one of these phases, the active I use the active phase, I will show you what I mean. For example, I can grab face and ching this to local and active the Ge from here. Now when you go to the top as you can see now I can rub the z axis and these phases diagonal like this. Now move them like that until this or this vertex hits this edge. You can hit key to the Z, Key to the Z. That now the result is perfect. After doing that tab, this delete the mirror from now. Let's add a shtifier, not symbol the form story. Let's pick the guide. Now this nucumetry perfectly aligned with the guide, you can active the subdivision surface. Let's reduce the level and accept this result. You sit control to apply the subdivision surface. Now we got this and you can apply the hearing from file. It's like to grab the guide to hide it and let's see now what we get. Let's active the subdivision surface for this one. For this one as well, I guess. Maybe we loop just to make this sharper. Maybe we can add two g here. I think we can. At, just to move this out just a bit, too much, radically smooth. To make this smooth at smooth, maybe we can give this a bit of thickness or you can use, so give a bit of thickness like that. All this amount looks cool. It's light to excite. I guess I can grub the border as well to do something. I will or before you tap, just apply the solidify and then tap. And I will grab these faces like this. Go here. We have the remove whatever thing we have here and assign these faces. Now let's select to remove everything faces. Now let's check. Yeah. All right. Now we have these phases assigned in the group tab out. And now I will grab this and go to the modifier, and I will add shrink Rob modifier. I will pick this, but I want to shrink rub just the selected phases. Choose the group. Let's see the wire frame. Now these phases perfectly aligned with the frame. Apply the shrink Rob modifier. That's it we don't need anymore. Let's bring the reference images here. We can see the lens. We have a small taper. Let's try to do something like this. Grab the lens and tab to go to the mode. Let's secre up this he and let's hit control tobivlet to two hes like that. I will look up this he with this H and hit control Tobavl. This one and this one. I will add four hes with support the H lot just to make the super sharp and smooth for the side. Since this side is not going to be visible, I will hit control and just pivlet like that. You can add four hes. You can add support the glo as well if you like. Now, after doing that, I will add subdivision surface to get smoother and sharper results You can add to if you like, I will add mirror modifier to mirror this on the other side. Let's like to exit and now let's see what we got so far. Let's check the face orientation. Okay, let's go here and the overlay. And let's see, the frame should be flipped, tap at a shift. I think the result is perfect and beautiful. All right? That's very cool. Nice. All right. I think that's it for this with you and I will see you on the next one. 38. 038 Starting with the front glass: Again, we'll come back here. Let's focus on the front side a little bit. The glass here, we have multiple layer. This is the first layer. It's just a piece of glass. And here we have some stuff. I'm not going to focus about these details since these details are not going to be visible. Maybe this layer, it will be visible a little bit. This one will cover everything with the reflection. Let's focus on this one and let's see how can we create it? I will grab this piece. I will take a cobe of it. The I will move to the Timber file and move to the Tim two, go to the modi file and let's add subdivision surface. I just want to see what's going to happen. All right. This is the result that we got. It is nice. The result looks cool. I will apply the subdivision surface. I will accept this result according to this. As you can see, it has a bit of thickness. Let's try to do that First, I want to align this with the G. We have small distance here. I will tap and hit A A. Inflate this a little bit and push it out, but not too much. Just be careful when you do this. I will click to grab the entire loop. All right? I'll click it at, push these edges out a little bit. Something like that, I guess. All right, now maybe we can give this a thickness. I will slash to isolate this end. Let's go to the modifier list and let's add a solid. I will tally smooth end. Now I can control the thickness. If you accept this thickness, the second layer, it will be overlapped with the gumetry. Just be careful when you do that. We should make some change after that. Let's increase this to three maybe. I think it will be a great option after that you can apply it. After applying the solid definer, we can tap to go to the edit mode and I will grab these edges. I will go to the top and key twice to slide these edges like that until you get something flat like this. Now I guess we can to exit and let's see what we got so far. All right, now we've got this result. I will grab these two edges, this one and this one as well. Throw them like that. And go to the item and put the mini crystal one just to make these edges up when you add the subdivision surface. Now let's see what we got. We have a small gap here as you can see. All right, let see how can we get rid of this problem. I will select this edge loop and I will choose the face nearest. Then hit key to the Y, the key and hold control to snap these faces here. Let's try again. Right now, these vertices snapped on the geometry perfectly. Let's check the site, or kids like to isolate this. I just want to see these ages as well. Problem like that, the key twice them inside out. And move these out a little bit. All right. Now I think the result is perfect. This increase the subdivision to three. I think we should have a small gap I guess according to the reference I make. I will tab and let's grab these edges. Go to the loop. I'll click to grab this. All right. I just want to check another image. I just want to make sure of that. Before I go any further, I will wise and slide. Let's slide this a little bit. Or maybe we can do something else like adding one loop here, I guess. And slide it a little bit like that. All right, now I can grab these and then it key twice and just push these out, grab this, it can throw the tubivalentletd support, the G loop here. Now let's take a look. All right, I think this result is beautiful and we can go with it. All right. Yeah, it's very nice. Let's check the site. Everything is cool. I guess right now, let's grab this again, is Tab and I will grab this edge. I think we should bev as well. You can actually can ignore it and accept this sharpness or if you like you can support the edge here. Ambivalent catro, two edges right here and maybe one here to prevent the stretch. Maybe right here to get even tighter results. Now I can grab this edge in the middle and zero out the crease. Yeah, something like this. After doing that, now I can grab the faces in the middle. Sorry, can rows to grow selection. Let's see what we can select. All right, we need to include these as well. I just want to take a cobe of that on the other side. The same thing. I will hit shift D to Toby and drag to left it in the same place and I will hit P in the next to subprib this, I will tap out to grab this. All right, let's like to exact from the local mode now let's see what's the next. Let's like to focus on this. Let's tap to go to the mode. Let's see what option do we have here. Now I think we can create these details on the second layer. I guess I think the second layer is ready to use it to create all of these details on it, but not in this video. I will end this video here and see you in the next one. 39. 039 Adding details behind the front shield glass: Hello again. Welcome back here in this video, I want to start creating these details. They should be applied on the second layer. If you hide the glass shield, we have this piece of glass and these details should be created on it, or let's say underneath it. Let's see together, how can we achieve that? The reference image, I have the same image in the folder. I will use it. Let's open it. This image right here, I will import it. Let's go to the age, and let's put this image right here in the middle. If you want, you can align with the headset. Just move this a little bit forward. Or you can select those together and put the image behind it and go to the bag of view. Let's try to align it to get better results. Maybe we can move this down like that and put the three crossor right here to use it, because I want to scale this according to the three crossor. Let's scale this alternative it until the edge of the image. With this edge of the image. All right, now we got this result. After that, what I can do is I can start modeling these details and put everything in place. Let's go to the back of, I will hit to add and I will, I will move the blend right here and rotate this to the x nine degree rotation. Work according to the three decosor. Let's change this Pat bonding R X 90 degree like that. Now let's go to the front. Let's kill this mixed small like that. It to move it and let's put this right here. You can start with the plane. Let's bring the three decosor right here. Or you can start with with the circle if you like to create these circles. I see what's going to happen if we use circle, circle. And let's align this to the view and this to 12 the vertices. And let's kill it. Let's move this right here skill again and again like that. It should be in the middle key to the Z. And let's move this up here, Tap to grab these vertices. And move those down here. Now let's grab these vertices x, v. Delete them, Grab grab dot. Now we've created these. Maybe we can add another circle for this right here. To put it right here. Let's add a circle. Align this to the view as to scale, to move, and let's move this down here. Maybe another circle right here, and another one here maybe. All right, now we can start following this design. Let's start with this vertex. Maybe we can extrude it right here. Let's try to follow this like that from this point. I think we can extrude this right here, don't grow about this frame. You can ignore it for now. Let's move this a little bit more here and start following this care like that. All right, now I think we can in these vertices right here and hit to create a face it for inset. Let's make a small inset like this. I just want to have this frame. I will grab these and then hit key twice. And then it to move these out like that, hit control to add an X ray H here. The idea is I just want to create this frame in the image. After that, let's grab these vertices and sit to connect them to create a phase, a another to create another phase here. And let's see what we could do on the side. Let's set to create one phase here. Let's try to find a way to connect the side with the side. You can add two edges here. By the way, you can delete half of this and focus on one side. Because at the end of the day we will use mirror modifier to mirror it. All right, now let's see what's the next step. Let's try to find a way to connect this together. I will look up this vertex, with this vertex and maybe we can add three ages like that we can with this one. By the way, you can do something else like grabbing these vertices with those over here. And hit, then you can add the loops here. We have one, maybe we can add another vertex here and fix the distance between them here. We can add three cuts and start to find a way to connect those together. Let's like those like that to create a phase at multiple time. Maybe we can add one right here to create a phase over here. Maybe another phase here and here. Or maybe we can slide this a little bit and put this vertex right here. And grab this with this to create a phase, another vertex right here. This with this it. All right, now let's see how can we connect those together to create a phase with this. To create another phase, I will add these ages when I need them, so I will dissolve them for now. What else we can do? It's a little bit difficult to see the vertices. Maybe we can go to the properties of the image and make some change like changing the opacity a little bit. Now let's go back and let's see if that, yeah, I think that's better. Let's add one loop here. Grab this with this to create a phase, another loop here. This, with this hit, maybe we need to add one loop here in this area. For this vertex we can slide it a little bit like that. Grab this with this, then it. All right, that's very cool. Now let's select those together. Maybe we can create a phase here and create phase here as well. Maybe one here. And now let's select those to create one phase here. All right, that's cool, let's sit it to make one extrusion. And let's keep doing that. And let's go to the side. Okay, let's extrude this again and again. All right. It's a little bit difficult to see where is the age, but I think the Gus goes from here, something like that, I guess. Yeah, I think that move these vertices. Okay, maybe this is the edge, maybe we can move this a little bit more like that or something like that. Even these vertices, we can manipulate them a little bit. Maybe we can use the relax option just to relax these vertices. Grab them like that, right? Can use relax. You have to our multiple times just to get. A better result. Something like that will be nice. If you want to fix the distance, try that. And let's see what's going to being. The result is not cool, so I will cancel it. Now let's create this frame. I can start with this vertex. Let's extrude this maybe right here, and hit a multiple time. Let's try to follow it. I know it's a little bit difficult to see it, but just focus a little bit and you will understand what you should do. Okay, let's sig up this and extrude it like that. We can increase the number, that's okay. This with this hit, if you want to add more vertices, that's okay to do leg up these edges. I just want to cancel these. Let's see what's going to happen if we fix the distance. All right, now let's silicate those face here, and maybe one face here, another to create a face and face right here. Select those together, and again, let's silicate those over here. Let's create multiple phases. Okay, that's very cool, face here and one face here, one face here, and here. That's very cool. Or try to find a way to connect those together. As I say, that's okay to add an extra vertices. For example, if you want to add one extra here and here, that's okay just to grab these vertices and fix the distance and move some vertices around to realign them something like this. All right, now maybe we can grab those together and connect them. Select this with this and connect them, maybe we should add two edges right here, at least. Maybe one edge right here at F. To create a phase after you grab these, let's slide this vertex a little bit right here and this one here. Now let's slot again and again to create big phase. Use the knife tool to create cut. Goes like that. Maybe we can add one right here and connect this with this hit. Okay, what else we can do here? Love this with this hit, silicose hit. And this with this hit, silos, hit multiple times. Let's move this vertex a little bit. Maybe let's make some kings here. Let's hit control to dissolve this wise. And let's move this over here and this one here. Let's go back to the site. I will hit to extrude, make one extruding goes like that and one right here. So we can see the edge. Maybe we can move this vertex. Maybe it should be right here, I guess control art to add a new one. Let's move it, add new one here. And let's move it as well. Let's add the new vertex here. And let's move it down. Let's move this a little bit. You can use the relax again, right? And use relax at multiple time until you get something nice and smooth. Now let's see what else we can do here. Select these at the cut up, those, all of them. Dissolve this one at control X, or we can leave it key wise and slide this over here first. And dissolve to create a phase. We can slide it a little bit, Maybe this one, we can move it at any bit. All right, here we have something. I don't know what. What is here exactly. But I think we have some curve. It's not visible right here either on the side. It's a little bit difficult to see it, but I think we can create a curve. Goes like that. And that's will be it, I guess. Don't forget something. This image is perspective. Follow this exactly, because that's not makes sense. Because we have a curvature right here and this shape is deformed. I mean, it should be like this. I guess if we want to create it should be something like this. That's what we should do here. Let's move this vertex here. I will continue extruding these vertices, and after that I will focus on this area. Let's extrude this one here. Let's keep excluding these like that. I just want to mention that I think it's wrong to follow this curve. I think we should leave some distance. I think it should be right here in case we want to create a flat surface. Because don't forget this area. We have a curvature here and the image is perspective. Moving these vertices like that, it's not a correct thing to do. So I will hit control to dissolve these vertices. I will move this one here. Maybe, let's add one vertex here and let's try to create. Yeah, just move it a little bit like that, Maybe another vertex. Let's move it a little bit like this. Try to fix the curvature. One vertex right here and just move it a little bit. Grab the T choose, relax, relax this multiple times. Yeah, something like that. To make big extrusion to focus. That will help to make it easier because if you extrude at very close distance, you can't follow the easily and you will create something way, just leave to get better results. This one here, maybe one right here. After you pass this area, now you can follow the care again to make one more extrusion goes like that. One here I guess, and one here, and maybe one right here. All right, now let's see what's the next step. Let's extrude these vertices as well. As you can see, I'm not focusing on the details, I'm just trying to create the shape. And after that we will jump for the details. All right, now let's go back here and see what was the next step after extruding these vertices like that. Maybe now we can continue to finish this shape. Let's make one extrusion here. I think we can add one vertex right here. And hit key and hold control. And snaps with this vertex snap key, hold control and snap this one over here, active automerge to merge them, you can grab those XV and delete them. All right, what else we can do here? Maybe we can add extra vertices and fix the curvature. We can add two. All right, two here as well. Now I think we can grab these vertices, all of them and choose relax to get better results or something like that. I guess even if you're like you can fix the distance between them, you can add two vertices here as well and grab them again and choose relax that you have to add multiple times. The result is beautiful. Now let's try to find a way to connect those together. I guess we can start with this vertex. I can add one vertex here and the grab those together and hit to create a phase. And the grab those together as well, or just these two vertices. And hit here, we should have a circle. Actually, I will grab this circle and hit and put this one right here. After that we should find a way to connect it that's not young torque. Maybe three we can add. Let's grab these and here as well. I guess we can add one vertex here. Let's select this one key twice and slide it those together. You can select those, all of them. And then hit cub, this with this hit. And now let's go back to this area. Maybe we can select those and hit. Let's add two cuts here. I guess you can level this to two if you like. Fix the distance between them and let's seraph again. Okay, what else? We can grab this key twice. Slide it a little bit. Let's try to find a way, or solution for this area. Maybe we can add extra vertex here. And fix the distance and make some changes here. Lose it with this cup. All right, that's very cool. And this one as well. Hit, hit again here. I will look up this vertex and make go like that. Then I think this should go straight up here. We can ext this back like this and move it up, or at least push these a little bit like that, something like this. In general, we de decorate. You can select everything and shift and to recalculate the normal. This is the result that we got so far. It's not perfect yet, but need more attention and we should work on it. At the end of the day, we will try to get something perfect and nice. I want to mention when you add the glass shield, the glass shield will be highly reflective. Because of that, you're not going to see all of these details that we are creating right now. There's no reason to spend too much time on these details. If you want, you can make a symbol. Okay, that's it for this video. I will end it here and see you in the next month. 40. 040 Focusing on the inside details part 1: Hello again, Welcome back here. A lot of details here we should create. Let's start again, let's go back to the back of you and let's see what's the next step, what we should do here. All right, now we reached this point. As you can see, I think we should find a way to connect this side with the site. Because of that, I will add two vertices here and these four vertices and hit to create pace. I think we can grab those to create one more phase. And here I will add one here, second here, and third one here, I guess. Let's select those together to create a phase. And those, those as well. Now maybe we can grab those. All of them. And then if you want you can use an F tool to create cut here in the middle or if you like I will accept that. Now let's move on and grab these vertices and hit F. After doing that, I guess we can. Now let's move those up here. And I will select this to exclude it like that. Now let's select those over here at, to create the face, let's start following this line. Something like that. Let's start following this shape. We speaking hero, is he following this girl like that? Okay, and let's go back here and let's see what was next it at multiple times to add edges, but I think that's not going to work unless we add at least two vertices here and redistribute the vertices using space. And now let's see the progress. All right, now the result is better. What about this area? Let's try to find a solution. I will grab all of these vertices and to create in phase here. Here as well, I guess. Okay, we have a lot of details here. I will grab this circle and move it there and scale this at ten. It like that. Let's connect them together. Those maybe one vertex right here, silt, maybe we should add one vertex here, Ilse together. And this I guess here I will hit to extrude this over here. Or maybe one here and one here. Cbgethh's add one in this area and the sills, something like that. Now let's see what's next. I will select this in it to extrude it over here. And make one Exc in here to create phase. And let's select those together. Or I guess I can extrude this like that. And now what about this text? Extrude this over here. Let's try to create this shape, the control ptuivalt to three like that to extrude this over here and one extreion here. And you can align this with this if you like rub this, hit control ptuivalt like that. Now let's select those together. It maybe this hit to create phase here, maybe those will one here. Now I will select all of these vertices together and I will hit F. Let's make one is freaking here on the globe, is freaking right here. Let's add one cut here. And maybe one goes like that. We should go like this. All right, let's ignore this. Let's add one cut goes like this. This one it will be here. This one I can't connect right here and can make one cut. Goes like that. All right, the result is ad for this area, I guess we can add here. Maybe we can create cut. Goes like that and grab those M and Meerkat Center. Maybe we can redistribute these vertices with this or at least try to find the solution for this area. I think this, I can dissolve it, use an F tool to create a new one. Goes like that. Let's use an F tool again. And let's create goes like this. Maybe one cut goes like that. Don't know, I will ignore this for now. Let's go back here and let's see what's next to. We should have three edges and select to create face. And now just take up these two vertices and it at multiple times. I think we can use an F tool to connect those together. This one I can connect right here and this one. It's okay to use an apple again and let's create one cut goes like that. Maybe this one I can, let's make cut goes like that. I guess one goes like that. Hold, have to put the cut in the center. But the question is we should go. But I will ignore this for now as well. We're almost finish here. Let's delete these vertices or these faces on the side. We don't need them. F get them this one as well. Delete this now let's see what's the next, what we should do here. Now let's try to give these circles a rim. Let's start with this one. I will grab the circle and hit to create a phase. And I will hit for Inst. I will insert this outside. Let's switch to the x ray to see the results. I will push this a little bit farther like that, try to avoid any overlapping here. For example, in this area, I will move this H a little bit or this vertex just to avoid any overlapping. So now we have a rim around this circle, we have rim right here. And this phase, we don't need the of them. And for this area, I guess we can grab these faces. All of them. All right, before you do that, just grab this hit to create a face. And here as well. Now grab this face with this one. And hit control plus to grow a selection and go to the x ray. And then hit to inside. And hit out to invert this inside to create a second or to create a rim. Now we got it. I should have a rim right here as well. I will grab these edges and hit to create a face, I will hit again and then hit auto. Invert this to create a room right here as well. Then to delete this phase because we don't need it anymore, even these if you want, you can delete them. The same scenario here to create a phase. And then I, and let's create a room right here. Just scale this edge and just to move it a little bit far away from the, from each other to avoid the overlapping delete this space if you want. All right, now let's see what's the next, what we should do here. It's not necessary to add all of the details that you see here. You can just add a few of them and that's will be okay. I just want to focus on this area a little bit. I want to extrude some faces. I will grab these, I will to put those inside a little bit now get rid of them because we don't need them. Let's go back to the bag view. Let's see what we can create. Right here, I will grab the, it's for insets, make small inst, auto inverts. I just want to create this geometry as you can see. By the way, there's another technique, if you like, you can do it like adding a geometry H. Let's add, for example, plane. Don't add plane, Grab this one, copy it, and let's put it right here. Scale it like that. Scale this to this a little bit to move it and move it here. Or like that scale to the shape right here. Somebody like that, I guess. Now control. I apply the scale because we scaled it and I will grab the vertices control to bugle them to three like that, that will be enough. Tap out and select this. Let's move this a little bit like that. I just want some distance now. Grab hold control and select the scometry to the back view. And I will go to the Choose Knife project. Project this on my surface now we have a project after doing that X to delete these faces if you want. Yeah, I will delete them for now for a reason because I don't want to be destructed. Let's go back to the bag if you want. And let's move this away tab, and let's try to find a solution to this area twice. Let's Mr this one here. Active automeric. Don't forget that. Let's move this one over here. Maybe we can reach these vertices. This one I can irk it here and slide this here. Props with this. Hit J and use the knife tool to create cut goes like this. We cut goes like that. This dissolve it for this area. I guess we can use an F tool to create goes like this. Maybe one goes like that and put this edge, dissolve it. Maybe one goes like that. One goes like this. Here's delete unwanted edges because that's it, we don't need them anymore after doing that. Now I can rub this and hit and I can extrude this a little bit inside or you can hit I for inst. After the inst, you can hit Alt and push this down. Just attend a bit like that. If you want to push this more, that's okay. Do it all. This frame should be extruded outside. Let's go to the phase click and then it to extrude this, delete these phases, We don't need them. I think we can keep them. It's okay to do that. We have a room right here. I will grab these. Before I extrude these, I will add Mal modifier. I just want to see the results. Let's go to the mirror and add mirror modifier. Go to the back of you. All right, tap it F to enter recalculate the normal. And here we have an open area. I will grab and make this one the active. I want to scale to the active vertex. To do that change the transform to the active element and it as to the zero enter. Right now let's see what's the next step, what we should do here. All right, here we have two holes. I think it's not quite necessary to create them if you want to create them, if you want, it will be something simple, just rub the hit for int to insert them like that. And then rightly can choose circle to make a circle from them. You can rotate this a little bit and position, put this right here. After doing that for in, then it out to put this inside like that. That's actually, let's go back to the back of view and we have another one here in this area. Let's see how can we create it. I guess we can move this vertex a little bit like that. Maybe we can add an extra here. Maybe I can cut this area like that and use an F tool again to extend this line here like this. I think that's will be okay. Let's go back here and let's see if we can grab those together. Let's hit for inst like that. And then hit radically into a circle. Let's move this, scale it a little bit king, This back to bounding. Let's move this one over here. All right? And then I will hit high for insight. And then hit out and put this deep insight. We will have some differences here. This one will be smoother as compared with this one. I can make some kings here to get a result like this. So how many vertices we have? Here we have eight, and here we have six. We just need to add two cuts and that will be its. Make it simple. I will delete the he, I get rid of them. I want to do is just one cut goes like that. Maybe. Let's see how can we apply this cut. Where to put. Do we need this edge? Well, actually we need it, but I will delete it for now. I will add one cut here. We have seven vertices, we just need to add one vertex. All right, one vertex to go, one vertex to go. Maybe I can add one here and use an app tool to create a cut. Goes like that. That's not going to be perfect, but I will accept this for now. Rightly, can a circle go to the back of you and move this input in a place like that? I will hit, then hit, insists, push the step inside like that. I can mirror this vertex right here. That's okay to do. I think we can connect those together. Hit K if you want. Even these vertices hit with those as well. This one with this one, hit K, that's great. I think we can grab these faces and then hit a extrude along the normal. Or there's no reason to use extrude along the normal. Actually, here we will have a face in the middle. We don't need it. Delete it. That's what is X. To delete this one. E, E. All right. Can focus on this area as well. I will grab these faces in it to extrude them a little bit. All right? Is not going to the correct. That's why I'm going to use extrude along the normal and see the results. All right? That's and maybe these as well out and extrude along the normal. To extrude this a little bit, let's add subdivision surface. I just want to see what's going to happen with level two. The results still not perfect. We could add extra cuts just to get a good result. Let's work on that. I will turn off the subdivision in the It mode. When I tap out, I can see the result. Let's see what we can do here. I think we can interrupt the grow the selection like that. And hit, for instance, to create a second H loop. To invert it to get a result like that, I think that's too much. Let's make it closer. I think we can add one H. Goes like that and dissolve this, I guess to get a Tabor shape. Now let's add one H here, and one here, and one here. The result now is nice, but this area needs to be beveled. I will hit control to bevel them like that. And I will change the shape, push this to one just to get sharp. The result looks cool. Let's go back to the back of you and let's see what details we could add. Right here, I will to grab one of these vertices to take a co, let's put one right here to this here in one ex and one goes like that, I guess. Let's keep following this shape now Let's scrub the corners and hit control, including this one. I will change this 2.5 because I want to have a curve here. This one cantrolvlent like this. I guess we can interrupt this. Get a big face here and let's add multiple cuts in this area. Maybe one cut goes like that, I guess. All right, what else we can do? Maybe one cut goes like that. All right. After that I will stop here because I just want to check something. Okay, after doing all of that will un this to use the rap tool as we did in the previous videos, I will use this Oper to create a U V shape. Let's see what's the result that we got right here. This is the UV. It goes like this, it goes to the Z like this. What I want to do is I want to rotate it to be like that. Something like this. The idea is I just want to rotate this a little bit. All right. To do that we can control it in the UV editor. Just split the editor to two. And I will change this to UV editor. And I will grab this, push this back. Now I will tap to go to the edit mode for this geometry. This is the results. When we use the UV shape, what I will do is I will delete it to reset it. And I will rotate the UV like that control and rotate it. I will try to put it in the middle. This maybe scaled a little bit and move it up, for example, right here, that will be it out. All right, now I will create a UV shape using the active map. Means this map right here. It's very important to active this option after you make your changes. Now let's create a UV. And now let's see what we got. Tab out. All right. As you can see now the result is better. After that, I will grab my new geometry. I will try to align it. I just want to see the result. I will take a copy right here. And go to rotate. Rotate to the Z like that one degree, then rotate to the X like this are to the X nine degree. All right, minus the x, minus nine degree. Go to the top end. Let's try to align this with our geometry. And let's see what we will get if I align this perfectly with this geometry. Now when I move that control back, I will get very accurate results. This is the challenge that we should do here. I will take a coby of this. What I'm going to do is I will go back to zero like that. I'm just going to leave one cover right there at D. Take another coby like this. Now I will grab the second object and I will push this to one. Let's try to align this with this. I just want to see the results. Let's try to find a way to deform this a little bit. To match this shape, let's put the three crosser over here. Maybe we can use the lattice. Let's add the lattice, and let's kill it like that. Make it pick and kill it to the y. I'm here, I want to try and see what's going to happen. Let's go to the right, to the Z and skill this. Let's move this up here like that. We go to the top. Maybe we can scale it a little bit more like that. Now I will look up this Uma three, hold to grab the cake. Head control and s lattice to link this to the lattice. Now when I tap and dep any vertex, I can deform it, as you can see. Let's try to deform it a little bit until I get the result that I want. When you deform it, these circles will be affected, as you can see. But that's okay. Let's move this up here and dep this. Let's move it like that, and those as well. Maybe we can add multiple cuts using the X and Y. All right, we can add multiple cuts here. Let's grab these and let's move them down like that. And grab these and scale them to the center. Maybe scale these a little bit more or move them down ten bits. We can add one extra. Just fix the deformation because that's too much. Actually, let's move these back a little bit. You can focus on one side and after that you can re mirror the other side, deform this area as well. The result so far looks cool. If you are happy with this result, you can delete half of it. Tap and the coup this Caroll A. Go to the modifier. Delete the subdivision. We don't need it for now. Mirror for the mirror. I guess we can. Let's see what's going to even I am not getting correct mirroring. Maybe because I could move the deform right here to get better results And yeah, that's right. Maybe we can move the cage with the Juma. Try a little bit like that. If you are satisfied with the result, apply the lattice. And apply the mirror. I will move this new cape underneath the guide key to the end. Less, move it. Put it underneath like that. Let's delete the cake now. I will bind this with the guide. Grab this humetry endless, a surface deform endless. Pick our guide like that and to bind them. Now I will grab this and push this back, and I will grab this to hide it. I just want to see the result. This is the result. As you can see, the result is beautiful. But we got some distortion, as you know, because we used the lattice. But in general, the result is so beautiful. What I mean here is this method is working and it will be very nice, especially if you use subdivision surface before you deform it, it will be very beautiful result. What we can do, what we should do is we shouldn't add all the details here. At this stage, we should create the shape and then deform it and make a trod. After that, we should fix the circle after the deformation and then use the guide and get this result. Because in here you can edit these vertice circles to get perfect circle because we have a curve as you can see here. I just want to check something else. I want to excite. Let's hide this. To hide it, I just want to see how this applied here. Well, let's a light in a nice way. I like it. I think it's cool. Let's circle up the image and move it away. I think the result is so cool and we can accept it. All right, I will end this video right here, and I will see you in the next one. 41. 