Transcripts
1. 1 The Intro: Hello, everyone. Maron
Hussein is here and welcome to the New course,
Rolls Royce Spector. It is the first EV
fully electric car created by Rolls Royce
Company. Very beautiful car. That's why I decided to
create three D model for it, and I'm going to teach you
how to create it as well. So I made a full course
teaching you how to create the os roy spector
from start to finish. And I'm going to focus on the exterior side
of the os royce, and I'm going to cover all the exterior details
together using a blender. This course took from
me a lot of time, almost five months of preparing, and now I'm so glad
to release it. In this course, we will focus on the three important factors
in the three D world, modeling, material
and rendering. In the modeling second, I
want to focus on how to achieve or create
a smooth surface. It's very important to get this result because that
will affect the reflection. And we're going to use a Shrinkwrap technique
to achieve that. There are a lot of tools
in the modeling section, we're going to learn
them together. And when it comes to
material and rendering, we will try to create
something realistic, as you can see here
in the images. In this course,
there are a lot of tools and techniques to learn, and I'm so happy to finish it. I hope you find it
useful and informative. So I hope you join me today to learn something new here and to create the iconic
Rolls Royce Spector, the new EV, fully electric car, and I hope see you in
2. 2 Befor you start: Hello, everyone, and
welcome to this video. In this video, I just want to talk about the project files. Inside the project files, I will leave the blueprints
that I used in the course, all the necessary
images right here, but I will leave the
second blueprints. It's for the final
result of the course. I advise you to use
Blueprint two because it's more accurate as compared
with the Blueprint one. And here we have the
environment. Tickets here. I will leave two environments, and these images are the
texture for these environments. And here we have the HDRI that I'm going to
use in the course. And here we have the
reference images that I'm going to use as
well and the ticket is here for the Rolls Royce. And here we have the blend file. And inside this tool, we have all the
reference images. I put here tons of images, but to access this file, you could download the PURf It's a free tool to
browse the images. So just stark this tool in the Internet and
download it and use it. If you don't can't
access this file. Alright, so this is
for the project file. The second thing
that I would like to mention is this course is not quite friendly
for the beginners. You should have a little bit of knowledge about blender and the interface and the modeling, so you can follow along with me. So just be aware of that. If you are quite beginner, it will be too challenging
for you because I'm not going to
explain the basics, so just keep that in mind. The thing that I would like to mention here is the rating. Whether you like to add one star rating or
five stars rating, it's very important to add a comment underneath the rating because that will be too helpful for me to fix any problems, anything needed to be changed
in the future courses. So please don't forget
to add comments. And yeah, that's
it for this video, and let's get started.
3. 3 Adding the BluePrints: Hello again, and welcome back. Alright. Rolls Royce the
spectre. Let's get started. Reference Images or
let's say blueprints. We have them all right here, and we have the reference
mics right here. I got a lot of images
from the Internet, but, actually, there's not Images covers all the details of
the car because it's new. But these images will do. I have high resolution
images right here. Okay. And we have these images. I got them from the YouTube and some images right here for the exterior and the
interior of the car. All right. So a fair
thing that we could do is put the reference
images right here inside. I don't want all of these. Just hit A and then X and
then D or before we do that, let's activate the screen cast. And now we have something, yeah. So A, X D to delete all these
selects all of the objects, X to delete D to confirm. And then let's go to the front. Just hit one from then and bad
to jump to the front view. And as you can see, we have
the front orthographic. And go to the folder of the blueprints and
bring the front here. Click and drag, it's very
easy. Now we have it. But we want this to be in the middle right
here. It's very easy. Just reset the
position of the image, it lg to reset it, and now we have it right here. And because we want to
create the vehicle here in this area, we want some room. Because of that, I will grab the image and move it backwards. So just hit key and key to the Y and just
move this right here. I want this image to be visible in the
front. That's okay. But from the back side, I don't want to see it. In this case, we could
go to the properties of the image and just use front. So now, it's not
visible from the back, but visible from the
front view. What else? Let's go to the
back, hit Control, want to jump to the back. View. And I will
bring the back image, but don't put here because you will replace
the front with the back. Put the image, for
example, right here, away from the frame and then hit old key to reset
it and move this a little bit right here to have
some room and then go to the properties and activate
the visibility on the front. That's very cool. Now, if I
go to the back, I can see it. And when I go to the front, I see the front Image
but I don't see the back because it's
not visible. What else? Let's go to the right, three. Now we are in the
right orthographic. Bring the right view, click and drag and
put this right here. Alt key to reset the location, G, and let's move
this over here. In the same scenario, go
back here, activate front. Let's go to the
lift, control three, go back to the folder, bring the lift with
right here, lk, reset it, to move, and let's move this here,
and then X, by the way. And the same thing front. All right, top of
you, go back here. Go to the top first. It's seven. Bring this and put
it right here, Ale and now we have it. Turn over or sorry,
activate the front side. Key to the Z, and let's
put it right here. Okay, so this is the first step. And now after doing all of that, I will hit eight select
all of these images. And I want to put the
tire or let's say, align the tire with the zero
level of the environment. Select all of these images
and go to the front. And just hit G to the Z, and let's move this up, align the end of the tire
with a zero ripple. Sorry. Something like that, that will work. That's amazing. And all these images
you'd be aligned, go to the right, go to the left, go to the front, go to the back. That's very cool. All right. That's very cool. Now, we'll
see what else we could do. If you want to keep the distance even between these
images, you can do that. It's not an important
thing at all, but if you care
about this stuff, all what you want to
do is just add a cube inside here in the middle, for example, and Skilt. For example, if you
want the images to be far at this distance, you can snap these
images to a cube. For example, I will grab this image and don't worry about this
because it's an add on. Let's turn this off.
I don't want them. Turn off blender kit, and yeah, let's say preferences. Okay, now let's go back
to the snap and the snap, activate the vertex snap. And what I want to do
here is just align these images with the box. Grab this had key to
the X holt control, snap it here with the side
and this one as well. Key and snap this right here. G and snap this one right
here, and this one as well. Okay, and what else? You can Z to go to Wireframe, grab this top image, G to the Z, hold
control, snap it here. And when you compile it, just
delete the Q. All right. So now we keep the
distance even. As I said, that's
not quite important. You can ignore it. But if you like to do
that, it's simple. After doing all of that, now we can see the images in
the pair perspective. And the orthographic as well. Orthographic, I mean,
the front view, right view, top
view, left, right. These view is called
orthographic. And in the perspective, I can see them as well, and I don't want that. I want these images to be
hidden in the prerespective. In this case, just grab
them all like that. And let's go back to
the image properties. If you can see it,
just make one of them active hold kept
and pick this one, and now we have the properties. So I want these to be visible just in the orthographic
turn off perspective. But if you do that, you
will turn this off for the active image. And
we don't need that. We want this option
effect all the images. Well, in this case, use the Alt, hit Alt and click. Sorry. I'll click.
Now it's works. So now we have all of
these images here. Let's put them inside
the new collection, hit, and then hit
new collection. Let's call this Blue prints. And now we have them right here. One important thing, I will
jump to the orthographic, hit five from then and bad. I can select these images. That means they are selectable,
and I don't want that. Here in the outliner,
we have this filter. Just click on this icon
to see the options here. Here we have this option. This option helps to make
whatever geometry you want. You want to make it no
selectible, activate this for it. For example, let's activate this so we can see
it right here. Now it's visible right here. Go to the blueprint as you
can see now I can select these images and make
this disabled selection. Now, if I click on the images, I can't grab them. Alright. Now we'll go
back to the perspective, hit five from that and bad and now go to the front
and now we are ready. So it's the front, back, right, and left and top. Now we can start
creating the oys. All right, so I think that's
it for this with you, and we will start in
the next, see you next.
4. 4 Modeling the Grill: Hello, everyone,
and welcome back. Alright, let's get started. And before we do that,
let's visit preferences. In the addon section, I will
activate the Loop tool. Just search for loop, OP
and activate the Loop tool. It's very important tool. And maybe the bull tool as well, activate the bull tool. And I think that's it
loop and Bull tool. And in the navigation, let's see what we have here. We have this option
orbit around selection. I think this option
is important. For me, I like to
use it. Activate it. And the dipth as
well, when you zoom, when you put the
mouse on the hometry, the zoom will work
according that geometry. So activate dipth. And in the key map,
here we have pino on a trice if I turn this off, if I z, now I can axe the
Hymeno when I hit the button. But if I activate this, now when I z, I will have the ability to toggle
the wireframe on and off. For example, if I add
cup right here or maybe, sorry, let's hit Kan tro Z because I added the cube
inside the blueprint. Go to the collection and hit
here to let's add monkey. Now, if I Z, I can toggle
the wireframe on and off. But if I turn this
off when I hit Z, I can do that, but I
will access the Pimo. I prefer to activate this. And if you want to
access the Pamu, just hit Z and drag, move the mouse a little bit, and you will access the Pamu. So this option, it will give
you an extra pattern to use. All right, anything else? System maybe the end to stip increase this
to 60, if you like. And don't go too
much because all of these tips will
store in the rum, and that's what slow the
computer a little bit. And the cycle render
device, activate the BU. And this is early step. We need this when
we reach in door. Second, when you combine
it, just save preferences. And one of the important
thing you can do, the resolution here,
you can change it. For example, if you like,
you can change this tot and make the resolution
big two is too much. 1.1 is cool. For me, I will stick with one. And if you like, you can make this bigger. If the options are not visible enough to you and then save the
preferences and excite. Let's delete the Suzanne head, and after doing all of that, let's check the size
of the blueprints. Alright, now we are
in the right view, and now I can see the image. I will add a guide, add
cube, use that as a guide. And after that, let's go to the here we have the
scene properties, go to the unit, and I just want to change
this to centimeter. I would like to pre centimeter. Let's open this spin
right here and go to the M so you can see the
dimension of the cube. Or you can access them
after you create the cube, you can access them from here. Anyways, I like to
scale this to the Y, so I will change the Y value. And here we have the information of the dimension of the spector. It's about 500.5, so I will use this number, just type 545. 45.3 and hit Enter, and now scale these images according to the
size of the cube. Let's take this Ca right here so we can select
the images like that. D select the cube hold control and make selection like that. Easy to go to reframe
and scale these images. But when you scale,
you can see that the tire goes above
the zero level, and I want to avoid that. To avoid this, scale the images according to the position
of the three D cursor. Just go here and tell blender, I want to scale this according
to the three D cursor. And now when you scale, you will scale according to
the three D crossor. After that, scale
these images until the end point of the bumpers,
the front and the back, reach and hit the
line of the cube for the side and for
the side as well. All right, so now
hit S and scale. And now yeah, now this spam bar hit the line
and this one hit the line. And that's it. When you be satisfied turn over the
selectable option here. So we don't select the
images accidentally. And for the cube, we don't need to just delete and that's it. And right, now we
are ready, I guess. Let's activate the secreen case so we can see the patterns, whatever pattern I hit, you
will see it right here. Okay. So I think we can
start with the grill. We can start with the front, and we will move on to the back. Don't forget to say the project. And let's start with the grill. And here we have a lot
of images showing us the grill and how
can we design it? I remember I have an
image right here. Let's see where is it? Because the grill is
have a chrome material, it's a little bit difficult to see the lines of the grill. But this image, I think it
can show us a little bit. Alright. So here we have this, we have a line goes like that
and this line right here, and here we have a line. So let's see how
can we create this. And all these lines are
visible in the luprint. The three D cursor
is in the center and the EC in the center,
everything is ready. I will hit hit a to add,
and I will add plane. And when you add something, a menu right here, just open it and here we have
multiple options. In the align second, I will align the plane
to the view like that. And easy to excite
over the wireframe. So now we can see the plane. I will scale this plane and
just move this up here. Maybe right here and scale
it a little bit more, but scaling now working
according to the three D Cursor. Tune this two bounding box
and scale this like that. After that, I will tap to go to the Edit mode and I will add
one edge here in the middle, so we can delete half
of this because we will use the mirror modifier to mirror one side
on the other side. Control R so we can add H and put the mouse over here
to create a new edge. Control R, confirm, and don't move the mouse to
the left or to the right, it right click and
leave it in the center. When we satisfy, grab
these four vertices, I mean this phase
and then just it X to open the delete menu and Q
phase to delete the phases. X. Sorry, X F and let's move
these vertices a little bit. Let's put those
right here and let's move those up right here. And now select all
of these vertices, and from the right view, the plane is in the middle. It's not in the correct place. So I will hit key and move those vertices to
the front like that, and we will start from here. So align these vertices
with this area like that. And these vertices as well, we should align them
here. All right. So in the perspective,
grab them like that and then go to
the right hid key, and let's move those over here. Now they are aligned. Go
to the front like this and I will grab these vertices and hit key
to move those right here. Let's hit E to make
another extrusion goes like that,
another extrusion. Goes almost right here, let's move those down just
a little bit like this. And s to go to wireframe. Let's move those
slightly like that, and this one maybe let's
move this over here, let's move this one,
maybe right here. All right. Now let's check
this from the top, go to the top, and let's put
these vertices in place. Grab those together head key and let's move
those over here. And this vertex, let's move this over here
and this one as well. Maybe these vertex as well.
Let's move it over here. The idea is just following the following the
blueprint. That's all. I will look up this
vertex and I will extrude this maybe right here and go to the front.
And let's move it down. Go to the right and check it, and the right is okay. It E and let's extrude
this over here, hit three from, then I'm
about to go to the right. And let's move
this a little bit. Maybe right here. And
the top hit seven, everything is okay and
in the correct place. That's right. Let's go back to the front
and let's see what's the next. All right. I will go to the right and
I will grab this vertex, and I will extrude
it maybe two time, one right here and
one right here. And then keep extruding
these vertices. And let's follow this curve. Until we reach this point
and from the front view, we can edit that further. Just diselect the salt
controller and diselect it. And with this vertices selected, G to the X, let's
move those sorry, not all of them, these vertices. Now, G to the X, let's move this
maybe right here, Diselect this salt control
and selected G to the X, control and G to X, and let's push this over here. Let's try to find another image. Let's see what we
have right here. Mm hmm. Any other Ema
showing us the grill? Alright, maybe which one
this one? All right. I will select these
vertices as well, and I will G and move
this slightly like that and these vertices as well. All right, that's very cool. And maybe this one. All
right, that's very cool. And I will grab these vertices as well and
hit heaty to take a copy and let's copy them right here and align these new
vertices with the HR, I mean this he right here. Maybe I can slide these G twice and just
slide them right here. Alright, so now let's
see what else we can do. Maybe we can fix the distance between these three vertices. I will select these
three vertices, and I will use the loop tool add on that we just activated. Just hit right click and
you'll find it right here. Inside the loop tool, we have multiple options
are very important. One of them are the space. This option right here, it will help to fix the distance between
the vertices and it will make it even. Now, after selecting
these vertices, when you hit right
click and space, it will fix the
space between them. It's very nice. Go
to the right and let's check the position
of the vertices. All right, so far,
it looks okay. Now let's see what we can
do here to this area. So I will hit E to
ex through this and I will grab this with this hit F to create a connection
between them. If it's something like
that, it will work. You can slide this a
little bit up if you like. You can fix the distance
between them, use the space, and maybe we can go
to the paerspective, so we can see if we
should do anything else. The curve looks okay. Maybe we can just put the
vertee a tiny bit back. Maybe. All right.
Let's go to the front. Alright, now let's
go to this vertex, and from the right view,
I will extrude this. Alright, one
extrusion like that. So this vertex you meet
this one right here, and this one suld meet this one. And one extrusion
maybe goes like that. And it right it's E again to extrude extrusion right here and maybe one right here
and maybe one right here. And the front view, let's
put these vertices in place. So this one hit, and
let's move this over here, and this one over here. Rub those together, hit G, and let's move those over here. Key to the X, by the way. And this one, it could
be almost right here. Alright, now let's
see, let's check the perspective. All right. This vertex, it needs a
little bit of tweaking. I will hit Key and let's move
it here from the top view, hit seven, two, jump to the top, and maybe this one we
should move it like that. Maybe this one we can
guess slightly move it. Maybe this one we
can move it back. All right, so the flow
of the line looks okay. Try to avoid any waveness
because that will be reflected when you at
subdivision surface, and we want to get
a perfect result. All right, after
doing all of that, now I will select
these, for example, these three vertices
and I will hit F, and now I have a phase I will
he Z to go to solid so we can see the solid results. I will grab this with
this hit F to create another phase and another
F to create another phase. Okay, that's very cool. And we can do that again F F F. All right. And what else? Mm hm. We can add an edge
right here. That's okay. And we can go to the front and just move this
slightly like that. And we can create a
face right here at F. Let's check this and
the pair perspective. All right, so this
line looks right, and that's not correct, so I will grab this and hide and just move
them like that. We just need slight
care right here. And for this area, I can add one A lobe codes like that and then hit Alts to
push these vertices out. Like this, another
loop right here and it's alts and let's
push these out like that. Check the care because this
area is very important area, and I think we can add
another H right here. Ctroll out and add
one right here. Alts to these vertices
in the middle. Let's check this from the top. Let's see if we
have any problem. Maybe these vertices, we
can push them out and those as well alts
and push these out. All right. Now I will select
those right here and hit F. All right, it's better to
move this vertex a little bit and make this
vertex meet this one. Hit G twice, and let's
take this over here. And now select these vertices
at F to create a new phase. And we have this area. So let's grab them, grab all
these vertices at F. Okay. This phase right here, we call it quad
Quad. It's a phase. I created by four vertices, one, two, three, four. But this one right
here, it's not quad. It's gone because it's
created with five vertices. We have one, two,
three, four, five. Three D modeling, when we
use the subdivision surface and when we create
smooth objects, we should avoid we
could avoid the ones, and we could avoid
the triangles. Triangles it's a phase
created with three vertices. For example, this one,
this one is triangle. This one is quad because
we have four here. Assuming that we added
an edge right here. So we try to avoid that always. So we should find a
solution for this one to get rid of this quad result. We can add an edge right here
and make this area sharper. We have a lot of options. But for now, let's keep modeling and we will
go back to this area. So far, we got this result. This result looks
okay. And nice. I guess, maybe this vertex we could move it out
because I don't know, I feel this goes
inside a little bit. So I just want to move it out. From this angle, just
pick a nice angle and at the end, just
take it out like that. Okay. If you want to fix the
distance between these edges, you can use the space
option, this one. I like to teach you
how can you do that? Just select these edges
Grob Holt control, grab this one, to
select the H loop, Holt you have to add a
new one, Holt control, to select the H loop, Alt
have to add a new one, Alt control to to
select the He loop. And the same thing
for the last one. When you select these
edges like that, hit right click and Q space. That's will help to make the distance even
between these edges. All right now, the distance
is even and very cool. Right now, let's go to the front and let's fill this
area with faces. Grab the rets set F, grab those set F,
and there we go. All right. Anything
else here we could do? Let's see grab this vertex, and I will hit E to extrude this over here.
And go to the right. Let's put this in
place. Just hit E, and let's move it
forward a little bit. Go back to the front,
grab this one, hit E, and let's
extrude this over here. And from the right, move this a little bit
forward like that. Go back to the front, hit one. Now grab this hit F
to create a big face. And for this area, we can hit E to extrude this multiple
time like that. Let's put these
vertices in place. From the top of you, maybe
we can control that. So let's start with this one hit key and let's move it over here, grab this key and let's
move this over here. And this one maybe it
would be right here, and this one maybe here. Go back to the front,
and there we go. Alright, from the right view, let's see what we got so far. Mm hmm. Looks fine so far. All right. I will look up this
vertex and I will hit and exclude it
maybe right here. I want this vertex
to meet this one. And after that, I can add multiple vertex right
here if I want. From the top, we could move this vertex and
put it underneath it maybe. Maybe right here or I
don't know, maybe here, make some distance or
live some distance. After that, grab
all these vertices, those right here and
then it have to create a giant face right here. I will use a knife tool at K to create multiple
cuts, for example, one like that, maybe one like this and maybe one goes
like that, I guess. And I could move these vertices again and
put them in the place. Starting with this one. I
think they are in place. Maybe we can move it
slightly like that. Yeah, I think they are in place. Yeah, very cool. Very nice. So here we have quad
and here we have quad. And here we have quad
and here as well. Okay, let's go
back to the front, and let's see grab
these vertices, and I will extrude
those over here, maybe. I want these vertices
to reek the middle, and I don't want
to go beyond that. Well, I think this is the time
to add mirror or modifier. So let's add mir modifier. Go to the modifier list, open it and add mirror Okay, now it's mirrored and perfect. And here inside the
mirror modifier we have oxen is coll clipping. This will prevent This will prevent the site to
overlap with the site. So now if I move these vertices, as you can see, we
have an overlapping, but if I activate
this and hit to move, it will snap to the middle. And this is very important
option, activate it. So let's put these
vertices in place, go to the top, and just
move them a little bit. K let's move this over here. And we could have maybe three or I don't know, four
vertices here. Start with this. Key let's
move this over here, grab this, Ken let's move this
over here, and grab this. Kn let's move this over here. Mm hmm. Alright, so far, the result looks okay
and nice. Alright. When you compile it, just grab this switch to the edge mode, hit two from the keyboard, or you can switch from the
vertex to edge from here. Okay. And I'll
click on this area, select the entire edge loop and hit E to extrude
this inside. Extrude this just
a tiny bit like this. You can go to the top. I guess we can go to the wireframe Z and just move
this new edge to this area, I guess, to the Y and move
this a little bit like that. C troll to save the
project. Don't forget that. And after doing that, some of these edges should
goes up a little bit. For example, this, we can
grab them, grab the first, one hold can troll of this, e to the Z, and let's
move those up here. You can determine the height
from the front of you, go to the wire frame,
and as you can see, this is the edge. The target that we should
reach hit key to the Z, and let's move this Mm hmm. Now, cool. Not just that we have
an edge right here, I should goes down a little bit. It's not so quite clear
here, but I don't know, maybe we can see it from this angle as
you can see this one. Okay, you can see the
distance that we have here. So in this case, I will grab these edges and go to the
front and key to the end, let's move those down
just a little bit. All right, one more thing
here we could do Here we have a difference about I just want to show you
what I mean here. So when we extrude these back, the distance that we have here, similar to the distance
that we have right here. But in the real world,
we don't have that. The distance on the top, it's very, very small as
compared with this one. In this case, we should move these vertices or edges
to the Y k to the Y, and let's move those
over here like that. And we should fix this waveness
that we have right here. So let's see how can we do this? Go to the vertices set one and we can cut this area
using the knife tool, it K and create a
cut goes like maybe that from the vertex
to the vertex, hit space to confirm. And then these faces we don't need them at
XF, get rid of them. And now it's becomes stripe. And we can go beyond that. We can just move this
vertices a little bit and get what we want to get. Like that, I guess. All right. Alright, the result
looks cool so far. Okay. Let's see what
else we could do here. I think we can add
a new edge right here to make this side. The edges on the side equal to the edges on the side
because here we have one, two, three, four, and
here we just have three. So we can add an
extra one right here, I can roll up and add one right
here and go to the edges. And let's select these edges. Hold you have to add
those like that and fix the distance between
them right click and two space. And now they are even. And here we can add an H
right here so we can get rid of this handgun because
I will cut this area. Grab this vertex at one to
speak to the vertex mood. Grab this with this head J
to connect them. Mm hmm. Now the result looks cool. All right, so far, everything looks
cool. But let's see. Is there anything
else we can do here. Everything looks okay
so far. The front area. Maybe this vertex, I
can move it like that. Slightly. Maybe this vertex I
can move it a little bit. Maybe this one as well. And everything else looks
okay except for this area. Maybe those we can move them
down. This one as well. I can grab all of these
vertices and hit S to the Z, scale these to the Z axis. Hit S and then Z and hit zero
enter to make this He flat. And after that, grab some of these vertices
and align them with the curl like those right
here them down like this. Maybe this one. Maybe
this one as well. I don't know. I
feel that we have some waveness here.
I'm not quite sure. Let's move this one due to this here, let's
move this over here. Maybe this one due
to this, yeah, let's move this a little bit. All right. Now, let's go back to the edge at Alt click,
grab these edges. And I think we should extrude
this inside like that. Okay. All right. That's cool. Alright, now is the time to use subdivision surface
to make this smooth. But before we do that, I would like to copy this and
create a new collection, and I will take a copy
of this sick rail and keep it for any reason in the future,
if I want to go back. And one more thing here. I think this area is
not perfect here. We just need to select this g and just move it
a little bit to the X, it to the X, zero, and there, flatten this to the X, and then
hit G to the X. So we can mirror this perfectly. And now when you
tab, it's perfect. Alright, so I will hit F D to
take a copy of this scroll, right click to leave
it in the same place, and I will hit M to create a new collection,
hit a new collection. And I will call
this, for example, body low poly gas
to recognize it. And let's hide this
high the low poly. And I will create
another collection HM after you select the grill, and let's call this high story. Hi pool entro. All right, so now we
are in the high ply and let's continue. First, I want to give
this some thickness and the modifier let's pick the solidify to give
this some thickness. And you remember
when we started, we started with plane
and we scaled the plane down and we didn't
apply the skill. Now, the value right here
we have in the thickness, it's not correct
because of the skill. We didn't apply the skill. Very important to appl the scale so we can get
characters of here. Control A apply the scale. And as you can see, this
is the correct value. 1 centimeter is too much. I go to king this I don't know, to smooth this pick
Something tiny like 0.2, 0.3, maybe, activate
even thickness. And we just need the m because now we have double
face as you can see, and we just need the m. So turn this on so we
can have the rm. We don't need another face on
the other side. All right. After all of that, hit Control
A and apply the solidify over over here on the modifier and hit Control A.
And now it's applied. Now let's tap back, hit Control R to add one H
right here in the middle. And then hit Alts
to pump this out, just a tiny bit like that to make this area like
a curve like this. And now is the time to
add some sharp edges. And let's start with this area. I will hit Control
R to add an edge right here. All right. I will hit E to activate
the even distance and move this slightly like that. All right. I'm doing this. I added an edge
right here to make this area tight and sharp when
I add subdivicant surface. I will undo that so we can
understand why I do this. Let's go back to the modifier and I will add
subdivicant surface. And I will change this tto
to get smoother results. As you can see, this is
the result that we got. I will add an edge goes around this area
to make this a tight. It can roll R. And
as you can see, when I move this edge, the area become tighter. But the distance, for example, from this area, as you can see, is not similar to that area. Because of that, we need to
hit E for even distance. I will end with that,
and let's do that again, ControlR at an edge. Hit E for even distance, and let's move this,
this edge right here. For example, yeah,
something like this. And we want another edge goes like that to make
this arrow tight as well. So it can roll R to add
one edge right here, hit E for having distance, and let's move this over here. All right. And now this
arrow become tight. And we want another edge. Sorry, we want another
edge here in this area. Temporally, I will dissolve this egg because I
can't hit Control R, and the edge will not
go like that because we have this egg right here
will change the direction. If I hit Control
R, as you can see, I'm not getting what I want here because of this
edge right here. The edge is not going
to this dark end. So temporarily, I will grab this edge and hit
Control X to dissolve it, and now I will hit Control
R to add an edge right here and one right here and
connect those together. Go to the vertex, grab this with this head k, and now listen, bring back this H. Grab this with this
head K, connect them. One more thing here, we
need this area to be tight. And before you
tighten this area, just check the distance
here and the real image. It's not so big. And the reference mic, we have some distance, and
that's not correct. So in this case, we just need to
move some vertices like these vertices here, just grab them and
just move them a little bit G to the X, move them like that, and
fix these vertices as well. And maybe, I don't know, maybe we could move
this slightly. And the X ray mood hits lt
Z to access the X ray mode. All right now, the result
looks better, I guess. So control ARR here to
add an A to support this area to make this a
tight, and there we go. Now we have it. Let's tab out. Not just that we should add another ge loop
to tighten this area. Control R to add an
he loop right here. Alright, I think adding an
g like that is not correct. So in this case, I
will hit AlClick to select the entire
ge loop All right, the edge stopped here
because it doesn't know it should go to the
archin or this archin. Okay, it's okay. I will hit
Alf to add this edge as well, and it can roll two bivalt. Bevel this to three. It can roll R and rotate the wheel of the
mouse to add three edges. Bivalt like this,
and let's tap out. And yeah, now the
result looks better. Not just that tab again, grab this edge right
here and bet as well. You can turn of the
subdivision surface and the edit mode from here. It can roll R, sorry. Sorry, C throb to bevel this. And let's bevel this 23. Like that, I guess, again. Now tab out. Now the result
looks nice and smooth. Right click shade smooth
to make it smooth. And maybe I can
change the mat cap to something else to this one. Because this mat cap can
show us any bad shading. For example, right here,
we can see something. That comes because of the soldify when we
add the soldify. We have these face
in the middle. These phases are not important.
We could get rid of them. Tab and go to the face, go to the X ray and grab of
the face in the middle and these phases hit X F to get rid of them,
and then tab out. Less excit of the X ray mood and now the result looks cool. And here we have some waveness let's try to get rid of this. In this case, I
guess we can grab these vertices and just
slide them like that. Maybe I can grab this
heat wise, and slide it. And this one as well. I
think that will help. All right. Okay, so far, the result looks okay, but we add we should
add a line right here. Maybe we can use the
knife tool at K, and let's create
line goes like that. And one here and one
here and one here, hit space to confirm. And I will slide this
vertex and merge it right here because we have a triangle and we want to avoid
triangles as much as we can. So here we have an option that's called Auto
merrige's activated. And I will hit Gettis and slide this over
here to merge it. Step out. Alright, I know we have a triangle
here in this area, but it's not going to be visible so much because
this area is flat. So leaving a triangle
right here is going to be is not going to affect
the shading too much. It will be okay. All right, one more thing
here we would like to do. I think we could add
an extra a loop right here to tighten this
area to prevent the streak because this polygon right here is small as
convert with this one. And if you have a
strach like this, when you activate or when you
add the subdivigon surface, the algorithm will go
towards the big one. And because of that,
we will have Strick. In this case, we can add a support edge loop
to prevent that. So let's add one right here and let's see
if that makes sense. I don't see any waveness,
any bat heading. Maybe here, the area
become a little bit tighter. So yeah, it's okay. I can go to the
key wise and just move it back. And now it's okay. And we should do the same
thing, I guess here, adding an edge right
here and maybe, I don't know, maybe here as well to make this area
a little bit tighter. All right. I think that's not going
to work because I can't feel that we have some
shading right here. I want this air to be smooth. Qwise and let's move this
bag just a little bit. Maybe we can just
move these vertices up. Something like that. It. We have something and
I know what is it. All right. Here we have problem. As you can see, these edges merge because of the automerc. I will undo all of these tips and go back before
we add this edge and go to the option
after you activate the automerc and
change threshold. Make it very small. For example, 0.01, make it very small
to avoid this merging. Head control are to add a
new edge right here and tap right now the result makes I think we can just
move slightly up like that. Maybe these vertices, I can just move them
out a little bit. What else we can do here. Maybe these edges,
we can crop them and it can just move
those tiny bit like that. That will help to give
us a better heading. All right here, as
well, we can add an edge loop to make
this area tighter. I mean, this area right here. Okay, so far, everything
looks cool and nice. And I think we can see that we are
finished with this piece. Let's tap again,
and I don't know, maybe we can just push this out. Let's see what's going
to happen if we do that. Okay. This is
something optional, leaving a curve right here. And if you want to get
even tighter results, you can add another A loop here. It's something optional to do. Hit A to make the distance even, and you can flip it
if you don't like it hit F. So you can see the
difference when I add this. Control R to add
another right here. All right. And maybe
here we should add one. Temporarily, I will connect this edge right here so we can add a new edge here and
maybe one right here, and I will connect
this with this dG. Then after that, it grabs
two vertices G twice, and let's move them back here. All right now the result
become tight and nice. If you like, you can add extra He to make
this error tighter. Very cool. Very nice. Alright, I think that's
it for the grill, and I will see you
in the next one.
5. 5 Starting with the hood: Hello again, welcome back here. Let's start with the hood. All right, let's
go to the top to, and maybe from the
top, we can start. And I think we can copy one of the vertices that
we have here on the grill. For example, we can
take this vertex and I will VD to take Cobi in. I
will put this right here. And it will be mirrored
on the other side because we have mirror
and subdivican exist. Turn off subdivican surface
or I will leave it for now. What this vertex selected, I will hit E to extrude right here and make another
extrusion right here, maybe. Okay, something like that. Hit E again and let's make
one extrusion goes like that until we reach this
point, All right. Maybe now we can go
to the right view, and I will select these or you can select them
one by one if you like. First, let's move this down G and let's
move this over here. G to this, let's
move this up here. And don't worry about
this line for now because we could move these
vertices, all of them first. Grab key to this, let's move this over here, and the same thing
goes for the rest. Okay, let's move this one
here and this one over here. Okay. Let's take this
up a little bit. And maybe this one. Okay, so this is the first step.
We're not finished here. After that, I think we can take all of these
vertices and I will shift the shift with D to take
a CVI and I will move this copy to the X axis like that because here
we have this edge. We could take care of it. So I will move these vertices to
align them with this edge. Let's put this one over here. This one maybe it
could be right here, and this one may be here. We can put it. This
one may be here. And maybe this one right here. And maybe this one, it
could be here, I guess, from the right view where maybe from the front,
check the front. In the front, for example, this one should be moved
up and this one as well. And this one. Okay,
something like that. And this one it should
be moved right here. And this vertex G to the
Z, let's move right here. I just switched to
the X ray mood, use the lt with Z to pick
the vertex behind the grill. All right now we
got the results. Let's go back to the right view and let's see it
in the right view. So I'm not quite sure where
should we put this exactly. But I think now it's
in the correct place. All right, let's go
back to the right. It's a little bit
difficult to see the line. All right after
doing all of that, I will grab these
vertices and hit F to create pass between them. Rob this hit F to a time, and now we have
these faces added. All right. Let's go
back to the top. And let's hit E to extrude
this vertex to the middle. Maybe right here. All right. Um All right. And maybe we can extrude this vertex right
here, one here. This vertex should
meet this one. Another extrusion.
And one extrusion right here and one here
and one right here. All right, we could put these vertices in
the correct place. So let's start with
this one first, grab it, go to the right, and I will move this up here. And let's say like this and
let's put this one here, and this vertex it
should be right here. I think we don't need the Image for now because
everything is clear. Okay, this vertex, it
should be right here, and this one may be here. And maybe this one, it should
be right here, I guess. From the top, we can see Yeah, maybe maybe right here. And I can select these hit
F. Crop those together, hit F multiple times
until you fill this area. Mm hmm. That's very cool. Okay, let's see what
else we can do here. Maybe this vertex, I can
move it up like that. All right, that's
very cool. What else? Let's go back. Let's turn off
subdivision in that mode. And let's extrude this vertex. Let's move it maybe right here. And in the right, just hit three and up to right. Let's move this down here. Let's go back to the top and
Let's extra this vertex. One extrusion goes here
and maybe one goes here. Maybe right here and one here, it could be here, I guess. Let's put these vertexes in the place from the right view, and let's move this down here. Key and let's move this here, to this and let's
move this down here. And this one as well.
And this one right here. Now, I will select these
vertices and I will hit F. Grab those hit F multiple times to
fill these with faces. And now we got this. Alright now, I think we can fix the distance
between the vertices. Just go to the He Alt
click on these edges. For example, I'll click
here to grab the H loop. I'll have to click to add
this and this and this. After that, right click and use the space to fix
the distance between them. But just be careful. Now, let's check the position of these vertices. All right. I will add extra edges one here, one here, and we could move these vertices and put them in a place as well. So let's start with this edge, go to the right,
and let's hit key, and let's move this up here,
and now it's in the place. The same thing goes for this key and let's move this up here. I'll click on this one. You can go to the wireframe. I think it will be better
and crop this one. I think this one
is in the place. Okay. The result looks
cool so far. All right. Maybe these from the top, we could move the new
edges that we added, move them a little bit in the
wire frame would, I guess. All right, grab this one, and
let's move this over here. And this one may be
right here and there was over here. All right. This one as well, it's
fixed. What about this one? Maybe we can move like that and maybe move this a tiny
bit. What about this one? We can move it a little bit. The same thing goes for this. All right, this one, it's
in the correct position. We don't need to move it.
What about this area here? I think we can add can add two edges or
maybe one for now. Let's add two here. Mm hm. I will diselect those
and move all of these faces key to the Y and just move
them a little bit like that to fix this curve. Key to the Y and let's
move this a little bit. Maybe I can focus on
this line and diselect this key to the Y and move
this slightly bit like that. And let's go to the solid. All right. Everything
looks cool. Okay. I'm not quite sure,
but I don't know, let's try to book these up at the alts and let's move those up a tiny
bit. Not too much. Just a little bit. Let's see if we have anything
else we could do here. Maybe we should add 18 right here and maybe we could move this up a little
bit, not too much. Okay, like that. Very cool. In general, the
result looks cool. On the top, maybe we can move
this vertex a little bit, and maybe this one
we can take it back. All right. So after doing all of that, I will duplicate this and
keep one of the copies, one in the low poly and
one in the high poly. Just hit hefty D to
take a copie Sorry, I just forget something here. The girl still connected
to these new faces, so I will tab and just pick whatever thing you
like from this geometry. Hit Control L to select the linked vertices
or the linked pass, and then I will detach
it or separate it. To do that, hit P
from the keyboard to open the separate menu and you can choose the
first selection, or you can use the shortcut
as P a Ps P and then S, done. Tab out, grab this. Now we hit HeavD and hit to open the collection and put one of these copies
in the low poly. All right. So now we
still have the high poly. Now let's tap and let's
make this one ready. Maybe this vertex I could move it down, just
add a little bit. Okay, that's very cool. Check the distance
between these vertices. I don't know, maybe from
the top, we can do that. Maybe I can hit G
twice and hit Alt. Alright, G twice to slide the vertex along
the edge like that. And if you want to go to
the opposes direction, hit Alt to do this. So it twice, as you can see, I can't go any further
on this direction. But when I hit Alt,
I can go like that. The same thing here, G twice, hit Alt and move this one here, Q twice, hit Alt and
move this one over here. It twice. Mm hmm. Let's read. And now I can give
this a thickness. Let's turn off subdivision
service for now. Add a solidify to give
this a thickness. Fix the thickness,
activate EV thickness. And let's add 0.3, activate
all RM. We just need the RM. We don't need we don't need face on the other
side. That will be it. Control A to apply the
solidify or you can go here and hit Apply. Very cool. Now I will tap and
hit Control R to add one egg right here and
hit to push this out. Here's a little
bit, not too much. And now let's tighten this area. W control let's
add one egg here, one egg, maybe right here
to make this area sharp. And this egg, it should
be sharp, this one. Sorry. This egg should be sharp. Okay. I control R to add one H right here and one
right here as boll. Now let's turn on the subdivision surface
and control R to make this a tight This era tight. And let's focus on this area and hit
control R. Let's add a new edge right here to
make this era tight as well. All right, let's go
to the edge mode, and I will I'll
click on this one because the distance
is not even here. I just want to move this
a little bit G twise and slide this.
That's all be okay. The same thing for this one, G tie and let's move
this slide it like that. All right, let's go here, and I will hit Control R
to add an A loop right here to make this
area tight, as well. And now let's activate
the subdivision surface. Or you can tab out,
like head smooth. Okay, very cool. Because
we add solidify, we have these faces
in the middle. We don't need them. Let's
get rid of them. Just tap. Let's swich to the
face AlZ to go to the Xray mood and select all of these
faces in the middle. You can see them and hit
XF to get rid of them, and then go back to solid, it Als to excite of the
X ray mood tab out. And there we go. And
one more thing here, we have a small gap
here we could fix. Let's go to the front
and let's tap and let's grab these vertices in
the X ray mode or wireframe. Head get to the Z, let's
move this down like that. Activate subdivcN surface in the edit mode so we can
see the final result. Okay, G to the Z a little bit, move it up, and let's
keep the distance. You can depend on the distance between this
vertex and this edge. Okay. So let's go to the front and let's pick
these and the wire frame, go back to solid, hit to the Z, and let's try to have
the same distance. I think this
distance looks even. All right, X ray,
grab these here. As you can see, this
vertex is very close, so hit to the Z, and let's
move this up here, I guess. Something like that. Grab these to the Z. Let's move those up here. The same thing goes
for those to the Z. And what about this right here? Maybe we can hit and
move those like that. Maybe from the top view,
we can get better results. All right, the distance
here looks okay. And here as well. Okay, here we could move
these vertices a little bit, I guess. Like that. And maybe here as
well, the X ray mood. Grab these vertices and
let's move them like this. And the gap here is too big, so I will grab
these vertices and hit and move them like that. Make that gap small. All right now, I think the
result looks okay. All right. This area needs some tweaking
from this angle maybe. All right. Key and let's
move this up here. You can hold heft to make
the movement slower. And you can add an extra
a loop if you like. To support this one
because as I said before, we have this pace is very
small, and this one is big. So the algorithm of the
subdivision surface will go towards the big one and we will
have some stretch. And to avoid that, we can add another g right here
as a support edge loop, Control R to add that edge. And let's move it right here. And you can see
when I hit Kittie, to slide it, can see before
and after what's happened. Can see what's happening
right here in this area, kiwise All right. So let's move this
right here, maybe. Alright, now the
result looks cool. And on this side, we
could fix this area as well because we have a
stray goes to the side. The same thing, control less at an rag right here
and here as well. Alright, so far, the
result looks cool. Maybe some vertices
here we could move. Let's tab and let's
grab these vertices. Maybe in the perspective, I can move this just a
little bit key to the X, I guess, now it's aligned, and maybe we can make this
a little bit smoother by moving these edges kittise and just slide them
away like that. This one, as well, click Kewie
and slide this right here. And you can make a comparison between the edges
that we have right here and the edges that we
have right here as well. Grab those together
and tab and see. So as you can see, for
example, this one, we could move it back wise
and slide it like this. All right. And this one, I think we moved
this one too much. Zoom here Qwie and let's
move this over here. So this result is
very cool, I guess. Okay, let's tap. All right.
That result looks nice. Maybe here, we
could I don't know, I feel that we could move these vertices a
little bit like that. Mm hmm. Two. Very cool. Let's see what's going to
happen if we grab those together and move
these vertices, all of them slightly
to this direction. Let's hit key, and let's move those a little
bit, not too much. Just be careful
when you do that. I don't know, but I think
this result looks better. All right, I think that
will be it for this video, and I will see you
in the next one.
6. 6 Starting with the fender part 1: Hello again, and
welcome back here. Alright, in this video, I
want to focus on the fender. Okay? This is the
fender, start from here. And this part as well. So we will focus on this area. Alright, let's get started. Maybe we can start from the top. Let's go to the top
of you and then maybe we can use the hood. Tab, we can just grab some vertices from
here and use them. For example, these ratss
just hit Alt click to grab all of these
vertices and go to the top, and I will hit Heavy D to take a COBE let's
take a CVI right here and then hit P and then's to separate this or a tap out, and now we have this new line. So we will start with this
tab to go to the mode, at one to jump to the vertices. I will dissolve these
vertices from here. We don't need them. And
from that side as well, these two vertices, we
don't need them for now. Okay, go back to the top and
let's see what we can do. Let's select this one and I
will move this one forward. It could be right here, I guess. And I will extrude this. I will make one extrusion, one goes here, I guess, then turn off subdivision
surface and the edit mode. All right, go to the front. I just want to put this vertex in the correct position
and this one as well. So hit key and let's move this maybe or should we
put this maybe here. All right. Let's put
this one right here. And this vertex, it
could be right here. Okay, that's very coold. Go to the top and let's
add one vertex here, G and let's move this over here, and maybe one here as well. Can throw to add the vertex, G and let's move this here, and one vertex
right here as well. Hit and move this over here. So here we have three vertices. And I think that
will be enough to create the polygons
here in this area. Let's go back to the front because I just want to check if these vertices are in the correct position or
not. And yes, they are. Go back to the top,
and let's select this. Hit EU extrude and let's extrude extrude this
vertex right here. All right one extrusion here, and maybe the second one,
it would be right here. Maybe we could move it
a little bit like this. All right. Another
extrusion maybe right here and the
last one there. I could reach this
area as you can see, and we could put
these vertices in the correct place
from the right view and go to the right and
let's pick them one by one. Starting with this
one Q to this, let's move this up here
and this one as well. Q this here, let's
move this one up. And those together,
u to this here, let's move those up here. And this one as well, let's
take this here. All right. Another vertex, we
can add one here. Another vertex right
here we can add. All right, one
vertex right here. Or maybe we can add this later. We have this option. Maybe we can add two
here, K to the Z, and let's move those here, this one, K to the Z,
let's move it right here. And here we can add
two as well, I guess. And that's it, I guess. We can k the space between these vertices,
select the first one. We can troll glob, the last one click and Qspace if you like. Maybe we can ignore this one or we can
add a new arrow here. All right, we will
do that later. And I will ignore the space option or making these vertices even
the distance between them. What else? Go back
to the top view. We have this line right here. We need to take care
of it. So maybe we can start with this vertex. I will hit E to extrude
this right here. Each vertex you extrude, it would be matched
with this right here. Hit E again to extrude this. All right, one extrusion,
it would be right, I will explore this one here, and later I will add
vertex right here. And one extrusion right here. I keep extruding these
vertices to close distance, it will be a little bit annoying to move them and
put them in the place. So just keep the distance big. That will help to make
it easier for you. One extrusion right
here and one, it would be right here, I guess. And we can extrude
this all the way here. All right. Now go back to the right and let's move
these vertices in place. Starting with this one,
I can put it right here. This one, it would be
almost right here, I guess, this one, it
would be right here. This is the egg, the harp
egg that I'm talking about. And I'm just moving
these vertices and align them with
this harp egg. This one should be here,
and this vertex, I guess, it would be right here,
and this one would be here and this one
ith be right here. All right. Now I will
add one vertex here and move it slightly up and one vertex right here and move this
slightly up as well. And maybe one here. And maybe one here as well. Yeah,
that's very cool. Let's see what we got in
the pair perspective. Now I will grab this with this and those together
hit F to create face and select the rest of the faces and keep hitting F to fill this area with faces. Sometime when you create edges and fill the
edges with faces, the normal flipped
automatically. So we should fix it. As you can see here, the
normal does not make sense. The reflection is not clear, it's dark, as you can see. That means the
normal is flipped. If you want to be sure of that, you can go to the overlays and
activate face orientation. If this y you hit
flip it to blue. Hit A and then Heft N will recalculate the
normal, and now it's fixed. I feel this vertex is
going off from the line, so let's take care of it. Let's move it a
little bit inside. All right. I think now
the result looks okay. Alright, let's go
back to the overlays, turn this off, and let's
see what's the next step. All right, I will grab this
with this hit F to create an H. And maybe we could grab those as well and
create a face right here. Rub this with this
hit F. At least keep doing that until we
fill this area with faces. And for this area, we can select all
of these vertices and hit F to create a big face. And I will add two
edges like that. And I will move these faces
up just a little bit, not too much at ATS
and push these up. And now we can connect
these together Head K, grab this with this head
K. After doing that, I will add an H right here, and these vertices,
I could move them. Go to the right at three
and go to the wireframe. Let's focus on this vertex. Hit and let's move
this over here. And the same thing for the rest. All right. This one, it
should be right here. Maybe this one we could
move it like that. All right now we can kick the
result in the PRerspective. All right, in the
PR perspective, maybe this vertex we
could I don't know. Move this like that, and maybe we can just
push this back, key to the Y a little bit. Okay, something like
this. All right. All right. These vertices, we could put them in the place. Let's move this and
this one as well. Maybe this one. Okay, this
one, maybe right here. All right. What else
we could do here? Okay, that's very cool. Okay. All right, now let's
pick another image. This image, it can show us
this area from the top view. Can see the curve here. Let's go to the top. And let's see what
we can do here. According to this image, the fender this
area of the fender, it should goes a little bit inside the frame,
the windshield frame. I don't know, but I feel
this goes inside like that. We need to get a
results like that. Okay, we can move this vertix
for example, right here. Actually like that because we could have a small
care of goes like this. And maybe this one we could
move it like this or I don't know. Let's
slide this back. Maybe we can create a new
bool gans to fix this area. Maybe we can slide
this back right here and create a new bool guns. Let's focus on this area. I will hit E to
create a new edge, maybe right here and go to the right view E to
move this up here. And I will hit E to extrude this maybe here, go to the top. Okay, something
like this, maybe. And I will add an H right here. And let's select
these four vertices set F to create a big face. And let's add one H right here. All right notes right now. Let's add A here in the middle, and I will select this
with this hit F to create a phase and another F to create
another phase right here. Control R to add
a new and I will hit G twice to slide
this to have this curve. And then after doing that, I will grab these
two vertices and hit E and book those
inside like this. And I think we can slide
this a little bit. Let's go to the right. Let's see what we
have done so far. Everything looks okay so far. Maybe we can push
this a little bit deeper sir quite here, even this one. Just a tiny bit. All right, let's accept
this result for now. Maybe we can king that later. But for now, we got
something cool. All right, maybe
now we can focus on the fender itself, this area. So let's go to the right, and let's start with this vertex. And let's kick this image. Here we have this line. We could take care of it. I think three vertices, it will be okay to
create this area, grab the cite to have one
right here and one here maybe, and one ith be here. Let's put these
vertices in place. I think they are already
in the right place. Maybe this one we can
move it a little bit. Let's check them from the top. For example, this one,
it should be here, and this one it
should be right here, and this one it should be here. In the front, you can kick them. Everything looks cool so far. All right, one more extrusion hit E to have one right here. That's very cool. I will grab this vertex
and hit E to make some extrusion through this here and one extrusion
goes like that, and maybe one goes like this. And one here because we have an H goes through
this direction. So it's very important to
add vertex right here. And two vertices
to fill this area. You can hit E to extrude this
here and one here as well. All right now is the time to put these vertices in
the correct place. By the way, you can fix the distance between
these vertices. Just sit like the first
one, hold, can troll, grab the last one,
right click into space. That will help to
fix the distance. And here as well,
grab this hold, can troll, grab this and space. All right. All
right, right, right. All right, these vertices, the last vertices, we could
move them inside like that. Maybe a little bit deeper. I can't see what's
going on here, but according to the
reference image, I think curve goes inside. We can check the images
and see that curve. As you can see here,
we have it clear here. Goes inside a little bit. I think this curve that
we have right here, we have it here as well. I don't know if this
hood goes deeper. I think it could go deep inside a little bit as
compared with this one. So that's what I did
here because of that, I booked this vertex
a little bit inside. We can change that later if
that doesn't make sense. Alright, this write
line is the tire, so don't worry about it. All right. From
the front to view, I think we can move all of these vertices
out a little bit. K to the X. All right, so this is the
result that we got. One more thing here
from the front, I can see that we have some waveness here.
We try to avoid that. I will jump to the
edge selection mode, and I will hit Alt click to
select this entire edge loop. And I will diselect this because I don't want
to include this. What I want to do
is I want to use the relax feature that exists in the loop tool to
relax these ctisas. Let's see what's going to
happen from the front. So let's zoom in here, right click and Q relax. That will help to relax
this a little bit. But keep in mind, don't use that too much
because as you can see here, sometimes it caused
some problems. Okay, this result looks okay. All what we need to do is just moving these vertices back. Okay, let's see. Do we need to use
the relax again? Maybe this egg, I can
use the relax on it. Right click and Q relax. All right, Qu twice,
slide this bag. And this one I spoiled. Right, grab this,
this select this. And let's relax this one. All right. I think that will
be it. All right. Now let's go back to the right, and let's see what
else we can do. Come to the vertex. And I guess we can slide
some vertices like this. Let's see what else we can do. Let's extrude these
vertices as well. I think we have another option. I can extrude this like that. I have this one like this. Now I can grab those at F to
create pass here at F, grab this at F, grab
those over here at F. And we need more
vertices right here. So let's add new H
here in the middle. All right, easy to
go to the wireframe. I think that will be
better. Control R and G and let's move
those over here. And let's move this over here. All right. Key and let's
move this over here, Osbll. I think that's it. And we need to connect
these together. So let's start with this one, grab this whole have
to grab this at F, and let's add two
edges like that, and I just need to move
these a little bit. Maybe I can now select those together
at F to create a phase. And I guess we can grab
those as well at F and grab these here as well
at F to create a face and one right
here in this area, so I can connect it grab this with this
head K to connect them. So this is the result that
we got, as you can see here. And these vertices, I
think we should push them out a tiny bit. Yeah, I think that will work. And we could do the same
thing for the rest. From the right view, I think
we need one more right here. I just need to move these vertices and put
them in the place. Maybe this one I had moved back. And maybe we could
extrude these faces like that and the crab
those together at F to create a face right here and the crab those
over here at F. Let's select this vertex
and let's move it a little bit. Okay. And maybe this one we can
slide it a little bit. Or if you like, you can
grab these two edges and use space to fix the
distance between them, or you can grab those space. That's will be better. Even
these vertices or edges, you can do the same
thing for them after you grab them
like that space. That's what put this edge
exactly in the middle. Alright, maybe I can
grab this one and hit E to extrude this
one more time like that. And let's select those
together at F and grab those over
here at F. Alright, so all what I want to do
is just moving this one. Like that. And I think we can fix the distance again
between these edges, right click and Qu space. And let's see in the
perspective what we got. Everything has
made sense so far. We still have a
small curve here in this area because according
to the reference I make, we can see a small curve here. All right. And by the way, you
can fix the distance according to these edges as well after you grab
them like that, right click in Q space. That's will help to put these edges exactly
in the center. Okay, that's very cool. Now we could connect
this with this, go to the right again
and let's City to make one extrusion right here
and grab the set F, grab the set F. And
the same thing, grab this vertex G
let's move this over here and maybe this one as
well, just a little bit. And we can slide this
vertex like that. I think that will be better.
Okay. Even this right here. Keywise in slide. All right. Now, let's fix the distance between
these edges, right click into a space. Maybe we can push this
back just a little bit. Let's check this result
in the perspective. Let's see if that's
correct or not. I can feel that this edge
is a little bit flat. I can take this
out a little bit. Okay, that's very
cool. Maybe this one I could push it
inside a little bit. Even this one, not too much. Go back to the rights,
and I think we can add a new edge right here and slide this a tiny bit wise and
slide it right here. And I can use a
knife tool to cut this area and delete
these unwanted faces, hit X and then F. And now
we have sit right edge. We can fix the distance
between these edges as well, right cN Q space. Mm hmm. He twice put
his bag. That's it. All right, so now this
one could meet this one right here and this one
could meet that one there. And let's see how
can we do that? Maybe we can go back here
and start filling this area. I'm not so quite sure if we should keep doing that
here or start from there. All right. Let's
focus on this area. I will hit E to make one more
time extrusion like that, and I will use an F tool to cut this like that
and grab them, hit XF, get rid of them. Grab this set F, grab this set F. Now in the pair perspective,
let's see what we got. Cool, still cool so far. Go back to the right and
grab these vertices, it E to extrude those like that. I've tool to cut
cut goes like this, XF and select those F F,
kick the perspective. Still nice. Go
back to the right, and I think we can just
slide these a little bit. I just want to make this
a strite like that. Or at let's check this
in the perspective. In the perspective, everything
looks cool. Mm hmm. The distance here is not
even, so let's fix that. Grab this Walt control, grab
this and this with this, right click in space. Even here, if you
like, we can do that. Let's see what's going
to happen if we do this. Just to grab those it's space. Well, still nice. I can
accept that. Even here maybe. Yeah, I can accept this. The distance between
these and these edges as well, right click, space. And you can relax
this if you like. After you select this, right
click and choose relax. Grab those as well, right
click, relax. Very cool. From the right view, I think
we can take this vertex and just take a copy right here and start from here
creating this edge. I will hit E to extrude
this over here. And don't worry about the
handle. Just extrude this. And let's put this in place. All right, let's focus on this area for just move
this a little bit. I can't see where I
put this vertex butts. When I moved this vertex, my eye on this area watching this edge if this
edge hit this line or not. So it's exactly on the line. That's what I want. What
about this vertex right here? It's a little bit difficult to see where this edge exactly. Even in the front, I can see it. But I think it's in
the correct place. Yeah, I think it's in
the correct place. All right now, let's
go back to the right and let's see what's
the next step. I will add one vertex
right here and G twice, light this vertex maybe here, and maybe we can connect
this with this hit F, add another vertex here, let's move this over here,
grab these together. F. And maybe we can
add multiple vertices, slide this over here,
grab those at F, and those here at F. One vertex maybe here at F.
Slide this a little bit. Okay. Select those
together at F, and let's select those
over here at F as well. All right, so we filled
this area with vertices. Let's go to the top and let's see if we could
have a curve here. Actually, it should be
straight line, I guess. And here we could have a line, and we could push these vertices
out at Alts to do that. Just push these out,
but be careful of this at Alts and just
move those back. Okay, something like that,
that will work, I guess. Now I will select those at F to fill this area with faces. Go back to the right and let's
see what's the next step. I will move this vertex
maybe right here and grab those together at F to create a phase
in this area. And maybe we can add
another vertex right here, grab those at F.
And in that case, we could add new edges right
here because these vertices, they could be connected
to something. Maybe we can slide this
and miracle this there. I'm not quite sure
if that will work, but let's give it a try. One egg right here is very important at F and crop
those together at F as well. Well, in this case,
because this egg, we add this egg here, we could fix the distance
again between these edges. So let's do that. I will grab
these eggs, all of them. Holt, you have to add a new one, Holt controller grab the loop. You have to add a new one
and so on and so forth. Let's see what's
going to happen if we fix the distance rack space. Well, that's not makes sense. I will end that. Let's
try to find another way. Alright, maybe we
can exclude these. Let's see what's
going to happen now. Okay, the result looks okay, but here I don't like
what I got right here. I will undo that again and
maybe we could deselect this. And let's deselect
those as well. Let's use the space now. I think the result is better. And some of these vertices, manual, we can move them. All right. That's very cool. Let's go back to the right and let's see what's the next step. Okay, let's grab this vertex and let's make
multiple extrusion. One here maybe and
maybe one right here and maybe one here
and one right there. These vertex, it should
be aligned with those. So in the front view,
we can do that. Just, let's move
this. All right. Let's go back to the
right. I don't know. I think, yeah, it's
a little bit higher. We have some space
here. All right. This not a problem. Now it's correct. One more vertex right here. And from the front, we
could move it a little bit like that. Okay. I think we have a problem
here with these vertices. I just want to move them
a little bit like that. And the wire frame would maybe. Let's move those a little bit. Let's crop this and
move it a little bit. Okay. Let's see what we cut.
Yeah, something like this. Now let's put this in place,
maybe from the top of you. Well, it's difficult to see
that. We can't see them. These vertices these vertices are in the correct place but we could make one more time
extrusion and we could push them just attain a bit like that to align them
with the fender. But we don't know here, where could we put
these two vertices. But if you know the position of this vertex and this
vertex right here, it will be a little
bit easier for us to put those in
the correct place. For example, this vertex right here, if you
go to the top, it's in the correct place, or maybe after we
slide this attain bit, it will be in the correct place. And this one right here, it should be aligned
with these vertices. So from the front, maybe we can just move it a little bit like that, and
it will be it. Well, that's been that we know where should we move these. So let's take them out
just a little bit. And that will be it.
Something like this. Okay. All right now let's
connect those together at F, carb this with this it F, and maybe we can add the new vertex right
here and crab this with this at F, select those it F. Let's go back to the right and maybe we can slide these
a little bit like that. And we can use F tool to create cut codes
like that, maybe. Okay, maybe one
cat, I don't know, maybe right here or the rolls Rs go and maybe
one cut right here at K. Let's create another
cat B right here. And we should connect
this with something. For example, this one, can
connect with this one. Okay. Let's add one vertex here, G, and let's move it a
little bit like that. And maybe this one as well, G and let's move it like this. All right, select this with this call those together at F, and wise, slide
this a little bit, slide this here, slide
those right here, I guess. And here we could add two edges, rub those together at F at F. That's very
cool. Drop those at F. And for this area, I guess
we can still like this, strew this one here and set F. At F again and one
cut here, I guess. And I can select these together at F to
create a giant face, grab this with this
headJ to cut them. And here we have this line. It could be right here.
Okay, that's a symbol. I will add one edge right here, grab those headJ let's fix the distance between
starting, I don't know. Let's give that try. Let's
see if that will work. Let's select all of these
edges, except those right here. Let's see what's
going to happen if we fix the distance
between them. Mm hmm. Does that make sense? Well, I think it's acceptable. Yeah, I think we
can accept this. Maybe after we slide
these a little bit, it will be reasonable.
Okay. That's cool. What about this area? All what we need to do is just add
in three edges like that and connect those with J and this one and
this one as well. Let's slide this a little bit. All right, so now we got
this result, as you can see. All right. The result so
far looks nice and smooth. I don't see any wafness
so far. Okay, very nice. I think that's it for this
video, and I will see you on
7. 7 Modeling the Fender part 2: Hello, again, and
welcome back here. Okay, let's make
it a fend already. The first thing, we
could add an a Halper to make this area tight and
one right here as well. Or before we do all of that, I guess we can give
this thickness. So let's start with
that. Just tap out and go to the modifier and add solidify to
give this thickness. Apply the scale in case we have problem
with the scale and then let's add 0.3. Oh so Boe three centimeter,
it's good number. Activate even thickness to
make the thickness even, and all Rm we just need the rim. And then when you
compilate had control A to a light and turn off
subdivision service for now. Now, let's tap and
at Control R to add one edge right here in the
middle and zoom in here, at Alts to push this out. Alright, that's very
cool because I want this error to be like a curve. And then let's start
with this corner. So I want to add an edge right here to
make this error tight. According to the
reference image, head control R Okay. Let's add one H right here, hit E to align the Now it's
aligning with this one, so I will hit F to flip
it on the other side. Head control R t E to align it. And let's add one here as well. Now when you tap out and
activate subdivision surface, it will be smooth, radically
head smooth, there we go. All right here we have
a sharp edge as well. According to this image, this one, we have this edge. It could be sharp, and it could go close to this curve
from the top view. Now let's go to the top
and let's see where is it. Alright, so this is the edge, I guess, this one right here. Okay, let's select this edge. And let's slide this Gettis,
slide those right here. And the same thing for this one. Go to the top and let's hit twice and slide this,
hit it to align it. And yeah, something like that. Maybe now I can go to the edge, grab these edges right here. And let's add this
and this and this, it key twice and slide this one. And maybe this one as well, we can slide it.