041 Modeling the camera sensors behind the glass shield: Hello again. Welcome back. Let's pick up where we left off in the previous video. I think we have more details. We should before we deform this or maybe after you remember when I added multiple edges here to make this sharp, that's not correct to do right now. Be after adding all of this, we could deform, it could fix these circles. Again, as I explained in the previous video, I will delete these edges and I just want to make a symbol and maybe now we can create this border. Let's go to the back of view end. I think we can grab, for example, this hit the end. Let's take right here. And let's hit extrude it like that, I guess. End. Now we can start extruding these vertices and follow this care. Okay, but I think that will take a lot of time. Let's see if we have another option. All right, let's start doing that. I will grab this vertex and hit, and I will follow this curve like that. Okay. If I bush this vertex towards the center. And beyond that you can see we have an overlapping, to avoid something like that, just active clipping option here. Now when I move this again, it will snap to the center. I will delete these vertices. Hit X V, we don't need them. Let's try to find a good way to extrude these vertices. Grab them like that. And I'm going to hit to extrude them like this. Then hit A and then have to enter recalculate the normal with these phases selected this phase click I will go to the Phallate Phil phase, Solidify phase. Let's go to the bag of let's give this a thickness like that. Yeah, I think that's it. When you come belt, let's focus on this area. I want to grab this face here, XF and get rid of it. And the middle end, this one right here as well, F. Now I will grab this face like that. Click and then hit control to G one time. Hit X to dele. Now we ended with the results. Just move this vertex towards the center like that, grab this, its x zero and flatten X. It key to move them back to the X to snap them again. And maybe those as well if you like. And move those, maybe all of these vertices. And move them back just to snap them better. Okay, right now let's check this area here. We have an overlapping with a few key twice to. All right, I want to see what's the best solution here. Just light these like that. And let's go back to, let's move this a little bit like this. And that will be enough. These vertices, I can grab them and just move them back like that. I will look up this and dissolve this edge. I just need to have a cave here. Or maybe we can use the volt control tools like that. Maybe we can scale this a little bit to the position of the three decosor. Let's change the 23 decosor and scale those like this. Let's put the three decossor right here and scale them again. Or maybe right here. All right, I think we have multiple edges here. Let's bring the reference Mage to see what we have here. We can see we have a rim. I guess we have more than one level. Maybe we can create a stat, Let's make a symbol for now. If we could add any details here, maybe that's it. Let's take a look. Let's try to create. Let's focus on this area a little bit. Let's go to the back. And what we should do is, I think we could grab these faces and B and then put the three cursor, for example, right here. And scale them towards the three cursor. But I think if we do that, yeah, it will go far away. In this case, what we should do is I hit scale and cancel, I guess the y axis, hit S, Y to cancel the y axis to scale y and scale to the z and X to get this result. Now I will grab these edges. Hit to scale Y to cancel the Y and scale this a little bit more to give this some thickness. And maybe we can fix the distance between these edges. Do we need to do that? Let's hit you to move this a little bit like that, and maybe this one as well. I'm not satisfied with this result actually. But let's try to find the solution, and let's try to fix it. Let's see. And let's pull this over here, up these radically space. And those as well, maybe those right here space and those over here space, right? Something not makes sense. I will hit key. And move this over here. And redistribute these twice. And let's move this down maybe here, grab those together, right, space. Okay, something like this. I think we can accept this result. Okay, anything else we could do here? All right, now that's it. Now let's hide this piece of the glass and let's grab the guide and let's see, do we have a controller or not? All right. We don't have the controller anyway. We still have the UV ready as we did in the previous video option right here. The active means this map here. This is the active map. Let's tap out create UV shape. Let's put this to one like that. I will tab of this, I will move the Encarighttrol Applied Vehicle Geometritom Guide. Still exists in the controller still here, but I want to use this as a guide. I will rotate this to the X and let's rotate this nine degree. Just hold control and go to the back of you. And I will move this behind the sinew shape. You can put this in the center. And I should do this. I will to put the three Questor in the center. And I will rub this. I want to grab the middle. I think we apply We apply the subdivision surface. Yeah. Actually, we don't need to do that. All right. I will tap out and I will delete this. I just forget that Chef D to the Cob here, we don't need all of that smoothness subdivision with level one will be okay. You can apply visual humantumationowter x, rotate this net degree. Let's, let's grab the middle edge and put the three decosor right here. Let's put the origin.in the position of the three Decorsor origin to three decorsor. Now we have it right here. Then I will shift to put the three decorsor in the middle. And I will grab this shift and select decosor, put this perfectly in the center. Let's move this forward and now let's try to align these together. I think we can grab them to go to the local mood control one. And now let's see what's the next step with this one Selected for this one, I will hit you to move this up here, I will grab this. Maybe I can put the three decossor over here to scale according to the position of the three decosorIilh, this one scale like that. And that's it. Now, after doing that, now we worry about this area and see what we can do here. For the subdivision surface, I will change this to one because one will be okay. For now. I will hit and I will add lattice s, x and skills Y to the z, like that key to the z, and smooth this up here. I think that's it. Don't worry about the depth. Don't worry too much. I will grab this, so have to grab the cage control P and Q lets deform to connect to the lattice. I will tab and grab these together, I guess. Let's try to scale them like that. I guess something like this, maybe we can start adding multiple cuts to control it better. Let's see, let's try, will see what we will get after we move these up here like that. Let's move this down here. You can go to the X ray to see the difference those hits and push them far away, like that. All right, I think that's not going to work. Maybe we need to add more segments here. Let's add more to control better in the Z. We should maybe multiple cuts. Let's grab this. Let's move this down a little bit to align this perfectly. What else? We should add more cuts here. Let's move this down here. Let's grab this, slide it a little bit like that. You can focus on one side and that will be it. And all right, that's great, and let's movies like that, try to spend time here because this tip is very important. Maybe we can interrupt those together and move them up. Maybe just this one, I guess something like this. Everything else is perfect. I think now we got a very cool and accurate result. Yeah, that's, that's really great. I know I have some distortion here, but it's not going to take too much time to fix we. After doing all of that, you can now go to the modifier and apply the lattice. This area will be fixed automatically. I, we still have some variation right here. Let's spring back the lattice and let's see if we can fix this. Fill up the lattice and tab. And let's move this just a tiny bit like that. This, Let's move this a little bit. All right. We have some variation here. Maybe I can in up this one and move it down just a little bit. Yeah, now we are getting something nice and tab, and grab this geometry, apply the lattice, And let's see what's going to happen if we apply it. Great. All right, for the mirror, I guess, I don't know, maybe we should change the position of the origin. Do well. I think so. Let's grab our guide and let's put the three D course. Just align three dicursor to the origin dot of the guide. Now I will select our me and tritically set origin to three dicosorow. I just changed the position of the origin dot a tiny bit. That's will help to get a perfect result here similar to the side. All right, let's me now this become ready. Maybe now we can just tab and go to the tag view. Again, in the x ray we can grab these vertices it to the X zero enter and then it key to the X to snap them perfectly to get cleaner results. Now after doing that, now you can add all the details. Now I don't have any problem because I just get my shape. And now if I align this with my guide and use the rap tool, I will get something very cool and nice. Okay, it's like to excite. I don't need the guide anymore. Everything now is perfect. Delete to delete it if you want, you can hit H to hide it. For this piece, I still have the control and don't apply anything and don't play with it because you're going to run everything the Blatte can. Delete it. I don't anymore. Now let's go to the back view. And I think this image is not useful. I can use this image instead of this image inside blender. I think we can grab this and hit to isolate it. Now let's see what's the problem. Let's grab this. Hit right click, and circle to fix these circles. All right, we have a lot of job here to do, but let's try to do with step by step. Let's scrub these edges, all of them. Let's radically circle this one as well. Just forget it. Let's take a look. All right, we have some overlapping right here. I don't know if the size changed a little bit I, but I guess we can. All right, I think we need to add a cut right here. Something that makes sense happen right here. Let's use the tool and let's see if we can cut this area. That's not going to work. To delete this. Just want to see what's going on here. Let's delete this one as well. Wise to slide this here. Now I will grab this F. I will use an F tool to create cut. Goes like that for now. Now let's jump to the circle. Let's grab these edges like that. Let's select them. And then radically can choose circle for the circle, the same scenario, go to the pack and let's move this up a little bit. Everything else is okay, I guess for this shape. All right. I think we could focus on this a little bit. I will take, just say I can take a coby and I will scale it a little bit and use it as a guide. I will move this here, Maybe we can hit and thes to separate it. The idea is I just want to use this as a guide. Now let's stop and let's start moving these vertices. And align them with our guide like that, I guess. Let's focus on this area and let's move this a little bit. Maybe this one. The same thing we could do right here. Grab the guide, tap it, Avty and take a copy here. And the scale is a tiny bit like that. Tap out, grab the Uma train. Let's start moving these vertices in the x ray. Rub these and move them right here. Maybe those, I can rub them, and let's move them here. Maybe these as well. All right, let's see, is there anything else we could do? Maybe now we can focus on this border. Something not makes sense happen here. Let's grab these aces. And from here maybe to here. And let's radically and relax. Let's see if that's will affect the result a little bit. Have to to relax again, I think we should move some of the vertices. I will use proportional editing. And I will hit you to move and make the effect pick. But when you move, everything will be affected. In this case, you can choose connected only. And now I will hit you to move and make the effect a little bit smaller, not that big. Just move this a tiny bit, not too much G. Let's move this a little bit. Let's move this like that. Everything else looks okay. Maybe here. And let's move this a and a bit. I think we can exhibit results. And let's move this a bit like that. Maybe I can slide this at a bit. And the turn of the proportional editing to grab these and to relax, maybe just these and those as well. Grab the hit relax. What else? I will hit control to add one right here and I will level hit control Beivalent two like that. I think we should give this a thickness before we do anything. Control to select this I just want to focus on it. And I will go to the pace and choose Solidify phase. Let's push this back like that. These phases in the middle, we don't need them except get rid of them here and here. Now I will a grab these faces. And then I will hit for inst, inst, outside it. Then with these selected faces, I will hit out and push these inside. Then you can hit controller to add a support edge loop here. Maybe you can add one here and one here, I guess right here. Now, when you tap out, you should get a result like this. Now let's see what else we can do. I will move this vertex a little bit. I will grab these faces and hit Control plus, and then hit for Inst. Oh, to invert the Inst outside because I just want another extra edge loop to get harbor result here. I will grab the. Then to invert the inset inside. Let's tab and see the results radically auto smooth. The result is nice and beautiful, especially if you increases to will be nice. Let's focus on this side control plus a gross selection. And then hit for int to invert. Create a rim like that. Grab the hit and all right, cool. But I just forget to fix the circle here. Grab them. All right, like a circle, go to the bag and let's change the position a little bit. We should do the same thing for the circle and for this one as well. Maybe we can rub these and just of them at ten bit. Right now, I will go to the phase to select these faces, the control blast, to grow selection. And then hit and to invert and control minus. And then hit and make an insert like this. Then let's tap out. Still cool, I can exhibit this. What else we can do here? Here, maybe we can add an edge here. Right here that is of the school. We can do the same. Thing on this side. Control. To add one here. We got up this control x to dissolve it. Now I will. All right, I just want to create a room. Okay, to do that, we could select these faces first. Hit control blast multiple times until you reach this point. And then hit for instance. And then hit to invert just small room, it will be okay. Then control to add up here, one here, one here, maybe one right here. One more thing here, I will see ladies faces and hit P and then to separate it because this area should be separated, I guess. What about this area? Click control for inst, create a rim like that control to add the second here go to the click control, dissolve control, a support, the Ge look to make this area sharper. Now we got this result. Okay, this result is very nice. We can accept it. Anything else we should do here? Maybe this area needs a little bit of attention. Let's go to the back and let's see what we can do here. I think we can move these spaces. We can fix the distance between these edges like that. Right click and choose space. I guess we can move these as well. Okay, what else we should do here if you are satisfied with the result at extrude along the normal and extrude this a little bit, these phases, we don't need them. Actually hit ing of them at click, then hit Create like that control to add a second, grab this control, dissolve it. Control R H here and here, and one right here and one here as well. You can actually, I will leave this. I thought I can dissolve it. What about this? Uma three. I think we should give this a bit of thickness. I will go to the phase, solid phase. This thickness, it will work. I can accept it. All right, grab these H control to bevel them and the grab these edges again. It can roll again. At least add three cuts here. You can delete this one and this one. I'll click it Xf and get them. I think these faces, we need them, I guess. But in this case what we can do is I will hit to Ins and then again. And to invert this insight what's, what's happening here. 42. 042 Adding more details for the structer behind the glass shield: Hello again. Welcome back here. Let's spend more time here. Let's focus on the details. Let's start with this piece. Okay, let's use an I have tool to create a cut goes like this. One cut goes like that, cut from here to here and one here, one there. It's space to confirm all of that. If you have faces on the side, you don't need them at X, F. And get out of them. Now let's go to the x selection mode. I'll click and I'll click to grab the rest. And then control would be to bubble them, but let's include these control and let's bubble these. Now we've got sharp, nice results. Now let's try to create these three lines. Maybe we can add, we can add actual. Let's see what we have here. You remember this piece? We still have it. I'm going to use it. Rub it. It's key to move it. And let's put this right here. It to rotate it like that, maybe we can scale at a tiny bit. Yeah, that's okay. Just kill it. Maybe we can rotate a tiny bit like this and move right here. It shift to take another by here. And I will scale this to the z. To the Z. Or maybe I can activate Gizmo local just to see the local direction, we should scale this to the Y. In this case, if I want to make this a little bit bigger, I think we can go to the mode and make this taller. Instead of scaling this, let's grab these edges. And so this like that, I need another coby and maybe I can grab this and shen put this right here. All right, now I will grab this tab and I will project these on the surface, but just be careful when you do that. Okay, I will accept this result, but before you do anything, grab them like that control, make them one geometry and then grab this tab. Hold control. Just rotate the view like this. Don't hold control and grab them and this geometry behind them. Just rotate the view and move them away from the geometry. Hold control and grab them. Control one to go to the back view and then go to the mesh. And then knife project. And now they are projected top out. Grab this and move them away. Grab this and tap. Now we should make some changes here, like merging some vertices active automeric. Don't forget that. Maybe I can slide this here and this one here and make some change, like marking this more right here and right here. Maybe we can make it here. Okay. What else we can do here? Maybe this text, we can make it right here. I will make a lot of change here. Maybe I can mark this one here and this right here. Okay? All key wise. And let's move this like that, let's slide this down. Some of these areas, maybe we can dissolve them and create them in another way. Here, I guess we can, I don't know what we can do here. Maybe we can create cut like this and key twice and move this up. All right on this side maybe we can create multiple cuts. Use the knife tool to create cut. Goes like that and ke wise to emerge, this one here, use the knife tool again to create cut. Goes like this. One goes like that. Maybe one there use a knife tool again to create another cut. Goes like this, folks on the side to create an goes like that, one goes like this, maybe this, maybe another cut goes like that, I guess. And one goes like that. I think we can redistribute the distance between these. Let's see what's going to happen. Maybe this edge, I can slide like that wise and move this up here. And one cut in the middle, I guess, and another cut, maybe it should be right here. Let's redistribute the distance between these edges starting from here and end there. Let's see what's going to happen if I do that. We still cool. Let's use the knife tool. Let's create another cut here. And maybe one right here for this one. I can, maybe we can end it here. Let's fix the distance between these edges using space. All right, n I'm not finish here. Let's cut goes like this one. Cut goes like that. Maybe I can end it here. I think that's okay. This one, I can end it right here. And it could be connected here, something like that. Or maybe this one could be connected here, here. And delete this. Age is always one. Cuts for this corner. You can maybe here, I don't, maybe here, it's okay to leave this side triangle. Okay, Let's see if we have another option. I create an H here, but where we can take it, I think we can end it here and dissolve this. Okay? That typology is not perfect. But I think it will work. Listen, like the faces. And let's hit for inst hit ought to invert the inset outside. Let's include these, I guess forget that, hit again, it ought the inset outside. What else we can do here? I will hit again and it ought to invert this inside this time. And strat the view, hit Alt and push these a little bit deeper. Now, hit again for another inst. Let's make some connection here between these vertices to get better typology. Call this with this. This vertex. This K P, This on I guess. All right. Still nice and cool. I can feel that we have some waves here. Let's try to use the bute, the vertices and relax. I guess that will help to give us better result. Now let's stop. Now the result looks smoother. Maybe we can include these vertices and use the relax to give us even better results. Yeah, now the result is better. Anything else we could do here? Okay, let's start creating these sensors. I just want to grab this, it's like to isolate them. Let's go to the back. And I will grab this circle and use it. D take a copy. Right click to leave it in same place and scale. Just a little bit like that. It to fill it with face and extrude this just a ten bit like that. And now let's grab the site and all right wise I guess alter and move back like that. Let's give this some thickness. I guess we can grab these edges and just hit and push those back at a bit. What else? Let's go to the face and let's stick these inner faces like that. I will hit four ins and hit at, invert the inset outside. I guess we should grab these faces and just extrude them. I feel that we should have a small extrusion here. Let's hit to extrude this control to a grab, dissolve it. Let's make this a sharp, adding extra edge loops around the corner. Just Pavle, that's here, we can do here. All right, I think we need another Ram. I will this edge loop like that, it can blast multiple times until you reach this area and then hit I. Let's make another inset outside like that. Let's add an edge loop here to make this area sharp. That's cool. Now I will this, I will hit for insect and hit auto, invert the insect inside like that at, to this deep inside. Hit one more time. Now I will grab these faces and extrude along the normal. And put these faces inside like that. Now I will grab this hit, to extrude this forward, cantllt the bullet. Let's make this nice round, something like that. I guess maybe we can scale it and make it flatter and we can push it from the back. I don't need this face or I think I can keep it. That's okay to keep it. I think we can pivle this. Hit control and just pavle S. I need a second a sensor here. I will grab these edges and hit the back. Don't worry too much about this area, just grab this hit. And to invert the inst outside. Now just to grab control, ambivalent and try to get something around and nice. After doing that, you can grab one of these edges, for example this one. Take a copioatically scale inside like that, make it smaller. Then to create a face this a little bit and grab this, it and put this back, that control beubivalent like this. Grab this face. To make an inset like that, I guess we can to make another inst and another or another inset. Let's push this deep using Alts. And then hit I again to make another inset like that. Okay, to push this deep inside like that. And then D to take a coby. Then I will move this new by forward here. Maybe I will hit to extrude like that and then hit control tobivlet to get something around like that. Hit control L to lens or don't hit anything, just accept it like that. Let's add extra edge loops to make this area sharp. Maybe this area as we control are to add an edge loop here and one edge loop here and here, tap. And let's see the result. Very cool result, but I think this area should be covered by something like rubbing the E and then S to extrude scale and put it like that and cantro to Vl. This to three I guess the same thing. We can do it right here and then cantrol to bevel this. All right, now maybe here we can add extra gel. It cantrolB, beuvle this, rub these like that, and then cantrol to bevel them. Okay, very cool. The sensor. It seems like a similar to this one. But I think we are not finish here. I think we forget to do something important here. I will D to take a copy of this to fill it with the phase and then it to make an insert like that control L. And then, and then to supp want to focus on this tab again and the grab this phase. Then it extrovllet just active clam overlap to avoid any overlapping. After that, make sure that we have one vertex in the middle at m and merge by distance to merge all of these vertices. Now it can troubles multiple times to grow a selection like this and scale at mixed flat And let's move this pack like this, but I think that's too much. I think it should be flatter. You can grab these edges and fix the distance between them. Right click and space. That will give us better results here. You can I guess, grab these edges, control L and just move this a little bit key to the Y then and push this back. Attend a bit, click, click control, and just pile them with three edges. I think that will be enough. Or if you like, you give this some thickness. I think that what we should do here, I will cancel this. And it's like to isolate this piece. I just want to focus on it a little bit. This new exclusion that we made here, I will cancel it X and get rid of it. Let's give this some thickness. Using solidify, active even thickness to get better results. When you combinate cant apply this, I can grab the important edges and bubble them control and give them a nice bubble. Now you can tap out right click head to smooth. And that's it. I guess we can use this and this piece to covid ambu right there. I will tap and control L. To select these, I just want to include this control L. This with this control L, go to the back shift, take a co of s. Let's put this y here, try to center bullet. I think that will be enough. Let's move this a little bit forward like that, but not too much. Just be careful. Maybe I can push back. Let's have to go to the mode and now let's see, grab this ages and push this deep inside like that and then it, and then and go up this control to the bullets. It's very cool. Anything else we could do here? I don't know what's going on here. There's a lot of stuff. Maybe we can focus on this area a little bit like rubbing this face hit to fill it. And then I can hit to make an insert like that. And then I will hit to extrude this bag like this and control me to bevel it to the Z. And let's move this like that skill it a little bit, maybe controls just selection a little bit. Maybe we can make it flatter. But what I want to do is I want, I don't want the skill to effect this face. For example, if I hit skill. These phase right here, they will be affected. To avoid that, we can swing this to the active element and make one of these edges and scale to the Y again to the local Z. You can change this back to global if you like, and use the Y. The idea is I just want to make this flat. Now, I guess we can grab these edges like this and triticale space to fix the space between them. This area x deleted. Grab these edges and go to the face and crit. Phil, I think we can spin this. Yeah, this result looks cool. I will accept this. Maybe we can level these with three edges, but push this to one because I don't want any curve here. I want to make this car. Before you do that, maybe we can grab the and a little bit, it can roll at one here. Control to level this in like that. I guess we can grow the selection and go to the face the selection one more time. And I will hit for intends, or actually don't do this first, to grab these faces. Grow a selection multiple time until you reach this point. And then hit for ins. Then hit auto invert. I just want a rim. I will grab this edge and this edge and hit control, dissolve it. Now I got rim. Okay. Anything else we could do here? Okay, after creating all of all of these details, we could give the surface thickness, but I will do that later. Maybe we can focus on this area a little bit. Let's see what we can do here. Let's grub, and I think we can select these together. And just to create a face here, I will hit to make an inset. And hit ought to invert the inst outside. Now I will grab these faces and then I will hit to extrude this at a bit like that control to add one edge right here. Grab this control and dissolve it. I guess we can grab this face controls multiple times until you reach at this point. And I will hit I again and it to invert the inset outside the X F and delete this face, we don't need it anymore. Can roll out to add an edge loop here. And maybe I can rub this control to bivalent. Let's create an edge loop. I guess we can rub this and exclude it back to create a face here. It to make an set to here. And I can, in this time it ought to invert this inside before boundary. I want to get rid of this age. You can see it. Now we got this. You can create multiple cats goes like that. For example, one cat goes like that, one cat goes like this. Maybe one cat goes like that. I think that's it. Maybe one cat goes like this. That will help to get better typology, better shading when you active the subdivision surface when you tap out. Okay. Anything else we can do here? I think that's it for this video. I can't end this video here and I will see you in the next one. 43. 043 Using the wrapping tool add one to put everything in place: Hello again. Welcome back. Let's try to finish this part. Let's activate the screen cast first. Now let's see what's the next step. Maybe we can start with these pieces. This one, I just want to give a bit of thickness. Let's see what we will get. Grab the control L, I will hit Alt. I will go to the phase and choose solidify phase. Let's give this a bit of thickness like that. Maybe a little bit more. Hit a, have to to recalculate the normal. All right, maybe now I can grab these phases like this. And then hit for inset and hit auto invert, the inset outside and another for inset, hit auto invert again. I will grab this edge loop like that and I will hit control tobi valet and the grab these new edges again. And it control be again to Vl them. Now let's now we've got nice frame. I'm not going to spend too much time on this. I will accept this result. I think we can create a frame here. Let's try to make it quickly. When you go to the faces like that. And then he take a coby like that to leave it in same place. And then hit, and then let's grab this new coby and just hit Key to the Z. And let's move this down a little bit and then hit Alt. I always forget just go to the pace and solidify phase to give a bit of thickness and something like that. That will be nice and cool. Now I will grab the sharp edges. You can go to the select and select sharp G. Then just double them. Control, double it like that can support the lobe here, if you prefer one, support the luber here, something like that. And o, the result will be nice and cool. Okay. Okay. Anything else here we should do? We have multiple holes. If you notice, let's see if we can create them that easy to create. We will create them. We have one right here. Maybe I can grab these two faces and then hit in. Maybe we can scale this a little bit. I guess we can subdivide it like that. And then trac, create a circle. And I will scale, then hit this back inside like that. And I think it should be smaller. I will hit Control the end scale this a little bit and then it and push this back. After doing that, hit Control plus to grow selection, and then to inset and auto invert. Then I guess we can grab this loop. And hit control would be to bevel this to two like that and grab this with this control again to rebivl them and add one support loop here. Let's, let's see what we will get. Very nice. Like can add support loop here and the result. Still cool. Anything else you can do here? Okay, It's still big, but that's okay. All right. Okay. Now in the middle, I think we can create a piece of glass. And I think it's important, not just that, I think we need to add a second layer just to hide everything. I mean, you can these like that, just to grab them like this and then hit F, D and right to leave it in the same list. And then hit and then to separate it. Now let's focus on this just for the new, grab this with this and hit F to connect them in the back view. I will add multiple cuts, maybe three. I will move these a little bit to realign them in a good way. Something like that will be okay. I guess, I guess he created this line. I want to use it as a cover to cover everything. Maybe we can redistribute the vertices because That's too much actually. Right click and space, I think we can reduce the number of the vertices just to. Okay. I think there's another way to create this cover. I think we can corrupt the same object we used and boot bag here. I think this technique will be better. I can do that later. I'm not going to worry too much about this. I will this, but instead of that, maybe we can give this a thickness. The outdoor edges, Just select them all and just grab them like that. And select these over here. Okay. After select all the necessary edges, I will, I will hit and push these back. Give this a bit of thickness. Now maybe we can target these ages and Bible them. I will hit Control Blast to grow selection and then go to the face selection mode. Actually the face should be selected as well. Now they are all right. After doing all of that, I will hit for int and hit ought to invert the inset like this. To get a resolve like that, just take a quick look and see if you have any overlapping, any problem. All right, I think that caused some problem right here. All right, to avoid the problem here, you can add these phases. The selection just add them like that. Let's add the alto and these phases right here. Let's see if there's anything else we could do. I think now we're already okay. Now let's hit eye again. All right. Now the result is better. All right? Now I think we can erupt these acres and double them. But something here, or not, makes sense. Let's see what's the problem like this. And make this one active and scale to the active element. And make it flat like that. Just mirror them. We can do the same thing for this area, grab these, make this one active as to the Y zero enter. Okay, that's very cool now maybe we can erupt these edges. Again, there's something here that makes sense. I think we can delete this phase, get rid of it, and let's see how many edges we have here. X to delete this edge, and X E again to delete it, X. All right, let's bring this back. I'm just going to sell like this. And hit M and Merc by distance to see if there anything should be merged. We can add one cut goes like that. One for example, goes like this and the club put this hit F multiple times to fill this area with faces. There's another technique actually that's a little bit annoying. We can delete all of that and rebuild it, but if you don't want to do this, that's okay. Let's Segal out these. Hit and merc by distance, we have an extra right here. We don't need it. Hit X to delete it. This one as well. Now it's ready. Let's add one, cut. Actually, I think we don't need to add any. Select these, I'll click Grab the head to create a phase. Now select these edges. I'll have to click to include these as well. Okay, this that we add here will cause us some problems. So I will dissolve it and ignore it. Let's grab these edges right here. Those now let's try to be, let's see what's going to happen. It's better to focus on this area because everything else will be fine. But here we have very close vertices. That's mostly, we will have a problems here. I think we can include these as well. Then control would be to Beivle three to two edges and you can see the problem. What's happened here, I will ignore that ambivalent. Anyway, manual, I will key wise and modes like that and do the same thing for the site, key wise and mood. You can merge it or I know or you can just and move it back here. I see some problems I think we can get rid of this age or even this one. Speak a symbol. Let's jump to the side and let's see what we can do here. Maybe we can slide this a little bit now. Let's see if we can select these edges. Grab them like that. You can include this. Okay. All I will select this, the same thing here. Crop these edges. All right. I just want to move this edge, but if I selected, I will lose a selection. I will go here and assign these edges here so I can rub them when I select. Let's move this one. Let's go back, select de, select this one. Go to the face and go to the loop. And choose boundary. De, select this. We don't need to include it in this one as well. Let's see if the selection makes sense and include these as well. I think we are good here. What we should do is just pivolet I will hit control would be to pivole these to three edges. Now we've got very nice pivot. Let's tap out and let's see the results we should have. Nice, let's focus on this area. The result is nice, radically he smooth, or head outer smooth, if you like. For this part we didn't give this loop grub val two like that. Grab the outer edges, it control to val them with three edges like this. Let's stab again and let's see if there are anything else we could do. Maybe we can add a support loop here that will help to make some stuff okay, radically head auto smooth. Is there anything else we forget to do? Let's go to the right view. I just want to see if there are any variation. Anything we push back so far, everything looks cool and nice. Now maybe we can open this and align the sew geometry with this to see the result. All right. It seems like we got a problem right here. I don't know why that's happened. Did we move anything accidentally? That's too bad. Let's move this back. I don't know what's going on here, but some vertice seems like posted back for a reason. I don't know why that's Let's try to fix all of that. Let's turn off the automery, Grab this to create an H here, and grab these three G to create a phase, use an tool to create cut like that and delete this with this Carol. Dissolve them and grab this vertex with this vertex, hit J to create a new line here. I think now we fix it. I think that's it. Let's delete unwanted faces like these circles. We don't need them. See, is there anything here we have to detach? I guess we can grab this control G and make them one geometry for now. After doing that, maybe we can grubhub the guide and push this to one. And I will select this and move it in a place. You can put the three D cursor in place if you like. Right leg. I mean in the three crossor can put in the middle right, set origin to geometry. If you do that you will get a problem. In this case we can go to the origin and push it manually like that, and put it in the middle. You can go to the top. Yeah, I will leave right here, It's very cool place. And then turn this off, Don't move it to the eggs, you will ruin the mirror. Now when you come turn off the origin. And let's move this, let's put it in place. I think we can grab those together and focus on them. Grab this. And I guess now we can rotate to the Z, like that. Health control. And rotate this 180 degree, rotates to the X, X. Rotate this nine degree and go to the top and align this piece with this piece. Let's grab this piece first. What I want to do is I want to find the middle area. I will grab guide heavy to the Z. Take a copy control. I apply the visual matt. But before that, delete the mirror. Apply vehicle matter to me. Now I'm doing this so I can grab this edge in the middle and put the three decossor over here. Yeah, I just put the three decssor over here. That's all what I want to do here now. I will grab this and then origin to three cursor. I just want to align this. Put the three crossor'sf I do that, I think that will affect the mirror. In this case. I will add an empty here in the position of the three cursor And I'm going to use the empty as a guide. Move the empty. Hold control and snap it to move the object. And hold control and snap it to the empty. Now it's perfectly in the middle for this piece. I guess we can use it as a cover behind it like that, because I want to hide everything. Give to the Z. And let's move this up here. I guess it will be a nice result to do. Now everything is hidden. Maybe I can tab and grab some face from here. Let's go to the top and let's see if that works. I will grab this and it can drop last multiple times. To grow the selection like that, let's grow the selection one more time like that, I just want to include these faces as well. You can hit Alt and click to include these. All right. Recall now, these faces in the middle. I will hit to Active the Ph selection and Slate the hit again. Select those over here. All right, after doing all of that, I will hit to the Z. And take this up here, or at least see if that works. I will hit for insets and hit to invert the insets inside like that. Even if you've got a problem that's okay. Accept it control minus to the selection. And hit to scale this. And you can delete these, we don't need them if you are not getting a satisfied result. The idea is, I just want to explain to you the idea behind that is just to fill this border with faces that has the ability to be bended. When I use the tool, that's it. If this idea doesn't work, I can grow up the vertices from this and create something bendable. Or there's another technique if you want to do grab the vertices and move them one by one to get the result that you want. Let's go to the top of you. There's a lot of vertices actually we don't need or let's say faces some phases, they should be pushed on this side. The mission, it will be simple because all I want to do is just moving some vertices down And that's it. I will hit P and then to separate this, I just want to focus on this. The border hits like to isolate them and go to the top. I will tap here and now I can see what I should do here. I can't grab one side and delete it at x v. To delete the vertices, I can't focus on this. Let's grab these vertices like that, G twice like them, like this. Let's move some of them like that, it's only like this. And this will take a little bit of time, but we will finish it. It's not going to be difficult to do here. We should take the small right here. And maybe we can add extra edges, but I will do that later. Let's focus on the P, let's put the small right here. Okay, from this area, I think we should delete some phases, them control L to delete these. And I will push those one by one, Look like that. Let's put this one here, this right here, and this one here. For this area, we can add an extra eight loop. Hit control R. Let's use it key to move this over here. Another control R to add one more here. Let's move this one right here. And let's use an F tool to create a cut like this. For example. Key needs a little bit of attention. I don't like these edges to be like that. Let's try to find another technique. Or maybe we can make it just flat and ignore that. All right. Let it controls it multiple times. I just want to ignore this. Maybe I can just put the back like that. All right. Now after doing all of that, go to the front, for example. And let's move this down here. To the grab these edges. All of them. And maybe we can relax them. That's will help to get better results after doing that, grab these phases. It to extrude them and give them a bit of thickness like that. These phases in the middle. We don't need them because we will mirror this, grab them, get rid of them. I think we can grab the outer edges, the outer edges, or select these faces, the border. Then I will hit for inst hit, ought to invert the inset to create a rim like that, I will hit again and ought invert the inset inside. Now I will grab this edge loop will be perfectly selected and I will hit control to bivalent to two edges like that. And then I will grab these two edges and hit control to reveal it to three. That will help to get nice sharp results. You can a subdivision surface after that, let's put the three decursor in the position of the origin dot of this geometry and cursor selected. Now let's grab this piece. I just want to align the origin dot here with the position of the three dicursor right click origin three decursorow. I can give it a mirror without any problem. Put the mirror above the subdivision. Tab it ten to recalculate the normal. The result looks nice, too exciting. And let's see what we have here. We still have the guide. That's very cool, that's nice. Now we can up all the pieces and you can go to the fronts. I just want to move these down like that, underneath the guide, maybe something like that. After doing that, I guess we can do something else here. I think I can merge this with this. I think I can merge them all. Let's rub this. We have mirror modifier, but we don't have a mirror modifier for this one. I think we can tap and delete half of this from the bottom review. Just these phases like that. Hit X to delete them, right origin 23 Cs. Now I will mirror, I will this with this and hit control to make it one piece and I'll speak them one piece in the crop, Sid, control G and make them all one piece. Now we are dealing with one solideumetry. After doing that, I will go to the modifier and surface surface deform and I will pick my guide and bind to bind it. I'm not getting the result that I want here. For some reason that tells me Target contains unveiled polygons. In this case, maybe we can detach one of these surfaces, grab this one, control L P and then as to separate this, let's see if that will affect the result. I will move it right here. Now we g, let's delete this and reselect this now. I think it's fined. Yeah, that's very cool. Okay, the result is not correct because we could flip this. They should be flipped. I think we should mirror them to the. Just go to the object and mirror mirror to the Z. Okay? Something like this. In this case, I will grab my object and put it above it. In this scenario to the Z, I just want to move this a tiny bit like that. Something like that will be okay. Let's unbind this and bind it because we used mirror, and that will give us a different result. Unbind it and bind it again. Let's grab this and let's go back for this object. You can delete this. We don't need this to be effected, The sit edge to hide it. And let's take a look here. All right, this is the result. I told you that I want this cover so I can hide all the details behind the structure. This is why. But this result looks cool and I will add this cover later. I can see we have some deformation, but we can accept this result. And don't forget, the reflection of the glass shield is not going to make all of that visible. I will end this video here and I will see you in the next one. 44. 044 Finishing the front part of the headset: Hello again. Welcome back. Here. Let's try to put this in the correct place. I will put Alt to bring back my guide. I want to hide the held and grab this. And I think I can duplicate it and use the other coby or lets open this that I just want to put this in the correct place. It should be behind it like that, At this distance maybe. Okay, I think something like that, it will work. Let's add surface in the form. And I will pick our guide. This is my guide. Sit like this and pick this one and it bind. All right, there's a problem. As you can see, I can't bind it. In this case, I don't know. Let's try to isolate and let's see why that's maybe if we apply the mirror. Let's apply the mirror. And I will isolate everything M and Mirge by distance. Let's see if there are any close vertices or any overlapping. Maybe I can go to the M and remove the crease. Maybe that's happened because of the crease. Just try to do something before that doesn't work. Let's tap out and now let's see what's going to happen. Now let's grab the guide. We still have the same problem. I will guide and this geometry. And I will cov them right here. I just want to see if we co, can we get something else? Select this, grab the target as you can see now, you can bind it when you coby it. I don't know what's going on. Why that's Grab the guide and move this back. Let's put it in the place. I will guide and another coby and right click to live in the same place. I will go here and change this to Bounding, and now I will open it like that. This is a new cove and I will re use it. I just want to see if that will make any difference. Let's add surface tool and pick the guide. Find or the same problem. I will duplicate this piece. Maybe put try here above this, or maybe close to it like that. Maybe I can erupt this and delete it. Let's see if that can affect the result. Let's scp the guide it, find now it's, find it, that's weird. That's really weird. Anyway, let's put this back. Why that doesn't work? Let's delete these. We don't need them. Let's go back here. All right. Now it should be binded. All right. I will grab this edge to hide it. I just want to see the result. This is the cover. I think it's in the place. Or maybe we can make some changes like bin I'm going to activate this so I can see the result. Well, actually I can't do that. Okay, in this case I can't grab my guide again. This one. This one. Let's move this a tiny bit down, key to the Z. Let's take this down like that. When you move it, bind and bind this again. And go back to the guide, and let's push this back. Now let's take another look. Now it's become, and maybe we can this even more. Yeah, let's sub the guide and let's push this to one. I think we can hit key to this again. And move this a little bit down. And bind again. That's, I got the same problem. Let's move this up a little bit. Let's try again. Okay. Yeah, I think we can accept this result. You can try something else like applying the modifier. I guess let's see what's going, why that's happened. Can't apply the cold government's Fermi. But I will have control to see the subdivision service. I will delete it. All right, why that's happened? The number of the vertices will be changed if you do that. Anyway, you can apply this app vehicle Cumaru Ma, and push the faces. This is another way to get a good result. All right, we have a gap here, but this is not a problem. I think it's okay to grab this. I will hit control, Apply vehicle, fumatrmel, all the faces. I will, maybe I can put at, go to the faces Alts and put out, pushed close to the border. Something like that. Will be nice, but not too much. Just be careful. Now, let's check the face orientation. Okay, it's red. I will grab this object tab. Hit a shift tab back and grab this. All right, something we are taping here. Hit a Shift. Let's see what's going on here. Do we have any problem with the fertices? Last word. All right. In case we want to go back for any reason, I will grab this alt to have our guide. Let's hide the shield first. And this is the guide, and this is the details. All right? And I will hit D to take a V of them. I will hit to move these to the temporarily to in case we want to go back for any reason. Now let's grab the guide. I think we finished with this. I can apply, I guess we can delete it. Don't worry about deleting this because we have another by saved, you can hit to hide this up the geumetry and hit Control Applied Vehicle Gumetrymx. Accept everything. Tab now hit to recalculate the normal. I just want to fix and focus on this area. Something weird, having here what's going on? We have two faces or what? All right, Why? What's going on here? Control L. I just want to see how many pits we have here. Troll L. I will hit X and delete them and get rid of them. I don't know what's going on here. But anyway, I will accept this results. And let's stick up this and hit and move this to the team. To do we need these, these guides. Let's move them there as well, the object. I will delete them. We don't need them. The empty, we don't need it anymore. I guess this empty, we don't need it deleted. What is this? Delete this one. We don't need it. This one. I will delete it. I don't want it now. Everything is in place and the result looks so nice. That Alt to bring back the. It is very cool. We almost finish here. I just want to kick the face orientation. I think we need to flip these. Hit a T, n out and hit flip. That's better. Maybe even, I guess, Yeah, hit at n and hit flip this it all, And hit flip. Everything else is nice and ready. All right, let's hide this one, we don't need it anymore. I will hit and move this to the team to Alt to bring this. That's nice. All right. I think now I can end this video. And I will see you in the next month. 45. 045 Making some adjustments: Hello again. Welcome back here. I just noticed something here behind the glass shield. I can see that we have a dark black order underneath it. I don't know what to call it, but it's right here, this frame. Let's see how can we create let's, this's to go to the local mode. I will tap, let's see what we should pick from here to create this. I think we can grab these faces and maybe those as well. I guess this one will be a perfect shield. Not so much, but I think it will work. We have some variation as you can see. Okay, let's include these phases as well. In those, I will hit shift D to take a coby and rightly to leave it in the same place and hit and then to separate this, let's focus on this stack to time. I will. Let's turn off the subdivicion for now. Let's secb these for now. And I just want to make an inset to get an equal results. I will hit for inset, the result should be equal. I know we have an overlapping, but don't worry about this for now. Let's grab these pace. We don't need them Controls to growl two time and delete. For this age, you can grab it and dissolve it. I guess we don't need this. It can throw blows and get rid of it. Now we got nice border as you can see. Yeah, now we can work with this and use it. Let's check the face orientation. We need to flip it and then at now it's flipped. Now let's active the subdivicion surface. It's cool now I can use it, it's like to exit. It is right here as you can see. That's nice. Let's see what else we can do here from the side. I can see that the gap here is too big. Maybe we can fix this, but let's focus on the top area. Go to the top. Just hit you to move this at ten, a bit like that. Maybe I can this and all the other details. And go to the top again and just move them at ten bit, something like that. All right, that's very nice. Now let's go to the bottom to see what else we could do. I still have, I can see the gap. In this case, I can grab the vertices and move them. That's will help to fix the problem. I think we could grab these vertices as well and do the same thing in the perspective. Everything looks nice. Go back to the bottom view and grab this. And let's move it a little bit. Some vertices here, they should be pushed, something like that. Let's go to the perspective and let's take a look. All right, let's go back to the bottom. I think we should corrupt all of these vertices. I don't know, I feel we have some waving us, but let's move them together like that. Let's take a look. Okay, the result looks nice to the y. Something like this. Now is better. And one more thing here I would like to do. I just want to make this a little bit smaller. I want to push it like this area. I will glob this and go to the sculpts. I will use the glob, move the side, but just be careful. Go to the mirror and activate clipping. Let's make the brush a little bit bigger. Okay, something like that. I guess I think this result is better. Now let's go back to option. So far, everything looks nice. This area, I can make a little bit thicker. Let's see, what options do we have here? I just want to move some vertices but not too much. For example, I can interrupt these and just move them a little bit like that area. I just want to make it a little bit th stellate these vertices. And maybe we can move them a little bit like that. All right, maybe these vertices I can move them. Okay. And maybe we can grab these and just moving like that, maybe those alible just at any bits or at least see what fils we can do here. Okay, that little so far looks nice. Maybe I can select those together and make this area a little bit under by moving these a tiny bit like that. Yeah, that's better. As I think maybe I can slide this. Put it in the middle. That's very nice. All right, I think that's it for this video. I will end it here and see you in the next one. 46. 046 Creating a platform for the headset: Hello again. Welcome back here. Let's see what's the next what we can do together. I will select this and it slid. I just want to extrude these edges inside. Let's see what we have here. We have a Shrinrab modifier and subdivision surface. What I will do is I will tap to go to the edit mode and I will grab this edge. I think I can make it a little bit shorter by adding one edge loop here and delete the rest F and get rid of this. You can jump to the other side and do the same thing by adding an extra he loop here just to make this shorter. And delete this, maybe we can make this even shorter by adding another edge. And delete this one, XF. Let's jump to the other side and do the same thing. Zoom in here, cut this control R, and then go to the face. A click Xf and get out of them. Now I will the loop, entire loop. And this edge loop on this side as well, all shift click. Then what I'm going to do is I will extrude these to the Y and push these to the Y axis. That's all what I want to do here. When you be satisfied with the result, tap out and active the subdivision surface active the shrink Rob modifier or shrink Rob is not taking the information correctly. Okay, let's see why that's seven, let's hide the timberally two, and let's see what's the problem. Let's grab this H. To hide it in this geometry, we need to be moved to the shrink. All right, now let's hide the timperly too. Now let's take a look. All right, now it's, now it's taking the information correctly. If you go to the zebra mat cab, you can see the result is very beautiful. Now if you turn this off, you can see the difference. Okay, now let's go back. Okay, after doing all of that, I just want to move the headset above the ground. I think. I'm not quite sure yet, but I think we can create an arm to hold this similar to what they created. It will be very simple to create, but actually I'm not quite sure, do we need to do that? Okay, let's try to select everything like that. And I will move them to the Z. I just want to see what's going to happen here. We got some problems. As you can see, a lot of problems. I think we should include the P objects as they should be included, selected as well. Let's see now, Kz. All right. Now we can move it without any problem. I guess everything is great. Yeah, that's what we should do. I just want to move it up. But by the way, I just want to mention something, Before you move anything, you remember the object that we hide in the temporally two and all of this stuff. You will lose the position of these objects when you move this up. But we're not going to use the temporally two objects again, I think we don't need them because we got what we want is already. I guess why would we need to go back? All right, before we move these up, let's try to create this arm and let's try to understand what's going on here. We don't have any platform. We just have the battery and the wire. I remember we have an image here. It's a good image to show us some details, but I don't know where is it? Yeah, this one right here. This image is very nice. We can create something like that. Yeah, I think we can create something similar to what we have here. Let's move this up. That's it. I will move it. I will hit eight to add. I just want to add a guide. And move this guide here. I guess I can put right here, okay. If this hit the ground, I think this piece, it should hit the ground. And this one should be bended a little bit. If you use this technique, we should make some deformation here. All right? Or you can do something else like make this beam a little bit shorter and used it as a stand. Well, I guess we can do something like that. In this case, there's no reason to use that. I will delete it and I will actively shrink objects and the Timber one and Tim two, I just want to make everything visible. And now I will hit eight to select everything like that. Go to the right for example. And I will hit key to the Z to move these up. Let's try again. Grab them all. Key to the Z. All right, that's where why this object doesn't want to be selected. All right, don't worry about it. Let's go back. Hit select, everything to the Z. And let's move this up maybe here, or maybe a little bit more. Maybe right here. All right, now I moved everything with the set. I should have no problem to use the two or one for any reason. I don't think I'm going to go back. But anyway, let's hide this, and hide this one, And hide the shrink. And now we are ready to do something else, I guess. All right, let's see how can we create this stand? Let's go to the right and maybe we can add anything you like. For example, you can add Q and tap it AM and met at center just to make it one vertex. Let's move this vertex, maybe right here, anywhere. And I will hit to extrude this over here. And again, this down here. And key to this. Let's move this up. Okay? All right, let's see what we can do after that. Let's go to the back. If you I will ecrob this vertex and hit to extrude this like that. I guess maybe I think we can co this one control or you can go to them and choose Miralmirror to X option. Make this to the active elements and use the vertex snap key to move and control to snap this right here. Okay, something like that. I guess I can select those, all of them and hit Key to this. Let's move this right here. I guess we can move these vertices and the x ray. Let's go to the bottom of view and hit key. Let's move this back here. And this vertex with this one does not make sense. I think we should move them right here and then across this vertex with this vertex and just push them back like that. Okay, now the result is better. I can go to the bag of you for a reason. Maybe we can add to vertices right here. I guess we can just move them to be adaptive to the surface. In this case, I can grab this in it to delete it and take another cobo of this and use it again. Does that make sense? Okay, that's very cool. All right, after that, let's focus on this new H. I will go to the back, hit D tech copyright here, re mirror this to the X and make this the active vertex key hold control in the stab here. And now the result is okay vertices and then hit P and then to separate it. Now let's focus on this one I will tapttrolP level this. Now let's Bible this like that. I just want to create small curve here, then we can tap it. Try to click and convert this to curve. Let's go here to go to the human tree and open it and end up the Bible. Just give this a little bit of thickness. Let's bring back the hisses to compare the results. Maybe we can make it a little bit thicker and we have a lot of humans were here. Maybe we can reduce the resolution to make a symbol like that. Because after that we can use subdivision service, maybe thicker. Okay. Something like this. But I think that's too much. But anyway, now let's focus on this one. I think it's like to isolate it. I just want to see if these vertices merged. They are not merged. The glove hold control and stab it here, and now it's merged. Okay, that's very cool. Now, after that, I guess we can convert this to curve and use the same number here. We added 18.3 copy and let's go here. Let's piece this number right here and change the resolution to one. Let's take this to one. Now we have a new mission. We should connect those together. After isolating these to geometrilily, try to find a way to connect them together. All right, what we can do here, maybe we can move this up a little bit like that. Okay, let's move this a little bit. Maybe we should make some cuts here and try to find a way to connect them. This is the idea. I will grab this in this and convert them to me. I will tap to go to the eight mode for this geometry and use if tool and creates multiple cuts. I guess like that. You can delete half of this and re mirror it. Let's grab this phase loop. It can troll last two times X and get rid of it. Now I can grab this, I just want to. Let's bring the three decrssor over here and I will tap out in radically And move the origin to the bojion of the three crossor to use the mirror modifier again, now it's mired. Let's tab and let's see what we got. These phases, I guess we can delete them for now, X. I just want to make it simple. What else we should do here? All right, I will apply the mirror. I will look up this with this. Hit control in make one jumetrytap mod end. Okay? Maybe from the top I can use an F tool to create a cut. Goes like that. It a sorry to make the cat try to cut through and confirm it. Space. Okay, that's very cool. Okay, vertex should be snapped to this H. I will hit twice and head out and move this over here. You can snap it using snap I guess. Key hold control and sub small right here. This one, it should be snapped. Okay. What's going to happen if we delete this H? Let's delete like that. I just want to make it simple. I guess we can merge these together. Vertex, vertex, I think we can grab them like that and just move them here. Okay, I guess this vertex we can grab it and move it, or actually I can delete this face loop and get rid of it. All right, now let's count the number of the vertices here. We have six and here we have a lot of vertices. Okay, let's mir this vertex here and this one right here. I guess we can Mr. This one here and this one right here. Now, let's see how many vertices we have here. I'll click on the loop. All right, I know we have a lot. We have ten, that's okay. Let's grab this hit to create a phase here. If you can't grab those as well, hit, I guess we can do the same thing here. Now we have six and here we have now I can grab this side with this side and tally to break them like that. Delete these acres. We don't need them. I or if you want to keep, you can keep them for a reason. You can add two edges here and move these up just at a bit like that and connect those together. J1j, you can, this one hit control X to dissolve it. The same thing here, you can use the tools like that that doesn't work and dissolve this. Okay, for this, I can create a new cutcat like that. I think that will be better on this side. The same thing. You can use mirror if you like. All right, this is better. Now I can interrupt the side and the side and go to face and choose a great fill. Let's try one of them. All right, let's see what we have here. All right, let's go to the side and do the same thing. If you want, you can rotate it, that's okay. Okay. This area and this area. It should be like you should get a round result, I guess Alt to extrude this along the normal like that, just make it taller a little bit. Maybe we can get rid of these edges. Now I can coup this face in this here and convert that to loop and control would be to level them and get this result. Don't worry. If you have an overlap here, you can use the clump and reduce this to three, I guess. Yeah, three or I don't know, maybe two. It will be okay. Now these vertices in the middle, you can grab them like that and just hit and use Merc by distance to merk everything. Now let's tap out and let's ab the, we can surface, let's see what's going to happen. All right, we got nice, smooth results. Maybe we can just move it down at ten, a bit like that. It will be nice. Maybe a little bit more. Increase the level. I think there's no reason to worry about this too much. Something like this. It will be nice. But try to avoid the overlapping. If you have an overlapping here, maybe I can move this a little bit more. Okay, this result looks nice. Right click Kate smooth. All right, cool. I think we should make some kings here. Those together. And it's like to isolate them. I don't know, but I feel that we. Like that because this area should stand on the bibe, be on contact with it. Even if that does not exist in the reference I make, I will do it all right. After that you can create and the right of view you can go to the right, cut this area. Use the knife to go like that to make the cat to cut through and confirm. And let's grab these faces it key of them. Let's grab this edge loop. I guess we can have detail coby and leave the coby in the same place and hit S to separate this tab out, corrupt this new circle that will tab again and hit to extrude and scale to create a small platform. Okay. Something like that. Maybe we can incorrupt these key to this game this up or I'm not going to do that. But I can reduce the level and I will accept it to make the resolution a little bit higher. And I will grab the edge loop, or I can select them all. And go to the face and choose solidify. Give this geometry some thickness like that. And go to the right and tap out and put this above the ground. I guess now we can make some tweaking here like adding an edge loop right here and key to move it a little bit like that key. Let's move this like that. I guess maybe we can add another loop and maybe one right here. What else? Maybe we can make this circle a little bit wider. Problem like that and cancel the Z, Z and scale to the x and the y. But skill work according to the active element. Go back swift to bounding Z and make this bigger a little bit. Maybe now we can make this like a curve. Something like what? Apple, apple like curves. Too much. Pile this area as well and support love here. To make this area sharper here, we should focus a little bit and add a support lore as well. This area as well, pivolet like that. You put this control again and let's repivl them. I guess we should do the same thing here. I think that will be more interesting. I'll click all click it control and let's pivle these like that and add support control R and added. Now let's tap out, let's add subdivision surface with level two, guess three, maybe smooth. It is very nice for this one, I think we don't have any problem. Yes, the results still nice. Yeah, I can use this as a platform and it will be beautiful actually. It's very nice. Now, it's a time to create the battery and the wire, but not in this video. We will start doing that in the next view. I will end this video here and see you in the next month. 47. 047 Modeling the battery connector: Hello again. Welcome back here. This video start creating the battery connector report. I think we can interrupt this and isolated and tap and a circle. For example, I can rub this loop and hit the, take a copy of it and radically to leave it in simply. And I will hit and then to separate it. Now this is a circle radio right here. All right. I will delete the subducan surface and leave the lats. And I will apply the lats for this because I want it to be here. When I t let's go to the top and. Okay, it's rotated a little bit. Yeah, that's bad. Or let's say it's deformed. Let's hit to the egg zero. Enter flatten it. And I will move this out right here and it slightly to excite. Let's see, how many vertices do we have here? Well, we have a lot of vertices actually, but I think that's okay. We can go with that hit to fill this and then to extrude this. I'm not quite sure if we have a good image showing us how thick this should be. Let's try to find an image. All right. You can use your eye, you can pull it. I think we can extrude this a little bit more like that. And I think that will be it. Because keep in mind we should have a cable right here. Yeah, just push this a little bit and that will be it. All right, let's go back here and let's see what's the next step. If you notice this area, it's flat, it, so be care. Let's say we should take care of that. Let's see how can we achieve something like this. What you can do is you can grab these faces and then A, get rid of them and the grab the H and the edges on the site. And hetticcuse a break here in the menu. When you do that, we have a lot of options here. The number of the cuts, you can create that and the twist and the factor one of these option, we can use it to make this like a curve. Yeah, this one right here, I think it will be affected by these options here. Let's grab the sphere. Actually, I can increase the, I can increase the number of the cuts to see the result. All right, yeah, that's right, I think it will be affected by that. Let's go to the top and see it from here. Anyway, I don't need all of these cuts. I will reduce the number to maybe three. I will push this a little bit to have a small care like that, I guess. Okay, maybe we can add one cut here. All right, that's very cool. This area, it should be beveled, so let's bevel these. All right, that's very cool. I'm not quite sure, but I think we can select these ages and fix the distance between them. Use the space. I think that's will work now. Let's see what's the next step. Okay, after doing that, maybe we can this face and deleted and grub the edges. And we can go to the face and grid fill and go to the right I guess. Try to use offset to rotate these like that. I just want to get a better result. You can spin it if you like. Okay, yeah, this result looks nice. And even I will go with this. It's like to isolate this because I think the side, it should be bivled as well with catrolbIillvle. This to two like that. I will grab this with this and hit control again to rebivle them to three edges. I guess we can support the gel here for this one I can hit. Yet to have an inset like that, I don't know, maybe we can extrude it, don't worry about the details in case you want this to be in the same place. There's no reason to add a lot of details. We can incres something like that. That's okay. You can delete this face in the middle and you can select these, all of them and control to bevel them. Bevel them to two like that. Then go to the face, select boundary and three bevel the control or that will make it nice and beautiful. Now I think we can create the cable. Let's see how can we do that. Let's tap to go to the mode. I think I'm going to take a coby KD and keep it and move this to the crop in case we want to use it. Now I will tab and go to the front. I just want to select some phase phases. Let's go to the right and see if these phases are in the middle. Maybe we can dilate this. Now I can hit for int to have this resolved, I guess we can change the two circle. Okay, This circle looks nice and I think we can scale it a little bit more. If you accept the circle, you should make some deformation here. It's to's compare the circle with the vision, I don't know, but I feel it should be maybe something like that, I guess. But I think it's not going to work. If you accept it like this. That means we could move it a little bit right here. Yeah, that's not going to work. I will hit control the multiple times, and maybe we could include these as well, maybe those over here and these phases as well. And I will hit for insets and then convert this to circle scale. This set inhibits, okay, now the circle is big and that's what we want because the cable is thick and I guess we can hit XF and delete the rest. Okay, That's very cold. All right. Now let's go back to the shrink rob objects. We still have our guide. Let's add sub weaken surface to make this smooth and nice. You can hit slid to isolate it. Let's add two or three and make the smooth because we need it as a guide. Let's grab our object and maybe we can use the shrink Ram modifier. I will pick the guide. Okay, I will just like to isolate it. I just want to see the result. This is before and after. Before and after. Let's check the wire frame. See the differences before and after all. That's great. Now I can apply the hearing crab modifier and I can hide the guide for now. Let's see what's going to happen if I add subdivision surface on this one. I mean what level two? And let's hide the wire frame. The smooth. We can go to the madcap to see if we have any flaws. I can see that the edges goes around the circle. That's mean it's not quite perfect. But if you add another shrink ramudifier, pick the guide alt to bring the guide. If you pick the guide like that, and after that you can hide the guide again, you can see the now become perfect. That's mean you can use the shrink modifier again. Okay, but for now I will turn this off and let's go back here. Okay, so the next step after doing that, I guess we can extrude these phases inside, grab them like that, these edges, and hit and push those deep. I think that's what we should do. I don't know if we need to make a small inset, do we need to make a small inset here? All right. Hit and extrude end pos deep inside like that. I will turn over the subdivicion surface. I will add one edge, maybe right here, and group these faces and then hit to scale, but I will cancel the y axis it Yale scale to the z and x. I just want to small tab that's all. Go to the face selection one time. And then hit and then hit to invert. That's weird for in. All right. It's not working. All right, maybe we have two edges right here and yeah, that's right. We have two ages right here. That's why again. And then let's have very small insets. Maybe we can heat wise slide this here. Just want small room here. I will up this with this hit control would be to bible them to three edges. You can support the edge loop here and here as well. Now let's active, let's Active Subdivision Service. Now let's take a look. Let's see what we got. The results were very cool and very nice and we can go with it. It's like to. Exactly, let's see what's the next step. Now is the time to create this or actually can create a battery if you like the battery. Before you create the battery, I think we have a small LED here. Led lights. We could create it. I let's go to the right or to the left. I select. All right. Let's see what we can select. We select these faces, or maybe just these two faces. And I can hit for inst and hit auto inverts, right subdivide to increase the resolution. Right circle. Here we have an option call regular. Let's rotate this a little bit. Yeah, that's important, we should have that. By the way, if you want to turn this off and get correct results, you can go up the G again like that, and choose space to fix the distance between them. That will give you the same result. Now after grabbing these faces, maybe we should extrude this in turn off subdivicion service. We don't need it. The size looks okay. But the problem is, I think we made a mistake here. I will control the multiple time and do all of that. I think we should create right here. Hit two ints, right, subdivide, right circle. Use regular rotate this a little bit. You can manually fix it, make them something like this. And now it, through this insight before we extrude this, maybe we can hit again for another inst, then true this. Now I can grab these control with to bevle them. Now I will look this carol again to bev these, you can add the support he loop here. Now maybe we can a circle from here, tab, rightly to leave it in safe place. Nns to separate it, I just want to go up this new circle now tap and F to create a phase. You can hit to extrude this inside like that, it ten in case we got a problem with the normal I will hit for inst, these two edges, this loop control to bevel it, the two edges solve this. I just want to focus on it. This hit control and this, it as well. Hit control to bevels, delete the hearing crop from this. All right? Very cool. Very nice. That's very cool. Okay. I think that's it for this with you. I will end it here and see you in the next one. 48. 