This one as well. Don't worry about the reference
image here or let's say, the blueprint because
as you can see here, it's very close to this curve, and we could do
something like that, even if that's not
exist here, this image. All right, maybe we can just move this back just a
little bit, not too much. I something like that,
it will work, I guess. And now let's go to
the PR perspective. Hit Control R to add H lob right here and control R here to add
another H loop here. And there we go. I think we have a variation in the thickness, so
I will undo that. So let's start over, I will hit Control R and hit E
for even distance. And the same thing one H on this side can troll R and
then hit E for even distance. Now the results is better. All right. That's very
cold. What about this area? I think we can take this vertex
out just a little bit at Alts and move this
out. All right. Now I will tap to go to
the mode and I will l click on this edge
and I will bevel it. Or you can hit Control R
and add an edge loop here. So bevel, I think
it will be faster. Hit C troll B to bevel, and let's bevel
this 23 like that. And in the Bivil
menu when you bevel, just put the shape to
one because I don't want to effect the middle line. Let's see before and
after, as you can see. So just put this to one. All
right. That's very cool. An A lobra here, E or even thickness and F to
flip it on the other side. And let's add one lubri here to tighten this area and maybe one a
loop here as well. Alright. All right, that's very
cool. But I forget to take a Cobi and keep it in the low bool. So I
will do that now. Just select this CVD
and then and move this to the low Bool
and there we go. All right. One more thing here, this edge that we
got right here. This one, it should be sharp. So let's select this. And I don't know, let's try to bevel it. I Kantro. Let's see if that works. Alright tap. But
that's too sharp. I think we can make this
a little bit smoother. It can troll B again, at least make the
distance a little bit bigger, like this, maybe. And let's grab this with this. It can throll X
to dissolve them. And maybe we can, I don't know, use the nF tool
and create sorry. Create a cut goes like this. Connect this with this, I'd
heat tie and slide it here. Make sure to
activate auto merge. Then the right if you tab, and now I will grab this hi key twice and slide
this down like that, and maybe even this one. Right here we have two triangles you grab this one and dissolve
it so we can have quad. So now we have one, two, three, four vertices. And maybe this vertex, I can
slide it back like this. I think that will affect the heading and
give us a result. And on the side here, we have a sharp
line as well here. All right. Let's
take care of that. Tab and go to the right.
It should be right here. I'll click to grab
the edge loop at Control to bevel this like that. Tab out, and here we have it. And this one, it should
be vanish right here. So let's see what option do
we have to achieve this? Well, in this case,
I guess we can grab these edges kit wise and mirk this up here and
grab these edges. And he it twice and
mic this one here. Let's see what's
going to happen. All right, now it's vanished. All right, something
here don't make sense. I feel that we have
some artifact here or something visible right here goes to this
diction and this dicen. Let's see if we have
another options like maybe adding a new egg here
in the middle here and here. All right. Let's
deselect these edges. And twice, mc this
one right here, and this one, I'll click. Select those over here
and select this one, twice and Mict
let's delete those. All what I did is just I added new edges like
that. That's all. And maybe we can slide
these a tiny bit, Key twice, and slide
this like that. Slide this. Maybe
from the right, we can see if we need to
move these a tiny bit. All right, now, I think
this result looks better. Yeah, now this one
is better. Alright. According to the
according to this image, as you can see, this egg
is vanished right here, and we got the same result. This one is vanished here. So what we did here so far
looks cool and correct. Mm hmm. That's very nice. Let's focus on this area as well because this
area should be sharp. Let's see what we
can do about it. I will select these edges, and it can troll B to bevllt. And before we do that, I just want to check the
image from the top. Yeah, it should be sharp.
So right, it can troll B. Let's have three
edges like that, and we should connect
these to something. Alright. I'm not quite sure
where should we take this, but Alright, let's use an F tool to create
a cut start from here, and maybe we can
end it right here. Mm hmm. And don't forget
that we didn't give this area an loop
to make it tighter. So I think it's a
time to do this. I will add an edge loop here. Okay? It can troll R to
add an edge loop at E, to align it at F to flip
the alignment on the side, and let's move this like that. And from this point, maybe we can use an F tool to create an A lobe
around this curve. Alright. At K to activate, then I have to go
to the vertex at K. Let's add the
first cut right here, and the second one here, let's add one right
here and one here, and one you'd go here, one here, at space to
confirm all of that. And let's start
over from here at K and let's create a
cut goes like that. And one like this.
That's very cool. All right, grab this
with this hit to open the Mirage menu and
choose Mica as Center. Grub this with this hit and then choose hit A
to Mica Center. And we can just put this
over there a little bit. Maybe this one as
well. Let's make this one close. All right. For this area, maybe we can
create catcos like that. It's key twie this one here. Let's see what's going
to happen. Still cool. The heading is bad when
you zoom too much, but it's not noticeable. You can accept. All right. What about this area here?
We should do the same thing. I will grab these edges and it can throw me
tube vl them like that. And I will use an F
tool to create cuts. I'm not quite sure. Where
should we move this? Let's see what option
do we have here? Let's use an F tool and let's
create cut goes like this. I all right. Maybe one egg right here and
connect this with this IDG. I think this will work. And use F to create
cutgs like this. If you like, you can delete this egg in the middle, I guess. That can give us a
better result, I guess. Yeah, it does. And maybe this area we can make it
a little bit tighter. It it was going to happen if we add
an edge loop here. And this age, I
can dissolve it at KantrolX use an F
tool and maybe we can extend this to reach this area and add one here and one
here and one right here. I want to do is just I want
to make this area look sharp. The grab this edge. It's M and Miracle
at the center. There's something like
this. It looks cool. I feel that we could move
this out just a little bit. Let's tap out and let's
see what we got so far. Let's see what's going to
happen if we delete this edge. The headings still nice and
beautiful. That's very cool. Alright here on this side, we could make some tweaking. Let's go to the front and I just want to kick
something here. Alright, I think we could
move this up a little bit. Like that because
according to the reference I make, let's see. Maybe this one. Alright here, we have small curve,
if you noticed. So we could take care of that. Okay, so let's grab this vertex and I will hit you to move
this up just a little bit, and maybe this one as well. To over here just a tiny bit. Okay, let's see what we got. A, we could move
them back like that. And the same thing for
this. And this one. I will hit Control
R to add an g lobe, hit E to align it like this. And before we add
this edge lobe, I think we should add
one here as well. I will hit Control Z to
undo that and I will add an H maybe right here. All right. Di select all of these, and maybe those as well hit Alt is to push these
up a little bit. That's too much. Here's something like
that it will work. And maybe these vertices
and the X ray mode, I can move them just a
little bit like this. And even these vertices
that we got right here, we can do the same thing just grab them like that and hit key, pick a nice angle and
hit key and move those. Attend a bit like
that. All right now maybe we can grab this A lobe and we can
bevel it, I guess. Or before we do that,
let's add a support the A cloube here first. Hit E to align it. As recall, now grab this Alt click and it can roll B to bev to
three edges like that. And I think that will be it. See what we got so far?
Okay, it looks cool. Something here does
not make sense. These vertices, I think we
should just move them out a little bit to make this
a look smooth. Okay. Well, in this case,
maybe we can use the shrink wrap
modifier to fix this. Now when I tab out, I can see this edge, and I think this
edge is not exist. Yeah, this er should be
smooth, as you can see here. So in this case, I will go to the pace and I will pick these faces like that. Okay. Including this right here, It can throw plaster grow selection like that
one time, I guess. And then hit ShiftD to
take a copy of this, right click to leave them in the assameblaz and then
hit P as to separate them. All right. And now let's focus on this piece.
We don't need the. Just tab and let's select these edges and
let's dissolve them. And let's take these
vertices or twice, head out and move those out. The same thing goes for the Q twice and move those forward. Maybe these I could just move these a little
bit right here, I guess. Or let's leave them for now, activate the subdivicon surface. And now let's move
this a little bit. Two. Like that, I guess. And let's grab
these edges twice, hit Alt and take
this out like this. And those over here Q twice
and take this out as well. And those over here Q twice, hit Alt and those forward. So let's see how that
could fix the problem. So this is the guide. What I'm going to do is I will select the fender and I will
add shrink crab modifier. And I just want to
focus on this area. So select the fender and slack to go to the
local mode and tab. I just want to focus on these
phases so pick them first. And let's pick these as well. And maybe we can
include these Okay. And now let's go to the
object data properties, and let's add these faces and set this group
and assign them. And now let's go
back to the modifier tap out and it's like to excite. And now let's pick the guide, and let's choose the group
that we created. All right. Because we deleted
the other side, we can see that that fender on that side is ring
cropped here as well. So to avoid this, you can add mirror, I guess. And yeah, that works. Now, grab this heat g to hide it, and let's
see the result. As you can see now, this
air become nice and smooth. You can see before and
after when we turn this off and on. Oh. Let's see do we have any
further fix we could do here? Maybe we can exclude some faces. For example, those
face right here, we can exclude them, go here and it remove
to remove them. That's will affect
the heading and give us better result
as you can see. And let's see what
else we can do here. Let's see what's
going to happen if we add these Right here, we got something
not makes sense. I will grab this face and
it removed to remove it, and maybe this pace as well. We can assign this. If you got a problem like this, you should fix the guide itself. So it's like too excite. Let's hit Alt to
bring back the guide, and we could make some
tweaking to the guide. Let's see what we can do here. Like grabbing these vertices. I don't know, maybe
just move them a little bit or that's too much. Maybe we can add an
edge goes like that and grab these or maybe
just these two vertices. Move those. This part is a
little bit annoying, but if you made this
in the correct way, you will get very nice result. But to hide this. Okay, now the result
looks better and smooth. All right. I have a
hint of egg here. Let's see why that's happened. Maybe we could select these
faces again and hit a sign. Yeah, now it's removed. And let's focus on this area. Let's see what we can do here. Everything here so
far looks okay. Alright, I think I thought
if I add an g wer, that will make this area
tighter, but nothing change. Okay. I think I will
accept this result. Anything else here we can do? All right. What about this area? Can we move this a
little bit like that? Or maybe these vertices? Let's move those like this.
Alright, that's very cool. It to bring back the guide. I will grab the guide
and hit H. Sorry, not. I will hit M, and I will
create a new collection. I will call this Shrink
crab let's keep it right here and you can hide it and turn off the shrinkrab
in the render as well. We don't need to
see it. Okay, so the shading so far
looks okay and nice. And I will end this video here and see
you in the next one.
8. 8 Modeling the Fender part 3: Hello, again, and
welcome back here. We didn't finish
with the fender. We have this piece
we could create. So let's see how can we do that? Let's go to the right. And before we do that, I
just forget to do something. I didn't add an edge here
as a support edge loop. So let's add one right now. That will be simple to do. Hit control R, hit
E to align it. If this flipped on
the other side or aligned on the other
side or the wrong side, just hit F to flip it and move it and put
it in the correct place. All right, now we can tap. And yeah, now the
results makes sense. Well, now let's go to the right let's start
creating this part. I will select the
fender and maybe we can copy one of these
vertices and start with them. For example, maybe
we can copy these, I guess, including this one, and we can take a copy. Just sit heavy and let's take a copy and let's put this
new copy right here. Just keep small distance here. That will be okay. All right. After doing that, hit P and then E to separate
it and tab out. And let's focus
on this new line. I want to, sorry, delete some vertices we
don't need these vertices, make it simple so
we can control it. Here we have this vertex. Maybe I can keywise and
mirc it with this one. Don't forget to leave
the automic active. And maybe we can
take it from here. Okay, maybe we can move
this slightly like that. Or I can merge it with this one. And let's move this over here. It should be here,
I guess. And this one maybe I can move
it a little bit. And this one as well,
I can move it down. All right. Now, after doing that,
let's start extruding some vertices. I will
start with this one. I will hit E to extrude
one big extrusion, maybe right here
and maybe one here. Maybe one here, and one, it should be right here. Alright, I think this
manos quite clear. So try to find another one. Maybe this one looks better. Now let's put these vertices
in place and we can use the even distance to fix
the distance between them. Just sit right can space. After you select these
vertices, that's all. Now let's go to the front maybe let's move these vertices, push them a little bit
towards the X axis. It's a little bit
difficult to tell. Maybe we can start
with this one, grab this let's
move it like that, and maybe those over here. And this one we can move
it a little bit inside. And this one, I guess we can move it attended,
but not too much. Now I think they are in the
correct place, I guess. That's very cool. Now, let's go back to the right let's start with this vertex. I will extrude this
multiple time. One extrusion goes like that. One goes like this. I just want to see do we
have any problem? What is this edge?
That's weird. Sorry. We still have the shrink
rob modifier light on this new geometry or mesh. So I will delete the shrinkub from this because
we don't need it. Go back to the right,
and let's do that again. Okay? Maybe I can make
another extrusion. Sorry, Control Z. I just
want to pick this vertex. At E, one extrusion goes here, maybe maybe right here. And maybe one, it should
be here, I guess. H something like this. Let's fix the distance
between these, the first one and the last one, right colect space,
and that's it. If you like, you
can add the vertex here, but maybe later. In the front, let's put
these vertex in place, let's move this Y here and
maybe this should be right here and the same thing for this one and this one as well. And now they are in
the correct place. This vertex, it should be aligned with this one like that. I will move it a little bit, something like that, that will
be okay. Now it's aligned. Here we should add one vertex or maybe even two we can add. So add two and G to move this. Just move them a little
bit towards the X axis and check it from the right. Everything looks cool, I guess. All right. Very nice. Here, I will add
another vertex to meet this one and I will grab those
set F to create a phase, grab those set F. I will add
another vertex right here, and I will move it like that. And I will select those hit F. And here we have one, two. It's not enough. I will add one vertex right here and maybe one
here, I guess. Let's move this over here. Okay, the distance
the distance is even. We don't need to fix the
distance between them. All right. I think we can increase the number of
the vertices on the side. So I will add one because
here we have four vertices, and here we could
have four, I guess, and I will grab the fer and
the last right click and your space and just move
some of these vertices, put them in the correct place. This one and maybe
this MR here as well. Maybe this one a little bit. Now these vertices should the number of the
vertices right here, it would be similar to the number of the
vertices on the side. Grab these two vertices at F multiple times to fill
this area with faces. And here we have two edges. I will add two edges like that. And as you can see
the surface is flat. I want to move these vertices out towards their
normals like that. This way, I can use the
Alt S to achieve this. Alts and let's push
this out a tiny bit. Now we have small curvature. Ctrols to save the project. Don't forget that let's grab
those hit F to fill this, grab this with this
hit F multiple times. Maybe those I can grab them hit F. I know that I have
a triangle right here. We will find a
solution to fix it. And here, maybe we can
use a knife tool at K to create multiple cuts
here for the fender itself. Maybe one cut goes like that. All right, cool. All right. Some of these vertices, we could move them out and they could be aligned with
the fender itself. So for example, this
one, we could take it out a tiny bit. Maybe this one as well key and let's move this
out a little bit. And the same thing for this one, you can at alt and
take this out, and maybe this one a tiny bit. And when you combo it,
grab them like that, and it relax to relax
them a little bit. And from the right, let's move some of them and put them in
the correct place. You can go to Wireframe Z. That will be a little
bit easier to us to see. Alright, now, maybe we can fix the distance
between these edges. So let's grab these edges. And then heroically to
space, and there we go. This edge right here,
maybe you can dissolve it and maybe we can fix the distance
between these as well. Let's see what's going to
happen if we do it space. And what about those right here? All that's not going
to work because here, it's very important
to have an edge. So when we fix the distance, we lost this edge right here. So I will undo that. Maybe we can fix the distance
for these edges alone. You can do that.
That's all work. Yeah, that's okay. Let's check the result
in the perspective. Let's see if we have
done is correct or not. Okay, I will move this
out a little bit. And I think the same thing
could be done for this vertex. And this one, I guess,
just be careful of that. Key to the X and move
this a little bit. Just pick a nice angle
to see the results, grab dorset alts and put
these out at handy bit. All right. These vertices right here are
not in the correct place, I guess, we could take
them out as well. Alts and let's push this
out and this one as well. Maybe this one and this one at alts and just move
this out a little bit. The same thing goes for
this right here and maybe for these vertices at Alts and take the
out a tiny bit. All right. From this angle, everything looks okay so far. That's very cool. Okay, let's see what else we can do here? Let's try to find another image. Let's maximize the view and search for I guess
this image looks nice. So let's stick with this one. Control F to make it small. And let's focus on
this one right here. All right. What's the next step? Here we have a sharp edge. So let's try to create it. Go to the front and
go to the edge. Alt click to select these edges, and I will hit E to extrude
this Y here like that. And in the right of you just move the sward key and let's move this
forward like that. And now we got this
in the correct place. That's very cool. In the front, maybe we can just
move this vertex, slide it down just a
tiny bit, not too much. Okay, that's nice. And maybe I guess we can
move some of these vertices, or let's add a vertex Y here, and I will grab this hit
E to extrude it Y here. I will grab this with this hit F. Let's see what we have
done in the right of you. G, and let's move
this over there. All right. Does that make sense? Okay, looks nice so far. Maybe this vertex we can take it out a little
bit like that. Maybe this one, not too
much, just a tiny bit. And let's select those together
at F to create a phase. All right, so this area
needs a little bit of attention. Mm hmm. If you like you can add
one egg right here, so we can make this one quad, and you feel like you can
add a support edge right here to make this area nice and tight because
as you can see, this area is a little bit sharp. So we can add one egg right
here to make this a tight. But maybe we can do
that later right now. Now let's focus on the modeling. All right. What's the next step? Let's go to the front, and I will copy one of
these var dices, and I will put one right here. Let have D and let's move
this maybe right here. Let's start from this
point. Maybe from here. I will let E to extrude this
all the way right here. And let's put these
two vertices in place. Maybe from the top,
we can roll that. So this one, the fast vertex, G and let's move this out,
and it should be here. And the second one, it should be moved
right here, I guess. And we can add three
vertices, G to move this one. The spots right
here. I'm following the edge of the front
light or the headlight. Now we got it. Let's go back to the front, and let's see what
else we can do. I will hit E to make another
extrusion goes down here. And let's see in
the perspective, sorry, in the right view. All right, so it should be
moved forward right here. And we have small curvature.
Let's take care of it. Let's add two vertices for now, let's move this
here, and this one, it should be moved a
little bit right here. Go back to the front and maybe we can extrude this
line right here, I guess. And we can add two
or three vertices. So's first let's
start with this. Let's put this in
the correct place. Just move it over here and let's move this one here and
this one right here. And this one, it
should be right here. Okay. And here, maybe we
can add extra vertex, so we can follow this
care right here. Mm hmm. Okay. That's very cool. Always
go back to the front. So this is various
so that we cut. And now maybe we can make one more Tami strchonO actually, we can select all of these vertices and hitE
and move those down here. Okay, now I will take this line and move it towards
X axis at tenipt. And let's see in
the perspective, we should move this down G, and let's move this
down like that. Sorry back towards Y axis. Let's check the result
in the perspective. All right now is the
time to find an image showing us what's going
on here in this area. So let's maximize
this at F, control F. Let's see which image
can help us here. All right, most of
these images are not helpful. Okay. Any image here? All right. Which
one? Maybe this one? No, this one is
not going to work. All right. So the
idea is this part, it should be connected
to the fender as well. It should go deep
inside a little bit, and it should be connected
back to the fender. And Okay. As I remember, I have an image
showing us this part, but I don't know
where is it now? Okay, let's go back to solid. And now we got this
result from the front, maybe we could make semi
tweaking myself quite sure, like grabbing this vertex
and move it a little bit. Okay. Right now, let's
see what's the next. Now, I think we can copy one of these vertices and try
to create the headlight. So I will let head and let's move those over here
after you select them. And let's put one
vertex right here and maybe one that
you go right there. I don't know if this could
be visible on the top. From the right, we
can see part of the light, so I will
move those back. And this one, it should
be moved back as well. We can see this point. So I will try to
guess the distance. It should go deep a little bit. Let's go to solid. So I think
we can move it right here. Something like that, I guess. Now let's select those
hit Q D to this, and let's move this up here. And let's circle up this vertex and let's put this
right here, maybe. Go back to the right and G and let's move this
vertex over here. And this one, it
could be moved back, I guess, a little bit more. If you draw a stright line, we have some distance between
this point and this point. That's what we
could achieve here. Maybe we should move this
a little bit like that, and we can check all of that
in the perspective as well. Let's see in the
perspective what we got. Okay, so far, the
result looks cool. Let's go back to the front and I will hit to make one extrusion goes like that, and
one goes like that. Let's put this in place
from the right view maybe. Grab this, hit key,
and let's move this over here, and this one as well. It should be moved over here. And now I can hit
F to connect those together and add an
edge right here. Sorry a vertex right here
and move this up here. Let's check it from the front. Right one vertex here, and key, and let's move this over
here, it from the right. Okay, something like
this. And not just that. I think the light should
has a small care here. So in this case, I will
add three vertices, and I will hit key to the
Y to move those forward, just a tiny bit like that, grab this one, key
to the Y again, and let's move this a
little bit forward. Let's check this area. Let's see if this
result makes sense. Key to the Y and let's
move this back just a little bit. Okay,
something like this. I will add a vertex
here and Okay. And keep in mind after we
create all of the polygons, it will be a little
bit easier to understand where you move all of these vertices and
where they should be. I will add another
vertex right here and the git twice to slide the end. I will connect those four
vertices together at F, and I will slide this a little bit G twice and the
slide is over here. Drop those hit F.
And maybe I can crop those together at F.
And what we have here, we have two vertices. Mm hmm. Let's select those
all of them at F. Sorry, don't include this at F. And I guess we can
select those at F. Crop these together. All right, at at F. That's not going to work. We could add more vertices here. Let's move this a
little bit to the Y. Okay, now the curve makes sense. What else we can
do? I will select all these vertices and hit F
to create a big face here. And after that, we
can use knife tool to make some cuts here. And what else? Maybe I
can en grab this with this hit J to connect them. And for this vertex, we can connect it
right here, I guess. And this one, I can
connect it maybe here. And I can fix the
distance between these. So maybe the space, call those over here to space. That's very cool. And what about the distance right
here between these, sorry, right click, Q space. I forget to include this one, right click and Q space. Okay, that's very cool. Hit A and then shift
and to recalculate the normal to fix the normal Larkin let's go back to the front and let's see what's the next step. Okay. Now I will
select these edges and I will hit E to
extrude this up here. And after you do that, as you can see, it
could be pushed back. Okay, here. And
we could do that. So I will hit G to the Y and put this deep
inside like that. Okay. That's right, cool. I think this vertex, we could push it inside a little bit. I think so. So to the
Y. Something like this. All right. After that, let's take some of these vertices out, to the Y, and this one
as well, to the Y. The curve here looks very cool. Maybe this one we can
move it out to the Y. Okay. That's nice. And maybe this one we
can push it inside. This vertex as well, we should move it a little
bit inside key to the Y. These, maybe we can
take them out just a little bit. All right. Now let's find a way to connect the site
with the fender itself. Maybe we can select these
for retics and start with them at F to create
a phase here, and maybe we can grab those over here at F to create a phase. And I guess we can slide
these up maybe right here and slide these
up here as well. What about this area? I guess we need an H goes
right here in the middle. And I will select this with
this at F to create a face. And for this area, try to find another image. According to this
image, you can see that this line here of the fender is not
aligned with this one. Okay? So just keep that in mind. I will select those at F to create a big face
here between them. And I don't know, maybe
I think we could move this a little bit
inside, I guess. Okay. And we have those together at F. Now
they are connected. Let's see if we
missed anything here. Maybe I could just move
this a little bit out. Or even I can delete this edge. Let's keep it for
now, and later we will find a solution to this variation
we have right here. All right, now, let's
go back to the front, and let's see what's
the next step, what else we could do here. All right, maybe these vertices, I can just move this
up here a little bit. And let's check the
front light as well. I just want to see what
else we could do here. According to this mic I found, it seems like the grill, it has a little
bit of thickness. And we didn't create that. And it will be
something simple to do if we want to edit this. But I will end this video
right here and we will do all of that in the next
videos. So see you next.
9. 9 Modeling the Fender part 4 focusing on the front side: Hello again, and
welcome back here. In the previews video, we got problem with this area and we should find
a solution to it. I just created
this piece of plan to cover this area and creating
this something symbol, and I will use this as
a temporary solution. The result, the final
result looks nice, but maybe later we can king it. So let's try to create something like that. It will be simple. All what I did here is I grabbed the the goll just tap
to go to the mode, and you can select these edges
in the middle if you like. Well control grab this
until you reach this point. And after doing that, you hit HeavD and hit
right click to leave the new CVI in the
same place and then hit P and then
S two separate it. Tab out and grab this new age, tap to the mode. And some of these vertices
we don't need them. We will recreate them. So dissolve them now. Control X, and now select all of these
vertices and then hit E to the Y and book this
to the Y d arch like that. Something like
this, it will work. And after that, we could
give this a thickness, help out, and let's use the
solidify to achieve this. Go to the modifier list
and let's add soldify. And we want to give this
thickness on the opposite side, so I will add -0.3
and that will be it. Now, apply the
solidify or sorry, before you apply it, activate even thickness and all the rim. Well, that will put
the rim on this side. So in this case, if
that doesn't work, I will hit eight select all of these faces
and I will flip the normal because if
I flip the normal, the solidify will
work on this side. So hit Alt and to open the normal menu and hit
flip and now it's flipped. So that's mean we don't
need to add minus, add 0.3, and that will be it. Let's apply the skill in case
we have problem with skill. 0.3, 0.3. And now apply the solidify
tab and control R to add an edge right here
in the middle and then hit Alts to push these
vertices out like that. And then let's add the support the edge loops
here to make this error tight and one on the side
here and one on the side, and one on the side. Now tap and let's
see what we got. All right, so this
is the result. You can move this to
the Y, a little bit. Key to the Yip move
this a little bit. Right click here smooth, and now it's become
nice and smooth. Perfect. Right now, let's go
back to this area and let's see what
else we could do. Let's bring back the
reference images, and I feel that we
have a curve here. I don't know if
this area could be sharp or we could
have a curve here. Let's go to the front and
let's see maybe this vertex, I can move it a
little bit like that, and everything so far
looks okay and nice. And maybe all what we need to do is just adding one egg right here in this area and
dissolve the rest. Rub these and dissolve them. And let's see grab
these egges and I will hit Alts to push this out like that to
have a small curve here. And now after doing that, I will rub this egg. Rub this salt can grab
this one and I will hit E to the Y and extrude
this inside like that. I will hit to Iolvis. Let's focus on this
area a little bit. I will extrude this as
well to the Y like this, and I will mirc
these rare disease just to grab them like that and hit M and M marriage as center. And maybe these I can just
move them back like this. All right. That's really cool. Let's tap out. All right. Let's see what else
we can do here. This area should be
sharp, as you can see, so we can add we can add an
edge right here like that, and maybe we can
add another one. Or maybe we can add all
of this later after we give this solidify
or thickness. All right, this vortex, maybe we can slide it a little
bit like that. And maybe this one as well. One I can hit Alt and just push it deep
to this direction. Maybe this one I can
slide it a little bit. And then I will add
an edge right here. I just support the edge loop. And maybe one here, hit E to align it with
one of these sides. If this aligned with
the wrong side, hit F to fill a bit,
let's move this down. And let's tap out.
As you can see now, it's become nice and smooth. All right, let's tap again. Here we could have an egg, support egg loop, and maybe one here as well hit E
and flip the alignment. Let's see what we
got. Let's tab again, and what else we could
do here. All right. I think we could I
will grab this hit F, and then I will
grab these vertices as well and hit F
to create a phase, and I will grab this
with this hit K to connect them together. And now I think we can grab the border of the
headlight and I can extrude it back to the Y
hit E to the Y and let's put this deep inside like that. Okay. The result looks cool. And maybe we can
add masque here. Maybe we can add
an g right here, support the g loop, hit E to align it and
flip the alignment. So let's add one right here. And in the front view, I will go to the
vertices and I will move this to fix the
curve we have here. And from this view, I guess we could move this
forward a little bit. This, I should be sharp. And maybe we can go
to the front again. And I guess we can just move
this a little bit like that. Right. And we could push this forward
a tiny bit get with a Y and move it a little bit
because it was like this. And now we can fix a distance
between these edges to get better results at space,
and now it's perfect. Go back to solid. There
we go. All right. This area should be Java as well, so at least
take care of it. All right. I will
ignore this for now. Alright, I think we did all
the necessary step here. But this area is still
connected to the fender, so we need to create it.
So let's take care of it. Because after
creating this part, I can give this a thickness. Let's go to the front and I will grab this vertex
and hit E and extrude this over here at this
point and go to the right and move this vertex to the correct
position like that. And the perspective.
I can see it from the top so in this case, we could take care of this
area and make it like a curve. In this case, we can add hit control R and
let's add two a, maybe, G to the Y and let's
move those like that. This result looks okay and
makes sense. Yeah, I guess. And now I will go back
to the front, hit one, and let's extrude this one
more time, hit E. Sorry. Hit E and extrude this until this vertex meets the
vertex on the other side. And go to the right and move this new vertex
forward like that. And maybe these vertices, we can move them
down at a tiny bit. Let's check the result
in the perspective. Maybe here we should have
a vertex and move this a little bit towards
the G to the Y, and let's move this
set a bit like that. That's very cool. What else? Let's go to the front, and I will hit E to
extrude this over here. And from the right, hit and
let's move this over here. And I will extrude this multiple times or maybe
one extrusion right there. Well, this area is not visible, I guess, in the right view, but I will move it right there. Okay. Maybe in the
perspective, we can check it. Let's add two ages here as well, and I will move these to the Y k to the Y smooth like that. All right. Let's see what
else we could do here. All right, I will add
one vertex here as well. I will this with this hit F, and I guess we can
select those together. Does that make sense
to create a phase here? Well, I don't think so. In this case, maybe we can grab these edges and hit E to
the Y and push those back. And maybe we can
mirror this vertex. G and Alright, sorry. I will dissolve this edge. I will hit Control temporarily. I will recreate later. G, hold control and
snap them right here. Make sure to activate a
vertex snap to achieve this. And now it's snap try
to find another image. I just I want to understand
what's going on here exactly. Maybe this image looks cool. Alright, I guess we should
let's go to the front. I think we should move
these raritiess a little bit out like that. Maybe this one, it should
be pushed back to the Y, and I think we can
merge it here, I guess. And I'm not sure quite here, but I think we should move this a little bit
deeper due to the Y. Something like that. And I will use an F top to
create a cat goes like this, this phase, I will delete
it hit XF, get rid of it. Go to the vertic,
select those over here at F to create
a face right here, and I will use nF tool
to create a cat here. Holf to make the
cut at the center. All right, I will grab those as well and hit F to
create phase here, and grab those hit F
again. And F again. Use F tool, create
a cut from here, hold to make the
cut at the center. It's space to confirm. Okay, now just pick a nice angle and all
what we could do here, just moving the outs and puck these out and
maybe this one as well. Maybe from here, I
guess I'm quite sure, but I will hit E
and move this out. Eight maybe these eggs, we can move them a
little bit back. It seems like this
egg would be strip. And we moved this
egg up a little bit, and I think that's not correct. So go to the wireframe
and it wise, slide this down like that
and move this down as well. Let's slide this right here and this one right here, I
guess, we can do that. All right. That's very cool. Okay. She was next to. I guess we could grab
these vertices and exclude those bag like that and move this bag keywise
let's put this way here. Let's push this a little
bit deeper like this. And as I said, I don't have a guide showing you
how to do this, but I'm modeling this according
to the reference images. And this one could
be in the middle. So just move this bag like this. Something like this. What about these edge
right Maybe this one I can slide it like here. Now, let's select these edges, and I will hit E with the Y. Extrude it at tiny
bit. Not too much. So we can merge those together
and merge at the center. And now let's select
these vertices, and I will hit E to the Y. Extrude them like this
and let's merge this one. Or you can move it a
little bit to the Y, maybe right here, and I think it's merriged
automatically. Okay. That's right, cool. Now the question is, can
we extrude this even more? And what's going to
happen if we do this? All right, let's accept
this result for now. And now let's focus on this area because I think we could
extrude this one more time. I before I extrude this, I just want to check it, if that makes sense or not. Fair thing, we have
some variation here. I will move this down a
tan bit like this. Okay. And maybe these vertices, I can move them up here, and the same thing
goes for this. Okay. I just want to see if we are doing our e is
correct or not. I think we should
extrude these down, hit E to the Z and extrude
this a little bit like that. Let's go back to the right end, let's see what we
should do else. Maybe we could grab all of the E faces and hit E to
the Z and move this up. Do we need to do that? Okay. I maybe here, I can do this. But if I move this up, I will have some problem
with the geometry. I mean, if I hit due to the Z, this area will be bushed inside, and we should fix it, but I just want to
find the solution. Alright, I don't like this
result. I want something else. I'll click on this face loop, hit X, and then F
to delete them. And I will use the knife tool to create a new age
starting from here. Something like that. And this new egg could
reek this area, I guess. And maybe ends here. All right. Now I will grab
these edges just stick to the edge selection
mode and I will grab these and I will hit E to the Z to extrude those
ten bit like that. And now we could connect
this with this one. F. It's F to create a face right here and
just dissolve this edge. You can excite from
the X ray mode. Let's use the NF tool again and I just want to create
cut goes like that. All right. Let's go back to the right and let's see what's the next step. Okay, now this vertex, maybe we could move
it down a little bit, and maybe this one
as well like that. And maybe this one could
be moved right here. But what about the rest
of them? All right. Maybe these vertices, I can just move them a
little bit, not too much. Let's go to the perspective, and let's see what we got. Let's go to the right
view and maybe we can move this vertex at any bit. Maybe this one I can move
it a little bit down. And maybe those I
can move them up. This one I can move it up. So now we got this result. This area, I think it needs a little bit over tweaking
like moving this vertex out. Yeah, I think that
will be better. Anything else here we could do? You know, maybe we can focus
on this area a little bit. I will grab this
extrude this back, E to the Y and put
this inside tiny bit. You can go to the local mood. Okay, so we can control this
book this maybe right here, and I will add two
edges like that and mirc these
vertices together. Hit key hold controller
and snap this one here. This one here and this
one right there. Okay. Now maybe these edges, I can do the same thing here. The select this. But let's exclude this bag, E and put this over here. Let's mark these
vertices together key hold control and
stand right here. And on the side, I will mark
this one here and slide this bag like that. All right, that's very cool. If you want to book
these edges, diver, you can do that starting
from this edge, and select the rest. And maybe we can include
this one as well. E to the Y and book
this two times maybe. Let's merk these vertices. Don't forget that. I think
we made a mistake here. E to the Y. G hold control
and stub is over here. Alright, that looks cool. Let's tab out, and
let's see the result. Tab at A, select all the faces. You have to enter,
recalculate the normal. Right now, let's go
to the edge again and maybe we can select these edges and ph them deep inside or maybe we can use the soldify to achieve this. Let's ignore this for now. Okay, let's focus on the
headlight a little bit. I just want to select
the edge loop here, and I want to bevel this area. Okay, so it can troll be
to bevel it. Like that. But I think we got problem
here. I will end with this. I just want to see if these
vertices are merged or not. I will hit Control R to add
an edge loop right here. I will use the edge
loop technique. And control R to
add another loop. But the second loop
is not going to work. So in this case, maybe manually, we
could add these loops. But first, I want to
hide this pace in this pace and create an
H loop goes like that. And then we will bring back these faces and manually
create this area, the loop on this area, grab this with this
hit Now control R. Hit E to align it F to
flip the alignment. And now we have something cool. Alt edge to bring back the faces and hit K to
activate an e to end. This creating edges
goes like that. Maybe we can mirk this
one here, I guess. Here is an ET. Let's
connect this with this one. Alright here we have a triangle. Let's see if that will
affect the results. Right click head smooth.
Okay, that's very cool. One more thing here
we would like to do. We could add an egg loop
right here to tighten this area and we
could get rid of it. Alright, drop these. Can troll eggs and
dissolve them. Dissolve this one as well. And maybe I can hit
etwise and make the smart right here and
delete this egg in the middle. So we can have a quad. And we can do the
same thing here. This time, I will use an F to it K. That will be
faster. Can't throw X. All right. That's very cool. Let's give this a thickness, tab out turn of
subdivision surface and let's add solidify. All right, 0.3. Turn on even thickness and activate the whole
ring. We just need the rim. So this is the
result that we got. We should make some tweaking. You can see before and after. Okay. I will apply this tab again and let's see what
tweaking that we should do here. For example, this area
from the front of you, let's put this vertex
in the correct place here and slide it like that. And let's check the rest
of the vertices here. On this side, I don't
see any problem. Everything looks
fine. But maybe here, this vertex, for example, we could move it up like that, and matter, maybe from the top, we can move it a
little bit like this. And this area needs
some tweaking, like moving this one here, I guess, maybe slide
this a little bit. Let's follow this edge and
let's check this area as well. This area needs some tweaking, like moving this one here.
Yeah, that will work. Get wise and just put
this a little bit inside. This area, maybe we could
just move this vertex. What else? Everything
else looks fine. Here we have faces
in the middle. We don't need them, grab them, hit X, F, to get rid of them. Right now, I will add an egg here in the
middle that control R, and I will hit Alt
to push these out. Okay. And now is the time to
tighten some areas. Let's go to the right after you excite from the local mood. And what I want to do
is here on this area, we just need to move some
vertices and put them in place. Rub this and let's
move it a little bit. Okay. I feel that we have some wafness right here. So let's try to avoid that. Okay. All right. Let's see what else
we could do here. Let's go back to the right
and maybe this vertex, we can move it a
little bit right here. And we can redistribute
these vertices again starting maybe
from this point. All right, I sorry, let's add these
edges right here, all of them until
you reach this area. Don't include those. And
let's add those over here. Let's see if that works. I'm going to start quite here,
but let's give this a try. Right click space. That will ruin the results. So in this case, we
could diselet this. If somebody like that, I think
this result is acceptable. Go back to the right
and some verte is easier we could move them. Like this one, we could just move it a little bit forward. I did all of that because of
this a we got right here. If this a causing any problems, we can get rid of it and
connect this side to the side, but we will have
a triangle here. Let's tab out and let's see the final result,
activate subdivision surface. Let's go to the
right and all right, this area should be tight, so I will add an H
loop right here. And maybe one H loop goes here. And manually, I will
use F tool hit K, let's cut this area like that. All right, something like this. And what about this edge here? I will add another edge
right here, Control R. I will use a knife tool at K to create a cut
goes like that. That will make this arrow sharp. And Okay, this arrow
needs some tweaking. Let's go to the right view and I will head slack to exit from the local mood and just
go back to the right of view because I want to move
some vertices in place. For example, these vertices, maybe we could just move
them a little bit forward. And maybe those we could
move them back at tiny bits. Everything here looks okay, but this area needs
some tweaking. Maybe adding one right here. Maybe that will help
to fix the problem. So grab this with this head K, connect them, and go
back to the right. All what we need
to do is just move this forward like that. That will help a little bit. Maybe this area
needs some kind of tweaking like rubbing the slide this down and just
move this out. I'm not so quite
happy with this area. It needs more tweaking. Let's go back to the right end. Let's see what else we can
do here to fix this area. But in the wireframe mode, maybe we can move these back
some of these rare disease. Maybe this we can move
them down like that. Let's activate
subdivisen surface and the edit mode so we can
see the final result. Okay, let's grab these. Okay. Maybe those I can just
move them back just a tinipt maybe this as well
in the wireframe mode. Key to the Y and just
moves just a little bit. Do All right. And here on this area, we could move these
vertices a little bit, one here, and this one could
be right here, I guess. Key twice and slide this right here. Slide this one as well. And I will add an A
clove right here at Control R and one right here as well to
tighten this area. And one right here. I think we could include this edge
and this one as well. We could bevel these edges. So after selecting these, just hit C troll would
be to bevel them. Something like that will work. And here we got some problems. Let's try to fix them. Turn off subdivcon surface. I just want to see
what we got here. Alright, let's sk this one. All I will undo all of that. I just want to see
why that happens. I will slide this a little bit, move it away from the bevel, and I will re select these edges again and it throw like that. And now the result
is better, I guess. A Maybe I can just move it
a little bit. Like that. Maybe from the front
view, we can do this. And we should have
an glo right here. So all right. Let's turn off subdivision
surface and the edit mode. And I will use the knife tool to create
cut start maybe from here and it should reach this
edge and this one as well. And those over here, And
we could end right there. And after doing
that, let's get rid of these triangles,
grab this hit, not N M and Mic at the center, and let's move these forward. Let's slide this a little
bit like that. Okay. And what else here? As well grab this hit
M and Mic at center. Tap outs. Another result looks okay. Okay, this edge, it
should be sharp, and we could have
an edge right here. Let's like to isolate this and let's see what
optionsy we have here. Let's select this edge and
let's grab this one, I guess. All right, I will hit
KantrolbT bevel this. He something like
that. This vertex, we just need to move it back. Maybe this one. And let's try to find a
solution to this area. I will delete these
CtrolaX dissolve them, and I will grab
those together at M and Mirc at the center. And I think this will help. Let's see what's going
to happen I dissolve this H. All right. Something like that, I
think we can accept it, especially if we grab these
two vertices and push them to the X axis like this. All right. Let's use an F tool to
create an h right here. And again, let's use an F tool
to create an He goes here. And maybe one cuts right
here and it should go here. All right one here.
And it could k this. After that, let's
folks on this area. I just want to grab
this with this hid k, and I will use a
NF tool to create a cut goes like that
and one goes like this. Let's go back here
and use an F tool again and let's
create an e loop. One cut goes like that
and one right here. Okay, and maybe we can start
again adding these edges. Let's see what's
going to happen if we had an edge right here, add one, hit it to align it. All right. After
that, you can en grop this with this edge and hit J, and now that it. Now let's tap and
let's see the result. That's very nice. All right. This area, we need
to be billets. So let's create an
egg goes like that. And one goes like this. And one, it should be
right here and one here. I think we can and
this right here. Something like that. All right. What about this edge right here? We could have an edge loop right here to make this a tight. Let's dissolve this and
let's pivlet with troll B. And then when you tap, you
will have this a sharp. Okay. And here we could I think we can select these two edges and hit
and merge at center. I think this will work. And what about this vertex C
throw and dissolve it? And this area is not
going to be visible, so don't worry
about it too much. All right, what else
we could do here? Let's go to the right
and maybe we can move some vertices to fix the
character we have here. Right now it's nice. Let's see what we
have right here. The result here does
not make sense. Some of these
vertices jumped out, so let's move this in like that, and maybe this vertex, I can hit out ten of it twice
and slide it right here. Maybe we can mark this one here. Let's book this inside
a tiny bit. All right. Here we have a
problem. Let's create a new cut goes like that. And this could go
all the way down. Okay, let's end it
right here for now, and let's fix this area. All I want to do is just
dissolve this edge. That's all. And for this area, I guess we can just slide
this a little bit. Grab those together at M
and then merge a center. Maybe we can add an
edge loop right here. It's E to align it. It's F to flip it like that. Let's get rid of these
edges right here. Okay. Qwice let's mirc this up. I think we can grab this vertex and hit twice and
mic it here as well. Alright, I will end
this video right here. And so far, the results
looks very cool, but it takes too much time
from us to create this spot. At the end of the day,
we got something nice. It's like to excite.
Yeah, very cool. I think that will be
it for this video, and I will see you
in the next one.
10. 10 Modeling the Fender part 5 focusing on the front side: Hello again. Welcome back here. Okay. Let's finish this area. Let's see what's the next step. Okay, these sharp edges
that we have right here, it's wrong to go
to this direction. They should go like this. And we need to find a
solution to do that. Let's see what opportunity
we have right here. First thing, maybe we can
start with this edge. Let's create a cut
goes like that. And maybe it could
go right there. It can roll off to
add one H right here, and this could meet this edge. After you select
these two vertices, just hit F and sorry, not F. Head J to mirc them. Gwise, let's slide
this a little bit. Alright, I think we can
merge those together. Here we have a triangle. I will ignore this area for now. Let's focus on this area. We could have I think second
egg to support this one. Or at least use an F
tool and let's create another cut cost like that. And I think this new cut
should go from here. Okay, Key tie and let's
mark this one here. Maybe those we can slide them. All right, so this
is the first line that's used the knife tool
and basically the second one. Well, this new edge will
make this error sharp. But I will accept this result. And after that, we
will see together, how can we fix it? All right, I will create
a cut goes like this, and I will mic this one here
and the smart right here. This one, maybe we
can mic it here. And now we could have
the third one, I guess. Alright so grab this one, twice. Sorry. Y hold control, snap smart right here,
and slide this one. And I will use the NF tool
again to create another cut. It could be here.
And now these edges, we will get rid of them. Can troll X, and let's
leave those over here, and those here, we
don't need them. Okay. And this one,
get rid of it. Right now, when you tab
It's not make sense. We have problem. We could
find a solution to it. I will create
another catter here, and this one could meet
this vertex, I guess. The result is a
little bit better, but here we have an artifact. Okay, to get rid
of this problem, I will grab those
and dissolve them, and other result become better. But here we have some problems. I will grab this edge twice
and mercut like that. And maybe these two edges I can slide them a
little bit like this. No, no, maybe we can move
them a little bit like that. Okay, what about the
triangle that we have here? The result is not
so quite perfect, I will add an extra H here, and I will move this
to the Y a little bit to fix my problem. And maybe I think we should do the same
thing for this one. Let's try to put
this in the middle. Just it like these
edges, all of them, and hit radically and choose space to put this in the middle. And after that, just
hit key and put this to the Y, a tiny bit like that. I want to fix the curvature
we have right here. And maybe here we can do the same thing just
add a new edge, and hit key to the Y and let's move this forward,
a tiny bit like that. If you feel that we have some
waviness, get rid of it. Okay, let's see, maybe this one, I can move it a little bit
towards the Y. All right. Now the result looks
nice and smooth. Let's go back to
this area and let's see what else we can do here. Alright, this vertex, I
think we should move it. So yeah, I will hii twice and slide it
right here and use the neph tool to create a
new cut goes like that. And one goes like
this and one here. And on this side, right, I will complete it
with the ep tool. One should go like that, and maybe one cut
should be right here. And what else? Okay. All right. Can we leave it here? I think that's not going to
work to leave it like that. Let's slide this a little bit. Let's tab and see what we got so far. Okay. What about this? Grab them? It's M and married
at the center. All right. And maybe we should have an edge bare to tighten this
area a little bit. All right. Let's see if we we missed
anything else here. Okay. All right, I guess
we can add an a loop, start from here
and it ends there because it's important to move
these vertices like that. Sorry, I just forget to extend the line to
cover this area. Now, after that, you
can go to the front, I guess, and you can go to the X ray mood and just
move those like that. After that, let's
mix some tweaking. First, let's take
this vertex out. And maybe those over here
and these rare disease, we could move them a
little bit right here. And maybe those as well, I could move them
like that tiny bit. Okay. And what about this age? I think we can dissolve it or maybe we can start
with the new age like that. And we can end it anywhere. Let's use a knife tool. Let's
keep cutting these edges, and we can leave it right here because this area is triangle, and if we add an
edge right here, that will make this area quad. So something like
this, it will work. Let's go to the front. Let's see what else
we could do here. Alright here on this side, we could have an
edge lob, I guess. I will grab this entire edge
loop and maybe we can bevel it. Could we do that? Because this area
should be sharp. Okay, let's target this
area and I will hit KantrolVtbvls 23 like that, and grab this with this hit
trol and dissolve them. Grab those together at
A Merck at the center. All right, now let's
take this vertex. Maybe we can dissolve this one. Okay. The result is not perfect. But let's see what
option do we have here? I will ignore this
error for now. Or maybe we can just move
this a little bit like that and maybe grab this one, this vertex and just move
it a little bit forward. Yeah, let's tap. I still have some shading
problem right here. Maybe we can fix this with
the shrink crab modifier. Now, maybe we can add an glob
here to make this a tight. What else we can do here? Okay, let's focus on
this area a little bit. I just want to see what
option do we have here? At least grab those hit M
and Merc at the center. We see what's going to
happen if we do that. I think the results
become better. Yeah, become better. Let's go to the right because I feel that we could
move some vertices. For example, those Y here, we
could move them like that. And I think we didn't add
to support the equlob here. So let's see how can
we do that? All right. If I add new edge, the edge will go
from this direction. So in this case, I will grab this pace
and hit he to hide it. I want the edge to
stop right here. It can troll R to add one H here and hit E to align it,
flip the alignment. And let's move this up here. And now I will hit H to
bring back this phase, and I will use the knife
tool to create my new edge. That should go from here
and here, I guess. Okay. And here we have triangle, grab this vertex getwise
and merge it here. Okay. Tab out. Everything so far
looks nice and clean. Except for this area, I guess we could I don't know, this area shouldn't be. I can feel the sharp edge here. Maybe if we slide
these rare disease, maybe that will help
to fix the problem. We slide those right here.
I think that will help. And maybe we can
from the right view, we can just move
this a tiny bit. Yeah, now the result
looks better. Even here, if you like,
you can slide these away. Gas a little bit, not too much. Maybe we can rotate
those a little bit. Yeah, something like that. And this area is sharp as well, and I think that's not correct. We will try to find
a solution for this. Before we do anything here, I just want to check
another image. I just want to see if
this area sharp or not because I'm not quite sure. All right. I will grab these vertices right here and it Gwie and merge them here, grab those over here and
let's do the same thing. And let's see
what's the results. I will grab this edge and dissolve it so we can
have a quad right here. And maybe this vertex, I can hit G and move
it inside a tiny, but not too much. Be careful. And maybe slide it like that. Snows are quite important. And maybe we can pick nice angle and just
hit key and move it. Well, that will help to make the result looks even better. But here we have
another problem. Okay, let's see
how can we fix it? Let's light this vertex
up and this one as well. Maybe this one right here. Okay. And I'm not quite sure, Let's see what's
going to happen if we have an egg goes like that. So let's delete this one here and delete this one and
delete this one as well. Alright, key twice, and
let's slide a tent. And I will delete
this one as well. Maybe we can have an edge, maybe here, I guess, wise to move it a little bit. Well, these new edges I'm adding here will affect the
curvature of this area. So after adding these edges, we could fix the
curvature again. Hit K to activate the knife tool and let's
create cut goes like that. And let's crop this
one, dissolve it. All right, maybe this edge, I can hit twice
and mirac it right here and this one as well. Alright, this edge, I can
dissolve it, I guess. Now I'm getting something close to the reference image,
as you can see here. Maybe if we dissolve this one and if I hit M and
M at the center, maybe that will help and
give us better results. Something like this,
it will be nice. Maybe this vertex, I can
move it a little bit out. Now I'm getting
something close here. And the curvature is
still nice, actually. It's not affected too much. The heading is still nice. The caveat kettles still nice. Let's go back to this area and let's see what
we can do here. Maybe we could have one
more egg right here just to tighten this area
and maybe one here as well. Okay, something like this. Maybe I can take them out
just a little bit and maybe rotate them at our end. Just pick a nice angle and
rotate those a little bit. So far, everything looks cool. Okay, now, let's try to find
a solution for this area. Let's see what we can do. Okay, I will use the knife tool. Maybe we can create a cut
goes maybe like that. And Okay. I will dissolve this I will
dissolve this one as well. Or before you dissolve this one, I will create a cut
goes like this. Maybe ends here and
now dissolve this one. Maybe this one I can slide
it a little bit like that. I in this area,
we have triangle. I don't like that. And I
don't like this result, to be honest with you. So timber let's delete this one, and I think we can select this edge loop in the wallet to two edges like that maybe. Let's tap to go to the tab just to see the result of
the subdivision surface. Okay, maybe these, I can just move them a
little bit to the Y, a tiny bit not too much. Alright, now the curve
looks nice and smooth. Okay, now we have a quad right here because this
one was a triangle, and now we have the
fourth vertex here. If you like you can
slide this right here. Let's see if that can
make any difference. Let's see before and after. Okay, you can leave
it like this. And what about this edge? If you like, you can use the knife tool and create a cut goes like this
and dissolve this one. Control X and dissolve it. We just changed the flow
of the bool gun now, the flow goes up like that. And I will add an H right here because I
want this arrow to be tight, and I will grab those head J, and maybe one H
could be right here, but I don't want this egg
to go to this direction. So in this case,
I can use F tool, it K and create cut
codes like this. And let's cut this area as well. Grab those together. It key and let's move
those right here. And maybe in the Xray mode, I can just move this
a little bit forward. And maybe we can add rages right here because when I
add an h right here, that's will affect
the curvature. So I will add this edge and just move it a little
bit forward to the Y. This one you can
leave it. All right. From this area, we
can move these a little bit in the X ray mod. Something like that.
Even these, if you like. All right now, let's
select these edges, Kittie to slide them, hit E, to align them. Let's move those over here. And even those right here, kiwise hit E and flip the
alignment on the side. When I add this edge, I
got a lot of problems, so I think I will
dissolve it at Centro x. And I will move this down kiwise because it
should be moved down. All right, now the result
is a little bit better. Okay, This vertex, maybe we can slide it a little
bit and move it out. Maybe this one as well because
it's flat and this one. Alright, maybe this one as well. We can just move
it a little bit. Everything else
looks fine so far. Okay. All right, very nice. Could we do anything else here? Let's see what's going
to happen if we change the direction of this edge
and if we take this up. I will hit Control R to
add one edge right here. And I don't want these, can throw and dissolve them. Q twice, and let's
merke this one here, slide this one right here, and grab this one
hit Kantrow and dissolve this and dissolve
this one I click dissolve it. And now twice and slide this
a little bit like that, and maybe I can grab those over here and hit Q twice
and slide this here. Mm hmm. Maybe we can use a knife
tool to create a new cut here just to get a stright line. Sorry, do that. Okay, cut from here to here. Go to the edge. I'll click
on this one and dissolve it. I just want to get strt cut. All right now, this result
looks better and nicer. Okay, this area, actually, it's a little bit annoying. It's not easy to
get a smooth result with all of these boll guns, but I think we did it. So far, the result looks nice. Take this out. Just a
little bit. Maybe those. I'm moving these vertices out
to avoid the flat surface. Okay. I think we can
accept this result. And if I want to go
back for any reason, we can go back and
make further tweaking. But for now, I think
that's it for this video, and I will see you
in the next one.
11. 11 Modeling the lower grill details: Hello again. Welcome back here. In this video, I want
to focus on this area. Let's see how can
we create this? I got new images. I
added them right here. I have this image right here. I can show us some details. And I have the other
images, for example, this one and this
one right here. And this one. So I think we
can start from this area. We could create this
part, and from this part, we can create these three lines, and after that, create whatever
thing we have right here. I will let CentrolF to minimize
sorry minimize this one. And let's Alright let's
see how can we do this? Alright, let's go to
the front of you, and I think we can take
a vertex from here, stab and take whatever
vertex you like. Hey end let's take a vertex, for example, right here,
we can put this for now. A let's move this over here, and I will hit E two
extroude this here. And one extrusion goes
maybe here, I guess. And don't forget we have a frame around around this design,
surrounding this design. And according to this image, this vertex, it shouldn't
be in the middle. We could move it
up a little bit. For example, right here. Whatever thing you will
create right here, you'll find it right
here because we have mirror and
subdivison surface exist. All right. Now, let's select
these three vertices and I will hit P and then
is to separate them. Tap out, grab this tab
again today this mode. All right, hit A to select
these vertices and I want to extrude these
towards X axis like that, and I will extrude
those again like this. Let's go to the P perspective.
Let's see what we got. I think the position of
this siteometry is okay, all what we need to do is
just moving these forward. Maybe we can go to the
right of you to do this. I will select all of these vertices and
maybe I can hear them. I think that will be easier. So activate the here
and just hear them like that. Something like that. Go back to select box, and now I will grab
these two edges, and I will push those
back to the Y like that. And maybe we could extrude
this one more time like this and grab this edge
and I will let E to extrude this like that
and maybe moving this to the X a little bit to the X and then extrude
this back to the Y. You can align this
edge with that one, G, holt control, and align it. But you should activate vertex snap and then to move Holt control and
stamp with this vertex. Okay, maybe this egg
we can bevel it. It can rob to bevel
it to two like that. I think it's not sharp. So this is the first
step after that, maybe we can take a
vertex from this. Let's go back to the front and maybe we can take
this edge. All right. Let's try to find another image. I just want to see if this would extrude it from
the middle or not. So let's try to
find another image. I have these images as well. Okay? Yeah, almost
from the middle. So I will hit heavy
to take this line. And I will put this
right here and hit S to the x and dative flat in this
to the X and exclude this. I will grab those hit S to the Z to make this a little bit thinner and then I can move
this a temporary right here. After that, when this
line reached this point, it should be moved
out a little bit, according to what according to this image or
maybe maybe this one, as you can see, it goes
out just a tiny bit. So we should respect
that Alright, to grab this and let's flatten
this to the Y as well. Center. And now let's
take this hit E to the Y and let's move
this out. Attend a bit. Sorry. Maybe like that. I think that will be enough. And then let's go back
to the front end. I will let E to extrude this. Let's extrude it maybe right
here. Let's see what we got. All right, I will hit key to
move this inside like that. Go back to the front end. Let's go back to this
Image maybe. All right. I will hit key to move and I will move this over here because I think this
should reach the end. And I will push this
there, for example, and I will add two edges and
hit key to the Y and move these out like that to
get this nice curve here. Alright, that's very cool.
Now let's see what else we could do here. Okay. Let's try to find close and make showing us
what we could do here. I don't know if this
could be h or round, but I think it is round
according to this tape. As you can see, it's
round and smooth. So yeah, we will do that. We will make this
round and smooth. Okay, so in this case, I will grab this
egg and this egg, and I will hit E to the Y to extrude this to
the Y, just like that. Maybe this egg right here, I could move it to the
Y as well like this. And now we got this result. After that, you can grab this
egg and this egg and hit S to Z and skill those out. And maybe we can extrude this
to the Y again, like that. I will grab this
egg and this egg, and maybe I can bevel them, but I think later, we
can do all of that. For now, let's focus
on the modeling. Okay, so this is
for the first line. Let's see. What about the rest? Let's go back to the front end just grab a vertex or a
face or egg and then hit Control L to select the linked the linked
vertices or edges or faces. And then I will take
a H D to the Z. Let's take a copy right here and D again to the Z let's
take a copy here, Osbo. All right. This one should be, according to the SEMIC, should be ended here or
disappeared here, I guess. It's not quite sure. Maybe we can move this up
at the end of it. Key to the Z,
something like that. And now let's focus
on this area. I will go to the front end
hit G and move this over here and grab this hit G and
let's move this over here. Okay, something like that.
Okay, that's very cool. And I think they should be
merged with this hometry. So we'll see what option do
we have to achieve this? All right. Or maybe before we do that, let's focus on the frame. Let's see how can
we create a frame? We should have
frame around that. I think we can copy the
surface or maybe this one. That's not quite
here, maybe this. Or maybe we can
create a new edge. Let's see if we can do this. Maybe we can take these
faces and use them. I think that will
be easier for us. So grab these faces, hit HD to Kobi and right click to leave the new
copie in the same place, and then hit P and then
to separate it, tap out, and let's see grab this and
let's tap to go to the Let's see what tweaking we
should have here. Okay, these vertices maybe we can move those to the white, just a ten bit like
that, and maybe this one a tiny bit, we can move it. All right, let's
go back head slag to exact because I just
want to check something. All right, these phases, they could be moved
forward G to the Y. So let's move those
over here, I guess, they could be.
Something like that. Now we should align these vertices with this line and just keep small
distance like this. All right, starting
with these vertices, we should move them up at
end bit like that first. And let's check the distance. I think we should
move them back to the Y just a little bit. And what about this
one Q to the Y? And what about this one, G to the Y? All right, what about
those here? G to the Y. These vertices, they
could be moved forward. Grab this, for example, and it key to the Y and
let's move this over here, wrap this, something like that. And let's select this one to the Y. Let's
move this forward. The same thing for
this key to the Y. And this one. And this one. Key to the Y, and
let's move this forward and this and this. Alright. Okay. Let's go back to the front, and I think we should decrab this G to move this
maybe right here, and I think we
should extrude them. One extrusion should
be here, I guess, and extrude this again until
we reach the middle area, but Alright here we could fix
the curvature in this area. Okay, let's see how
can we do this? I will tap out and I will grab the grill because I want to
copy some phases from here. For example, these faces, I can grab them like that. You can select the pace or you can grab these faces, actually. I think it will be
easier for you. I will hit D to the Z to
take a copy right here. And then hit P and then S to separate the tab out
and grab this tab in. Go to the A to Alt click to grab this
and head G to the Z, and let's move those down here. Now, as you can see, we have the same curvature. Go to the right and then hit G to the Y and let's move
this bag like this. As to disease, you enter
to flatten this to the Z, I guess it's important.
I'm not quite sure. All right. Yeah, let's try that again. As to disease, zero Enter, K to the Z a little bit. All right let's see if
that makes sense or not. I will grab these vertices and
move them up or you can do something else like using the knife tool and make
quick cut codes like that. I think that will be faster. Grab those XF and
get rid of them and even this one at
XF, get rid of it. Let's you go to the front and
L see if that makes sense. All right. I think
we should move these a little bit
up Q to the Z, let's move those here and even the Q to the let's
move those over here. Try to avoid any overlapping. Let's move those over here. Keep the distance even here. All right. Now, let's
check the result. Alright, I think from
the right of you, we could move this a
little bit like that, and we could move this down
just at ten bit G tise at all and move this like that. Alright, after
doing all of that, I will grab this NATE and push this back
just a little bit. All right. And I will
get rid of this egg just timbery and I will grab this and it to extrude those inside. I will add an edge right here, and I will crop this
it F to create a face. And I will croub these edges again and hit E
and move the back. You can isolate this hum tree. That's will be easier to
see the other details. Gi hold Control and
snap this here. And for this side, you
can do the same thing. Corb all of these edges. Okay. And then hit E to extrude this here and extrude
this again like that. Grab this hit F two time. Okay. And now let's focus on the let's focus on this one because
we could add two H loops. Control R. Let's add
one here and one here. Control R to add
loop right here, at E for even distance, and let's put this here. Alts to push this out like that. Control R to add
an H right here. Control R to add
an H right here. I'll click on this one and gewise and let's move this
a little bit like that. Control R to add an E to
align it, and that's it. Now let's tap at and
let's see the result. It's like to excite, and let's
take a look from outside. Alright. From outside, the
result looks cool, I guess. Mm hmm. Very nice. Very awesome. So in this case, we could go back here and align, sorry, go back here and we could align these vertices
or edges with this edge. Alright. With this one selected, I will hit to the Y and
let's move this over here. And let's grab this
one in the middle. Hit key to the Y and let's
move this here, just zoom in. And here. Okay. Control ought to add two maybe. Let's start with two.