048 Srtarting with the battery: Hello again. Welcome back here. Let's start with the battery. Let's see how can we create the battery. The images folder I have, this image is very good to use it. Let's go to the top to put the image. Let's click Trike. Let's put this image right here. I think we need to rotate it a little bit. I will put the Three Decosor right here. And I will use it as a bit, foot point and speak transform to three Decosor. Let's rotate this like that. You can create a guide. You can add for example, an empty and scale it like that and align the image with the empty. As you can see, we have a small gap here. When I Some here is fit, I guess. Let's move the image and put it, for example, right here. Now select the image and hit hard to rotate it and align it with the empty. This is the line of the empty. Now the result is cool. After doing that, now we could kick the scale of the battery. The battery is, I think we can, if we combare with this image, you can see the battery is starting from this point. And here we could guess something like that. For example, I can bring this point and align it here and scale it until this point reach this area. Let's start doing that. I think we can rotate this one degree like this. And the key to move the battery here, and I will put the tretsor and use as a buffet point. After doing that, maybe we can scale this a little bit. I guess this is the size of the battery, maybe smaller, a little bit. Something like that, I guess. All right, I will bring the image down and let's start creating the battery. I will hit eight to add, and maybe we can start with the circle. And I think we can go to the option here and change the vertices to 12. Maybe G to move and move the circle over here and skill it. But change the transform to bounding and scale this down. Let's put this small right here or something like that. We could make some tweaking. I will tab and grab this vertex. And move this up here, I. This one we should move right here. You can align it with this Verticx if you like. Just use control and align it. And this one as well, key to the Y and align this here. These vertices, we don't need them anymore, It X and V to get rid of them. The test and fix the space between the vertices. Now let's move this over here and go to the mirror mirror to the X. Let's align it with the site. And crab this together. Hits and control are to add maybe multiple cuts. Now let's grab all of these T, and let's move those over here. And Chmor to the Y, K to move, and let's move those over here. Grub these vertices. And then hit control R to add multiple cuts like that on the side. We add ten here, control R, let's add ten cuts here. All right, now they are aligned. Now after doing all of that, we got this result. Now we should give this e thickness hit to create a surface like this. And tab out, let's add solidify to give this eficness. I will zero out the offset because I want the thickness to go from the center out like that. Let's make this a little bit, let's see if we have any image showing us how thick this should be. Okay, This is the only image I have here. I think we can guess the thickness. I don't have a good image showing us how can I control the thickness. It should be something like that. Maybe 90 centimeter or 95. This will be nice, or maybe 100, I will accept this and hit control to apply this. After doing that, I will tap and go to the edges and the p edges like that and hit control to bubble them. Lets add multiple cuts until these edges overlap like that. Don't worry about this. You can hit or activate the clam overlap to prevent this overlapping, you can increase the number of the segment if you like. This number looks cool, I think we can go with it. Very nice when you combolete Graba and this one D x guard of them. And they start with the top one to face and Q grid fill. The result. Looks cool. I think I can accept this result. The same thing for the side. I'll click and go to the fast fill. You can use Mifi if you prefer. All right, after doing all of that, I think now we can add subdivision service to make this one smooth. All the result is not quite perfect because we have some variation here in the thickness. If you compare this face with this one, I guess we could make some changes. But let's see how can we do that. I think we could decorop these edges and fix the distance between, between them after you select the tally to space. Now I think we can do the same thing for these vertices. You can grab this loop and hit to Y, that will help to grab the edges easier. Let's deselect this one, that one. Let's choose loop after that, right? And choose space. The result is not perfect. It out edge. See what we missed here? Yeah, I think we should include these edges. We just, I don't forget to pick them. I will hit H. I will select these edges like that and then choose Loop. After that, I will right leg and choose space. Now we can grab these edges like that and like this and this one as well. And again, loop and space, maybe we can accept ourself like this it out g to bring back the other faces. Let's take a look. If that not perfect, I guess we can do something else like grabbing these faces like this, including the those over here. And hit control blocks to grow selection. Then I guess we can hit for Inst to create an act like that. And hit XF to get rid of these faces. Now let's select these. Just turn off subdivision Surface and let's choose a grid fill. Let's see what we can do here. Can we do something? But it seems like we can't. This is the best result we have here. All right, having this inset, we'll make the result looks better. All right, now maybe we can mirror this. I guess that's will be better. The origin dot is right here in the middle. Because we used Vl, we have two edges here at the center. We can delete one of them, grab one of them click and the control X to dissolve it. Now I guess we can go to the phase. Click, select one of these phases on the side, head control to grab the rest XF. Of them. And now we can add mirror modifier to the z axis. I guess we can apply. And let's turn on the subdivision surface radically auto smooth or auto smooth if you like. The results so far looks nice and beautiful, especially if you increase the subdivision level. All right, after doing that, maybe we can turn the optimal display and active the wireframe. I just want to see the results. I think I can take a copy of this result and put it inside the shrink crop object. To use it, I will hit Shift D, Take a copy like that, and then I will hit two to ching the name of the senor copy, maybe I can call it H for shrink, underscore for battery. And hit Enter, And then hit to move, and move this to the s, now it's there. After doing that, let's bring back the reference images. And let's take a look, and let's see what else we can do here. All right, I think we can import this image. Let's try to find it. It's right here. Go to the front and click and drag. And let's put this micre like that. Put the three decossor over here, maybe in the middle. I think we could move this a little bit. Skill according to the three decosor keeps killing this until this edge aligned with this one like that keeps killing. You can add a guide, for example. This empty, it's still here. We can move it right here and see the result, the image scale. Now the result is perfect. I guess you can check the other side. Very cool. All right, I did that so I can see the size and where to put these details. Now I think we can move the image a little bit down here and see what we should do. That's perfect, let's go to the back. All right, now let's start creating this oval shape. To do that first, maybe we should go here and tab to go to the mode and the grab one of these edges or this circle for example. Or maybe this one, the inner circle. The inner or outer, actually, you can grab them, both this one and this one. As you can see, I will hit and move those over here. And then hit P and then to separate it, tab out, grab them and hit the sweep to bounding right click or to, um, now hit to the Y zero to flatten them. I'm doing that so I can see the size of the circle in the middle. Go back to the front and hickey. And let's put this one, the circle here. Let's take it out a little bit. Let's move this up here. That's pretty, the size is perfect. That's very cool. All we need to do is just to create this curve here. And the curve on the side, I will bring the three decursor over here. Corsor selected. Now I will add a circle and align it with the view ing the Gs to ten vertices is 12. That will be nice. Let's kill this like that and just align the ridges of the circle with this oval shape. All right, it should be a little bit. Well I want to tell you something. We could grab the middle area. This vertex right here. It's in the middle. I will put a three decrossor over here and then I will grab my new geometry and selection decrossorow we got in the middle. This size looks cool. I'm going to boot this one here I guess. All right. Or I will tap and the grab the vertices and move the vertices in the edit mode. I'm doing that because I don't want to move the organ, do I want the organ dot to stay in the same position to move? And let's move this over here, and let's take another Coby, or I'm not going to use D. I will hit control Z. I'm going to mirror this, grab these vertices, it XV. To delete the vertices, let's add mirror modifier. To mirror. Like this control to apply the mirror tab again, this with this it. Now we got this shape ready. It's perfectly in the correct position. After doing that tab out and grab this sew geometric tab hit to create a big face like that. That's it. All right, now after doing that, let's see what level we should accept, level one or level two. Now we should understand what's the easier for us applying this on this joint three with level one or with level two. Let's go to the front end. Let's see what's better. Let's turn, let's read this to two. It's become a little bit smoother, All right? I will I will apply the subdivision with level one now I will tap to go to the It for this Jomantree and hold Catal, go back to the front end. I'm going to use the project to project this shape on the Humane Go to the dams and hit Knife project. And now it's projected, as you can see, after doing that, now we should mir some vertices and move them around. Like this one, it should be moved here. This one, we should move it right here. Maybe. This one here. This one right here. This one should be here, I guess. I guess. This one should be moved down. Okay? This one, it should be moved here. This one as well. After doing all of that, these phases in the middle, we can get rid of them. X, F and delete them. Now let's go to the H and let's see, grab this he lobe like that. Before we delete these, I think we need the faces. I will hit for inst to have a small like that. I guess we can delete these faces. Get rid of them like that. After doing that, I guess we can put the circle in the middle. Let's go to the front end. The three still in the correct position, I guess. So grab the circle and hits and selection to course. All right. All right, now we should have another cut. Let's select this tab. Grab this face control L, to select the linked faces. And then hit P and then to separate this. Because I want to work on this separately. And I will like to isolate it and go to the, or maybe we should include the circle. Go to the front end. I will add another circle and align this to the view and maybe we can the radios to something smaller. What's going on here? Let's add maybe 55.15. 0.3 okay? Somebody like this. Maybe I can add 22. Make smoother, even for this cumetory, maybe we can add subdivision surface with level one. Now let's make a comparison. Let's see if that works. All right. Now we have a lot of disease, all right? I'm not going to do that. I will hit control Z multiple times. All right? It seems like we should add the circle again. That's okay. Let's add 12. I will accept 12 and now I will project this. This one, we don't need it for now. Grab this and then grab to go to the moot control. To grab this one, go to the front and go to Dams And choose Knife Project. Now it's project, as you can see, grapes. Move it away. And to get rid of these. Now let's smirk vertices. Merge. This one that should be merged, I guess right here. Maybe this one that should be merged here. This one right here. And everything else looks nice. Now I guess we can select all of these edges. Let's hit a M and merge by distance. All right, now I think we can edges like that maybe extrude them, push them inside. Or maybe we can hit to create a face. And then for insert just to have a small m like that, we can hit X to delete these faces and the this before you extrude this, maybe we can use the ring crop. So I will tap out and I will go to the modifier and subiviicn surface to make this a little bit smoother. Something here, not makes sense. Let's try to discover it. I will hit a and then have to end to recalculate the normal. Maybe we can create cut. Goes like that. And here as well, in the middle and on the side as well, both. You have to make the cut at the middle. I think that will help, especially if you move this away a tiny bit. Maybe if we added an lobe here and connect with these K, I think that will help as well. You can use an F tool and you have to make the cut at the center. Okay, that's very cool. And even for these H, I guess we can grab them like that and these as well. And put the H or fix the distance between these H, right click and choose space. Yeah. Now that the typology looks better, now if I active the subdivision surface, the result will be nicer. I will accept this level one and then I will add shrink Ram with the fire. And I will shrink rub, SHP. You remember it's the shrink Rab battery. I can go to the shrink crab. I just want to make some change here. Go to the raw battery and increase the level of the subdivision. Make it four, make it super smooth, because we want to use it as a guide. All right, now the result looks perfect. Apply the shrinker modifier as it. Now let's stop and I will grab this. Maybe we can delete this. I guess we can grab this and hit and push this inside like that. And grab this edge loop or these faces I guess. And then hit for inside. And hit the auto invert to create a room like that, but I think that's too much. You can control it from here, make it smaller. I will add another room, maybe right here as a support edge loop. Now I can grab to bivalent two like that. It should be maybe 0.5 I guess. 0.5 0.7 Now I will look up this loop with this one. Hit control bivalent 23, Maybe now we've got this result. If you add subdivision surface above this result, the result will be very nice and clean. Now I can again turn this off. I can grab these edges and hit and push those deep inside. I will grab this loop and hit control bivalent 23 edges or maybe four if you like. And try to create something around and nice and add an loop right here as a support loop. All right, cool. Now let's slide to excite, and let's see what we got so far. This is the result that we got that looks nice. Yeah. Beautiful, very cool. All right, I think I will end this video here and see. 49. 049 Adding some details for the battery: Hello again. We'll come back here. All right. Now let's see what we should do. Maybe we can start with these details. I think we can increase the level of the subdivision surface to make the smoother. Let's add subdivision surface with level one and turn of optimal display. This is the result. Adding more faces will help to make the modeling easier. I will apply the subdivision surface and I will use modifier. The target will be H and score, and it's right here. Another looks perfect and apply the shrink crop. After that, let's go to the front. Or before you go to the front, actually we can grab these edges. Let's see what we should do here. I guess we can hit and then hit for inset. Auto inverts to have an inset like that, but I don't know. I feel that we got some variation happen here. Or at least cancel this. Hit F to delete this. Let's try to find a solution for this. I will select this and I will these faces like that and hit D, D tab. I will scale this, or maybe we can just scale these to the Y. To flatten these edges like that, I'll click to the Y. Zero answer to select. I didn't detach this yet. All right. I'll click and then I will scale this a little bit to the Y, but let's put the three cursor in the middle. The three cursor rig. Right click origin to geometry. I'm going to book this inside. I'm doing all of that so I can align these vertices or this frame with this, this oval shape tab and cub these edges. Okay, I'm going to open the O data properties and I will create a new group and hit a sign to assign these H to this group. Now let's tab out and adding modifier. I'm going to choose the battery ring. Battery. I should pick this one. Rub this guide. Yeah, and then just choose the group of vertices that we just assigned. Now let's take a look. All right, now we've got perfect result. Now all of these vertices aligned with this oval shape, and that's what we want. Now after doing that, apply this and let's add another shrink multifier'ose the SHP, just to fix a small issue here. You can see before and after. Then apply this one as well. Now grab this and delete because we don't need it anymore. And now I can tap, and I can select all the faces. And then hit for inside to create this small rim. Now I guess we can grab these edges and hit and push this deep inside like that. Grab these edges and then hit Control would be to ambivalent to two like this. We can add maybe, I'm not quite sure. Maybe we can add 88 too much. 76. What's going on? Why is not taking the effect? All right. It should be less than that. 1.9 All right. Or maybe one. I guess that will be okay. Grub these two acres and be level them at control B. After doing that I'd support right here T out turn off wire frame. And now let's see the result. It should be nice and perfect this. Let's add subdivicion surface with level two or a third. Looks nice. Now we can see that we are finished with this area. Maybe now we can go back to the front and see what's the next step we should create this, the charging parts, The trees are still in the middle. I will hit eight to add, and I will add another circle. But where is align this to the view. Let's take the circle here on the side. And I will scale this like that. Align the top point of the circle, the bottom point with the charging port. Maybe we should move it down. I think there's no reason to move it down. Hit D to take another copy. And let's put this one over here. Or grab this with this control J tab. And let's grab these vertices like that, x, v get of them. Go hit, hit. And then to create a face here. To move this over here. Now I will select this. I will delete the subliviion surface because I don't want it for now. I will tab to go to the model control. And let's add this. Go to the front again. Let's go to the Meese knife project. Now we should have something. Yeah, it does. After doing that, now let's mark some vertices. Let's make this one active. For example, let M merge to the last here on this side. Maybe we should grab this he loop and get rid of it. Control X, Get rid of this. Maybe this one as well. The same thing for this he. Let's see what's the next step, What we should do. Okay, let's make a new cut. Maybe goes here and I guess we can move this down and move this one maybe right here. And do the same thing for this one. Move this here and this one, maybe it should go there. For this area. Maybe we can move this away. Let's see if we can mark them. I guess we can mark them. I will grab these XF and get of them. Or you can do something else like hit for set. And hit out to invert the inset outside to create small m. Then XF to get of these. Now I can grub this lobe, then hit to extrude this inside like that and now I can grab this lobe again and hit control would be for Bible, Devil does a cantrol again. Cantrol are to add one acre here to get carba result. After that, maybe we can try to find a way to connect these vertices to maybe, I don't know, something like this. Maybe one cat goes like that, maybe one goes here. If you want to get nice round result, you can just slide these vertices like that to make this area look sharper. And the same thing for the side. I guess you can delete this here. Maybe we can move the key wise and slide here, one here and one on this side. Let's isolate this K. Let's move this over here. And you can move this a little bit like that. And this one as well. All right, for this Verdi I guess we can mice here. The rob this with this hit and key 12 is one merkt there. I guess we can do that. What else? This one key twice Merkt. Let's tap out now let's take a look. Let's add subdivision surface. All right, I'm not seeing any bad heading. Everything looks nice. The result looks beautiful. All right, let's turn this off now. Let's create a small hole here. We can see it in the front. That should be right here. I will select maybe, I don't know. Let's see how can we do this? I think we can grab faces and then hit for into invert, the, I guess we can scale them like that and right into a circle to make this like a circle. Maybe we can rotate this for insight and to invert to have this frame like that. And now I guess we can hit to extrude this deep inside. Now we can grab these edges. Control to bivalent two like that. With this control to rebivalentlet's add three edges. Control to add here, right there. Another hole we have right here. And it should be a little bit bigger. Let's see how can we do it. Maybe we should grab these faces and including these and those over here. I'm not quite sure. Maybe we should select those. But the faces on that side, maybe now we can hit for in it auto inverts. All right, now I'm getting this result. All right. I think that's not going to work. Maybe we can do something else like grubbing these faces and use them. All right. Something like that. Maybe start with these and just kill them. Like that. And use these right click into a circle. I think that's will work. May be killed like this. Then hit for int and auto invert to create a rim. Then to ext deep inside the same scenario just to grab these two edges. Pivl them like that. Grab this with this, make them sharp with three edges. Control out to add support edge. Click Shade auto smooth or shade smooth if you like. And let's actively subdivision surface. The result on this side is not so quite perfect. I can see some waveness or some bad shading happen here. I think we should find a solution for this area. In this case, maybe we can rub these faces and shrink rub them. Maybe we can include these. Let's go here and I second group and hit assigned to assign these phases. After that, let's tap out, let's go here and turn over the subdivision surface and let's add hearing crab modifier again. Then I will search for the SHP and select this group. Let's see, before and after. All right, we can see that we have some small difference. I will apply the sharing crab and see what tweak we should do here. Because as you can see, some faces moved that become a little bit difficult to control. You can do something like deleting all what we did here and rebuild them. I think that will be easier for us to do. Grab these, I will hit F to create a big face here. And then I will hit for in hit to invert. Then I will hit, took this inside and grab this edge and less pivoalts, something close to what we have here. Let's hit control would be bivletllright 1 centimeter and the Cp is two edges like that. Hit control and rebivle them. All right. Again, not makes sense happen here. I don't know how many edges we have here. Let's deselect. Yeah, we just have one here and one here. Control B. Let's add three cuts. And control are to support the edge loop here and delete this phase, grab these, maybe we should push a little bit deeper like that. Let's go to the phase and choose a grid fill at lets add multiple cuts here to make the distance even. Maybe one cut here to prevent the stretch. These phase we can push them deeper support edge loop there for the battery. I guess we can do the same thing. We can go inside this humetry, push this one deeper and hit to the Y. Zero enter and now maybe we can go to the face and use grit. Fell and let's see if we can rotate this. Let's use the spin, maybe let's spin this again. All right? Something like that. This is very cool. Maybe we can add one cut goes here. Now let's after that, let's active the subdivision surface. Now we've got very cool results. One more thing here I would like to do. I just want to add some details here in this area. Let's select this up all the faces or the vertices and to bring the three decor over here. To add in, I will add, just keep scaling this, make small like that. And scale this to the G to the Y. Maybe canty the scale tab. Grab all the ages control to bevel them. Let's try to press something round and nice like that for the side. I guess we can grab this and hit to turn those to one face. And then push everything deep inside key. And move them inside like that. I can grab this and key and move this deep like that. Then grab this radically smooth. Let's see what else we can do here. Maybe we can scale these to the z, C, this with this to the Z. What else we can do here? Maybe we can grab these and then hit Eye For Insight and hit Alt to push this inside a little bit. Or adding some details that's not quite important. No one will see these details. But it's okay to add them. Yeah, something like this. It will be okay. Now, maybe we can delete this. And delete all of the stuff we have here. This is the battery. We missed anything here. I think everything is nicely done. And I think that's it for this video. And I will end it here and see you in the next one. 50. 050 Creating the battery cable: Hello Am. We'll come back here. Maybe now we can start with the cable. Before we do that, let's try to put the battery in the correct position. Maybe in this case we need to add plane. I will hit Shift to put the three dicrosor in the middle. Then I will hit shift to add and I will add plane and skill. A tiny bit like that. After that, I don't know. Can we hide these images for now? It H, I will grab the battery and let's go to the front. Let's move this down on the 00 level like this. We give you the Z, something like that. Let's try to put it in a good place. Let's move it right here. If you want to rotate it, you can do that. Should we put this right here quest? Let's go to the top. Let's put this maybe here. Something like this. Now, let's see how can we create the cable. I will go to the front end. I will shift to add in. I will add another plane and swing this to view it. Key to move, this right here, scale like that. Control A, apply the scale and tap to go to the move ends. I will hit control and maybe we can add three edges like that. Let's move this right here. For now, tap again. Now what I want to do is I want to move these like that. But I want to align this vertex with this 10. In this case, I will grab these for five vertices. I will make this one the active. As you can see, the color is brighter and go to the transform vote. Point speaks to the active elements because we want to align the active elements, the active vertex with this one. Then go to the snap and active the vertex snap, then to the bolt control and snap this one here. And there we go. After doing that, let's add multiple cuts like this. When you finish all of that tab out and apply the rotation. Because you remember when we added the plane, we switched the rotation to the view and you know, that's will change the gizmo direction. We need to rectify that. Just hit control and apply the rotation. All right, now the Z is pointing up like this. After that, let's go to the, Where should we go? Yeah, go to the modifier list and let's assemble the form. And this to bend and use the Z. Now we can bend this like that. Let's add 360 degree and apply the modifier we don't need anymore. Now, tab, as you can see now these edges, we have a connection here between the edges, hit A Select everything, all the vertices hit M and meerge by distance to merge the vertices. Here we have four vertices emerged. Now I will hit out click to cut up these edges. Let's bring back the reference images. I just want to see we have 1234 rounds, maybe something like that. Maybe four rounds, maybe we can add this one as well when you'll be satisfied with the result that you have. Take Coba of these Clk, leave them in the same place. And then NNS the same delete. We don't need to anymore, we just need this. Let's do the scales like that. Go to the top and move. Let's move this one over here. A little bit like this. I guess the size looks cool. We can accept that. Let's move this down like this. Let's make some. Maybe moving this vertex, maybe right here, maybe moving this as well. Put the top end. Let's move this a little bit to extrude this like that. Maybe one extreme thing goes inside the battery. These two vertices, I can move them, let's try to put them in the center like that. Let's move this a bit, try to act. All right, that's very cool. Not just that, we should focus on this as well. I will just move them a little bit like that to the Z. Rotate them like this. Maybe I can key to the Z. And move this up here from the top, maybe we can, to the X zero. Enter, flatten these to the X. Let's move those over here. And move them down a little bit, something like that. For now, let's make some tweaking. I don't know, maybe moving this right here, move this a little bit down. We can add one vertex that, maybe we can add one vertex here. Take this, let's move this down a little bit. Maybe I can just move this down a little bit more like that in this one. All right, something like that. The result looks nice. Let's them all. Yeah, I think that's it for now. After doing that right click and then convert this to curve. Now let's go to the curve properties. Scroll down under the Bible. Let's increase the depth a little bit. Let's have some depth here. Can roll skill to get a good results. Let's make a comparison here. How thick this should be. I think we can use the reference image. It's got the top, it's a X. To bring back the other images, go to the x ray and let's use this image and try to realign it. I just want to see or check the width of the cable. I think our result is perfect. That's very cool. We have a lot of H goes like that. I will reduce the number 4-1 maybe. Let's make this a little bit thicker. I guess we can go to the mode and get up all of these vertices and just kill them to the Z at Z and make them closer like that. You can go to the right key to the Z and move them down like that if you want. You can rotate them a little bit key to z. Let's go to the front and maybe we can add a bot point right here using the three decursorlet's. Speak this to three decursor. Maybe we can just rotate them a little bit like that because I want the cable to be attached with the ground as to disease. Just kill them a little bit, not too much to something like that. There is a so far looks nice and convincing. If you'd like, you can make some variation using proportional editing. Let's turn this back to bounding. I will activate proportional editing and I will try to, I will move but as you can see I'm dragging all the vertices around. In this case we can activate connected only. That's will give us a different result. Now it's key to move. We can focus on certain vertices. I will just key to move and make the effect a little bit bigger. That will help me to take the whole circle back. Maybe like that. Maybe I can prove this one in the key to move, make some variation. This maybe that will make the result looks even more realistic. Let's move this down a little bit, something like that. Turn off proportional editing, Now we got this. If you are satisfied with the result, you can tap out and you can go to the modifier and add subdiviicion surface to make this even smoother. With level two, I can see that we have a gap here. This gap, it could be solved by increasing the depth here to maybe nine or maybe ten. I think that's will be better. Everything here is makes sense except for this area. I guess we can move some vertices and get better results. Maybe we can take this out at any bit. Something like this, I guess looks nice. Now let's try to put the start point in the end point in the correct place. I will tap out, for example, grab this piece and tab and the go up the circle and cursor to select it. And now we have the three decssor, the center of the circle, tap out this top. This vertex hits and select selection decrossor. Now we have the vertex perfectly in the middle. After that I can hit and this deep cut, this selection coursorow, hit and move this back. Now we have this wire perfectly in the middle. In this case, all that's mean, we can increase the depth a little bit. We can at 10.1 maybe at 0.2 maybe, I guess. But this number looks nice. It seems like we have some overlapping here. Let's try to grow up this vertex and try to move it. Let's see if that's will effect. I think that's well effected with this one selected. I will zoom right there and I will hit key to the X and move this. Now I can see the M and that's what I want here. And for the. All right, I think we can move this up key to the Z. All right. All right. Still still nice and cool. Let's go here and let's see what else we can do. Tap out up this tab, Gup the circle, cos select it and go up this tab, this vertex. And selection to courser, and then it and move this inside this one. Selection to course and move this bag. Okay, the cable here is not filling the circle perfectly. In this case, you can grab these two vertices and hit Alt. That will help to inflate the cable a little bit from here, but don't inflate it too much. All right, now we're getting something nice, but I think we got small issue here. I think from this area the cable should be connected with the ground. Let's tab and see how can we do that. Let's active the proportional editing, the key to the Z. And let's move this, let's make the effect smaller. All right, that's not going to work. Maybe we can grab this, hit key to the z and move this down a little bit. Maybe a little bit more key to the z Until you see here, well that's mean, this cable hitting the ground from this point, maybe we can grab this hit key to the z and make the effect smaller and move down as well. Now I can see it from this point, it should go up. That's totally okay. But we got a gap here, so let's try to get rid of it. Let's grab those together and key to Z and make the effect very big. Let's take a look to see if that makes sense. Well, the result still very cool. The cable is it's on contact with the ground and that's what we want and looks organic and very beautiful. Torticlyn, then choose shade smooth to make this smooth. Yeah, that's very cool. Everything here is nice. All right. Amazing. All right. I think that's it for this. Do. I will end it here and see you in the next one. 51. 051 Making some small changes: Hello again. Welcome back here. Before I jump to the texturing section, I just want to make somewhat taking, let's start with this dial. All what I want to do is I just want to grab this edge and extrude it down. Because I want to create a small curve here. I will slate this, like to isolate it. Let's start doing that tab to go to the mode and let's focus on this edge loop. I'll click to grab it to create a giant phase. And extrude this phase down like that. After that, after extruding this, you can delete this. Or you can do something like, let's look at the face from this side. You can hit for inside, just to create a small extrusion, something like that. And then I will hit X to delete this giant face. Now I can switch to the H loop, I can grub these, I can hold them. He control would be, let's level them to three. That's okay. And let's focus on this out Click then. He control would be to level those as well. Maybe 24 cuts that we be okay. Now we can go back to Active Subdivision Surface. Dunder. The subdivision surface will app as two because here we have two level inder. But in the viewboardust, if you want to make the viewboard performance a little bit fast, you can swag this 20 and leave it to when you're under it. Let's hit slide to exact. And let's see what else we can do here. After finishing the digital crown, this dial, one more thing I would like to do. I will look up this cover and hit to hide it. I noticed in some images that these holes are covered with something. Let's try to do something similar. Maybe we can use this geometry to do that. By the way, I just want to tell you about something. The shading section, I just active back face calling to see the wrong normal of the geumetry to make it transparent. For example, I can see the Emet from this side, but there's nothing on this side that's because of this option. Now if I turn this off, I can see it from both sides. So just keep that in mind. If you want to hide the wrong side, we can turn this on. Okay, Now let's see how can we use this. I will hit shift with D to take of this. You can take a coby of this or maybe we can do something else like going to the Timberly two and open it. As I remember we got you. Remember the guy that we used? This is it. I think we can use it again. Let's go here and turn this back to solid so we can see it. Let's like to isolate it. Yeah, now we can see it. As you can see, the faces are flipped. Let's turn this off. Now I will take a cop of this human because I want to use it and leave it in the same place. And I will slide two times just to focus on one of them. I will apply apply visual umm, I just want to apply all the modifiers here or whatever thing I add to this umatryhli to exact. Now let's hide H. Well, before you hide, just go back to the Umatryhlet's. Take this out from the timber ly file and let's put it in the sets collection. Let's hide this again. Okay, now I got this I want to do is I want to use this as a guide. I want to create a eumetra here and shrink. Rub it on the surface. Let's grab this. Let's, let's see what we can do here. We can this lo, maybe, or maybe this one here. And shift D, takoprightf to leave it in the same place. And then hit, and then separate it. Tab out, let's grub this circle I tab. And hit A. To grab all the vertices of the swicircle, I can go to the face and use. And now I got something cool, as you can see here. After doing that, now I can tap out and I can add shrink modifier and hit Slide. To exit this guide, I will give it a specific name. Hit two, Let's call this maybe for a shrink underscore lens just to recognize it. That's all. I think we can hide it. Now let's secb this intumetrytechHco lens. All right. Now this is the result. As you can see, it's very nice. We can do the same thing for the circle. Just select maybe this lobes and then it heavy detect copy, right click, leave it in the same place. And tab out, grab, grab all the vertices and then go to the face in the crit fill. You can leave it like this if you like. If you want you can manipulate the spin. Let's see what's going to happen if we do that. Let's use the opposite. In this case, all something like that. Then tab out, and I guess we can apply the same shrink from modifier, grab the spot, you have to grab that one. And use this 0.0 coby to select it and boom, finish tally smooth. And you can merge these together if you like. That's all work as well. What else we can do here? I think we can use mirror modifier to mirror this one on the side. Let's see, where is the origin dot of this geometry, I want to put the origin.in the middle I will tap for example this vertex. And bring the three Decosor over here. And grab this one right and origin to three decosor to put the origin dot here. Then I can apply the crop modifier. I don't need anymore. Tab, Let's go to the front or the back and let's these vertices at XF to delete them. Tab out, and let's add mirror modifier. Now we got very nice, cool results. Not just that, I just want to make some tweaking to this border. I will tab and maybe I can grab these edges and cheat wise and just slight them a little bit. Turn off provocionalthint'sl this at any bits, all right. Subdivision level three, I think that's too much. Let's see the wire frame, all right? I will apply this. I want to make some change here and using the knife tool just to go to the mode and create a cut here on this side as well. After that, I will grab these faces and delete them F and get rid of them. See what else we can do here. Maybe now we can use the mirror modifier. The organ dot is still in the middle. You can go to the back view and all right, the border, and half of these vertices in the x ray. I think that's too much. Let's deselect this here x and delete half of this tab out, And let's add mir modifier. Right now we've got perfect results at, to bring back the other uometries. All right, I will hide this because the guide, I don't want it anymore. Maybe we can move it to the t two. That's very nice. One more thing here, I just forget to add small hole here. According to the reference images, you can see that I have a small hole here. Let's see how can we create It will be something simple to create. We have the shrink crab still exists with the subdivision surface. I will turn this off and this one as well, and I will tap to go to the E mode ended. I create this, maybe I can use these four faces to create this tiny hole. After doing that at the for inst, then rightly Q circles to scale this. You can rotate this a little bit if you like. Maybe we should scale it a little bit more like that at the XF to delete them. Now I will grab this area and just these faces and I will go to the Opia data properties. And I will create a new group. You can call it 111 if you'd like, just to recognize it from the rest. And it assigned to assign these faces to this group. And now let's check it. Select. As you can see, just these faces will be selected. After that, I will go back here and I will add another shrink Rumi fire. This one will be temporarily. After that, I will delete it. I want to the shrink Rum section. All right. The same geometry we choosed here, structure, shrink. We call it, sir. The same, the same object. Yeah, this one here and pickets and choose the new group. Let's see, before and after what's happened here. All right, small change we got here. After that, you can light the catrolight. After doing that, I think now I can grab these vertices and erratically subdivide them like that, erratically into a circle, this like a circle. And hit to create a face. Then hit to extrude this like that, you can hit key twice and log this deeper if you like this face. I will hit and then to separate this face like that, After that I will look, grab these faces and hit for inset hit. To invert the inset outside like that, then I will grab these edges and hit control to be to two like that and grab this with this hit control to rebival it, add a support look here to get a better result. Let's tap out and let's see what's going to have been active, this and this. All right, I will get some problem because some of these faces still in the flat group. In this case, what I could do is turn this off. For now. I will grab these faces and it can robles multiple times to grow the selection. To this point, I guess I will go here and go to the flat. And remove these faces from the flat. I don't want these to be included in the, in the flat group. Now, let's see what's going to happen. That's cool. The results still nice and cool, beautiful. I can see something happened here. Let's see if we have the ability to get rid of it. I will grab these faces and add them. Just assign them to the flat. Let's see what that could be. Results. I will. I will accept this. The result looks nice and beautiful. Yeah, very cool. After doing that, I will select these faces again. I'll click as you can see and control plus multiple times until you reach this point like this. I want to mirror this on the other side. I will hit Shift with D to take a copy of this and right click to leave it in the same place. And I will hit P and then Estate Tab out. And let's grab this alone, the three dicosor still in the middle. I will hit Tick and go to the gin gin to three dicosorowI will go to the object. And then mirror and mirror to the global x axis. Now we have it right here, perfectly. After doing that, now grab the surface tab and grab these four phases X and get rid of them. Tap out and grab this with the geometry control J To make it one geometry tap again. Just select these phases Lt, a head shift end to recalculate the normal, and that's will be it. After that maybe we can just merge. A group of vertices in the extreme would just select these, then hit M and merge by distance. Now these vertices merged. All right, maybe this one needs to be emerged again. Let's change this to vertex, let's stop this over here. Or something that makes sense. Let's try again. Grab these S, m and meric by distance. Maybe we can reduce the number 2.1 I think now it's mercy. Let's active the subdivican surface with the grab. The result looks cool. The cover, I just forget to add the cover. You can create a new one here, the edges right here. And then it va cob right to leave them in the same place. And then hit and then to separate them, tap out cube circle A. Then you can kill this a little bit and delete the sub from it with the subdivision surface, that's a alt to bring back the other details. All right, anything else here we should do? I think we create all the necessary stuff and maybe now we are ready to jump to the texturing section for any reason. If we forget anything, we can go back and fix it. We still have the temporarily file, a lot of geometry that will help us. When I finish the project, I will delete them all. All right, so that will be it for this video and I will see you in the next one. 52. 052 Unwrapping the Light Sealed: Hello again. Welcome back here. Now, before adding the texture, we should prepare the tumatry to receive the texture in a correct way. That's why we should rob the tumatry. Let's see how can we do that. Just keep in mind to save the project to the different name in case we want to go back for any reason. All right, let's start with this piece right here. The light sealed. I will grab it and hit to go to the local mode, the modifier stock, we have mirror and subdivision surface. I will accept mirror over over here and hit control. I just want to act the screen cast to see the shortcut control to apply the mirror for the subdivision, I will turn this off. For now, I will active the wire frame so I can see what I got here. This is the result. After doing that, I will up this and make it ready. I will sublit this window to two like that. I will change the editor of this new window to UV editor. I will sublit this too as well, like this. And I will change this to head editor hit. And to get rid of this panel, I will minimize this. Make it smaller. I mean, the window, in case I want to work here, I will maximize it like that. All right, now we have this geometry and we need to rob it. Let's see how can we do that. I will have to go to the edit mode and I will jump to the edge selection mode. Hit two from the keyboard. Let's start with this edge loop. Click to grab the entire edge loop. I will hit right click and mark Sam to mark this as to cut it from this area or from this edge. The same thing we can do on this side. Click on this loop, right mark seam. But before you do that, we can add this one as well. A shift click, right lick, mark seam. Now we mark them. Maybe we need one seam right here, so we can open it, right L, Mark Sam. After doing all of that, I will hit a select. All the faces here, hover over here and hit two time. Now we have this up when you this. Here we have a small menu. You can open it and cures the method of the arriving angle based or conformal. I will stick with angle based. I think for a geometry like this, angle based work better. You can switch it to confirmal in case you want to check what's going to happen after doing that. Now we need to add something to see here like a checker texture. You can create a U Vigor, It here, use it as a checker teesture. We can see the UV distortion. Just go to the new button right here and you can accept the number right here in the name and change this to U vigor it and it, okay, and now we have this uvigorate right here. After that, you can hue to give this new material, you can choose this image right here. Shift a search and let's search for image texture. Put this right here and now we search for this image. It's called entitled plug this to the base lz and go to Material Review so we can see the result. Here we go. Now we have the checker right here. After doing that, I just want to scale the checker Tekesture a little bit and make it smaller. I will grab the node and I will hit control to add mapping and Tekesture coordinates. If you hit control and you got nothing that's mean you didn't activate nodrangular. Just go to the properties preferences and go to the atum section and search for nodrangularjust type R. And you will find it right here. No triangular. Just activate this node will give you extra short cuts. Very important shortcut to make the process faster. Now after adding these two nodes, I want to add something here. So to control the scale, I can grab them like that and add the number, but. I want something faster. I will have 58 to search, and I will search for value. Let's put the value right here at ten, for example, the scale. And block this here. That will help to make the checker a little bit smaller. This is the result. What I want to do is I want the checker texture to be adaptive to the shape. For example, if you draw a line like that following the squares, as you can see the direction goes like that. It should go like this, actually, something like that. That's what I want to fix. All right? It's not going to be easy. But let's try together and let's see how can we do that. The head here we have an option is called UV. I will turn this off. Before I turn this off, I just want to tell you why I want to turn this off. I grab vertices like that. As you can see, these vertices on the side effects these vertices on this side as well. Now for any reason, if I want to scale, they will scale to the middle. But if I turn this of, if I grab the surface, for example. I can grab a vertex and hit control L to link select, I can choose just activate the seam to grow the selection until it reached the seam and it will stop. And now I got my UV. Now if I hit out click, that's not going to affect the other side, by the way, you can hide the other side. And that will work as well. Now what I want to do is I want to try to manipulate this a little bit to get better results. I will minimize this and let's see what we can do. All right, the best way I think is to activate the live whatever king you're going to do here that's will affect the UV. And I will hit P to add or to convert these vertices or the selected vertices to pins. Just hit. And then I will hit to the X and scale this a little bit and try to flatten it like that. Now I got this result. It's not so quite perfect, but it is a close, I can accept something like that and we can test it when we add texture. One more thing here I would like to do. I want to grab these and hit to the Y zero enter. I just want to flatten this. I will grab all the vertices and hit Alt B to remove the pins. I will grab these over here. It to the Y zero enter to flatten this. To flatten this one as well, that will help to get a better result here. And trying to get rid of the seam, because don't forget we add the seam here. If you make this flat, you will get a result, something like that you can see going on here. It's very important to flatten this. All right? The ticketure looks nice for this side. If you like, you can do the same thing. I will grab one vertex from here and hit control L for link select. Let's see what we can do. I'll click to grab these vertices. And I will hit to bend them. And hit to the X. And try to scale it like that and make flat something like this. It will be nice I can accept this result. I think that's it. I'm not going to worry too much about this side because it's not going to be visible to the camera. And I will tap and now let's see the result. After doing that, you can activate the subdivision surface and you can turn over the wire frame. Now is the time to check the material. Let's see what's going to happen when we add texture on it. Let's change the name of this material to maybe check okay Enter. And then I will remove it from this geometry to add a new one I will hit to create a new material. If you don't see the material, just hit the home from the keyboard to frame the material in the center. In the material section, you will have all of these materials in the texture folder. It's not necessary to use all of these texture This folder. But I will use some of them and I will apply them on my project. Let's say for this piece right here, I think we have this texture. Let's open it, let's see. It's all right. This one I guess it is. This one. I gave them a number so we can recognize them. The result six, I guess. Yeah, one. All right. Let's see how can we apply this Ticat and use it. It's very simple. Just click and drug and put right here in the UV, inside the header editor just to block the base color to the base color like that. Now we have something as you can see, but the scale is too big and we need to control that. In this case, we can grab this node and control to add Tsc coordinate and mapping. It is already connected to V. And the cool I will control the skill using value, circular value and add right here. Plug it. Let's add 25. For now, all it's too small and the direction is not correct. The direction of these nodes. They should be like that. We need to rotate them. I will use the Z rotation. Just add 90 degree here. That's almost what we want. Or maybe we should add minus. Yeah, that's correct. The scale, it should be a little bit smaller. I will chan 25 to ten. All right. Now let's see what we got. Okay, that looks nice. Now I just want to kick this area the same here. Let's see if we have the ability to fix it. I will grab this tab and let's see what we can do here. Maybe I can these vertices, not for the site. Carol, let's try to do something like moving them. It key. And let's move this. I just want to see what I can do here. All right. Maybe a result like that. Now the seam is not quite visible. Maybe if I move this to the x or to the Y, I can get something cool here. Yeah, something like that. Okay, this is the first step after doing that, now we can add the normal map of the result six, this one right here, so I'm going to use it. Just click and drag and boot right here. I will add a node right here. Be between this node and the normal. Just search for normal map, this one right here, because this texture is not going to work without a normal map. Block the normal here and block the color to the color. And keep in mind to king the color space to O because we just need the information. We don't need any coloring. Now after doing that, the scale as you can see is not perfect. So we could link the mapping to the vector here. Now we got something. Now I can in up this and hit M to see before and after. Now we have some depth here. You can reduce the number 2.7 to make it a little bit less strong. It's to exit and let's make a comparison between the pattern and the size of the project. So far looks cool. Even if you compare the images, the result looks nice for any reason. If I want to make it smaller, I can use the value right here for the roughness if you want. You can increase the roughness like that or you can do something else like using the diffuse map. You can co it right here and put it inside the roughness. I will control, have to click so I can review it. You can block this right here, so you can see the result, the roughness slot. Just keep in your mind the wider the result will be more rough. If the color was dark, the result will be reflective. So far, the result looks nice. Now I can use this in the roughness, plug it to the roughness. That's quite enough because as you can see here in the middle, we have this dark area and we can see some reflection here. Does not make sense. In this case, I will add another note. Let's add a curve. Curve. Let's put this right here. I will take black value to the white to kill this reflection. As you can see, now it's gone. Now I will have control click so I can see the result. Yeah, this is almost what I want. Something like that. And now the result become rough and nice. Very cool. All right, very nice. Okay, I think that's it for this video. I will end it here and see you in the next one. 53. 053 Unwrapping the ribs and some part of the bond: Hello again. Welcome back. Here. Maybe now we can start with the bond drips. I will grab them right here. Go ahead to the modifier stack and see what we have here. Mirror, We can apply it control A. All right. That's cool. Surface. Deform we need it. I will apply here. We have the subdivision surface. I will turn this off for now. After doing that, maybe we can activate the wire frame so we can see what we got. It's like to isolate this. All right. You want to rub this? The R rubbing is not going to be perfect. I will tell you why. All right. The head and the bottom of each strip. It will be a little bit difficult to be opened because as you can see we have very strong curve. Blender will struggle to open it, rub it unless we add a seam here or here. But adding it's not perfect, you will have an overlapping in the texture. If you add seams, what I think is we can do something else like deleting some of these phases and that's not going to affect the result. Just tab to go to the mode and it at a to deselect. Don't select anything, go to the selects and go to this option and choose non manifold to grub these open areas like that. After doing that it can trouble us to grow selection two time like that And now I can just delete these phases, will be it. I don't need anything else after grab them X and delete the faces. Deleting these faces will help to up these easily. After that, now I can tap, I can hit a select all the faces and go ahead here and hit a again to select the face right here. And then hit, and again to the angle based, because it will give you a better result. Now I can go to the Material review, so I can see the result. I can give this a material, go here and the checker if you want to see the checker or you can add this material that we created. Tab out, turn off the wire frame and let's see the result. The result is very cool. I don't see a big distortion. Has a little bit of distortion right here at the head, but that's not a big deal. We can accept something like that. After doing that, you can activate subdivicion surface with level two or with level one. Now I can hit slide to exit. Just take a look. Let's see if we have any open area. As you can see, everything is embedded perfectly and everything looks nice. What I can say now this result is already after that, maybe we can grab this wire and rub it. Let's see in the modifier we have surface to form. I will head control and applight. I will hit to go to the local mode. I will go to the solid just temporarily. Then maybe I can maximize this and tap to go to the mode. All what I want to do here is just adding here. I'll click click to grab this edge. After that click and mark to mark the selected edges as a Sam. Now I can go here, a select all the faces. Go here and select all the face here as well. Hit you two times to rub them. Now they are up perfectly. The result is very beautiful. Now I can go to the Material review and I can tap and give this a specific material. Let's hit new creates a new material. Maybe from here we can choose this material number seven, I guess number four. Click any drug and lets put right here. And let's block the base killer. And now we can see something control to add mapping coordinates, the UV to the vector add value, block the scale. Let's add ten here. For now, maybe we can rotate this to the z nine degree to get this result. Maybe now it's time to include the other materials. Number four. Here we have the normal map, we need it. Click Drug right here. Normal map. Let's spock the normal to the normal and the color. And change this to the color space to non. Because we don't need any color. We just need the information. Block this to the vector, we can fix the scale. Now we have some height information and that's something cool. After doing all of that, maybe we can add some roughness. In this case, we have this white map, we can use it and put the roughness. I will grab it and boots right here, block this to the roughness and block the vector to the vector to fix the scale. And I will curve RGV curve. And keep in mind roughness is information as well does mean we don't need the color space. Switch this back to non color. The only map that you don't need to switch it to non color is the base color. It should be RGV. Now we should make some tweaking. As you can see we have some reflection. I will take the black value towards the white and make it white like that. That's will give us what we want. You can click the result, can have to click and see everything is we. If you want some variation, you can control the care here. Anyway, the result looks nice so far and I will accept it. It's to excite and let's take a look. The skill is cool, I guess if I compare it with this image looks nice. I still have the ability to control the skill in the way that I like, but for now I think it's nice and beautiful. Maybe I can grab this side. And to go to the mode, select all the phase like that. Hit a here, to select the phase right here as well. Hit two, time to rub it. Now they are rubbed. Maybe I should wrote it like that after doing that. Maybe we can, yeah, we should apply the same material from the rip to this object to grab the rip control and link the material. Now it's linked but the UV is too big. I will tap and grab it and scale it down like that. It down and fix the scale. You can align them like that. Now the scale looks nice. I guess maybe we can make this bigger UV. Yeah. Now the result looks nice. Even for the side, for the inner area. You can grab it and tap it A and here a two time and rotate this one as well like that. And scale as well. Before scale, this, we could give them the same material. Grab it, You have to grab this control L and link in the material. I just want to go back and see if this area darker, still white. That's cool. Now, I will tap and scale this a tiny bit until the scale of the side be similar to this one. All right? Something like that now looks perfect. One more thing here, I just want to mention the ribs on the side a little bit darker as compared with the outside ribs. Put that in consideration. Let's see how can we make this a little bit darker. Let's take the image out this tab to go to the edit mode end. I will grab all the ribs I got here, but I don't want to select the sites in this case. Just be careful. Maybe, I don't know, it's like to isolate them. Go to the top. I think from the top we can grab them easily to act selection and just brush them like that. Hit C again and keep racking these ribs, the inner ribs. After doing that, just hit control with L to select these before you go any further, just make sure not to select the outer ribs. After doing that, I will hit P and then to separate them and now they are separated. Let's like to now control space to bring back the other windows. And let's zoom here. Let's grab this side here. In the material section, as you can see that this material is applied on five geometries. I want to control this one alone. And I want to make this unique. Because if I make any change here, this change will be applied on the other geometries. In this case, I want to make it unique. To make it unique, just hit this number right here and now it's unique. Even the name here is changed. I will go here and RGB curve, have to search for curve, let's put the curve right here. After that, I can make this darker by taking the wide value down. As you can see now this side become darker and this one brighter. All this is how to rub the ribs and apply the material on them. Yeah, I think we finished here. Don't forget to save the project. I will end this video here and see you in the next one. 54. 054 Unwrapping and texturing the light sealed frame and the nose pad: Hello again. Welcome back here. Let's see how can we rub the light sealed frame. Let's rub it, and let's give it a material. I will select it in slack to isolate it, and I just want to see what we have here In the modifier stack mirror, I will apply subdivision surface. I'm not going to delete it, but I will turn this icon off after that. Maybe now we can tap to go to the mode. And now let's see what we can do. All right, let's start with this edge. I will drop this edge loop and convert it to seam. So we can cut it from here. Right click and mark Semel, everything Come here and hit U two time. Hit a select, everything. And here, hit U two time. Now it's all rubbed with angle based. That's cool. All right, this is the result, But we don't need this. We need something better. I want to make some tweaking right here. This go straight like that. Let's see how can we do that. All right, to do that we can use an option right here is called follow active quad. We want to choose one of these quad, Try to fix the direction of the edge of this quad, for example. As you can see, this rectangle is not perfectly aligned with the grid. We want to fix that. If we use this option and this goes to this direction, we're not going to get the correct result. I will show you what I mean. For example, I will grab the head control L, just to focus on this UV. And I will go to the face three and make this one active hold. Click and click again. Now this quad is the active one. I want all of these quad follow the direction of this one. Tally, follow active quad. And as you can see, the UV is not perfect and is distorted. You can compare this side with this one. All of that because this quad is not perfect. I will grab the vertices of the quad and I will control Alt shift as to hear it trying to align it with the grid. I will grab these two vertices and trot auto, align auto. Align perfectly with the grid. And this one as well, align auto and this one as well. Now this quad is red. Vertices control L, go to the face, have to click and click again. Now right click and choose follow Active quad. Now the UV is better, the result is perfect. I'm going to do the same thing for this one just to core up these vertices. After you set the vertex auto align in those as well. Now go to the control L and make this one the active right click, follow active quad. And now we got this ready. After doing that, now we will give this a material. Continue to create a new material, and you can go to the Material folder. And I will choose this map. Click any Trig, and let's put right here in the blankets block. The base color to the base control to add mapping and coordinate. Uv is block to the vector, the cool add value block. The value. Let's at ten for now. All right, now we've got something you can activate subdivision surface after that. Let's see if we have end distortion. I can see that we have distortor right here. I guess we can fix that by grabbing these vertices and try to manipulate them a little bit. Let's start with this and let's see what's going to happen if we move the. All right, maybe the affected the side, I guess. Let's go to the side and let's see what's going to even as you can see, I have the ability to move these vertices and that's will affect the UV. I will move this right here and grab those together and move them like that. Trying to strate the result. Yes, a little bit to get better results. Something like that. And maybe we can do the same thing for the side. Let's jump to the side like that. And I will drop these vertices like that and move them. Maybe we can grab those and move them as well. All right, that's will help. Now the result is fixed. I guess let's tap out and let's go back here and change the value to 25. Maybe make it very small and maybe now's the time to bring the normal of the result. Five, change this to non add the normal here. Normal map, not pump. All right, let's search it. Normal map, block the normal to the normal and the killer to the killer. Let's block the mapping to the normal as well. Now we should have some normal chanic rob the node and hit empty, mute, mute to see the results. All right, the result looks nice. Let's bring the reference image, and let's try to make a comparison. As you can see, the line is very small here. Let's try to get something close to this. All right, let's change this to something smaller. Let's bring back the other pieces. Maybe 35. I got problem right here. I can see some reflection and doesn't make sense. This type of fabric should be rough. Let's see how can we do that. Let's go back here and let's see what we got. All right, so we have this. Maybe I can use this again and change this to nine color block this to Ness and block this one as well here. All right, the result is not Tdt. I got another problem here. When I changed this to nine color, this one effected because they are sharing the same name. I just want to make this one different. Just click this icon, the number here, and you will make this one unique and change this back to RGB. All right, now I want to control this. I will add a curve, RGB curve. And I will control, you have to click to review the result or at least try to get rid of the black area. Now let's see what's going to happen. All right, now the result is rough and nice as you can see. Let's try to use the same material on the nose. Bad, Let's grab this piece and it to isolate and let's see what we have here. Mirror, we don't need it. I will apply and subdivision surface, I think we can apply level one and accept this result. I will, I want to add the seam here to Rob. I will grab this seam at the middle age. Let's see what's going to have. I will hit radically and choose Mark Seam. And I will hit a, select everything, come here and hit a again. And hit two, time to rob it. Nodes are bed. And I think that's it. I can see that we have some distortion at the corners here, but that's not going to be a big issue. Let's go back and try to apply the same material we applied here on this subject, this name. Or at least change the name to lights, sealed frame empty for material just to recognize it. Grab this and for this name, light. Now it's, if you want to make the texture a little bit bigger, you can tap and grab them and scale them a little bit and all. I think the size looks nice. And not just that the color is different, it should be darker a little bit. In this case, I will make this material for this object unique. I will call this dark. To recognize it, lets try to control the base color by using the curve RGB. I will take the white value down to make this dark. It may be darker, all right, Now it's become darker and nice. All right, I think that's it for this video. I will end it here and see you in the next one. 55. 055 Applying multiple materials for multiple objects: Hello again. Welcome back here. Let's see what's the next step. I think we can start with this piece with this border allright. I will grab it and it's like to isolate it. Maybe we can go to the solid. Let's see what we can do here. We have mirror, I can apply mirror subdivision surface with level two. That's too much. Maybe let's go to the wire frame first and let's see what we got here. Let's turn of the subdivision surface. Can we rob it like that? Let's change this to one. Maybe we can rub it with level one. All right. I think I will accept level one. Hit control to apply and let's maximize this. Let's see how can we do it. I will tap to go to the edit. Maybe we can add one seam here and one seam right here. After you grab these edges, just click so they are marked. After doing that, we can grab this entire edge loop. And I guess this one, there's another technique. If that will work, we can just mark this one in the middle as Sam and open it from here. But let's see what's going to happen. If that works, I will accept this result. That's not going to work. I will add two Seems here. I will hit a select everything here, hit As, and then hit two times. Now we got this. The result looks cool. Maybe we can use follow active quad to get better results. You can target whatever Bolygon you would like. For example, I can target this one. Let's take grab these two vertices and Y or to the X zero. Enter to flatten this to the X and this one as X zero and this one to the Y, Y zero and this one as well, Y zero. Enter. After doing that, grab this polygon control L to link select and make it the active, right click. Follow active Q. Now we could get nice perfect results. And yeah, does, let's go here and let's do the same thing. Let's grab these two vertices to the X, I guess. All right, to the Y, Y zero, enter Y zero, enter those as well as X zero, enter and this one X zero. Now go to the phase, make this one the active control and now right follow active ad, now it's done. After that I will give this a specific material, let's continue to create a new material. Let's go to the texture folder. I guess we can use this one. Maybe I will click and draw again. Put this one right here. Let's plug this to the base color drop. This control to add, mapping and coordinate. Let's for value, let's plug that value to the scale. Let's add ten for now and go to Material Review. So we can see the result we need to scale it a little bit more. Maybe we can add 40. Let's turn over the wire frame. Let's take a look. Let's see what we got. Let's like to exactly, let's make a comparison. The result looks very nice and beautiful. But keep in mind here, maybe we will have a seam. Try to find a way to get rid of it. The seam is not quite visible, we can ignore it. Actually, the result still nice. Increase the level a little bit. All right. Keep manipulating this until you get something nice. Hold and move this if you want to. Yeah, something like that. Just keep manipulating this until you kill the Sam, the seam is not fully killed. Maybe we can add 0.8, maybe we can change this to six. Let's see what's going to happen. All right, that's too much. Let's add 81. Maybe 8115. Maybe six. All right, maybe I can change this to. Eight, go to the 81, maybe we can reduce this to 75. Playing with this value until you get something nice. Keep in mind that you can go back to the Ticketre, move these vertices. That will work as well. If you want, you can do that if you like. That will work as well. By the way, you can open it from one side. It's not necessary to open it from two side. But if you open it, if you add two cats here, that, that will help blender to rabbits and a good way. So far the result looks nice and the seam is not quite visible. But as I told you, you still have the ability to control that. For example, the where are these edges? Grab this area. It's right here. That's very cool. Now I will hit A. Now I can grab these vertices and it to move, and I can manipulate this until I get something I can accept, like this result on this side. I can do the same thing, just we could manipulate the side, I guess. Yeah, let's focus on the side. Grab the vertices right here, hit a select everything, Rub them all like that. Let's zoom in a little bit. I will hit you to move, maybe I could grab these. All right, maybe these vertices just move it a little bit and that's it. All right, maybe I need to move it a little bit more. Something like this. All right, it's very close. Maybe I can move this a little bit more. I think I can accept this result. That result looks nice after doing that, maybe now we can bring the other texture. Let's call it eight. All right. Yeah, let's bring the normal. Let's check for normal map block the normal to the normal and block this here, change this to nine, color and block the vector to the vector. Now, we should have some height information. After that, maybe we can add another subdivision surface. Make this bounder and nicer. All right, I think we are finished here. Let's grab this and let's see what we can do. This still curve, I will convert to ish, just hit control A and cure this option. Apply visual eumetryish. Now it's converted to mesh. After doing that, maybe now we can add sub vision surface with level one and apply this one as well. And I will tap to go to the edit mode. And I will grab, for example, this or maybe this one right here. I'll click Get up the entire edge loop and then Tlk Mark seem to cut from here. I just forget to a crane cast. All right, now after doing that, hit Select all the boly guns and here hit A as well and hit two times. Now it's all rubbed in a good way. The result looks very nice and cool. Let's see what's going to happen conformal. It's not going to stick with angle paste. You can use follow active quad and it's not going to take time from us. Let's grab these right click aligned to the Y and those as well aligned to the Y. Let's focus on one Bolygon for example, This one align to the X and those all aligned to the X. Make this one the active control L, right click, follow Active. Now done, very cool. Now let's tap out and let's give this a specific material. Maybe we can call this cable the score MT for material. Let's go to the texture folder. See where is the texture for this one. Yeah, I think this one rob it right here. Then it result seven, let's plug the base to the base, the same scenario. Control to add, mapping and coordinate with the value. And plug the value, and let's add, for example, 40. Let's see the result, if that makes sense or not. Maybe we can add 60 or 60. Looks cool. Let's bring back the reference images and let's make a comparison. All right, maybe we need to scale it a little bit more. According to this image. It should be small. Maybe we can go beyond 62, 70. Maybe 70 will be nice for me. After that, maybe we can bring them for this texture and normal map. Block this here and put this in the middle. And vector to the vector. You can hit all click. You can use all click to connect those in fast way and change the color space to non because we just need the information. Now we can see that we have some hight information here. If you are satisfied with the results, rub this in a subdivision surface again with level two to make this nicer and smoother. Now is the time maybe to check the seam. If we have any seam here. Yeah, it does seam. Let's see if we have the ability to get rid of it. All right. How can I fix this problem? All right, that's mean we grab one side and maybe move it a little bit. Just at any bit, not too much. Or maybe there's another way. I guess we can use the two decursltright click and control to snap, snap it to this vertex. We should change the snapping right click and control to snap it here, to grab all the UV. And I want to scale according to the position of the two. De cursor it to the X and keep moving the UV until you get something close. Lets see if that works or not. If that doesn't give me the result that I want, I can erase the side and move it a little bit like that. Maybe just move it up. Maybe that will help to kill the seam or gets a little bit better results. That's very cool. Now maybe we can start with this piece. I will hit Stack to isolate it, and I will give this a new material in the texture folder. I have a texture for this, it's called dark pattern. Let's put this one here and plug it to go to the edit mode. We have mirror exists. I will apply Tab out and apply this subdivision surface with level two. I will ignore it four now. And I will tap here, hit a, select Everything, and here it A to group everything as well. And then hit two, time to it. I think we can accept this without any editing. Let's hit control to add mapping texture coordinates. And now we can see that we have something. All right, let's add a value to control the scale, like this to the scale. And let's add five for now. After doing that, maybe we can, yeah, I think we can bring the normal for the dark pattern and the block, This here and for normal map in between like this and the vector and change the color space to non. After that we can control the roughness. And this up to make it rough. All right. Five is to two. May I think two will be okay. We can go with that active the subdivision surface to make this smooth and nice. All right, that's very cool. Maybe we can call this MT just to organize it for this piece. We can't create a new material and we can call this dark elastic MT. Hit home button to frame the principle in the middle end. Try to something dark like that, something like that. I think we can go beyond that. Let's add a noise texture. I will have control click to review it and see it. Maybe we can manipulate the scale a little bit. Texture, coordinate, coordinate. I want to block the object to the vector. There's no need to add the mapping here because we can control the scale from here. Change the scale to something small like that, Very small. And maybe we can add some details and to make the up like that. All right. Something like that. Now we can block this to the normal. Let's search for bomb map this time. And block this to the normal. I used bomb because this node here is not a normal map, it's just black and white information. That's why I need to use the bomb factor to the height. Now I will blog the principle to see the results. Let's give this a bit of time. As you can see now we have a height information, but that's too much. Let's change this 2.1 make it very subtle. You can change the scale to something like ten, Maybe you can increase the details to 15 if you like or something like that. I think that's will work. We can use the same material and app light on this frame frame. Hold here to grab this control L and link the materials. Now there are links and the results still cool. Or right now let's see what else we can do here. Let's focus on the dial and let's give it a. All right, let's hit New to create a new material for this piece. The color should be gray. Let's go to the color, and let's take this down just a little bit. Not too much, something like that. All right, 0.4 0.5 I think that's okay. Let's call this gray or plastic gray. And let's add empty for material, maybe we can use the same noise tick. Sure, we added here for this piece. Just go here and grab the hit control C and go back here. And maybe we can use them. Select this object and here, hit control V to use the same noise block. This to the normal. And let's give this a bit of time to see what we got. Control to click on the noise, see the noise ticket, the result. Cool. All right, after doing that, maybe we can reduce the darkness a little bit to see some reflection. Yeah, I think that's it. We don't need to spend too much time on this. Just make a simple, maybe we can reduce the strength to 0.05 Make it smaller, that's cool. After doing that, I will apply the same material I used here to this one. Grab this and for plastic gray, and let's apply here. And after that, I will grab this and create a new material for it. And I will call this white elastic empty. Maybe we can change the color a little bit. Not too much. And we can. All right, there's another technique, by the way, we can apply the same texture. I will show you what I mean here. Let's delete this ring and delete the material from it. All right, let's apply the same material we used here. Control L, grab this, hold to grab this or just select this and search for plastic gray. That's now I will grab this and give it the same plastic gray. Search for plastic gray. After doing that, I will make this one unique, just this number here. We can call this white instead of gray. All what you need to do is just push this up to make it brighter, and that's it. All right, I think that's it for this video. I will end it here, and I will see you in the next one. 56. 