Start with simple numbers. Okay? This one
here and this one, be right here, I guess. Another a maybe here, G, and let's move this
over here. Okay? Maybe another H right here, I guess, Key to the Y. Let's move this a
little bit forward. Fix the distance if you
like, between these edges. Carve them like that,
right click Q space. Maybe one here. We could add key to the Y. Okay. All right. That's very cool. Okay,
that's very cool. After doing all of that, let's
give this set thickness. First, Shift A, so hit eight, select all the faces and then shift and to recalculate the normal in case we have an
issue with the normal. After that, I think it is the time to give
the set thickness, tab out and then go turn off subdivision and
let's add solidify. All solidify now is working
on the opposite side. In this case, we can tap, hit eight, select
all the phases, and then hit Alt to open
the normal menu and then hit to flip this and then
let's change this 2.1 maybe. Okay, tab out, right, shade flat so you can see
the theharp edges. Alright, now let's check
if this thickness, is that what we want or not. So this is what I'm trying to create this
edge right here. And I think it
should be thicker, so I will add 0.2 maybe
tuning the number 2.2, and let's take a look
from far distance. Okay, 0.25 maybe. I think that's number.
Is what we want. So I will hit
Control A to apples. And then I will tab here, and let's focus on these edges. They could be sharp.
Control with R. Sorry, not Control R. Can troll B to bevel them to
three edges like that. Okay? And can roll to
add one egg here in the middle and then
hit Alts to boh this out so we can have
some curvy shape here. And can troll R to add
an edge right here. Okay? And I think that's it. Now, let's tap out and let's activate some the vegan surface. And let's take a look
right like smooth. And now it's smooth and
nice. What about this area? All right, this area, if you like, you can delete
the phase on this side. Or, you can just add an gee to make this tight,
and that's it. Okay, let's check this area. Mm hmm. Looks fine so
far. Okay. I like it. One more thing here
I would like to do. I want to make this
a little bit thicker or longer to this darken, tap out let's select this, and I want to grab this egg. Let's just like to isolate this because there are
something weird. When I select this egg, the selection jump
for the other side. All right, let's see
what we have here. All right. We have a face
right here in the middle. We don't need these. Hit
XF, get rid of them. All right. Yeah, now
the result is correct. After you select this, hit Control plus and declaw the selection two time, I guess, and then it to exit from
the local mode and then hit G to the Y and let's pk this back almost to
the end, I guess. And then tap out and that's it. Okay. Now let's go
back to this geometry, and let's see what
else we could do here. I don't know if we should move this piece a little bit
forward. We should kick that. I think we should strate
this a little bit to this darken to help this side
to meet this geometry. Okay. Let's see how can we do this? I will tap out and
select this again, and with these edges selected, I will hit e to the Y
and push this further like All right,
something like this. I think it will work. And not just that. I guess we could move this
a little bit forward. This geometry, I will hit G with a Y and move
this maybe right here. All right now we
got the results. Okay, something like
that. All right. Let's tap to go to the
edit mode and Alright, should we I will hit getwe
and hit Alt and move this up until these edges
attached with the surface. I'm not quite sure if we need to merge this with this one above it. I
think we will do that. Let's go to the front and grab these edges Gettise to slide this it out to move
this forward like that. Now let's select this. I will turn off
subdivision for now, and I will turn off subdivision surface here as well so I can see
the geometry itself. All right, maybe we
should have an edge right here and multiple edges. One here, maybe one right here, and maybe one here, I guess. Maybe one edge it
could be right here. Q wise, slide this over here. Okay, something
like that for now. And then I will
delete these faces. I F, get rid of them. And now let's go to the
vertices and I will hit keyhole control and snap this
here, snap this right here. Grab this one, keyhold
control, snap this over here. And this one, I guess
it should be there. And these vertices, this one could be here and
this one could be right here. Okay. What about the side? Let's add or I will grab these edges just stick to the
edge selection mode. Q twice, and let's
slide this right here, let's add another egg loop here. Okay. And another edge
it should be right here, I guess, and one egg here and
one egg maybe right here. Q twice, and let's slide
this over here. All right. And now let's go to phase and
delete these faces at XF, and now let's connect
this vertex right here. Sorry. Key hold control and snap is right here,
grab this one, key hold control,
snap this here, and this one may be here. This one may be right here, key hold control, snap it here. Sorry. Again, key hoold
control and snap this here. And this one key hold
control, and Okay. Okay, this one from this angle, we can hit key and hold
control and stop it here. The same thing goes for this key hole control,
and stab it right here. All right, so that's very
cool. What else we could do? Okay, now we can merc
those together, tab out, grab this, these two geometries and then hit Control
G to merc them. Make them one piece.
And before you do that, I will Control Z because I want to delete the subdivican
surface from this. All right let's see
what's happened exactly. All right, this with this, hit Control J, and now it's become one
piece. Now let's tab. Hit A, select all
of these vertices, hit M and Qs merc by distance, and these vertices
they could be merged. And after doing that, now we can hit Alt click
to select the A loop. All right. Sorry, we just
forget to do something here. We forget to fill this area,
but that's something simple. Hit F here, grab this set F
and then F, and that's it. Now let's go back, Alt click. I'll have to click crop this, hold K troll, select this. The idea is just make sure to select the entire a
loop and then it can probably be to build
these 23 edges like that. Ctrol R to add a support a loop here to make this era
tighter, and what else? Now, let's tap
out, and let's add subdivision service here
again with level two. Let's focus on this area
as well tab turn off subdivision surface
and the edit mode and let's select these edges
using the C troll method. I mean, select the
first one Walt Control and click with the control
until you reach the end. And then hit Control with B
to bevil and that will be it. I didn't memorize the
number right here, so you can eyeball it. Okay, so that's
it for this area, after doing that, now
we need to tab out. I just want to kick
the smoothness of the curvature right here because
we added multiple edges, and that will affect
the curvature. In this case, all
what we could do is just moving these
and put them in place. Okay, put these in place. I mean, just move those
a little bit forward to the Y to maintain the curvature. And I think that yeah, that's it for this area. And even this area still
nice. Still nice and cool. Okay. Okay, I will
end this video here, and I will see you
in the next one.
12. 12 Modeling the lower grill details part 2: Hello again, we'll
come back here. Let's see what's the next step. Let's step to go to the mood. All right now is the time to merk these pieces with this one. And let's see how
can we do this? Okay. Well, let's
grab these vertices. And here we have two options, we can move these vertices back and align them with
the surface and add multiple edges or we can use the pull and modifier to
miric these together. Okay, in this case, I
will select these pieces, the three of them,
and I will control L to select the linked vertices. And I will detach them hit
P and then S so we can use the the pool tool to
mirror those together. I will delete the
subdivision service for now. And it's better to fill this area with faces
to avoid any problem. Grab this set F, grab the set F multiple
time to fill this, select this with this
set F to create a phase, multiple F to fill this area with faces the same
thing goes for this one. Now it's done. It's
like to isolate this. I just want to kick
this open area, grab the set F I'm filling
this so I can avoid any problem when I use the
bull tool at F twice here. Sometime even if you
leave them open at work, but it's better to fill them. And when you do that, grab
these and put these inside, key twice and put these
inside like that. The same thing
goes for this one, key twice at Alt and move
this one inside like that. And the same thing for this. And yeah, K twice, Alt put this inside
like that. All right. Now it's time to
move some vertices. For example, this one, we can move it a
little bit forward. Just keep walk this
distance and keep it even. Let's select this one and it G, and let's move this
forward like that, and I will grab them all and move them back at the
end of bit like that. I just want more distance here. All right. That's right. Okay. And it's better to
leave this edge, meet this one right here. So in this case, I guess we can go back to the X ray mode and select these vertices and just move
those over here, maybe. And I will select
these over here and hit key and move
those maybe right here. Okay, we got problem. I can grab those
and it can troll B and devil them and
hide them inside. And now I will select
those over here and it key and Oh
those right here. Sit like this with this
it can troll B and devel it and hide it
inside like that. Alright, now is the
time to use Bull tool. Pull tool, it is an addon. We have it right here
in the preferences. And the addon section
just search for pull WOL and here we
have a Bull tool. To access the Bull tool, just hit Control H B,
and you will have it. So I will select this holt he to grab this because we want to merge with this one
and hit Control He B. And here we have to list. The Pcpullan and the autopollon. If you use this one, it will give you the
result that you want, but it will delete all the
modifiers in the list. So I prefer to use
the Pcpollon and I will use Union so we can
unite this with this piece. And as you can see now, we have the modifier
added automatically. Now, if you go to
the wireframe mode, as you can see nothing here
inside, they are merged. All right, that will
lead us to a problem almost right here because it
will merge you here as well. Okay, let's see if
that makes sense. If that makes sense and
acceptable, we will accept it. Let's go to the wireframe. I think we can
accept this result. With some tweaking,
we can get something. It's like to isolate this one. As you can see, we have okay, these faces we don't need
them, we could delete them. So in general, what I mean is
I will accept this result, hit Control A on this
modifier to uplight. And I will tap here to delete these faces because
we don't need them, select those at KantroplT
grow the selection, maybe two times X F
to get rid of them. Okay. Sorry. Something
weird happened here. Let's see what's going
on. Tab All right. Why I can't select this one? Maybe because of the
mirror modifier. Let's turn this off. Yeah, because of the
mirror modifier or a tap, grab this it XF. Sorry, X and then F
delete all of these, tap out, activate
mirror, and that's it. Now, it's the time to fill
this area. I will grab these. I will select these edges, hit F, to fill it, and then go to the select these phases hit F to
create a big phase here. And let's focus on this first. We see what we should do here. Alright, I think we should have an e here and one on this side, so we can connect
those together. And here we have some
vertices. We don't need them. We could get rid of them. For example, this one, just
activate the auto merge, and then it Gitwie and
merge it like that. And we could have a vertices in front of them so we can
connect it with them. But it's very important to move the slide these
new edges a little bit up because it's better to
take care of the angle. Now we have an edge goes like
that and goes like that. If you leave this edge
comes from this direction, that's mean the new edge
that should go from here, and here we will have
a 90 degree angle. And that's not going to give us nice result when you add
the subdivision surface. But it is better
for this new age to go like that to take
this direction. Well, that's mean
here we will have 120 degree angle here, and here as well on the
side and on the side. So just take care
of that. All right. I'll click on this twice, move this up here and
this one as well, twice and move this here. By the way, it's not
the end of the world. You can do this but. I would
like to get better result. Grab this head K, and this
with this head K and done. This with this head K,
this with this head K. And here we have these
vertices, twice, Micusp here, and zoom in here, Q twice, miracle Qie
and Mc this one Y here. All right, so what
about this area? Okay, Control R to
add an H right here, grab this with this
K. Grab this G twice, mirac the small right here, and G twice to merc. This one, I guess,
can we merge it? Mm hmm. All right. In this case, I think we can grab this H and get to the G and move
this up a little bit. All right. I will grab this with this hit K and maybe K twice and merc this. Yeah, this with this hit K, this with this hit
J to connect them. And here, k twice, twice, and slide this Mike it. That's very cool.
What about this one? Just add one HY here, this with this hit K.
And the same thing here, this with this one, twice
for this merge it here, and this one as well,
and this with this. All right, grab these
vertices and merge at center. Done. Now they
become one vertex. All right, so we
finish on the side. Let's go here and let's see what options do we
have in this area. Well, fair thing we
can't connect this with this head K, I guess, yeah. And we have an edge
goes like that. I think we can do
something better. Okay, let's merge
those together first. Yeah, now they are merged. I think we can I don't know, slide this a little bit to this direction.
Can we do that? And slide this one
and merge it and slide this one right here
and merge it as well. Yeah, I think that
we can do this. Grab this with this J and maybe we can add
a new edge right here or we can use if tool to create a cut goes like
that and end there, like this, it should
and what about this? Wise, mic this with this. And we have one vertex. I think we can I don't know, maybe we can grab those together with kiwis and mirrc
them like that. And it's okay to have
a triangle right here because we don't have
this face is flat. When you tab now, as you
can see, still nice. Alright, now is the time to
add support edge loops here, hit E, to align it and
now, something like that. Or you can grab all of
these edges like that, and hit Control
would be to bevel them and add three edges, I guess, this edge, annoying us, we can hit
Control and dissolve it and we can hit twice
and mirror this one here. Okay. What about this area? I'll click to select these
edges and this Oswald. And we can merge them, I guess, or sorry,
we can bible them. But I think this tip
is an early step. But I think this tip is early step because I think we should select all of
these edges and bevel them. I'm not quite sure.
Let's go back here. All right, let's
pebble them for now. Or this area should be
smooth as well from this angle. Can troll B. Let's pebble this like that. Everything looks cool so far. Now let's se these
edges as well. And maybe we can bubble this. So can't roll B. Let's see what's going
to happen if we do that. Something like that,
I think it will work. This one, I think
it should be sharp, I guess, Croll B
and make it sharp. Okay. Even these edges, I guess they could be sharp. Mm hmm. Okay. Let's stop out now
and heterratical had smooth and let's
go to the modifiers. Let's add subdivision
surface. Crank this to two. I just want to see the results. Okay, so far looks cool, but these edges, they could
be beveled can throw B. Alright. All right, I will end with
that because I don't know, but I feel that's not correct. I will hit Centro B at
two edges like that, and I will grab these edges
and rebevl them. Kantrob. I think this result is better. This area, it should be beveled. So I will grab these edges,
select them like that, and I will Ktrol B to
bevel them like this, you can add four edges to make
this area smooth and nice. And I can grab these adding a support edge lo right here and one right
here on the side. And after that, maybe
we can grab them like this and move them
inside, key to the Y. Okay. Let's go to the front. I will leave those for now. Let's tap out and
let's see what we got. All right. Let's go
back to the fronts. Here we have something else we should add
these two lines. They are not exist here, but it's easy to figure
out where they should be. I will grab this edge, and I will hit HeavD to copy it. I will add one right here and grab this vertex and
move this vertex right here, and grab this one and move
this one down here and go to the edge selection
mode and I will grab this and I will hit E to
extrude it like that. And I will select
this as a phase, and I will duplicate it. But before you duplicate this, let's move this inside, hid key and move this
inside maybe right here. Okay. Alright, I think we
have a small hue here. I think we moved this
point too much forward. All right, it's not going to
be difficult to fix these. In this case, what we can
do is we can dissolve them or we can leave
just one of them, maybe. So I will delete these
and leave the middle one. And I will grab, all of them, and just hit G to the Y and move this
back just a little bit. And then it can troll
with B to bevel them. And, yeah, I think
that will be it. Now, I will grab this new face and move this back just
a tiny bit like this, and I will hit E to extrude it. Or you can grub this egg with this edge and just
extrude the edges like that. All right, something
like this, I guess. All right. I will move those
back and just scale them away like this and re
extrude these again. Maybe right here. I'm not quite sure
where they should go, but something like this,
I think it will be okay. Maybe I can book this right here so we can connect
them with this line. And maybe we can select the side and move this forward a little
bit like that, I guess. Go to the front and we could
have another one right here. Select whatever thing
from this geometry and then hit Control L to
select the linked edges. It head and let's
have another one. But the question is,
where should it be? All right, let's
go. Let's try to find another A showing
us what's going on here. Maybe this one could be helpful. All right, so it
should be right here. Okay, let's head key to move, and I guess it should
be here or maybe here. Yep, I think it
would be right here. Let's see the result
in the perspective. After that, we could
move it back at Gn. Let's move this. I don't
know, maybe right here. Here's something like
that. All right. And now let's select
this Control L and then hit P and then
S to separate them. Let's like two isolate Vs
and let's focus on them. All right. What we
can do with this? I will hit F F here, and here as well grab this with this hit
F multiple sorry. That's not going to
work. Hit F and F, and maybe we can cup
this area as well hit F again and grab
this hit F again. Delete the subdivion for
now. We don't need it. And now I will select this
tab to go to the mood and I will select this to the
Z to move these up. I moved this up to have
some intersection here. That will help to
merge these correctly. What about this area? We could have the same
thing crop the side in the wireframe mode or X ray and let's move this inside here. And this one, it's
already inside, but we could cut it like this. So in this case,
maybe we can use the here option to here this one and then G to the
Z and move this up here. That will be at
and on this side, I guess we can, let's
see what we can do. I think we can hear this as well using this
handle like that, and then hit key to the Y and move this a little
bit inside like that. Go back to the select box. Hit AH en to recalculate
the normal in case we have a problem with the
normal. That's very important. Hold he to grab this hometry. By the way, I corrected the
normal because if you don't, the Bullion operation
is not going to work, so just keep that in mind. Okay, after selecting
these together, I will hit Control H B
to access the bull tool, and I will choose union
with the pH boolean. And here we have the
bullying results or bullion modifier. And now they are
merged and just all what you need is just to
get control and apply this. Okay, turn off
subdivision surface. We don't need it for now. It's like to isolate
this because we have a lot of job to do here. After merging these
now, all right, I think we have faces inside or something weird
happening here. I don't know. Let's
try to big this egg. What is I think they didn't merge correctly. Alright. I will hit Control L to
select this Hume try alone, and I will hit key to move it. We have sorry, the same
problem comes from the mirror. Yeah, because of the
mirror modifier. So delete this as well and
grab this F, get rid of it. Okay, let's see
what's going on here. We still have mirror modifier. We still have the
mirror of light here. All right, we will re add that later and delete this cake. We don't need anymore because
we because we're done. And now let's tab and let's try to find a way to
connect these together. So all right, Control
R to add an HY here. And Qi just to move this
a little bit right here, the same scenario and another control R to add
another H right here. The new I think it's
added behind the image. Control R. Yeah, now we have it. Crab this with this
hit J to connect this, crab this with this hid J, grab this with this one hit
K, this with this hid J. That's cool. What
about this area? Okay. Okay. All right, what we can do here. Let's focus on this for now. Rub this with this hit J. Story this with this J. This with this hit J. And yeah, let's go to this one. At one edge right
here with control R and still like this
with this hit J. This one with this
one, I guess, right? This should be merged here, G twice and merge
it.This with this hit G. This one hit twice,
Mk this one right here. Use an atoll if you like, one cut here, one cut right
here, space to confirm. Okay. The same thing here. Let's add one vertex right here,
grab this with this headK. Control R, and let's
say grab this with this headKK and this one
with this one headK. And the same thing
here, I think. Let's add one right here. Here as bool. This
one with this one. Key twise, get rid of
this ket here. This one. Cool. Alright, what
about these edges? Let's see what options
do we have here? Let's start with this. I guess we can use the
knife tool to create new line goes like that
and ends there, I guess. Here we have a vertex we don't need Key twice, and
slide this down. And we have this vertex. You can make it right
here, get rid of it. Here's the knife tool
like maybe we can create another cut goes like that. All right. I think we can hit Q twice and Miraculos over here. That's okay to do this. And for this line, I think we can mic
it right here. It's okay to do that. And we
can do the same thing here. Miraculous one right here
and this one as well here. Okay, and what else? Let's merk this one here and
this one may be right here, and this one maybe here. Okay, This one should be merged here and slide
this a little bit. And we can use dissolve this. Okay, what about this
one? Merk it right here. I think now we can add an edge. Or let's select these vertices. And I will hit key twice to
to move this a little bit, maybe right here and now grab
this K twice and Margot. Let's select those again. Just move them a
little bit like that. Okay. Rub this with this,
you can hit J. This with this hit K and sorry, K twice and slide them. I just forget to activate
the Secrine casts. Right now, I can hit
Control R, I guess, yeah. Add one right here
and one right here. Now go to the mood,
grab this together. Control B and B these to two. And now select this it J, and here as well and the
same thing for this one and this one G twice and
slide the same mice, make sure to leave the
auto merge active. The same thing, select
this with this heatK. All right, this
with this head, J. And you can leave this area open if you like. Wait. As we said, it's not good to
leave this goes like that. The edge, it's better to move this up a
little bit, like this. This one, maybe we can mirrc it right here and
this one as well. So grab those to the and scale
those away. And the sets. Maybe this edge and this edge, we can rub them and head cake, connect them, and
do the same thing. Even these you like, Okay. Of these together, as to the Z S to the Z and
scale them like that. I can feel that we
have some wifnes. If you have that, you can as to the X zero enter
flatten this to the X. All right. The wafness is not
going to be visible. So you can ignore it. All right, now, let's see
what's going to happen if we have the subdivision
surface added. All right. We have this result because we
didn't add a support a loop. Now, if we have, for example, a support a loop right here, that will fix the problem. Okay? So this should be the next step. We should add a support a let's get rid of this edge
right here, this vertex. We can it right here and maybe
this one, the same thing. And let's get rid of this
one and this one as well. Alright on this side, we
have a lot of work to do. Slide this right here. And us and I have told to create another cut
cos maybe like that. You can end it right
here, by the way. It's okay. Alright now, we can add supporte lube or you can
level this if you like. You have this option
and this option. Control R and let's add an H we and let's activate
subdivision surface. It looks cool. What else we can do here. And for these edges, we can just grab them like that using the Centrol method called control and keep
selecting these edges, and you can bevel them here. Control B and let's
add three like that. That will make this
area smooth and nice when you have the
subdivision surface. Everything will be nice. When we bevel these, we will get very nice result. So let's focus on these. Yeah. And I think this area
is ready to bevel it I guess. Now it Ken throb. All that mot is
close to this one. Let's see the result now. Radically head smooth. And yeah, it's very beautiful. You can increase the level to three to make
this even smoother. All right here we
have something. If we have this edge, let's try to it G twice and
merge it right here. Okay. Yeah, that's cool. All right, it's better to it's better to fill this area
because if you leave this open, you can't you will
have some problems. Okay, let's tap again and let's see what
else we can do here. Or at let's turn off subdivision surface
and the edit mood. And I will dissolve
this it Cthrox and let's try to level this. But I'm not expecting good result because
this area is open, but let's see what's
going to happen. As you can see, bevel
doesn't work correctly. So in this case, it's
better to cup this area. Yeah, it's better
to close this area and I will add a new
cut cos like that. And something I would
like to mention, we don't need these
edges, by the way. Even if you delete
these, it's okay. So you grab this edge, can drop last grow selection. Maybe we can grow this again, hit XF and get rid of them. It's okay to do that. This will make the process easier for us. Okay. Right now, I will grab the
entire age loop and bubble it. Yeah, that will give
me a different result. Let's go here. Q twice, mercy the smart right
here, grab those Qe twice, move those over here,
and this one as well. You can move it a
little bit right here. Use F tool to create
a cut code like that. Okay. Anything else we can do
here? Maybe this one. We can merck this one here, this one here, maybe
this one right here, and I guess we can
in the X ray mode, we can just move these
a little bit here. And I guess we can use a knife tool to create a
new cut goes like that. And it should be, I don't know, we can end it right here.
It's okay to do that. Go to the edge, click, select all these edges, and then it can trolly. To bell this like that, tap out. And let's check the results. So far, everything looks
great and nice and beautiful. Very cool. All right. That's nice. Okay. This area as well if you like,
it's optional. You can be it like that and
make it sharp if you like. Okay. Anything else
we can do here? All right, I think that's
it for this video, and I will see you
in the next one.
13. 13 Modeling the lower grill details part 3: Hello again, and
we'll come back here. Okay, let's carry on. So
we could focus on this. And here we have this box.
I think we don't need it. Let's delete this
one. By the way, this comes from the
union operation that we made when we
use the Poll tool. So now I will select this tab and let's see if this
area ready or not. It seems like we have a
lot of job here to do. Okay. Well, let's start
with the vertices. Hit one and switch
to the vertex mode, and let's activate the crincas so we can see the buttons here. Snap to vertex. That's cool. Automerc is active. That's very cool. Now I will hit Key and or key twice,
slide this mercy there. Slide this maybe
slide those as well. And maybe I can I guess we can it twice and slide
those right here, and key hole can troll and stop the small right
here and Mict and maybe we can use
knife tool to create cut goats like that and iwis
and Miracle small as well. Even this edge, I can
merge it and key twice. What else we can do here? Maybe we can use the knife tool to create cut goes like that. And maybe cut goes
like this, as well. You can isolate this and let's extend the cut to
reach the other side. Maybe we can dissolve this.
I think we can do that. What about this area? I will use nF tool again and maybe we can create
cutcds like this. Or maybe we can connect it
with a vertex here, I guess. Kwise' slide this a little bit, and, I will connect
it right here. So with this one selected, I will hold have to add this and I will hit K,
and there we go. Now I will delete this
one. We don't need it. Okay. And what about this
Can we dissolve this one? Actually, we can hit
twice and Mr it here, this one, twice g
Smart right here. Okay. Let's see if we can add an
We can add one S two the Z, Z Rener to make this
flat and maybe we can move this down over here and bevel it with Kantrolb
to two like this. Maybe we can, sorry, let's revel this Kantrolb and just make the distance
a little bit bigger. All right. I made the distance because
I don't want this to be the level of this g to
be aligned with this one. I just want this to be
above it a little bit. So that can give me a better
result when it comes to heading when you activate
the subdividing surface. Okay. I will grab this vertex and hold you
have to grab this head K, grab this with this
head k T with this one hit K, and Okay. Maybe this age because this one is close,
I can mirrge it. Get rid of it. This
one is close as well. You can mirrge it
as well like this. And let's focus on
this as at one here, control tuba volt like that. Drop this with this had K, this with this head K.
This with this head J. This one with this one hit K. K twice, Mirc this one here. Mic this smart right here. And Q twice, and make this one here and
this one right here. Okay. Another control R to add
one H here, Control. I think we can just
slide this up, and that will be it.
Grab this with this. Hit J, this with this hit J. Sorry. Yeah, it's okay. I can key twice. Sorry. Slide it and make
it here, that will work. This one with this one hit J and this one with
this one hit J. Okay, what else we can do here? I feel I can slide this back, and maybe even this one
I can slide it back. Q twise slide this back. Can we do that? Or maybe
this one should go forward? All right. Now, what
about this area? I will use an F tool to create
cut goes like that maybe. And one goes like this. And maybe this one G twice, and Mikat here, and
maybe this one as well, twice Amicat the new
cuts right here, one goes here, and
one goes here. Alright now is the
time to pick all of these eggs and butle them. So I'm sorry, I just forget
this vertex twice rice. All right, let's pick this. All right. Should we marriage
these vertices somewhere? Okay, this one and this one. Maybe the both of them, I can marry them here. Anything else? Now,
let's go back. And before you do that, just
leave semi space because here we will have a
Bival Because of that, we want more space
because maybe Bival will week this edge and we
will have some intersection. So keep in mind to avoid
these problems by moving these vertices or this
edge a little bit far away from the level
area, like that. Now let's select these edges. Bolt you have to add this. You have to add a new
one, Holt control, and keep selecting
these edges like that. Okay. Now, let's add new edge, Headed, click old Control and
keep selecting these edges. Okay. I forget this one, but
I think it's okay. Let's see what's going to
happen if we beblot like this. All right. That's very cool. Sorry, maybe this area as well. And when you be satisfied, just kick the amount here, and we could have a Bevel
amount similar to this one. Control B and Bevel with three. This amount looks cool and
close, and I will accept it. And for this edge
right here, actually, you can it wise and mark
it here and as well be it. And now let's see what's
going to happen if we tap. All right. Very
cool. Looks nice. Maybe from the back,
we can I don't know, pick these edges and
pick those over here. Maybe we can bevel them. And I think we can
include these as well. It can't throb. Let's bevel them like that to
make this a sharp. It's not so quite
important, but it's okay. Here we have an artifact. You can ignore it, by the way, because who is going
to see this area? Okay, maybe we can
just slide some of these vertices of some of them. Or you can ignore it.
That's will be it. Okay, I'll bring back
the reference image, and maybe now is the time to create this area
in the middle, I guess. Mm hmm. So let's see how can we do that? Let's go to the modifier and
let's add Mr modifier here. And it could be above
Sudivison service. And it's like to excite
from the local mood. And let's take a look. Let's
see what we got so far. Okay, it looks cool. All right. Now let's create this
area in the middle. I don't know what is this,
maybe some kind of sensor. But anyways, let's
go to the front, and maybe I can take a
vertex here from this area. Maybe even if you like, you can take a pace,
Heavy D to the Z, and let's have this
face right here, and I will hit P and then S two separate it,
and that's it. Now let's focus on this one. It's tilted a little
bit that cool, almost that's what I want, so I will leave it
tilted like that. And now I will tab and go to
the vertex selection mode, hit one from the keyboard
and I will select these, start with the moving
these down just a ten bit maybe those over
here can take them down. Ct roll to add one
edge, maybe here, and I guess we can move those and move this one
a little bit like that. They like this,
maybe one egg here. And I guess now we can move the forward after we add
one egg here as well. Alright. How can we do that? Let's select those here and
let's move this forward. And I think we could include those and maybe those
as well. Key to the Y. And let's take a look. Okay, so far it looks nice. Maybe these vertices as well, key to the Y. I think we can select
those and move them a little bit
more G to the Y. Something like that. Okay.
What's the next step? Okay, I think we should give them a little
bit of thickness. What we have here,
something that makes sense. Sorry. Just want to
fix this a little bit. I'll click Alt to click
to include these here. Okay, maybe those over here. I mean, I will hit Ken
Tolb to bevel this. Let's see what's going
to happen if we do that. Tap out. Still
have this problem. S to theZ zero
enter, flatten this. Yeah, now it's nice.
What about this area? Okay? Maybe those S to the Z, zero enter, S to
the Z, zero enter. Yeah, very cool. That's better. Okay. Anything else
here we could do? All right. That's very cool. Let's go back to
this and All right. Do we have another level? Musa qui here what's
going on here? Maybe this one layer and this one layer above
it mastery here, but in this case, we can
check the other images. It seems like we don't have any. It's just one layer. I thought it's multiple layers,
but it's not. So it's symbol. Okay, let's minimize this and let's go back to this image. Okay. With this selected,
I can hit A, select, sorry, select these phases
and I will extrude. But when you hit E to extrude, extrude will go as you can see to this direction like that. And we don't need this, so I will hit Control
Z to cancel that. I will hit E to extrude, but I will hit right click to bring back the new
faces back like this. And manual, I will
move them to the Y, hit key to the Y and they
will be moved like that. Okay. Maybe we can scale
this a little bit. Let's go to the
front end, let's see the scale how this will work. Okay, something like that. In this area, I guess
we can delete it XF, get rid of it. No
one will see it. And maybe we can
grab these edges and it's E and extrude those
bag a tiny bit like this. Now's the time to
bit all these edges. Let's start with
this. It can troll B and Bbledm like that. And I guess we can add an
edge loop here and one here as well to support this area and maybe one here and one there. And here Oswald. So let's tap out and
let's see what we got. Okay, that is not very cool, but as you can see,
this is our problem. We have this sharp line. Well, in this case, I think we can get help from the
shrink crop modifier. I will select these
phases like that, and I will go to the
object data properties. Sorry. Yeah, this
one right here. And I will remove this group from this object and
add a new group. And I will assign these
selected pass to the group, at a sign with weight one. This is the strength of the assigned button,
and that's it. Now they are assigned.
After I do that, I will hit heat to
take a COBE from this. Okay. And I will hit right click to
leave it in the same place, and I will hit P and
then to separate. I will focus on
this piece tab and we don't need these edges, so I will hit Control
X and dissolve them. As you can see, this is
the result that we got, but here, we could
extend these edges wise. I just want to make the guide a little bit bigger
from the object. So twice and slide this
at Alt, move these out. Car those G twice, it all ten, move those out, G twice, it all ten move these
down like that. And I think that's a tab out. And as you can see, the
result looks nice and cool. Okay. Now grab this,
go to the modifier. And let's close this. Let's
add Heron crab modifier. Sorry, Heron crab modifier. And pick this new plane. As you can see, everything
is collapsed on this guide. So I want specific vertices or faces that we used in the group, go here and select the group. Let's make this soup
or smooth and increase the resolution because this one will affect this in
the end of the day. And when you combine it,
just hit to hide it. And now we got very
nice motor result here. We are not finished
here. We the crop this and hit KentrobT
bevel it like that. Looks nice. Here we have some problem. I don't know why
that's happened, but maybe we can fix it
by including these faces. So let's go to the
ob data properties and hit assigned to
assign those as well. Let's see what's
going to happen. That is so far still nice. Maybe we can add another A
here to subort this area. All right. What
about this egg here? Let's go through
the modifier and I will activate the subdivision
surface and it mood, so I can see the final result. I will grab this and
hit Qwiice slide it back because maybe this
is causing some problems. Maybe maybe let's push this back just attend a bit
and let's see what we got. All right. I will grab these faces
that I just picked and I will go back here and change
the weight just a tiny bit 0.6 and hit a sign. That will make the effect
a little bit less. Okay, let's go back to
the subdivision surface, and I just want to
see the final result here. What is a problem? What's going taping if we add an A here, Okay. This ph is a little bit closer. All right, that's nice. I think I will go with this
result. It's nice. And when you compilate it, I'll take to bring back
the grab the guit and this object and hit key to
the Y and push this inside. But just be careful. Something like that. And
maybe we can now keep this in the Shrink rob folder, so hit M and go to Shrink
rub and keep it there. Okay, it looks nice. All right, what else we can do here? Cool. All right now, let's focus on what's going
on here in this area. See what we should do
here. What we have here. Maybe we can check
the other images. Okay, this image is
not going to help. So let's check the others.
With this one as well. Maybe the images here can
help us a little bit. Well, as you can see here,
according to this image, we have something goes
out like this one, and it's tilted a little bit. It's not right, but
it goes like that. Okay. Let's see if we have another Images showing
us all the details here. All right. Let's
kick the Im is here. Okay, this Alright, this I can tell us
what's going on here, but I don't know
what's in there, how this object ends on that side. That's
what I want to kick. I think it's framed.
I think we have frame around it,
something like that. Yeah, I think that's clear here. All right, so let's see
how can we do this? Go to the front and maybe we can grab this and just
take a face from here. That will be easier. H D and let's put
this pace right here, S to the G, to
scale it like that. And that's it, then hit
P and then S Sebrtus. Grab this and tap, and let's see what we have here. Mirror subdivision,
that's very cool. That's all what we want.
And as to the Y zero and 30 to flatten this
to the Y and G and let's move this back here. Maybe a little bit
more like that. And I think now we could grab these vertices
or maybe those over here and it key to
the Y and book this bag. E to the Y and let's
move this Y here, and this one I want G to the Y. Go to the front and maybe we could move this all
the way to the end here. And this one, I think it
should reach this point. Well, that's according
to the reference image. But let's check the
car from the front. As you can see, we
have some distance here between this and this. It's very close. I will go
with the reference image. Grab this. Key to the Z. Let's move this up here. Maybe this down here, to the Z. Okay. And now we
should move this out, I guess, key to the Y. It should be behind this line a little bit like that, maybe. I will scrap this key
to the Y as well. All right. I will hit
Control R to add one egg here and one egg
maybe right here, and I will hit key to
the Y and take this out. Okay. Maybe we should have another egg. Okay. Yeah, let's add another one, and let's move a
little bit forward. Key to the Y, like that. That's too much. Key to the Y and push those
together back. And this one just move
it a little bit forward. Key to the Y, like
that, I guess. And I think those vertices, some of them should
be pushed back, maybe all of these key to the Y and let's move this
back tiny bit. Let's go to the front end, maybe this vertex we
can move it like that. E to the X. All right, that's very
cool. After doing that, I will select all the phases, and then I will hit E to extrude and right click to
cancel that extrusion. And manually, the new phases, I will move them to the Y. But now we should add maybe two edges and just
move them forward, to the Y. The distance could be the same. I think these vertices, they could be moved forward. Even those a little
bit like that. And maybe this here, G to the Y. Let's move those over here. Let's see if that makes sense. E to the Y. Mm hmm. Okay. This area is flat,
and that's not correct. So let's move this a little
bit to the Y like that. And maybe here we should have two eggs or even one,
it will be okay. And just move this
forward a little bit. Maybe we can center this,
put it in the center. So I will hit Control Alt and click to select
the egg ring, and I will add those
Control Alt Shift, and then right click, can use space to fix the
distance between them. That will be. All right. Now it's time
to add some support loop, one here, and maybe one here. One should go right here. Maybe one should go right here. Control R, and one H loop
should go here and one here. And a here in this area. Maybe in the back.
And by the way, you can delete these faces. Sig out them like that and control plus one time and
hit XF, get rid of them. Okay. I want edge here as
well. I guess we should add. And let's see the results
with the subdivision service. Okay, the result looks nice. But the problem that
I got here now, it is not round. All right. The best way to get over it, I can do something
else like deleting these edges and use the
bevel in this case. So I will Alt click here and l have to click
for all these edges. And by the way, I can
just isolate this. So just select these edges like that, and let's peble them. I will troll B to bubble. Let's pebble this like
that, and maybe we can add four or three. Let's start with three.
Three looks fine. And above that, as you can see, the corner now become round. Above that, let's add support the egg loops to get
even better result. Okay, like that. That will make it even rounder and nicer. That's great. I'll tap. And as you can see
now, it's better. Do we have any kind
of strike here? Okay, no, we don't. That's cool. And I guess now we should
have another layer. Won't we? All right, I will do that later. But for now, I think
we got something nice. Let's take a look and let's see if what we have done
is correct or not. Maybe we should
push this forward. I'm not so quite sure, but
let's check the other images. Maybe we could move
it just at ten bit, g to the Y G to the Y. And let's check the face
orientation as well. It's right, so we could fix it. This one and this one
and grab them tap a ahftNT recalculate the normal. I still don't like
what we got here. Something not make sense. Maybe because of these lines, maybe they could be moved
forward a little bit, because according to this image, this small piece,
it's pushed forward. So I guess we can move
this a little bit forward. Or maybe at least we can add
multiple edges and align them with these edges so we
can get the same alignment. I will add here and one here as well,
at the same distance. You can do that in the
front if you like. And maybe one here and one
here as well above it, and one here and one right here. Maybe one here and one here.
So let's start with this. If you want to create a guide to move this in the correct
position, you can do that. And I will show you
how can you do this. We just need to pick
these edges and hit He D to the Z and
just take a copy and then hit E do this
and move this up. And now you can move these edges to this guide,
and that will be it. For example, I can
pick these right here and just move those
forward until they touch. Or before you do that, I will control L and
Ps to separate the, and I don't want any
subdivision surface. Sorry for this one. Or at least tab, and I will
control L to select this, and I will hit key
to move this back just a little bit u to
the, but not too much. Maybe something like
that, it will be fine. E to the Y, maybe, something like this.
I will work as well. Tab and now I will select this and grab these edges and book
these towards the guide. G to the Y, and let's book this until they
touch the guide. And the same thing for this. I'll click, AltiClickG to the Y, and let's book these towards
the guide, like that. And this edge, Alt to
click for the next, G to the Y and let's
move this like that. And those over here,
G to the Y. Okay. I'll have to click here, G to the Y and push those,
something like that. Tab out and now grab this
deleted. We don't need any. Now I guess the
result is better, and now let's see
what we could do. Right now we will
have the ability to move this a
little bit forward. So let's do that. G to the Y, and let's move this. Maybe right here. That is still not what I like, so maybe these edges
we could move them. I will dissolve this first because I just
want to make it simple. And, what we can do? I'll click I'll have to
click on this as well. Key to the Y and let's move those forward like this
and maybe this one, Key to the Y and let's
move this as well. Maybe we can push this bag, attend a bit. And
this one maybe. If you like we can fix the
distance between these edges. What click and space. And maybe here we could add a support edge loop and
maybe one here as well. Okay. Does that make sense? Well, if you look at
the geometer from here, you will feel it's not correct. But from here, it
looks make sense, or maybe it should be
a little bit smoother. I mean, maybe this a should be pushed like that
and maybe even this one. I will dissolve this. Okay,
let's check the other images. I just want to check if this
should be sharp or not. Okay, this one is going to work. Well, it's smooth according to this image. Yeah, it is smooth. Okay. I think I will
stick with this result. And let's go to the front because I think we could move
some vertices down, rubbing these, for example, and just moving these
down right here, maybe. And we could grub those
over here and move them up like that, I guess. All right, that's very cool. Maybe we should go back and select this and hey
let's move this y here. And if you want to hear it
and just wrote it like that, you can tune the
transform vote point to the active element. So we can pick this
as active vertex and here these vertices
according to this point. So go to the here ends
hear them like that. And the same thing for this area here, let's
move this over here. Make this one the active
and here from here. We still have some gap. That's mean we maybe if we add another
you look like that, that will be better
to make this a sharp. And maybe if we
select these vertices and push them a little bit
more to the X like that, that will be better as well. Now in the P perspective, when you zoom in,
it's very cool. Okay, that's very nice. Alright I think that's
it for this video, and I will see you
in the next one.
14. 14 Adding more details to the lower side of the bumper: Hello again. Welcome back here.
In this video, I want to focus on this area. I just want to create
this part and this frame. Let's start with this part.
Let's see how can we do it? Okay. Let's see grab this frame, and maybe we can copy
some pass from here. Okay, so let's grab this
phase starting from this one, or maybe we can include this
or yeah, just this one. Pt control, grab that one and then hit FTD to take
a COBI like that. Right click to leave the COBI in the same place and then hit P
and then as to separate it. Tab out and les go to the modifier list's turn over the subdivion
service for now. At least tab to go
to the eighth mode. And let's see what's
the next step. After that, I will grab
these two vertices and hit G twice just to
slide them right here. After that, I will
grab all the faces, hit S to the Z here
until just flatten this, and then I will hit E to
extrude this up here, and I will grab these
vertices and hit key to the Z to move them
down here like that. And maybe we could
move those forward, hit G to the Y, and let's move those a little
bit forward like that. So far, everything looks nice. After that, maybe I can
grab these vertices and hit gewise and just take
them back maybe right here. And in the front, just go to the front, hit
one from then and back. I will grab these vertices and just move them
up G to the Z. And the same thing for this, And now it's done. As you can see here,
we have a small curve. It's not so quite clear, but I think it's just
small curve goes inside. And we need to result. We need to get a result
similar to what we have here. You can check the other
reference images to see if that's correct or not. So let's try doing that. I will grab these
vertices and hit G and just move them like that. And after that, I will hit Control R to add an
A glob right here. You can hit E to
align it like this, and then you can grab this face and extrude
it back if you like. Maybe from the top, I will hit E. The extrusion will
go to this direction. I will hit right
click to ignore it, and then manually, I will move
this new phase like that. So this is the result we got. I will hit to isolate this. And let's see grab this edge. With the automerc active, I will hit tie and slide this edge to make it here,
and this one as well. And I guess we can
hit Gwise too. I don't know, can we Alright I will hit Gwise and
slide this one right here, I guess, and then hit Aclick and hit can throw
to Bible it like that. Something like this, I guess. And then I will p it twice to make these eggs close
to each other like that. And maybe now we can grab
these edges and hit gee to the Y and move those back just a tiny bit to maintain
the thickness. And maybe one egg loop
here in this area. I will hit slack to Excite, and I just want to
go to the front. I want to see if these two
edges are aligned or not, and they are aligned.
That's cool. Let's see grab these
vertices right here, and I will hit and just move
them back just any bit. Maybe this egg I can
move it away like that, and I will look up this face and from the top in the X ray mood, I will hit E, but cancel the extrusion like that at
right click to ignore it, and manual hit G and move
a diagonal like that. All right now, the
result looks better. Let's hit slash, and now let's
see what's the next step. I guess we can mirc these edges Qi and
mirrc them like that, and you can grab them and
bevel them if you like. Alright, let's go to the select and
select sharp edges to focus on the sharp edges, and I will bevel them including this one
and this one as well. After you select
all of these edges, just hit Kantrol Let's
bevel them like that. O. Or something here. The result here is not good. I will cancel that
and go to the top. And I will grab these
vertices and hit G twice. Or if that doesn't work, just hit G and move them like that. And now let's try again go to the edge and gole
select sharp edges. And let's include this and this one and then
hit C throw B to bevel them or
something like that. It will be nice. I can see that we have a straight here because
of this area is sharp. That's why we can
see some stretching. After doing that, let's
add a supported eg loop, one here and one
right here as well. And maybe we can add a
support egg loop here and on the side just to get better
shading and maybe one here. And maybe we can add one
here and one right there. And let's see what's going to happen if we activate
the Subganserfs. Let's to excite, and
let's take a look. The result looks cool,
but we can go to the front and grab all of these vertices
and move them up, G to the Z like that. And now we got nice results. After doing this, we have
this frame we need to create. Let's see how can we do that? Maybe we can start with this. I guess we can copy these
faces and use them. To grab them like that, and hit vD and move these,
take this out, a tiny bit, something like this, I guess, and then hit P,
and then E to separate it. Tab out. And let's see grab this new edge
tab to go to it mode. All right. All right. For these vertices, I guess we can take them
back just a little bit like this and maybe move
them in a little bit. And let's go to the front
and for these vertices, just take them back a
little bit like this. According to the
reference I make, you can see that the
end of this frame, it should be pushed inside like that, something like this. And maybe this one we can
take it out a little bit. I think we got very
cool results so far. So I will grab these edges and
extrude them in like this. Something like that,
I guess. All right. Alright, one more thing here
I would like to do is I will use the knife tool to create a cut
following this curve. Here, something like
that. And maybe I can grab this and
hit F to fill it, but before you fill this, we should have the same
cuts on the side as well. I prefer to delete this half Alt click
to grab these faces, Centro plat, to gross
hit F to get rid of it. And I guess we can use mirror modifier to mirror
this on the other side. All right, let's
grab this edge loop, click and hit and bring the
three d cooser over here, tab out right click
origin to three dcurser. And now we have the
origin dot right here. Turn off mirror modifier. We don't need it for now, let's focus on this area. Now I can mirror this to the Z. But before you do that,
just apply the rotation. Control applied rotation. And let's activate
the mirror to the Z, and now we have this
area mirror perfectly. Et's make some tweaking here. So grab these G twice, and let's move those over here. And maybe we can move
this vertex G to the Y. Let's move it like that. And I think we can grab these two edges and
head G to the Z, and let's move these
up a little bit. I think now the
result looks nice. After doing that, maybe
I can copy this g, hit HeavDy, take
a copy like that, right click to leave
it in the same place, and then hit P, and
then E to separate it. Grab this, delete the mirror. We don't need any
mirror in here, and turn off subdigon
serves for now, tab and just extrude these
vertices fraud like that, and these backwards like this. Grab these vertices he give you the Z and just tilt
them down a little bit. Something like this.
Yeah, that's very cool. After doing that, I will
target the corners, and I will make these vertices sharp because now if you tab out and activate
the subdividon surface, you will have a curvature
at the corners, and we need to avoid that. Tab, grab these vertices, it in to open the side panel and increase the vertex decrease
to one to make this sharp. And now active that's
up that we can surface, and everything will stay
sharp as you can see. After that, maybe we can grab these edges and
hit key to the Z, just move these up a little bit. I want this to be like a curve. This is the idea.
And now we got it. I'm going to use
this as a guide, and I think I will extend
it a little bit just to grab these vertices and hit key twice and hit and
move these like that. Now let's focus on this one. I will apply the mirror modifier
for this and tab again. The egg in the middle, I
will delete it for now, drop the set F and F to
fill this area with faces. You can go to the front and grab the side and
move it right here. And you can use you can use the here to tilt this
egg a tiny bit like that. And we can go back. Here's
somebody like this. And I guess we can do I guess we can extend this a little bit
twise at all and move this. And I will tell you
why I'm doing that. All right. According to the
reference I make, this area, it should be sharp. I will hit Slack to isolate it. Let's focus on
this a little bit. Let's start with this edge. I will hit F to fill
this with edges. And you can leave this area open because it's not going
to be visible to the camera. That's okay to leave it open. I think I will delete these
faces including this as well. Temporarily hit XF
get rid of them. And let's add support
loops for the corners. One here and one here. You can move this a little bit quittise and slide it a tiny bit like that and one
egg lobe right here. And maybe we can add extra egg loops one here and one here as
well if you like. Alright, I guess we can
add two here just to make the space even. Alright, now we got this. And I'm going to shrink
crab this on this surface. So grab it and let's add shrink crab modifier.
And let's pick this one. And increase the subdivision
surface for this guide, and you can grab
the guide and king the visibility to bounding. The guide is still there, but
you can see it as a wire. All right now the
result looks very nice. After that, I think
that's too much. You can reduce the
subdivision surface to one and accept it
Alright, that's cool. And I guess we can accept
the shrink crab modifier, and now I can tap. After that, now we can grab these edges and
extrude them down. And by the way, there's
something else you can do. Just add mirror
modifier to the Z. And now we got this. You can apply the
mirror and then tab and you can select all the
necessary edges like that. And when you do that, just hit right click and choose loop
and now they are brake. And you can add
extra g loops again. I think that it maybe
one edge loop here. You can Control Shift R to
duplicate it to two edges. Control Shift R. You can hit E for even
and flip the alignment. All right now, we got very nice results,
something like that. I guess we can delete
this one in the middle. Control X. We don't
need it anymore. Tab outs. And what
else we can do here? I guess we can grab
this loop and it G twice to align it hit E, to align it and F to
flip the alignment. That's something cool. I guess we can add one edge
loop here and you can grab these edges and fix
the distance between them to get better distance
between these edges. After you grab them just at
right click and to space, you can do the same thing
for the rest if you like, or you can ignore them. Sorry, we don't need to. Okay. I think we should grab these and just
move them back gewise. Yeah, something like this.
Everything else looks nice. Cool. Now we can
acudi vicin surface. And the result looks cool,
except for this area, maybe we can hit Gettie
again and hit E to align it Okay, something like that. All right, there's something
not makes sense here. Let's hit S to the egg
zero, flatten this. And I guess we can
flatten this one as well. Okay, now the result
looks better. Maybe we can add extra egg loop. It's like to excite
and let's take a look. You can increase the
subdivision level to two, if you want to get
even smoother result. And now we got something
nice and cool, I guess. Maybe here we can make
some tweaking like rubbing this kiwise and
move it a little bit, making the distance even between
this area and this area. That's very cool. In case you want
this to be thicker, you can go to the front
and grub this and tab and you can
grub half of this. And the X ray, just to
grub half of these retics. Including these rates as well. And guess he'd G do the Z, and let's move these
up a little bit. The orgon dot still in the
middle, don't worry about it. All right. After doing that, maybe now we can we
can grab the side, grab this edge, look at V to a bit like that and
select the set, Control L at X F
to get rid of it. And now we can add
mural modifier again to the Z, and there we go. If you got any overlapping, you can avoid the overlapping by grabbing these
edges and activate the clipping and
move this up q to the Z until it's
snap to the center. Now it's become a little
bit thicker and nicer. Let's take a look here.
Something weird having here. That's because of the
order of the modifier. I will take this
up to avoid this. We should mirror it
and then subdivide it. Alright, I think we got
something nice and beautiful. And if you like, you can make this push this further
inside like that. It And the guide you can delete because we
don't need it anymore. One more thing here, we can do it before we end this video. This egg, as you can see, it's not aligned with this curve. We could rotate it a little bit. So I will grab this tab and
select all these faces. I want to use the here, but I think that's not
going to work with mirror because you will
get a result like that. So in this case, I will apply the mirror
modifier and tab, and here it's maybe move
it a little bit like this. Okay, now the result looks
better. Something like that. If you like, you can ph
some of these vertices and align them with the surface or if you
like, you can ignore it. Because we moved these faces, we could make some
tweaking here. You can see that we
got a problem here, the line instead of going to this dark had like that,
now it's going like this. So in this case, I will grab these faces, all of them and hiki and move
these a little bit inside. All right. I think that's it
for this video. I will end it here and
see you on the next one.
15. 15 Modeling the grill ribs: Hello again. Welcome back here. In this video, I want to focus
on the ribs of the grill. Let's see how can
we create them? I think we can start
with the frame, tap to the edit mode. And I guess we can
select these edges. I'll click and grab this edge
in the middle or this one. And we can use this to do that. I will have to take a Kobe and right click
to leave it assemblaze. And then I will hit P
and then Ester separate it tab out and now just
grab this new edge. And let's tap to
go to the F mode. I will grab these vertices
and hit F to create a pace and maybe we can grab those as well and hit F multiple time. All right, this vertex, I
think we can dissolve it, so grab this with this hit F. All right, something like that. And maybe I can grab those and hit F to create a big phase. What about this area? I will hit Control r22 eggs in the middle and alt is to
inflate this a little bit. And then we should have a
vertices here, one here, maybe with this hit G. And maybe I can grab
this and hit G twice, move it right here,
grab this with this, and hit J to create an age. All right, can we
have one egg here? Maybe we can add one here, and let's ph this out just
a little bit. Not too much. Grab this with this head K. Okay, I think that's cool. And maybe one egg lobe here. And let's ph this one out
a little bit as well. And let's grab this head k. All right. Or, by the way, I think we can grab this side
and delete it and extend these twise and t and
move them like that. I think that will work as well. Alright iwise, hit Alt
and move those out. That will be easier. And you
can add one edge look here. If you want to fix the
distance between these, go ahead and do that just
to grab this edge ring. Let's act to the screencast. To do that, you can
hit Control and click and then go to the
Select and loop and goop, select the edges like
that, right click and use the loop tool and choose space to fix the
distance between them. And now, the distance between
these edges are even. You can use the relax as well. I will give us even
better results. Can hit artery beat
the last action. All right now we got something
very nice. It's very cool. Now we could create drips. I think we can increase
the sub divican level 23 to make
this even smoother. And now I will create
dribs and align them with this surface. I guess we can grab the upper vertices and
just move them up, Q twice at t and take
them up like that. And I guess those us will Q twice at t and
move those down. Let's go to the
front at the end. Let's step to go to it modes. All right, I think we
can grab this edge, hit HD, take a COV. Alright not this one because
this one in the middle. And because of mirror modifier, you can't grab this
unless you turn this off. But I guess we can grab
this one, it Kv D, take a V like that, and
leave it in the same place, and then hit P and then
let's separate it. Grab this new edge, and let's give this a
little bit of thickness, extrude it like that,
and that will be it. Now let's align this
with one of these ribs. Make it shorter like that, and let's move these
vertices and align it. Wise, and let's
move this one over here. All right,
that's very cool. Maybe now grab these edges and make the distance
even between these edges. And this one, maybe I could move it a little bit to the eggs. I think we have a
lot of eggs here. We don't need all of these
eggs. I can dissolve them. And now let's fix the
distance between them again. Two in the middle, I
think it will be enough. He D to take another Cobi here. And let's grab this hD
and let's have one here. Alright, give the ag and
let's have one here. As boll. And let's
make this sit right. Give the ag in. Let's add one here. Cope with this again and again. Give the ag in. At least bring the
reference images here. I just want to see if what
I'm doing is correct. The result is not so quite perfect because as
you can see here, according to the
reference image, this one should be very close
to the edge of the grill. So if that doesn't work, you can grab all of them and
hit X F and delete them. And instead of that, you can grab the
egg of this one and move it right here
and you can hear it and align it with the grill or first align it to the X and then hear it to make strit then
and move it like that. And even this one,
you can hit to the X and move it to
the center, I guess. After doing that, now we
can add multiple eggs. Let's add one here, and let's put it
right here for now. And then let's see how
many eggs we can add here. Alright, we should have
111, and that's perfect. Now we have 11 edge. After adding all of these edges, I will hit Control B to
bevel these 22 like this. Before we bevel these edges, I think we can ignore
this tip for now, and I think we can use
the shrinker modifier. But subdivision surface,
we don't need it. I will delete this one. I think we can grab those together, and it's like to isolate them. So now we have
mirror exist here. And sub divison
surface that's cool. I think we don't need mirror for the guide. You can apply it. Let's go to the front,
and I guess we can do something here like grabbing these vertices and
change these two sharp, go to the ATM and increase
the vertex crease. And now they are. Now let's grab this and let's delete or you can
leave the mirror, appl and let's add string crumb with the fire and let's see
what's going to happen. Let's pick this object. Let's see before and after. All right, that
result looks nice. I just like to excite and
let's make a comparison. Let's turn this on and let's
see if everything in place. We just need to
make some tweaking like grabbing these
vertices and align them. Let's activate this one on
cake to see the final results. And maybe now Manual, we can grab these vertices
and just move them like that close to the edge of
the frame of the grill. H. Like this. And this one as well. Everything else looks nice. I think now we can before
we bevel these edges, let's focus on
this side as well. We just need to move
some vertices up. You can slide them if you like. That's correct. Key twice, and let's move this one over
here and this one over here. And this one you can
move it right here. After doing all of that, now
let's select these edges. And I will Cen troll B to bevel them, something like that. And after doing that, these faces in the middle we
don't need them anymore. You can get rid of them. XF and delete them. And now we got this
result as you can see. Let's go back to the front and I guess we can move this
a tiny bit like that. Or can we do that? I think there is no
reason to move them. The result so far looks nice. This side, I can delete it. Get rid of it. Because after I finish this, I can mirror this
side on this one. Now, let's go back to the front and let's see what else we can do here. All right. Let's select all of these faces, and I will put the three
D coarser over here, the che cursor to select it. Again, have the s Cursor to
select it in the di mood. And I will the lattice cage. Scale make it small like that, make it a little bit wider. And after doing that, maybe we can move
this in a little bit. Now, let's grab these ribs, e to grab the cage. Can troll B to link the
lattice with the ribs. Just choose lattice deform. Now let's go to the front
saying I will grab the cage. And let's go to the properties. I just want to increase
the cuts in the Z W. Maybe we can add two
or three and Y as well. This X and this Y. All right here to
the X, not to the Y. After that, I can grab the
guide and tune the visibility to bonding because I don't want to see it,
something like that. It's still here. And now I will grab the cage and make
some deformation because I feel that this area is the first rib is like
a curves not stripe. That's why I'm going
to grab these vertices hiki and just make some
tweaking like that. And on this side, I guess these rare diseases we could move them a little bit, or maybe we can grab
those all of them. Something like that,
subtle effect. Okay. When we finish, tab
out, grab this. Control apply visual
geometry to mesh. But just be careful. Apply the shrink crab.
We don't need it. Apply this. And now we
can delete the cage. After doing that, now I can
tap and grab these faces, and I can hit E to
extrude these like that. Something like this. Maybe we can hit to move
this to this direction. Something like that. I think we can do
something else. We can extrude this
back and extrude these again and move them like that. I'm not quite sure
of this correct, but I think we can do it. Let's see what's going
to happen if we delete just one side, not two side. Go to the front and
when we extrude these, we have faces on the side and
faces on the side as well. Grab them and hit XF
to get rid of them. And now I will grab these edges. And just dissolve them. Alright, maybe this
result looks better. Hit a select all the faces and just push these in a little bit. All right, something like that. And maybe now I can grab these edges and
bevel them as well. Right. It can troll
would be to bevel them. And except the overlapping, active the clam overlap. And now we have
eggs in the middle, as you can see one
egg in the middle. This increases a little bit until these eggs meet
up in the middle. What we can do is we can
hit M and Qs merge by distance and increase the
threshold a little bit. Let's add 0.05 to merge some of these
edges in the middle. And now I think they are
merged, and that will be it. It's like to isolate this. I just want to see what
else we can do here. Let's grab one of these edges, and let's try to use the grid fill, see
if that will work. All that will work.
The result looks nice. I guess now we can select
these all of them. Let's see if that's for multiple rights is
not going to work. We could do that for each one
of these phase grid fill, Alt click, have to R. All right, that's work. Alt click R, Alt
click have to R, and we can do this for the rest. That's cool. And the same
thing for this side. All for this one is not
going to work correctly. I guess we should
go back here and use Grit fill and try to spin it or do something
or something like that. I'll click to R. Mm hmm. Again. I don't know. Why it's not working
here? That's weird. All right. Let's go
back here. Grit fill. All right, this is the
best option we have here. I'll click have to
R. I'll click to R. All right, it's not working
here. That's weird. Let's go back here. Create fill. Grit fill. Okay. All right, that's very cool. That's nice. The faces on this side,
you can delete them because actually they are not going to be
visible to the camera. So why don't we delete them? Let's go to the face,
grab them like that. I think we can go
to the right view, and in the X ray mood, we can grab them, I guess. Grab them like that.
Select these faces. In the middle, we don't need to include them. All right. After selecting these, just
hit X F and get rid of them. What else we can do here? That looks cool. I guess we can add an egg loop as a support egg loop
for each one like that. Add a loops like this
using Control R, and after that, just select
these edges like that. Hold grab them, and then go to the select loop and use loop. And then after doing that,
Gwise and slide them like this close right
to the front side, I add these edges as
support egg loops. All right. And now let's
see what else we can do. Let's go to the front and let's select these faces
and those over here. And I'm going to
hit I for inset. Hit I to invert
the inset, sorry. Hit O to invert the
inset outside like that. And now we have an A here, and then hit I again, and then hit O to
invert this inside. But this time, I will
hit B for boundary. To get rid of the
insets right here in this area because I don't want the face to go in from here. Alright, that's
cool. Maybe now we can grab these edges and those over here and
develop them it CentrolB. I think that will give
us better results. And if you want to make the
distance even between these, you can grab these edges
have to grab those and those grab them like that and then try to Q space to fix the
distance between them. You can use relax, I guess. No, that's not going
to work. All right. In this area, it
seems like we have some vertices are not merced. So, let's grab these and then hit and Mic at the center, I guess, and center. We should have one,
and yeah, it does. Grab those, hit M and
Mic at the center, and those as well,
and those right here. Here, we should have
one. And yeah, it does. Let's move this up a little bit. All right, that's very
cool. Let's like to excite, right click to hate the smooth. And I think the
reserve looks nice. All what you need to do now is just add subdivision surface. If you have any kind
of straight goes down, you can add an extra egg loop, and I think I'm
going to do that. Let's go to the front.
And in the X ray, I will grab these
edges like that. And those here. Start selecting these edges, right click and subdivide to
add one edge in the middle. Now we grab it and then he git wise and
slide this up here. And this one as
well, grab it and then he gitwie and slide
this one down here. That will prevent the
stretch from happening. Okay, the result so far
looks very cool and nice. All we should do is just
creating this one in the middle and then mirror
this result on the other side. The origin does
still in the middle. That means we can
use mirror modifier. So let's add miror modifier, and let's put it as
a first modifier. And yeah, it looks cool. Nice. Alright, I think I will end this video here and see
you on the next one.
16. 16 Modeling the middle ribs: Hello again. Welcome back here. Let's finish the grill ribs. We just need to
create these two rips and that will be it. Let's see how can we do that? I'm not quite sure if I can copy one of
these and use them. Let's try doing that and let's see what's
going to happen. I will go to the front and
tap to go to the Et mode. Just select a vertex or
an edge and then hit Control L to select
the linked vertices. Hit hey let's take
a copy right here. All right. I guess
that will work. But I think we should make some tweaking after doing that. No are quite sure yet. So, let's check
the other images. I just want to see kick the distance in the
middle between these. All right. Alright, I think we should
move them a little bit, G, and let's move
them like that. And we need to make
some deformation here. This area should be
thicker, I guess. Let's go to the front
and let's see how can we keep this All right, I will go to the X ray and
I will grab this half. Let's see if we could include
this or not. All right. I think we can dissolve this. Alright, let's go to the front, and I will key and
move this like that and use the hear tool just to hear this a little bit. That looks nice. I
think we can accept it. What about the tub area? On this side, we
should trim these. And I'm not quite sure if
this area should be blocked. Let's grab this and tabs let's
go back to the select box. Maybe we can add
an lob right here, I guess, something like that, and maybe we can delete these faces at X and then
F and get rid of them. And let's see what's going to happen if we grab these edges, starting from here,
hold control, grab this one and let's
add this one as well, and hit extrude extrude
this like that. Hit S to the X, enter flatten this to the X, and then hit G and
move this like that. If you want to
avoid the overlap, just activate the clipping and then G and let's
move them like that. It's like to isolate them. I just want to see the
TaboolG after this extrusion. If you want, you can hit E to ex through this like
that and align it right here. And I guess we can grab this vertex and you
have to grab this one, hit M and Q marriage at last. Okay. And you can do this here. Let's select this
vertex with this one, hit E to extrude control
and snap this one here. Grab this vertex, you
have to grab this one, hit M and merge at last. After doing that, we can add one A here
as a support a loop, and one here Osbll. And I guess we can add one here. All right. That's cool. And I guess we could
open this area. So let's see how
can we trim this? All right. Let's use naive tool. I think we can start right. Let's try to find another image. Maybe this image. I remember I have an
image right here. But let's see results.
Yeah, this one. I think we can start
from this vertex. And square it. Let's start from this point. Or let's just like to excite.
Let's go to the front. I think grab this top, and let's go back to
maybe this image. All right. Use the
nape tool and hit K, and let's make a cut
start from here. Et's rub this vertex
and move it down. And this one, maybe I
can slide it up here, and I guess we can add an egg
loop and the grub this with this head key maybe we can use the knife tool to
create cut goes like that, and I guess we can dissolve this Or dissolving this
is not going to work. So I will cancel this edge. Let's use the knife tool again. Let's make a cut goes there. You can turn over the mirror for now and use the
knife tool again. Let's make cut goes like that. All right, something like this. And let's see the
phase like this. Hit XF and get rid of them, and I guess we can isolate this. I just want to focus on
this area a little bit. Let's grab the XF, and the grab these
and the X ray, hit X F, and get rid of them. All right now, we got
this area opened. Now, let's see what's
the next step. I guess we can add an
A loop here and grab those head k, connect
them together. Let's use the I have tool again, Let's make cut code like that. And let's dissolve this and
dissolve this one as well. I guess we can create
a cut code like this. The idea is I just trying
to change the direction. What about this area? Let's turn of the sub divison surface. I just want to see if that's
okay to leave it like that. Or we should add an A here and connect these
vertices together, K. I want this to be connected with something that will be better. And maybe adding egg loop here. I would be something good to do. And maybe one here as well. Let's active the stub
that we can surface now with Level two, I guess. Alright now we got
nice cut, nice trim. It's like too exciting and
let's active the mirror. I just want to see the
result in general. Okay, I think we can accept
something like this. I think the result is okay. The final result looks
very cool. All right. After doing all of that, I will rub this in the
middle control L, and then hit P and
then separate it because I want to give
this a thickness, rub this and then let's go to the soldify and let's
add 0.1 centimeter. All right, this amount of
thickness looks cool, I guess. The thickness should go inside. That's very cool. Let's see if that will cause any problem. Let's hit sect to
isolate this again. And let's turn over the mirror for now
subdivision surface. Okay, maybe we can
push this attend. Rat head flat. I just want to see
the thickness. Alright, that's something cool. I think we need we
just need the rim, so I will active all the rim. That will be enough for me. And I will hit Control
A to apply this. Lo looks cool. But here in the middle, we have some faces we
don't need them. At XF to get rid
of them because we don't need any faces in the middle because
of the mirror modifier. It would mirror the
object from this point, and we don't need any
faces in the middle. That's not correct. Right here, we got
some problems. Manual, we can fix
them like rubbing these and move them like that a little bit and maybe rubbing this one and
pick nice view and push these Let you go to the top, and let's push these in as well. Okay, that's very cool.
Now I basically grab this. That's very nice. Now I will select these
faces. I'll click. I will add an a right
here for a reason, and I will grab these
faces and go to the phase and ce solidify faces. And now we have extra
faces, as you can see, let's at 0.1 for the thickness. And when you comb let with
these phases selected, just hit XF and get rid of them and grab this inner edge
loop. You don't need it. Sorry, face loop, hit
XF and get rid of it. And now we have new
phases, as you can see, the new edge that we added, I will delete it hit
Control X and dissolve it. And now let's see grab the outer edges and the inner edges, and I will hit Control with
B to bevel them like that. Think looks cool. Let's tab out and
right click head smooth and let's activate the subdivigin surface
with the mirror. And now we got this result. I guess we can add
support the gg loop here. Slash slash to excite. Alright, looks very cool.
We can go with this. And the reference I make, we have this, I don't
know what is it, but I think it's a sensor I think we can
create this letter. For now, we can ignore it. And you can delete
the surface if you want. You can delete it. All right. That's very cool. After doing all of
that, I will grab the frame of the
grill and I will hit slack to isolate
it. And let's stop. I just want to grub these
edges in the back and then hit he D to take a Kobe and try click to leave the
Kobe in the same place, and I will hit P and
then S to separate it. And let's grab this new edge and then hit E to extroud
this bag like that. And I will grab this
edge with this one and then hit F to fill
this grab this set F multiple time to fill these edges with faces.
And I guess we can. Let's add one loop here,
one maybe right here, rub this with the set F, and one egg here and
maybe one right here. Grab this at F and F
and this one as well. Grab this set F. Grab the set F multiple time, Alt click and then
F. After that, I will grab these
edges like that, and I can bevel them,
hit control would be. We have flipped faces,
as you can see, because of these faces flipped, we can't bevel this
in a correct way. In this case, I will hit A and then have to recalculate
the normal and then alt click to grab all of these edges again and
try to bevel it again. But All right, here we
got some overlapping, as you can see when
we bevel this. Let's dissolve this edge. And let's rebevl this. Or there are something
else if you want to do. You can grab these pass
and then hit I for ISET and hit Auto inverts
the inset inside. And maybe this edge
I can get rid of it. Grab these edges. It can
probably be to bevel them. And support edge group here,
and I think that's it. I did this to cover this
area because I don't want to see anything behind
the grill ribs. And now I have the
ability to block it you can grab these faces and book them out in case we go too far, and what we need to do now is selecting this object and hit
right click and choose head smooth and kick the
face orientation. This one should be flipped. I will tab, hit A and then alt and choose a
flip to flip this. Alright, that's very cool. Let's turn over the
face orientation. Alright, I think that's
it for this video. I will end it here and
see you in the next one.
17. 17 Fixing the mesh problems: Hello, again, welcome back here. Before we go any further, I just want to make
some change here. I feel that this area deserves some fixing regarding
the typology. So let's see together
what we can do. I will grab this tab. I left this area without
a support edge loop. As you can see, we have
two edge loops here, but on this side,
we have nothing. Let's mean when you active
the subdivision surface, the algorithm will
push the edges or the vertices towards this direction because
it's supported from here. And that's what cause some kind of stretching going
to this direction. So I want to avoid that by adding a
supported edge loop here. Let's start working on that and I guess we can
start from here. I can use a knife tool
just hit K and let's act to the screne cast and
then hit to close this. Okay. Now hit K and create a cut start from here
all the way down. Okay, one here. And hold you to make
the cuts at the center. Just here, I mean. And let's take this egg down. All right, maybe one here. And temporarily, I will stop this egg right here and
then hit space to confirm. And now we have a new egg added. After doing that, let's try
to fix this area by using the neptol again and
create a cut goes there and switch to the
vertex selection mode, grab this one, activate
the auto marriage, and then hit G twice to
slide this vertex G twice, and move this one right there. Alright, now we have a triangle in this area and we
want to avoid this. I think we can grab
these edges and connect them with these
right here, I guess. Let's see if that will work. I will use a knife tool and
create cut goes like that, end it here, and second cut start from here
and ends right there. All right. And let's see what we could do to make
this make sense. I guess I can grab this and hit J and leave this
egg in the middle. Hit X and then egg. Sorry, hit Control
X to dissolve it. And maybe this one
I can delete it. I don't want it, and grab
this gee twice and slide it. And this one I can
Alright, not this one. I guess this one we
can dissolve it, and I can grab those right here, I Core to dissolve it. Now the tibolog a
little bit better. Let's tap out, and
let's take a look. Right now we have a
sharp edge right here, and that's okay to have
a sharp edge here. That's totally okay. And
here I think we could grab this edge and then hit and
then just hit me at center. Okay. Let's see what
else we can do here. Everything here
looks cool so far. And now let's go back
to the knife tool, hit K and let's
grab this vertex. Let's create a new
cut, start from here and goes like that, I guess. And maybe one here, one
here and one right here. Right, one cut goes here, I guess, and you can
end it right there. Let's see what we got
here in this area. Okay, I think we
can accept this. But I think we should
make some chins here. I think we can grab this and
hit control to dissolve it. And I guess we can grab
this vertex and then key twice and merge it right here. Now we have quad here
and quad here as well. Let's tap out, and
let's take a look. All right. The result is not bad, but I think we lost the sharp edge that
we got right here. All right, that's mean we can't. What I did here is
not going to work. We need something else. Let's try to change the darken
of this egg here maybe. Drop this one and hit Kantro
like say dissolve it. I guess we can grab this edge
loop and just take it down. I guess G tise let's move
this down, maybe right here. And let's create a new edge loop here and connect this
one with that one hit J. And for this one, this edge, right, let's take this up twise and
let's move it right here. Something like that,
Control R to add a new egg, grab this with this head G
to connect them together. Alright, this result
looks better. We still have the Harb egg here, and that looks cool. Let's take a look
here. This looks fine. Everything looks cool. And regarding this area, I guess we can make
some tweaking. I will add an A lube right
here and go from the top. And I'm going to focus on these vertices and just hit key and move those
forward like that. And after that, grab
these vertices, as you can see, and then just move them a
little bit like that. And maybe we can include these as well and just
move them a tiny bit. Not too much. The result
here looks so cool. Maybe we can grab
this tip as well, hold hit and add these vertices. Maybe we can just push them
a tiny bit, not too much. Age and take this back to the Y. And I think that's all be it. Alright, the new that we
added, it stops here. Well, that's mean we should
add another edge right here, or maybe we can use an F. I think that will be
better. Or if you want, you can grab this face and hit H to hide it and hit Control
R to add a new edge. I want to align this edge just
hit E. And as you can see, it's aligned on the wrong side. I will hit FT flibt and let's
put this Mr right here. Hit Alt to bring back
this hidden face. And grab this vertex
with this one hit K, crob this with this hit M and mic at center,
and that's it. All that looks cool. Maybe here we can
make some tweaking, let's go to the side view. I just noticed that
we have a small gap. Let's grab this and
go to the X ray. I will activate this op right here to see
the final result. And I will grab these
aritics and then hike to move this
just a tiny bit. And maybe we can grab this one hike and let's move
this down just a tiny bit. I know this is not aligned perfectly to the
reference Image, but I guess what we
did here is correct. Maybe we can push this a
little bit back and then grab the side and grab this
and the X ray and let's activate the subdivision
this option to see the final result and let's ig, and let's move
this right here. I let's select those
together and hit. And let's select
these. I think we can just hike and move these
down just a tiny bit. Maybe now the result
looks better. The curve looks fine, I guess, or at least try to see if
we need to move them again. All right. Looks nice. Let's see what else
we can do here. I just noticed that this face
from here, it's too sharp. I mean, if you kick this area, as you can see, we
have a small curve and the result looks nice, but this edge, it will be sharper when
it reached this point. So let's see if we can fix that. I will grab Ilightslch from the nanbte and I will
tap to go to more end. Let's go to the X ray and
let's grab these edges. And let's select this one.
We don't need to include it. Let's see if that
will work or not. Grab these and go to
the OJ data properties and move to remove
them from the group. Stab out and let's
see now what we got. I like to excite and
let's take a look. Okay, now we got another
result, better result, I guess. And it's very cool. Very nice. Alright, I think
that's it for this you. I will end it here and
see you in the next one.
18. 18 Creating the guide mesh: Hello again, and
welcome back here. All right now, maybe we
can start with the door. Okay, from now on, I
will use or create a guide mesh and use the hearing crop technique
that we use on the fender. So always try to
create the door, but I'm not going to care
about the small details. I want to care about these eggs that you can
see here, and that's all. And I want to use this as a
guide mesh, and after that, we will create the door with all the details and screen
grab it on the guide mesh. So let's start doing that.
Let's go to the right view and I will grab this and
tap to go to the Edit mode, and I think we can
grab this egg loop. Let's see if we could make any change here
before we go any further. Let's take this back
just a tiny bit, maybe. And maybe we can grab this
and move this forward. All right, let's move this
gas a little bit here. All right now I
will grab this tab and just hit Alt click
to grab this egg loop. And after doing that, I will hit Shift with D to take a Cobi like that
and move it a little bit here and hit P and
then is to separate this tab out and let's grab this New H and tap to the eight mode and
let's see what we can do. I will hit eight, select
all the vertices, and I will hit E to
extrude this like that. And after the extrusion,
just hit eight, select all the faces and fix
the pace orientation and just hit Shift and to
recalculate the nollbll. And in the X ray mode, I will grab the side
and hit S to the Y zero to flatten this. And maybe we can delete some of these edges can
troll X and maybe we can grab most of these and delete them
and maybe those as well. Let's see what else we can do. Maybe we can grab
those and delete them. I just want to make this simple so we can use it and maybe
I can encrob those and delete them and hit X
E to delete this edge or you can grab the pace self hit XF.
That will be better. Grab this, it can troll X
and dissolve it as well. All these edges can troll
X to dissolve them, and let's see what
we got right here. These two faces as well, X F, and delete them. We don't need them.
This, we don't need it. Right now, the doors become very simple and easy to manipulate. So let's go to the right view, and let's go to the vertex mode. And let's select
these vertices and to move them and let's move them maybe right here for now. And let's put everything
in the place. So this edge, as you can see, it should be harp.
This is the arb edge. I will grab this vertex
and put it in place. For example, I guess we can
move them right here for now, or if you like right here. Let's see grab this vertex and hickey and let's
move it up here. And from the top, we should
put it in the correct place. Well, in this case, I
will grab these vertices, all of them, and from this side, I can hike and move them until I put this edge in
the correct place. So check it from the side
and kick it from the top as well. All right, let's see. After doing that, I will grab these vertices and hike
to move them up here. This one, maybe we can slide it in the middle. Let's
go to the top. And let's put this a little
bit inside like that. I will grab this vertex and open this panel right here
and go to the itym and I will push the vertex
crease to one to make this sharp because I don't
want this care. You can see it right here. I want to get rid of
it, rob ph this to one. Twice all ph like that. Okay, that's very cool. And maybe this vertex as well, grab this and put it this
to one and this one as well book this to
one. All right. Let's go to the top and now we'll see what else we can do. All there is no need to move these vertex to
the left or to the right, but maybe we can grab them
and move them back like that. Let's slide this and move those manually and let's
put this maybe right here. Or something similar
to what we got here. And this one, maybe
we can slide back. And maybe this vertex
we could move it and put it in the correct
place. It should be right here. G twice and let's move this back and these
vertex is as well. Alright this is an option. If you don't like to do this, you can ignore that and
extrude these phases. That will work as well. But Maybe this one we can move it a little bit, let's move it to
the Y like that. And let's go to the respective. Let's see what we got so far. So according to the
reference I make, this line, it has
a small curvature. So let's try to fix this. All right, this vertex is in the correct
place. That's cool. Well, maybe now we can take
this out at a bit maybe. H I can grab these vertices
like that and hit right click and choose G
stretch to flatten this and maybe I can
move this like that. Okay, after doing
that, let's go to the right and I will hit E to
extrude this one more time. But before you extrude it, I
just want to do something. I want to check
if these vertices aligned in the right of you, as you can see, we
have some distance. I will grab these vertices, and maybe this one I can
push it a little bit to the X like that to
fix the curvature. And now I will grab these Hickey and move those inside like that. All right. That's very cool. Now I will grab them like that, and in the right view, I will hit E and extrude
those maybe right here. Let's see grab this vertex and hit E to ex through this here. And maybe this one I can move
it a little bit like that. Okay, from this point,
maybe we can start following these edges of
the car, the sharp edges. For example, this edge, the edges of the fender, the rear fender
and this as well. And after we distribute the
vertices along these edges, maybe we can create the faces, try to find the
suitable relationship between these vertices
to create nice topology. I think that will make the
process easier for us. So in this case, I will grab this vertex and then
hit E to extrude it. Let's put one vertex here, and let's through the
Smart Y here and one here. All right, one more extrusion, hit E and extrude. And one more right here. And after that, we
should go to the top of you to put these
vertices in place. All right, so let's start
with these vertices first. The select this one,
EG to move them, and they could be right here. This one, it should be moved
a little bit to be here. All right, that's very cool. Let's start with this one G, and let's follow this
control, grab this N, move it grab this one
in, move it right here. This one as well. Yeah. And this one could
be here, I guess. Maybe we can put it right here because we
have strong care. Let's go to the right and let's see if we have
any wafness here. Maybe we can grab this hey to this and move this
down a tiny bit, grab this, go to the top, and hit E to extrude
this one time like that, and one more extrusion
and maybe one here, and one extrusion go like that. In this case, we can go to the bag of you hit Control one. Let's see what we are
doing is correct. Okay, maybe this one we can
move it up on the side. And this one maybe should
be moved right here. And this one should be
moved here, I guess. Okay, that's very cool. Let's go to the back,
can't roll one. Alright, the result looks nice. So far, maybe I can get
all those together had G to the E and move them a
little bit, not too much. Alright, that's nice.
Let's go back to the white view and
let's tab again, and maybe we can follow
this cantor we have here. I can grab this vertex
and hit H D to take a COBE and let's maybe
start from this point. Let's hit E to extrude
this maybe start here and then hit E to have
one more vertex here, and one extrusion goes
like that, I guess. And maybe one right here. I'm trying to extrude these vertices and put
them underneath those, and it's not quite necessary to have the
same number that we have on the upper side because we can add
or delete vertices, and that's depends on our needs. So let's grab this and extrude
this maybe right here. And because we have
strong curve here, we will make the
distance closer. Let's go to the
top. Let's try to put all of these retics
in the correct place. Clob those together itty, and let's move them
over here like that. And this one, let's move it maybe right here, could
be here, I guess. And this one could be here. This vertex, we could
move it like that. All right. I can't see
because of the light cover, but you can guess
where this should be. Let's move this over here. A the curvature looks nice. Maybe we can make it a little bit nicer by moving
these vertices out. Right now, we grab the CE
to extrude this over here, and maybe one more
extrusion goes here, and the last one
goes right there. Let's you go to the
back, C troll one. Let's try to put this
in the correct place. This one should be here. You can move this a little
bit down or sorry, it should be up here. Yep. Don't like this. Let's go to the rights.
All right, that's cool. All right. Maybe now we can follow the curvature
of the fender. Let's see grab this one
and hit E to extrude it. One extrusion goes like that. Extrude it one more
time like this. And like this, let's see what
we got in the top of you. Maybe we could grab these
vertices and move them in. And you can check this
in the perspective. Yeah, that looks nice. Go to the right again, and I will grab this and hit E
to extrude it like that. And one extruding like this, and one goes like that. And the same thing, you should go to the top and
put this in place. Or there's another
scenario if you like, you can hit XV and delete
these and actually can grab these vertices
and extrude them like this and move it a little bit. All right, now I will
grab this four and hit F to fill this with phase. Okay, now I will grab this one, and I will extrude it
to follow this edge. Keep extruding these
vertices until you complete following this care
of the fender. And now we should put
these vertices in place. So let's go to the top and let's see if what we are
doing is correct. Well, it's perfectly correct. We don't need to
do anything else. Let's go back and maybe it's the time to extrude
these vertices like that. Okay, something like that. And now all what we could do, just probably set F, and let's do that for the rest. That's very cool. Let's
go to the perspective, let's see what we got. All right. That's nice. Okay. What about this area? Maybe we can book this back
including these verticas. Hit Gits, if you like,
and slide these back. And let's care a little
bit about this area. I will hit E to
Extrude one vertex right here and one here,
and one right here. Let's go to the back
of you and let's see if these vertices are
in the correct place. All right. Well, it's not
quite easy to see. In this case, we can grab these details and hit
edge to hide them. That's what make the
life easier for us. So let's tap, and I think we should make some chinks here. I guess we got a
lot of things to do here regarding these vertices. For example, let's grab this one and CC where is
it from the back? I think we should
move it in like that. And maybe this one and this
one, the same scenario. All right. So now let's grab
those, go to the bag view, and we just need to move
them just a little bit, not too much, and now
they are in blaze. Et's go to the tab. All right. What about this area? So regarding these vertices, they should follow the
curve of the door. So I can't put these vertices in the place depending on the
reference image. So what I'm going to do is I will align these vertices
with the curve of the door. Just rub this and hiki
and let's move it. And if you want to align
this vertex with this one, you can activate the
vertex snap and then you can hit key to move and hold control and snap
it with this vertex, and we can do the same thing for this one and this one
as well like that. Right now, they are
aligned. That's very cool. After that, you can
grab this and hit F, and you can grab these
two vertex here and hit F and fill this
area with faces. I always go to the right view
and let's see what's the next Let's hit you twice, and let's push those back here. Maybe this vertex we can move it up a little
bit like that. And maybe this one
we can move it. And from the top, let's see if these vertexes
are in place or not. And yeah, they are
in the right place. Right now let's see
what we can do here. Let's grab this hit
F, grab those hit F. These two hit F. Let's try to find a
solution to this area. Maybe we can grab those hit F. But here we have an gon. I will use the knife tool to create a cut goes
like that in the center. Now we have Quad here
and quad right here. Grab those hit F. We
have quad here as well. Grab this with this it F. And let's see what
we can do here. I guess we can add one vertex
here and grab this with this hit J to cut
this with face. All right. I guess we can add
an H loop goes like that. Regarding this area, I'm not so quite heavy
with the typology. I prefer something else. Let's try to do something else. I will use the knife tool. I want this curve to go like
that and then go like this. Let's call it the X ray. Maybe we can slide this or
move it input right here. Rob the git wise
and merge it here. All right now, let's see what
we got in the perspective. I think we got problem
with the normal hit A and then shift to
recalculate the normal. Okay, that's nice.
Let's go back to the right review and right, let's see what we got here. Some of these
vertices, they should be in a place like this one. We could push it up or
hit As this right here. The topology is not perfect. I'm not getting what I
want because of this area, and this is the guide me. It should be very
clean and nice. Well, that's mean we
should make some change. I will use the knife tool and make some cuts goes
to this direction. Something like that. Alright, let's grab
those together, hit and Mica at center, and maybe I can grab this one hit G twice and
miracle this one here. Let's try to move
these vertices. A tiny bit. Or here
we got a problem. I think we could
create a new cut here. I will hit Control R to
add one edge right here. But if you hit Control R, the egg will be applied here as well,
and we don't need that. So in this case, we're going to
hide this face hit edge and hit Control
R to add edge here, and then hit the edge to
bring by the hidden face. The crop is very txty twice
and dismat and those as well. Maybe we can slide them like that and get rid of this edge. And let's fix the
distance between these. I guess we can crab
this one and this or I guess we can
slide this like that. Yeah, let's move
this a little bit. All right, let's grab these edges and then hit right click and let's use space to fix the
space between them. All right. I think we
can exclude these edges. Okay. I think now the
typology looks better, but here we still
have a problem. Let's say grab this hit center. Maybe we can grab this edge and it can throw
to dissolve it for now, and maybe we can add
a new edge to cut this area and use the knife
tool to cut this as well, hot to make the
cut at the center. Head control are to
add a new edge here, and I guess we can grab this vertex with this one
had k to connect them. Let's slide these
vertices a little bit to get beatbology. Let's move this down
here, and I think we can king or fix the distance
between these edges, starting from here and
maybe ends right here. So let's grab all of
these edges and then right click T space to fix
the space between them. Alright. The result is
not so quite perfect. As you can see, we have some
stretch happening here. Well, that's mean maybe we could move some edges like that. Slide them, key twise
and slide them. Maybe we can slide
those as well. Even the distance between these vertices, we
can't fix them. So let's grab these
like that, the edges. Otherwise, you're not going to get the result that you want. Grab these like that,
right click and Que space, and this as well. Let's see if that's
correct or not. You can make this flat
using the Gi stretch. And after that, you can
ching that Gi stretch. See what we got in
the perspective. All right, so far,
the result is better as compared with the previous
result. Les tab again. All right, what about this
age right cli Getrag? All right. That's very cool. Let's go to the right view and let's see what's
the next step. Let's go to the top
and maybe now we can grab these two edges and
hit E to extrude them. Maybe one extrusan
goes like that. A second extrusan goes
like this right here, I guess.'s go to the right view and move this down just a tiny bits
and this one as well. All right. As to this easier, enter
flatten this and you can flat this edge as
to this easier enter. In the X ray, I will grab these vertices and TE to
extrude this maybe right here. So not right here, maybe
right here and then extrude it one more extrude
it like that and then up like this, maybe. And in the tub, I will grab these two vertices and
move them that right here. Align them with this edge. And these four vertices, I will move them
inside like that. I and maybe we can hear them or you can grab these and just
move them at Haniwt. All right. Alright I guess we can
grab these and p them in. All right, let's
accept this for now. And after that, we will see if these vertices are in the
correct place or not. Right now, let's see
what else we can do. Let's see grab this for vertices and let's hit F to create a face right here,
grab this with this. Hit F. And I guess
we can add two edges like that and I'll click to
grab the entire edge loop, and you can go to
the face and us writ fill and grab these edges, hit G twice, and slide these
up here and grab those. Let's slide them right here. I can see that we have some
kind of twisting having here. This slide is a little
bit up like that. Alright, the face looks nice. Everything looks nice so
far. Let's go to the top. Yeah, I think so. I will grab this vertex and hit E to extrude this one here. And from the right,
let's put this in place. It should be pushed up here, go to the top and hit
E to extrude this one. Extrusion goes like that and align this vertex
with this one. And one more time. One here, I guess, and this
one it should be merric here, go to the right, and let's see if what we
did here is correct. Grab the key and let's move this up a little bit
and this one as well. Grab them, hit F, grab these, hit F. Control RLS at two edges, and then I'll click to
grab those key twice, slide them a little bit and align them better
in those as well, and grab this edge F, F and F again. And I guess we can
get better results. Let's go to the right. Maybe we can take this back just a little bit.
Let's go to the right. Hit A and then have tend
to recalculate the normal. All right. That's
nice. All right. We are not finished
here. We have a lot of job to do here, but in the next video, we will keep extruding these vertices until I
complete this guide me. I will end this video
here and see you on the
19. 19 Focusing on the back side of the guide mesh: Hello, again. Welcome back here. Let's see what's the next step, grab this tab to go to the
mode, go to the right. And right, let's see, grab this tics here and F to create a connection
between them. Grab one with this one, hit F to create a new phase, and maybe I can grab
those together and hit F. Hit F again. Let's see what it's
going to have enough I. That's not going to
work. I will hit KantrolZ. I will
accept this one. Looks nice. And the number of the vertices here,
let's see what we have. Maybe we can kink
the distance between these vertices to
grab them like that, I guess we can hit
radically NQ space. And right, here we have four vertices and
here we have two. So I will hit Control Shift B two level these to
have four as well, and grab those, right
click, fix the distance. And now I guess we
have the ability to fill this area with faces, hit at multiple time
until you finish this. But we should go to the top
and put everything in place again because I guess this area become a
little bit sharper. So's move these vertices around a little bit and
fix the curvature. All right, that looks nice.
What about this area? Right. Hit A and then you
tend to fix the normal. Maybe this vertex I can move
it a little bit like that. Alright that looks nice. Let's tap again and let's
see what we can do. Alright here we have two edges. So that means we could
have two here as well. And let's grab those together and hit F.
Let's start with this. Grab this with this, hit F, and maybe here we should
have a new g loop and grab those hit F one time and let's see all of them
and hit F to fill this area. I will leave this as going, and later we will try to
find a solution to it. Allr, let's go to
the right and Okay. Now let's see what else
we can achieve here. I will grab this vertex
and hit E to extrude this. Maybe one extrusion goes
like that, I guess. I'm trying to follow
this edge and maybe one right here and
maybe one goes like that. All right, maybe one right here. And from the top, let's see if we can put this in place. I'm not quite sure. I can see where they should be, but maybe from the
bag, it can roll one. Yeah, maybe from the bag,
we can do something. Let's move this a little
bit and not too much. So this one, it should be here. And this one should be right
here, grab those together G. Let's put this here
and this one as well. Let's go to the perspective. I just want to see
what I got here. Alright, the
curvature looks nice. I like it. We can change
it later if we want. Let's go to the bag again and
see where is the next step. Let's sorry, grab this vertex
hit E to exclude it here, and from the right view, let's put it in
the correct place. Go back to the bag,
can't roll one. Hit E to extrude this
maybe right here, I guess, go to the right G to move
it maybe right here. One extrusion goes like that, and from the bag, we can put it in a place. All right. All right,
through this again. And again one more time. All right let's see
what we got here. Where is the miror modifier. I don't see any mirroring. No, we still have
it hit E to extrude this until you reach the center. But I think we should do something here because
as you can see, it's flat and
that's not correct. So I'm going to move these to
the Y and go to the right. All right. All right. Now, this vertex,
as you can see, it's aligned with the
edge, and that's cool. Now's the time to grab those, hit e, and move them like that. Or the easiest way you can start with this
one in the middle and put it move it right here. And after that, we
can average the rest. For example, this one, I can
hit G and move it like that. The character looks nice. You can change the distance between these edges if you like, for example, can grab these, all of them, right
click in space. And even you can use the relax, the relax will relax the result
and make it looks better. Maybe even the distance between these rare dias we
can make it even and use the relax Alright, in general, the result looks nice and I don't
see any waviness. Let's tap again and let's
go back to the right. And now is the time to
follow this canter. Alright, maybe we can
start with these vertices, I guess, hit to extrude
them like that. Let's go to the back and let's see if what we did is correct. It's totally correct. All right, so we need to have one extrusion
goes like this, and it could be aligned
with this vertex. All right. I think we
can do something else like adding these vertices
to that extrusion, and we can go to
the right and hit E to extrude them all like that. Grab this, hit E twice, and then hit to book
this word like this. All right, let's go to the back. All right. The so looks nice. Maybe this vertex, I can move
it a little bit like that, and from the right view, we can move it as well. See the perspective and the
perspective looks nice. Let's go back to
the right. And I guess it's a time to grab
these vertices as well, it E to extrude them up. Now let's put everything
in place, grab this one, move it up, and align it with this Harbge of the
reference image. Now let's see crops at F. And from the right
from the backory, we could move these vertices
and put them in a place. So let's take this one
or let's take all of them and align them better. Let's go to the perspective
and see the curvature. If you have a problem
with the curvature, just grab them like
that and use the relax. Relax will give you a very nice result, right click, relax. All right. Just one time. That will be enough. Rob
this with this hit F, create a face right here and
you can average the result. Rob those together, right
click and choose relax. That looks nice. All right. So now let's see together if we can
connect those together. The distance, sorry,
the number of the segment here is not equal. Let's see what we can do
to get a better result. All right, so this vertex right here, it should
meet this one. And this one, we can
connect it with this one. So let's grab those hit
F to create a phase. And now we don't have
any problem with this. Maybe we can add
extra look here. And I'm not quite sure. Let's hit you twice
to slide this. Grab those hit F. Hit F again. All right, let's grab these vertices and use space to fix the distance
and here as well. And here as well. All right
now there is a plex better, grab this with this hit
F. What about this area? All, I think we need
to add one cut here, and I guess we can take this
to the Y a little bit to fix the caviture and for this
one, maybe we can slide it. Crab this with this
hit F and F again, F again, one cut
here, G to the Y. All right. Crab this
with this hit F and F. What we can do now, maybe we can fix the distance
between these edges or vertices using the space
option and the Loop tool, tie to slide this a little bit. Alright, the curvature
looks nice so far. I don't see any problem. If you like to use the relax, you can relax them. Right. Let's go to the right. Everything is still in place. I can feel that we have
some waveness here. Let's grab these vertices. Let's move this up a
little bit slided, grab all of them,
and use the relax. All right. That looks nice. All right, so yeah,
that looks very cool. Let's go to the bag, and maybe now we can care about
this area a little bit. I will grab the vertices and
hit E to exclude this up here and always try to find
a solution to this area. Well, let's grab
this one, hit E, to exclude this here,
and grab this with this, hit F, and one cat here, maybe grab those together, hit F, hit F again. Q twice just like this, but I think I can't do that
unless I add one cat here. In this case, what we can do is we can slide these a little bit to this deacon and
maybe slide these as well. And I think we can add another cat here to
control this curve. And Something like this. There is another scenario. We can cancel what
we are doing here. Okay, let's cancel this as well. All right. We can
create these faces without caring about the panels because as I said,
it's a guide me. That's pin you can grab
these and move them here and grab this vertex t, hold control, and snap it right here and grab those
together it F. Okay. Maybe we can slide
these down a little bit. Let's see in the
perspective what we got. Let's go to the right of you. I will grab these vertices in a key and move
them in like that. Alright, now the
result looks better. Okay, let's go to the
back, it control with one, and I have a problem with this. Let's try to slide
this, hit G twice, and slide it and slide this one as well to get better tbology. Maybe slide this down.
Yeah, just slide it down. Alright, that looks nice. Maybe I can grab these and
use the relax to relax them. As well, give us better results. And maybe I can grab those right here and
relax them as well. Okay, that's nice. Et's top out. So far, everything is nice and smooth except for this area. Let's go to the right. And I guess we can add an loop here and grab those together, it F and F again to fill this. Now maybe we can focus on
this area a little bit. Let's go to the top and let's
see what we can do here. All right, I will
grab this vertex and extrude this one
here and one there. You can merge this one with
this one, I guess for now. Alright, yeah, it's smear.
Let's go to the right, and let's put this vertex in
the correct place. Alright. As you can see, we
have very subtle care, and we need to take care of it. So head key, and
let's move this down. Something like that.
If we don't like it, we can fix it later. But right now, I
want to find a way, correct way to fill this
area with faces. Okay. Let's see how can we do this? I guess we can grab
this with this, hit F, just connect it. And let's have one
vertex here for now. Let's group those
together. Hit F. Use the knife tool to create
a cut goes like that. You can add an age
loop here if you like, but maybe we can
do that later or maybe you can redistribute these practices another way by moving this a little
bit and this one as well. You can fix the
distance by using the space option Q space. All right, that's very
cool. Now, maybe we can use a knife tool had K and let's
create cut goes like that. And one cut goes like that. All you have to make
the cut at the center. And these edges goes a nice way. And I guess we can I don't know, let's see if we need to fix the distance
between these edges. Let's see what's
going to happen. Ratan Q space. This one, as well everything
so far looks nice. Now let's try to find a way to fill this area
with spaces as well. Let's grab these four vertices, and let's hit F,
grab those as well. This one with this one hit F. And now we ended
with this area. So let's have one
cat goes like that. Grab this with this hit F, and maybe one cat
right here, I guess, grab this with this hit F, and maybe one cat here
and grab this with this hit F. And now let's
select those hit F. All right. Now let's see what
we got so far. All right. The problem is that
these vertices are flat from this point
to this point, and we need to get
better results. Let's go to the right
and I will grab this and move it a little bit up in the same
thing for the rest. And you can grab this
salt cantle grab this one and use the relax
to get better results. And maybe I can grub this
vertex with this one, these vertices in the
middle and use the G stretch to flatten them. And after that, I can ching that grub this with
this right cG stretch. The result looks nice. Let's go to the right. I can feel that we have
some waveness here. Let's try to get better results. Let's grab these vertices from this point to this
one to this vertex, and I will hit right
click and choose relax. And the same thing for the
rest, drop this, relax. Drop this as well and
hit relax. All right. I think that will
work. All right. I don't like what I have here. I think we can get another result of waking
the darken of the typology, like grabbing this edge and push it like
this to this darken, because as you can see now, we have some kind
of pinching having here and that's
not going to work. So all right let's see how can we go around
this and how can we fix it? Maybe we can slide
this a little bit like that and use a
knife tool to make cut. Alright, we don't need to
make any cut here actually, but what we need to do is just change the direction
of the typology. So let's grab this and slide it this one
as well, I guess. And I will grab this edge
and dissolve it, I guess. Let's create a new
cut goes like that. Crab this with this hit, J, grab this control, delete it. Slide this a little bit, Kewie and let's move this right here. Alright, what else? I guess
we can slide those as well. Ky twice, let's move
this right here, grab this with this hit J, and delete this
one hit Control X. All right, maybe this one I can slide it as well like that. Let's go to the top of you and this man will move these
vertices like that. Even if that will affect the tabolic you don't
worry just move them. For this one, I can slide it. And after that, we
can try to find a way to flatten them and get
the result that we want. Keep in mind that you
have the ability to delete one of these
edges if you can do it. All right. I guess we can
slide these a little bit. We have a problem with this one. We could find a way to
connect it with something. I can add a new egg lob here, but I'm not quite
sure that will work. Do we need a new egg
loop right here? Let's use a knife tool to
create a cut goes like that. All right, what else
we can do here? Maybe if we delete this edge, we can get the
result that we want. So let's try to delete this, and let's try to redistribute
the vertices again, fix the distance between them, grab these, right click. Maybe I guess we can
include this edge, right click into space. And here as well Right now, this area become a
little bit flat, so I will grab these edges, and from the top,
I'm going to hike and move them to
the Y a little bit. Grab these together,
right click and Q space to fix the
distance between them. The As well, Q space, and from here to here,
right click space. But I feel that these
vertex should be pushed out or up like that. Maybe these vertices, maybe
we should relax them. It heft R again to repeat that Sequie but let's grab them and let's
use the G stretch, instead of that, make them flat. And after that, let's grab
these, hit G to the Z, and let's move those
up a little bit, and maybe this one
in the middle key to the Z and just move it a
little bit, not too much. Right now we still have
problem with these vertices, let's see grab those and
let's use the G stretch. G twice. Let's slide this bag. Drop those. Key straight, rob this, twice, slide this. And maybe the same thing here. I can grab this, hit alts, and push this up. All right. Now the
typology looks better. Let's go to the right end. Let's see if that correct. I can see that I don't know, I feel that we have
a big curve here. Let's go to the back
view All right. This is the area that
I'm talking about. The curve here is very strong. I think it would be like this. Let's go to the top and
let's take a look from here. From the top, I don't
have any problem, but from the side view,
I can see something. Well, in this case, maybe
we can create a guide and maybe we can use this guide to help us
to get the correct results. I can hit Shift A to AD and Ar maybe we can
add a curve here, adding a Bzier and
CRs right here. Let's move it like that. Hit R to the Z, rotate to the Z, nine degree, hold control, and rotate this nine
degree like this. Tab to the e mode, hit A, select all the vertices
as to the X zero, enter flat in this to the X, and let's go to the right view. And now let's grab these vertices and
put them in a place. I will put one vertex maybe right here
and the second one, it would be almost right here. Scale them, scale this
to make it smaller glob this scale its Sorry, at scale, makes it
smaller like that. All right. Now maybe we can
rotate this a little bit at X V to
delete this vertex. It R to rotate
this a little bit. All right, so our care
should be like that, and we should get
rid of this right, this area, we should
get rid of it. And that's what I'm going to do. Tab out, and let's grab the body and let's tap and let's align
everything to this guide, to the G and let's move
this one down like that. And the same thing for this. This one, maybe we can
move it down like this. And this one as well. Something like that. And maybe now see
now what we got. And now after that, we ho grab these vertices and
move them down. But I'm going to use
the relax method. So let's grab all of them, these edges, and then terra
click and choose relax. As well put them
almost any place. After that, you
grab these edges, attics and slide them back. All right, maybe now we
can grab these edges as well and use the relax again. Like this twice, it back. All right. What else
we can do here? Let's slide these vertices a little bit to get
better tbology. And I think the
result looks nice. Let's see in the
perspective what we got. All right. Everything
looks nice and smooth. Yeah, that's very cool. All right, I think that's
it for this video. I will end it here
and see you on
20. 20 Focusing on the back side of the guide mesh part 2: All right let's see what
else we can do here. Let's grab this and let's
tap to go to the mode. And let's go to the
right. All right. I think here we should move some vertices to align them
with the reference image. From the bag, everything looks okay. We don't
have any problem. But from the right of you, we could move these vertices. So I will drop
these two vertices. Maybe I can include this one and it key to move it like that. And now I think it's aligned. You can move them one by one. Like this. All right. And because we move this, we could move these
vertices as well. To make it easier for us, I will grab these edges like that and use the G
straight to flatten them. And after that, I can grab this alts and push
this out a tiny bit. Maybe I can grab these
vertices or edges. I hit Alts and puck these out. And I can grab this one and p this out and use the
key strike again here to flatten this and maybe hit key to the Y
and take this out. Alright. This one, I
think we should push it in alts, move it inside. I let's see if that makes sense. Let's try to fix the spacing
between these vertices. Okay. And I think we can include these edges as well,
right click space. All right, maybe
from the top of you, we can move this vertex
a little bit like that. All right. Now, the
curvature looks nice. I can feel that we have some pin here because of this vertex, hit Alt to move this out until you align it with the
surface of the mic. Something like
this. I guess maybe this one I can move it out
a little bit in this one. I got this. Look
like that, maybe. Can he and move it feel like. The result looks nice. The result so far looks nice. Just keep in mind that you have the ability to reduce the number of these
edges if you like, for example, you can grab
this one and delete it and slide this one and put through right here and
redistribute the edges. Let's see what's going
to happen if we do that. Let's select all of
these these edges. Including this one and hydraic
click and Queue space. Or at least grab these
here and Queue space. All right. And those as well. I think the result
now looks better, and you can reduce the number
even more if you like. Let's see if that's possible. So far, the results still nice. I don't see any problem here. All what we need to
do is just adding a support the egg loop and make this area sharper to
get what we want here. Maybe we could move some vertices because
I feel this goes off, so I will hit Key and
move this move it inside. But let's grab these
two vertices and hike and let's move this one
here and maybe this one, put it even more and maybe put
this as well out to the Y. All right. I will accept this result
for now, and for any reason, if I want to make any editing, we can go back and do
what we want to do here. Maybe we can delete this edge, and I think that's not going
to affect the typology, especially this
one here, because, for example, this edge
is close to the care. When you delete it, you
will make this area flat. But if you delete
this one, this edge, that's not going to
affect anything. So let's go to the edge
selection mode two, and the grab and head
control to dissolve it. As you can see before and after, nothing happened, almost
nothing happened. And now maybe we can
redistribute the edges again. So let's select these edges. Holt, you have to add a new
one hold control and select the last edge of this entire age loop
to select these edges between and the same thing for this one and
this one as well. And we can include this one. And this one here. Right
click and Q space. Now, let's select this. Maybe I can deselect this Qu space. Let's include it and let's
see what's going to heaven. Well, yeah, that looks nice. Grab this as wall space. Let's make some kings here, sliding this vertex
a little bit, sliding this one, sliding
this and this as wall. All right. The tabology
is still nice, I guess. And here for this enon, I guess we can add an H here and grab this
with this head, connect them and
redistribute these again, starting from here and here, let's see grab these edges. After you grab them right
Q space, that looks nice. And I guess we can
include those right here. Let's see what's
going to happen. Yeah, still nice.
Rub these Oswald and let's fix the distance
between them right leg space. Let's see what's going to
happen if we grab all of these edges from this
point to this point. You go to the right right,
I will select this. We don't need to include them because of this edge right here, because maybe I can later, I could use this edge and
make it hard for any reason, so I will cancel this
right click and space. All right, that looks nice. Let's select those
let's use space. All that's not quite necessary. Maybe if we include this one,
we can get better result. Yeah, I guess All right. That's cool. We
reduce the number of the edges, and that's
very important. Right now, let's see what's
the next what we can do. Let's go to the right view. From where we can start. I think we can grab one of
these vertices, for example, this one hit he D tcp and let's
put this copy right here, starting from this point from the top view, let's
put this in place. He G and let's put
here and Alright. Yeah. From here, I guess. After that, I will hit E to extrude and
let's try to follow this edge of the reference
image, the door frame. Let's go to the top and let's put these
vertices in place. That looks nice. Let's
go back to the right, and let's see what's the
next step. All right. The next step we need new line, new vertices to follow
this edge as well. All right, I will start
using this one, hit E, and let's extrude
this maybe over here and hit E to make one extrusion
goes like that, I guess. And let's put this in a place. So it could be moved, and we could put right
here and this one as well All right. Hit E to extrude this
one more time here. One extrusion, it should
be right here, I guess. Let's go to the top and
let's put this in place. Grab this one and, and let's
put this almost right here. And now I guess we can grab these vertices at F
to create a phase, grab those as well, hit
F at F again. All right. Let's go back to the
right and let's see grab this hit E, and
let's extrude it. And by the way, I guess we can let's see grab this
one and extrude it. Let's put it right here, go
to the top and put in place, rob those together head
F to create a new phase. And now let's grab
these two vertices and let's extrude
them like that. And you can use the hear
tool to make some hearing. And it E to extrude this
right here and here. One more extrusion
goes like that. And let's ex through
this over here, and this one over here, I guess, you can hear it. Maybe this one as well. Just rotate a little bit. And this 16 through
this over here. Now let's go to
the top and let's put everything in a place. Starting from here, it hefty space and let's
select select box. G, and let's move
this over here. And the X ray mode hit Alt Z. This one as well. All right. Rob this key, and let's
move this over here. Rob them all like that,
key and let's move them. Let's move this one and
align these vertex with this H. And this as well. All right. Now I will grab this and let's move
this over here. No, that's not correct. We could look it back,
something like this. Yes. Is that correct? Maybe we look to
the X a little bit, but not too much,
something like that. All right, that looks nice. Let's go back to the right end. Let's see grab those together again and hit E to extrude them. One extrukan goes like that. And maybe one extrican
here, I guess. And maybe we can
extrude this over here and one here and one here. Let's go to the top and let's try to put everything
in the place. G, let's move this a little bit. Maybe this one we
should move it a little bit and align it with this join. Okay. Those. Let's move them. All right. Let's go to the perspective, and I just want to take a look. Everything looks
nice. The distance between this side and
this side is not even, so I will grab those
edges and click into space to fix the
distance between them. You go back and let's
see what's the next to. This edge, I think we
could move it like that. Because as you can see here, we have small curve
goes like that, and leaving the edge like
that is not going to work. So just move it
back a little bit. And I think we move
this too much. It get wise, hit alter, and move it like this again. Let's bring the
referent semic here, and let's see
what's the next to. From the right of view, maybe we can stick with
the right for now. I will grab this
vertex and extrude this like that and extrude
this one more time like this, trying to follow this care and extrude this
again like this. Even if these vertices is not matched to what we have
here, that's okay. We can together find
the solution word that. Let's go to the top and let's put these vertices in place. All right. It should be
aligned with this one. The question is, should we
create this egg or not? Let's try to understand
the situation here. I think we can ignore this line and create smooth transition here by ignoring this all right let's see if
we really can do that. I will move these
vertices there instead of following this set right edge instead of following
this here right here. So let's grab this one and hit, let's move it up here and
the same thing for the rest. Because don't forget this
is just a guide. All right. I think the vertices
count is too much, so let's move this here, grab this one, this
vertex fault Catrol grab the last right
click into space. Go to the top and age
and let's move this. Let's put this one here
and this one right here. This one here. That's very cool. Looks nice. Right now, let's see what
we can do after that. Alright here we
have some variation in the distance
between these edges. Maybe we can work on
that a little bit. And I guess we can
start from this point, rubbing these edges
and hit right click into space rob those headspace. Space. But everything
here is spaced out. Maybe some vertices
here we could slide. Maybe this one we
can slide it like that. Let me slide this. Let's go to the right and
let's see what we can do here. Let's try to find a way to
connect those together. I think here we could increase the number of the segments. So let's add one here and
maybe one H right here. Let's start with those,
grab those together, hit F to create a
connection between them. And now we have something
as you can see. Let's go back and let's select this with this rate
set F to create. Phase hit A, have to recalculate the normal in case we got problem
with the normal, and it does, we have a problem. Let's go to the right and
grab this with this and I will hit F to create
a phase right here. Maybe this with this set F
again. That's very cool. And here we could do something like grabbing these with those over here and
hit F, I guess. And now we grab the hit
F. Here we have quad, by the way, one,
two, three, four. But I guess we could add
a segment between these. Maybe later we can add that. So far, the present looks nice. Yeah, it looks nice. Right. Let's see grab these two vertices and
let's keep extruding them. Let's make one extrusion
goes like that, and let's try to
put this in place. So it key and move
this right here, align the outer vertex with
the edge like that, I guess. I think that's
what we should do. And in the P
perspective, by the way, we can understand that even
more if we have any problem, grab this hit F to
create a phase. If the result does
not make sense, we can grab them
and work them out. Es go to the rights. This is probably these
two vertices again, LSCTE let's make one extrusion
goes like that, I guess. According to the reference
image, this frame, the chrome frame is not embedded inside the
body. It's above it. It's like a layer above
above above the body. But I guess as we go
to the front side, it should be inside it. It's weird a little bit. It's try to find another image to understand what's
going on here. From the back, it should
be above the body, but from the front, it
should be underneath it. This is the idea. As you
can see here. All right. I don't have a big image, close image to understand
this situation. All right. It's all related to this frame. This frame right here. And the front side, the angle here will be big as
compared to the rear side. It will be shallow
and not strong angle. That's why this frame will be inside in the front
side of the car. So just keep that in mind. If you like, you can focus
on this angle and this frame before we mess around
with these vertices. So let's go back
to the front and I will grab this and hit E
to extrude this over here, I guess, something like that. And I think we can start
extruding this vertex, one here, and one, it could be right here and one extrusion
goes here and one here. Alright, one right
here, one here. And one extrica right here. All right, now let's
go to the top. Let's put these
vertices in place. So we start with this one. The first extricon it's right
here or maybe this one. I'm going to move this
inside a little bit, and the rest of these
vertices as well. Okay. It should be
underneath this edge or it should be
pushed even inside, by the way, just
keep that in mind. Let's move this one
inside and this one, no, it should be pushed out. This is where the angle will
be opened a little bit. Okay. I guess this one we
can take it out at any bit. Yep, right now, let's go
back to the right end. Let's see what else we can do. I will hit E to extrude
this over here. Perfect. And after doing that,
let's try to fill this air with faces,
select those it F, and now just take V to hit F multiple time until you
fill this with faces. Okay, now we have
something here. Let's see, what's the correct
thing that we should do. I guess now we after we put this vertex in the
correct place like that, I think now we merge
these with this vertex. Alright, let's see how
can we merge them? Grab these two vertices and
make this vertex active. As you can see, it's brrighter. And then let's all right
let's choose vertex snap and change the transform
vote point to active elements because we want to depend on
the active vertex. Hid G to move hold control
and snapped right here. All right, it should be snapped
according to the active. Let's see why that doesn't work. All right let's choose active, hold control, and snab it.
Yeah, now it's working. It doesn't work at
the beginning because the snub was working with the
closest, not to the active. So you should change
this to the active. And now after doing that, I can grab these two vertices at F to fill this with phase. Let's go back to the
right and let's see, right now, I guess we could move this and put it right here. Maybe we can move this
a little bit more. All right, maybe those I can move them back at
ten a bit like that. Something like that.
And because of this, I could move these
rates a little bit. Let's go to the perspective, let's see what we got so far. The result looks nice. Maybe we can focus on
this area a little bit. Let's see what we can do here. Let's grab these four hit
F, to create a phase, and maybe I can select those two hit F to create a phase, this one with this one. And now, this area, I can
grab those all of them, all the vertices we got right here and it F to
create a gain phase. And now we should find it
so we can probably say, right, that's something
easy, not quite difficult. Let's go to the bag. I just
want to see what we have done so far. All right. Was going on on the top. I will extrude this and I guess it's time to
follow this care. Let's go to the bag. Key to move this any place
key and move this down. Okay. Let's grab this vertex. I guess we could have
an extra edge here in this area because the strong
care we got right here. So, that's mean we should add
one edge right here maybe. Let's see if we have
another option we can Let's move this a
little bit like that. Let's hit E two extrude
this edge over here. One extrusion goes like that, I guess, and maybe
one goes like this. Let's go to the side view, right view, and let's try
to put this in the place. Key, and let's move
this over here and grab this one he and let's move this over here or
maybe over here. Like this. Spring the referenced images. I just want to see if what we are doing here
is cord or not. Maybe from the top, let's see
if we have an image showing us the car from the top. As I remember, we have one here, but I don't know where is it. Where is it I found the image. And as you can see
regarding the frame, as you can see here
from this point, it's out and above the
surface of the body, and as we go to the front
side, it will be pushed in. Regarding the rear side, we have strong curve here here
we should take care of it. All right let's see
what's going tapping if we grab this vertex with this one hit F and can roll R to add one
A op codes like that, grab this with this and hit G, and now maybe I can select
those. All of them hit F. All right. Is that working? And now maybe we can grab
those together, hit F. Let's see if this
techniques works. If this works, I will accept it. Let's use a knife tool, and maybe we can create
cut goes like that. But what about this vertex? Let's go to the right and
see if we can get rid of it. All right, we can't, we can't think we should
create a new age, start from here, and maybe
end right here at this point. And I think we should
make clear Bolgon flow goes like that th this diction. Let's see if that's possible. Let's create a cut
goes like this and then like this and
then ends here. And what after that, I guess we can Let's
try to make wise, and let's get rid of
these triangles for now. All right. And what
about this area? I guess we can delete this
dissolve it, get rid of it. And these two edges, I guess we can dissolve them. And maybe redistribute
the eggs here. Drop those like that and
we click in Q space. Let's see if that
even makes sense. Well, I think the
result looks very cool. Even the distance here, I think we can get better
results right click Q space. Or at least this edge. Is that important? I think that's not quite important.
We can ignore it. Let's go to the top
of you and let's see anything else
here we could do. Everything here
looks nice so far. I don't see any problem. Maybe we can slide this
a little bit and go to the right view and I don't know, maybe we can move this
vertex a little bit. Not too much. Just be careful. And what about this area? Let's? I think we
should add one egg here and let's see what
options we have here. This vertex, it should
be pushed back at. This edge, I think it should
be pushed back to the Y, I guess, a little bit. Let's push this back and let's see what's
going to happen. Something like that. And
because we did this, I guess we should grab these
as well and move them. But first, let's change or fix the distance between
these edges, right Q space. And I guess we can relax. This will help a little bit. And if you want,
you can head key to the Y and move this a
little bit, not too much. Key to the Y. All right. What about these edges? What's going to have it if
we grab them and move them back. Can we do that? I guess we can. Just slide
them a little bit like this. Right now, let's connect this vertex with this one vote
control and stabbed here. And now we can
create a big face. All right. I think that's it
for this video. I will end it here and
see you on the next one.
21. 21 Starting with the roof and defining the sharp edges of the car: Hello, again. Let's
focus on the rear side. I want to finish this area. So let's start doing that. Let's tab to go to the
mode and go to the back, can troll one from and back. And I think I forget to activate the scrinas let's activate
it, and then hit. All right let's grab these two vertices and hit
E to extrude them here. And I want to align them align these vertices
to the X axis, so hit S scale to the
X and then zero enter. Let's move those a
little bit right here. Or I think we can move
them right here to the center and hit Control R
to add two edges like that. Grab these two vertices, hit F F and F again. I will select this vertex and let's go to the ATM and let's push
the vertex crease to one. Is that working? All right, let's go to the
back of you control one, and I just want to see
what else we can do here. All right, this
eithould be sharp. We should add another egg
lobe here to make this sharp, and we have a lot
of things to do. Allright. Maybe we can
ignore all of that and start with the roof creating
the guide makes of the roof. So let's go to the top
view and maybe we can crap one vertex from here
and start from this point, I guess we can encrp
all of these vertices. Can we do that? All right, hit Shift D to take a COBE and hit E
to extrude them, push them to the
middle like that until they snap to the center, and just select one vertex
and then hit Control L to select the
linked vertices and then hit P and then S to
separate the selection. Tab out and the crop
the sneomg tab. And now let's select
these vertices and hit to move them like that. All right. Right now, I will
grab these vertices, all of them HG or maybe
I can grab this one alone and Let's put this
one Y here and here, I can put two edges, but I guess we can push
these forward first. I will make this vertex the active led click, click again, make it active and king that transform to the active
element and then hit to the Y and push this like that according to
the active vertex. As you can see, I
align the vertex with the edge and the mike is
not aligned. That's okay. Maybe we need to add more edges here to make this to
fix the alignment. I will hit to add two edges, Control R and rotate the
wheel of the mouse to add two and lift a click to confirm. And this vertex is
aligned that's cool. I will grab this and hickey and let's move this over here. It's something like
that, I guess. And the grab this one as
well, Hickey and move dry. All right. Let's go to the front and
let's see what we got because Yep, we
should crop them, and hit by the way, I crop these vertices
in the X ray mode, Z, it key to the Z, and let's move those up here. And now let's select
those as well. Head key, and let's move those right here
and those as well. All right. So let's scrap the
vertex in the front, and I guess we could move
it in a little bit key, and let's move this
down like that. And this one as well to align it with the edge of the roof
and maybe this one as well. And this one is in ablaze. Let's go to the baggy view and let's see what we got there. Everything is aligned or almost maybe we could decrb this in a key and move this
down like that. Something like that. All right, I will all these vertices and cancel this one and this one because these vertices
are in the correct place. And I'm going to hit ke to the Z and this a little bit up. Let's you go to the
right, let's see. Is everything correct
in the right? In the right view, we
have something different. Let's go to the front, let's
see why that's happened. In the right, maybe
we could push this forward like that in
this one as well, I guess. Let's go to the top. All right, something like this. Physical to the perspective.
Let's take a look. Let's tab out, right
click head smooth. Let's see if we have any
waveness any problem here. Everything is cool, I guess. One more thing here,
maybe we can do. We can go to the edge
and these edges like that and fix the
distance between them, right click and Q space. And I can do this for the
side as well, Quespace. Let's go to the top again, and let's see what's the next step. Go to the vertices,
and I guess now we can grab all of these
vertices and ity and exclude them right here
and flatten this to the Y axis hit S to
the Y zero enter. And then now it's flat. Push this until you align
this vertex with the frame of the rear window and
let's move this, put it in place and the
same thing for this one. You can go to the X
ray. And this one as well, it should
be right here. And from the side
view right view, we should put this
in place as well. And let's align
this vertex first, y and move this down like that. And maybe we can grab those and let's move this one
until you align this, and now we grab those
and move them in. You can go to the back of
you if you would like to see if these verte is
in the correct place. Maybe this one we can
push it up a little bit. Let's go to the right again.
Alright. That's cool. Let's go to the top again, and maybe now we can grab those it and exclude those
one more time like that. And now let's put
everything in place. Let's move this back, and this one should be
almost right here, I guess. Yep, something like
that, and maybe we could take those
back a little bit. And let's go to the right
again and let's put these in place, take
them down like that. And now they are in place. Crob these vertices again. Maybe this one I could move
it a little bit forward. Crob them and hit E to
extrude them like that, and maybe one more
time like this. And one extruding cos
down like that, I guess. Let's make some change like moving this a little
bit and those as well. You want you can grab these hit s2z0 enter and flatten them, and you can use
the hero option if you like to align it better. Alright, that looks cool. You have the space and
let's choose Select books. Let's go to the respective. Let's see what we got so far. What about the windshield. Let's select these vertices and E to exclude those
almost right here. And now let's take this vertex and put
it here and this one. It could be almost right here. You can grab them like that. All of them right click and space to fix the
distance between them. Let's go to the right view
again and let's hit key to the Z and let's move those
down and put them in place. That's very cool. After
doing all of that, I will add a support a
lobe here to support this Gwise and let's push
it very close to this edge. Control R to add another
support a glob on the side. And ith be almost right here. A have tend to recalculate the normal in case
we got problem. It. What about this side? Go to the top C roll R to add the SupporteO right
here and Alright. Can roll R and add one
right here as well. You can hit E to align it Maybe some vertices we can move attend
a bit like that. Maybe those we can push
them back a little bit. Okay, let's see now that's good. But maybe these sharp
edges we can delete them later on as aqua
here we need them. But for now, let's
leave them like this. All right, I think that we should care about
the sharp edges. Let's stop here and
let's see what we have. All right, as you can see,
we have a sharp edge here. It starts from the front fender and goes back and reach
the rear fender as well, and it will be fade out
when it reached this point. So we should have
something like that. And yeah, we should
focus on this edge. So in this case, I will grab these and httrol
would be to bevel them. Let's see what's going to
happen if we bevel these. Let's bevel these two, three, Tab out, and
let's take a look. Alright, now we got
the harvey egg, but the harbghul be fade out. In this case, I can grab this and kee twice and
push this right here, and this one as well, Ke twice and push this one right here. Let's see if that works. Well, after doing that, maybe we could deglob
this twice and push this a little bit here and
this one as well. Let's tab out and let's
see if that even works. I will tap here and maybe
add one extra egg lobe here. I think that's important. And I guess we can quite here. Let's see what's going to
tap in if we scale these to the eggs and hear
them after that. Just hear them a little bit,
not too much like that. But I can see a hint
of Sharp egg here. So I will grab those as well, and it to the Egger, enter platin them
and then here them from a certain view like this. All right, let's
see if that works. All right, the result
looks nice so far. And maybe we should fix the
distance between these edges. I guess we have the
ability to do that, grab these right click
and Queue space. We got something nice. You can increase the subdivgan surface to four if you like. And by the way, we don't need
the hearing cra modifier for this object. Just delete us. All right, what
about the fender? I will grab this and grab
this entire edge loop, and let's go back to the
select box heft space. And I guess we can
bevel this as well. It can roll with B to
bubble it 23 like that. And the bubble it
shouldn't be sharp. Just make the distance between the edges of the new
bubble a little bit big. Okay, something like that.