056 Creating the chrome material: Hello again. Welcome back here in this video, I want to create a row material for multiple objects like this one and this one here in the stand. Let's start doing that. I don't want to play with the UV, any UV, I just need to grab any object and just hit to create a new material. And I will call this Chrome MT for material. All right, after that, let's go to Material Review. And we are in the Material Review, let's crank up the metallic to one to make this a metal. And not just that we need to manipulate with roughness. In this case, I will use a noise search for noise. Yeah, I will add the noise testure here. I will add coordinate we got right here, block the object to the vector and control FT to review the result, increase the scale to see something. But we want, here, we need some details. We need some roughness here. Let's push this and make the scale very high. Now we have something, some variation. We need that variation to block it to roughness. That's all what we want to do here. Let's block this to roughness. And now I will have control. You have to click to review the result. Now we have some variation in roughness. As you can see. That's very cool. This is the first step. After doing that, I want to add a new node and as maybe a glass SDF LoBSDF. All right, hit control, heft, click to see the results. As you can see it, just a roughness color. I will take the roughness back. This and now we have a result like a mirror. What I want to do is I want to mix between this and this. Just hold control, shift, hold, right click and move the mode from this to this node. The node Angular add will create a mix shader for you. That's very cool, but we need to control the factor. All right, in this case we can use nail, just search for fail and less block the frenal here to the factor. And there's no need to play with the OR just keep it like this. Now we have both nodes mixed here inside this mixed shedder. You still have the ability to control the base killer. If you want to make this a little bit darker, maybe this one as well. If you want to reduce the effect a little bit, you still have the ability to do that. I think we can make this a little bit darker, something like this. I think it will be nice and reduce the effect of the glossy. Maybe we can increase the as a tiny bit but not too much. Or 0.03 maybe something like that. Now let's apply the same material on this object. Grab this, and maybe this one as Chrome. All right, here we have a problem. We should detect this. I will tap to grab this control L and then the separate tab out. Now let's focus on this and let's search for Chrome. The same thing on the side, we can do the same skin. Are you grab this control L to select the linked vertices. And then, and then is to separate out. Grab this and give the Chrome. That's very cool. The same thing for this piece, the Circ four Chrome. And now it's plight. And for the stand, the same thing. Grab the Circ four Chrome and plight in this one. All right, that's amazing. All right, I think that's it for this video. I will end it here and see you on the next one. 57. 057 Adding the HDRI image and changing the scale of the headset appropriate size: Hello again and welcome back here. In this video, I just want to use the HDRI image to illuminate the scene. All right, to do that, we could jump to the world section. Now we are in the object mode, or yeah, let's call it mood. Object mode in the world mood. Let's switch to the world mood. And let's see what we have here. All right, we have the background in the world output. What I want to do, I want to port this HDI image, click Any Drug, and let's put it right here. And I want to change the node to something else. I will grab the node and hit Shift, And let's search for texture and choose environment texture to change this to the environment. After doing that, I can block this and link it to the color and then I can go to the render. But before you go to the Inder, just go here and see what we have, right. Narinder engine is EV. I will change this to cycle and I will use the GBU to compute or to render the scene. And I will active the D noise in the viewboard. I will z to go to the render. And let's see what we all got here. All right, now we have this Todo HDRI image. I downloaded this image from HDRI Haven. Now let's see, The results is, everything is makes sense or we should do or tweak or fix something here. So far, the result looks nice. I want the lighting from the DRI image, but I don't want to see it. I don't want to see the image. In this case, we can do something here. I will grab the background and hit D to duplicate it like that. And I will hit Control and right hold, right. And move the mouse from this to this to create a mixed shader. In the factor of the mixed shader, I will search for bath light path. Just search for bath, and here we have it. I will plug the camera way to the factor like that. Now we have the lighting coming from the ATRI, don't see the DRI itself. And we can control the color of the background from here. If you want to make this dark like that, you can do it. If you want to rotate the environment, you can hit or story in to open this side panel. And you can go to the texture mapping and use the Z rotation to rotate the environment if you want. Keep in mind that you control the strength from here. If you want to the color strong or weak, you can control from here. Don't forget that you can add too many images and try them by hitting this icon and search for the new images that you downloaded from HDRI Haven or Poly Haven. So far, the result is nice, but I think the lighting is too powerful. I will change this 2.5 to make the effect a little bit weaker. All right, so the result looks nice, the texturing looks nice and realistic, but I think we're going to use another DRI. All right, this ATI image maybe is not a good HDR to review the three D model here, let's try to check something else. If you don't like to spend time searching for suitable HDRI images, you can add lights here in the scene, for example. I can add area light and move this up and kill it. I just want to remind you that, don't forget that the scale of this object is very big. If I add a cube here, as you can see, is very huge. The size of the cube is two meter for each edge. And you can see the headset is huge. That's mean we should scale it and make it smaller. If you do that, the lights will behave in a different way when you make it smaller, I think we can work on that and make it small. Let's put the three dicrosor in the center. He. Let's see how can we do that. I can scale it now or scale it later. All right, let's change the transform vivo to the three cursor. And I will hit eight to select everything here. And I will include the shrink folder and the timber two and the timberly one as well. Just grab everything to grab everything And I will scale them down. All right, scale them according to the posicion of the three cursor is and keep scaling these down. But before you go any further, maybe we should add a guide. I will hit A and add the cube. And let's change the size of the cube to maybe 20 centimeter. We can scale the headset to the size, select everything, hold control, and deselect this. And keep scaling the headset down until you mark it with the size of the cube. It's about 20 centimeter. I think the size will be perfect. Something like that. Yeah, something like this. It will be very nice when you come beole just grab the guide and delete it. And delete, that's it. Maybe now we can hide everything else. The timber two and timberly one. What else we got? Right? Here we go. This objects, the sing yeah, you can't hide it. And I think we don't need this one. Do we need it? Let's check the modifier. All right. I will keep it for now. Let's go here and let's turn this off. All right. That's amazing. Now let's go to the meal review. I just want to see the size of the ticket. Sure. Keep in mind, don't apply the skill. For example, if you grab this and apply the scale, I think that will affect the size of the thicketure. That's not going to affect it. All right, so far everything is cool. Now let's go to the render and let's see how the light will behave here. As you can see, it becomes stronger because the object is smaller. That's mean we should go to the strength and change this to 0.1 maybe. Or maybe we can't change the HDR image. Let's add 0.01 maybe. All right, y, that's too much. Maybe we should change the strength of this slide. Yeah, that's correct. Let's add zero here, because I just want to check the HDRI. Let's add 0.3 Maybe 0.3 looks cool. Let's go back to this slide. Let's put it right here, and maybe scale it to the Y. Let's add five here. Maybe, let's move it up a little bit more. Maybe I can take another coby. Let's change this back to bounding. And I will hit heavy Coby right here. And point this towards the headset. Okay, everything looks cool. I'm not going to focus too much about the lighting, because I just need this slide just to review and see the results. And when I reach the end, I will spend more time to get a good lighting set up. But for now, maybe we can change this to three. Somebody like this or maybe two. All right. I think that's will work or anything else we should do here. Maybe I can just make someone taking to the material of the chrome. Let's go back to the object mode and I think we should make this a little bit brighter. Maybe we can control darkness to 0.3 to 0.2 maybe in manipulating the darkness here as well. In this case, maybe we can use Curve RGB. And let's put this more right here. I just want to take the wide value towards the dark to make this a little bit more reflective. And you can see how will affect the result. When you do that, you can see the difference all, maybe we can move this, something like that. I think now the result perfect and, and better, I guess. Yeah, this result is better. I will stick with this result. That's very cool. All right, let's focus on these lenses. Let's see what we can do here. Let's create a new material for them. And let's call this lens underscore empty to recognize it. And here we should have some transmission crank up that transmission and we don't need any roughness. It should be smooth. What else we should do here? I will grab this and it's like to go to the local mode. And I will tab here and I just want to grab some phases from here. Maybe we can grab these phases or these in the middle can rob us multiple times to grow the selection. All right, I guess grub these phases like that or you can grab this one hold can Tro, you have to grab this to select this area and the girl selection until you reach this point here. And I will hit shift D to take a coby and right to leave it in the same place. And then hit P and then it's separated. Tab out and grab this new coby and Tab and select all the pieces. I think we can push this out or in it alters. Let's take this out. Just a time bit like this just pushed out from the lens. That's now, I can give this a specific material as well. Let's delete the lens material from this surface and let's create a new, and let's call this environment empty for material. In the material section, I have this image in this image as well. I downloaded these images from the pixels. This is something optional. I just want to use it. I will block the base color here. And let's go to the material review or you can go to the Dor you like. All right. I will grab the new surface and tab to go to the mode and I will it here two time to it shod see something here. After that, maybe I can review the image. Right now, we can search for the image and find it. And it's right here. And put this in a good place, I think it's upside down. We can rotate it or you can go, I think to the UV. And all right here we, we can mirror to the Y, I guess, and move this down like that. I'm not quite sure. But I think we can make some distortion here or not like that actually. Let's make the brush a little bit bigger, hit big like that or this type of distortion is not going to work. Let's try to do something else. Maybe we can use the proportional editing. Maybe I can scale this. Let's change this to bounding books and make the effects. You can see how that will affect the result. Just small distortion here for the lens. After doing that, now I can go back here and use the same image in the emission to see something here from the side. Now let's exit now. Let's take a look and let's see what we got. All right, this is something optional. You can ignore it if you like. You can grab the lens and manipulate it a little bit. If you want to make this a little bit darker, you can do that. If you want some reflection, you can crank up the metallic a little bit, but not too much because you are converting this to something like a metal or something like this. I can tweak this later if I want. All right. All right. I think I can end this video here and see you in the next one. Just before I end the video, I just want to mention that you still have the ability to control the emission strength. If you want to add two or three to make the Sp, you can do that from the slider here, the emission strength. All right. See you in the next video. 58. 058 Creating brushed metal material: Hello again. Welcome back here. In this video, maybe we can start with the aluminum structure. Let's see how can we create material for it. All right, let's go to the Material review and go down like that. After that, let's grab this piece and let's focus on it, All right? It's like to isolate it. We have subdivision surface with the shrink crop, I will turn this off and this one as well. I think we can rubbing this is not going to be easy, but we will try to find together a way to do that. All right, let's see how can we do that. I think I will, I need to turn the bag face calling off. Because if I look at the geometry from this angle, I can't see, I see nothing because it's the bag face. Let's turn this off or tab to go to the edit mode and this is the result. As you can see, let's go to the edge and let's try to grab the middle area. Actually, you can add one edge, I guess here, I'm not going to do anything. I will grab this here and then and mark. Now I marked this as just that. I will go to the select and I will go to this ocular right here and non manifold just to select the open area. As you can see what I want to do, I want to exclude these faces because it will be a little bit difficult to blender to rob it, especially this area. As you can see, it's extruded too much, it will be difficult to rob. He can throw blast to grow the selection like that. And go to the face selection three. And then go back here to select and go to lose boundary. Just to select the boundary then right and mark Sam. Now I marked the same, that's me. Now these phases are not included. We just need to focus on the surface. After that, I will grab one phase from the surface and hit control L to link select. When you do that, a minor here will pop up. Just open it and choose Sam. Because we want to grow the selection until the selection hit the seam. And it will stop there. Then go back to the UV, hit a select everything and hit U two time. Let's give this a time to be rubbed and now the L rubbing is done. And this is the result. As you can see, this is the result. The result is cool, but we got a problem. Here we have a curve. Let's see how can we fix that. What option do we have here? I will hit Alt. Click on this to grab it like that. And I will hit to convert these vertices to bins, I will go to the UV and Active Live, because I want to fix this. I will hit to the X axis to scale these to the X axis. All right, before you do that, one thing I just forget to do. I forget to turn the proportional editing off. Turn this off, go back here, grab these vertices X to the X. Let's kill this to the X axis. Trying to make the UV look strike something like that is zero. And then enter. Now we've got this. The result so far looks cool. And maybe we can grab this as wall and then hit P and then to the Y. Let's kill this to the Y. Let's see what we will get. All right, the result looks cool. Now we can grab these as well. Out click, unless it is to the Y zero all. Let's try that again. To convert these two binds to the Y zero. Now the result looks perfect here. Now, maybe we can control here as we'll grab them. And then hit. To convert these two pins and all right, let's see what we can do here. All right, in this case maybe we, let's try to scale them. And let's see what's going to have been. I will hit to the scale, these to the x, Let's accept that. Let's see if the result looks nice. All right, as you can see here we have some distortion. All right, let's try to grab these vertices and then hit Key to move. And let's move them back. But let's move this almost right here. I will use the two decursor. I will put the two decursor right here and scale according to the two decursor. Hit to the X and scale these vertices away. Maybe now we can deselect those and put the two decursor right here and hit to the X to scale these vertices away as well, or something like this, I guess. Let's check the side. I think we got the same problem. All right, what I'm going to do is I'm going to grab these vertices like that and maybe put the two decorsor here and hit to the x. Let's try to fix this problem. But keep scaling this like that. And now that looks better, I guess. All right, It's not going to be perfect, but it's nice. All right, now it control space. And let's go back here and maybe now we can add the checker material. All right, where is it? See where is the material? I don't know if we gave it a name or not. All right, maybe now we can create a new material for this. Just to see the result, I will go to Material Review and I will continue to create a new material. And I will add teturetro, add mapping. And coordinate with value here and this one here. And increase the number here, UV to the vector because we are this. Let's increase the resolution. All right, so far, the rest looks cool. That's mean, this piece is ready to tick shares. That's very nice. Let's call this checker. And I will delete it and I will create a new material for this. Let's call this brushed metal and hit the home button tube frame, the N in the middle. I will add Noise ticket, and I will hit control to add Mabbing and coordinate, or maybe we don't need or I will keep the mapping for now. Controls to preview the noise scale the noise, make it small like that. Maybe now we can use the UV because you remember we erupt it. Let's increase a scale like that. Maybe you can control the roughness and the details if you want to add more details. Now's the time to scale the noise to one of these, direction to the X or to the Y. Let's see which one is working. X is working, as you can see. Now they are scaled, you can strate this to the Y if you like. Like that. You can increase the scale to the x a little bit more. To get a result like that, maybe we can add 0.1 to the y. All right, now we've got this result. Now we can use this in the normal bomb will help us to connect the black and white color to the black. The normal here, the factor to the height. And now hit control. Click on this to review it. Now we have something, as you can see, change the metallic to one to metal. To change this to metal and change the strength to 0.1 Maybe you can manipulate the distance if you like. All right, now we have nice priced metal. All right, let's see what else we can achieve here. If you want, you can block this to the roughness as well. I think we can control that using the curve, the RGB curve. Let's see what this node can give us if we grab this down like that. As you can see, it will be more reflective. If you pick this up, it will be more rough. All right, maybe we can just take it down just a little bit. That will give us something very nice, especially if you go here and reduces strength to 0.05 Maybe I think we should reduce it for any reason. If you want to make the effect stand out and become a little bit powerful, you can use it in the base color as well. All right? You can, for example, this small right here and hit eight to four curve, you can make this effect strong. For example, I can take this one here, you can see how strong the effect become. You can make it bright like that. This is another way if you want to use it. Let's see. Before and after. Hit empty mutes the node. Let's see if that will make any difference. All right, let's cut this and connected. Connected. Well, the result so far looks very cool and nice and maybe now we can. Yeah, I think that's it. If you want to manipulate that a little bit more, you can do that by changing this to 30. Maybe if you want to make this scale to the X a little bit higher, maybe zero points, 05, if you want to situate this a little bit more. All right. I like this result. Looks nice for me. If you want to make the effect a little bit less, you can take the black value, the white value down. You can delete this one, by the way. And you can take the black up to make, right. If you think the effect becomes strong or something like that is very nice. But the problem is, we have some striking here. If we got the ability to get rid of that, that's cool. But if we don't, we can accept that. All what we should do is just moving these vertices and put them in a place. All right, let's see if that's possible. Let's see if we can do this. All right, what we want to do is we want to make these vertices strike. And that's almost it. Let's grab these and hit to the X scale, those to the X. Let's make this flat. All right, scaling working according to the position of the two decursor. I will put the two decursor over here. And then with the selected vertices I will hit to the X. And let's see what's going to happen. Zero and now this becomes flat and you can do the same thing for the rest. Let's put the two cursor right here and let's grab this row. It is to the x and then zero enter to make this flat as well, you can gird row, Okay, It seems like we should spend some time here. This is the third line and this is the third. You can hit to the x and zero enter. All right, right click and align to the X. Let's see what's going to happen if we do that now. I guess it's aligned. Quite sure. I think we can grab some faces from here. Let's add these as well. Maybe for now maybe we can deselect those over here and hit Alt. All right, let's go back here. We want just to select some of these faces. I will go here and grab them from here. The area that I want to target, you can do something like grabbing the middle area and it can troves multiple times that G faces on the booth side, even like that as you can see. All right. I think these faces are enough for me to fix control minus maybe to focus on this area alone. Now let's see what we can do here. I will turn off live. I will grab these edges and let's see what we can do here. Let's align this to the get, keep in mind the two decoursorre scale to the two decoursor because we don't need to change this point. I'll click on this one with the Tweedy Courser skills as well, and we could do that for the rest zero. Click the courser here, X zero. Enter. Now you can see these edges become strikes. Now as you can see, the UV becomes strike from here. And that's something amazing. Maybe we could fix that on this side. If you do that, that will help to get better results here. When it comes to the product tickure or the noise that we used here. Let's see how can we do that. We could spend some time here to get a good result. Let's do that together. Let's start with this egg, or maybe this one. Let's put the two cursor here and scale this to the eggs. And let's move the two cursor on the next one here. I'll click to the egg. And let's keep doing that until we finish all of these rows. All right, now I've finished everything. Now le, let's like to excite. Go back here and let's go to me review tub outs. Now as you can see, everything is aligned in a good way. That's what I wanted here. Even the scene here, the effect of the scene become very weak. And the result so far looks clean and nice. Very nice. All right. I know we spend too much time editing these, to be honest with you, is not quite necessary to spend all of that time editing this UV. You can ignore it if you like. This is another option you can use follow active quod. But if you do that, you will face a new problem here and here as well. Because you will spend a lot of time trying to align the faces or the vertices on this side with the vertices on the side. That's why I skied all of the UV starting from this point up to this point. And the UV editor now, it just like to excite and let's take a look. Very cool. The result looks nice. And I think that's it for this video. I will end it here and see you in the next one. 59. 059 Adding materials for multible objects wigh: Hello again. Welcome back here. Let's create a material for this piece. Let's see what we have in the modifier. We have solidify. I will apply, we don't need it. We have subdivision surface with level two. Let's see, the wire frame. I will change this to level one and I will apply mirror modifier. I will turn this off now. I will grab this and go to the local mode and tap to go to the edit mode. What I want to do, I want to create a seam here in the middle. Right click, mark, seam. All right. I think I will delete the Sam from here. Click cam because there's no reason to open it from here. Hit a slate. Everything. And here hit A as well and hit two, time to arup it. Now it's raped, as you can see here. Let's see what's going to happen if we confirm. Let's see. Confirmal works here. Yeah, I think it will work. All right, that's very cool. Now maybe we could create a material for this piece. Let's hit to create a new material. And I will use this texture right here. Click any truck and put right here the number three, Knitted three. Let's plug the killer to the base killer. And now we have something control to add mapping coordinates for value. And let's add the value here to control the scale. And let's add ten for now. All right, now we have something. The scale looks nice. I think that we can accept the ten, That's okay. I guess now is the time to add, drop the normal and let's put right here and the lor to the normal and change this to non calor between this and this. Let's check for normal map. Let's put this over here. Let's block the vector of the mapping to the vector of this node. You can control the strength from here if you like, for the roughness if you want. All right, let's see what we can do here. I think we can increase the roughness and make a tour of I guess we can exhibit results. Whatever thing you will do here, it will be reflected on the other side. All the looks nice. We can say that we are finished with this one. Maybe now we can start with this white plastic prop, this and eliciting change the name to white plastic, White plastic, white plastic empty. Just to recognize it. I added this speaker world. After doing that, what we can do is because this type of plastic is a little bit handy and you can bend it easily. It's like it's similar to the rubber, the type of the material that's mean. Or we can use subsurface scattering here to give this translucency or for the color, maybe we can make this a little bit dim, but not too much. Something very subtle for the subsurface cottering. Let's start with 0.1 and let's see what's going to happen. As you see, it's become transparent a little bit. Here we have something to change the subsurface radius. Here we have the RGB red, green and blue. As you can see, the higher value is the red. Well, that's mean, any color traveling from inside this object will be reddish. But if you add one here, let's add 10. If you add one here for the red and green and blue, you will get consistent color. Now after unifying these numbers, now I think we should control the subsurface value a little bit more or less as 0.01 maybe make it a little bit less or thinner. The idea is the lighting comes to hit the surface of this piece, not reflected from the surface. They will go deeper a little bit, then they will be reflected out to the viewer or to the camera. When they go deep a little bit inside this geometry, they will take the color from inside. Whatever change you will make here that will affect the color that coming from inside. This is subsurface scattering in the nodule. The little sulfa looks cool. Now, maybe we can add light right here just to see what's going to happen here. Let's add a light here. As you can see, the light can travel and go through this piece of plastic. If you add zero right here, you can kill this. Let's add 0.0 0.001 Just make it very subtle. Or maybe we can go beyond that. Let's add 55. That's too much, I guess. Let's change this to two, Maybe a two maybe looks cool, it's transparent and nice. We can control that later when we reach the rendering. That's too much. We can reduce it. Don't forget, the light source is very close to the object. So far, the translucency looks nice. I will accept this result for now. One more thing here maybe we can do, maybe we can control the roughness and the normal as well. I will grab this plastic piece and I will grab these nodes that I used. Let's go back here to use them. We control, okay, this. Grab the control C to cov them, go here and then hit control V and block the normal to the normal here. Now we should see some height information, especially if you zoom in here. Let's go to the material review. Maybe that will help to see the result better. Anyway, the effect is very subtle and that's what we want here. Above that, maybe we can use the noise texture again to add some variation in the roughness. I will duplicate this or just keep it and block the object to the vector. Now we got this. Let's increase the details in the roughness. I want this to be rough like that and increase the detail. Reduce the scale if you want. I will block this to the roughness. Let's see what's going to happen now. Now, we should see some variation in the roughness. But because this is why you, if you take to something dark like that, you can see the variation in the roughness. I think this result looks nice. If you want to control that, you can control it. But so far it's cool. All right, maybe I can the curve RGB curve to control the ph a little bit more. Let's take this down to make this dimmer. If you make this dimmer, that's mean, it will be more reflective. You can see it from here. I think this result makes sense. Or maybe, yeah, just push this up ten bit. Now let's take the color back to something white like that. Let's go to the render and let's see what we got. All right, it's not going to be visible now, but when we add a camera and render it, everything will be nice. The light source, I don't want it for now. I will delete it. Yeah, now we got something nice. And we can tweak this later if we want. All right, now let's say that we are finished with this piece and do something else. All right, we could the same material on this one and grab this. Let's search for white plastic speaker. Now it's light, that's very cool. And here we have a light source. Let's see what we can do here. Let's see what I added here. All right, It's better to block this area, I guess just tab and let's see where is it? It's not quite necessary but I don't, I don't want the light to travel and hit this side. If that's this side will be illuminated. I think if I add a cup here that will prevent the light to hit this side. I will hit Key twice and just make this a little bit bigger or taller. And after that I will hit and hit Control two bivalent 23 maybe something like that. I think that's it. I will just hit tab out and let's grab this to isolate it. Let's work on this a little bit. Let's, let's see where it's all right. What I want to do is I guess we can grub these faces and give them a specific material. Let's go to the material second. And here we have two slots. If you don't have to slot, don't worry. You can delete one of them. All right. We should have the ability to delete one of them. Actually, Yeah, we can delete this one as well. Let's create a new material for this. And I will call this green light empty. I will change the principle to emission shifts to Sweaklet's choose emission from the shader section, I want to pick something like green. Let's go to the render and let's see the results. All right. What I want to do is I want to tap, I want to apply the green material on these faces right here. I will create a new slot here for the material and I will pick this assigned to assign this material, the emission material to the selected pass. Assign and now it's assigned for the next material. I will hit New to create a new material. Here I will hit control Eye to invert the selection and I will apply the next one for the assign. And now it's assigned. After that, let's call this, I don't know, let's call this light glass. Something like this. Maybe can call it whatever thing you like. Let's make this a little bit dark and let's push the transmission. All right, now we should have something like that. If this circle is not perfect, I think we can fix that. I don't know. Maybe we can hit radically into a circle. Maybe that will affect the result and give us better result. All right, I'm not getting a good result here. Let's grab these faces again. Like this. And then hit for inst. Make a small inset here and tap out. Yeah, now we have something here. Let's go back to the light glass and let's see what else we can do here. Maybe we can crank up the metallic a little bit just to have some reflection. You can go to the green light and push the strength make stronger. Now let's sit to exit and let's see what we got here. As you can see, the light travel beyond this area to illuminate the area around it, and that's because of the sub subsurface scattering. But so far the result still nice. If you don't like that, you can reduce the strength to maybe four, I guess. Or you can control the subsurface scattering to 0.1 maybe maybe any creases to seven. All right, so far the result looks nice. Very cool. You can push this deep, or if you like, you have this option. We can maybe we can go to the top. And I guess we can grab this in the x ray and push the deep. Let's see what's going to happen if we do that to exit and let's see what's going to happen. All right? I think I made a mistake not like this. I will hit control multiple times to cancel that. Let's go to the top and let's do that again. We should grab this side instead. Yeah, let's push this back. All right. Now, let's see what's going to happen. Maybe we can. Increases to 20 the sea. All right. It's hard to see it because of the light glass. Let's change the metallic. Take this bag at any bit, maybe we can make the sprit something here. Not makes sense. It's not because of the lights or the metallionis. I think we could push these faces back a little bit. Something like that, I guess. Or maybe you can tweak this surface a little bit more. This control blast to grow the selection and move this like that. I think that's it. Now let's go to the render and let's see what we got. All right. Now I can go back here to the lights or to the emission and change this to maybe ten, maybe seven. I think this result is better. All right, let's break pull. Very nice. All right. I think that's it for this video. I will end it here and see you in the next one. 60. 