0.4, maybe, 0.4, I guess. Yeah, let's take a
look. All right, it fades out
automatically right here. That's something cool, but here, the new bevel it should
reach this area, and it should fade out. So I guess in this case, we can move these edges a little bit, push
them like that. Let's see if that even works. Can we accept
something like this? I guess we can accept
something like that. Well, I guess we can even
delete them, can throw eggs. Keep in mind that I have
the ability to separate this side if I want because Okay, okay. All right. I will leave this for now. I will come back later. Let's focus on this area. All right, so far, we
got nice results here, and one more thing we should care about the Harb
edge that we got here. I mean, I guess egg, I guess, **** alt edge to
bring back the altage. All right, where's the other
pieces. I'll step out. I'll take. Yeah,
now we have them. So we have a sharp egg
here and one here as well. Like grab the gait and
let's select this one. The harp egg that
we got right here, it should be fade out when it
when it reached this point, maybe, it should be smooth according to this
image as you can see. All right, let's try to find
another image. Alright. Do we have showing
us what he wants? Well, I found this
image right here. As you can see,
this sharp egg is still continuous
until it reaches this point and after that,
it should be smooth. And that's what
we're going to do. So I will grab these eggs. I will grab all of these, and let's hit C throw B to bevel them. It can
throw B like that. Let's have something smooth
like this. Let's tap out. Right? All right,
what about this here, I guess we can move this to the key to the g. Just
move this a little bit. Not too much. And I
guess here we need some multiple cuts. We can add. All right, I will add
this later or not now, so convert into add this now. So now we got this,
as you can see, let's delete these two edges. And after that, I will turn of the subdivision surface and the edit mood so I can see
here a little bit better. And let's use nF tool. Let's make some cuts here. All right. I think this area will be sharp because we
added a new cut here, and I guess it should be
smooth, not that sharp. Okay, let's focus on this side. Let's use NF tool
and let's create multiple cuts goes
to the diction. And and maybe one
right here, I guess. And I don't know.
Can we end it here? Or Alright, let's go to the verte
selection multi globus wise, and let's end those
right here and maybe we can hit Controx to
dissolve this, I guess. And let's see what
you're going to have in. Well, that is still nice. I guess that will be better if we increase the subdivision
level, I guess. Alright now we got the sharp
edge that we are looking for and Alright I feel there's something that
makes sense. I don't know. Uh, All right, I will
accept this for now, and I will go back later to this area because I think we
should get better results. I guess if we grab this
entire a loop and the bullet, I guess that will help a lot. I mean, if you at Alt click
to grab this entire ag loop, adding these as well with it. Let's go to the right view, and I guess we can grab these two vertices and
just move them like that. Something like that. All right. One of the things that
I would like to do I want to remove these
harp vertices, just hit a select
everything and go to the mean increase vertex
decrease zero enter acts. Now they are removed. All right now let's grab this I'll click. I'll have to click
to add this one. And I guess we forget to extrude this N. All
right, that's easy. I will select
these, all of them. And let's zoom here, I guess, add E to the
X and extrude this N. Grab this it F to fill this with phase and that's
it. Alright, that's cool. I'll click. I'll have to
click to add this as well. And I will K throw B and let's see what's
going to happen. Can throw B. All right. We got something, but we have some overlapping
happen right here. Yep. This area needs a little
bit of attention. We need to spend maybe a
little bit of time here. And by the way, I just want to remind you that even if
you accept this result, that's okay, you can accept it. I know it's not make sense
to leave it like that, but this area will be covered by this chrome
frame to cover it. So yeah, you can accept
something like that. I will delay this later. I will come back here later
and see what we can do. I will try to finish the important add
important sharp edges. For example, this M here, or at least try to
find another image. I want an image from the top. As I remember we have one here, where is it where it, this one. So the harp egg, it should reach this
area almost right here. So I will grab all of these, and I think we can
include this egg as well. And then after that,
I will bevel them. Had control will
be to bevel these. All right after
that, I will grab this with this heat
Kantro to dissolve it. And now we got this. If you
want, you can grab this, hit M and M a center, and you can delete this
one to have it quad here. Alright, we have some pinching happening right here.
That's not good. I will hit Kantrosi to
bring back this edge. And let's see if that
give us better results. Well, yeah, the result
looks nice. I don't know. Maybe we can All
right, we can do here. One important thing
that we should do here, we could add one h right here in this area and connect
this with this, hit K, and just
forget to do that. I know we have sharp
heading we have here, but we will fix this later. Let's focus on this area a little bit, and let's
see what we can do. Let's push these a little bit. Make the distance bigger.
Maybe this one as well. Okay. But I'm not quite
happy with this result. One of the things
that I could change, I at this angle, as you can see, I can feel that these
vertices are inside, so I will move them like that, hickey, and just move them up. And maybe those I can hike and move them
a little bit like that. Yeah, now the result
looks better. I think that moving these vertices that will help to get better shading.
And yeah, it does. Now the result looks better. Okay, what else we can do here? Let's hit Control R to add an extra A loop
here in this area, and I will grab
this H. It control. I'll click, grab terra A lob
can throw to dissolve it. And I will hit Control R to add an extra A here and hit E to align it and close to
the frame like that. And let's grab this with this, hit J to connect them. And after connecting these
like that with these vertices selected hit and
Qs Mic Center to have this thick support
a lob All right. I think that will minimize the problem that
we got right here. I think if we add
an extra egg loop here, I think that will help, but that will make the result a little bit sharper and
we need to avoid that. Let's grab this egg and let's hike to move
this over here. Something like that. Go to the right and let's see what
option do we have here. Maybe we can move this
a little bit like this. Let's go to the
right again and tap. Let's active the subdivision
surface and the edit mode and The solution for this problem is to add
an extra egg loop. For example, if I hit C troll
R to add an egg R here, that will help to fix
this, as you can see, but this A that we added here, it will cause some problem here. Maybe we delete, for example, this AK throlg All
click control X. And if we fade this
maybe right here, let's grab these eggs
twice and marry them here. I think that will
help a little bit to get rid of this problem. Yeah, that's what creates
some heading issue here. At let's see what option do
we have to prevent this? Let's ki twice, let's
slide this a little bit. I will head S to the Y Ze
enter flat in the and use and I've told maybe we
can create a cut here. Let's see what's
going to happen. I'm just trying to find out a way to get rid
of this problem. Yeah, we still have
something here. The rods of this nose
are quite smooth. Well, that's mean this
scenario is not going to work. Let's have another
cut goes like that, and I'll click Control X. Maybe if we add
one g right here, let's see if that's will help
in case we got Quad here, we'll slide this a little bit. Let's try to grab
these edges and move them away kiwise and
slide them like that. Let's put those right
here, for example. That will help a little bit
to get a better result. Yeah, the result looks nice. We still have something here, but I think that's
not something matter. I think we can ignore it. But what's going to happen
if we delete this edge? I will control, and dissolve it. And maybe I can slide
this a little bit. Step out and let's take a look. All right. The heading now
looks a little bit better. And as I said before, this area, it will be visible, so don't worry
about it too much. Something here I'm not
so quite happy with. I feel that this sharp egg
is not going stride down, and I guess we should have some guide to get
a better results. I mean, this curve here, I'm not so quite apy with it. Well, in this case,
maybe we can use this guide that we created. So I will put this right
here and move it above the car like that and
go to the top and tap to go to the mode and
I will grab this vertex in I guess we can put
the first point here, and the second point, it would be added right here. And after that, we can rotate this a
little bit like that. I guess we can move this one
t here, the start points. And yeah, I will scale this a little bit and
scale this vertex. So the results so
far looks nice. What I want to do is just moving these vertices to this
direction a little bit. That's what I'm going
to do. So I will tab and grab this and grab these vertices and key and move them like that and the
same thing for this. This one as well. And
those over here, I guess. Everything else looks nice. Tab out. And now let's
take another look. Alright, now the
line looks perfect. Very cool. Nice. All right. I think we spend
too much time here. I will end this video here and
22. 22 Adding more details for the guide mesh: Hello, again. Let's see
what else we can do here. Let's go back to the door, and I think we have a
sharp edge here. We should take care of it. So let's go to the right,
and let's grab this, and let's see where
this should go. Or according to this reference in the Harvey that we have here, it should be continued to
the rear side of the car. Maybe we can take this down
just a little bit. All right. Yeah. The Tiboloy looks nice. Maybe this one we can
move it a little bit. Okay. And what else
we should do here? Right. I will we
grab this egg loop, go to the egg, I'll
click, grab it like that, and I will hit C
throw B to bubble it. Two, three edges like that. And it should be
hard, that's correct. But at the end, it
should be smoother. I will hit key to move this down just a little bit
because I feel it goes up a little bit,
and we need to fix it. Okay, now I will
grab these edges, for example, can I grab
all of these, I guess. And even this one, hit twice
and slide those like that. And I guess we can grab those as well and
then hit key twice, and let's put those right
here in the middle. The result of school, and here we should make
some change, I guess. Let's go to this image, and let's see what we can do. All right. I will use the nip tool and create
a cut start from here. And let's create
cut goes like that and maybe goes like
this and ends here. What I did is, I just
create right line, and I'm going to
delete this edge. We don't need it. We
have this one instead. And I'm going to do the
same thing for this side. One cut maybe goes like
that and ends here. Grab this can troll
eggs and dissolve it. All right. What's next? Maybe we could watch
some vertices like that. All right, maybe
this one as well. And what about this area? Maybe we could push
these away a little bit let's see what we got. Well, the result looks
nice. Looks beautiful. But here, I think we
could make some change like let's go to the right view and see
what's happened exactly. Maybe I can take this a
little bit and pick this up. Okay, something like this. All right let's take
a look and let's see if this is even correct. Let's grab these together
and let's tab and let's see if these close Mm hmm. I don't know, I feel that we should connect those together. I think that's something
important that we should do. Let's connect those. I will
tap out and crop this side with this side and the control J to make them one geometry, and then let's tap
with the e mode. Let's select this
edge in the middle and connect it to this edge
in the middle like that. And this one maybe we can connect with this
one and this one, this edge right here, I guess. It could be connected
with this one. And I think we can slide this
a little bit and add an egg be right like that and
connect those together. How can we do this?
I guess we can rob them like that and
then hit M at center. This is a good option. Let's go to the back
of you and let's see. Alright, I can rob this
and move it right here. Gey hold control and
snap this over here. And now we could make some tweaking to
this area, I guess. Like rubbing these and
move them up a little bit, I guess, and maybe this one. Alright. The result looks cool. Here we need to add another
loop in front of this one, grab those set Mica center. And here as well,
we should have one. Drop those Mica at center. And I guess we can slide
this a little bit, or I guess we can add
four edges like that. And I'll click Gwie,
light this right here, and then I'll click wise,
light this one right here. All right, something like
this, hit and Mic center. A M at center and let's
crop those key tie. Light these a little
bit. A Mica at center. Okay. And now I'll
click Key twice. Let's slide this right here. Slide this one as well.
M and Mica Center. Key twice, sorry. Key twice, slide them like that.
Slide this a little bit. And grab those.
Slide them as well. This one as well.
M and Mica Center. What about this area? As I told you, I told you that maybe I will delete
these sharp edges, so I'm going to delete them because I guess we don't
need them for now. Maybe we should
have a sharp edge, sorry we should have an
egg in front of this one. So I don't know. I feel that we should
have an extra egg here. All right. I can use the
knife tool and have one here. Clop dos at Merge at center, and I'll click Dissolve this. Let's go to the right, and I think we can add
one age glop here. And I think it's important
to dit even to hear it, I guess, or hearing is not going to work here.
I will ignore hearing. What I want to do
is I should move this like that and
put everything in place and fix the curvature. All right, now let's see how can we connect those together? Just go to the top and I'll
click on this one Git twice, move this here, grab this
gwie and move it close here, grab those together, hit
M and Mic at center. And the same thing
for this edge, it twice, slide it a little bit. Grab this one gittwie,
slide this right there. M and Mic at center. Rob Mica as center, Mica as Center, and
in Merica center. America at center
and those as well. All right here we have two
eggs, and in this case, I guess we can grab this one can't roll be tubbilit
two like that. I'll work. Q twice. Take this back or
this vortex, I guess. Where is it? All those together. All right, MM center. Grab this with this
and Mic center. And the same thing, I'm going to delete
these ages throw X. Mm as center. The windshield needs a
little bit of tweaking. I will add one a loop, one right here, I guess. And I guess we should take
this up a little bit. To the Z. Again, key to the Z. Key to the Y, let's move
this forward like that. And now let's take a look.
Let's see what we got. It's almost close. All right grab those, hit M and or hit G hold control
and stat this MR right here. Control R to add an
A clue key to the Z. All right, maybe
again, g to the Z, grab the enterre loop and move this up a little
bit to align it. But this vertex, Key hold
control and stamped right here. Key to the Z, Keyhold control
stump this one over here, and key hold can troll
stamp this one right here. Allright that's very cool. All right. Wh about this area? I guess we can engrab these
three vertices at F to fill this engrave this with this at F and F again, and
now it's done. But here we should
have a sharp edge goes along like that, and I think I feel that yeah, what we have here
is not working. So let's move these
vertices a little bit. Heat wise and let's
put this one here. Alright, something like that. Maybe this one I
can move it down. And here as well, I
will use nap tool and Chris TritcAt
goes down like that, and I'll click and isis. I think this will be better. I'm not so quite
happy with this edge. I feel it needs a
little bit of working. So I will go to the right
and use this guide. And let's take this out a
little bit right here and go to the right if you hit three and then tab to go to eat mode. I will hit you to move this
vertex and right here, and this one, maybe I
can but right here. Because this is where
it should end and call this vertex and just rotate
it a little bit like that and align it with the edge. And this one as well and
rotate it like that. So as you can see this edge, it goes right and very nice. And I guess we can
go back here and increase the resolution
of the edge. That will help to make
the edge even smoother. So the idea is, I guess we can follow now
this edge and move these vertices down a little
bit and align it with this. Maybe this vertex, I can't rotate it at
any bit like that. Maybe you can scale
it, make it bigger. Everything is in blaze. This area needs a little
bit of attention. So I will grab this and
start moving these vertices down and align them
with my new guide. So I will move this down, and this one, it
should be followed. Move this down and move
this one down as well. Take this one down.
And this one maybe. And everything else is in place. I feel that this
result looks better, and we don't have
any heading problem. Everything looks nice, and it
goes strt perfect, I guess. All right, what else
we could do here? Now we have this sharp edge, and we have the sharp egg
that we got right here. Let's go to the right and go to the X ray. We have a sharp edge. It should be right
here, so I will tap and grab this entire egg lobe and hit control would
be to bevel this. Before I bevel this, I can feel that I have
some waviness here. You can see it's clear. I will move these vertices a little bit to get rid of that. If you want, you can
create a guide for this. For example, you
can grab this head heavy and take a cob
like that and scale, make it small, and you can tap and use this method
to fix everything. I will put one vertex here and one maybe right here, I guess. And I will grab this and rotate it like that
and grab this one and rotate it a little bit and
align it with the hb age. Right now, we have striates you can scale this,
make them smaller. I scale these vertices
because I don't want these vertices to
affect the line. I want this line
to be straight or almost straight. All right. So after doing that,
yeah, it's in the place. You can scale these
to the X if you like. It's not going to
affect anything. Tab and now let's graph and let's move these vertices and align them with the frame. To this and move this up. Everything else here
is good and accurate. Alright, let's go back here and to this and
let's move this up. All right now the line
is right and beautiful. So now I will hit Control. I'll click to grab
the entire edge loop, and I will hit Control with B to Bible it 23 cuts like that. All right now, let's One of the problem that
I got right here, I just forget to fix the
distance here we got. I'm going to cancel
what I did here, and let's try to find a
solution to this area. So right. I guess we can grab
these edges like that. Including these. And let's see what's
going to happen if we fix the distance
between them. All right. This area needs a little
bit of attention. I guess we can either we
create a guide or maybe we can manually take in these
edges and move them out. And keep tracking the curvature
and see what we can do. Get to the Y, and let's
take this tale it out. I can feel that we have
something curvy goes like this, and that's not correct.
It could be strt. Well, in this case, we can use the itracGrab this
right click Getrac now we have straight line
and go to the option of the Getrag and choose separate. That will help to distribute these edges in a correct way
and keep the straight line. The same thing for
this one, ytrech. Can we add this one? Let's
see what's going to happen? Rub this one key twice and
slide this a little bit. All right. All right. We should have some
curvature goes like that. By the way, just
keep that in mind. So I'm going to grab
this and just move these to the Y a little
bit, not too much. And after that, maybe
we should move these as well. All right. Let's see what we did
here is correct or not. I will tab out and take a look. The curvature looks nice. Let's see what's going to happen if we grab these vertices and move them a little bit. For example, this one, I guess we can move it right
here and this one as well. And this one is
almost in the place. Let's take this out and
fix the curvature again. Right now, I will grab this
egg loop and hit C troll would be to bubble it to something
subtle like this. 0.2 maybe 0.3, if you like. But carbening this egg, it will help to figure
out the problem easier. Let's move this a
little bit out. The curvature looks nice and it should be fade out
when it reach this area, and we should work on this. I think I can hit
twice and slide this down like that and
this one as well, twice and slide right here. And I guess we can use an F tool and create a
new cut goes like this, and one cut goes like that and delete the olds
we don't need them. Something like this. Twice and slide this and slide
this one as well. Alright. That's very cool. Okay. Now, what
else we could do? I feel like we got something not correct here. I
don't know what is it. But I feel these vertices, they could be pushed
in. Like this. And maybe this one as well, we could push this
inside it a little bit. Because I'm not getting
what I want here. And I think that's because
of these rare disease. I think this area
should be flat. Or maybe we can grab
these and take them out. It's not quite easy
to figure out, but right, we can go back to this area
later and see what we can do. Let's grab this
one hickey twice. Maybe we can move it right here. Make some editing,
like moving this in. Let's move this in a little
bit. And this one, I guess. And this one, maybe we can
take it out a little bit. What about these vertices? I guess we can hit key to
the X and move this inside a tiny bit and move this one in the middle
end because it's out, key and move it in. That will help to give
us the result that we want or something,
let's say close. Okay, what else
we could do here? What about this age loop? I guess we could grab it like
that and bubble it as well. Let's say like this
entire a loop, and I guess we can
include this one. Yeah, let's add this one
and this one as well. And maybe this edge
and this edge. I think they should be included. Let's see what's going to
happen if we bubble these. How will that throw
be to bubble them. Let's see what's
going to happen. The result is, yeah,
it looks nice. Let's take a look here.
Everything is smooth and nice. But this sharp gon't trig this
area, it should be faded. So I could grab these edges and maybe I
could move them like that. But that's not going
to work, by the way, because this area will still sharp or at least
you grab this one, key twice, and let's move this like that, and this one as well. Grab those key twice, and let's move this
one over here. Well, yeah, very, very cool.
I think that will work. Maybe this one we can move
it a little bit like that, or I don't know, can we use a knife tool to crest
something like this? And I guess we can
use a knife tool to rest something like that. No,
that's not going to work. Alright, so I will
grab this and throw X. The areas still smooth, not so quite smooth. I guess we can select
these and head G to the Y and just push them a tiny bit. Just
be careful here. Right now, the
result looks better. Right here, I guess we could have Harb edge loop,
go to the back. I can't roll one end. It
should be almost right here. Grab these two, hit twice, and move those up a
little bit like that. Alright, we should have
a Sharb edge loop here. I will use a knife tool
to create a new cut, start from here and one here and see how
one goes like that. Guess I guess we can
end it like that. Let's see what's
going to happen. Well, the result looks nice, and I guess I could push
this in a little bit. Something like this.
I feel this vertex, I think we could take
it out at any bit. What else we could do here? Maybe these vertices due to the t. Yes, a little
bit not too much. Just be careful. Okay. All right. Yep. Everything looks nice,
except for this area. That's very cool. Cool. All right, I think that's
it for this video. I will end it here and
see you on the next one.
23. 23 Adding thickness to the door: Hello again. Let's focus
on this area a little bit. I just want to fix the heading because I
don't like this result. So let's see what
we can do. I will tab and go to the eight mode. All what I want to do is
just make this area flat. Just look at this area from an extreme
angle like this and move some vertices around and try to get rid of the curvature that
we got right here. Let's move these vertices
down at ten a bit like that. Okay. Okay, the result looks flat. You can use the G Strake
if you like, for example, I can crop this and
trot and use straight. And now it's flat
as you can see. And let's see what's
going to happen if we flatten this
area with straight. I think that's not
going to work. And maybe I can
flat in this area. So right click Getrag,
make this flat. And I think we can make
this one flat as well. Let's tap out and I just
want to take a look, let's see what's
going to happen. All right. The
result looks nice. What about flat in this? Like this. And
maybe I can encrob this vertex and push this inside a little
bit from this angle. Yes, a tiny bit not too much. Okay, something like
this. All right. That's very cool. Can troll to add an loop
here and one right here, as well, grab this with this, hit J, and here asu,
grab those hit J. And now let's tap out.
Okay, now we have something different and
the result looks better. And if you want to
kill the heading here, I guess you can grab this
vertex and take it out, key to the X and just
push this out a tiny bit, and you can grab those
three right stretch. I think that's we'll
make this flat, flat. Maybe a little bit more. Let's see like this right here. And I guess we can put these
just a little bit to the g, g to the x, and take
these out at ten a bit. All right. If you
want, you can push these edges a little bit
far from the center one. Maybe this one as boll. That will help. And the
result is very cold, I guess. Yep. That's cool. All right. This area, it needs a little bit of tweaking.
Let's go to the back. And I guess we could take
these down just a little bit, to the Z, and move
them down like that. And maybe hit G to the Z and take this
up at the end a bit. All right. Let's
go to the right. And let's select the tics
and the X ray mode and then hit G or maybe just this
and push them like that. And this one, it should
be in the center, move it a little bit like that. In the perspective, we
can understand that more. All right, maybe this one we
can move it a little bit. And this one in the middle, maybe we can push this to the Y. Move it inside a tiny bit. All this result
looks better for me. All right, very cool. After doing all of that, let's create a new collecon here. Alright, so we have
the hearing crop and inside the hearing
crop, we add it. Yeah, I think we should put
this inside the hearing crop, so hit M. But I want this to be visible for now because I am working on it. But before I put this inside the hearing crop
colleon I just want to make sure that
everything is okay. Okay. The typology looks nice. Maybe here we could
add extra edges here just to make the distance
even between these faces. No, the result looks
nice. That's very cool. All right, so it F two to change the name
of this geometry, I will call this guide mesh, and this one should be
inside the herring crop. And we're going to use this to whatever thing
we want to create, we will ring crop them on this
guide mesh to get smooth, nice results between
the panels and to get nice reflection between
the panels as well. Before we do all of that, I think here we need
to make some change. I don't know, I feel this area needs a little bit of attention. So let's work on that. All, what I want
to do is just push these vertices close to
the edge in the center. Maybe I can grab those
and kill them like that. Alright, I feel this
result is better. And let's see if we have
any problem from the top. Let's see if we
have any waveness anywhere where
everything is in place. Let's take a look here
before we go any further. I just need to see if there are anything else we could do. I just want to check this edge. All right here, I think we
should make some change. I don't know. I feel that
this line is not perfect. You go to the right. The guy that we
added is perfect, but I think we forget to move some vertices
down like this. Align the center
align with the guide. All right, I think we can
rotate this a little bit. Key to busy and let's
move this down. And keep to buy and let's
move this down here. Is something like that. Key this and take this up a little bit. With this one as well. Even if you leave them, that's not going to
cause that much problem. It's something very subtle, but I like to care
about everything. I don't want to
have bad heading, especially in this area. Take this down and
this one down. This one, a little bit down. It. Let's move this down a
little bit and this one, but not too much.
Just be careful. Let's tap out and let's see. That still smooth. Now
let's take another look. Alright now the
result is perfect. We I don't have any wavness here. Everything is cool. Okay, now maybe we can
start with the door. So let's see how can
we create the door? Before we create the door, I
just want to grab the side and hit G tie and then I'll book this forward because
this is a guide Mg and I need to copy copy
some pass for the door. Heat kth plaster grow selecan. Go to the right of you and
let's go to the X ray. I think these are the phases that I want to create the door. I will hit Shift D and take Kobe and erratically to
leave it in the same place, and I will hit P and then
is to separate this out. And now let's grab
this new Kobe, and I'm going to hit F two
taking the name to the do main me just to organize it. And you can move this one, put it inside the collection, I guess, and you can king the name of the
collection to something else. Or I think we added all
of these in the hypoly. So yeah, you can move this
to the hypole if you like. And for the guide mesh, I will hit and move this to the Hrin
crab, leave it there. And now let's work on the door. Let's grab it and go
to the right and tap, and I will grab
these vertices again and hit key twice
and slide them back. It's almost right here, I guess. And let's try to
put everything in place and align everything. All I will hit to move
this close to this panel. But keep in mind to check the distance, it
could be very close. I guess I can grab this
vertex and go to the open this panel and go to the am and put the vertex grease
for now just temporarily. Okay. I think we can move
this down a tiny bit. It should be almost right here. And we will chin that later. Or maybe now we can do this. Grab these and let's move them down a
little bit like that. And the same thing for these. You can create a guide if you
like, or that importance. Let's go back to the
door and I just want to see the distance between
this panel and this panel. It could be consistent. Everything here looks cool. And as we go up here,
everything is still nice. The distance looks cool. I
don't see any variation. Maybe this one we can kiwise and push it back attain a bit. Maybe this one as well ke twice and push this
back a little bit. Y. But everything else
looks nice here. After doing that, let's go back to the reference images and let's see the
details of the door. We try to find a
good image here. Let's see which one we can use. I found a good
image for the door. All right, so now let's
start adding some details. Let's say grab the door and tap. Fair thing, I want to
get rid of this harp. Sorry, the smooth corners. I will select all the faces here and I would like
to make an inset. Let's hit I for insets, and let's add 0.4 centimeter. This small mode of inset
will help to get pattern heading regarding the
outer edge of the door. So it's very important
to have that. And to get rid of
the smooth corners, just make some cut
goes like that, use a knife tool,
and that will be it. Let's jump on that side, grab this and zoom here and let's make
cut goes like this. Twice. Let's slide
this a little bit. Let's get rid of
the sharp vertices, grab them and open
this panel and go to the vertex
create, zero, enter. And now let's use nF tool to
create a cut goes like that, and one cut goes like this. All right. And the
same thing here, use a knife tool, create
cut goes like that. And one right here. All right. And after doing all of that, now you can give this a
thickness if you want. But before the thickness, let's grab it and see what
modifier do we have here. I just want to add two
subdivision surface level here. That will be enough. Right now, let's shrink rub
the door on the guide Mase. Let's take this
image out for now because I think we don't need
it for now for this moment. Grab this and let's
close this modifier, that's subdivior
surface, and let's add ring crab modifier,
and now we have it. And just use the target. The target will be the
guide mix, and we have it. Now let's see if the hearing crbbing
is working perfectly. You can see at the
corners we got some problem because the
guide mix is not quite ready, and it's something easy to fix. Let's hide everything
and keep the guide mix. Grab the gdmech and
it's to isolate it. You can see the
corners are not sharp, so tab, grab this vertex and put the vertex crest to
one to make this sharp. And the same thing for this one, pushing the vertex
crease to one. Not just that, I guess we can grab these vertices and
just push them down a little bit itwise and then alt and move these down
just a little bit. It should go beyond
the main mesh. The edges of the guide
mech it should go farther than the mains.
This is the idea. And now after doing all of that, by the way, even this one, push the Crist one, and
this vertex should be harp. After doing all of
that, now we can tap out and hide this. Now, as you can
see, everything is hearing cropped perfectly
without any problem. Right now is the time to
give this a thickness. All right to do that, let's
close the hearing crop. I will use the solidify and let's change the
thickness to something else. Drop this and go
down to maybe 0.2. I think 0.2, it will be nice. That's very cool. And after that, I'm going to use the bubble to
bevel what we got right here. So close the solidify and
then add the bubble modifier. And because we want to
focus on the outer edges, I prefer to grab them to
select the outer edges and use the bible weight instead of the angle because for
the door, it will work. The angle method will work, but in case we have something
else has some sharp edges, something complex, the angle
is not going to work here. So it's better for us to
bevel specific edges. I will grab this tab to go
to the mood, go to the edge, old click and grab the entire
edge lob like that and open this panel and go to the
under the edge data. Let's go to the
mean bevel weight and let's crink this up to one. And as you can see,
they turn to blue. And now we can target these
edges and bevel them alone. So I'll zoom in
here and let's pick these edges just to use
weight. And there we go. All right. After doing that, as you can see now, we
have some beveling. Let's active the wireframe. I just want to see the results.
So this is the results. You can't push these
edges to the middle. I mean, this one and this one. You can't push them
to the middle because of the clamp overlap. If you turn this off,
we will have a mess, and it will be
something difficult to control that with the offset. Instead of the offset, we can choose the percent. The percent is good
in this scenario. So I will grab this and push it. And as you can see now, we can ph these edges to the middle. So put this to the one, and now we have something
and increase the segment to two and
now we got nice results. After that, we could do
something important. You notice when I push the
woodth percent to 100, these two edges, they will
meet each other at the center, but they are not one edge. There are two
overlaps each other. We want to merk them. So that's why we're going
to add another modifier. So let's put this to 100 and let's use the weld
modifier to weld everything. Alright now we have
the world modifier. We could change the distance
or the amount to 0.01. I think that will work. Make
it very small, very subtle. Or you can add extra zero here. That will work as well, I guess. You can see before and after. All right. Now let's
turn of the wire frame, and let's see what
we got so far. Above this result,
you can do something. If you like this
something optional, you can add another
subdivision surface, and that will give
you extra smoothness. So yeah, you got this This is something
optional, you can do it. Let's see before and after. So you can use this. For me, I'm not going to do that
as something optional. Maybe I can do it later
when it comes to render. But for now, I just want
to accept this result. All right now,
everything is cool. All what we should
do now is just care about the details and
creating the handle. I'm not going to add these
details in this video. I will end this video
here in the next one, we will do all of
that. So it's next.
24. 24 Starting with the door handle: Hello Again, welcome back here. In this video, I want to
focus on the door handle. Let's see how can we create it. Alright, I think we can start with this site. So
let's grab this. And before we do anything, I will take a Kobe because I want to use this
as a guide mesh. So I will grab this and then hit take a Kobe like that and leave this
in the same place. And I will hit F two to
change the name of this mesh to maybe fender guide. Mish, maybe. And then hit Enter. And
right now we have it. I can hit and move this
to the hearing crab. And let's turn this off. Alright, now I will grab
the original piece, and I will tap to go
to the Edit mode. And now let's start
adding the details. Let's go to the right
and let's activate X ray and I will use the knife tool to create
a cut start from here. You can see to cut
through the tumor tree. And let's add the first
cut maybe right here. Is something like this, I guess. Right? Something goes like that. Let's see what image. It can show us exactly
what we should do here. As you can see, according
to this image, this area, it should go sharp like
this to this direction, and we need to
take care of that. All right let's go back here and let's switch to the
verte selection mode. I will grab these vertices, egtwie and make them
here, get rid of them. And this egg, you can dissolve it. That's okay to do that. I will use a knife tool to create a cut goes
like that, maybe. Maybe I can use a knife tool again to create a cut goes like this and another cut goes like
that and delete this egg. All right. That's very cool. Let's go to the perspective. I will hit to isolate this. And after doing all of that, I will grab these faces, all of them like that, and
I will hit I for inset. I just want to have rim. So hit I and invert the result
hit invert this outside. Let's push this like
that. All right. This is the result. The result here from this area
is not perfect. I have an ocurre right here. When you finish the inset, you can open this panel. We have an option
here called g rail. You can use this to
fix this problem, but it will cause some
problem right here, but I guess this area is easy to fix as
compared with this one. So I will accept
this. If you like, you can increase
this to 0.36 or 35. And now let's go to
the vertex mood and hintie to slide these vertices. Now, the distance
looks even and nice. After doing that, I will
grab these faces again like that and hit another I for insets and then
hit the auto invert. And after doing this, you can see that we have
some overlapping. To avoid that, you can
hit P for boundary. Let's have another one,
something like this, I guess. The result looks cool.
After doing that, you can book this inside, hi key to the X and
book this deep inside. Yeah, let's turn off the sub that we can surface
in the did mood. We don't need to see it. Something subtle, similar to what we have here. Maybe a little bit more icky to the X and let's move this a
little bit deeper like that, and I guess that will be it. Some changes here, maybe we
can do like rotating these. These vertices, for example, we can grab these and change the transform to
the active element. Let's rotate this from a
certain angle like that. I just want to fix the
flow of the vertices. This one looks cool and this one maybe needs a
little bit of attention. So let's rotate this a little bit it and
rotate it like that. And I guess asu
let's make this one the active to rotate according
to the active element. Let's rotate this like this. But after doing
that, maybe we can rearrange or fix the distance
between these vertices. Maybe we can start with
these vertices J first. And now I will grab these
edges and I can add those asull All right,
those right here. And it right click and Q space to fix the
distance between them. And G twice, and
let's move this one right here and one right here. Okay, something like that. All right. That's good. Let's stop
out, and let's take a look. Let's see what we got so far. Right here, maybe we
can make some kings like grabbing these vertices
and move them inside. And I guess these vertices as well, let's start with this. Le grub this one ike to the egg and let's
move this inside. E to the eggs Let's
select these eggs again. I guess we can use relax. Let's see what's going to
happen if we use that. Let's grab this in the X ray. And after you grab
these eggs like that, right click and
let's choose relax. Let's have to R again and
again to relax this right. I will grab this and push
this in a little bit. And now let's see what we got. Okay, now the restat
looks better. Everything here looks nice. But I think we could use
the shrine crop to get rid of the bad
shading because I can feel here in this area,
we have something. You can change the MT
cup to something else. You can use this one. All these MT caps, I will provide them
with the course. You can find all of
these and the resources. So I will use this one for now. According to this MAD cap, I can feel something not make sense here having to this area. Let's go back to this MD cab. And maybe if we use the
rnrammdifier, we can fix this. Alright here we have two
herring ram modifier. We added one for this era to fix this problem of this age. You can see before and after. And now maybe we should have
a second Srinramdifier. Let's close this and
let's add another one. And I will choose the fender
guide mesh. All right. And then I will grab
this tab to go to mood, and I will turn
this off for now. I will select this
phase like that or maybe these phrases here. Rub them all. I can throw blast
to grow selection, can throw bls again and
again and grab all of these. And here, I will add a new group and hit assign to assign
this to the new group. Let's go back to the hearing crop and let's activate this, and let's choose
this group and hit invert to invert it because we don't need
to target these edges. All right now,
everything is ring cropped on the guide
except for these eggs. What you can do is you can
exclude this egg if you like. We can test, let's see
what's going to happen. So I will grab this and go here and remove
it from this group. Alright now the result looks
sharper and more beautiful. I guess I can go
with this result. Something like this looks nice. Let's go to the right view,
and let's take a look. Let's compare it with
maybe I don't know, maybe with this one. All the result looks close. I think we can, we
can go with that. Let's like to excite, and
let's go to the right of view, and let's work on this side. I will tap, and I will use
nF tool and create a cut. By the way, you can
grab those together. Grab this with this tab so I can see the edge
in the middle. I will use F tool to create
a cut starts from here. So start from here. Yeah. All right, but we could first
before we make the cut, we could go to the
X ray so we can see the reference image. Let's start from here. All right, the cut
should go straight, you can activate the angle or maybe we don't need
to use it for now. And let's make a cut
goes like this and maybe hit a turn the angle off, and maybe one cat goes
like this, I guess. And one stright cat goes there. Maybe we can put
this vertex right here because the arb edge, it goes underneath the contour
of the reference image. Maybe we can the cut goes here and there may be one here and one
right here, I guess, and sit right cut, it could go maybe right here and maybe one goes
like that and one here. Right. Let's accept this result, and let's convert it with
the reference image. This one, or maybe do
we have another one? All right. According
to this image, you can see that we have
very tiny curve here, and we should take care of it. Alright, to do that, I guess
we can rub this vertex and hike twice and slide it
down just a little bit, and that will be it. And everything else looks nice. All right, let's hit Control R. Let's have an A right here. All I myself quite
sure if we need this. I will hit Control Z for now. I will grab this with this
headK, connect these together. Maybe we can add
one A loop here. Grab those together, head K, connect them and
maybe another A loop, it could be right here. Grab this with this headK. Grab this with this headK,
connect them together. Maybe you can grab those
and connect them head J. All right, what else
we can do here? I will add another
g in this area. I want this egg
to meet this one, so I will grab these twice and let's slide
them like that. Heat twice, and let's
move this here. You can hear it if
you like a T to open that toolbar and let's
hear this a little bit. Hefty space and go back here. And by the way, you
can hide the toolbar and use the hefty space.
Just keep that in mind. Grab this with this headq I think we need to add second egg here because I don't know, I feel that we could have one
here to fix the curvature. Yeah, I will use the
knife tool to do that, so let's create the
cut goes like that. Yep. Something like this, you can I guess we can move
this down maybe a little bit. About this area, I guess we
can enclop those head J, connect this with
this, can throw off to add an H group here,
call this with this head J. C throw off to have one
H and call this with this head J. All right. After doing that,
maybe we should fix the orientation of these edges. So I will grab this hit
G twice ends like this. And this one as
well. And this one. That looks nice. Now,
after doing all of that, I will these faces,
grab them like this. And now we could have an inset, so I will hit I for inset and hit at to
invert the inset outside. And align it with the side, and the result looks very close. The edge rail is still active.
I guess we don't need it. In this case. Q
here. Do we need it? Yeah, I think we need it.
Yeah, I will leave it active. And we need a second inset. I will hit I again
and auto inverts. Keep in mind to hit B
to active the boundary. Something like this, I guess. And I think now we
can turn of the rail. Let's see what's
going to happen. All right. Yeah, I
will leave it on. That's cool. What else
we could do here? Let's go back to the right view. And let's see if we did here is correct
or not. All right. Let's fix the distance between
this vertex and this one. Just slide this a little
bit, and that will be it. Is there anything else we
can do here? All right. After doing all of that, I guess now we can grab
these faces, all of them. And head key to the X, and let's move this inside. But it is difficult to see
because shrink crab is active, I will turn of the subdivision surface
and the edit mode and the shrinrb as well and
the solidify as well. I don't want to see them.
Let's put this inside, keep the eggs before
we go any further, I will grab these
edges like that. And I will use the distance to redistribute these edges and make
the distance even. And with this selected, I
will use the relax again. R multiple time to relax this. And keep in mind
that this surface should be aligned with this one. And now it's very
close, actually. You can go to the face and
grab these face like that. All right, something like this. Let's look at the serves from
this angle, heat the eggs. Let's move this in like that. And now we have something. So this is the first
step that we could do. After that, we could add
a second cut goes here. I think we can grab
this egg loop, and it can roll 2b23 cuts. And then I will select
these phrases and push these deep head
key to the eggs. Let's push this inside
a little bit. Okay. What about this area? This area should be smooth, so I think we can grab
these vertex with this one K and connect them to space out the distance
between these vertices, grab them vertically space. Sorry, we could
add those as well. And we can slide
these a little bit. It must are quite happy
with this result. Let's grab these edges, and let's use the
relax to relax them. Or right now the
result looks smoother. And even these maybe I can use or relax a
little bit, I guess. But now let's tab and I just want to see
what's going to happen. It's very important to
exclude these faces. Let's see grab them like that. Can throw blots multiple
time to reach this phase, and let's see what we have here. We have a group here. I think
we don't need this group. Let's go to the
hearing crop modifier and let's see if
we have any group. We don't have any vertex group. So I will delete this
one, the old one and create a new one and
assign to assign this to this group and go to the hearing crop and I don't
need this to be included, so I will grab this and grab
the group and hit inverts. Let's tap out. I think this a needs a little
bit of attention. We need to spend more time here. Let's check the other images. All right. I'm not quite sure, but I feel that in the center, we have a pocket here. The room here should be bigger. I mean, we could create an a loop here and one here
and put these spaces inside. But that's not quite visible. H Let's start working on that. Let's grab these edges, and let's book them out, key to the eggs, and
let's move these out. And here we should
have an egg loop. So let's create an egg
loop right here, I guess. And I guess we could grab these edges and
key to the eggs, and let's take this out as well. Just a tiny bit not
too much. All right. I will use the Getrag to make these edges flat and
maybe those over here. And now they are. What about these edges? I guess we can manually grub these vertices and
move them one by one. Let's hit key and
move this down here. Okay. The result looks cool. After that, we should
have a second egg loop, and I guess we can
grab this and it can throw to bubble this like that. And I will grab this
egg here and move it inside eated eggs, and let's move this like that. Something like this, I guess. And maybe now we can grab
these faces in this area, and I guess we can hit E
and push these deeper. And I guess we can grab these edges and hit key twice
and slide them like that. And even those right here, we can grab them Qe twice
and slide them like this. And those over here
and those down here. Maybe those as well, we can slide them a little bit. Right now we got these results. At these ages, I guess we
can slide them as well. And I guess this phase, we can take them out
again, key to the eggs. Let's take this out. Not too
much, something like that. It will be okay. Right now, let's tab out and let's
see what we got so far. Alright, I think this egg, it's wrong to leave
with Harb like this, but in the right view, we
can grab these vertices and just to move them like that and try to create
something carry. Well, I think
that's not correct. I'm not quite sure. I don't have an image showing Cas
what's going on here. I think I will undo
that. Stop out and let's see now
what we got so far. In this area, maybe
it should be sharp. I guess I can grab these
edges and the heat can troll be to bevel
them like that. All right, let's grab these two edges and just
try to move them away from the vertex as well.
Now let's see what we got. Don't worry too much
about the typology because we have shrink
crab modifier active. Everything will be nice. Is there anything
else to add here? I guess we can add an
egg loop goes here. And maybe one egg loop
right here, I guess. Or maybe I can grab
these and slide them. Like that. Slide this
one as well. All right. One more thing here,
I would like to do. I would like to get rid of these triangles and connect
this egg loop to something. Carb this with this IDK. Keywise, maybe you can
slide it a little bit. And from the side, we can
connect this to something using the knife tool like that and delete this
I'll click Controx. And what about this? I guess we can end them here, keywise and end them like that. And for those tis and this one here and
this one right here, the same thing for
this area can grab those hit M and Mica
center and those as well? Let's have out and
let's see what we got. All right. The result
is not perfect. We got some problem here. Maybe we can delete
this edge, dissolve it. That will affect this
area a little bit. You can do something else like connecting this one
here and delete this. That will work as well and
connect this one maybe right here. All right. Now, that will work. And we can do the same thing here this will this
Ctrox and disolvet. All right. What
else we could do? Now let's go to the
phase selection mode, and I will grab
these phases again. That's very cool. Grab those, and maybe we should include
these select this one. Control Bloss one more
time to grab this. And now let's go here to assign this and hit Control I
invert the selection. And let's remove the other
faces from the group. We don't need to include
these. All right. That's very cool. Now let's
tap out. Let's take a look. Let's see before and after. Let's check the shading. If this triangle is
causing any problem, you can have an age
loop and connect it. But if we do that, we will have a lot of
egg goes like that. Well, that's not a big problem. We can accept
something like this. But I think so far the
result looks nice, except for this area. I guess we can do
something here. I think we can have an
extra egg loop around this. Maybe we can use a
knife to do that. To create a cat goes like this. That's what make the result looks even sharper and better. But one cut goes like that, and we'll go on right
here and ends here. And after that, you can use the e tool again to
create a cut goes like this, and maybe one goes like
this and one goes here. And the same thing here.
Alright, now let's tab out. Everything is cool, but I can see that we have
something here. Something pops out.
It's not quite visible, but we have the
ability to fix it. And to understand
what's going on here, let's bring back the guide mesh. So this is the guide mesh, and let's grab this and
tap to go to the Et mode, not the guide mesh, the door. You can see in the edit mode, some of these edges
above the guide mesh. But if we align these
vertices with the guide mesh, we can get rid of this problem. So in this case, we can create a second group and another
extreme crab modifier. All right. That will be too much, I know, but it will be something
simple to understand. I will add a ring cram
modifier for these edges, and you will understand
what I'm doing here. Let's add hringram modifier, and this one should be above the subdivision surface or before the subdivision surface. And now I will grab these edges this here and maybe we can include
those or even those. Actually, we can include them. So let's have them, grab
them all like that. And I will go here and
create a new group. You can call this TimoleGroup
Tim to organize it. And I will use the guide
mes And after that, I used to want to focus
on the timber group. And now this egg is perfectly aligned
with the guide mesh. Now, let's tab out.
Alright. Now, let's hide the guide mesh. Sorry, I think we
didn't assign these. Did we assign these? Yeah, we just forget
to assign them. Alright, now let's tap out. And yeah, now, the
rest, as you can see, is perfect and very cool. Very nice. Some problem we have
here that comes from the comes from the Bible, we would select
these edges and open the item and create the bible. Where is it in the
egg theta to one. And now that should
be that should be it. Et's see if we have any way
to fix the thickness problem. I think we can accept
something like this. What's going on exactly here. Just slide these a little
bit to see if that's will affect it. Not too much. The problem is because we have
very close to edges here, this one to this one, we
will have this problem. If we push these a little
bit far, we can't fix it. But that will give us
a different result. So I will accept something like this. It's
okay to leave it. Et's see if we have
any heading problem. Maybe we can king the mat
cap to something else. Alright, everything
looks nice and smooth. Let's go back here. Alright, I think that's
it for this video. I will end it here
and see the next one.
25. 25 Adding thickness to the rear fender: Hello again, and
welcome back here. I just want to do something here before
we go any further. I want to start with the fender, but I just noticed
something here. This frame looks flat from here. We just forget to add some edges here to make
this area looks better. If I go to the back
of you and if I make a comparison with
the reference mic, you can see, we have a curve here, and
that's what we want to do. So let's try to fix that. Let's grab everything except the the guide mesh and
let's hide them had edge. Let's go to the
back view, maybe, or if you want, you can use
the front view as well. And let's see how
can we fix that? Too make the life easier for us, I think we can delete
some of these edges. Maybe I can grab this and head control
x to dissolve them, and then grab these
edges and delete them. That will make the editing
a little bit easier for us. And let's go to the back you, and let's hit Control R to add. Let's see what's going to
happen if we have one edge, I will hit Alts
and move this up. Alright, one edge is
not going to work, so I prefer to add two hit Control R and
let's add two here, and then hit Alts and
let's push this like that. I think that's too much. Something like
this, it will work, and it looks nice. Now we have a small car,
and that's what we want. But here we could
make this area flat. I will grab this edge in the middle had alts
and push this bike. Alright. Well, that's very cool, but
we have a new problem here. These two edges should go
through this polygon flow. And if we do that, we will have sharp
edges right here. So let's try to find
a solution for this. All right. Let's add maybe we
can add one edge and terminate these
edges here somewhere. First, let's bring
back the sharp edge, Control R, and let's
add edge right here. You can align it and flip the alignment on the
other side on the side. And now we got this. Everything here looks nice. And what about this side Control R. And let's
have an egg here. Control R again to have
an H on the other side. You can hit E to align it on this side and
accept this result. And now we should
connect those together, grab this with this hit J and the grab this with this had J, and this one with this one
hit J, this with this hit J. All right. That's nice. Let's grab this with
this DK, connect them. I just want to see what's
going to happen if we create if we have
one triangle here. If that will work, I
will accept this result, but that doesn't work, I will try to find
a solution for it. Everything looks nice, but I can feel that we have some
shading problem in this area. Let's means not going
to work like this. Well, instead of that,
maybe we can use an F tool and create a new
cut goes like that, and you can end them right here. Let's see grab this egg and
hit control, et dissolve it. The result is better, but
here we got another issue. Can we end it here? Let's move this one a little
bit close to these vertices. It's not perfect. All right, that's
not going to work. Well, in this case, I will hit Control R to add an e here, but let's dissolve this
one, hit Control X, Control R, and let's
have one here. And let's connect this
with this head K. All right. Maybe these vertices,
I can slide them a little bit Qwise and let's
move them away like that. But just be careful. All right. These three vertices, maybe we can slide them one
by one like this. And I guess we can
grab these as well and slide them like that and put this one almost
in the middle. Heat wise and let's move
this one maybe right here. I guess we can use
the technique that we used before the space option. I guess we can grab these edges and space out
the distance between them. See what's going to
happen if we do that. Mm hmm. All right. The
rest this is not perfect. I'm also quite hapy with it. What about grouping these
edges and use space? Select this one? And I think we can turn this off for
now and then it mood. All right. Well, actually, here we should spend time because we have a
lot of things to do. Let's scrap these
edges. CN Qu space. All right, maybe I can
grab those over here and use the space as well. Se these acres and
white clay Q space. Now let's see the final results. Everything here looks nice, but here we have something. The result is not perfect. We ruin the curvature, I guess. We just need to spend
more time here. Okay, let's see how
can we fix that? I guess we can move these
edges a little bit. All right. I guess we can use the
space option again here. I think that will
help a little bit. Right click N Q space. And the same thing for these. And for those as well, I guess. Something like that. I don't know, I feel we can include this one right
here to the group, group those NQ space. Manually, I guess we can move some vertices
around like that. This one here, this one
slide is right here. I and let's grab this like that, and let's slide this
vertex a little bit. You can use a knife
tool if you want to get quick results like creating cut goes like that and
delete the old age. Dissolve it. And we can use the same
technique here if you want. Dissolve this one.
That will be faster. And I guess we can do
the same thing here. But maybe we can create one cut goes like that and the
second one goes like this. And we use the space option here to see what's
going to even. We'll slide this a
little bit.'s slide this Alright now we have, we retrieved the curvature. The result now looks better. And I guess we can slide
these edges as well or you can grab these edges
and use the space here and here as well,
maybe right here. All right. The
result looks nice. I guess we can slide this
just a ten a bit too much and fix the distance
between these edges over here. Right click Q space. All right. That's
cool. Now let's tap out and let's
see what we got. Something here not make
sense in this area. Let's see what's going here. I guess we could push
these up a little bit, but not too much, be careful. And this one, maybe we
should take it down. Now let's see the
curvature. All right. You can use the G
stretch because I feel that this egg
goes down and then up, so I will rub those
together and hit right click and choose Gistrach and change the method to
spread to make this one flat. I can change the mat
cap to something else. Let's choose this one. I just want to see if that
reflection goes nicely. All that is what looks nice. By the way, just keep
in mind that you can assign a shortcut here, hit right click and
assign shortcut. I already have a shortcut here. You can remove it, and
let's reassign new one, right click and assign for me, I will use the HyptyQu to
quick access this panel. Now, if I hit HyptyQ I can open the MDCap menu and choose whatever I
think I want to use. Let's go back to this one. M. Alright, let's take a look and let's
see if everything is okay. Let's change the mat
cap to something else. I'm just trying to find if the mi has any waveness
we should fix. Everything looks nice, so far. All right. Yeah. All right now, I guess we can start
with the fender. Let's change the MD
cap to this one. And right after that, I will take a copy
of this guide, mesh hit heavty. Take
a copy like this. And then the new copy, I will hit F two the name to king the name of
this mesh two maybe a rear rear fender, main mesh, you can call this. I prefer to add Ender's core
here just to recognize it, and now we have it,
we are done here. And guide mesh, we can hide it. And now let's go to the arms, and I will move this one to the high poly, and now we have it. Let's change the level
subdivision level to two, and we could make some editing. So let's go to the back and let's grab this N tab
and go to the X ray. I just want to cut this area, maybe using the knife tool. All right, so I will
use an Atol K and start adding some vertices and
follow this edge like that. Something like this.
That's very cold. After that, I guess we can go
to the phase election mode and delete these phases
because we don't need them. Rub them like that
and delete them. XF and get rid of them. Let's go to the back of you
and see what else we can do. I guess we can delete
the face Oswald. Let's scrub them like that, and let's grab these over here. Hit XF and Di that's cool. Is there anything
else we could do here? That door, we don't need this.
We could delete the door. Let's go to the
right view and go to the X ray and let's
see grab these faces. F and get rid of them. Maybe I can hit key and take
this back just a little bit. I will hit Alt to
bring back the door. I just want to see where I think we are in the
local view or not. Yeah, now we have the door. Alright, I just want to hide the ring craft
folder for now. So grab this tab and I'll
click to grab these edges. And I will just to push
this a little bit. All right. I think we
can move some vertices. Let's check the result and the edit with the sub
divi surface active. I think everything is
in place and correct. We don't need to
make anything here. That's very cool. And
here on this air, we need to make some tweaking. Let's just grab
this rate and hit key twice and let's make
this one right here. And what else we could do here. What about these edges? Well, here, I think we
could create new edges, goes to this direction, I guess, or somewhere. Alright, let's grab the Let's active than nap tool and let's create a cut
goes like that. Something like this.
You can I don't know. We can take it right
there for now. And don't worry about having a triangle
right here or here because we're going to use hearing crab modifier
and everything will be okay. Let's slide this and
slide this as well. Let's use the NFT, again, and let's create a new
cut goes like that. All right, something like this. And you can take this
cut there like this, and we're going to fix
everything. Don't worry about it. Drop this and dissolve it, and let's slide this a little bit away from the egg like that. And the same thing for the rest. I guess we can slide this one
here and this one as well. And you can fix the distance
between these eggs. Right click, and space. The same thing here, by the way. Right click and Que space. Alright maybe this vertex, I can slide that's here. Let's see now what
else we have here. Key twice to merge
small right here, and I guess we can king the
direction of this edge. I don't know, maybe
we can take it there. Can we take it there? Quite her. Key twice, let's light
this a little bit. And I guess we can grab
this and dissolve it. I'm also quite happy with this. Can we create a cut
goes like that? And by the way, just keep in mind that these phase
we don't need them, up them and hit XF
and get rid of them. And even these phases here, let's go to the top and let's
see if we can delete them. Alt click XF and
get rid of them. And this as well, Alt click and hit Control X and dissolve
it we don't need it. And I think everything
is in place, so don't worry about
this too much. All right, let's go to
the right view and let's see if these vertices
are in place or not. I guess we could grab all
of these vertices and just move them back or
focusing on this one alone. And maybe this one. This one is in place. That's very good. And let's see what
about this area. Let's move this one up
here and this one as well. This one could be here, and this one could
be right here. Let's move this one
as well with it. Just go to the top and let's check. Let's chick it from here. The result so far looks nice. What about this vertex? I think we can
create an age loop using the knife tool can trol to cut the age from the center
to get a result like that. And I think we can
do something here like change the direction
of this edge to go maybe from here and dissolve this one and just slide this vertex
a little bit like that. You can change the distance between these edges.
That's okay to do. Grab them like that,
right click and space. And I guess we can include
these edges as well. All right. And I guess we can do the
same thing for this area. And I guess we can
include this one as well, right click space. All right, that's very
cool. Let's light some of these. Maybe this one as well. The tabology looks nice. Everything is cool. Let's see if we missed anything else here. Some of these vertices,
we can move them and get straight line like
that, I guess. This one as well and
this one right here. All right. That's nice. Now I'm going to
use shrink crop to shrinrp this on the guide mesh. So grab this and let's add Hernerab modifier and let's choose before you do anything. Let's see if we have
any group here. I think we don't need this
for now. Let's delete it. And if we need to add a
new group, we will add it. And let's choose the guide mesh. And now it's Shrink crop. You can see before and after. Everything looks nice so far. Go to the back if you just want to see if these
faces are in place. I think everything is in the
correct place. All right. After doing that, I
will tab and hit A, select all the faces and I will hit I to have
a small inset. Hit I, and let's add 0.4. And let's see if we have any
overlapping haven somewhere. I don't have any problem.
Everything looks nice. Veneer, I guess, everything
is work perfectly. And in the X ray. Alright, I can see that the direction
of the egg has changed here. Let's try to activate
the ag rail. That will give us
a better result, but I don't know what
problem this will cause. You should kick the mic
again and see if this works. Oh All right. Everything looks nice
with the grail active. I don't see any problem. That's mean we can
accept the results. Ahead to A to select everything. I just want to remove any creases that we
added the vertices, go to the item and then go to the vertex crease and zero here, and now we removed everything. One more thing here we could do is we could go to
the right view, and these vertices we
could align them better. So let's move these up here. And let's grab those and hickey let's move
this down here. You can use the G Strach if
you want to make this flat, but I think that's wrong. You can instead of
that, I guess we can flatten this to the Z. Let's see what's
going to happen. I think that will work sure
sure as to this Easier enter. And let's say G to the
Z to move this down. Right now, let's
grab these together. He keep these y les moves up
to align them with the door. And I guess we can
make this vertex active and rotate this according
to the active elements. At our endless rotate a
little bit like that. I think now the
result looks perfect. After that, let's turn off the subdivision surface or the shrink rub as well
in the edit mode, and I will use an F tool just
to make this corner sharp. So at cut goes like this. And the same thing here, use an F tool and credit
cut goes like that. And we need a cut here. And one cut goes like that. And on this side,
the same thing. Use a knife tool to
create a cut goes like this and cut
goes like that. What else maybe here?
Let's go to the top. Let's use a knife tool, create a cut goes like this, and cut goes like that. And for this area, it's
like to isolate it. And let's use a
knife tool again. Create a cut goes like this, and one cut goes like that. And here as well. Sorry, that's
not going to work. Sorry. Let's rotate the
view a little bit. And let's cut this area. All right. Just keep
in mind that you can delete this if you want. I guess we can delete them. Since this area, it
would be hidden. If the result is not promising and if the result
doesn't make sense, we will delete this frame. I mean, this frame. Let's
make this corner sharp. And I think we did
everything now. Two. I guess we can
grab those together, hit M and M as center. That's nice. Let's
active the ring crop, or it's already active. Right now is the time to
give this some thickness. You can cope with the same modifier that we
add to the door. For example, you can grab this hot hot to
grab the door and go to the solidify and
cove it to select it. And now we have the same soldify applied on this, as you can see. And after that, we can tap and I just want to grab
the outer edges, just to grub them like that, and we need to push
the Biblway to one and tap out and we can copy the same bevel
that we added to the door. Here to grab the door, go to
the bevel and Coby selected. And now we have the
bevel added right here. And now this area is beveled. You can see before and after. That's very cool. And we need the world as well. You have to go up
the door and then cove the weld to select it. And now we have the weld added, and let's see before and after. Yeah, they are welded. And I will grab this
and it's to isolate it. I just want to see if
we have any problem here regarding this area. And especially this area. Because I expect a lot of problems here,
and, yeah, it does. We have some problems
happening right here, and I think that comes
from the guide mesh. I think we forget to fix the corner of the guide
mesh to make it sharp. Well, let's go to
the guide mesh. It's like to excite and I
will grab the guide mesh. It's like to isolate it, and let's see what what
we should do here. As you can see, this
area is not sharp. So to do that, to fix this, you grab this corner and book the vertex crease to one,
and that's well held. And now let's tap out
hits like too excited and let's hide the
ring crop folder, and let's grab this hits like to isolate it. And
let's zoom in here. I just want to see
if that helped. Yeah, as you can see,
the problem is fixed. And I want to check this area. I want to see everything
here looks nice. It's like, too exciting,
now let's take a look. Keep in mind that you
still have the ability to move some vertices around
to get better results. Let's go to the bag. Secret up these details and hit the edge to hide them. Let's
go to the back with you. All I guess we can move
some vertices around. And be careful when you do that. Okay. Let's grab these vertices, and let's move
these a little bit and grab those over here and
move a tiny bit like that. And those over here and let's move them a little
bit like this. All right. Did you go to the top as well? Yeah, that is what looks nice. I don't know if that will
work. Let's try to move these. That's not going
to work, I guess. Maybe I can move these vertices and those
as well at tiny bits. And I guess I can make this vertex the active
rotate those a little bit. And those as well. Alright I think that's
it for this video. I will end this here and
see you in the next one.
26. 26 Creating the back light hatch: Hello again. Welcome back here. In this video, I want to
focus on the bag light. Let's see how can trim
this surface to create it. So let's go to the bag view, and I guess we can hide
these pieces first, and maybe the door as well, hit to hide them. And let's go to the back and
let's swich to the X ray, grab the surface and
tap because the mood. And now let's start using the knife tool to cut this area. I will hit K, and
let's start from here. Let's add a cut goes like that. And maybe we can add cut goes like this,
something like that, and maybe cut start from
here and goes here, I guess, and goes like that. And the new cut goes like this and then goes
to this direction. And goes up here in one cut from here to this edge and then hit space to
confirm all of that. Now let's see what we can do. All right, so now
we have everything. After doing that, we need
to level these edges. So let's see how can we do that? I will grab this vertex Git
twice and make a try here. And for this one, I guess I can dissolve
this edge and hit git twice and slide this here
and maybe here this edge. Let's hit heft space, and let's oe the here
option and let's here this. Like that. And let's go
back to the select box. And this vertex, maybe
I can Gi twice and Mirc it here and this one G twice
and Mirc it right there. Or maybe I can just
move it here for now. Because I want to
bevel these corners, and I guess if I
put this up here, I will have a sharp angle
here and flat angle, let's say here, and
that will affect the curvature of the bevel. So to avoid that temporarily, I will put this vertex right here to make this angle and
this one and this one even. I think 120, it will be. And this one looks cool
so far, this one as well. So I will grab these vertices, grab them like that, and
control heft p to bevel them. M something like this, I guess. And let's clean this area. I grab this and right. I think that's not
going to work. All right. In this case, we can let's use
the limit dissolve. X and Q limit dissolve. That's not going
to work as well. X, limit dissolve. Yeah. Grab this with
this X limit dissolve. And I guess we can have
one cut cost like that temporarily and dissolve
this edge and this one, I guess we can hickey
twice and merk it up here and use a knife tool to create a cut coast
like that, I guess. Dissolve this one and dissolve
this one as well, I guess. I think we can have new
cut coast like that. Okay. And you carve
this with this, hit X, and Qs limit dissolve. Use the NF tool to create a
cut cost like this for now, and one cut goes like that, and one goes like this. Crab this with this. It can
throw X to dissolve them. And the same thing here.
Let's use an F tool, create a cut code like
this, one goes like that. Cove this with this, hit
X, and limit dissolve. X, let me dissolve. Rub this with this head k, and now grab this egg with this egg. You can troll X
to dissolve them. All right. For this egg,
let's cut this area. Let's extend this
to this darken. And for this sma here, let's slide this a little
bit and use a knife tool, and this credit cut
goes like that. And if you want, you can hit it twice and mic this one
here, that's okay. I guess we can have
an egg loop goes like that and connect
this with this head k. And I guess we can create
an loop goes like that. Connect this with this as well. Hit K. And I guess we can
grab this with this, hit K, connect them. Control R to have one A here,
grab this with this hit K. Yeah, something like that. All right, let's go
to the perspective. Let's see what we
got. All right. Let's see what else
we can do here. I will use the nav tool again to create cut goes through
this direction, and I will end it
right here for now, let's delete this with this. Actually, I think we
can delete these faces. Just go to the phase
selection mode and drop them, hit the XF and get rid of them. This vertex, maybe
we can slide it a little bit like that
and this one as well. I just want to move this
away from the edge. And we need to add a second
edge loob around this. What I'm going to do is I will grab these edges and hit F. I will create a phase
timberly and I will hit I for inset and hit O to
invert the inset outside. I just want to create a rim similar to this ram
that we created here. After we finish with the inset, I will hit X F to delete this phase. We don't
need it anymore. Alright, let's go to the bag, C troll one, and
let's take a look. Let's see what we got so far. Is the distance between
these two vertices. Let's active the subdivican
surface and the mode. I just want to see
the final results. Maybe I can move
this a little bit. I'm not sure quite sure. On this side,
everything looks nice. Et's move this
down a little bit. Let's go to the
right of you, and let's see what else
we can do here. Let's grab these vertices, I just want to move those
forward a little bit. Let's start with this one
Hickey and let's move this. And this one, let's move right
here and this one as well. And those over here, we can move them a little bit
like that, I guess. All right. What about
let's see what's going to happen if we grab these
vertices and use the relax. I just want to see
what's going to happen. All right. That looks cool. I think
I will accept this. Let's move this one over here. And what else? Maybe we can move this at ten of bit.