060 Creating aluminum material for the Battery and MagSafe: Hello again. Welcome back here. Let's create a material for the max save and for the battery. Let's start with this piece. And I think we can use the Chrome. Maybe we can cob it and make some manipulation. And use it again, I'm not quite sure. But I think we can grab these nodes and hit control C to copy them. After we select this hitting to create a new material, let's call this aluminium ALU M alum. I think it should be written like this. And then it Mt. Then hit control V to paste these nodes here. Let's go to the Material Review. I just want to focus on this. I want to check the noise texture, how this noise texture will be behave on this object. The size is very small. Maybe we can change the scale a little bit. All right, to something like that, I guess. Now let's like this to the roughness. Let's see the results. All right. Now we can see something less than metallic up to one. All right? We can take the white value up to get a result like that. Maybe we can use the same noise to have some height information in the normal C for bomb map and the block, the factor to the height. Now we have some height information. Let's reduce the strength to 0.01 maybe make it very subtle. Let's see, before and after at least change to maybe three, I can't see anything. Let's change this, 2.8 Right now I can see something. I think eight too much. Let's change this to five. All right, five will be nice. Maybe four for the roughness. I think we can control that a little bit more by taking the dark value up a little bit. Maybe this down. I think we can accept this result. It's like to exit. And I will apply the same material to this group. This ends for the aluminum, it's right here, applied for this geometry. Maybe we can do the same thing for this piece inside. Maybe we can create a dark plastic empty for the, maybe we underscore parts. Maybe we can type and hit the Home button. Let's take this down, the roughness. Maybe we can take it back a little bit. I think we can accept this results. All right, that's very cool for this piece, I think we can create a light here tab, and I think we can take this back just a bit. Maybe we can add support loop here and here as well. All right, let's go to the material section. I think we can use the same material that we added to this object. Grab this and then hold here to grab this one. Hit Control, and let's choose link materials to isolate this. Let's focus on this. Face it for inst. And now let's go to the green light. Assign to assign to this area that control eye to invert. And let's choose the light glass and assign this to the rest here. Maybe we should make some tweaking like hitting eye to time. All right, let's go to the render and let's see what we will get here. All I can't see anything here because of this object. We need to make some tweaking, like taking these faces and put them deep inside, turn of the subdivision surface for now and let's grab these faces and from the top just hit Key and move those deep inside. If you'd like you can grab the outer edges and just level them. We can add four cuts. All right. Something like that. And I think that's it now we can turn this on. It'd like to excite and go to the render And let's see the results. All right, I can see that we have some depth here. The result looks very nice and cool. That's very cool. All right, maybe the button, we think we could apply the same material we used here on this one, Olgrab, this material and it control L, and choose Link Material. And now it's linked. I guess we could make some tweaking here like T, maybe right here, grab this right click and mark. Now it's marked Am, hit a, come here, hit A again, hit two, time to rob it. Now it's up for this tape. I think we can am am, hit A again, hit two, time to re rob it. Maybe this one we can tweak it to pin these vertices and active the live I will hit to the X zero to flatten this. And you can move it a little bit right here if you like, you flatten these. But this time I will choose bounding box because I don't want to scale these to the position of the three. Cursor to the X zero enter. And now the result is perfect. Maybe we can move these down just a little bit to align this verticx with this one here. Everything looks nice. After doing that, we should see some crutch. All right, let's tab and select these two pieces. Maybe we should scale them or let's go to the Methaic Review. I just want to see what we should do here. Maybe we should scale these down like that. Yeah, now we have something. We have something here as the result looks nice. All right, what about the digital crown? Spring back the reference images and let's see what we can do here. All right. The diketo crown. All right. We have two colors here. The middle area should be white and this one should be the outer area. All right. Let's grab this tab and let's select the middle area. It control L, I think I can detect this P. And then to separate it, tab out and let's grab this one alone. I think we can apply the same material we used here on this grab control L and link materials. Now this material should be applied right here for this piece. Grab the structure at control L and link the material. This one is applied as well. All right? I'm not quite sure if we have the ability to rub this, but maybe we can try and see what's going to happen. We have the subdivision surface here. I will turn this off for now, and I guess we can add the seam somewhere actually anywhere. For example, here. After that I will mark this as a Sam. I just want to see what's going to happen here. Hit a and hit two time to it. And let's take a look. All right, after doing that, maybe I can't grab these vertices and hit to bend them, the live R still active. I will scale these to the eggs and zero to flatten these, maybe I can flatten the P to them and to the zero enter. All right. All right, the result become wavy a little bit. Maybe I can't grab these vertices to zero enter to bend them first. And scale them like that is zero enter or at least desalate this vertex. And I guess now we can move these down. Let's see if that will work. All right, that will ruin everything. All right, I will control the multiple times to cancel. Maybe this tip I can't use follow active quad because that's not going to work. But maybe I can pin these and I can grab this side and put the three decursora here, the two decorssory. And then hit two, be these vertices. And I will change the transform. We point to two decursor and scale these to the two decursor to make this flats. Let's see what's going to happen if we do this on this side. Put the two decursor here. These vertices as to the Y zero enter. All right, the vertices become flats. After that I can grab the side and hit to pin them. And put the two crossor right here and scale those to the X. Maybe I guess pin them. Put the two decrossor right here and hit to the X zero enter. All I think that's helped. Maybe we can grab this one as well and put the two decrossor here and scale these to the X zero enter to bend them. All right, here we got some problem. Let's grub these and key to move them like that, all right. The UV now becomes strikes, let's say almost these and move them as well a little bit. Or if you'd like you can put the two decosor here and scale these away from the x axis, including these. Maybe I can see that we have some distortion here, but I think we can accept that. Now I will tap and let's take a look. Let's see the results. Well, actually is not bad. Let's grab everything and scale it down if you'd like. You can give this a specific material. Just hit this patter right here and let's change the ph metal to proch metal, underscore D dial. Maybe we can reduce the effect of the roughness to make the effects settle. Let's take this value down. Maybe not like that. Let's take this up. Or that will make some differences and I don't want that. I will control Z multiple times. But maybe we can control the bomb map. Let's change this to 0.01 Maybe. Let's cut this from here, Let's see what's going to have been. All right, is not so huge difference, but maybe we can manipulate this just at any bit. Let's remove this, just to grab it and its x to delete it. Let's like to exit and let's take a look. All right, that is, that looks nice. We can accept something like that. Maybe we can make this smaller to make the approach effect bigger. Yeah, so far looks nice. Let's go to the render and let's see what's going to happen. I can see that the effect is a little bit strong. Let's try to tweak that a little bit more. Let's select this material, this object. Let's go here to the roughness, and maybe we can control it just a bit. Can this be the care that we got here? Let control C and cov it and go here and let's use it. Let control V, let's plug it right here. And control x to dissolve this. Well, that will make the result very close between these. Okay, I think that's it for this video. I will end it here and see you on the next one. 61. 061 Adding materials for the front shield glass and the details behind it: Hello again. Welcome back here. Let's focus on the front side of the set, the healed glass. I will call it the healed glass. Okay. Or if you want, you can call it the optical lens or whatever thing you would like. Let's create a new material and let's rename this to Heal. Let's go to the render. Let's see what we can do here. Maybe we can start with the base kill or make it a little bit dark, not too much, and crank up the transmission to one to make this transparent. All right, maybe we can push this up just at any bits. All right? I think something here, the roughness. Forget the roughness. Take this back to make this reflective. I just want to this area, I just forget to take the roughness down. I just forget that, well, actually it should be like this. If you want, you can control the transmit roughness here if you want to make this a little bit rough, all right? Yeah, you can control this if you like. Anyway, let's go back here. This is the first step. We did it all after doing that. Now maybe I can hit, just to hide this. Now we can start with this area to see what modifier do we have here? All right, we have nothing. That's very cool. Let's go to the solid. And I just want to suppress some of these geometries. I will tap to go to the edit mode. And let's start with this grub, whatever vertex. Hit control L to select the linked vertices and then hit P. And then to separate this out for the camera, I will tap and just grub these pieces and those on the other side, maybe this one and this one. Hit control L to link select and then hit P and then to separate those out. All right. I think that's all we should do here. We will give this geometry one material. All right. I think we can grab the same material that we added here. The plastic material that we applied here. We call it dark plastic empty. Let's grab this enter for plastic empty. Now it should be applied here. Let's go to the render and let's see what we got. All right, that's very cool and the cover in the bag, we can give it the same material I guess for dark plastic MT. All that's amazing for these pieces as will drop them to grab this control L and link materials. What about this object? The same thing. I think something here makes sense. I will tap in control L that will affect everything. It seems like this piece in the middle is connected with the rest. Yeah, that's something bad. I will grab this and grab this control L to select the links face and maybe I can include these control L again. And then hit P and then is to separate those out for this area. I guess we can do something like grabbing this vertex and then move on on this side, grab this vertex. And it control last multiple times to select like that until we reach a point. I will tally points. I just want to go in. Let's see, girl selection one more time. Something like that. Yeah, now I can see something like that. And then hit and then to separate this out. Now I can give the camera the same color. Up this hold here to get up this one control L link materials. All right, for these pieces, I can give them a new material. And I think I can call this camera lens empty just to recognize it. And I think we can make something like a metal and take the darkness down and make this dark and reflective. All right, Maybe we can give it a specific color. I guess something like that. I think that will work. Reduce this a little bit. I think we can apply the same material for these as well. So search for cameras. Great, not just now. Let's start with this one. In the ticker folder, I have this image. Let's see how can we use it up light here. I will grab this to isolate it. Let's go to the solid. What I want to do is I want to add this image up light right here. I will tap to go to the edit mode. I think we can grab maybe this edge loop. And then click and mark this As. And then hit a hit as well. And two times to up this. But it's not fully Arb because I guess the stuck at the points. All right, we have a mass here. Why? That's seven maybe because of the middle. Maybe you have a face here in the middle. I guess we have something like that. Let's go to the face selection mode. Let's see if we have face inside. No, we don't. But something that makes sense happen right here. I'm not quite sure why that's seven, but let's see if we have any way to go around it. All right, let's go here to the view and let's king the clip start to 0.01 because I just want to zoom more here. That's weird, that's really weird. If that's not working as we want, we can create a new geometry here. Or maybe we can delete these phases and rebuild them. I will grab this entire phase though, and let's see if we can select everything I think we can. I will hit XF to delete these and up the site and hit control L just to focus on the side because I will delete and rebuild it. Hit XF and get rid of it. And now we ended with this. After doing that, I will give this some thickness. Just tab out and let's add a solidify to exact from the local mode. Just want to see what's going to happen. Let's give this epitove thickness like that or something like this. And I will apply and tap again. I will grab these faces like that and hit Alt and cues extrude along the normal. Just to extrude these like that, maybe. But that doesn't work and give you undesired result. You can ignore it. All right. I think that's all work for now. Then I will grab this entire edge and control to dissolve it. And I will grab this one. Hit Control to wibble this to two edges like that. And now I'll click Alt. Click on this one, hit Control be to revival those, to add three or four cuts here, if you like. All right, now let's take a look and let's see what we got so far. Right now. I think we fix the problem. Let's see if we really fix the problem. Something we are happening here. I don't know what is it why that's happened. I will hit controls multiple times to undo all of that. It seems like we have some overlapping he right here. I will control again to bring back this edge. We deleted this edge. I guess we can delete the next one as well. And this one now I can grab this and it can be tobival this to two like this group. This edge with this edge can trobvle it with four cuts, I guess. Check this again. All right, now I think the result is good. Now we can move on. Let's check the site. All right, grab this, Hit slack. To isolate it, I will tap to go to the edit mode. I'll click to grab the entire clube here. And then let's mark this right click. And mark, hit A and here it as well and hit U two time to this. And now we got something. You can rotate the U like that and move it like this. What I want to do, I want to use this image. Let's create a new material for this. I can call this just to recognize it. See secrine empty for material underscore empty. Let's bring this image and use it here. I will block it and the bakler, I will you to go to material review. I will grab this side control L. I will align it with this. The name of the texture is blue screen. Let's search for blue screen. Search for blue screen. Now we have it. The UV will be strict according to the image size. You can control that. It's not going to be difficult to do. Let's change the transform to bounding. Maybe we can scale this down at any bit and key move this down. Now, I think we got something for the site. It control L, we don't need to do anything here. Just move it down and put it in the black area and that sits. Teri can add two material if you like. I'm going to do that. Let's add a new slot and to create a new material and I will diablic to key the into screen glass mtonizes. What I will do is I will apply this just on the site assign now it's assigned. All right. Now after doing that, let's push the transmission to one and the roughness back to zero. It's to excite. Now let's take a look and let's see what we got so far. All right, now we've got this result as you can see, if you like, you can go to the screen material and block this to the emission to have some lighting. You can hit Alt H to bring back the other pieces. And now we got this. If you are not quite heavy with the sharp edge here, you can select the Umetry and Tab. You can grab the other Uv, this Uv right here, and scale it and make it big. A little bit bigger than the image. You will have this gradient effect stub out. The result looks very cool, not just that. Here we have the small frame. Let's take care of it, let's create a new material for it. And let's call this frame empty to recognize it. Let's push the metallic to 1 ", the color to something bluish, maybe. And dark at the same time. Like that. Roughness. I think it should be reflective a little bit, not too much. I think that's it. Maybe we can make it through. All right. This is nice. You can control this material even more if you like. If you want to make it right like that or darker. I just want to add a light source here. I just want to see going to happen, this increase above. If you add a light source here, you will have the ability to see something here. I think this white area, it could be targeted and covered with something. I will grab the healed and hide it. I just want to see what's going on here. What's happening here is delete the source because I think it's too strong. I can't see it. Let's go here, grab it. Deleted and let's go back to the endo alter H and bring back this piece. Okay, I think now we can create material for this piece. Grab it and it to create a new material. And I won't call this cover MT. We can control that transmission. Let's put this to one and take the darkness back to zero. Now we should see something here. Like to isolate this, I just want to see if we have any thickness here. And yeah, we have. That's very cool. All right, I will hit to hide this. I want to grab the camera and see what we can add here. We can go to the material of review. All right, I think we can grab this and hide the cover. And grab the ground and hide it as well. Let's see what we apply here. It is one unit, as you can see. I will tap and grab this, Hit control L, and everything is connected. It can robles multiple times until you reach this point, for example. And then it and then has to separate this out. Then I will grab the cover hold, grab this control L and link the material. Now, grab this to grab this one. Hit control L and link the material as well. We can do the same thing for the site. Yeah, because we have ormodifier, everything is applied. What else we can do here? Let it at bring back the other pieces and to go to the render and let's see what we got. Or at least add a light source here. I just want to see what's going to happen if we do that. Right now I can see something that's very cool. Maybe I can control this, the lenses a little bit, make some change. Or at least see what's going to happen if we use the emission with low value. Now I can see something. All right? But I don't want that. Lucille is not going to work. So I will add one here and zero out this. All right, that's very cool. Let's delete the light source. I think we did great here. One more thing here I would like to do, let's grab the ground and hide it. Let's select circles and let's give them a new material. Let's call this, I don't know what we can call it, maybe can call block because I want these circles to block everything inside or if you like, we can call them the vents cover. I have nothing here, just the material and tarps to one and that's it. That's all what I want to do here for this piece. I guess we can grab it with these here and merge them. After you select all of these, just hit Control, It control and make them one geometry. After that you can give them a specific material. Hit A here. Let's delete this. Hit as well and hit two time. Now we have them here. Take any texture from here and apply there. Let's see which one is going to work. Maybe I can use this, you can use this, or you can try this one as well. After you grab them, create a new material. And let's call this the Mic vents enter to recognize it and bring the image right here and block this here to isolate them. And go to material review just to see what we've got here. Now we have something, if you like, you can push the metallic to one to make this reflective. If you want, you can use the normal if you like to add some height information. This is the normal of the texture. Just grab it, changes to non color, block it here and add normal boot between here and now we should see some height information. Now let's, let's take a look. All right, now we have something. You can grab them if you want and scale them, make them smaller. But I think that will work for this area. I guess we can create a specific material or maybe we can take the same glass material that we used here or here. Yeah, let's do that. We call it plastic empty. All of these details and dark plastic empty here apply. And I think that it Let's go to the material, to the render end. Let's see the result together. Yeah, I think that's very cool. Everything now makes sense. And the result is very nice and we are almost ready to finish it. Okay, now I can end this video and see you in the next one. 62. 062 Creating the Stitches: Hello again and welcome back here in the bond, we have stitches here between the ribs. Let's see, how can we create them? You have two directions. You can create this as three D geometry, or if you want, you can use a texture and alpha map to create the stitches. I will go with the geometry and let's see together, how can we do that? All right. I will go to the front and I will add plan. It's very big. Let's change the size to 1 centimeter and I'll line this to the view. I'm going to you to bush this up here and type to go to the edit mode. I just want to make some tweaking. Let's extrude this like that and let's move this edges right here. Maybe I think we can add one segment in the middle. And maybe we can move this a little bit like that and scale this to the Z. Let's put this right here for now. Maybe we can move this like that, all right? The idea is what I want to do is I want to create something close to what we have here in the front. Maybe we can scale this to the Z and maybe scale this one to the Z as well. To get a result like that. I think these vertices should be pushed back like that. And this one as well from the top. And let's move this back like this. This one, I think it should be in the middle. After that, maybe we can cup this vertex and scale this to the Z a little bit, and extrude to create a simple curve, something like this, I guess. All right, let's move this a little bit like that and scale those to the Z. I think I can grow up the side, hit XF to get rid of it, and group these vertices, hit X, V to delete them. Now I got this result. As you can see, we can make some, moving some vertices around and maybe pushing these just a little bit. Get this. Now after doing that, I will grab these. I will put the three decosorust, snap it here to this vertex and then it D to take a copy like that and then go to me and mirror mirror to the global Z. But I need to mirror it according to the three decorsor. Don't worry, I can move it and snap it here if you want to work. If you change this to the active elements, snap it here will be it. Maybe these vertices, I can grab them and delete them and move those maybe right here. All right, this is the first step. After doing that, what I created here, I created this shape. After that, I need to create two lines. Goes like that. Maybe one line goes like this here. All right, let's see how can we do that together. I will look up this vertex and hit D to take a coby and put the coby over here. I will hit on extrusion here and one extrusion there. What else we can do? I will grab everything and select to go to the local mode. Let's go to the top and let's move this vertex here. Maybe hit to extrude like that, maybe I can hit key to move this over here. And this one hit key and let's move it here. Now I got this result. As you can see, I will select these vertices D or don't worry about that, Don't copy it because we can use more. Or later I will grab this vertex as well, hit D, move it right here, and hit extrude and make multiple extrusion. All right, this vertex should be aligned with this one. Key to the Z. Key to the Z. Paul can troll and snap it here and now it's aligned. Not just that, I think we should move this forward a little bit, and this one forward a little bit, and this one should be pushed backwards. All right, let's see what we can do in the top. Maybe we can add one vertex here and just move this a little bit. Maybe we can move this star like that. All right, somebody like this. Maybe we can take this down. Maybe this one I can hit and push it farther like that. All right, now let's go to the front and I will look up these vertices at x v, I will mirror all of these spots. I want to put the three D cos here to mirror to mirror modifier. Or if you like, you can make this one the active and then it to and keep that transform pivot, what is called transform Ot point. Switch it to the active elements and then go to mirror mirror to the global Z. And now we have this mirror perfectly, this vertex should be merged. You can to move it or I think it's merged. Yeah, it's merged. That's very cool. After doing all of that, maybe now we can go to the next tip. Okay, before we go to the next tip, I just want to move those a little bit. May be those over here. You may go to the Z. To bonding, something like that. All right, now after doing that, maybe now we can convert this to curve. Just sit right and curve and now it's converted to curve. After that go to the Robert is under the level, go to the depth and let's give this some thickness. All right, I think that's too much. Let's add 0.3 Maybe 0.3 looks nice. The resolution is too high. Let's reduce this to maybe zero. Yes, something like that. After doing that, let's add subdivision surface and let's see what we will get. We will get a result like that. Let's tweak this farther, like grabbing these and just move them a little bit from the top. Maybe we can just move them like that. Maybe a little bit we can move them like this here. Maybe we can make some tweaking, like scaling these away and moving these a little bit. All something like that. Maybe I can those hits to the Z, maybe those As. Will hit As to the Z and push them away from each other like this. If you want to give this some thickness, you can choose a right. Let's cho this to 0.35 I just want to make this a little bit thicker. The result looks nice but it needs somewhat tweaking. I guess I can grab these TE and extrude them further like that. Something like this will be enough. All right. I think that's all what I want to do. Everything looks nice and beautiful. Let's go to the top. And I guess we can grab these vertices, All of them. And move them like that. All right, that's very nice. After doing this, I don't know, I feel that we could grab these vertices and extrude them and hit Z and skill them like this. Now maybe we can grab this, just kill them like that. Yeah, now the result looks better. Maybe I can grab them. Just skill them to the center. If you are satisfied with the result control and apply vialeometrm, all right. Well, got a problem here, but don't worry. Even if you've got a problem, that's okay. Because we can go back and add subdivision surface and we will get the same result. If you are happy with this result, you can apply the subdivision surface and we can delete some of these geometries. Because we don't need all of these faces, we just need the faces that will be visible to the camera, For example. These faces not going to be visible to the camera. That's why I'm going to grab them like that and delete them. Those over here as well. The same scenario. Grab these and delete them. Maybe I can select these phases over here and delete them. Maybe I can add this. Deselect this. Something like that. After grabbing the faces that you would like to delete, hit X and get rid of them. And keep those open like that. Now let's slit the view to two, all right? And then go to the UV editor. Select everything. And here it as well and two time to it. It will be with conformal to angle based, it's wavy, it's e tweaking. In this case I will use follow active quad after one of these. Let's start with this one for example. It will be easy for us to maybe this one those right click auto auto align, then go to the face. Make this one the control L, and then right click active quad. Done the same thing for this one. Auto align, auto align control L. Make this one active, right click, follow active quad. Maybe we can use this. All right, I hope they add some feature here to grab the ball gun and just put one paton. Fix everything because that's time consuming to grab each and hit auto align. That's not perfect anyway. Control, right this one as well. Maybe we can grab this switch to the vertex. Hit one then right click auto align. All right, grab this, Make this one the active control L, follow active quad. And now we are done here. The UV is D, everything is cool. One more thing here I would like to mention is I want to make sure that these vertices are perfectly aligned to the Z. I will tell you why as to the Z, because after finish everything, what I will do is I will use the array modifier to the x axis, I guess, to get this result as you can see, and I can duplicate it to create the pattern like that. Just keep in mind that these vertices here are perfectly aligned to the Z. I will delete the array because I don't want it for now in the texture folder. Let's see which Tetun think we can use this one and apply here. All right, in this case I will sub two and change this two header editor hit I will create a new material, maybe we can call this stitch. After that, let's bring the texture and let's put right here and block the base to the base. And now we have something. Don't forget to make the smooth right click and smooth. I think we need to make some tweaking to the UV. I will hit Select all the UV, and here it A as well. Let's kill the UV. Make small because I want the texture to be big. Because these stitches will be very small. Yes, something like this. It will be very nice. I think the result is very cool, by the way. For any reason, if you want to inflate this and make the stick looks thicker, select all the faces and then at, you can do that like this. All right, that's very cool. Maybe now we can add the normal if you want to add the normal, the knitted seven. All right? So this is the normal or the knitted seven. It's already Sk to non color. That's cool. Block this here and let's add normal map. And let's put the normal map right here. Everything is aligned. And the result looks nice. Right now, let's hit slash two exits. Now we got this result. All right, now after doing that, let's go back to the bond and if you remember the rubbing tool that we used here, you remember that we have a guide still exists right here and I can't catch it. What I'm going to do is I'm going to the review of the guide to bounding. I can catch it easily. Now if I open this, as you can see the. Faces still connected to the guide. That's very cool. I will grab this and go to the modifier. Or don't do anything, just hit control A and apply velum. Now, this geometry is no longer affected by the guide. Now if I open the guide, nothing will follow it. I did that because I want to grab this and I want to select these faces and mark them and give them a specific color. Let's go to the material, and let's create two slots here. One, I will leave it like this. The second one I will give it a red color. If you want, you can call this guide. This one you can call this. We guide. I think we could add letter here. Yeah. All right. After that, I will tap to go to edit mode and switch to the face. I will start grabbing these phrases like that and assign the red killer for them so I can recognize them. Keep doing that. Keep selecting the faces. And give them the killer. Okay, assign. And then assign these faces as well, the same scenario. Assign. Now they are assigned, on this side, the same idea faces. All right, and then hit assign. Unless include these as well, right? And then hit a sign, sorry. And then hit assign and assign. Now I just assign the red killer for these rows. After doing that, I will tap out and I will go to the modifier and add the same surface deform. And I will choose my guide again and hit the bind. To bind them, I will grab the guide and push this to open it. Now it's open as you can see here. You can grab those together. Let's hide the ground. The ground maybe I can to bounding go here and this to bounding, that will be easier for us. All right, and I guess now we can do something like deleting any necessary edges. For example this. We don't need this one. We can get rid of it because all we want is a guide. Now I will grab this like that and delete them. It control X to dissolve them. Let's take another look, and let's see if we missed something on this side. Maybe we can do the same thing here. We have multiple edges we don't need. All right, that's very cool. After that, one more thing here, I would like to do some of these faces. I don't want them to be assigned with the red color, for example. I don't want the sticks to reach this area. It click to select the entire face lobe. I will assign the white material for just the faces. Maybe here I will grab this face lobe and assign to assign for as cool, the same thing here. I guess we can grab the and assign the right here and here as well. All right, my guide now become ready and yeah, I think now we can go to the next step. All right, the same scene. Let's go back here. And it's unbind and bind again. And sorry, I just made a mistake. I don't want to bind it for now. I want to push this back and grab this. Bind and bind again, And I'll grab the guide and open this. Now it's open and ready. The stitch is ready as well and we can. Now we have the ability to distribute these sticks and put them in place. Let's move this a little bit. This rotated 90 degrees like that and rotate to the Y, Y and rotate 90 degree as we go to the top. And let's put this in place, scale it down like that. Key to move. And scale this down as well. Let's put this maybe right here, maybe we should move it down like that. Something like this. Yeah, we should put it above the surface, something like this. Go to the top. Let's move this a little bit right here. And now we can duplicate the stitches, but the stitch is too big. Let's scale it a little bit more like that. Let's scale it a little bit more to get a result like this. This result will be nice. I guess we should rotate it like that. Nine degree, 180 degrees. Sorry. Let's put this one here, is that right? All right, sorry. I think we shouldn't rotate it. Yeah, it should be like this. All right. After scaling the stitches and make everything ready now we can start from this point and duplicating this. Can't roll to apply the scale. Now I can add the array to the Y. I guess zero out of the X and add minus one. Now I can increase the counts, increates a count until I reach the points. Maybe I can add another one like that. When you'll be satisfied D to take another coby. And let's put the coby over here and see how many stitches we can add here. I'm going to grab those as well. Move the stitches here as well. And increase the number, a little bits. All right. I think for this one we can scale it just at any bits. It's okay to have some variation. Because we scale this, we can reduce the number of the stitches. Fift D to take another coby. Maybe we can put right here and increase the number of little bits. I'm going to do that until I fill all of these throws. All right, now we are finished with the side, and now we've got this result. As you can see, the stitches are ready and maybe now we can jump to the other side. All right, let's see how can we do this. I think we can select all the stitches like this, maybe from the front, Just scrub them like that and everything will be selected. After doing that, I will have to the Z to take a coby and mirror this to the Z. Go to the object in mirror, mirror to the global z. Like that. And now they are mirrored. You can go to the front, for example. And key to move, and move this up here, something like that. Maybe we can move this a little bit more. Something like this. And we need to offset them just at any bit. Let's go to the bottom that control seven. And let's start moving these to one of these. Direction to the left. Yeah, to this dark or this one. Let's see if that makes sense. At the bottom, everything is aligned. I guess the result is maybe this. We can delete it. Let's move this a tiny bit like that. All right, let's grab them one by one and try to put them in a correct position. Maybe this one I can move it a little bit and increase the number of the sticks. And this one as well, I guess we can just move it through right here and increase the number of stickers. All right. It will be increased on the other side. Yeah. Now it's fit. Is there anything else? I think everything is in a place. All right. That's very cool. That's nice. All right. Now after doing that, I will grab the stickers like this. I will hit shift D to take a cob for any reason, and I will to move to the temporarily to in case I want to go back for any reason. And now I will apply those control A and apply vehicle tumetryr. It seems like we can do that control J to make them in tumetry. Let's see if we can do that. Can we do this? All right. It seems like we should apply the array for each, Let's grab those together. Control J, you can do that. All right? Yeah. All right. That's weird, why? I can't apply o geometry to me. All right. This, Ali, That's cool. Let's go back, let's see if we can do that. Yeah, that's cool. We can apply. All right. On this side we can't do that, but why that's happen. All right, that's cool. We still have it. The grab control plio geometry mag and control J to merge them and make them, we tomate. Let's group those. Control A, apply umattomae, control J, make them in geometry. The same thing for the other pieces. Apply umm, control J, make it one piece. Now let's group the other pieces. Control J, make one piece in geometry. We go to the front. Group them like that. Can J make it on geometry? And now it's become one sold geometry and I guess we can grab those. Control J make a 20 geometry and those as well. Control, grab those. Control J. That's very cool. Now let's grab one rows and let's see what's going to happen, right? We can move it. All right, that's very cool. Now, after doing that, now I can grab the side with the side and merge them as control J and merge them. And now they are merged after doing this, now let's add the surface deform and let's pick the guide. And let's hit pin to bind it. Now it's pind. I will grab this, the guide, and push this back to zero. Now we should have nice stitches around the bond. Everything is nice and beautiful. And here we have multiple stitches. There are not any place. All right, let's see if we have to fix anything here. It seems like we should make some fixing. All right, let's grab the guide and put this back to one. And what we can do here, let's go to the right. We have some distance here. What I'm going to do is I will tap to go to the edit mode. And I will, in the x ray mode, I will grab one side like that, select everything and now it key to the Z and move those down. Something like this. That's too much key to the Z. Again, something like that. It will be nice. The distance looks okay and makes sense. And let's go back here in the x ray. Let's grub the bottom rows and hit key to the z. And let's move them close to the surface. Yeah, that's perfect. Now I can tap out and we can now grab them and hit bind and bind them again. Now we can grab the guide and add zero enter. Now let's take another look. Now, these stitches are almost any place. You can see that we missed some stitches right here. And you can see we have some open area. And that's not quite important to fix because when you switch to render the results will be make sense. If you want to fix these, that's not difficult. Just grab the guide and then the stickers and you can duplicate it and add one right here if you want or if you'd like, you can bend it and bed it like this inside the cumetory if you like. There's a lot of ways to do that, but I don't want to spend too much time on something like this since that's not going to be visible to the camera. Now, if you go to the render, everything will be nice. Let's give this some time to see, especially if you delete the guide at say, let's hide it. All right. Something like that. Let's go to solid. I just want to see if now we are in the solid mood. I just want to grab the guide and it G to hide it as well. And let's go back to the render. All right, not just that we could grab the stitches and we could make some change. Here I will add curve RGB. I just want to make the color of the stitches looks a little bit darker. All right? Yeah. Now the result is correct. Don't forget to increase the roughness because we shouldn't have any reflection here. All right? I think that's it. I think we did great here and the result looks awesome. I will end this video here and see you in the next one. 63. 