Let's go to the bag. In the bag, everything
looks fine. Even if this doesn't
match the reference in, that's okay. The
result looks perfect. Just small thing here
I would like to do. I will grab these edges, and let's open this panel
right here and the item, I will crank up the bevel
way to one because I want these edges to be targeted by the vivil and I'll stub out. And yeah, now the
result looks perfect. We don't have any overlapping.
Everything looks nice. Alright. I think that's
it for this video. I will end this here and
see you in the next one.
27. 27 Creating the rear end panel above the rear bumper: Hello again. Welcome back here. Let's focus on the area
above the rear bumber. Okay? This panel right here. Let's see how can we create it? I think we don't need the
reference make for now. Let's put this out.
And let's bring back the guide mes. I
just want to see it. And let's hit you can duplicate the whole
geometry or you can duplicate these
faces and use them. Alright, I will hit D to
take a Cobi like that, and it's like to isolate this new Cobi and I
will hit F two to king the name to rear panel. Underscore main ish. Hit Enter. And then let's move
this one, hit M, and let's move this
to the high poly and now let's hide the
shrink rap folder. Alright now, right now, let's tab and let's delete
most of these phases. I just need these
faces right here. So I will switch to the phase selection mode
and go to the right view. And the Xray mode,
I will grab all of these at Control I to invert the selection at
XF and get rid of the rest. All right, let's bring
back the other pieces, and let's see what
else we can delete. These phase we don't need them. I'll click at XF and
get rid of them. Let's go to the Control one right let's see
what we can do here. All right, we don't need to
see all of these geometry. So I will tab out and select
this and then to hide them. Maybe I can keep this the
fender with the door. Let's go to the back.
Let's go to the X ray, and let's see what we do here. Let's tap to go to
the Edit mode and we could have a curve here or
at least delete these faces. We don't need them. TF. And I guess we can grab
this vertex and hey twice and move through here and
use a knife tool after that. I will create a cut
goes like that. And one cut goes here. And after doing
that, let's see grab these faces and hit XF
and get rid of them. All right, let's see what
else we can achieve here. I will create an A loop here and grab this with this
head k to connect them. And I guess we can grab
those here, hit key twice, and let's move those over
here, something like that. And let's use an F tool to create cut goes
like that, I guess. And for this one, hit
X and let me dissolve. And. Maybe here we can add
another edge loop for now, let's fix the distance between these edges, grab all of these. A do we need to do that? Let's dissolve this
one and use FF tool. I guess we can create
cut codes like that, and I think that's not going
to affect the final results. And regarding this area, I guess we can grab these edges like that and fix the distance between
them right click into space. A maybe we can slide
this a little bit like that and re select these
edges again right space. All right. Does that make sense? Let's slide this
a little bit like this and maybe we can hear it. Let's go to the here and let's hear this
a little bit like that. Let's go back to the
select box. All right. Now let's go to the right and I just want to grab these edges. I want to move them down. You can move them
down or you can cut this area using the
Nef tool if you like. The secret cut goes like that. I think cutting this area
will be easier for us. So let's cut it like this, and let's grab these faces, hit XF and grab the rest, XF and get rid of them. And now is the time to check if this panel aligned a
perfect way or not. All right, the
distance is very big, so let's hit Control
Z multiple time, and I guess we can slide them
with DC like these edges. And I will hit key twice, and let's move this down. I think that will be better.
Yeah, something like this. Let's go to the back and
let's move this smart here. All right, I think we have
a lot of vertices here. Do we need all of
these vertices? Well, I think we
don't. Let's dissolve this and fix the distance
between these edges again. Practically like
space. All right. And after doing that, All right, I'm going
to use the shrink rb. I just want to see
what's going to happen. Or before you do this, I
will add an inset set I for insets and invert the inset
at O and let's have 0.4. All right, everything
looks fine, except for this area right here, you don't have an inset here. In this case, what we
can do is we can grab these faces in the X ray and
hit XF and get rid of them, and the grab these vertices and key and move them to
this until they snap to the center because we
have the clipping active. If we don't edges will go
to this darken like that. Alright. After that, let's try to
get rid of these vertices, hit a hit to open the panel, and in the item, let's zero
out the vertex grease. And that's cool. Now let's try to
fix the corners, for example, in the right view, let's create a cut goes like
this and cut goes like that. I want this error to be sharp. One cut goes like that. One cut goes like this. This one, maybe I can move
it down a little bit. And I think here as
well in the back view, let's use a tool to create
a cut goes like this, and one cut goes like that. Alright, now, let's tap, and let's see what else
we can do here. And now let's use the
hearing crop, grab it. And let's see if we
have any grove here. We don't need to
have any grove here and let's the hearing
crop modifier, and let's use the guide mix. All right. The
result is perfect, but this area is not good. I think we should
go to the guide me and make some editing here. Let's see what's the
problem exactly. Mm hmm. Yeah, I think that's correct. I think we have we don't
have any problem here. Let's hide this What else we could do here? I will tab and grab
the outer edges, and then let's go to the item and let's put the mean bubble way
to one and tab out, and let's cope with
the same modifier, we added to this geometry. Grab the salt here,
grab this one, and we just need to copy soldify and copy the
bubble and Covey the weld. And I think that will be it. Let's take a look and let's
see what we got so far. So the solidify is
working properly. We don't have any
problem, I guess. And for the bubble, let's
see what's going on here. Do we have any problem here? I think we didn't change the
subdivision surface to two. Yeah, we just forget that. That's why we didn't
see any curvature here. So let's take this
back to where is it? This one to two enter, and yeah, now the
result looks better. And because we still
have a small bulk here, I think we should add one egg here and one here just to increase the resolution
in this area. That's very important, and that's not going to
affect the final result. And Alright, that's very cool. We just have one problem though. Let's go to the
right. This area, we could edit the guide mix
a little bit to fix that. So I'm going to active the herring crop folder and
I will grab the guide mesh, grab it and tab, and
grab these edges, just hit Gettise to slide them, and then it all to
push these like that. Just attend a bit, not too
much. That will be it. Tab out, and now let's
hide the herring crop. That will help to
fix this problem. And if you want, you can active the subdivision
surface and the edit mode. M and I just want to move
this a tiny bit like that. I'm trying to follow
the panel perfectly. Now let's tap and
let's take a look. Maybe it needs a little
bit of attention. Let's move this
down a little bit. Let's go to the perspective,
and let's take a look. Alright. That is what looks
nice. Yep, that's very cool. All I think that's
it for this video. I will end it here and
see you on the next one.
28. 28 Creating the trunk: Hello again. Welcome back here. And this video will
start with the trunk. Let's see how can you create it. Let's activate the
hearing throb. And let's Alright, I will
duplicate the guide mesh, hit Heavy D to take a Kobe and radically to leave
it in the same place you can hit slash to isolate it. And I'm going to
change the name of this piece to Alright, let's call this trunk. Underscore main Mg, and then hit Enter and then hit M to move this to the high poly. And let's tap to go
to the eight mood. Let's see what pass we could delete and let's
hide the hearing crop. Don't forget that.
It's like to excite. And let's go to the top. All right, so I guess
we can start with these phases at AlClick
XF and get rid of these. Drop one phase from the
side, control to link, select, or select the linked Cs, and then hit XF to delete them. All right. All right let's see what
else we can do here. After doing that, I
guess we can slide these edges keywiseO
maybe the vertices. Let's move this one here, slide this one over here,
and this one as well. Alright let's slide
those over here. And maybe now we can
use the knife tool. I will hit Kate to
activate the knife tool, and let's create a
cut goes like this. And one cut goes like that. And one cat goes like this close to the close
to this panel, and you can see it in one here
and maybe one right here. And one cat goes
here and one here, and one cat goes right here and here Asbll or
something like this. I will confirm that.
I just want to see what I have done.
Let's go to the right. All right, almost
everything in place. Let's go to the back
you at Control one, and let's see what we got here. Let's use the NF tool
again and let's continue cutting this area like that. And one cut here. After doing that, let's delete the unwanted faces,
grab them like that. Them all like this. All right. And after that, let's
sell like this, hit XF and get rid of them. All right. What
about these faces? Let's look that up. I
click, grab these faces. Hit XF and get rid of them.
All right, that's very cool. All right now, let's try to
move these vertices around, and let's try to align
them to the next panel. Something like that. I
guess we can activate subdivision surface and the edit mood to see
the final result. And I think we can create
an A up right here, let's use an F tool to
create a cut goes here. Let's go to the top, and let's put this vertex close
to the panel like that. And I guess we can
do the same thing for this one and the rest. Or something like this. Let's go to the perspective and let's see what
we got so far. Let's pick an ice view and
let's move this close to this panel and the
vertex as well. And let's grab this
one as well and move to close the
panel and this one. All right. The result
so far looks nice. I guess we can use the
sharing crab modifier. I think that will help a lot. You can use this
right now or you can delay this until we fix the tbology here because I think this area needs a
little bit of attention. So I'll grab these vertices and slide these a
little bit right here, and the crop those as well,
and slide them like that. Grab these over here, hit keytie and slide
those over here. And these varieties as well, maybe we can move them
a little bit like that and use F tool to create
a new cut goes like that, I guess, and delete this
A, we don't need it. This one as well, Qwise and at least slide
this over here. A K to use F tool and create a cut maybe
here or I don't know, maybe right here, we can end it. And this one, maybe
we can slide it here. What about this edge? All right, the question is, do we need all of these edges? Well, I think that's too much. I think we can delete
this one in the middle. I think we can get rid of it and replace it with this one. Or at least, let's create
an edge goes like this. And maybe we can fix the
distance between these edges, right click and space. This one we don't
need this egg here. And here we could make some change like
dissolving this one. And let's move this egg or
these egg, all of them. Rub those. Let's go to the
bag of you control one. All right, what
else we could do? Let's select this as well,
and let's move them down. K to the Z. And
those right here, maybe we can take them
up just a little bit. I think we can move
this at ten a bit. Not too much. This one as well. I feel that this area deserves
to give it one egg loop. And I'm going to hit
key tie to slide this back and maybe this one as well. Let's move this right here
and this one maybe we can slide it and move it down here. All right. This one, maybe we can move it a little bit more. And this vertex, I guess we can take it down
a little bit here and move it. And
what about this? Let's move this a
little bit down. Alright. What about this one? Maybe we can move it a little bit close to the next panel. And what about these rare
diseases right here? All right. Now let's
use the hearing crop. Don't focus too much about these vertices because maybe ring crab will affect them all, so I will tap and let's
ing the resolution to two, and let's add hearing
crab modifier, delete any group we have here, and let's choose the guide mesh, and let's see before and after. All right. That's
cool. Now let's take a look. Let's
see the panel. Well, everything looks nice, but I can feel that we have some variation
in the thickness. Let's hit key, and let's move
this a tiny bit like that. Maybe this one as well, I can hit and move it. What else? Now the distance looks fine, and here the
distance looks nice. Let's tap out and
let's take a look. Maybe this area needs a
little bit of tweaking, like rubbing this and
move it like that. All right. And here, as well, I guess, we could der this and hike and move this a
little bit like that. And what about this area I hiki and let's move
this a little bit. All right, I think the result
is perfect. All right. Now after that, I will hit
eight, select everything, and I will hit I for inset. And let's have 0.4, and let's turn of
the hearing crop and the subdivien
service for now. I just want to see the results. Do we have any problem anywhere? And as I said earlier, we need to avoid inset here. So grab these faces, hit, F, and get rid of them, and grab these vertices and then and move them to the side to snap them like that. What else we can do here? I guess we can
make this error by adding an A here and
what else we can do. I think that will be it. Is this error that I should care about and everything
else looks nice. And now I guess we can copy the information from this
panel to this panel. So grab this vat here
to grab this one and let's copy the solidify. And before we go any further, I just forget to select
the outer edges. Alt click and grab
the outer edges, and let's open the panel
and go to the item and push the bubble way to one and then hit to close it,
and that will be it. Holt, you have to grab
the next panel and let's copy I think we copy the
solidify, it's here. Holt, you have to grab this
Coby the Bble Coby the wild. And now let's grab this
and slash to isolate it. Let's take a look and let's
see what we got so far. Everything is perfect,
I guess. All right. Except for this area, there are something that
makes sense happening here. Let's try to find out
what's going on here. I think we have double vertices. All right, let's try to get
XF to delete this phase. And here, maybe it
verteicwis and I guess we can mirror somewhere,
and that will be it. Alright, now the result is
nice and clean, I guess. Yep, everything looks nice. That's very cool. Before I end this video, I just want to check the
result from the top. I can see that we have
some variation here. Let's tap to go
to the eight mood and let's see how can
we go around that? Let's activate the subdivision surface and the Shrinkwrap. I just want to see
the final result. I will grab this key to move. Let's manipulate
this a little bit. And let's move this
maybe over here. And let's tap out and
let's see now what we got. As you can see, the
resolution is not enough. Maybe we can add an
extra edges here. I think that will help to
make the result looks better. Or a let's see what
about this area? Can we add an H here? All right, I think we can add
one here and add one here, I guess. Sorry, not like that. It's not going to
work like this. But I will use a knife tool to create
a cut at the center, both hefts and let's
cut this area. That will help to make
this area even smoother and that will help to
control it even better. Now I can grab
these and move them easily and put them in
the correct place. No. Now let's tap out and
let's take a look. All right, I'm not so
quite apy with the result. Let's move this again. And let's move this
one right here and this one as well.
Just a tiny bit. Alright now, I think we can
kick one of these images. I just want to see what's
exactly happening here. All I think what we have here
is similar to this result. I guess, yeah, I
think that's what we should do. Alright. Yeah, it's very cool. Let's go to the perspective,
and let's take a look. Everything looks
nice and beautiful. Alright. I think that's
it for this video. I will end it here and
see you on the next one.
29. 29 Creating the rear window: Hello again. Welcome back here. Let's start with
the rear window. Let's see how can we create it. Let's put the
reference images right here. I think we
don't need this. Let's Let's unhide
the shrink crop. And our guide, I will hit
KVD to take Copy like this and to isolate or to go to the local mode
with the senior Copy, and I'm going to hit F two, taking the name of
this to maybe we can call this rear window
and then hit Enter. And I'm going to move this
to the hi poly collection. And let's tap to go
to the eight mode, and let's go to the top and
let's see what faces we could delete and what faces we
could keep All right. I think we just
need these phases. Go to the phase selection mode, and let's see grab these phases. And after doing that, hit control I and where
the selection, hit XF and delete everything. And let's tap out. And
yeah, that's very cool. Now let's hide the hearing crop. We don't need to see it.
And let's work with this. Go to the top and let's tap
to go to the Edit mode. And let's see what
we could do here. Let's start with these vertices. Let's move them. Grab this vertex, you
can slide Q twice. I think that will
be better. Q twice, and let's slide this over here, and this one as well, Q twice, and let's move this one here. I'm not quite sure if we
need any extra edges, maybe we can add
extra edges later. Let's see grab
this one, G twice, and let's slide this right here, and this one as well,
and maybe this one. Alright. Let's check the difference
between these two panels. All right, this one maybe we can slide it a little bit like that. And I'm not quite sure. Let's Gwie and all let's move
this a little bit close to this or something
like this, I guess. And yeah, I think we
need to add extra edges. So let's have one here
and one right here. I'm going to grab this and hit G twice and hit Alt and
move this like that. Or manual, just hit G and
let's move this over here. Let's active the
subdivision surface and the edit mode to
see the final result. Let's figure up this and
let's move this over here. And let's move this a little
bit. And this one as well. One H look right here. Let's figure up this vertex and move it a tiny
bit like that. Maybe this one I can move
it a little bit like this. This one. All right, maybe a little bit more. It's a little bit difficult to tell what we should do here. It's not so quie easy to
understand what's happened here. I can feel that here
we have a space, but I don't know if this
space or a piece of rubber. I don't know what's
happening here. Let's say you twice,
and let's slide this bag. All right,
something like this. After doing all of that, I will go to the data and I will remove
the group from here, and I will add hearing
crab modifier. Let's take the number back to two and let's choose
the guide Mix, and you can see now the
result before and after. And yeah, I think that's it. After that, I will tab
and select all the faces, and I will hit I for inset. Let's inside this 0.4.
Let's take this image out. And let's remove the faces
that we got right here. Hit XF and get rid of them, and let's select these vertices, hit G, and move
these to the center. And after that, I will use an F tool to create a
cut codes like that, and one cut goes like this. And the same thing on this side. Hit K and let's create
a cut codes like this and cut goes like that. It's perfect. Let's
go to the top, and I just need to
I'm not quite sure, but I think this piece of glass could be very
close to the body. I'm going to grab these edges and move them close to the body. Let's start with these. G. Let's move those over here or something
like that, I guess. And let's grab those as well, and let's move them like
that. And these edges. And those right
here. And those as well. Or something like that. Alright, maybe these vertices, we could take them back
to the Y to the Y, and let's move them
at tandy bits. All right, something like this. Now let's take a look and see. All right. We have some
problem right here. Let's take all these vertices
and let's hit key to move these a little bit
and let's slide this. Make stride. Hit key and move
it. I just want to change the distance
between these two panels. That's all what I
want to do here. All right. Now we got this. After that, I can copy
the information from the body to the window,
grab this salt. You have to grab the body, and then you can go to
the soldify and Coby to select it and copy the Bible to select
it and lt, as well. Grab the window and tab
and go to the edges, Alt click, grab the
entire edge loop, and let's go to the ATM, and then let's push the
mean bevel weight to one because I want bevel modifier to target these
edges, and that's it. And now let's see what we got. Okay. For the window, I think the scenario should be different as covered
with the metal. I think the edges
should be sharp. But let's see how can we
achieve something close? Let's close this
one, and let's go to the Bevel and I will push
this back like that, and I will activate
the wire frame. I just want to see
what's going on here. Let's change this to one. All right. I think we can
change the type from the percentage to width, and let's change
the amount to 0.05. 0.05 or you can go
beyond that 0.07 maybe. And now we got these two
edges as you can see. Above that, I will add
another bevel modifier. So let's go here and
let's add another bevel. And right, the world,
let's leave it right here. I think we don't need the world. Let's change this to 0.01. As you can see
now, the new bevel is just targeting these edges. I mean, these edges,
as you can see, let's increase this to two because we are working according to the angle as a limit method, we could manipulate the
angle a little bit, change the number to
something bigger to make this curve smoother because I don't want Bival
to target this edge. If I increase the number here, I will smooth out this area and I will prevent Bival
to target this edge. So let's increase
this to 32 maybe. And yeah, now it's working. Let's check the other corners.
Everything looks fine. Now we can hide the wire frame, and now we got something cool. The world modifier, we don't need it anymore.
I will delete it. And there we go. Now the
result looks perfect and cool. Alright, I think that's it for this video and see
you in the next one.
30. 30 Creating the roof: Hello Again. Welcome back here. Let's start with the roof. Before we start, let's activate the screencast and
let's close this panel, and let's see how can we
do that? The same thing. Let's open the
shrink craft folder, and let's grab the guide mesh, Shift D, take a Cobi like this, slash to go to the local mode. F two to change the name. Let's change this to roof main mesh. And then hit Enter. And after that, let's hit M to move this to the high poly. And let's delete some
of these phases. I guess we can
grab these phases. Or maybe the the XF,
get rid of them. And now let's grab
this Control L to select the linked XF
and get rid of them. And let's delete OTClickT delete this XF and
select anything here. Control L to select the
Linked XF and delete them. And now we ended with this, and that's all
what we need here. All right, these phases,
we don't need them. AlClick XF, we grab this, Control L, XF and
get rid of them. Now less to excite and let's turn the visibility
of the shrink crop. And let's go to the top
and let's go to the X ray. These phases we don't
need them as well. F, get rid of them. And these phases over
here, we don't need them. And what else? I guess, these phases we can delete them, F, get rid of them. And this egg lobe can throw and dissolve
it. We don't need it. Alright, that's very cool.
What else we could do here? Now, let's try to put
everything in place. SG to move this one. It could be alright, close. Let's go up to the top. All right. I just want to make sure that what I'm
doing is correct. We don't have any panel here. So this one should be very
close to the door frame. And the same thing
for these vertices. Just move them a little bit like that, and that will be it. Okay, and let's select
these over here. That's very cool. And this one should be pushed a little bit. And this vertex should be pushed a little bit as
well, and this one. All this one is in place, and this one should
be right here. I think we need to
add extra edges here between these edges. I will hit Control R
to add one egg here, Control R to add one right
here, and one right here. And now let's drop these edges and let's
put them in place. I added these edges just to
control the curvature here, and at the same time to increase the resolution of this piece. And don't forget to
take two, the level. And now let's put all these vertices in
the correct place. I gin, let's move this over here. All right. And this one iGen, let's move this
almost right here. And what about this area? It needs a little
bit of tweaking, Gewise and let's
slide this bag here. And this one, I guess. Q twice, it all and move this. This one is in place, Q twice, it and
move this forward. And this will be it. Alright, after doing
that, let's use the ring rap modifier
because as you can see, we have some wave results. Go to the modifier
at the Hering rap, and I guess we have a
group. We don't need it. It's not going to
affect anything since there's no vertices
assigned to anything. And let's choose the guide me. And now, yeah, perfect. All right. After that, let's fix the corners, let's tap and sorry, we didn't made an inset, so I will hit A,
select everything, and I'm going to
hit I for insets, let's add 0.4, I guess. That will be it.
We don't need to insert the middle area,
grab these faces. It takes get rid of them, grab these vertices, G, and snap them to the center. And from the top, let's make this corner sharp by adding an
A coat like that. And on the other side as well, let's use an F tool and let's
create cut codes like this, and one goes like that. Yeah, very cold. Just tap. Everything looks
nice. All right. After that, maybe we can copy the information from
the frame on the roof. I think that will be easier
for us. Grab the salt. You have to grab the frame.
We need to copy the solidify, copy the bevel, copy the wild. And I think that will be it. We just forget to Alt click
to select the age loop, and let's go to the item, let's add the bevel way to one, heat in and tap out. Yeah, now it's working. Okay. After doing that, I just want to kick the distance
between the panels. I want to make sure that
everything is perfect. I think this vertex, one of these vertices should
be pushed back, key to the Y, a tiny
bit, not too much. And I will activate
the final results or let's say the subdivision
surface in the edit mode, key to the Y, and let's
push this back, a tiny bit. And now let's take a look. All right now the distance
looks consistent, and maybe here we could
make a little bit of tweaking maybe we can activate this option
as boll K G to the Y. That looks nice.
What about the side? I feel these vertices
intersect with the frame, I will and just move them
a little bit away from it. Let's turn this off. I just want to see what I'm doing here. Grab the rates, and let's
move it back like that. Grab those together,
and let's move them. But what about this area? Okay, something like this.
What about this one? And I guess this one is in
place and everything is cool. You got the stop. And yeah, no Dorsov looks clean. Alright, so I think
that's it for this video and see
you on the next one.
31. 31 Craeting the windshield: Hello again. Welcome back.
Let's create the windel. Let's anhie the shrink
crop and grab the guide, the Tacobi, slide, go
to the local mood, change the name head F two. Let's change this
two wind heeled Main M and then hit Enter. And let's delete
most of these faces. What I can do is I
can hit Alt click to grab this XF and select this, Control L, select everything
XF and delete all the faces. And now we just ended with this. All right, I'd like to excite, and let's hide the ring
crop. Alright, sorry. We move the winhiel
to the hi poly, rob it hit M and move this to the hypoly now let's
hide the shrink crop. Go to the top and see what
phases we should delete. The X ray, I guess we can
select this and delete them, F, drop one of these faces or
just select them like that. Hit XF and get rid of them. And on this side, I'll click F and delete this and select whatever
thing you want here at Control L to select the linked and then XF
to delete them. And this age we
don't need it right, let's go to the X
selection mode, hit two from the keyboard, and then Alt click Control
X and dissolve this. And let's try to put
these vertices in blaze, or maybe we can grab
these edges like that. Control Alt and
click Control Alt, have to end at this
right click subdivide. Okay. Maybe we can
grab these edges, all of them like that and
relax them. Okay, that's cool. And now we try to
kick these vertices. I just want to see
if these vertices are in the correct place or not. This one maybe we could
take it back a little bit. This one kite and slide it back, and this one is in place. Regarding this
area, what we want to do is just moving
some vertices around, and that will be it. All right. For this one, I can move this back and this
one right here, I guess, and this one here. And this one maybe we
can put this right here. I will select all of
these ratics and Kittie. Just slide them a little
bit, not too much. Theise erratic, maybe we can move it a little bit like that. I just want to have
a small distance between the frame of the
door and the windshield. Alright. Alright, let's tap out, and this is what we got. And now we could take the
subdividal level to two and add shrink rub modifier and pick
the guide mesh and tab, hit a selected, everything,
hit I for inset. And let's insert this 2.4 centimeter and the
area in the middle, grab these faces XF
to delete the faces, grab the verteG and move
these to the center. Let's make the corners sharp, hit K, and let's get
a cut goes like that. Let Zoom to see what
I'm doing here. All right. K to create a cut
goes like this. And on this side, as
Wal, the same thing. Let's have a cut goes like
that and cut goes like this. All right, now let's tap out and let's see what we have done. I can see if we have
some variation here. Let's go to the top and tab to go to the eight mood and
let's move these to the Y, k to the Y, and let's move
those a little bit like that. And these Oswald.
And those over here. Yep, something like this. And now I think we can take
the same information that we have that we added
on the rear window, grab this spot, you have
to grab this window, and we need the solidify,
COVID selected. We need Bevel. All right, and maybe we need
the second bevel. Let's sit like this and
it's like to isolate it. I just want to zoom here
to see what we have done. I will tab and go to the egg selection mode and
grab these edges like that. And what I want to
do is I want to push the bevel way to one
and then the tab out. Let's turn off this bevel and let's activate
the wire frame. I just want to see
what we have here. All right, so the
solidify is working, and here we have the bevel. It's something here,
not makes sense. Let's see what's the problem
exactly. Let's at 0.1. I don't see beveling here. Let's see why that's happened. 0.01. Let's turn over
this clam overlap. 0.07. All right. I just want to see and check we have any overlapping
happen somewhere. Okay. As you can see here,
we have some problems. I think this problems
comes from the guide mesh. Let's hit to exact of the local mood and let's
unhide the spring crop welder. And let's go to the guide Mish. I think we should extend the
guide mesh a little bit. Let's grab these vertices
of the guide mesh. And what I'm going to
do is I will hit Gt wise and then push this
back a little bit, and then hit halt and
move this forward. Just extend it a little bit, not too much, and
that will be it. And now let's hide
the hearing crop and I think this will help to
solve the problem right here. And after doing that, now
maybe we can activate the second bebl and
yeah, now it's working. Let's go to the Bebl and
increase this a little bit. All right, what I want to do, I don't want this error
to be targeted. So let's see, do we have
any option here to do that? Let's add 35. Stop to go to the t mode, and let's see what we can do
here to fix this problem. The soldif still here. We need to see the subdividing
surface and the edit mode, and I just want to move
some vertices around. Maybe that will
help to fix this. Now, sliding this vertex will help a little bit
to fix this problem. You can slide this
in this as well. Let's slide this
let's slide this one or maybe I can slide this I don't like the result.
Let's take this bag. Let's try to king this from
the angle to wait. All right. If you ching this to
wait, this will work. So yeah, use this trick. It's working right
here. Let's tap out, and let's take a look,
turn over the wireframe. And let's see what we have done. The result is not perfect. We have some variation and the distance between
these two panels. So let's try to fix that. Let's tap in grab these vertices and move them
back just a little bit. And grab these as well. Let's se like these and
move them to the Y. And let's scrub these and
move them to the Y as well. Maybe I can croup these and move them a
little bit like that. The result now looks better. Get It to bring back the other pieces, and
let's take a look. Very cool and smooth
result we got right here. That's amazing. Alright, I think that's
it for this video. I will end it here and
see you on the next one.
32. 32 Creating the LED head light: Hello, in and welcome back here. In this video, I want to
focus on the front light, the LED light. This one. And let's see how
can we create it. Before we start doing anything, do you remember this
piece that we created? And I say that it's not
necessary to keep it. Maybe later we can delete it. And I think now is
the time to delete it because I have another
technique. It will be better. If you pay attention here, you can see this lich is
go inside a little bit, and we need to have
something like that, and the orner should be smooth. We shouldn't have a
slice in the middle. Alright, so let's
start doing that. I will grab this and delete it, and I will select
the grill frame and head slash from the Nam
Bat to go to the local mode. And let's act to
the screen cast. And I will tap to go
to the Edit mode, and let's select face hold Alt click to grab the
AC loop or the face loop, Alt Shift and click again
here to add this one. And after you grab these, I will hit X F and
get rid of them. X and then F. Hit two to go
to the edge selection mode, click Alt to click
to add this edge, I have to click
again to add this. I'm going to extrude
these like that, as you can see, maybe a
little bit more like that. And after doing that, I will
add a support loop here. And I'm going to
select these eggs, this ache and Alright, I'm going to head E to the Z to move this down a
little bit like that. Maybe something like that.
And regarding this edge, we should go to the front
of you and go to the X ray. And as you can see, this is
the start point of this edge. And when this goes up, it will be tilted to this
dockin a little bit. And that's not correct. We need to push this
a little bit back. So I'm going to select this, this one, and then hit key to the X and move
it out like that. If you want, you can
hear it, that's okay. Hit control heft and then
and hear it a little bit. And maybe a little bit more
or something like that. And after doing all of that, you can have another support a loop to make this a tighter. And if you want to make
this round or you can add another egg loop
here and you can hit Alts and push this out to get nice cave results in this area. And let's tab out, and
let's take a look. So this is what we got. Let's go out of the local mood. And as you can see now
we got something nice. The result looks cool, and here we got something
beautiful as well. One more thing I would
like to add here. This edge looks sharp. I think it should be a
little bit smoother. So I will grab
this and it's like to go to the local mood and
tap to go to the eight mode. And what I'm going
to do is I'm going to grab this edge and hit g maybe to hide it and go here and let's select
this one hit g to hide it. I just want to select this edge, as you can see, I'll
click and select it. And then I will hit E to the X, and let's push this
to the X a little bit because I want
some thickness. I will hit Alt to
bring back the edges, and I will start grabbing this one Alt control and
grab this to select it. And with this selected, I will hit E to the Z to
extrude this inside like that. And let's make
some editing here. Let's see grab this
vertex and hike twice, and let's push this like
that. This one as well. And maybe this one key twice, and let's put this right
here and this one as well. Ky twice to push this,
maybe right here. I will grab this hickey hold control and
snap this one here, and maybe these vertices, I can engrab them
like that, hold control and select the last one. Hickey to the Y, and let's move this
back a little bit. Hold if, and now we
got this result. And regarding this area, I think you can
ignore it because this area is not going to
be visible to the camera, so don't worry about
this too much. After doing all of that, let's hit Alt click to grab this edge, hit Control B tublevlt to
three edges like that. And you can add a support the
edge lob right here to get harvar results tab out,
and now we got this. It's like to excite, and maybe now we can start
with the headlight. So according to the reference
image, as you can see, we have a small frame
here and some distance, and I think we have some depth, as you can see, piece of
glass to act as a cover. So let's see how can
we do all of that. I will grab the
pumper and the tab, and maybe we can start with these faces, grabbing
these faces. I think will be better
and easier for us. Hit heft with the to the Z, and let's move this
a little bit up like that and then hit E
to extrude this a little bit like this and
then Control L to select all these vertices and P and
then S to separate them. Tab out and let's
select this and tab in. All right, let's go to the front and let's see what
we got right here. Turn off the smoothness
and the edit mode. Like this. And let's
try to make trim here. I want to trim this area, and as you can see, we have small distance between the grill and the start
point of the headlight. I will use an F tool, but I will go to the X ray, or it's not quite necessary. Just hit K to use an
F tool and let's make cut start from here and make the cut tilted a
little bit like that. Hit C to cut through
the geometry and then confirm with lifting
click and then enter. And now I will go
to the X ray and just grab these faces
because we don't need them, and then hit Control
X to dissolve them. If you hit Control X, you will leave this area
with face filled with phase. Go to the front hit one and
let's focus on this side. Use the knife to let's
create a cut goes like that. And then hit C to cut
through, confirm Enter. Go to the Xray, grab this
Control X. The same thing. The distance looks cool so far, and the result looks I think
everything looks nice. Maybe I can select
these vertices and move them a little bit
inside or down like that. And I think the result
looks nice. All right. Alright, now it's time
to create the frame. So let's see how can we do that? All the front face, I think we can grab this or maybe we can
select all the faces for a reason because I guess
we could move these to the Y a little bit and take them out just a tiny bit,
not too much like that. And now I will select
these faces in the front, and I will hit I for inset. Let's have a small
inset like that. And I guess we can not quite
sure of that will work, but what I want to do is I
just want to have a thickness. I think soldify works better, so I will cancel that and then hit F to get rid of this phase. And instead of having an inset and after that,
extrude them inside, I prefer to use the soldify let's turn this
off for now and let's add the soldify and put it as first modifier and Let's
check the thickness. Let's add 0.2 maybe. Let's start with 0.2 and
fix the even thickness, active this one, active the wire frame to see what we got. All right, so this
is the problem of the soldifi Some
vertices pushed inside, and that's not what I wanted, but let's see if we
can fix that manually. Well, in the complex option, if you speak the
mood to the complex, I think we have some
options we can use. For example, the maybe
the even, I guess. Right note here, I guess,
the flat, I guess. The flat will give us the
result that we are looking for. Yeah, that's it. And if you are satisfied
with the result and you don't have any problem,
just confirm it. But I think I will add 0.25, I guess, and then hit
ControA and apply this. All right, that's very cool. You can hit Slack to go to
the local Mota I guess. That will be better. All right. After doing that, maybe
now's the time to add some support edge
loops around this. I will tab, and
before I do anything, I will grab these spaces
and take them out, I guess, e to the Y, and let's take this out a little bit, something
like that, I guess. And then I'm going to select this edge
and just slide it a little bit Ketie and I think we should have some tilt like that. And on this side, the
same thing, I guess, G twice, and let's
have this tilt. And now let's focus
on the frame. I will hit Control R to add the support the
edge loop right here like that and support
the edge loop like this. Maybe we can use the E letter to activate even
thickness and yeah, control R and hit E
to align the edge, flip the alignment on the
other side like this. Alright, that's cool.
And on the side, we should do the same thing, have an egg look like that. All right, that's
very cool. And now I will hit Control R to
have two Egges like this, and I'm going to hit
Alt to take this out, what's not to this direction. I think we can use we can
move them, move them. Hit key to the Y
and take the out. I want to have a small
curve All right. After doing that, I guess we
can fix the distance between these edges because I feel that these two edges are very close and the
distance is not even. So I'm going to grab these
edges or by the way, there's another
technique to grab them. You can hit Control,
Alt and click and Holt, you have to add this and this. This will be faster.
After doing that, right click and then space. Alright, what about this area? All what we need
to do here, just having a support
egg lob right here. And now let's tap
out and activate the mirror and
subdivision surface and turn off wireframe. One thing here we forget to do. We just need to add
a support egg lobe here to make this area
sharper like that. Alright, that result
looks nice and beautiful. It's like to excite. I just want to take All right. After doing that, we should
have a cover to cover this. I will tab and I will
depend on these edges, rob them and then hit P and then S to separate this tab out and
let's grab this edge, tab in, and I just want to
see how can we fill this? I will hit H select
all of these vertices. Let's see if that's
will work. Let's go to the Pasen Grit fill. And yeah, that will be fast. And after doing that, this
hits like to isolate this, and I guess we could
extrude this inside. So hit E to extrude, but the extrusion will
go to this direction. I'm not quite sure
if this correct. I will hit radiclck to cancel
this extrusion and manual, I will move these new faces
to the Y, so hit G to the Y. Like this. The idea
is I don't want to extrude these faces towards the normal. That's all what I want. And then maybe I can go to the select
and select sharp edges. And if you do that, you will
focus on the sharp edges, and I guess now we can hit Controlb and bubble
them like that. Maybe something like this.
And maybe after doing that, I guess we can go back and
select ar bakies again. Manually, we should add these And I guess
on the other side, the same thing, be
careful when you do that. Or these edges are not included, so we could grab
this one as well. And the same thing on the side. Or, by the way, there is a
faster way I will show you. You can go here and
select harbor edges, and you can take this
angle back just a end bit. For example, I will
add 25 or maybe 20. That will help to select
these edges as well. After grabbing all of these ask Control B endless
pV again like that two, three, and I think that's it. That will help to get
sharp results like this. Maybe now, do we need to
have a support agob here? I don't know. Tap it a ten in case we got
problem with the normal. Something weird happened here. I don't know what is
it. That's weird. Alright, I will go here and go to the view,
as you can see, when I zoom in I can go inside the mix and
I want to avoid that, so I will change
the lib Star 2.01. I just want to zoom in to
see what's going on here. Do we have a problem
with the Shade Smooth? Yeah. That's why. Mm. Alright. And let's take this back to 0.5, maybe. That will be fine.
It's to excite. By the way, I just want
to mention something. If you make this one small
or 0.01 and hit Enter, you will have a problem
with the viewboard. As you can see, we
have this result, and when you go back,
it will be increased. So keep in mind to have
a good amount here, like 0.5, for example,
it will be nice. But when you go too far,
you will have the problem, but we don't need to go too far. Alright. After having this
piece of glass to cover this, let's see what's the next step. All right, so this
area looks so smooth. Maybe here, we can do something like rubbing
this edge and control with B tube bullet to something very small like this maybe and tap. I don't know if that will
add something to the result. Well, it's not perfect, but I guess we can go back
to the reference images. I think this error
should be sharper. Maybe we can target the corners like that
and make them sharper. I just want to try to see
what's going to happen. If I don't like the result, I can undo it. So grab this head Control B and let's beetle them
with two edges like that. Something like this. And now I'm going to grab these new edges and rebvel them. Let's se like this. Let's
add this one as well. And I will control
would be to bubble this to two just like that. And let's tap out. I just want to see what's
going to happen. All right, so now we got
this results, All right. Maybe these edges,
I can hit key to the Y and take this out
just a tiny bit like that. Not too much. But keep
in mind, as you can see, some of these vertices
is merged because of the auto merge is active and
the threshold is too big. The threshold right here, maybe we can reduce the threshold to something because as you're right here it will be smaller. And don't forget to undo that. It rosy to undo all of this. As you go back here, yeah. And now I will hit to the Y and let's move this
forward a little bit. I think that would be
better, at least for me. All right tool.
That's very cool. After doing that, I will
grab this piece of glass, and I will hit egg to hide it. I just want to focus
on the area inside. I will tab and grab
these faces like that, and it can troll plus maybe
we could do that too, we could grow the
selection like this, and I will hit heft D to take a COBE and then hit P and
then to separate this KBI. Alright, so now we have this, as you can see it All
right. That's very cool. After doing that, I just
want to show you something. I will sublet this view to two, and I will go to the UV editor, and now we have
this one selected, and I will tap to go
to the eight mode. I don't want the mirror for now, I will delete this one and we don't need three
subdivision level. Maybe two, it will be okay. Tap out and apply the
subdivision service. And now I will tap to
go to the eight mode. And the result, as
you can see here, I will select this and
select all the faces. And here in this area, I will hit two time to rob this. After you select the faces here, hit, sorry, two
time to rob this. And this is the result of
the rabing as you can see. If you open this panel, you can see the method is angle. I will change this to confirmal. It will give us better result
to something like this. And I will rotate this like
that and make this sit right. And I will hit U two time again to rob it
and cancel the rotation. We don't need any rotation. But here we should
have an option. Sorry. We should go
to the UV and bake. I will show you, let's
rotate this like that, hold control, and
make this sit right, and I will go to the UV and bake this and here we have an option to rotate. We don't need to rotate
it, and then it's okay, and now it's baked. Well, it's not
necessary to bake it, by the way, but anyway,
now we got this. All right. I just want to
see that everything is okay. Let's move this a little
bit and align it. I can feel that we have
some variation here. All right. Anyway,
it's not a problem. So now you saw what I did here. I upped this, and
this is the result. So if you up something, you will make it flat and
open like what I have here. But there is an add
on. It's free add on. It's called L C
and the reference, let's go to the add on
section and here list WR it's called robbing tool. This addon, it's not comes
default with the software. You could download
it, but it's free, and I think I will leave it with the resource folder and you can support the man
behind this add on. You can support him on
the battery or donate. And let's see how can we use it. The idea of this addon, it will rub any geometry, but not in the UV editor. It will rob it in the
three D viewbard. And I want to do
that for a reason. I want this to be
flat and robbed, and I will show you why. So to use this addon you can
select this and create a UV. And here we have an option. For example, this one, tells
you use the active map, the UV that we just did here. You can use it. And so let's active this
one and create a UV. And now let's see what we got. All right, so we created the UV. Let's push this to one, and as you can see
now this become flat. As you can see. All right. I want this for a reason, and I will tell you
why I'm doing this. Let's go to the front, and now this piece of me is
fully opened and flat. Let's close this one. We don't need it anymore.
You can close it like this. Now we have the three
D courser over here. I will hit Shift A to add, and I will add Cube, and I'm going to tune the size to 1 centimeter, make it small, and make it even smaller like that and taller as to the Z. Something like this. Maybe I can move this forward a little bit and tap to go to the eth mood and have
one edge right here, and I will select this
edge with this edge and scale this and
don't forget to squeak the two bounding box to scale this to the center,
something like that. What I want to do
here, I just want to create a small pieces of lights and distribute them
as a line along this face. So this is the first
piece. It's ready. And just make a symbol because it's not
going to be visible. Tab out, and let's add the RraA modifier to RAD
let's have a small distance. Push the X factor
a little bit hold herifT have small distance between these like
that, I guess. And let's increase the
count to something to. Let's increase it like that. Alright now we got this
Something like that, I guess. And now after doing all of that, you can hit Control A
and apply the array and go to the front and tab at a select all vertices and use the here to
hear them, maybe. Alright, we should hear this to the X's grab this handle and hear this a
little bit like that. And let's take a
look here. We should hear them a little bit more. By the way, you can use the shortcut Control Altaf
S and hear them like that. All right, so this
is the results. Let's turn this off, go back to the select box and tap out. After doing that, we should
do something new here. We should link these pieces to the line. Let's say the guit. So we should link these
pieces to this guide. I will select this and add a new modifiers called
surface deform. And in the target, we
should target this. We should target the guide and hit bind to bind
this with this one. Now if you grab this
and push the control back to zero like this, these pieces will follow the guide to get a
result like that. But the result is not perfect. For some reason,
we should fix it. I don't know what's going on
here, why that's happened. That's weird. That's
totally weird. But let's take this bag to one. Alright, let's push
this bag to zero. All right. Maybe this
problem comes from the hearing because we use the here of, we
got this problem. If you undo that to
undo the hearing, I think we can get
better results. So let's go back
and do the hearing. Maybe that's will give
us a different results. And I guess we can
move these down or we can't move them
down. That's it. So let's select this, and let's add surface
deform and let's. By the way, I think we
didn't apply the scale. Let's apply the scale. Maybe that comes from the scale. So let's pick the
guide and bind them. And now let's grab
this and push this to one to zero, sorry. Let's take a look. All right
now the result looks better. I will go back to
do something here, and I will hear them. I just want to see if that
comes from the skill. And I will the X ray or
just select everything and hit Alt control and Alt haves, and let's hear them like that. And let's tap out. All right. As you can see, the
effect is not applied, we could unbind them
and bind them again. And now let's push this back to zero, and
let's take a look. And yeah, the problem
comes from the skill. So you should apply the skill. Now, let's like to excite
and let's take a look. Let's see what we got.
Everything here looks fine. We don't have any overlapping, but as we go here, I think we will
have some problems. Let's see how can
we go around that? I will grab this and I want to go to the front and
tap to mood X ray. Sorry, before you do that, I just forget to mention
something here. If you are satisfied
with the result, just go here and hit Control A and apply
Vical geometry to me. Because when you tab, you will lose this result. So apply everything
and now you can tap and everything will be in
place. Go to the front. I just want to select
the upper side of the vertices and the X ray, it C to active the selection
and list of proj like that. Because I just want
to focus on this. In the snap, I will chin the
snap to the face nearest and don't forget to say
the brcted controllers. And now I will hit key
to the Z and hold to snap these vertices to the
upper side of the light. All right, I can key to
the Z, hold controller, and snap them like
that, I guess. Let's take a look and
let's see what we got. All right. I think
the result is okay. Let's go to the front,
go to the Xray C, and then let's separate
these as well like that. Let's see again and bright this. One more thing here
I would like to do. I think we should move
this forward a little bit, e to the Y like that. Move them away from
this curve area to avoid this results. All right, so the same thing, let's go back here
and the Xray C and corb all of these
vertices like that. And now G to the Z hold controller and
stamp them on the bottom side. Alright, I think we can
repeat the same thing for the top or to get
even better results. C break the side
like that. Sorry. Alright. Key to the Z hold controller
and snap them like that. Right now, I think the
result will be better. Alright, so that's very cool. If you like, you can scale these to the Z and make
them shorter a little bit. Or you can grab
the upper vertices and move them down if you want. I think that will be better. Can grab them like
that like this, I guess, and just hit to the Z and move them
down, just a tiny bit. And maybe I can grab
the bottom side. Make sure to select everything and just hit G to the Z and
smooth this up a little bit. And that will be it. All right. After doing that, you can
add some level if you want, or you can ignore
them. That's okay. Here, one thing we
just forget to do. We just forget to have a support lobe right here to make
this area looks sharer. And hit key to the Y, and maybe we can push
these back at hand bit. Yeah, so this is
the front light. By the way, if you care about the details and you
want to fix this space, you can do something here. You can put the three
dcrossa in the middle and you can add lattice deform. And let's make the lattice
small like that and scale it to the X like this and scale to the Y
to cover everything. And you can grab these pieces, hold you have to
grab the lattice and link the lattice
with these pieces. I control P and lattice
to connect them together. And now I guess we can grab the lattice like
that and just tab and grab this vertex and
head to move it like that. A little bit, not too
much. Just be careful. And now grab these together
and move them back. Hid key to the Y, sorry, key to the X and take
the back like that. That will help to fix this
problem. But just be careful. Don't move them too much because that's will ruin everything. And by the way, just
forget to rotate late and align it better with the shape. I think it helps a little bit. Everything looks nice. They are still aligned
with the surface. All right. That's better. And now you can apply the lats. We don't need it and delete it. It's all take to
bring all the pieces, and now we got the headlight. Small touch I would
like to add here. I want to go to
the front and tap, and I just want to move
these a little bit, move them to the egg like that, and I'll tap just
to see this edge. And I guess on the other side, we should do the same thing. Let's tab and let's
secret up all of these faces and just
move them a little bit, not too much. That will be okay. And this is something optional
if you like to do it. You can delete these edges, click, I'll have to click
and bevel this one. I'll click. Just bubble it a little bit to have
two edges like that. And you can grab these
edges and re bevel them to have the bill
edges instead of one. I think that will
be even better. Alright. That will do it for this video.
I will end it here.
33. 33 Creating the headlight frame: Hello again, and
welcome back here. In this video, I want to cover the area behind the LAD light. For the headlight frame, as you can see, I extrude the surface inside,
and that will help. And what I want to do is
I want to grab the hood, this area of the
hood, and I want to grab these vertices
and extrude them inside. So let's select this and
let's go to the local mode. It's tap from the Lambat and I will tap to go
to the eight mode. Alright, so let's turn over the shrink crab modifier,
the two of them. And let's see how
can we do that? I will grub this He, start with this one and hold control and maybe grub
this one as well. Or you can ignore
this one for now. And I'm going to
hit E to extrude this maybe right here and then hit E again and
extrude this bag like that. Or something like this, I guess. And let's see grab
this and hit F to fill this area with
face and F again. And for this side, I guess we don't need
to do anything here. Let's hit to excite because this era is not
going to be visible, so you can just ignore it. Let's go to the local
mood again because I guess we should add a
support the glob here. But if you do that, we'll go around this, and we
don't need that. So I will grab this face and hit to hide
it and control R to add, support the glob right here. All right. And it's all
to bring back this phase, and what you can do is you can create
a cut goes like that. That's okay to do
it. And let's tap. All right. The
result looks cool, but you will get a problem
when you active the ring crop. So let's see how
can we avoid this? Let's grab these and
tap to go to the e mod, I will select these
phases like this, all of these new phases, just to grab them and
let's add these over here. I just want to see which one of these modifiers
affect these phases. Let's active the first one. All right, it seems
like the second one is affecting these paces. In this case, we could go here and remove them
from the grove 001, but let's active this one
just to see the result. Let's hit remove from
this one. That's weird. Let's active this
one. All right. They should be removed. But I don't know
what's going on here. Let's go back to the modifier and I don't see
results tab in again, and let's see why
that's happened. Alright, so yeah, this is the modifier that
we could focus on, I guess. And I think we
should assign them, not remove them because we
flipped the operation here. So in this because
we flipped this, we should assign them
instead of remove them. Alright, now, let's tab out, and yeah, now we're
getting something. That's very cold. All right. If you want something optional, you can twice and slide
these edges like that. Alright, I just want
to make this a tight. That's all what I
want to do here. And let's light this one
as well, right here. You can hit key twice
and mark this one here. If you like, that's okay.
And now we got this result. Let's tab out, and
yeah, that's very cool. Now, it's like to
excite. All right. After doing that,
maybe I can go back here and it's like to
go to the local mode. And I'm not sure quite here, but I guess we can
use these vertices. All right, let's grab
these edges, I guess, and then hit HD and let's take a KOBE and just
move it over here, and then hit E to
extrude this like that, and then hit A and have to enter recalculate the normal in case we got a problem
with the normal. All right, that's very
cool. After doing that, maybe we can separate the site, and control L to select the linked verticeas and then hit P and then
S to separate. Let's focus on this one now. I think we can add
solidify to this. So let's turn off stuff that we can surface
and mirror and everything. I just want to see what's going to happen and
let's change this 2.2 maybe or that's 0.1.
Still too much. All right, 0.05. All right. This number looks cool, I
guess. The result looks nice. You can make it even smaller, 0.02 maybe if you like. That's not going to be perfect. So 0.05, I guess
it will be better. And let's active
the even thickness. After doing that, let's
active olym and apply the soldifi and let's
grab this tap to go to the eight mood because I think we have a lot
of job here to do. So let's it's two
time to isolate this. Let's see what we can do here. So vertices, they need to
be pushed a little bit. Let's grab these vertices, for example, and use the relax. Let's have to
rebuild that again. Let's see what we
got on the side. This area looks fine.
Maybe this area needs a little bit of tweaking, so let's grab these
vertices and use relax. Let you have to R again and
again to relax this area. All right, I will
hit Control R to add two edges right here. But before you do this,
let's delete this phase in the middle that we got
because of the solidify. Grab this phase and then hit
the XF and get rid of it. All right, now
let's go back here. What I want to do is I want
to add two edges right here and then hit Alts to move
these out a little bit. And I just want to add a
support edge loop right here, and if you want, you
can add one here. That's okay. And let's tap out, and let's activate the mirror with the subdivision service. Raticalh smooth, and
now we got this result. It's like too exit and let's
see what we got so far. Grab this G to the Y and
let's move this a little bit. A tiny bit, not too much. And yeah, I know the
result looks cool. All right, in case you want to book this bag, just
a little bit more, you can grab it and go to the local mode and let's see what we got
here, right here. Let's tap to go to the mode, and let's select these
vertices like that. And let's hit G to the Y, and let's put these deep inside. After doing this, we want
to add a cover right here, and I guess we can
use the light itself. I will tab and go to
the local mode to select these faces and
then hit heaviD take a CB and leave it
in assembla hit right click and then hit P and then to
separate the tab out. And now let's focus on this and tap to go to the eight mood. Let's book these
vertices key twice, light them all to
these out like that. It's too exit and
go to the front. All right. Let's
up this key twice, and let's move this over here, align it with the new frame. And I guess we could grab all of these vertices and hit key twice and then
out and move this up. And you can align these better. Let's see up this and
let's poke this like that. And this vertex maybe down, we can move it, and what else? Maybe this one we could
move it down a little bit. And this one, we could move
it down and align better. And this one as well, you
can slide it if you like. Alright. And the same
thing on the bottom side, select these vertices and
gewise out and move this in All right,
something like this. G and move it down
like that. All right. This one, G twice,
and like this, hit Alt and move this down. Now it's time to
grab these G twice, alt and move these over here, maybe this one right
here and this one, we can extend it a little bit more and push it
like that, I guess. Allright Everything
looks cool so far. All right. Well,
that's very cool. Now let's select everything
and then hit E to extrude to the Y and push
these back a little bit. Somebody like this. And
it's like to isolate this. I just want to focus
on the corners. I want to add a
support egg look right here and maybe one
right here as well, one on the side and
one on the side. And one here, I guess,
and one right here. And now let's tap
out, see what we got. It's like to excite
and All right. I guess we closed everything. I think will be visible here. One more thing here,
I would like to mention if you grab the cover, if you add the material to this, the material will oblate on the inside and the
outside of this mesh. What I want to do
is I want to sublit the inside area
from the outside. I will tap to go to
the mode and hit Control R to add an
edge right here, maybe. And with this edge selected, I will hit Control B bullet
two, three, like that. And I will grab the middle one, hit out click and
put this Outside. Let's go to the view. I just want to
change the clip to 0.01 because I want to
zoom here a little bit. With this selected hit Alt
is and push these out. So this is the
result that we got. And now I'll click to click
to grab these two edges, and it can roll B to bevel them. Label them just a little bit like this,
and that will be okay. And don't forget to add a
support egg loop to get better shading and sharp,
something like that. And when you combin it,
go back to this edge in the middle and hit V to
a bit to sublet them. After doing that, hit right click to leave the new edge in the same place and then hit Controla to see which
side will be selected. All right now, this
side is selected, I will hit P and then
S to separate this, and now they separated, and the result looks very cool. After doing all of that,
I think we finish here. But before I end this video, I I want to mention something. When you zoom back, you can see that we have
some problem here happen to the viewboardT avoid just change the number
of the clip star, change it 2.5, for example,
and that will be it. And when you want to zoom in something very small and tiny, just make the amount here very small. All right,
I think that's it. I will end this video here
and see you in the next one.
34. 34 Starting with the headlight details: Hello again, and welcome back. In this video, I want to
start with the headlight. Let's see how can we create it, and let's bring the
reference images first. And as you can see,
these images are all the images that we have to understand the details
of the headlight. So according to this
image right here, we can see that we have a
frame around the headlight, and in front of the
frame, we have the lens. So I think we could
start with the frame, creating the frame
and after that, extrude some vertices inside
and create these details. Alright, so let's see
how can we do this? I guess we can start
with this frame. I can grab this piece and tab
to jump to the edit mode, and let's hit Alt click to select this entire
edge look like that, and I'm going to hit P and
then S to sublate this. And then let's tab out and
let's grab this new edge. And I'm going to push
this inside a little bit, not too much G to the Y and put this inside something close to the reference image
because it's not perfectly aligned with this leg. So we could push it
a little bit inside. And after doing
that, I will go to the front and scale
this a little bit, hits and scale it. Let's see how scales work. Alright, I will scale this
in the edit mode instead of object mode because scaling working according
to the origin dot, I will tab and hit a select
all the edges or vertices, and then hit S to
scale as you can see, hit a and scale this
inside a little bit. So this is the
result that we got. I think we should scale
this to the Z as to the Z. Scale this a little bit
to make the distance even from the top
and from the sides. Let's go to the vertex
selection mode, and let's see if we could move some vertices around
to get better results. Let's take this down
just a tiny bit. What about this vertex? Let's move this vertex
maybe right here. And if I need a vertex here, I will hit Control R and add one here and let's move
this almost right here. All right, let's put
this vertex here. I guess we could have
one vertex here as well, Gwie and let's slide this here and move it
close to the edge. And the same thing for the rest. Maybe we could have
another vertex here to get even better result. All right, so this is the
result that we got so far. And now I guess we can connect these vertices with
these to create a phase. But before we do that, let's take the as
you can see here, when we added these
vertices and move them, we got a different result, and that's what we
could fix here. So to do that, all what we need to do is just
moving these vertices to the Y and fix this line. I guess this one we
could move it to the Y, something like this. And if you want to get
even better results, you can grab this
and even this vertex and add this one if you want and hit right click
and chose relax. Relax will relax the result a little bit and give
us better results. All right, maybe this
one I can hit to the Y and put a little
bit, not too much. And now I think the
curve here looks nice. Alright, that's very
cool. All right, so I will grab this
vertex with this one. I just want to create a phase, and I think we
should have a vertex here in front of this vertex. Maybe I can slide it
a little bit here, and I will grab
this with this and then add this with this one
and hit F to create a phase. I think we can slide
this vertex here and the grab those hit F. Sorry, hit F to create another phase. And I guess this vertex here, I can move it back a
little bit and grab those hit F. And here, I guess we can add two vertices, grab this with this
hit F and F again. And for these vertices, I will grab them and
hit Control X to dissolve them because
I don't want them for now and then hit F.
And regarding this side, I guess we need one vertex
here in front of this one. I will select this with this
et F to create the face, and I will grab all of these vertices and hit F to
create a giant face here. Alright, so far,
everything looks nice and cool here as well. And now I will select all these faces and hit
I to make a small inset, because as you can see here, the frame has a little
bit of thickness, and that's what we
want to do here. So select all of these faces
and then hit I for inset. Or something like this, it will be nice 0.5, 0.5, four maybe centimeter, and then hit XF to delete these faces inside because
we don't need them anymore. If you want to fix and change the distance
between these vertices, go ahead and do
that. You can do it. You grab these
edges, for example, add those here and right
click and Q space. That will help to change the distance between
these edges. I think that will be better
grab this Asual and QSpace. All right. The right
here, I guess, I don't know, let's hit
Ctrl X and dissolve it. Let's see if we need it
or not. I will keep it. It's not going to
be a big problem. And now I will hit, select
all of these phases, and I will extrude
these to the Y. So just hit E to the Y and book these a little
bit almost right here. Five centimeter maybe, something similar to
what we have here. As you can see, this frame is extruded inside a little
bit, not too much. About five centimeter. And here we will
retrieve the sharpness. I will add an H loop
here to support this and support this one
and the same thing here, ControlR let's add one egg
here and one egg right here. I'll click Alt click to
add these two edges, and I'm going to hit Control
B to bevel them right here, it's not so quite
easy to understand if this area looks if
this area cavy is, or it should be flat. All right, the lens, it
should be instilled here, and it makes more sense if you leave this as flat, I guess. So in this case, I will
grab these two edges, and it can probably be to bevel them to two edges like that, and now I will grab all of
these edges and rebvel them. That control would be to get sharp edge like that
as you can see. All right. For me, I
prefer this result. Let's tab and hit A
and have to enter recalculate the
normal. All right. And regarding this side, what I'm going to do is I
will grab these two edges, and I will hit Control B again to
bubble D to three edges, and that will be enough for me. And to prevent this stretch
that going to the big face, I will add a support H lobe
here to get better result. So it can roll out and a
support lob right here. As you can see,
when I move this, you can see the difference
how that will affect the heading in a better way
and give us another result. One ge I want to add in
the middle because I need it because I feel
that we have a variation. Okay? I mean, this frame
behind this frame, we should have the wall of the light and the wall of the light is not aligned
perfectly with this edge. I think it should be right here. I'm not quite sure, but this is what I feel when
I see this image. That's why I'm going
to grab this edge loop and hit P and then is to
separate it and use it. So I will grab this tab
again and grab all the edges and hit E to the Y and
extrude this speck like that. And I will hit S to the Y Z enter to flatten this
to the Y, like that. And always what
you need to do is just push this
deep a little bit, not too much, something
like this. I will be nice. Just keep a small distance
for now, at least for now. Alright, I will leave
this result like that, and care about
these details here. As you can see, we have
these small lights, and the hip looks
easy to create. So let's see together,
how can we do this? You can start with the cube. You can't start with the plane, or at let's go to the front
and in the reference image, I don't have any idea where
should we put these spots. According to this image, you can see that the box
should be a little bit big and close to this rim, as you can see the
distance, it's very close. And according to this image, you can see what I'm
saying is correct. Let's create these pieces, and after that, we will figure out where should we put them. And I guess we should
make some tweaking here. Let see grab these
together and the tab. I don't know, I
feel that some of these vertices should be
moved a little bit like that. In the X ray mood, you can grab them and just
move them a little bit. All right, I think that's it. Yeah. Now the distance looks better. Alright, that's cool. All right. Now I will
put the three decorser maybe right here on the
surface if you like. And then let's hit
if eight to add in. I will add, maybe we can add cube and let's change the size to 1 centimeter,
make it very small. And let's put this maybe right here and scale
it a little bit. Something like that, I guess. So this is the house
of the light, I guess. See what we want to create. I just want to create this
piece, as you can see. All right, I will
start with this. I'm not quite sure of
this size looks okay, and I think it should
be like a rectangle, not a cube, so we could
scale it like that, I guess. Mm hmm. Something like that, according to this image. And after doing that, let's tap to the edit
mode. All right. Tap. I will add three
edges here maybe, and three here as well. It Control R and add this. And let's go to the
front and X ray to grab these vertices, grab them and hit S to the Z, and just kill them a little bit to create a small curvature. Grab this S to the Z, and let's put this as well. The same thing for the side, grab this as to the X. And let's select those
over here and then hit to the X. Alright. That's okay. Maybe I can
select this as to the Z a little bit. Mm hmm. As to the X. All right,
that's very cool. Now, we'll see in the
perspective what we got. All after doing that, let's go to the
right view at three, and let's select
these vertices and it G. Let's move
these like that. And I will grab this vertex
and move it like this, maybe a little bit more. And what about these vertices? Let's move them.
And those as well. And I guess even these
vertices, we can move them. Something like that. I think that will be a good
start, I guess. All right. After doing that,
let's select these vertics, hit X F, and get rid of them. I think we don't
need them for now. And after that, just go to
the face selection mode, and 'scrub these faces, and let's have some thickness, hit I Alright, so this is
the result of the thickness, and I think there's
something not correct. I think we should
apply the scale first. I will hit Control Z two
and do that and tab out hit Control A and apply the
scale and tab again. And now let's have
another inset, and now the distance
of the inset, it's even and better. You can control that here. Alright for me, I will add 0.6. I think that would
be a good start. And after doing
this, I will hit E to the Y and extrude
this back like that. So that's very cool. According
to the reference image, I can feel that the arc here
is a little bit citronger. I guess we could select these vertices in the top and just move them
forward a little bit. I mean, we should move
them like that a tiny bit and even those key and move
them a little bit like this. And from the side, you
will see what we got. Or even in the perspective, I guess, we should check this. I feel that we should grab these vertices and just
move them a little bit to the Y but not too much. Right now, what I'm
going to do is I will jump to the
phase selection mode and I will select these faces, and I will hit to the Y and extrude them to the Y axis
like that just a little bit. I want to create this frame, as you can see here.
It's visible, I guess. And after doing this, I will jump to the g
selection mode to grab these edges and hit Gey twice to slide this
almost right here. And the same thing we're
going to do it here, key twice, and let's
move this over here. And I think that will
be enough, I guess, and maybe we should have, sorry, an edge loop
almost right here. And I will delete
this pace for now, hit X F and get rid of them, and I just want to
focus on this edge. You go to the front and it is to scale this a little
bit like that. And then as to the Z, I guess, we just need to
scale to the Z at hannibt and then hit E
and pocket this bag. I feel that there's
something important that we could do here and I'm going to use the strike to fix these eggs because
I want them to be stripes. I will grab these eggs like that and then try to click
and Q Ye strike. If that give you a
different result, just go here and
open this menu and e separate even
evenly to separate. A that we fix the distance between the
edges and the middle. The same thing we're
going to do it here, select these edges like that. And right and cuss G stretch. And yeah, now we got what we wanted. Right. What's the next step. Let's select these
pass and the Y. Let's move this
further a little bit. And I guess we could have a support age loops
for all of these ages. Let's hit Control R
to have one here, I guess, and maybe
one right here. Control R to support the
a loop almost right here. And I guess we could have
one goes like that and one here and maybe support
a loop here, I guess. But and on this side, don't forget that and
support a loops here. Maybe one right here, I guess, and on this side. So adding these support
a loops will give us a sharp result and I guessw here and here as well to
make this area tighter, tab out, and let's add subdivision surface to see
the result with level two. The result is not bad, right click smooth.
Don't forget that. I think we can go with this Yep, I guess we can go with that. So looks nice, and
we can use it. So let's go to the right view, and I'm not quite sure
from the right view of this could be
visible, but Alright. Let's move this bag just a little bit from
the right view. Let's move it almost right here. And what I'm going to do is I will take another Cobi
next to it like that, and let's check the
reference images. For the second one, I think it should stick with the wall with this wall
and be close to it. And this one, I guess it
should be right here. And I guess this one
should be above it. I'm not quite sure of this, but I just want to move
it a little bit up here. If you leave it like that, it will be intersected with
the wall of the light, and we don't need that, so I will hit key and move
this up a little bit. So this is the result so far. Well, I'm not so quite
happy with this. I feel that this piece, it could be pushed
back a little bit. Alright, the result
so far looks nice, and I think we could grab them together and hit key
to the Y and put these even da like that key to the Y, something
like that, I guess. Well, I'm not sure
quite sure of that, but I'm just kicking. Maybe this spa we can move
it forward, due to the Y, but not too much, something
like this. Alright. If you are happy
with the place and happy with the size, I
guess we can move on. So I will grab these
edges and hit E to extrude this back like that. And we can do the same
thing for this span. But don't worry about
this one for now. I just want to focus
on this. All right. Let's go back here to see
what's the next step. Let's see grab this, and it's like to go to the
local mode end, let's tap to go to the mode end. I guess we should have a
support edge loop right here, and I'm going to control
would be to bevel it. Or don't bevel it. Let's add another one here. And now I will grab these
faces like that and then hit Alt E to open the extrude menu and
extrude along the normal. And let's put these faces
inside a little bit. Well, it will be a little bit difficult to understand
how can we do this? But in this case, we're going to turn over
the subdivision surface. Alt E to open the extrude menu, and let's extrude this
again inside like that. Something like that,
I guess. If you want, you can grab these faces and get to the Y to make
the distance closer. What I want to do is I just want a frame for the glass
for the lens of the light. And then I will grab all of these edges and these
right here as well. And it control be to
double them together. All right, but yeah, I think we can
accept this result. As you can see, these
faces are not aligned. Let's hit control Z two and
do that because I guess we either we grab this
vertex and move it like that or book this forward. Maybe this one as well. And let's kick the other side. I will select this with
this and move them a little bit like that to maintain the distance and I
guess those as well, we can move them, grab them
and move them a little bit. Well, what I'm doing right now
is not so quite important, but I'm doing that for
the sake of perfectness. So after doing all of this, now I will grab these
edges like that, and those who are here, and the t would be to beel
them to three edges like that. Before you do this, by the way, these edges, it's not quite
important to bevel them. And instead of that, you can
make them sharp by going to the item and put
the bevel weights, sorry, the min crease to one. And that's what make
these edges sharp. But for this, you
can bevel them. And have yeah, three edges right here with
the support edge loops, one here, and one on
the side, I guess. Where is it? Yeah,
now it's coming. Top out and now let's activate this. So this is what we got. So the piece of the glass should be instilled here in this area. Let's see if there are
anything else we should do. All right, now let's
see how can we create the light lens? Let's go to the front and
tap to go to the mode, and I'm going to grab this
vertex in the middle. And it kept the S and
Q crosso selected to bring the three D
crosso over here and top out and now let's add a UVsphere so this
is the UV sphere. I'm going to tune the segments, book this up to maybe
200 and the rings to, I don't know, maybe 150. I'm not quite sure of
that. What I want. Alright, something like
this. As you go to the right and let's hit
you to move this back. What I want to do is I
want to align this sphere, align the surface of the
sphere with this edge. And I think we should
skil it even more. Maybe a little bit more and
now just move it like that. Alright, maybe a
little bit more like this and hike and move it again. Or it is very close now, maybe a little bit more and
hike to move this over here. Now the result is almost close. Maybe we can scale
this a little bit more and move it right here. Alright now the
result is perfect. Hide to the Y and let's
move this like that. Cut with the Y and let's move this a little
bit more like that. All right. So far, the
result looks very close, but if you have some variation, it's not a big deal, we can fix that. For now, let's put the UV
sphere in the correct place. Maybe we can align with one of these corners due to the Y. Let's move it a little
bit right here. Right click head
smooth, make it smooth. And now if we see any variation, we can grab the vertices
and move them back. For example, these vertices, I can grab them like that, and all what we
need to do is just pushing this to the
Y due to the Y end. Put them in place, and now
the result looks perfect. And for this side, I guess, all what we need to do is just grabbing these
vertices like that, and just hit G to the Y and
push the back a little bit. And now the result
looks very cool, very close, almost perfect.
Alright, that's very cool. Now what we need to
do is either we cut this area from the
sphere or we can create a plane and use shrinkrop to project
the plane on the sphere. I think that's easier. So go to the front
have the A and add plane and align the
plane to the view, king the align to
the view like that, and scale make it small like
this, something like that. S to the Z, scale like this. All right let's scale
this again like that. Something like this, I guess,
maybe a little bit bigger. And now I will tap
to go to that mood, and then you can jump to
the Xray if you want. Right click and subdivide let's subdivide
this multiple time, maybe maybe six, seven. If you want, you can
add eight. That's okay. And Yep, something like that. Maybe we can go back to seven because I want this
edge in the middle, I guess. I will rub these
edges and activate the proportional editing and change this to maybe
sphere, I guess. I just want to care
of this a little bit. So it is to the Z and rotate the wheel forward
just to make this smaller. Alright, let's have a
curve like that and grab this to the eggs
and scale it like this. And then grab them all
and scale them in. And that will be
enough. All right. After doing this, now I
will tab out and move this plane here in front
in front of the slide. And right, one more thing
here I just forget to do. I guess we need to add a
support egg loop right here. And I guess we could have
one right here as well. Alright. Yep. That's better. Anyway, All right. Did we forget to add one
here? No, we have. Okay. And now I will grab this
and go to the front and add shrink rub modifier and just shrink rub this on
the sphere like that. After that, change
the rub method from near surface to project. And now this should be
projected on the sphere. But if that doesn't work,
active the negative, and that's will work.
And here we go. After doing that, it hover over here and
hit Control A to apply the modifier and delete the sphere or if you
want, you can keep it. I don't know if I'm going
to use this or not, maybe we can create a folder
for the extra object. So I'm going to hit to
create new collecting. I'm going to call
this extra Let's move this over here and you can hide it. Alright, that's very cool. Now, let's go to the
front, grab this tab and let's add support
the egg lobe here. Let's not support the
age lobe actually, but I just want to trim this. And maybe one right here and
one right here, I guess. And now let's grab the
outer vertices like that. And by the way, you can
create an inset if you like. By the way, you can
have an inset and delete the outer vertices. After grabbing these vertices, hit X V to delete the verticas and now
we got this result. It's okay to leave
this intersected. I think it's not a huge problem. But after doing this,
I guess we could have a subdivision surface
with level two, I guess, and right the smooth. And I think we should give it a thickness let's
go to the front. I just want to take
a look to the tab. I think we can move
some vertices and delete these faces or
the border in general. But before we delete anything, what I want to do is just moving these vertices and align them
with the frame like that. I know that will take
a little bit of time, but we need to get
a perfect result. Let's move those over here. And let's move this one up here, I guess, or maybe a
little bit lower. Key twice, and let's
move this up here. Sorry. And let's grab
those over here. Or maybe we can start
with this one first. Key twice, and let's
move this here. Get twice, let's move this up. And this one as well
almost right here. And this one we could
move it a little bit. Maybe this one as well. And those right here. All right. What else? Alright, maybe
the side or this one first, and I'll grab these and
move them right here. All right. That's very cool. Now go to the face
selection mode and let's grab these faces and
hit XF and get rid of them. And let's see what we got. Alright. We have a small
space we got right here. So let's see how can
we go around it? Well what we need to do is
just add a support egg loops, goes like that, and
that will be it. Keep in mind to
avoid any variation. For example, this distance
is bigger than this. I guess we can just key twice and move it a little
bit, and this will be it. It's not a big deal, but
we need something perfect. And now after doing all of that, I guess we can give
this thickness using the solifi let's push this
back just a tiny bit. And if you want to give
this some beveling, you can do that if you like. But I think that's not
so quite important. We can go with this result. Alright, I will end this
video here because we spend too much time on this area
and see you in the next one.
35. 35 Headlight details part 2: Hello again, and
welcome back here. All right now, let's see
what else we could do here. This bring the reference images. I just added this image
and this mad right here. I just want to understand
according to this image, I just want to understand
how far this could be pushed inside of the inside
of the light wall. Because I don't know, I feel that I could move it
forward or leave it here. I say, What hear it. But I will ignore that for now. Let's focus on how to
create this area around it. It's visible right here. I can feel that we have
something like a curve. I think we can start
with a cylinder or maybe we can add plane and move some vertices to
create something like a curve. So yeah, let's see
how can we do this? Let's go to the front and three D curves are
still in the middle. That's something cool. I
will hit the e to add end. Let's add a cube, and let's kill the cube
a little bit like that. Something like this, I guess. And I will tap to go
to the Edit mode, and I will look up this side with that side and hit control would be to bevel
it. B it like that. Even if you have
intersection here, don't worry about
this because you can go here and open this panel and turn on the clamp overlap
to avoid that overlapping. And I guess we can
increase the number of the segments,
something like that. And now, as you can see, we have something round and nice. Yeah, I think we
can go with this. After doing that,
I will hit S to the Y to scale this to
the Y a little bit. I just want to make
it a little bit flat. And I guess I don't know. Could we leave it here or
move it forward a little bit. Anyway, let's go to the
front and jump to the X ray. I guess we could grab these
vertices and move them almost maybe right here and the same thing for these key and let's move them over here. All right, so this is
what we got so far. After doing all of
that, I think we should create or add plane here to
cut this area in the center. The three D cross are
still in the middle. I tab out and add plane, and just change this to maybe five centimeter and align this to the view
so we can see it. And scale like that. And scale this to the Z as
well. Something like this. And what else? I will
apply the scale and take this out in front of the light like this
so you can see it. I will tap to go
to the edit mode, and I will add one
edge in the middle and hit control hept ar to duplicate this edge to
two edges like this. And after doing
this, I will grab the corners and scale them
to the X axis like that. Right now we got this
result, as you can see. After that, grab this, tab to go to the Edit mode, and hold control and grab this piece and go to
the front because I'm going to project
this on the cube. Knife project, just to cut it. After doing that, just jump to the front and just keep in mind that this process
is depend on the view. Go after that to the mesh
and then use knife project, and now I just projected
this piece on the cube. All right, that's very cool. After that, you can grab
these faces and hit eggs, and if to delete
them, or if you like, I guess we can
extrude them inside, or let's delete them for now, because I guess we could
make some editing here. Let's add one egg here, wire right here, and
we right here as well. Rub this with this head k
to connect them like that, and this with this head k. You can use mirror if you want
to mirror the other side, but I think that's
quite necessary. Grab this with this head K to
connect these rare disease. Don't forget this one. Alright, let's see
what else we can do. Can we slide this saquie Q twice and slide it? I
think this will work. So slide this right here, and this one as well
twice and slide it, but keep in mind to active
the Otome right here, Q twice and slide. All right, so now we got this.
After doing all of that, you grab these edges, Alt click, and then hit E to the
Y and push these back. Something like this, I
guess, it will be okay. Let's too excite and let's see rub this and let's move this to the extra. I don't know. Maybe we need it. Alright, now let's take a look and
let's make a comparison. Let's see if that makes
sense or close or not. A it's almost close. By the way, here we
could have a curve. We could take care of this. What else we can do here? Could we move this
forward a little bit? I think the position is nice. Let's grab this and go back
here to the local mood, and I guess we can grab these vertex with that one
and just connect them. And the same thing
for this side. What I want to do
is I want to get a quad here because
as you can see, this is an gone and
this one is quad, but this one is gone. And after that, let's
add multiple edges. Control to add how much
we need here, one, two, three, four, five, six, seven edges, eight, I guess. Let's hit control R
to add seven eighths. So this might hit me this 23. I think we need nine, I guess. And after that, let's
connect those together. Hit K. By the way, if that take too much time, you can grab this face, hit XF and delete it, and
go to the edge. All click to grab
this edge loop, and you can go to
the face and choose the gt fill. That
will be faster. And you can mirror
this if you like, just to grab the vertices and or hit s2z0 enter just to flatten the spot
in the X ray mode, as to the Z zero enter. And now you can grab the side and hit XF
to get rid of it. And you can mirror
the stub out and add mirror modifier to mirror
the top side to the bottom, use Z, and there we go. To avoid any overlapping
in the middle, just grab these vertices
up to the Z until you see a gap like that and activate the clipping and then key and
move those down, and they will snab
at the center. Right now let's see what
else we can do here. Maybe now we should
support the edges to add subdivision servers
or maybe we can delay this letter or hit
slash too Excite. I just want to
take another look. Alright, let's see how can
we create this care here? What I'm going to
do is I will grab all these pieces and
this like the body, and maybe I can add
this one and go to the local mood and go
to the top as well. So here we should have a care. Let's see how can we
create I guess we can use the edges that we got
right here, duplicate them. But let's put this
image right here and let's go to the top and then hit heavy to move this Cobi
and move this right here. Something like that,
I guess. All right. And maybe we can scale
this to the X a little bit and grab this vertex with this vertex and hit
E and move the back. Maybe we can scale them
a little bit like that. I'm not quite sure.
These vertices, maybe we can scale
them like this, and even we can fix the
distance between the vertices, right click and use space, and maybe we can use relax just to relax
this a little bit. All right, this result
looks nice, I guess. And then hits P and then it
to separate it. G to move. Let's move this over here. All right, so we have two
pieces because we have mirror. Delete the mirror.
We don't need it. Let's move this one
almost right here. Right, what I want
to do is I just want to project this on the surface, grab it tab grab
this vertex with this one and then hit F
to create a face sorry, to create an H, and
then hit Control L, and then hit F to fill
it to the surface. Alright now, tap out, grab this, tap to
go to the mode, hold control and add this piece, go to the top, and
let's take this out. Go to the mesh and
knife project, and it should be projected, but it will be
projected right here. But let's use cut through
All right, head centros. Let's repeat that again
from the top view. By the way, I guess
we can. I'm not quite sure if I need to
project it here or not. But anyway, let's
go to the top and go to the mi knife project
and cues cut through. And there we go. Now
we have this results. Alright, that's very
cool. Alright so now we should delete
these paces, I guess. All right. It's two time
just to focus on this. And let's grab these
phases like that. Hit X F to get rid of them. And let's see what
we should do here. Let's mix some vertices. For example, this one,
I can merge it here. All right, what else we can do? I think we can get rid of
most of these vertices. That will ruin the shape a little bit, but I
think it will work. And Let's merc this over
there and this one here, and this one, I don't know. Maybe I can merk it here, or that will ruin the result. A in this case, I guess we can add an A lube here
and grab this vertex, but that one hit G
to connect them. But yeah, right, for now, let's accept this result, twice, and let's slide this here. Right now we got this curve. What about the Tb one? It's like to excite for now. But now, let's
make a comparison. I just want to see
what we got so far. All right. I'm not quite sure, but I think this design should
be a little bit smaller. Let's move this to the extra. I mean, we should de grab
these and I don't know, maybe we can scale
them a little bit. But the question is,
does that make sense? The scale this to the Z axis. Here's something
like that. Should we move it forward a little bit? Let's see grab them like this. Let's see if that makes sense. I think this piece, the first one should be
moved a little bit forward. And if we do that, I guess we could grab these vertices and
move them as well. So hit key to the Y and
move them a little bit forward. Here
something like this. The result is close, let's say, but it
needs more tweaking. I'm not so quite sure if
this area should be trimmed or not because I don't
have any information here. But according to this image, I can see that we have a trim here happening to this area. All right, let's go
to the local mode, and I'm going to
delete these phases as well because that's what
we should do, I guess. Let's go to the vertex
selection mode, grab this hit XV to get
rid of this one as well. And this vertex, I guess
we can slide it and connect this with this
head K. And even this one, I can connect them
here, I guess, and connect this here and
this one here as well. All right. What about this? Key tis and connect.
About this one here. This one should be
connected right here, and I guess it's wrong
to mirror this vertex. Instead of that, I guess we can add one A lobe here and connect this with this had K. That will be better
even for this one. This head key and take this
back a little bit like that. This one as well hit and let's move this bag
Holt controller, and you can snap it right
here with this vertex, but we could activate
the vertex snap, and then hit key and then hold controller and stamp it
here, this one as well. Keylt controller is stamped
right here. All right. After doing that, I guess now we could grab these vertices
and from the top, we could move them a little bit forward like that, I guess. And maybe do we need to
make any tweaking here? Like, I don't know,
that importance? Alright now let's tap out. Maybe I can connect
those together Head K. It's slack too excite
and now let's take a look. Right now, maybe we can select all of these details and go
to the local mode. I just want to see the curvature
from the top. All right. Some of these vertices,
maybe we can move them a little bit just
to get better results. Alright, now the
curve looks better. Maybe moving this
one a little bit as well. Get something like this. All right now what's
the next step? Let's go to t'slah to exact from the local mode right now
let's make some change. Let's select this and go to the front and tap to
go to the edit mode. I will grab these vertices and
move this up a little bit. I just want to have
more room and maybe select these
vertices as well and move them up a tiny bit. Right now the result
looks better. Let's slash to go
to the local mode. I just want to see if we
should do anything here. I feel that these phases
should be pushed like this. According to this image, I'm not so quite sure and the effect is not
so quie visible. Maybe we can scale these
phases like that and then head G to the and move these
down just a tiny bit, but not too much or
something like this, it will be okay, I guess. G to the Z, move this
up a little bit. You can go to the front view just to see and
check the distance. Let's go to the local mode. I just want to add some
support elops to this piece. Alright. Maybe we can add support egalob here and maybe we could add
one right here. You go around this. All right. Because I have an
ingle right here, the egg, when I hit Control R, the egg is not
following this corner. So in this case, I can
use an F tool, hold p, let's add multiple
cuts in the center until you reach this side
and come to the other side. All right like that.
And after doing this, you can grab this a
loop and then hit G twice to slide it, and then E to align
it and just move it. If this aligned on
the other side, it'd have to flip the alignment. Let's move this
right here, I guess. All right, on support a loop, it could be Alright, it's a little bit
difficult to move this because of the
mirac threshold. So I will change this to 0.001. Just make it very small
and then hit G twice, now I can move it
and with right here. Maybe another loop here. And maybe one right here
to connect this with this adJ and maybe
one here as well, and one on the side, I guess. All right, let's
have another a loop here to connect this with this hadJ I guess we can
add an lobe right here. And we can mirror
this, by the way, just delete half of this, hit XF and get rid of it. And you can mirror this to the X All right now let's see what's going to happen if we
add subdivision surface. I just forget to add the
support the loop to this area. So as I said, because we have
an no right here, the AQ flow is not going to
continue to cut this area. So in this case, the easiest
way is to use the NIF tool, hit K to active the Knife tool, and this credit cut
goes like this. Hit A to make the cut sit right and C to cut through
and cut this area hit enter. That's very cool. And
I guess for this area, we can have some inset. Let's hit I for inset. And let's inset
this a little bit. And as you can see, the inset is targeting the edge in the
middle. We need to avoid that. So in this case, I'm going to hit P for boundary, and you can see the
result before and after just to avoid this. The result is cool so far, but I don't want the inset
to target this area as well. In this case, I will add one a here goes like that and
connect this with this head K, and I will grab this and dissolve this and dissolve
this one as well. I'll click, and then
dissolve it with CentroLx. Now let's activate the
subdivision surface, and let's take a look
right here the smooth. Alright, so this is what we got. Alright, I just need to have one edge loop
right here as well, just to tighten this area. Okay, now, so far, everything looks nice except
for these edges, these sharp edges
that I can see, and we need to avoid them. In this case, we can create a
guide for us to avoid that. So I'm going to grab this edge and then
hit PS to separate it. And what else we could do? I will apply the mirror and tab. I just want to grab the side. We don't need to XF
and get rid of it. Sorry, hit XE to delete. And now, what I'm going to do is I'm
going to delete some of these vertices and keep a symbol like this and the
same thing for the side. Delete those vertices. And now hit eight, select everything, and just
move it up a little bit, not too much and extrude
this down like that. And for these vertices, what we can do is we can grab them and go to the item and push the vertex crease to one to make this a
sharp and tab out. All right, so I will
increase the level of the subdivision surface
to make this smooth. You can tap at A, have to enter recalculate the normal because we got
a problem with that. And that's what I got. And as you can see, we
have some variation here. We could cranrb all of these
details on this piece. I will go to the objects and change the
display as to bounds. The object is still there, but I just changed
the visibility. And now I will grab
this and go to the modifier list because
I want to add Hrinrap. So let's open the list and
let's add Shrinkwrap modifier, and I want this to be above the subdivision
surface for now. And I want to target some
paces, not everything. For example, these faces. Let's see of of them like that. All right, these faces, I guess. Let's go to the group and des create a new group
and assign them here. All right now, all
these vertices or face now assigned to this group. And let's go back here. Let's turn over the
subdivision surface and hearing crop this piece
on the guide like that, and now it's string crop, and let's choose the group. All right now, I just want to see what's happened
before and after. I will activate the wireframe
and see before and after. As you can see what I did here, I just ran rob these vertices on the guy
to get better result. But we got some overlapping
right here, it's easy to fix. What I need to do
is just grabbing these vertices and push
them back a little bit. That will be enough.
We can slide this bag. And what else? Well, everything else
looks nice, I guess. Alright, so this
before and this after, you can see the difference. And I will accept
this hit Control A. And now let's active the
subdivision surface. And let's take another look. All right, we still
have the same problem, but now it will be
easier for us to fix. Let's add another
shrink crab modifier. But this time, I will leave it underneath
the subdivican surface because I used the first one
to fix the geometry itself. And the second one, it will shrink crop the result of the subdivian surface
on the guide. So let's choose the
guide like that, and let's choose the group. Another result is
smooth and beautiful. Let's see if we could
do anything else here. A let's increase the
subdivision level to two. I just want to make this look smoother. And let's
take another look. I just want to see if
these vertices are included in the group, I will hit remove
these included, but they are not.
That's very cool. After all of that,
maybe we could have a support angle right here
to tighten this area, and it to excite and
let's take another look. Right now, the result looks
better and looks nice. Now, what I want to do is grab this guide and move this to the shrine crop
to hide it there. The effect is still here, but it's hidden right here under the rink crop collection. And I guess that's it for this video. I
will end it here and
36. 36 Finishing the headlight wall: Hello again. Welcome
back. Alright, now, let's see what else we can do. I will grab this part and this se like this
because I don't want it. And I want to copy it
in the front view. He TD and let's have a
Coby almost right here. Let's delete the old
one. We don't need it. Or before you delete it, let's align this
with the old one, hit you and move this
bag, something like that, and let's see grab this
and delete it. All right. I'm not quite sure if
the position is correct. And the reference images are not showing me
what I should do here, but I will assume that this is the position
of the second light. And around this light, we have something
different as compared with this It's a little bit smaller, and we don't have a big distance similar to what we have here. The distance here is very small. And I think we can start
from the beginning and add the Numix and yeah, let's do that together. Or maybe we can tap and decorp some vertices
from here and use them. This is second
option you can use. For example, you can grab this H loop with
AlClick and then hit P and then E to separate it and use it and start with it. So let's see group this
and go to the front, tab, select all the edges or the vertices and scale
this a little bit, make it bigger like
that. Not too much. Something like
this will be okay. And go to the vertex
selection mode. And all right. I will hit E to extrude
and S to scale to extrude and skill to
get a result like that. And let's kill this
a little bit more. I will go to the local
mode to do something. I will scale this to the Z because the thickness
of the side is no similar to the side
and we need to scale this to the Z to
make this area thicker. So hit S to the Z. Let's
skill this a little bit. All right, that's cool. After doing that, I guess we
could flatten the vertices. For example, this one is Z
zero enter, and this side, a Z zero enter, and this side as well, SX zero Enter and
this one as well. SX zero Enter. And
after doing that, I guess we could grab
all the vertices and hit S to the Y zero enter to make
this flat to the Y as well. So this is the
result that we got. I will like to Excite, and let's see what
else we could do here. What about this side? Can you see that we have
some intersection. I don't have any information
what we should do here, but what I'm going to do is I will move some vertices to
get rid of this problem. I will grab these
edges like that and move them like this and
align them with this edge. You can move these
vertices one by one. You can slide them if you want. And that's what
I'm going to Let's move this maybe
right here, I guess. And this one, maybe
I can move it right here. What about the side? I guess we can
move this vertices up let's move this
one right here. Grob let's put this
one right here. Or maybe I guess we can put this one almost right
here and slide this up. As you can see now,
we have small care to be flashed with this corner. Please go to the front again and let's grab this hit key twice
if you like, and move it. And this one slide it
through right here. Key twice, and this
slide is up here. This slide is up here as
well. What else we could do? Alright, I will slide this down and move this
vertex almost right here and bring this one with it and hit key to move
this over here, maybe. And this one as well.
Just to fix this corner. A something like that, I guess. And now I will move this one right here and the
same thing for the rest. All right. Let's start with
this one. Let's move it down and this one as well. Should be moved right here. Okay, let's try to fix the distance
between these vertices, starting with this
one and ends here. Hold troll to select these. Let's right click and
Qe space. All right. Now let's take a look.
Let's go to the local mood. I just want to see what
we have done so far. I will hit A and as to the Y zero enter in case we
have any variation. I think the pace
orientation is not perfect. Hit A shift to
recalculate the normal. Okay, hits like to Excite, and let's take another look. Alright, maybe now we can give this a thickness or maybe we can grab these vertices and move them a little
bit to the side. I want this egg to be
flashed with this surface, and now hit A and E to the
Y to extrude this bag. Something like that, I guess, if you want to go deeper, I think you can do this. All right. Does that make sense? Let's go to the local mode, and let's see what
else we can do here. Let's go back to this image. Maybe now we can add some
support the egg loops to get her corners here and here. What about this egg? Maybe
we can grab it and bubbles. And maybe I can add
this one as well. I can throb, and let's
pebble this to three eggs. Let's add a support
the egg loop here. And one right here as well. And the same thing here. All right, this
arrow looks sharp. If you want, you can select
this edge and hike it twice to make this sharp
and this edge as well. And the same thing for the side. Let's move this over here. After that, it
radically head smooth. And let's focus on this area. Let's add a subortgg loop
here and one here as well. And don't worry
about it too much because this area is not going to be visible.
You can leave it like this. Let's just like to excite,
and let's take another look. Alright, so this is what we got see if we should
do anything else. I guess we can make some
tweaking like rubbing the side of vertices and just move them
down a little bit, to the Z, and align them
with the surface like that. And the same thing
for the top area, I guess we can select
these vertices as well and move them up, to the Z, and let's move
them almost right here. Okay, that's very
cool. Right now, let's grab the light wall, and let's see what else
we can achieve here. Let's tap to go to Edit mode, and let's see grab
all the edges. Let's add this as well
out click and hit E to the Y and let's extrude the back a little
bit more like that. Something like this,
I guess, to the Y, and let's move this back
and then hit E to the Y again to extrude this a
little bit more like that. Let's try to find a way to
connect these together. Let's grab this edge with
this one here and then hit F to create a connection between them and the same
thing for these edges, hit F. And let's grab this
hit F to connect them. And here we have
one, two, three, and here we have two of edges. I will go to the local mode. Let's see what we can do here. So maybe we can
add one egg here. I just want to do
we need to do that? All what we need
is just one edge. I think we can add one egg here and fix the distance again
between these edges. Rub this salt controller, grab this and the same thing for this and maybe for
the side as well. Let's see up all these edges, right click and cused space. And I guess we can do the
same thing for the side. These two edges. And now I can grab this hit F multiple times to fill this area with faces. All right. What about this area? I guess we can grab all
the edges like that and then hit F to
create a giant face. Let's focus on this side. Let's see what we can
do. Let's grab this, hit F, to create
a big face here. After all of that, I guess we can grab these vertices and J, connect them together, and we can use knife tool to create
a cut, starting from here. And should reach this area, I guess, and let's end
this right here for now. And the same thing
for this side. Let's use a knife tool to
create a cut, start from here. And maybe ends here. And for this area, I guess we can grab this pace and
then hit I for inset. Let's create a small
inset like that. We will have some
intersection here, but that's okay and needs to fix twice and let's mic
this vertex here. And I guess we can slide
these down like that a little bit and mirac
this vertex right here. And you can get rid of this He. We don't need it anymore. Let's tap out, and
let's take a look. Let's see what we
got. Let's tab again, and I think we can add
support the egg loop here. And what else we could do here? Let's add one egg
right here just to make this edge tighter, the corner, I mean, and maybe
one right here as well. And if you like, you can add loop here and one
right here on this side. And now I will grab this and hit E to the Z and extrude this down a little bit because
I want to close this area. And after that, I
will hit F to create a big face and then hit I to make a small
inset like that. But keep in mind to avoid the overlapping that
about to happen here. And you can grab these
edges like that, and it can probably be to be
build them. To three edges. And we can do the same
thing for the site. It's E to the Z
and let's through this a little bit
right here, I guess. Before we do all of that, I just want to go back and see if what we are doing
is makes sense or not. All right. So we
blocked everything. Nothing visible here, and I think we are on
the right track. So I will go to the
local mood again and tab and let's try to find a way to create a big face here. You can grab all of
these and hit F, but I think that's
not make sense. Let's see grab these
two edges and hit F to create a phase over here, and let's see what
else we can do here. Can we add an edge loop here? Well, right, let's grab this. Well, the surface
is not perfect. In this case, that doesn't work, I will grab the sit at ST is easier enter
and make it flat, and I think that will
make the life easier for us and hit F and then hit I for IST and keep in mind
to avoid the overlapping. And now I will grab this entire edge loop
and dove it hit throw B. Let's have three cuts
here, three edges. Right click head smooth. Okay. All right,
something like that. The result that we did here
is not necessary to be 100% similar to the real
light on the spector, but we got close results. We got something close,
and that would be enough. Let's go back to the
frame because I think we could make some
tweaking here. You remember when I
beveled this area, the Bible is working fine, but I think we can
get better results. I'm going to grab
these two aches and dissolve them and
this one as well. And this one as well,
we will dissolve it. And I will grub this
and hit can throw B to have two eggs, something almost like this. And I will grub this edge and hit to the Y and
move it like that. I just want to
create a big table here. I think that
will be better. And now I will grab these
together and it can throw B and double them
to three cuts like that. And after that, you can add
to support the egg loops. Alright, now let's tap out an
active subdivision surface. Alright, for me, I think this
rosette looks fairer and nicer. This is what I think. If you don't like it,
you can ignore it. You can see that we have
very tiny gap here. All what we need to
do is just grabbing these edges and he to the Y and move these
forward a little bit. And not just that. I guess we can extrude
these edges out. You can use the
solidify, I guess. I think that will work
if you want to use it. Or if you don't
like to use that, you can just hit E to extrude and S to
scale, extrude N skill. When you scale it, we will have a variation
in the thickness to fix that scale to the Z. And now let's grab
the entire age loop and let's bubble it to
two edges like this. And let's you grab
the two edges, hit control would be to
rebevl them again to three cuts. It's
slight too exciting. Let's take a look.
Alright, I feel bad this result is
nice and beautiful. Alright, then, so I think
that's it for this video, I will end it here and
see you in the next one.
37. 37 Creating the headlight lens: Hello, again. Welcome back here. In this video, I want to
focus on the headlight lens, this piece of the glass that
should cover this area. But before we start doing this, I just want to check this edge. I can feel that this
area is a little bit flat and it's not
so quite perfect. And we need to
spend a little bit of time here just to
perfect this area. So let's get started. I will go to the front and
put the three Dcrosser, for example, on this surface and have the eight to add plane. And let's align the plane with the view like this and
tap to go to the mode. And I will grab these two vertices and
move them down right here. And let's see grab them
and move this right here, I guess. All right. What I'm going to do is
I will hit key to move and hold control to snap
the vertex on the surface. But we should go here and change the snap on phase project. Key hold Control and snap this past vertex almost
right here, this one, we will snap it right here, and I will grab this
vertex and hit key to move or let's grab them
together or hit key and let's move them
almost right here. And let's grab this G hold
Cantola snap this one here. And this one as well, G hold cantola and snap it over here. Grab those together, hit E, and extrude them again. Maybe right here. Sorry. And then the circle
of this vertex, hold control and
snap this over here, and this vertex snap
it maybe right here. All right, one more
extrusion, maybe here, I guess, or maybe right
here, something like that. After that, I will hit
to move this out like that. And now we got this. So this shape is very simple, and I need this to be a guide because I want to hearing rub everything
on the surface. And I make it lowbly just to capture the curvature
in a better way. And that's what I'm going to do. So let's go to the front and
let's grab these vertices, hit S to the Z zero enter, flatten these getwie alt and
move these up a little bit. And those Asal I think
they are flat or you can hit S to the Z zero
enter and then Ge twice, lt and move these down. Grab the Ge twice, lt, and let's extend
these further. And the same thing
here, G twice, lt, and let's take
this out like that. All right now, the
whole frame is covered. After that, I will add
sub divican surface. Let's tab out and at sub divisan surface
with level three, if you want or four. But as you can see, it's
become like a curve, and we need to avoid that. Go to the vertex selection mode and let's grab this vertex, and let's push the vertex
screse to one for each of these vertices and this one as well to make the corners sharp. Now we got this so
after doing this, now we can see where's
the problem All right. We have the ability to tweak
this guide if we need that. Just keep that in
mind. For example, we can move it a
little bit forward. If that's needed, G to the Y. Let's take this a
little bit forward. And let's see if there are anything else here we should do. Alright, I think this
is a good start. Maybe here we can make small things like
grabbing this vertex. I'm not so quite sure
if we need to do that. Key to the wiles see what's going to hap it if we move this. Gas a tiny bit,
but not too much. Alright. What about this area? I guess we can add a
support a loop here. And its like to excite, and I just want to
avoid any flat surface. So I will grab these
and hit key to the Y and key to the Y or
maybe from the top, I guess we can hit key and
move them a little bit like that and remove the
sharp vertices, grab them, and grab this vertex and add zero here to
remove the crease. Alright, the surface
looks nice and smooth. And I don't see any waveness
after doing all of that, now let's grab this border, and I just want to
undo something. You remember the bevel
that I did here? I will undo that. Let's
grab these edges. Let's turn off
subdivision surface. Let's do that and undo
these edges as well. All right. That's very cool. And now, what I'm going
to do is I will grab these faces like that
and go to the front. Let's exit first. And I want to crank crop these
vertices on the surface. Or if you want, you can use the snap. I think
that will work. So let's give this a try. Let's tap out and let's grab those together and go
to the local mood. I think that will be faster. And don't forget to
save the project because sometimes when you
use Snap lender crash, I don't know why, but
that sometime happens. Anyway, after you select
these vertices or faces, I will go to the front and
activate the face project and choose project
individual elements and then hit G to move
vol C trol to Snap. And now let's take a
look. Alright, now, all of these vertices snap
perfectly on this plane. All right, and that's what
we want Alright, very cool. After doing that, I just want to kick what's going to
happen if we bevel this. So I will hit slash 210 just
to focus on this alone. It seems like we
got some problem here regarding this vertex. It's not I don't know what's
happened here. That's weird. I will grab this with this, and it's what we need
to do here? J, maybe. And I'm going to move this
vertex down from the front, I guess, G to the Z,
let's move it down here. And from the bottom,
Control seven because it's key
to the Y and let's move this forward like that and put it into place and
delete this edge. I don't know why
that's happened. Okay. And now I will drop
these edges like that. Something not makes
sense happen here. I guess we could move
this forward a little bit Ge to the Y and let's take this out
a tiny bit like that. Alright, head slack to exact. I guess we can head key to move, hold control and stab
it on the surface. And I think now it's perfectly
in the correct place. It's to isolate this again, and now I'm going to grab the entire edge loop like that and level this hit
control with B. Let's bevel these
22 edges like that. And I guess we can use the Bible way to
target these edges. So grab them like that,
and let's open the spino, go to the item and book
the mean bevel way to one. And tab out let's at bevel, put the bubl above the
subdivision surface and change the limit
method to weight. Let's change this to
0.01, something tiny. Let's check the results,
something like that, and let's increase
the segment to two. Now, let's tab out and turn off wire
frame and let's activate the subdivision
surface, and let's take a look. All right, so this
is what we got here. The surface is very
nice and smooth, and that's what we want to
achieve. All right, cool. All right. Now let's see
what's the next step. Well, the next step is to grab the edge this age loop, one of these edges,
and use them to create the headlight limbs. For example, I can
start with this one. Yep, this one right here. I'll click to select the entire age loop and then hit P and then to
separate this tab out. And let's grab this new
edge and let's work on it. I will hit slack two
time just to focus on this one and tab to
go to the eight mode. And what I want to do is I
want to create pass here. Alright these vertices, I
don't mode them for now, grab these and hit
Cantalx just to make the I just want to make
the mis easy to work with. Maybe I can delete this
vertex or maybe I can leave it because that affects
the shape a little bit. And let's count the number of the vertices here. All right. According to this bottom
of the photo here, we have seven vertices selected. Let's grab these, we have
seven vertices selected. Well, that means we can
connect these together. Let's see grab those hit F, grab this hit F multiple
time as very cool and F. And here on this side, I
guess we can grab these. All of them hit F,
and I guess we can add one cut or maybe two here
to connect those together. Hit K, and here as well hit K. I guess this one we can slide it a little
bit like that. Okay, something like that. Alright, but what
about this area? Maybe we can connect those to
create a quad in this area. And I'm not quite sure, but I guess I will
create an inset. Got up everything and then hit IFNSEt. Something like that. And to fix the distance
between these vertices, grab them in space.
That will help. Hit A, select everything,
open this panel, and go to the mean
bevel weight A zero to get rid of
these sharp edges, and then hit to close the panel. That's very cool.
After that, hit eight, select all the faces and
hit E to the Y to extrude this a little bit and
give it a little bit of thickness, something like that. I guess it will work. And let's grub the entire egg.
I look like this. And let's bubble them.
Hit Kantroll would be to create this pebble. And now I will grab these eggs, all of them like that,
and open this panel, and let's add me and
Bevel weight to one, push this to one because we
want to add a bevel modifier. But before we do all of that, let's make this a sharp. I will add a support the
egg lob here, I guess. And if we add one here, I will make this area h, and this will affect
the curve here. So just be careful when
you work on the side. Let's have two eggs right here, and I will delete them,
grab them like that. Let's leave this one hit K
throlX and get rid of it. And I guess this one Oswald, I can, maybe this one
hot delete Oswald. And let's see grab
the entire egg loop, and the X ray DC like this, KtrolX two, get rid
of them. All right. After that, maybe twice and I can mirror this one here
and this one Oswald. Okay. And the same thing here, I guess, you can do it. If that will affect the heading, I will ignore it, right
click head smooth. So far, everything looks
nice and beautiful. And ibl applied perfectly on the edges, and
that's what I want. Let's like to excite and
let's take a look here. Grab the guide, hit and let's
move this to the extra. Let's see what we
got. As you can see, this piece of glass is flashed perfectly on
the headlight frame. And the result looks
very, very nice. We are not finished here,
I guess we could grab the body and tap to
go to the edit mode, and I guess we could select
these edges, I guess. And I don't know, maybe we could extrude them a
little bit inside. Or hit X V to delete
these vertices and let's focus on this frame. Hit G to the Y, and let's
push this D like that, maybe. And then hit E to extrude and S to extrude and push the new
extrusion inside like that, but not too much or
that's too much. I will hit KantrolZ
to cancel that. All right, E and S, and then S to the Z
to extrude sorry, to scale this to the Z as well. And now the distance looks nice. Maybe this area needs beveling. Can troll or B or you can
add a support edge loop. One edge, it will work. I don't I don't want
to see anything from here. This is the idea. And nothing actually
visible here. Maybe we move these
edges too much. I will hit to the Y and move the back just to
grab all the edges. And let's move them
almost right here. I don't want this to be visible. And let's
take another look. All right. I think this
result looks better. On this side, maybe
a little bit more. We could move it to the Y, grab them all, G to the Y, a ten but not too much,
something like that. From inside, let's see if
we have any intersection. Well, nothing here. Everything looks
nice and beautiful. Let's circle up
this and move it. Yeah, that's very
cool. That's nice. All right. I think that's
it for this video. I will end it here
and see the next one.
38. 38 Crafting a Grill Cover: Mmm. Hello again.
Welcome back here. In this video, I want to cover
the grill, this open area. Let's see how can we do this? Alright. Let's start
with the grill. I will grab it and it's like to go to the local
mode, and let's take a look. Let's see what we have
here. Alright, so this is the final
result that we got. I think we can I'm
not quite sure. Maybe we can grab these edges and maybe this right here and extend
these just a little bit, move them deep inside. And I did that for a
reason. All right. After doing this, I
will grab this edge, as you can see, this
one right here, and I will hold Control
to select this and this. I just selected this egg lobe, as you can see, and then hit P and then as
separate this tab out. And now let's focus
on this edge. I don't want the subdivision
surface deleted. It's okay to leave the ral. Let's move this up a little bit. Key to the Z. S to the Z tab
to go to the mode first, S to the Z, Z enter
to flatten this. These vertex is right here, I guess we can dissolve
them. Let's make it simple. And maybe this vertex, I can extend it
gittise hit Alt and move this out a little
bit because I want to use this as a cutter and I should extend
this a little bit more to make sure
that the cutter covers everything
and cut this area. That's why I extend this. Let's go to the top, and
let's take a look here. After that, you grab
all the vertices and hit E to extrude
them like that. Hit the A, have the end to recalculate the normal
in case we got problem. And let's push this
a little bit inside. I just want to move away this edge from this
one because I will cut some problems when I cut the surface if these
two edges are aligned. All right now after
doing all of that, tab out and grab this,
tap to the Edit mode, Hold control, grab this
piece, go to the top, go to select to the mesh
and choose knife project. Alright, and active cut through. All right, Kent si, go to the
top. Let's do that again. M ive projects and
active cut through. And now we got all
these pass trimmed. And because these
phases selected, hit XF and get rid of them. Tab out, and let's
focus on this. Hit Slack to time to
focus on this one. Let's tab and let's see, is there any vertices
we should delete. For example, here we have
these orphan vertices. We don't need them just
to grab them and delete. We have vertices
here. We don't need them as well, grab
them and delete them. And vertices right here. And here I guess delete them, maybe we can delete
these as well. All right, this vertex with
this one, we don't need them. This vertex, I guess, these two vertices, delete them. Grab these and delete them, and let's check the top area. All right, everything
looks cool so far. And right now, what I'm
going to do is I will select this entire look and hit P
and then ter separate this, and I will grab a tab, hit A, and then hit E to the Z
and let's move this down. Or something like
that. Now you can move some vertices and
put them in the blaze. Or if you don't like this, you can do something else like rubbing this and for example, hit Alt click to select
the entire a lobe. All right, we have
these vertices. We don't need them. C throw. Let's go back, AlClick the
entire a lobe is selected now. And the selection stopped here. I think we have, this
vertex we could delete it. Any vertex not
connected to anything, just remove it with control X. Again, I'll click. The Slecan stopped here
because of this vertex, Control X and dissolve it
again, delete this one. And now the H loop is
selected perfectly. After that, hit P and
then's to separate the selecon let's hit slash
to focus on this line, and let's tab and let's see
what we should do here. We can delete some of these vertices just to
make the shape simple. All right. And I guess we
can grab those and hit F and hit F multiple time
to connect those together. Hit Control R to have
one vertex here at F, tie and slide this here
right here, hit F. Rob this with this at F. All
right, grab this with this. C troll X and grab this, at F, to create a face here. And here as well, maybe we
could have one vertex here, just slide it a little bit. F to create a face G, let's slide this one here
and thenea this vertex. At F, Qi, slide this over here at F. Maybe one
vertex right here. Slide put in the middle. It's F, and let's slide
this a little bit. At F, Okay, something like that. But I guess we can
grab this one, hit G twice in mercedes
and dissolve this. Okay, grab this it F. All
right now we got this result. As you can see,
let's go to the top, and I will hit G to move
this like that, I guess. All right, so this
is what we got. Let's grab these vertices and let's go to the item and put the vertex crease to one to make these sharp and maybe
those over here, I guess. Maybe this one. He smooth. I'd just like to excite.
Let's take a look. Alright now we got
this area covered. We have this area
still opened maybe by grabbing these vertices
and move them like that. I think this will
help a little bit. Okay. All right, something like this. All right. The result is nice, but I'm not so quite
happy with the heading. I guess we can do something
here like grabbing this a op. And adding this one and hit he D to the Z and
have a copy here, hit P, and then separate it. Grab this tab, hit
a S to the Z zero, enter and make this flat. And I will go to the local mode, hit slash and distribute
these vertices, right click Q space, and maybe give them some relax. You have to to repeat the
later relax again and again, remove the vertex screse
now we got this arc. You can make this
simple by deleting some vertices like that. Right click space. Alright, now, tap hit
A and E to the Z. Let's threw this
down here like that. And grab those together and push the vertex
crease to one to make this carp and increase the subdivision level to four just to make
this one smooth. And what we need to do here is, I just want to use this as a guide to hearing grab the details on the surface. So let's grab this piece. And you grab this one,
it's like to isolate them. And let's take a
look. Alright you can use hearing crab
and let's do that. Go to the modifier and let's
add Shrine crab modifier. And let's pick the surface. And let's see before and after. All right. Okay, so this is the results of the
shrine crab modifier with the subdivision level. I don't want the level three. I will decrease this to
one and I will apply this. And I guess I can grab the guide and go to
the data here or Okay, sorry, and go to the Viewboard display and
display this as bounds. All right, let's go back to the modifier and
see what we got. All right, so we got a problem
with this area because we apply the subdivision surface as a second modifier to apply, and that causes some problem. But this is something
easy to fix. I will grab these vertices, hit X and then to
get rid of them, and I will grab those
right here and then hit E and through them
to the center, but keep in mind to activate clipping and then hit G
and move them like that. All right, maybe we
should grab these and hit G or just select
them hit S Z zero enter. And then I just want to align these with
the other vertices so I will active vertex
snap key and snap them, drop those Gholt control, snap them like that,
and there we go. All right. Let's like to
excite, and let's take a look. Alright. The result is
very cool and smooth, but here we have small gap. Let's select those together. I like to go to the local mode. And let's see how can we fix this let's select this site
and tab to go to the mode. Let's select these two edges. In the X ray mode,
grab this Alt click, you have to click
to add this one. And let's go to the data here. We have a vertex group, and let's add another one, and let's assign these edges
to this group tab out. And now I will
grab this geometry and go to the motifier to
add a ring crap modifier. It's too excite and I'm
going to crop this on the guide. All right. Let's pick this bounce and
let's choose the second group. Right now, everything could be perfectly snapped
to the surface. I will put this above
the subdivision surface. Let's see if we
missed anything here. Et's grab those together. It's like to isolate them. If you are satisfied
with the result, all what we need to do is
just apply the hearing crop. And I guess that will be it. Let's see if manual, we can fix the gap that we got right here. Right. Because of this vertex, we have this small gap. Let's grab them like that, hit G to the Y, and let's move these forward a
little bit like this. And I guess we can
grab these G to the Y, and let's move these a
little bit. In this one. Let's check everything.
That's very cool. Let's like to excite,
and let's take a look. Alright, now you can apply
the shrink crab, I guess, and the surface will
stay clean and nice, as you can see,
and you can delete the guide or you
can move it to the extra if we need it
later for any reason. After doing that, let's
go back to the headlight. I just want to hide this,
grab the lens and hit H. I want to cope with
the details on the other side or let's
say I want to mirror them. I think we can mirror
this, grab this with this. It control with J to
make them one piece. And the same thing
for this Ct roll, J, make them one piece. And I will grab this geometr
right here and apply the mirror that I added to this mesh because
I think that's it. We don't need the
modifier anymore, control A and apply it. And I want the origin
dot to be in the center, so I can mirror this
on the other side. The easiest way is to apply the location,
and that will be it. Just apply the location. The origin dot will jump
to be there at the center. And now I can add mirror modifier to mirror
this on the other side. Do we have any problem here? Because of the hearing crop. Yeah, I should put the miror
in during the hearing crop. All right, that's not a problem. Grab this, control
A apply location. Volt you have to grab this
Coby modifier to select it. Grab those control
A apply location, Volt have to grab this,
COVI modifier selected. Grab this as well. Control A apply location. Volt you have to grab
this, COBI modifier selected. Let's check this area. Let's see, do we have any
problem with anything? Anything looks nice and clean. I'll take to bring
back the lens. And there we go. Let's see if we have any problem anywhere. All right, so we don't
have any problem. Alright, I think that's
it for this video. I will end it here and
see you in the next one.
39. 39 Working on the door panels part 1: Hello, again, and
welcome back here. Before we go any further, I just want to fix
something here. According to this image, you can see this
line is not flat. It goes in and then goes out. In this area, we
have a small curve, but here we don't
have strong curve similar to what we have here. I want to work on this
and get better results. Let's see together
how can we do this? At first, let's go
to the right view. I just want to do
something here. Want to fix first egg. This egg is not goes right. I can feel that it
goes like that, and I want to kick it first and fix it
if there any problem. You remember this guy
that we create here, IOL tab and grab one
vertex from here. All right, you can use this or I can use this
care to do that. Or I think we can grab
one vertex from here, let's put this vertex right here after you duplicate
it and then hit E to extrude it and let's
extrude it to this point. And we should follow
the reference image. So this is the sharp line
of the reference image. And let's check
this here as well. Let's move this down just
a tiny bit. All right. And now all of these vertices
should follow this guide. After that, grab this guide
and move it out like this, maybe right here and then hit P and then to
separate this out, tap out and grab the
guide again because now it's rain crop
on the surface. Go to the modifier, delete all the ring crop and
delete everything. We don't need anything
here. Right now we got it. So this is the first thing. After that, I want to
work on something else. I want to fix this. I want to fix the bottom
line we got right here. It's not perfectly aligned
with the fencemic. And I prefer to add a
second guide for this. Let's grab this one and
duplicate it and move it right here and let's have
to go to the mood. I will grab this point and
move it right here, maybe. And grab this point as
well and move it here. And what we need to do is just aligning this edge with the reference image,
and that's all. Let's rotate this like that, and let's grab this side and
rotate this one as well. And when you're rotating this, just make sure that this line is perfectly aligned with
the reference image. You can hide the hi poly. For now, I just want
to see the blueprints. I will let ar rotate
to rotate this. Maybe we can scale
the a tiny bit. Maybe scale this a little
bit more like that. Now let's see what we got. Maybe we can rotate this chess, a tiny bit, not too much. All right now the
result looks better. Maybe we can rotate
this as a tiny bit. You can hold to make
the rotation slower. Maybe we can scale
this just a ten bit. All right, the line looks nice, and I think we can go with that. Alright, I'm not so quite
happy with this area. Maybe we can rotate the chest a tiny bit like that
and maybe we can scale it. Tap out and let's
take another look. Alright, this result
looks better. That's very cool. All right. Now, let's anhde the hipoly and the hearing crop and let's
grab all the tumetries here, the hipoly and the herring crop, and let's work on fixing and aligning these vertices
with the guy that I added. Let's tap first. After we grab them,
just tap to go to the e mood. Not the line. I don't want to
work with the line, grab this and tap Ar
there's a problem here. Or at least select them
manually like this. I don't know, for some reason, I can't tap All right. Now we are in the edit mode. By the way, I just
selected the ring guide or let's say the guide with a high poly or let's
say the final result. All right, now let's go
to the X ray mode and now let's move these vertices and align them with
this guide first. Let's grab this and
hit key to move, and let's move those down here. Or these vertices as well, we can move them down like that. But what we need to do is just aligning the middle
edge with the guide. Let's select these and
let's move those down. Like that. And those as well. Se like this and move
them down as well. I look like that. All right. Let's work on this as well. You can see that we have these three edges
of the guide mesh. In this case, you can move
the guide mesh first, the vertices of the guide mesh. And after that, you can move the vertices of the door itself. Or something like this. So these are the vertices
of the guide mesh. I will grab them like that, and he key and align them
with the guide like this. And then I will grab the vertices of the door
and do the same thing here. That's very cool. Now,
let's jump to this side. And let's c these vertices and move them to align
them with the guide. I just want to see where is the guit Alright, it's
in the middle here. Now, let's grab these
and move them as well. And these vertices,
the same thing. And this right here, grab those and move
those down here. And these vertices as
well in the X ray mood. All right. Let's move
those right here. Maybe this one we can
move it just a tiny bit. Alright, now we got this result. Let's tab out and I just
want to take a look. Let's e the ring crap. And now we got
perfect line here. That's very cold. All right. After doing that, let's
select this piece as well and tap to go to the mood again and let's an hide the cringtrb. We
just forget to do that. Let's select this again and tap. And let's go to the right view. And now let's move
these vertices and align them with the guide. You remember when I extend
the guide me a little bit and move these vertices
down to cover the door panel. Temporarily, I will slide these vertices back and align them with the
guide for a reason. I know that will
cause some problem, as you can see when you
move these up here, but that's okay,
let's accept that. And let's see grab this vertex. Let's hit G twice, and
this slide is up here. And this one G twice, and this slide is right here. This one as well. And this vertex. G twice, the slide is up
here with a guide. At least align it with
the guide perfectly. And this vertex. And this one. All right,
after doing that, now let's go back and align these vertices of the panels
with the guide as well. Let's see if we have
any variation here. In this area,
everything looks nice. Maybe this one we can move it down just a tiny
bit, and that will be it. All right, and what else? Maybe this one we can move it and align it with
a guide like that. These vertices as well, we can do the same
thing and align it with a guide and maybe these as
well, and those over here. All right. What else? We
don't have any problem here. All right here,
everything looks cool. By the way, I don't
want to grab the guide. I just want to grab the
vertices of the door panels. Grab this and let's
move this one up here. And right. Let's move those. Everything here looks nice. All right, we these vertices and move them down
just a little bit. Rightly s up those
and move them down. And these vertices as well. And these vertices smooth
them down right here. And these vertices as well. This is the guite right here. I think you can see it. It's a little bit difficult to
see it's right here. Take you to move this to the guite and the same
thing for the rest. All right, these vertices, we could move them
up a little bit. And these vertices, as well, I guess, All right. And these vertices, we
should move them down. Okay. Now, all these vertices are perfectly aligned
with the guide. Let's tab out, and let's
hide the hearing crab. I just want to see the result. Alright, the result
looks very nice and the line looks perfect. But now we have this situation. We need to move these vertices inside to create small
curve goes like that. And I guess we can use the same guide that
we got right here. If we tab, I guess we can go to the top view and
create this curve. Let's select both vertices and let's move these
to the X axis. Let's align the first
vertex with this point. Hit key to the X, and let's
move this almost right here, something like
that. It's perfect. And this vertex we
could move this out key to the X and
let's move this. You can go to the bottom
view if you like. Control seven. Let's
try to put this in place. Maybe right here. After doing that, it's like to isolate this
and go to the top. And now let's try to
rotate this just at end bit to create
the small care. And I will grab this and it is to scale this
just a little bit, and maybe we can rotate
this just a tiny bit, but not too much. Just be careful
when you do this. Maybe we can rotate this bag
and grab this and scale it a little bit because I just want the care I want it to
be strong a little bit. So let's grab this one and
maybe we can scale this, make it smaller and rotate
it just a little bit. All right, so now
we got this result. And let's like to exact. I just want to see the distance between the guide and the panel. The distance it's
big a little bit. I think that's
what we should do. I think we should accept
this result and now put these vertices
towards the X axis and align them with the guide. So let's start working on that. I will unhide the shrink
wrap and grab all of these panels and tab
to go to the mode, and you can first start with
the guideme if you like. You can push the
guidem and align the guidemx with this egg, and after that, you can grab the panels and do
the same thing. That will work as
well, or you can grab everything and tab
and move them together. Or at least start with
these vertices first. What I'm going to do is I will
tab out just for a reason. I will hit Alt B to create small window
to grab this area. And if you do that, you
will hide everything except these visible geometries because I want to
work with them. And now I will select
these objects and tap. And that will make the
process easier for us. Now, if I go to the bottom
view, I can see better. All right, you can
see the variation between the guides
and the panels. I don't know, maybe
we should tap out. I think we can turn of the bubble well the Bible and the soldify we don't
need them for now. So let's turn this off right turn leave the shrink
rub active if you want. That's okay. Now let's scrub everything again and tab again,
go to the bottom of you. And now start moving
these vertices. Head key to move and let's move these vertices and just
align them with this guide. That's all what we
need to do here. All right something like that. And I guess we could move
the guide mix a little bit. And let's move these vertices of the guide Mix and
these verte as well. And this one and the same
thing for the panels. If you want, you can slide these vertices to
get better result. Right now, let's grab this vertex of the guidem
and move it in aligned with this edge and the same
thing for the door panels. All right. That's very cool. And the same thing for the rest, you can move them together. And let's move the guidemh and align it and the door panels. What about this area? Let's move the span
ferrous and align it. And now let's scrab the door
panels and let's align them. And maybe this one
we could move it. Just tin a bit like that. All right. And these
verities as well. Let's move them like
that and align them. All right, maybe we
should grab these and just move them
like this to the Y. Just make the distance
a little bit smaller. And the same thing
for these vertices. And these vertices over here. All right. What is this? I grab these vertices as well. And don't worry about
these vertices for now. Just keep folks on the guide
meh. What's going on here? Where is the guide mix. So this is the guide mix,
go to the bottom view. Let's move it like
that. And this is the last vertex of the guide mesh and
let's put sp here. Alright now's the
time to go back and grab these vertices and
align them as well. Let's move those over here. Let's move this vertex
here as well, and the o All right, let's move
this a little bit. All right, something like that. And now let's focus
on these vertices. And yes, I want you to
pay attention here. This is the surface.
I should start here and this is the
thickness of the surface. And because we turned off
the soldify you can see the thickness of this penel
so what we want to do here, just align the edge
with the Gitmch and the thickness
will be behind it. And the same scenario
we should got here, we should align the surface and the thickness
should be inside. Let's grab these vertices and
move them inside like that. And the same thing
for these vertices. And these vertices.
These is Oswald. And these vertices. And that was right here. I just align this line first, and now I will grab this
and do the same thing. Alright now, I will grab these and move
them a little bit. Alright now, everything
is in place. And now let's take a look.
Let's see what we got. Let's tab out, and let's all be to see everything and now
let's hide the shrine crap. All right, so the result
looks very cool and nice, but we still need to work on the door panels
to get better results. You can see here we
have strong care, and I think we could
move some vertices, push some vertices in just
to get better results. That's a little bit annoying. I know that, but we need to get a perfect result so we
don't have another option. And we should spend
more time here to make things looks perfect. Let's anhte the shrink
the guide mesh, and let's select everything, the hypoly with the shrink
crop or with the guide mesh. And now we should tap again and let's see
what we should do here. Alright now our job
is just to move these vertices in and try to get nice a transition between this point
and this point. Let's start with the fender. I guess all what we need to do here is just grabbing
these vertices and head e to the x and move the attend a bit,
and that will be it. And for this vertex, I guess we could move this in the two vertices of the
guide mech and the hi poly, wrote them together,
head key to the X. Let's move this in just a
little bit, a little bit more. Try to make this almost flat. H you can grab these eggs
like that if you want, I'm not quite sure
if this will work. I thought I can use the relax.