063 Adding hair particles for the fabric of the bond: Hello again and welcome back here. In this video, I want to add something for the bond or for the fabric in general. When you pay close attention to a piece of fabric, you can see some fine threads protruding from it, for example. As you can see here in this image, we have some flying or something comes out from the fabric itself. I want to create an effect like this, but similar to this image, I just want to add tiny hairs comes out of the fabric. Let's see, how can we do that? I will take the mice right here. And I think, by the way, I think we have something like that. When you pay close attention here to this mic, you can see something comes out of the fabric, for example, this one or these images right here, for example. You can see some tiny hairs. Well, this effects will make the result look smre, realistic and beautiful together. We will learn how to do that. But before we actually start doing this, I think I just forget to add a material to this border. Let's go to the ender and let's see what we have here. All right? Yes, we don't have any material here. Create a new one. Or maybe I can take the same material I used here to grab this hold shift, grab this one. And then hit control L to link the material and link materials. Now these two objects, sharing one material after doing that, grab this. Because I think this one should be a little bit darker. I'm not quite sure, but let's check that again. I think the color is not perfectly white. You can make a comparison here between the fabric and the color of this border. Okay, Yeah, we should change the color a little bit. Grab it and let's make this material unique because it's applied on three objects. Just hit this bottle right here, make it unique like this, and give it specific name. We call it white plastic speaker. Maybe we can call this lights light sealed, light sealed, Lame and empty for material. Now after doing that, all we need to do is just changing the color just a little bit. Take it down, that will be it. We don't need to change anything else. Maybe the subsurface scattering is too high for this piece. You can, you can add 0.5 maybe if you like. All right, now let's start doing what we wanted to do. So maybe we can start with, maybe we can start with this frame. I will grab it and it like to go to the local mode. And after that I will hit control and create a small window like that. Because I just want to render this area. I don't want the whole window to be rendered because that will affect the performance of the computer a little bit. After doing that, go to the particle properties and let's hit this plus. To create a new particle, you have two types. The emitter in the hair, we will work with the hair, changes to hair immediately. You'll see something after doing that. Now we should make some change here for the segment. I will leave them five. Now for the hair length, I will add 0.5 centimeter. Make them short like that, and now they are. We have multiple lists you can the hair shape to control the shape of the hair. For example, here we have the diameter of the tip. And here we have the scale itself, the roots. Let's change this to 1 centimeter and let's see what we will get. As you can see now it's become very thin. You can add maybe five, make it a little bit thicker. Something like this. Or maybe a little bit thicker. Let's add ten maybe. Let's see what's going to happen. All right now. 610. Yeah, that's maybe for the Demeter roots. You notice here we have this option, skull advanced. When you active, you will unhide multiple options here. Let's do that after activating the advanced option here. Let's go to the physics. Let's make some change. Here we have the Prowning give the hair some randomness. Let's change this, 2.01 Let's see what's going to Heaven. As you can see, now we have this result. Let's increase the number of the mass and let's see what's going to. He at ten, for example, will make the hair a little bit shorter. As you can see, the randomness looks nice. Maybe we can increase this, 2.303 Okay? Now let's zoom back and let's see what we have. Okay, now we have something. Maybe now we can go back and increase the number of the article or the hair. Let's add, for example, 100,000 Right now we have something, but I think that's too much. Let's change the ***. Or maybe we can control the hair length to a 0.1 That works less as 0.01 All right, maybe we can add another zero here. You can go to the mass and increase the number of the mass as, for example, 30. That will affect the length of the hair as well. All right, maybe now we can go back to the, we can go back here and the diameter to maybe five. That will make the hair a little bit thinner and softer. But the hair still have some length, we need to control that. Let's go to the mass and let's add 50. All right, now we have the ability to control it. The result so far looks nice, I guess, but I think that's too much. Maybe we can make this a little bit thinner. Let's add, for example, three and make it thinner. Maybe we can change the mass to, I don't know, maybe 100. Let's see what's going to happen. This length looks very nice and beautiful, and now the result looks nice. When you take a shot like this, it will be beautiful and realistic, but don't forget something You remember when we scaled the headset and make it small, we didn't apply the scale. Maybe applying the scale makes some differences. I will grab this and hit control A and apply the scale. What's going to happen? As you can see, this will affect the thickness of the hair. Maybe now we should go back to the diameter and change that. Let's add 0.1 in this case. Maybe now we can increase the number if you want to 200. All right, now the result looks nice. We need to do is just and based what we did here for the other objects. Let's go back and hide the other geometry from that. And bad now I want to apply coby and based the particles that I used here to this object, Grab this, hold here to grab this. And then go to this arrow and co active to select the object. Now we should see something on this can go to the local mode. Let's see together what we have. You can apply the scale and I think that's important. All right, now we have it. But just keep in mind if you want to make some change that will, that will affect the border, as I will show you, whatever change you will make here, that will affect the results that we got here. To avoid that, just make this one unique by hitting this icon here. Grab this, and hit this. Now we have the ability to change whatever thing we need here. So far I didn't see anything. Let's go back to the modifier. Let's apply the mirror. We don't need it anymore. All right. Now after applying the mirror, now I can see something. Well, that is looks very nice. I think there's no reason to make any change. It's very cool. You can accept the same result and just coby and paste it for the other objects. Let's slash to exit and let's com base the article for the other objects. All right, maybe we can co them, apply them on the ribs. To grab the ribs and hold, you have to grab this object. The same thing. You can go here. And B to select to selected. Now, it should be applied here. Gusts go here. Yeah, let's make this unique I guess. Or before you do that, just apply the scale first. Let's see what's going to happen. Let's give this a bit of time. Now, we have something on the ribs. All right. Further, Maybe we can increase the number a little bit to, I don't know, maybe 300. All right. I will accept 300 for now. All right. What else we can do? We could apply them for the inner area. We have Mira modifier, Apply it. We don't need it. Hold, gift, Grab this and apply this. Covid selected. I will grab this and go to the local mood. I just want to see what's happened here. Can throw and apply this scale. Maybe we should apply it. Yeah, now we can see something. That's very cool. Okay, now maybe we can apply the same particle on this cable. Grab, grab this one to grab this, and then go to the modifier and b to select it. After that, just zoom in and then apply the scale. First, let's give this some time to see the results. All right, now let's make this one unique. Go back to the article and this pattern right here. Here, we can make some chains to make this looks realistic and nice. I think we could increase the number of the hair. The results so far looks very nice. Now we can see some flying hair that will make the result looks more interesting. Maybe here we can change the diameter to 0.4 maybe let's make it a little bit, yeah, now it's become thicker from close distance. The result is not so quite pretty. But when you zoom out, I think it will be nice. All right, maybe we can change this a little bit. Let's add 0.3 0.3 or 0.23 n number to choose. I will stick with that. Everything here looks nice and beautiful. Okay, that's very cool. Let's see if we missed anything here on the side. All right, I'm going to add this for the battery cable. Just grab this to grab this one. And then go to the modifier and co, co, to select it. Now, apply the skill for the cable. I felt that we could see something here and yeah, it does. Now we can see something, um, in here. All right, now we have something that looks very nice. Maybe we can go back to the properties and the diameter a little bit to 0.16 or you can add 0.2 if you like. All right, 0.2 that's very nice. I think we forget the inner ribs. Let's rub them, bolt the outer ribs. And let's go to the modifier and coby to select it after them and control up of the scale. Now we could see something make the window a little bit smaller like this just to render it faster. But let's take up the inner ribs, and let's go back here to the modifier. Let's make this one unique. I think I will make some changes here. Let's change the diameter to 0.3 maybe. Let's see what's going to happen. Or if you'd like, you can increase the number of the hair if you want. But I can't do that now because I'm recording. But if you'd like, you can go beyond this number. You can even add 1 million if you want, above this number. Okay, So far this looks very nice. Yeah, I think I will stick with it, but let's see if we forget anything else here. We should add, maybe we can try something. Let's add a camera make quick render. By the way. Something here I would like to mention, if you've got a problem like this, for example, the particles couldn't cover this area. To fix that, just change this. For example, you can grab this vertex with this one and K to connect them. Meant we have this face right here and it has four vertices, 1234, that's mean this one is qu, this one is quad as well. But for this one it's ingone y because it's a face with 1234566 vertices. That's mean it's not quad. You can cut this from here to make this one quad. This one as well. Grab this vertex with this one in the K to fix that. Let's see if we have any quad here. Thing we don't. Let's jump to this side. And let's do the same thing. Grab this with this K, this one with this one. Hit and hits to exit. And maybe we should do the same thing for the side tab. Let's go to the modifier, Turn off subdivision surface for now. This can isolate it if you like, grab this one, hit K. This one with this one, it seems like we have quad here as well. All right, how can we fix this? You can, if you'd like, you can add one here, but does will make some problems if we do that. All right, in this case, maybe we can rub those and hit K, connect them together. And hit K here as well. Okay? And what else? All right, let's tap out and let's see the triangle. It will be covered. But the ones you should avoid, the ones that's all. All right, on this side, we don't have any problem. That's very cool. We can say it's fixed. Make quick render just to see the result. I will add a camera. Shift it to add and add a camera. Let's delete this one, control all to remove this, let's frame the camera here, for example. Just pick a view like that and then control a zero. To frame the camera like this. We will learn how to do all of that, but for now I want to make a quick render just to see what's going to heaven. Now let's go to the properties. All right, now I'm rendering HD. Let's change this to 200 to render it like four K, I guess. Four K. And what else? Let's go to the render setting. And the device will be BU. And here the render in the render, I will work with the samples. Just add the number here for me. I will add 400. Let's make quick render to see what we got so far. After that, go to the render and hit Render image. And when the render is finished, I will be back, the render is finished and this is the results. Yeah, it's very beautiful. The red color you see here is comes from from the guide. I just forget to hide it. But in general, everything looks nice. Speak the cable here looks nice and realistic. I think that set for this video. I will end it here and see you next. 64. 064 Adding materials for the speaker and fix the battery texture: Hello again. Welcome back here in this, do I want to teture the speaker? We forget to create texture for this area. And on the battery we have Apple logo as you can see. Try here. We want to try to create it. Let's see how can we do that. Okay, let's start with the speaker. I will grab this and it's like to go to the local mode and I think this is affected by the lattice and the subdivision surface. All right. I will turn this off for now. Timberly, maybe we can tap to go to the mode and let's see what we have here. If you don't like what we created here, you can change this. I don't know, I feel that I want to change it parts. I think that's not quite necessary. You can ignore it and accept its results. Maybe we can just make some small tweaking here like moving these a little bit or maybe that's not quite necessary. All right, let's make some changes. That will be very easy. What I'm going to do is I will grab these phases like that and it can row plus two, grow selection like this. I will delete all of these get of them after doing that. Now I can these faces like this and go to the face grid fill. You can spin its if you like. Yeah. Spins to have a result like this. Now after doing that, maybe we can hit Alt and extrude along the normal. Extrude these like that and then hit for Inst. You can push these out at now, you can grab these and control would be to bevel them, all right. I just want to supply this area. I will hit control Alt to A, right here and I will bevel this. Hit control B, it's something like this. I guess I will hit and exclude this, all of the normal. All right, that's very cool. After doing that, grow up this loop, I'll click and then hit V to it like this. And then hit control L, just to focus on this area in the middle. And then hit P and then to separate it. Now I can give this one specific material. Let's group the ultra frame and let's active the subdivision surface and the lattice. Maybe now we can create a material for it. I can feel that we have some lagging. When I select things, the selection is not fast. Maybe that's because of the stitches that we have here. Because we didn't apply the service deform, maybe we got this problem. So I will grab them and hit control A and apply equal geometry to Mike to get rid of this modifier. And now I think the selection become faster and work instantly. Now I will grab this and create a tick. Sure for it, I'm not going to create a tick. Sure. I can copy one of these ticterials, for example. I can co this one and light on it. Select this one. I just want to see the name. Dark plastic empty. All right, let's go back here and let's pick this one. And let's search for plastic. Empty and plight. And that will be it for this one in the middle. Where is it? It's right here. You can activate the lattice and the subdivision surface for this as well. For this one you can create a new material for it or you can do something else. I think we can make some tweaking. I don't know, I feel that we could do something here because this area in the middle, it's not flat To fix that, I guess we can interrupt these edges like that, them and then y the loop tool and stretch that's flat in the edges and give you a flat results. We can do the same thing for these edges right here. Turn over the subdivian surface. I just want to see those over here. All right, that looks nice. The same thing we could do here, grab those radically, and key strike. All right, that's very cool. Now tab out and activate the subdivian surface with the lattice. Now the result looks very cool. You can the material that we created here and alight on the speaker, the dark MT, we call it. Let's grab this for the dark MT. I think we go to the Material Review just to see the results. As you can see nothing here because this piece is not a rub tab. To go to the edit mode, hit a Select everything, and here grab all the faces and hit two Time to rub it with angle based. You can choose confirm all that works. The difference is not huge. I will stick with angle based. Now we should see something stab out. Let's go to Material Review and let's see what we have here. We, all right, let's see why that I can't see anything here. Maybe because of the scale. I don't know. I'm quite sure. But did you go to the Lindor? This is the diffuse and this is the normal. I will control to click on the normal. I just want to see if there are any details, but maybe we can scale this down a little bit. That's weird control Db scale. Let's go to the object data properties. I think the problem is because of the UV shape key that we created. I will delete this one and stick with one UV. And I will re this just hit a, select everything here, hit U two time. Now we should see something in A. Does you remember the UV that we created here for this tool, the rubbing tool? Just keep in mind to delete the extra UV or you can ignore it. Just select the first one and work on it. Or you can delete it if you don't need it anymore. Okay, let's go to the second one. And I'm going to delete this because I don't want it anymore. I will mirror this on the other side, but just make sure to put the origin.in the center. All right. To do that, maybe we can grab the aluminum structure. We still have the origin dot perfectly in the middle I guess. Or maybe the light sealed. Yeah, I will stick with the light sealed. I will put the three decursor the position of the sealed origin dot just chose. Coursor selected. Then you grab this piece and origin origin 23 decursor. The same thing for this one. Grab this origin 23 decursor. I will give each one a mirror modifier. Add mirror for this and mirror for this one. It should be mirrored on the x axis. All right, there's a problem here because of the rotation. To fix that, just apply the rotation for each one. Control A and Ali rotation for this and for this. Now the result should be perfect. It does. After doing that, now the time is to focus on the battery. I will tap to go to the mode, and I will go to the top. To this area of faces, for example, this area, something like this. And that will be it. Grab it and hover over here. Hit a, select the faces in the UV, and hit U two times T B, this UV. And now we have tried, you can use confermal if you like. After doing that, I will tap and let's make this figure a little bit. And then let's go to the Tixr folder. I will leave this M right here. You can use it. Click drag, and import it right here. Let's take the output node, just one, some space. Let's search for displacement. Put the displacement here and block to the displacement here, and block the color to the height. After doing that, as you can see, now we have something. Let's tab and let's see what we can do. Fair thing the texture is set to repeat. If you scale this, it will be repeat like that. Clip it like that. Just to clip the image, you can tweak the UV to get a good result. Just scale the UV like that until you get a perfect result. You can go to the top to see that. Until now, the result is very cool. All what we need is just to move the UV a little bit and center it like that. That's very cool. After doing that, we need to do something else like flipping the information. Let's change this to non color because it's not a color, it's just information. Now eight to search for, invert, and put the inverse right here to invert the black and white color. Now we got the correct result, but we have some nasty shapes here. This comes from the resolution of the image because it's not high resolution. We can see some artifacts here to avoid that, you can reduce the scale to 0.1 Maybe you can go beyond that. You can go 0.05 if you like. That will give you a very nice, beautiful result as you can see here. All right, that's very cool. After doing all of that, I think I will give the light sealed a particle, hair particle, the particles from this frame. I guess select this whole skeptical of the frame and go to the modifier stock and open this by the modifier to the selected. Now we have tiny hair applied on this area. I will switch to the render. I just want to see the result. All right, now we have something here that's very cool. Maybe we can increase the level or apply the scale first to get a correct result. Control A and apply the scale. All right, now we have something else. As you can see, the result now become better. You can go to the particle properties and increase the number to 300,000 or feel like we can add for the result. Now looks very nice. We can apply the same results on the frame of the sealed Rob. This hold, you have to cut up this one, go to the modifier and covid the modifier to the selected. After that, rob the frame control, apply the scale. Now we have something here. The result is very cool and you can increase it if you like. Okay. I think I will stick with this. All right. I think now we are ready to render it. We did everything. Now. Everything is ready to make the final shots. But before we do that, I think we let's go to the solid. I just I need to hide the guide we have here. I will hit out edge to bring the back, for example. This one, we don't need it. I will hit and move to the timber two. Timber two is not going to be visible in the render, so you can keep it. Okay. Let's see what else we have here. We have this guide as well. Just hit to the timber two and keep this area empty. And now I think it's empty. Nothing here. Yeah, that's very cool. Now we are already to render it, save your project. And I will end this video here and see you in the next one. 65. 065 The Final Render: Hello again, Welcome back. In this video we're going to render the Apple Super. All right, we have two source here, let's grab them and delete them. I don't want them in the environments in the world. The GRI image, I'm not going to use the R image. I will zero here and ignore it. If you like, you can zero out as well. Now when you go to let's go to render. And let's see, everything should be black because there's no light information as you can see nothing here. All right. I will put the three crosser in the middle and I will add a circle and now we have a circle. After doing that, I will tap to go to the eight mode of the circle and go to the face and secret fill from the top of. You. Feel like you can spin this or offset it just to get a good result like this. Right click subdivided if you want. Artery, that subdivision again and again. And now we've got this result. As you can see, I will tap out. Let's go back to the object mode and let's create a new material for this. Will add a new node here, call gradients. Let's check for gradient and add one. Here we go to the Material Review just to see the circle and if you like chanic gravity and it slack to isolate it, Click Control. Click just to review the results. I will change to, you can choose circle. I will hit Control to add mapping and coordinate and block this to the object. Just to put this in the middle, like this, now we have a gradient color. As you can see here, the result looks nice and cool. All right, after doing that here you have two option, you can tab and go up this vertex in the middle and go to the proportional editing. I just want to make it like a dome. After you select this vertex in the middle to the Z and make the effect big like that's smooth, this like that. If you do that, you're not going to get the rest of that you want. But we want here, we want this area in the middle still white. The age is still dark. That's not going to have been if you use the node itself. That's why I'm going to bake this. All right, let's see how can we bake this together. I will delete this one and keep this one connected like this and tab out. This is the result that we got so far and we need to bake it. If you want, you can add Rum color. Rum right here to control that. If you want to increase the darkness a little bit, I will do that. I just need some dark color. There's also our looks cool. All right, after that, rub this tab to go to the edit mode here in the UV, hit a select all the pace here, and here it eight. Select the UV as well and hit U two times, just to rub it here. Now the UV is ready. Tab out, let's go back here to create or to add a image tick. Sure. Let's hit to create a texture and less increases to two K. Just add two here and here as well. I think you can keep everything as is and hit. Okay. To accept this, I just forget to change the name. I can call this Dome and hit Enter. After all of that, go to the red and change the render engine to cycle because you can't take it unless you cycle in the device. You can work with CBU or B. I will stick with this one because this one faster for me. I think that's all what you should do here. After that, maybe we can grab the bake. I think I will put it right here and open it because we have black and white information. I will change the emission. I don't want all of these options, but I just want them chose the emission that's after. Grab this node and just hit and let's give this some time. All right, now baking is finished. All right, now I have the ability to disconnect these and use this image. Let's block it, and let's see the results. Let's recall, now we have something. After doing that, I will grab these and move them away like that. And I will add emission shader to make this circle emit light. We can control the strength from here, and if you'd like, you can add color Rum. Just set for Rum. And you can right here to control the transition. You can change this from linear to blind to make this even smoother. You can push this like that, all right? You have, you can control this or something like that. Keep in mind that you can grab the texture and you can scale it. And if you want to control that even farther, all right. Something like that. It will be nice and cool. I will move this up right here and to excite now, I will tap to go to the ith mode and I will grab this vertex in the middle. And active proportional editing, I will hit key to the Z and move this and make it like a dome. If you like, you can use this one, this sphere and key to the Z. Just try to create a dome like that. All this, it should be above the head set. You can scale it, make it small or big. The transition we have here, it will give us a smooth lighting or smooth reflection on the headset. After that, let's go to the render, and let's see what we will get. As you can see here, the lighting is very nice and smooth. You can see the reflection here is very smooth and beautiful. You can grab the dome and you can increase the strength to, I don't know, ten maybe if you want to make the light a little bit stronger. As you can see now the lighting surrounding the hits it and give us very nice smooth results. I think I will stick with this one. It's need any further editing Ok. After doing that, let's focus on the ground a little bit. Grab the ground and this is the material of the ground. I will change this to ground empty. For material, I will add noise ticker. Sure. And I will control to click on the noise just to review it, put the roughness up in the details just to have some details and roughness and now it's become rough. And as you can see, after doing that, I will this to the roughness. Let's plug the principled control click. All right. And now we have something. It's too rough. I want this to be reflective. I will search for, let's add RGB curve here. To control that, I will take this down like this and maybe curve down this a little bit, but I think that's too much. Not just that, I will make this dark, I just want to see some roughness. I will take this up just at any bit. All right. Now we have some variation. You can feel here, that's what I wanted. After doing that, you can, can go to the solid if you like. And this, you remember when we swak this to bonding. I will go back here to the object properties. And underneath the Viewboardsplay, we can Swasplayslid to go to the edit. All the vertices control to level them. Control shift to bubble the vertices. Let's make this like a circle. You can choose a clamp over lab and push this until these vertices meets at the center. Hit eight, select all the vertices, and then emerge by distance to M, these four vertices. And now they are merged, as you can see here. After doing that, we can hit four insets. Let's make a small inset. Goes like this. And maybe we can rub the outdoor edges and hit to the Z to make small extrusion like that. Turn off proportional editing. And hit to scale this, grab this control just to have nice small bubble like that. If you want. All right. I think that's it. I guess that's all we want to do. Maybe we can add a support H lobe here and tap out shade smooth and let's add subdivision surface with level two, all right? If you like, you can scale this even more and make it huge and big. If you are satisfied with the result, you can change this back to bounding. As you can see, the result looks very nice and beautiful. I will grab this and go back to the properties and change this back to bounding. All right, because I don't want to select it and see it. After doing all of that, now we are ready to add the camera, hit shift to add and a camera, and now we have the camera ready. Pick a nice view like this. Hit control old zero to frame the camera. I always forget to activate screen for that. All right, control at zero to frame the camera. And now we can control the camera as well as you are playing a game. You can go to the view and go to the navigation. And choose Work Navigation. All right. This option will help you to control the camera like you are playing a game. If you hit the ASD, you can see what these patterns do, will move the camera forward, backwards, left and right. And D, if you hit, if you hit, you can go up, go down. If you want to make the movement a little bit slower, you can rotate the wheel of the mouse backwards. This will help to make the movement a little bit slower. After doing that, now we can pick the angle that we like. For example, something like this. I guess we can take a shot. Let's grab this and make it smooth, The dome. Let's go to the render just to see the result. So this is, the result is very beautiful and nice. The light is soft and beautiful and ground reflection looks nice. If you don't like it, you have the ability to control. It's very easy, I think. Now we can take a shot if you like, by the way. You can take the dome down if you want the reflection to hit the glass a little bit. Something like this, if you like. When you do that, the light will be a little bit stronger for me. I will move this up. This distance looks cool. I will stick with it. I think I can make small tweaking here for the ground, like taking this down a little bit more. All right. Something like this. That looks nice so far. All right, if you already now we can render it. Let's go to the properties of the camera. I grab the frame of the camera like this and then go here. All right, nothing here to add. Maybe we can k the focal length if you would like. Okay, you can that, you can add 80 or 120, something like this. If you want to use depth of field, you can use it for now. Let's take a shot with, let's add 88 and hit Enter. And I will go back to the View and then navigation and Walk navigation. You can add this to the Quick For Variety if you like. Just hit Q now and choose it now let's zoom back. Hit the button and go back like this, try to take a shot. All right. Now let's go to the under setting. All right. As I told you before, I'm not going to use the noise threshold. I will use the samples. I will add for the render, I will add 800. You can 1,000 if you like. For me I will use the viewed. I think that's all of it. I will activate D noise. This option will eliminate the noise after the render being finished here you can increase the resolution for me. I will multiply this number to get four K resolution. All right, I will render this image and when the render is finished, I will be back to render this. Just go to the select sorry, Go to the render and render image or you can hit 12. The render is finished and this is, the result is very beautiful. If you noticed, I didn't use the combined. The combined means the result of the noise. Instead of that, I will use the noise image. That's not going to affect anything because you remember we increased the samples. The result so far is so beautiful. All right, after you render this image, I'm going to use the cup cut to edit this image and make simple post processing. Let's see how can we do that together. Let's open the cup cut. It will be open like this and just save the image. Go to the image and save, save us. And just save it. After that, open the image and save the cup cut to open the image, just click and drag the image and but dry here. And it will be opened. After that, grab the image and the time slider. And that's it. Now we need to make some editing. Go to the adjustment and hit this plus to create a new adjustment layer. Grab the layer and you can go here to control the brightness, the contrast, and all of these stuff here. I don't want to make it complicated. The image doesn't need too much tweaking. You can control the brightness. If you want to make this a little bit brighter, go ahead and do that contrast. I think there's no reason to manipulate this. The result looks cool. Maybe we can add some sharpness or shares something cool and imported. I guess you can see how these small hairs stand out. The result looks very, very beautiful and realistic as you can see here. All right, It is simple post processing because actually we don't need to do anything here. Everything looks cool and nice. We just need to some sharpness and feel free to manipulate these sliders. Maybe you will get something you like from here. You can make the image warm or cold by pushing this to the left and to the right. For me, I will leave it as zero. When you comb, just go to this three line icon and use this option. Export steel frame. And you can export the destination and give its specific name. Leave everything as is the resolution four K and just hit Export and it will be exported. All right, so this is the final results of this render. Is very nice and beautiful. Let's exit, let's try to take another shot. Let's change the position of the camera. Something close, for example. I can put try here. I just want to take close. But maybe we can focus on this area and select the frame of the camera and active the depth of field. Now it's active. After that I want to cure the focus object. I just want to focus on specific area. To do that, I have a method I always use with the empty. I will the three coser over here on the surface, and I will create a new empty. I will use this empty as a focus point. Let's go back to the cameo. And here in the Focus object, pick this empty like this, and now it's selected. Let's go to the Material Review to see the results. As you can see the focus. Now if I grab the empty and move it, the focus will be affected by it. Let's put it right here, for example. It should follow it. Let the Viewboard, because I just want to control from the top. Let's move this right here. You can see how can I change the focus points by using this MP. All right, this method will be very nice and helpful and easy to use focus on this area. Maybe after that we can grab the frame of the camera and control the epitope. If you want to reduce the effect of the depth of field, you can increase the number here. For example, I will add ten. As you can see, it's reduced. Maybe now we can take another render, but I will make some changes here. For example, I will render it with full eight. Let's go back to the original number 100, and for the samples I will change to 500. I think that's it. Let's take another render, and when the render is finished, I will be back Thender is finished and this is, the result is very beautiful. The depth of field gives us very nice results as you can see here. Feel free to ching the angle of the camera and take multiple shots. I think it's for this, it's for this course as well. For now, I will end this video here and end the course here and see you in future courses.