Let's see if that works. All right. We are not going
to get a perfect result, but I guess moving these
vertices and it will be better. So let's pick nice view. You can go to the
bottom view, I guess, and you can move them like
this. Now let's take a look. I think that's too
much. Let's hit key to the X and take these
out just a little bit. Right now is the time to grab these vertices and
do the same thing. You can go to the bottom
view if you like, and hickey and movies, and All right, what
we want to do here is just trying to align these vertices with this
care as much as we can. All right now you can see that
this H is aligned with the guidemxT one as well, you can grab these vertices
right here and go to the bottom of you
and let's move this. Alright the distance looks cool, and the line is following
this guidemx and that's cool. Let's see grab these vertices
and key and move them. Something like that. And maybe
these rat is right here. I key to move them. Let's move these in just a little bit. And you can see now the
distance looks even. What about these vertices? The key, and let's move this. All right, as you can see
now, I grab this vertex, the guide Mix is
not following me because this vertex is
belonged to the door panel, not to the guidemx. I guess we like this vertex. Now, I grab the vertex of the
guidemh and the door panel. And now I will move
this in like this. And now you can grab these
vertices and move them as well like that and align them with the guidemh
Alright, what about this one? I think we should
let's see if this, this is the vertex
of the guide mesh. Let's go to the bottom view, and let's move this in just
a little bit, not too much. Alright, now, what we need
to do is just aligning these vertices with
the guide mesh. And don't worry if you didn't
get a perfect results. Don't worry because the
shrink crop is still active and everything will be shrink
crap on the guide machine. Let's select these
vertices in the X ray. Let's hit key to move them and move them like
that, as well. Are these vertices as well? I guess we should crab
them like that and move them and align them
with the guide mesh. And these vertices right here, just be careful
when you prob them, select them like that,
go to the bottom view, and let's see key
and let's move this in Alright maybe this as well. Everything looks nice
and beautiful so far. Now, let's tab out,
and let's take a look. The results so far looks
very cool. I like it. But I think this area
needs some tweaking because the curvature
here is not beautiful. I'm not so quite sure, but maybe I can select
the vertices we got here and put them
inside towards the X axis. I just want to check the panels here if we
have any variation. All right. Nothing here.
Everything looks cool and nice. What about this area? Let's tap. All right, so this is the hi poly. I want to hide it and
work with shrink crab. Just want to see if we
should do anything here. Maybe we can go to the
right view, I guess, and hit key and just
move these like that and slide them down maybe a little bit
and slide these as well. Something like that,
and bring this one, slide it down like this, and
redistribute these vertices. Maybe this one I can slide
it here Gi and slide it. All right, what we can do is, I guess we can select
all of these edges select them like that and use the space to fix the
distance between them. Alright, I think that's
not going to work because all the vertices will be
pushed toward this direction. In this case, we can deselect
these edges and try again. Let's see what's
going to happen. Alright, I'm not getting
what I want here. So manually, I will hit
key twice and slide these as well down and slide these All right, now let's see grab these
EC maybe this here. Right click in space. And let's tap out
and see what we got. All right, the
result looks nice. Maybe we can do something
else like grubbing these edges and just slide them a little
bit away like that. Just a tiny bit. And I'm doing this just to avoid the
sharp edge I got here. Slide this a little bit
in this one like that. Let's tap out, and let's
take another look. All right now, this area
looks smooth and no sharp. And let's see if we
can do anything here. All right, you can see that
the egg we got here is flat, but these vertices are not flat, so maybe we can
use the guide mix. I'm not quite sure, but let's try and let's see
what's going to happen. What I'm going to
do is I will grab the guide mix and go to the bottom view and I will hit
HD and move it right here. Can we move these vertices and align it with
the guide messes? Is that working? That's
what I'm trying to do. But if you move these vertex, you will get a variation. For example, if you
put this inside, you will have some variation. You should grab the vertices on the side and on
the side as well. Can you grab them or you
should grab them like that and move them in. Et's go to the bottom
and let's move this in a tiny bit not too much. I will try to align
them with a guide. And after that, I could kick the result because I'm not
quite sure of this working. All right, everything
looks cool. So far, this vertex looks
pushed too much out, and move this in. Maybe
this one as well. And maybe I can grab these and
move them in a little bit. And even these vertices key and let's move them
in a little bit. All right. Maybe these as well, we can move them in a tiny bit. And you can do
something here like grabbing this and use the relax. That will work as
well if you want to try can grab these like
this and use the relax. Relax. And you can select the edge from this
point to this point, for example, and use
the relax again. But it will give
you a nice result, but you could fix the distance between
these vertices and move them back like this. Hit gtie and move them. This one as well. Alright
now we got something nice. The rest looks nice. Alright. And if you edit the guide mix the high poly
or the panels will follow it. Alright, I guess we should push this out
just a little bit. G to the eggs, let's move
it a tiny bit like this. Alright now, I will hide
the shrinrb and active the hypoly and now
let's take a look and see what we got All right, everything following
the guide mesh, let's go back to the guide mesh, and I just want to see if we
need to move any vertex in. Alt is, and let's try to
push this in a little bit. Maybe this one lt is, and let's try to move it in. Just attend it. Not too much. Just be careful
when you do this. And one more thing here, I'm not so quite sure if
this A should be strits let's hit Alts to move
this in just a little bit. And now I will grab this and hit Alts to move this
inside, just a tiny bit. Sorry, grab them all like that and hit alts
and move this in. Alts is not going to work. In this situation,
you should hit G to the X and move them in because here we should
have just tiny curve. We grab these, hit to the X, and move them a
little bit inside. And I guess these vertices as well to the X and
move these inside. Alright, and the same
thing for this as well, pick a nice angle like that, and then g to the eggs, and let's move this
and just attend bit. Maybe we can select
these vertices right here and hit key to the X, and let's move
them a little bit. As you can see here, we
have a very tiny curve. Right now the result, I guess, now the result looks better. Now let's hide that guide
mess and go back to the hi poly and let's grab these
and active everything. This is the final
result. Looks cool. After doing that, you grab the guide mix and extend
it just a little bit. The bottom area, I mean, this edge, you
should move it down. You remember when we
started to fix this area, we grab the vertices
of the guide mix and align it with this
line with this line here. And I think we could reverse that delete this one,
we don't need it. So let's hide the high poly. By the way, we should do
that if that's necessary. If you have any problem, and I will show you what I mean. For example, if I grab the hi poly and if I grab
this and move this up, you can see what we got here. If you have a problem like this, you should move these
vertices down to avoid this. But I think we don't need to move them down because I don't see any problem. Everything looks nice and clean. So there's no reason
to move them. Right, let's see if we
have any problem here. No, we don't. Let's
check this area. Everything looks nice.
Everything looks cool. And now we got what
we wanted here, and we got something similar
to the reference image. And yeah. Alright, I think
that's it for this video. I will end this video here.
40. 40 Working on the door panels part 2: Just want to fix something
I just forget to do. If I zoom here, I can see that
we got some problem here. In this area, the
sringrab modifier is not working perfectly because we have some variation between the guide mesh
and the final mesh. And I will show you what I mean, if I hide the hi poly and hide the herring
crab or the guide mesh, everything here looks nice, but if I compare those together, for example, si rub, the hi poly, this
is the hi poly, and I will turn over the
herring crab modifier. You can see before and after, we have a gab here and
we need to fix it. So to do that, what we need to do is just
tab to go to the it mode and grab these vertices and align them with
the guide mesh, right? So we just need to align
them to the guide mesh. Let's unhide the guide
mesh and work on that. So grab these vertices first and it key to the X to move them
to the X axis like that. And from this side, you can keep pushing these until you align them with this
frame like this. And when you tab out
you will fix it. Now, these vertices
are in place. After this, you can tab
again and work on the rest. So let's grab this. See where I don't want
to pick the hi poly. We need to grab decide
this and hide the hi poly. Actually, we can go
to the local mood. I think that will
be better. So yeah, grab the hi poly mesh, and now grab these vertices and align them with
the guide mesh. I will hit to the X and move
this one and align it with the service of the
guide mesh like that and do the same
thing for the rest. To get better heading. Something like that. All right, grab this one and move
it to the X axis. And these vertices as well, let's scroll these key to the
eggs with them like that. And the same thing
for these vertices, key to the eggs, and let's move these towards the guide mix. And now let's tap out
and let's take a look. Alright, now all what we
need to do is just active the hearing crop and
hide the guide mix. Al right now, the
result looks better, and we have the thickness here. We don't have any problem.
Now, let's like to excite. Everything looks
nice and beautiful, but I can feel that we
have something here. I don't know how to describe it, but if you go to this MAT cab, you can see that we have
breaking in the reflection. All right. Let's try to avoid
this. Let's go back to the silver mat cap, and let's hide the hypoly
because I guess the problem comes from the guide mesh let's select this site
and go to the local mode. And yeah, it comes from here. All what we need to do
is just tab and try to tweak this area a little bit
like grabbing this vertex, maybe pushing this
up a little bit, or maybe this one we should move it down
just at ten a bit. And the same thing for this. I Alright, I guess we can delete this
edge from the guide mesh. I think we don't need it,
we can get rid of it and make the mesh a
little bit simple. And that's not going
to affect the shading. You can simplify the guide mesh. Maybe this edge, Lou
we can get rid of it. I can delete this because
this is just a guide mesh, and we don't need
all of these edges. Alright, let's see if we
can delete this edge, Lou. I'm not quite sure, but I
just want to try All right. Yeah, the result is
still nice, I guess. You can if you like, you can use a knife tool
and create cut here. And let's see if that affect
the heading a little bit. Yeah, something. I can
feel something right here. I'm not getting a good results. Maybe we can grab
these and delete them or maybe this one
because this area is flat. I think the heading the heading is not going to
be affected here. Or maybe even these eggs, we can dissolve them like
that and accept it like this. All right, somebody like that. Just keep in mind that you
can make the humtry symbol. That's all what I want
to tell you here. And maybe I can grab this egg loop and
select these edges, and I guess we can slide this a little bit gwise and
put them right here, maybe and slide this
as well if you like. Let's go to the right and I will use the knife tool just to get the right
cut goes like that, and then I will grab this
control X and dissolve it. That will make this
area smoother. That's what I want to do here. One more thing
here. So vertices, I can feel that we have some
vertices goes in too much. Maybe I can grab them
and move these out. You can discover that when you look at the geometry from extreme angle like this. Some vertices just push them
out to get smooth surface. These vertices here, I guess we can grab them
and move them out. Alts, I'm using the alts and
taking these vertices out. Right now the result
looks better. I will hide, its exact
from the local mood. I will hide the hearing rub
in, active the hi poly. Now, the result looks
better. And now the mish become cleaner. I can see here we have
something not make sense. The heading here is not perfect. Alright, let's try to
get better result. Let's hi the guide me and
Alright, this is the problem. All what we need
to do is just try to avoid the on we
got right here. And at the same time, I want to avoid adding
too many edges. Let's go to the local mood and let's spend
more time on this. Let's see what option
do we have here? Maybe we can use the knife tool to create cut goes like that. I think that's not going
to affect the heading, and we can get better results. All right now the
result looks better. And what about this on? Let's see what's
going to happen if we create an A goes like that or maybe A goes like this
and delete this one. I know we have a triangle
hbar right here, but I think that's
not going to affect the heading because
this area is flat. All right. All right. Temporarily, I
guess we can accept this. Everything here looks
nice and acceptable. Alright, now, let's hide the hearing rub in and
hide the high poly. And let's exit from
the local mood. Let's take a look. Yeah, I think now the result
looks better. Let's take another
look and let's see if we need to do
anything else here. Maybe on this side,
we should spend some time on the guide means and hide it and let's see what option
do we have right here. You can see that the eggy flow or the polygon flow
is not perfect. It goes to this direction. I thought this will work, but as you can see, we have a bad heading
here in this area. Try together to avoid this. So what we need to
do here is just sliding some vertices like that. Or at least slide this just a tiny bit like this
and this one as well. Alright, that's very cool. And maybe these we could
move them down like this. Et's use the knife tool. I think we can create
a cut cut like that, and I guess we can delete or dissolve this edge and
do the same thing here, create trite cut and
dissolve this one. All right now, let's
tap out and let's see what's the situation. Or this area, as you can see, become flat, let's try to avoid this by
sliding these vertices. And these vertical ale. You can align these
vertices with blueprints and make that's very important to smooth
them like that, but not too much because
you will got a problem. And by the way, I want to I
just forget to do something. It's not important to align these vertices with
the blueprints. I mean, on this side,
we just need to focus on that side because
this is the important thing. All right, let's move
these vertices here and maybe these
vertices right here. We care about this side
because we ring rub the hypol on the surface. So we should care about the
hypol not on the Gidemch. Right now, let's take a look
and let's see what we got. Even if the egg still
goes like that in the hypoly I think that's okay because of
the hearing crop. Or if you want to
align them together, go ahead and do this, it
will be something simple. Just activate both
of them and grab me like that and go
to the local mode and tap to go to the eth mode. And what we need to
do is just sliding these vertices
sliding the vertices of the hipoly and
move them down. That will be it. For example, this one should be
pushed right here almost. At least hide this. I just want to see
the alignments. Maybe we can move this just
a little bit right here. So I can grab these and
move them down like that and move these down just a little bit and
then hide the shrink wrap. And now I'll try to align them. All right. Let's slide
this right here, and I guess we can
slide this one here. And yeah, we could slide
this one here as well. Let's move this down. And
what else we could do here? All right.
That's very cool. Let's move this down
just a little bit. Slide it and align it with
the edge of the guide mix. And now I will hit
slide too Excite, and I want to go to the right view and
kick the blueprints. Right now, I will slide
this down as well right here and align
it with the blueprint. But it's a little bit
difficult to see it. Let's slide this down as well and move it and align
it with the blueprint. And what else these
vertices as well, they should be aligned
with a blueprint. You can create a guide
for that to control it. Al right now let's
hide the shrink crab. I just want to see
the final result. All right, the final
result looks better. Yeah, it looks nice. Okay, something small, I
would like to do here, is and hide the guide mesh, and I just want to
see these vertices if they need to be
pushed a little bit in. And I guess they
should be pushed in just a little bit using the alts, and I'm
going to do this. But just be careful
when you do this. All right. This vertex, maybe I can slide it down. And what else we can do here? I guess we can use
the relax just one time and then push
these vertices back. The relax will help to
relax this area just a little bit and give
us better curvature. Okay, something
like this. Tap out, and now let's take another look. Now the rest looks better. All right. What about
this area here? And I guess we can
use the relax here as well to relax this
area a tiny bit. All right, something like this. All right now, let's
hide the hearing crab and active the hi poly
and let's take a look. All right now, the result
looks very nice and smooth. I think that's it
for this video. I will end it here and
see you in the next one.
41. 41 Creating the door handles: In this video, I want to
create the door handles. I have these images at showing us the door handles
from different views. We have these reference images to understand how to create the door handle from
different angles. And I have this
image right here. I will import it and
align it with this cage, and let's see together
how can we create it. So first, you go
to the right view and I will click
grab this image, to put it right here, import it and to move it
just to grab it like that. Let's move it right here
and it has to scale it. Let's put this above the
above the door handle, move it in a little bit
so you can see the cage. Let's go to the right
hit S to scale. And all what we need to do is
just aligning this aligning the image with the
geometry or with the cage. And all what we need
is just scale this to align this with the cage. So let's move this
first right here, align this point with this
point, something like that. And I will put the three decoser over here so I can scale
from this point out, and I will change
the transform to the three Dcurser so I
can scale according to the position of the three
Dcurser and I will hit Ester scale and scale
this until this until the and I will keep
scaling this until I align this point
with the cake. All right, that's very cool. All right now, maybe we
can start with the plane. At eight to add and
let's add plane, change the line to view and let's change the size
to two centimeter, maybe. Make it very small. As you can see now it's become very small. And let's move this over here, and maybe we can put
this right here for now. Let's go to the perspective
and let's see what we got. Alright, let's go to the top and let's move this plane,
maybe right here. And tab to the edit mode and the X ray let's select these vertices and
hit E to extrude. Let's extrude this
maybe here. All right. Let's bring the
reference Image to see. Just want to see the curve. All right let's extrude
this one more time like that and maybe one
more time like this, I guess, or something like that. Let's go to the perspective
to see what we got. All right. And all
right from this angle, I will move these vertices and align them with the
reference image like this. And let's see gra
up the bottom line and move it down
like that, I guess. Or maybe we could move it
right here for now, I guess. Okay, let's check the
reference image again. Yep, that's very cool. And maybe these vertices
we could move them like that and this one as well. Maybe this one as well. And these vertices, I will
move them right here, this one could be moved
almost right here. All right, here we should
have a small angle. And now we got this,
as you can see here. Maybe this vertex we
could push it in. The key to the g and
let's move this end like that. All right. After doing this, what
I want to do here is moving these vertices and
stamp them to the surface, and you can activate the face project and
go to the right. Keyhole control and
snap this there. And this one as well, keyhol control and snap
it to the surface. And now they are snap. And now I can hit E to extrude and extrude these
vertices like this. You can scale these
to the Y just to flatten them or
align them to the Y. And you can move this
vertex almost right here and you can hike and stumble to the
surface if you want. All right now, it's snapped. Hit E to extrude them
again like this and align the vertices move this one here and maybe
this one right here. Or don't worry about the
bottom vertices for now. All right. I will hit E to
extrude this one more time. And again, move this up here. This one should be here, this vertex, should
be almost right here. You can leave it or move
it back just a little bit. So this is what we got so far. I just want to add one lob here, grab those.The of them, hit F to create a phase, and I see grab the rest and hit F multiple time to cover this area and the
same thing here. All right, that's very
cool. After doing that, according to this image, you can see that let's
see where is the image. All right, this one, you
can see that this point is a little bit pushed out, I guess, it's wrong
to leave it flat. I'm not quite sure, but I
think it should be like this. In this case, I will grab
these vertices and hit key to the X and push these
and attain a bit. I think that's too much e to the x. Let's move
them like that. Let's go to the
right and let's see if what we are doing
here is correct or not. Maybe this vertex,
I can move it. Right now let's see what
else we can do here. All these vertices,
bottom vertices, I will move them down
like this, all of them. This one here and
this one right here. And that one, it could be moved down and let's see
what else we could do here. Maybe this vertex, we
could move it down. I guess here we got problem. I move this vertex
instead of this one. Grab this and let's
move this down here. Move this like that
and align them. Let's see what we got
in the perspective. Let's go to the top and
let's see maybe this vertex, we could move it like that. All right. All right. After doing
all of that, now, I guess we could select the important edges or
at least cup this area, just let select this edge and have to create
a face right here. All right, now,
grab these edges. You can go to the
local mood if you want and grab these edges like that. And you can bevel them. Let's go to the item, and let's push the
mean double weight to one and tap out and now
let's add double modifier. And I just want to
tag these ideas, let's change the
limit to weight, and let's control this or
something like that for now, let's add two segments, maybe a little bit more, and let's subdivision surface above this result with level
two or three, if you like. Right click, he
smooth to make this smooth and now let's see if
this results correct or not. But I think what we got here is similar to
the reference I make. And I guess that's all
what we need here. If you increase the segment, you will get even
sharper results. But you will have a
bad hanging here at the corners because if
you use three segments, A I will turn off the sub that we can search to understand what's going on here. If you add three segment, you will have a
triangle at the corner. So you can add two to have a quad or four to avoid the
triangle in the middle. All right, four looks nice. You can use two and any create a subdivision serves
to three or four. But this result looks
very cool. All right. One problem we got right here, I guess we could move this vertex and snap
it to the surface. So let's move this like that. And the same thing for the rest, and let's move this and snap it. And this one as well,
move this, push it in. All right, se this vertex
and do the same thing. Hit G and let's move
this key to the X, and let's move this in
this vertex to the X. The same thing for
this one, I guess. Let's see grab
those, both of them, and then he key to
the X. Alright, this vertex maybe Alright
he grab them like that, and then he'd key to the X.
I think that's too much. Control key to the X. You can add the support egg
loop there if you want, but that will affect the Bible. So I will avoid this. Alright, the so looks
nice. I like it. Alright, maybe now we can jump to the side and start
creating the handle, but just small king
I want to do here. All what I want to
do here is just grabbing this Yartex
maybe or this one and hit G twice and slide
it back just a tiny bit. I just want to make this
curve looks better, and maybe we can slide
this just a tiny bit. And that will be it, I guess. Now the result looks very cool. Okay. Can increase the subdivigal
level if you want to three and reduce this to two or at least see what's going to
happen if we go to four. All right, four is
a good choice here. Okay, now after doing that, I will tab and go
to the right view. And I will select these two vertices and then
hit if D and let's take a CBI almost right here and then hit E to
extrude this like that. Et's exude this right here, and let's grab this vertex
and let's move this vertex here and let's
bring the reference to extend what we can do here. And now let's go to the top. Maybe this vertex, we can
put it here, I guess, and move this
vertex here and add an A rope a control R
to add two vertices, for example, let's
move these out. Let's add two here as well. Let's just grab them and G and let's move
these out as well. And two vertices here and let's hi E to take
this almost right here. Control R again. Hi and
let's move those here. Grab the hit E and extrude them. And in the perspective, just move these vertices and
snap them to the surface. You can go to the right
and then hit key to move, volt Control and snap
this here, key to move, volt control and snap this one right here and now they
are snap to the surface. All right. Let's see what
else we can do here. Let's go to the top again. And let's kick this image. I think this vertex, we can grab it and move
it in just a little bit. And I guess we can
add cut here or edge. And I think we can add edge loop here and just
move a tiny bit like that. And maybe these vertexes, we can slide them like this. I want to get something
similar to this image. All right, don't worry
about this too much. Now let's try to create the other details,
and after that, we will move these vertices
and put everything in place. Now let's see what's
the next step, what we could do
here. All right. Now I will grab these vertices NTE and extrude these
almost right here. And I guess we should move this vertex here and this
one, we should move it back. And I will hit E to
extrude those together. This one and this one
hit E and extrude them like that just a little bit and extrude this again like
that until we reach this area and hit E and extrude this towards the surface and move these
vertices like this. Right now, we hit
control R to add, for example, three cuts and
hide and move them like that. M. Move them a little
bit more like this. And I guess we should rotate
them to the Y, I guess. You can hit S to the X here, enter flat in them, and you can grab these in the middle and move them
a tiny bit like this. And for these two vertices, I guess we can move them
just a little bit like that. I think that's too
much. Maybe we should move these
back just a tiny bit. Now let's grab these
vertices. All right. After that, after we
select these two vertices, I will hit E to extrude these. And maybe we should
move this out. X. I think that's too much. You can go to the right view. But let's move this down
and these vertices as well. Let's move those as well. All right. Key to the X, and let's take this out
just a little bit like that and hit E to extrude those, and then hit key to
move this like that. And then extrude this again. You can go to the right
and align these vertices, this vertex with this vertex
and this one with this one. And the same thing for the rest. Scrub this and move it here. Alright, let's move
this small right here. Right now, let's move this
here. And those as well. And I guess we should
decorb these and move them or maybe I can
I'm not so quite sure. Could we move this down maybe? It's something like this
for now. All right. And now I will grab these
vertices and those over here and hit F to
create a phase. And you can grab those together, hit F to create a phase, but I think we could have one here and now I
can grab those hit F. I think we need
second egg loop here. Let's select this with this,
hit F to create a face. Alright, let's grab these edges, and let's open this panel, go to the item and let's
put the min bevel way. I just want to see
what's going to happen. Alright, cool. So far, the result looks nice. Alright, what else we could do? By the way, I guess I
made a mistake here. These eggs should
be pushed down, but I will do that later. Let's focus on this area first. And I guess we can grab this
hit F to create a phase. And here we could
add one A loop, grab this hit F, F again. All right, something
here we could do. I will hit G twice and slide this edge and add
an A loop here. Grab this hit F two
times and F again, and I think we can Alright I will add one
A loop here, this area. And maybe one egg right here, crop this set F and
F, and what else? I guess we could
add one egg here, grab this set F, and
maybe another e here, grab this set F and F again. All right. Now, let's
select these edges, and let's put the
Mb weight to one. And the same thing for these edges, All right. What about this egg? I think we don't need this
error to be sharp, so I will all right, move this back to zero. Let's tap out. I just want
to take a look here to see if what we are doing
here is correct or not. I let's go to the right. I just want to I think we should grab these and move them back
just a little bit, or at least we could
add one cut here. I'm not sure quite sure of that. If that's what we
should do, let's grab these vertices and I guess we could move them
here, almost right here. Yeah, I guess we should have one vertex I think
we should have one age lob in the
middle to select these vertices and
just move them like that to create a nice
curve in this area. Right now, let's
select these edges, go to the right and hike
to move these down. Let's put this vertex here,
align those together. And let's move those right here. Something like that. And let's go to the right again and
hike to move these down. All this vertex, I think we
should move it right here. And let's move this one here. What about this vertex? Let's move it down like that. Or it's easy for it, it will be easier for
us if we have a guide. And before we create any guide, I just want to focus
on this area a little bit because I guess we could move these
vertices like that. Let's scrub these and move them. And this edge, we should remove the level weight from this edge because
this area is smooth. So zero out this this area
should be a little bit thick. In this case, I can grab
these vertices and just hit key to move these just a
tend bit, not too much. And let's remove the vil weight from this edge because
this a should be smooth, a little bit like that. And I guess these vertices
or these edges right here, we should move them just
a little bit of them out. Something like that. All right. Right. Right now, let's grab this tab again. What I'm going to do is I will create a guide
using this vertex. I will hit F to have
a copy right here, copy this vertex
and then hit E to extrude it and let's
extrude it like that. Let's see grab this point, hike, let's move
this right here. All right now the edge is
aligned with this piece. Right now we could move these vertices and align
them with the guide. For example, this one, we can
move th here and this one here or you can hit key twice and slide it. All right. And what else? All right. Sorry, I think we
made a mistake here. Let's move this down and try to align the edge
with this point. Alright. Let's move this one right here and this one as well. Let's move this vertex right here and this vertex down here. And this one, I guess,
it should be moved here or right here
because we have a curve. And these vertices as well. All right. Let's go back and let's
see what else we do here. And let's see what
else we could do here. I think we can add one egg
loop here in this area. Let's go back to the right, and let's grab this vertex and
the key to move it like this. Right now, I will
grab these vertices like that and then hit F
to create a phase here, grab those hit F and
F again, hit F again. And the same thing
for this side hit F, you can go to the local
mode if you like. And let's create a pace
here and here and here. All right now, I will grab these edges and ph the double weight one
and the same thing we could do for these edges hit a heft end to
recalculate the normal in case we got a
problem with the normal. All right. We have a problem right here
because of this vertex, but we will fix this later. Now let's focus on this loop. I will hit F to
add one pace here, and I guess I could grab all of these and then hit
F. And after that, let's add one cut in the middle and let's connect
these vertices, hit J, and here as well, let's merge this vertex with
this one hold control. Or if you want, you can delete these faces and the grab
this one hit F and F again. Let's go to the egg
selection mode, and let's grab these edges, and let's push this to one and the same thing for these edges, and let's push this to one. And these two edges as well. Rat head smooth. All right. At this age, we just forget it. Let's pose this to one. And I think the result
here needs some tweaking like grabbing these
vertices and move them up because Yep, I think what we have here is not similar to the
reference image. In this case, all what
we need to do is just grabbing these vertices and move them up a little
bit like that. And the same thing for the rest. Maybe the result
should be like this. You can ls to make this flat
or you can use the relax, right click and use
relax to relax this. All right, what
about this vertex? I think we should
slide it a little bit. You can go to the
right if you want. And this area needs
some tweaking. All what we need
to do here, just trying to create a
small cave here. Something like that. And from the top, the same thing here. All right. Okay, now the result, I think I think now the
result looks better. Just slide this in
just a little bit. I want to get better results. Yeah, I just slide this a
little bit, not too much. Let's put these vertex
out just a tiny bit. And this one. All right. And this vertex as
well. All right. This vertex. And now let's tap. I think we got what we want
here except for this area. I think this area
needs some tweaking. Let's try to understand
what's happened here. This is from the local mode. All right, this vertex, it should be pushed a little bit to the X axis
like that, I guess. Right now, the
curvature looks nice. Maybe these vertex we can
move this out at in bit. All right. Let's
move this like that, and this one, just a tiny bit. No, the cavcre looks better. All right, very cool. To excite. All right, let's push
this inside, a tiny bit. And these vertices as well. Let's move those inside. And I guess these vertices
could be pushed out. You can slide them or you can just move them
to the X axis. Let's see if there are
anything else we can do. But let's slide this
just a tiny bit. I right now let's
see what we got. And don't forget to
do something here. First, let's tap and
delete this egg. We don't need anymore
X E to delete it. And in the Bible, you can go to the geometry, and here we have clam overlap. If any problem
happen here inside the clam overlap will stop at this problem and prevent any overlapping happens
between the vertices. And if you turn this off, you can see that the Bivil
stopped at a certain point, and it will not go beyond it because this
option is active. Now, if I turn this off, I can see the Bivil and
how it could be behaved. So what that's mean is we have a problem
somewhere we should fix, and as you can see the
problem is right here, what we could do is
just slide this a little bit like that and move
these away from each other. Something like that. All right. That's very cool. I think this error should
be sharper, I guess. What I'm going to do is
I will select all of these edges, select
them like that. And I will reduce
the effect just a little bit because I
want this error to be sharper. Let's add 0.5. Two. All right. Key to the
X. Let's move this in. But that's very cool. Alright,
so far, we did great. The result is not finished yet. We should work and spend more time to get
even better results. Make some tweaking,
make some change. But I will end this video here and see you
on the next one.
42. 42 Adding details for the door handle: Hello again, and
welcome back here. As you know, we are
not finished here. I just want to tweak
what I got a little bit more to get a close result
to the reference images. And I think we need to work on the door panel
because this area, I think it should
be moved a little bit towards this direction. I just need more space
and these vertices, they should be
moved here as well. If you tap to go
to the edit mode, we should grab all of these vertices like that
and from the right view, maybe we can just hit G to
move them like that to the Y. Something like this,
I guess it will work, but just be careful. Don't move these up or down. And after doing that,
you should go to the top and take a look and see if these vertices should
be pushed towards the X axis in the X ray mood. For example, these vertices maybe they could be just
a tiny, but not too much. And maybe we should grab
this here and hit G, and you can use the arrow, the right arrow and move
this just a tiny bit and then hit Enter or
something like that. Something like this. And after that, maybe we can grab these vertices and
move them a little bit. But let's see how
can we do that? I will grab this and hit key to the Y and move this to
the Y almost right here. And then I will grab this
vertex and this and this one, and I'm going to use the key straight to make
this line straight. Right now, I got something cool. The curvature here looks nice. And let's see if that's it. Let's see go out the door panel and
let's go to the right. Let's see if we have the
ability to move these vertices, G to the Y, and let's take
these as attend it. Don't go too far. Something like this,
it will be okay. Now let's see if this phase should be pushed towards
the X axis or not. Everything looks nice so far. I don't see any that heading maybe the
vertices we got here, maybe they could be
moved a little bit down just to fix
this straight line. So just tab here, and all what I'm going to do is just grabbing
this and hit key to the Z and move this one
down just a end bit. You can create a
guide if you like, or now the result looks better. Alright now after doing that, I guess we can go to the top and grab these vertices
like that and move them. Like this. Maybe these
vertices in the X ray, we can grab them and hickey and just move them a tiny bit. All right. I think
this result is better. After that, we should
check the curvature here. All right, let's grab this had key to the Z, and
let's move this up. And this one as well. All right, this one as well. All right, that's
very cool. Let's tab out and let's take another look. All maybe this area
needs some tweaking. I feel that this
vertex should be pushed like that to
get patter curvature. And maybe after
that, we could grab this vertex in hikey and
move it as well like this. Alright now the
result looks better. But now let's see what
else we could do. On this side, we
have small lights, and we should create a cut here, or at lets see what option
do we have to achieve this? I will add one edge
here almost right here or something like that. And maybe these edges
or these vertices, I will hit it twice and
slide them like this. And then I will grab this
phase and hit I to inset, create a small inset like
that. But just be careful. We need to avoid we need to avoid the overlapping that will happen between the
vil and the inset. After you make this inset, go here and clean the vil weight just as you're here after you
select these faces. Right now, the result looks
nice or something like this. Does that make sense?
You can apply the bevel, and after that, you
can cut this area. This option is working as well. Let's use another technique. I just want to try and see
what's going to happen. I will hit Control,
the multiple time and ignore and
sitting this face. And what I'm going
to do is I will grab this piece and the
handle, as well. If you are finished
with the handle, just hit Shift with the taka
Cobi like that and hit M, and let's move this
to the hearing crop. And you can king the
name before you do that. Just hit F two and
let's call this, for example, door handle. And you can add
underscore and you can add shrink just
to recognize it, and then hit and move
this to the Shrink rob. All right. I want this here as a Cobi if I want to go
back or if I want to shrink rob the
handle on this one, if I got any problem
with the heading. Alright, now let's tab and I just want to apply the
Bble If everything is okay, just apply the Bblhit Control and I just want to see
what's going to happen. I will hit or I will activate
the wireframe you can go here and go to the
viewboard display and activate the wireframe
just to see the results. So this is the wireframe,
as you can see, I want to do here is
just grabbing sorry, what I want to do here is just grabbing some face
and extrude them. And for example, I can according
to the reference I make, I could select this
face and this one here, and maybe I can add
the smart here, I guess, and I could
extrude them inside. So grab these and
set E to the Z. Let's push this in
like that and then hit S to the Z zero
enter to flatten this. Right now we got this result. After that, maybe we can
add one support loop here and maybe one right
here and one right there. I'm not quite sure
if that will work, but let's see what's
going to happen. Let's turn off the wire frame, and I will activate the
subdivision surface. All right, the
result looks nice, and all what I need to do is just checking
the curvature here. The corners looks nice, I guess. Maybe we can add one
egg lob goes like that, and maybe one egg
lobe goes here. Alright. I think
that will be it. I don't see any problem
with the heading. If I got problem, I can use the door handle
shrink to fix that. But so far, everything
looks nice. And after you're doing this, all what we need to do is just adding a cover here.
That's what we should do. Or maybe we could
fix the alignment of the egg because the distance here is small as you
compare with this side. So I will hit G twice and
then E to align and F to flip the alignment and
move this down like that to make the distance even. And after that, you
can hit P and S to separate this egg and
use it as a cover. And then it to isolate this. I just want to focus on it. And let's go to the
Edit mode in si rap. For example, these vertices
hit F to create a phase. And here I will add
one edge and pot here, Control R to add a
second edge here, grab those hit F, grab
the set F two time, and the same thing here,
rob the F two time. All right. If you have any variation
happening here, you can grab the vertices and
you can use the G strike. But after you open this, you just use the sprite
because we don't need to manipulate or change the distance between
the vertices. The same thing here, let's use the G strike, and now it's flat, and you can use it here
as will that's very cool. And maybe here as well, let's grab this, grab this edge, Holt
Controller, grab this. And let's add this, Holt
controller grab this keystre. Alright now, everything is flat. It's too exact. I just want
to see what I got so far. Alright now, hit A,
select everything, hit E to the Z. Just hit Z two time to extrude
this down directly down. Let's extrude it up out there. It's too excite
and I just want to see what I got. All right. All I want to do is just add a support age loop
one maybe here, and maybe one right here and I'm going to select all these faces. Or you can grab this
with this and hit Control plus two
girls selection. And then I will hit I for instant just to have
second age loop here, just to make the result sharper and then tab out
radically had smooth, reduce the subdivision
level to two I. I think that will be it. All right, and now we got this result. You can push this
up if you want. All right, very cool. Right here on this
side, I can feel that we have a sharp edge. Let's see if we
can get rid of it. All what I will do is just
grabbing these edges and slide them a little bit wise and slide them, for
example, right here. Right and grab those
and move this one here, and I think that will be it. Alright, I guess we can hear
this a little bit like that. And if you want to hear
this, that's okay to do. Let's go back here and
maybe this vertex, we can push it a little
bit like that if you want, or you can create stride
cut goes like that. Or I will ignore this.
That will be it. Now the result looks
smooth and nice. After that, we have this small
button we should create. Let's go to the right view, and let's excite
from the local mood. And now let's see where is
it. It should be right here. Grab the handle tab, and I will add one
egg loop here. Or there's another
scenario we will use. I will use the knife
tool to create Strit cuts down like that. Just hit K and active the
knife tool and then hit A to make the cast
strt and C to cut through and confirm with
the click and then enter. I need second cut right here. But let's see if we can
move this or manipulate it. I'm also quite happy
with this edge. Let's see if we can
do anything about it. All right. I think I will dissolve it, and then go back here and
create the second cut, and it should be almost
right here at A, C to cut through confirm Enter. Now, after doing that, I think we should move these
vertices a little bit. It will be a little bit
difficult with Bible Uplight. Let's go to the top and to move this a little
bit like that. Let's active this. And let's move this a little bit
like this as well. I think that's it. And now let's tap and now let's
see what else we can do. I guess we can add one
egg loop goes like that, and one egg loop goes like this. And I think adding
these egg loops is not going to
affect the heading. And then I will go to the phase selection
mode and grab this, this one and this
one and use it. All right. I I think we can apply the sub divigan
surface on the level one. And I'm doing this because
I want the handle to be to have a little bit more edges and vertices so I
can work with it. So let's accept Level
one and hit Control A, and now let's tap to
go to the ethmod. And now, as you can see, we have more geometry to work with. That's what make the process
a little bit easier for us. And after doing that, we could fix this edge. I just want this
egg to be stripe, scale this to the y and
let's see which one we should work or maybe
these vertices as to why is like this, maybe right here or you can hit G to move with right here. All right, what else? Maybe now we can select these phases. All right, let's see what pace we should select.
Maybe this right here. Select these phases
on this side. We don't need to include them. And after you're doing that, I will hit E to extrude
this inside like this. All right, that's
very cool. Or before you make any insets, I guess we can sorry, before we extrude this, I will make small
inset like that. And extrude this in and extrude this again just to
have one egg elope here. All right. After that, maybe we should have
one CAT goes like that. We don't need to
create an egg loop. And instead of that,
maybe we can or I will add an a loop and delete
most of these vertices. Let's add one here and maybe one right here, something like that. And I will grab this a hit
Control X to dissolve it, dissolve this one,
Alt click on this, Control X. The same thing here. Control X to dissolve this, Alt click on the rest, control X because we don't need
all of these vertices. Qie merge this, Qie merge. The same thing for this
one. Qie marriage. All right, maybe these vertices
we should grab them in Qwice and move these up just
too tight in this area. The distance from this vertex to this vertex should be similar to the distance from this
vertex to this vertex. And the same thing should
be applied here as well, Qtwise and slide this over here. You can slide the entire H loop, that's okay, and I think
this will be better. So itise and slide this down and grab the getwise
and slide these up. Above that, if you want this
error to be even sharper, you can hit Centrolb
and add a bevel here. If you want, that's will make
the result even sharper. And you can go here and add subdivision surface with
level two, I guess. Something like this. If you want this error to be
around her a little bit, that's not going
to be difficult. All what we need to do is
just describing these edges. Right. I will show you, for example, this one, and hit key
twice and slide this back. And let's see crop
the edges right here. Twice, slide this like this, and the same thing for this ky twice endless slide this up. Twice, endless slide
this like that. I will tab out and activate
the subdivision surface. After that, I will tab again to grab one of these
edges and use them, hit P, and then as
to separate this. I tap out to work on this edge. It's like to go to the
local mood and tab again. Go to the vertices so we
can see the vertices, and I will grab these
vertices and start with them, hit F, grab this set F to
create a phase over here. And here, in this area, we need to add three cuts, so I will hit Control R to
add one in the middle and hit Control if R to duplicate
this to two like that. And now I will grab
this F at F two time or multiple time.
The same thing for this. And now we got this.
After doing all of that, hit A and E to the X and extrude this bag like that.
This face we don't need it. Hit X F, and get rid of it. Control R two, add one
here as a support H loop, and right click he smooth, and the result will be nice. It's too exciting and
let's take a look. I think the phase
oritation is not correct. Tab it a shift to
recalculate the normal. And maybe this piece should
be pushed out a little bit. This is what I think. Alright. Right now,
the result looks nice. Let's see if there are anything
else we could do here. I can feel that this area
become a little bit sharp. I don't know, maybe because
the egg loops that we added here causes this problem. But the result in
general looks nice. Keep in mind that you still have the ability to Srinrab this on the guide that we added
in the ring crab folder. For example, if you want, I will show you something here. Let's go to the right and I just want to
select these pieces. Control L, and then P
and then as to separate this because I just want to focus on this one,
this piece for now. And Ar What I'm going to do is I will
add Srinrab modifier. Where is it? And I will add the door handle
shrink in the target. And as you can see, that
will fix almost everything. You can see the result
before and after. For example, this area, it's sharp, but after
that, it will be smooth. It's not a huge difference, but you have this option
if you want to use it. All right, that's very cool. But we have one problem here. We don't need to
include these phases. So in this case, I will grab
these faces and hit Control plus to grow the selection multiple time until I reach
the phase right here, and I will go here to the data. After that, I will
add these vertices or these selected phases
to a new group and assign them to this group, hit assign. Now
they are assigned. After that, you can go back
to the modifier and activ the modifier and use the
C group and remove it. And now we still have the
ring crab modifier applied, and we fixed the
problem, by the way. But I think here we got
something with the heading. Let's see what's
going to hap in if I add this underneath it. That will fix the problem
and give us better results. I guess if we add one cut here, that will make some difference. And yeah, it does. All right,
so this is the result. Alright, after all of that,
if you like this result, keep the hearing crop active. If if you don't like it, you can delete it because
the difference is not huge. So for me, I will delete the hearing crop and
accept this result. And just hit to exact from the local
mode, and there we go. Just before I end
this video, yes, I want to make a small
tweak here to this area, and I will show you what I mean. You can see if you convert
this result with this result, you can see that this
a goes and ends here. And the sharp area
is right here, and after that, it will curve down to be
connected with this edge. And that's what I
want to get here because the result
here is different. So let's go to the right
and grab the door. Let's see, how can
we achieve this? All what we need to
do, I think is just moving these vertices,
for example, right here, I guess, and then maybe grab these vertices and in key
to move them like that. And maybe those over here. Okay. All right. Let's select these
and move them a little bit like that. All right. I think this result is almost
close to what we have here. You can see we have
some steps here. To avoid this, all
what we need is just adding extra eglop here. I will use a knife tool
to create a cut here. Knee the cut goes like that, and maybe we can end it here. That will help to
make this area sharp. You can get rid of this line, and let's tap out, and
let's take a look. And now the result looks better. But it's a little bit sharp. So let's spend more time
on this area a little bit. For example, you can
grab this line and move it right here and grab this and move it a
little bit, like that. Alright, something like
that. Alright, now, everything looks
nice and beautiful. And the door handle
looks nice and smooth. All right, very cool. Okay, I think that's
it for this video. Let's end this video here
and see you at the next one.
43. 43 Starting with the door frames: Hello again. Welcome back here. In this video, I want to
start with this chrome frame. I want to create it. Let's check the
reference images, and let's see from
where we can start. Let's make sure
together if this result ready to start with or maybe
we should make some change. According to this image,
you can see that the angle here is a bit strong as
compared with what I got here. I think we should grab these vertices and
move some of them inside just to
have strong angle. So let's work on that
and let's fix this. Let's take this out for
now. We don't need it. And I will an hit the
shrink crap collection and select the guide
with the final mesh and hit slash to go
to the Local mode. And then I will tap to
go to the Edit mode. Hit one to jump to the
vertex selection mode. Alt Z to go to the X ray, and let's sig out these
vertices and start with them. So what we need to
do is just grabbing this and then hit G and move
this almost right here. Just try to have something
strong like this. But now we will have a
problem because you can see here we have small
curve we should fix. Well, it's easy to
fix this because we have the Getrag technique. All I need to do is just
grabbing the edges, this one and this one
and heat right click and use Gtrech and
that's we'll fix it. I guess we could set like this. All right, that's very cool. Now the result looks very cool. Right now, let's go
to these vertices, grab them like that, and just be careful when
you move these in. Let's pick anise angle g to the eggs and move
these in a little bit. All right, maybe a
little bit more. And now let's try to
fix the problem that we got here, grab this stretch. And let's go here and let's select these
vertices as well. You can en grove these
two edges, if you like. All right, that's very cool.
Now let's take a look. The result now flat and nice. All right, so now
we push these too much inside, but
what about the rest? Well, for the rest
of these vertices, you shouldn't push
them too much. Just try to move them
just a tiny bit, and that will be it because we just need to focus on this area. This area should the angle
here should be strong, but the rest should
not be strong. For example, I will
grab these vertices or maybe we can grab this
here and hit G to the X and move those just
a tiny bit like that. And after that, let's
grab these two vertices, hit G to the g and let's
move it like that. And the same thing
we should do for these tsease but
for these rtseas, I will move them just a
tiny bit, not too much. Key to the eggs, something
like that. It will be okay. And now you can grab
these two vertices and hedge to the eggs and move
them just a little bit. Maybe a little bit more key
to the eggs. All right. That's very cool.
Now, let's tap out, and let's hide the guide Mish. And let's see what we got here. The result looks nice. After that, I just want to make small tweaking
here to the guide Mish. You can see here, this frame
I ended this frame here, and I think we should extend
this a little bit more. So to do that, we should
extend the guide Mish. I will grab it and tap. I click to grab these
vertices, as you can see here. All right, G two times, G twice, and then out and push
this inside like that. You can't move it too
much inside. That's okay. After doing this, you
can hide the guide Mish, and you can grab this
frame and tap and you can now we grab these
edges or vertices. I don't want to select this. Alt click this select this. I like to go to local mode. Alright all the vertices now select and we
don't need that. So in this case, manual, I will grab this Salt control, grab this, grab this. Keywise and then hit Alt. Allright. I'm not going to
get the result that I want, so let's see what
open do we have here? I will delete this.
Sorry. I just want to dissolve this without
losing the vertex here. Hit X and then e Limit
dissolve to achieve that. That should work. All right,
why that doesn't work. Let me dissolve spirit. Control X is not going to work here because that's what
cause some problems, and we need to
avoid any problems. All right, so to make
a symbol for us, I will grab these edges and hit Control X to dissolve
them and dissolve this. Or maybe now we can use the limit dissolve,
it's not working. Anyway, G twice Nc this
vertex here to get rid of it. And the same thing for this one, G twice, Mr MR here. All right now, I
guess we can grab these vertices like that and hit G twice to slide them and hit Alt and move these down. All right. And now at Control R
to add an loop here. To get this result. And I think that's it in Marquaculs
take a look. All right. Now the result looks better, and now I think we are ready
to create this chrome frame. So if I compare the reference images
here with my blueprints, I can feel that we have
something not make sense. The frame here is not
similar to what we got here. I feel that the frame
here is a little bit thinner and we just
need to consider that. And we don't have a variation
in the thickness, I guess. Everything starting
from this point, I guess, to this
point, looks even, and after this point,
I will get a bit of thickness as we go
back to the rear side. So we need to put that
in consideration. And I think if we start with this pieces better because
it's easy to create. So let's try to find
the reference images to understand how can we
create this one here. All right, so this
is a good image. I think we can start with plan at the three D
courser right here, just hold Shift and
hold right click and move the mouse to put the three decosaF example,
right here, this area. Shift A to add in, you can add plane and align this
to the view like that, and you can move it and put it in the correct
place, let's say. All right, where
should we put this? It should be right
here in this place. Let's go to the right view and let's see what's
the next step. I will tap to go
to the edit mode, and I will grab these vertices, hit to move this over here, grab them all and move
them down like that. Grab this hit G to
move this here, and this one twice, and the slide is over here, and I will grab these vertices
and move this over here, I guess, above the surface and here as well,
the same thing. All right. That's very cool. After that, maybe
we could give this a thickness. All right. After you're doing this, you
grab these two vertices and, I think we should
extend this a little bit more. It's not here. It should be pushed
almost right here. This is what we should get. And these vertices should be close or very close
to this edge. So I will grab this or maybe I can grab everything and head G to the X and move this
inside like that. And then maybe we could grab this head G to the X and move the inside like this. All
right, something like that. And maybe now we can hit
A to select everything. And I guess these vertices, we can push them back just
at end bit here, I guess. Yep. Hit A, select everything, and hit E to the X, and extrude
these inside like that. Alright something like
this. But is that it? All right. The egg here
should it looks flat. All right. We don't have
any curvature here. I mean, we don't have
a curve here like this. This is what I think. All right now after doing this, we should grab these
vertices and push them back getwise and slide these back
until you see the vertex. All right now I can
see the vertex, so that's very cool. Maybe this one we
should push it forward, gewise and move this
almost right here. Something like that. All right. After that, I want to see
what's going on here. Maybe we should search
for another image showing us what we should
do on the other side. So maybe this image
looks very cool, as you can see, right? This area looks very
smooth and you can see, here we should have sharp
edge and here as well. Alright this image
is a good image, and this one as well can show us a little bit what we should do. All right, it's not
going to be difficult. So let's focus on this image. All right. Let's put this
reference make right here. And, I think it should be pushed inside
a little bit more. Or maybe we should make
this a little bit shorter. I mean, grab this face
and move this down. I think that's what we should do or maybe hit G twice
and move this down. We'll see if that will work. I guess, can do that. Just a tiny bit, not too much. And maybe after that, we could grab this
face, hit G to the X, and move this a little bit in Alright this is what I think, maybe this one G to the X and boh this out, just at a bit. Maybe do we need to move
this down a tiny bit? Okay. All right let's try to
find another image. Alright, let's go to the right view and
go to the vertices, grab these vertices gatewise let's move these
down just at a bit. All right, something
like that, I guess. After doing that, maybe now we this area should be sharp and this one
should be smooth. Okay. All right. I will grab this edge and
hit key to the eggs and push this deep inside just a little bit like that,
but not too much. And because we did that, we will have some
overlapping here. To avoid this, I will
hit it twice and slide this back a little
bit more maybe. All right. And here we have some overlaps, Kiwise and live
the speck as well. Ke twice, and move these
a little bit back. I think that will be it.
Okay, something like that. And now let's add
support edge loops. I will start with adding
one edge right here and edge maybe right here and maybe one
edge goes like that, and one goes like this. And one support the edge
loops may be here, I guess. And maybe one could be
almost right there. All right. What else? I will like to go
to the local mode. I just want to focus on
this a little bit more. Let's see grab these
vertices and I will hit key twice to
slide this because this area should be sharp according to the
reference image. And from the side, it should be smooth. This is what I think. And I will add multiple
cuts just to have just to prevent the
stretch that will go to the center because the
face here is very small, and next to it, we
have very huge face. So the modifier
subdivision surface will push all the
vertices to the center. So to avoid that, just cut
at multiple cuts here to make the distance even
between or almost even. Now tab out let's a subdivision
surface with level two, or you can go beyond
that if you like. Right click head smooth. A tab, A have to
recalculate the normal. All right now we
got this results. Alright let's go back
to the reference image. According to the
reference image, I can see that this area
is a little bit smoother. To get something like that, you can ph these edges keywise
and ph them like that. And maybe those over here, you can book these like this. Let's put this like this
and then like this. And if you want to
get set right line, just de grab these
vertices and G stretch, that's will give
us what we want. And the same thing for
this right click Keytret. I think this result
now is a good result. Rights Eat with the eggs. Let's see if we could move
this inside a tiny bit. Yep, I think we can do this. Alright. That's very cool. Right now, let's start with the second frame should
be above the door. So let's see how
can we create it? I think we can go
back here and select, for example, these faces. Let's see grab them like that. And then before you hit HD, I want to move this a
little bit right here, and I want to check
something actually. I think we should hear this. I'm not sure quite here, but
I feel we should hear it. Let's go to the here and
let's see if that will work. It should be I guess it should
be tilted like that first. And from the top, it should be heard like this, not like this. I mean like this.
This is what I think. Yes, a tiny bit
don't go too much. Let's try and see
what we can get. All right, something
like that, I guess. But what's going to happen if you open and close the door? I think this result makes sense. All right. Now I will grab
these faces like that. And then it hit with
D to take a OBE. It should be right
here, the OBE. All right. Let's start
like this. It's okay. And then I will go
to the top and hit E to the Y axis to
extrude this like this. And what we need to do is just try to follow the
curvature of the door. I will hit G to move this
all the way to the end. And from the right, we should
move this up like that. And I think we should go to the hearing option
and fix this like that. And it hefty space and
go back to select box. And let's move this a
tiny bit like that. And from the top, let's align this middle
edge with the frame. And maybe from the top,
we could go to the here and fix this. I think this error
should be stripe. All right. And now we should add multiple cuts to align
this with the door. So let's have one
cut here and go to the select box they X ray, grab this and he key to
move this just a tiny bit. I think that's what
we should do here. Maybe another cut here, grab it, key to move, and let's move this
back just a little bit. So this egg, it should be
in the front of this frame. All right. Well, that's mean we should move this
a little bit like that, and this one as well. And maybe we can add
another edge loop here and move it
just a tiny bit like this and crab these and move
them just a little bit. So now, this edge, it's in front of this frame. So this is the distance
that we should keep. Let's add one cat here and let's pick maybe one cat
here, one cat here. I'm adding these egg loaves just to prevent the citrate
that goes to the center. So it's very necessary to
add multiple cats here. Maybe here. I'm adding these cats after I make sure that
everything is in place. By the way, I just
forget to kick the side. We should kick the side
before we add any cats, but that's very cool. We
don't have any problem. Or maybe that's
too much, I guess. So I will delete
some of these cuts. By the way, it's
okay to leave them. All right, now let's add
the support egg loops here. And on the other side,
the same thing can roll R and add support
Eglop almost right here. And the small change I
would like to do here, I will grab the frame, and I will move this and push this
steep inside like that. Something like this, and then grab this edge and hickey
and move it like this. All I think this is
what we should have. Maybe a little bit
more like that. So I can grab this vertex
and move it like that. Alright, small this a
little bit like this. The cut is not
perfectly straight, so just try to pick a nice
angle and get to the Y, and let's move this out a tiny bit or something like that. And I will fix this maybe
now or maybe later. Alright, to fix this, we should degrab this and de grab
the guide mix as well. So select this,
select the guide meh. And then let's head slide
to go to the local mode. By the way, what I should do
is just decrb the fender. And I guess we could grab
the door panel as well. Now, let's grab them and
tab to go to the edit mode, and let's select these vertices. And from the top, we should
move them like that. But the question is, how can I know where should we push these? We need to exit
from the local mode and go to the X ray so I
can see something here. And from the top, we should
move them almost right here, and now we could grab these vertices and move
them as well like that and just be careful All right, I think that will be it. At least t out. All right now, let's eye the shrink
crab collection. And now we got this results. Now I will grab this
grab these vertices. And from the right view, I will move them or maybe
in the perspective, we can do that and just
move these like that. And I think we should have another egg loob here
as a support a loob. So I will hit Control R to add another one just
to make this area look smoother and nicer and the same thing here
on the side as well. And here. As you can see the result looks
very smooth and nice. And here as well.
Alright, perfect. I can see that we have
small space here, but I think that's not
going to make any problem. I think that's something normal. All right, I will end this video here and see
you in the next one.
44. 44 Creating the long door frame: Hello again. Welcome back here. In this video, I
want to start with the frame. It should
be right here. Let's bring the
reference images, and let's see how can we
create it? All right. This is the frame
that I'm talking about the chrome frame. This one here. All right. The thickness of
this frame should be similar to the thickness
of this piece, as you can see the
same thickness. And this area, it
should be smooth. We have we should get a result similar to what we have here, or
let's say almost. Alright, to create this, we should go to
the right view and then the three decs are still here and let's add a
to add or before we do that, screen cast is active. Let's add plane and hang this
to maybe two centimeter, make it very small
and align this to the view. Now we
have this plane here. And let's move this almost
right here and then tab and let's see
go these vertices, go to the vertex selection
mode, and let's move this. Let's say like that, I guess. And after you do this,
just make sure that the thickness is correct. Just put this a
tiny bit like that. All right, don't worry about
the reference image because I think the frame we got
here is not accurate. According to these images, you can see that the frame
here is the thickness is similar to the thickness of this one or maybe a little
bit thicker. Okay. But it is not thick that much. I mean, not like this. So I will these two vertices and move this
almost right here. Just make this a little bit thicker as
compared with this one. And I will grab this vertex. You can start with
one line if you like. For example, I can grab
the two vertices and hit X V and delete them or
you can start with one line, and after that, you can
create the second line. And that's what I prefer. I will poke these
vertices like that and grab this one and
hit E to extrude it. Let's extrude this almost right here, something like that. And E, again, to extrude it. Keep following this line,
as you can see here. As you can see, I
make big extrusions, and I know that the edge is not aligned with the
frame, but that's okay. We will increase the number of the vertices and we
will fix all of that. But I just want to make a simple first because don't forget after you extrude
these vertices, we could align them with
the body of the car. Let's extrude this
almost right here. And then when you finish, let's select these vertices and go to the top and let's push them toward the car like this. Grab this vertex and let's
put it close to the car, almost right here, maybe,
something like that. I saw this one. Yeah, I think we can align
them with this frame. I think that will be okay.
I mean something like that. Something like this. Okay. All right,
that's very cool. Now let's go to the right view, and let's go to the perspective. I just want to see
what we got here. All right. So this actor is
not aligned with the frame. You can push it
in, but actually, I don't want to push
all of these in. Let's hit Key and key
to the X and push this close to the frame,
very close to the frame. Yeah, something like
this. All right. I will align with the frame
for a reason, G to the X. And when you do that, hit A to select everything
and take them out. By the way, I just want
to mention something. At the beginning when I
align these with the frame, I did that so I can make sure that the vertex is perfectly in the correct place and
aligned with the frame. After that, when I cobilt,
I will push these out. You can push this out
now or you can do that after you create the whole frame and the second line. So I guess now we can start
with the second line. Alright. For this vertex, I think I should move it out a little bit. Maybe this one, I guess,
but not too much. From the top of you, this one should be visible
and pushed out. Let's go back to the right
and let's grab this vertex. I will hit E and extrude
this almost right here, and from the top, we
should do the same thing. We should keep this
pushed out like that. And now let's go back here. We can hit E to extrude
this almost right here. Just keep in mind to keep
the distance consistent. And let's go to
the top and hit G, and let's move this
almost right here. You can see the same
distance I keep here. Maybe I can move this
back just a little bit. All right, yeah, that's okay. And if you want, you can grab this
hit F and F again, that's okay to do hit E to
extrude this like that. And from the top, hit key in,
let's move this like that. Grab this hit F. All right. I'm doing this
because as I think this technique is easy to do. If you don't like
it, you can grab the two vertices
and extrude them. That will work as well. But I think what I'm doing is easier. All right. Now, let's extrude this
almost right here. As you can see, when
I reach this area, it should be thicker
a little bit. And let's extrude
make one extrusion here and one right here. All right, don't worry
about the last one. Alright, let's go back here and let's go to the top to
put everything in blaze. I will hit key to move this almost right here and the
same thing for the rest. All right, something like this. And this one hit key, and let's move this over here, and this one, it
should be sorry. This one should be pushed
almost right here, I guess. This one should be here, and this vertex should
be pushed there. Okay. And if you want, you
can grab this with the set F. If you
like, that's okay. All right. Now I will grab this set F multiple times to fill these
vertices with faces. Now, if you go to the right
view, this is what we got, and I know we have gaps here,
we will take care of them. So let's go here, and I just want to
slice some vertices. I want these vertices to
point to a point here. Let's say, if you assume that
we have a big circle here, these vertices should be
pointed to the center. All right, what else? Control R to add
one vertex here, G to the Z, and let's
move this up here. And from the top,
hit G and let's move this a little bit and
align it with the frame. Control R to add
one vertex here, G and align this with the frame and go to the right
and we could move it up, Q to the Z, and let's
move it up here. All right. Control R one vertex, and let's move this,
go to the right, G and let's move this up. Control R to have one cut here. Let's move this up
here, go to the top, K and let's move this to
the towards the frame. Control R to have
one vertex here, key to the X, and
let's move this back. And from this angle, key, at least move
this up a little bit. Maybe we need another cut here, I guess, G and let's move, go to the top, G to the X, and let's move
this a little bit. Control R to have one here,
and let's move this up, go to the top, G and let's move to the X axis. We can see that we
still have a gap here, to the Z, and let's
move this up here. Control K to the Z, go to the top, to the X, and align this with the frame. The same thing for this one, I guess, or maybe
this one, to the X. All right, that's
great. What about this area and this area? G to the Z, and let's move
this one here, go to the top, k to the X to the X. All right. That's very cool. And let's check this area. I think we could
move it like that. And from the right, just take this up key to the Z, this area as well, key to the Z, and key to the X from the top. This one as well, to the X. And this area as well, key to the Z, All right,
you can leave it like this. Alright, I just want to check something here from the top. I think this area is
not visible too much. It's a little bit
visible, not that much. All right, we should
consider that, I guess. Yeah. All right, what
else we should do here? All right. After doing
that, I guess we can relax these
vertices, I guess. If you want, you can add cuts here. That's
okay. I'll click. I'll have to click
on these edges. I just want to use the
relax option to relax this. That will give me
better results. And you can fix the distance
between some of these edges. For example, here, we just
forget to add one CAT story. Key to the Z, and let's
move this up here, go to the top, key
to the X axis. If you want to fix the distance between these edges,
go ahead and do that. For example, I can
you grab this and Q space and the same
thing for this. Let's see what's
going to happen. Alright, I don't like the result that much, so I
will cancel this. And instead of that, I
will use the relax option. Pick these edges because
how relax works, grab these two edges and the
right click and Qs relax. Let's will relax it and
give us better result. If you want to repeat
the operation, just hit Shift R to repeat the last action.
I mean the relax. And now this
geometry is relaxed, and the result should
be very beautiful. A Yeah, I think the result
is very beautiful. After doing all of that, if you are so satisfied
with the result, just grab these
faces and then just hit key to the eggs and take
them out just a little bit, but not much, something
like that, it will be okay. And then hit E to the eggs, extrude these inside like that. And yeah, just
extrude them a little bit and make it thick, just a tiny bit, not too much. Key to the g, maybe a little
bit more like that, I guess. All right, from the
top, as you can see, it's a little bit visible. Now we got something similar to the reference Image, and
that's what we want. All right, that's very cool. Alright, now, maybe we can
start with the edge loops. And something here I
would like to mention. I think the thickness
is not even. For example, this area, it shouldn't be thick like that because the mirror or sorry, the window, it should
be instilled here. And if we leave this
thick like that, it will hit the window. But I just want to
check these images. I want to see if what
I'm doing is correct. All right. As you can see, it's not
that thick from here. Yeah. Yeah, it's something
thin, not thick. The thickness is
similar to this frame. So what we did here is too much. So in this case, we can grab this face and
G to the X and move this back almost like this, something like that, I guess. Maybe something like this. I can feel that some vertices
here pushed too much out. And let's see if we
can fix this area. For example, this here. I guess we can push
them a little bit in the same thing for the rest. Or something like
that. Right now, the result looks very cool. Hit A and then you have
to enter recalculate the normal because the
normal is flipped. And let's check
the other images. According to this image here, you can see this area is a little bit thicker as
compared with this one. So we should consider that. These vertices should be
pushed in a little bit. I mean, these vertices here. Well, that's not going
to be easy to do, but anyway, we will do it. Let's grab these and push
them almost right here. And the same thing for
these key to the X, let's push these almost right
here and those as well, key to the XT as well. And the thickness should be fade out as we go up.
Just keep that in mind. All I'm not so quite sure, but this is what I think. Move this as at bit. Alright, something like that. The result looks cool. You can relax the side
that's okay to do. That will give us better result, right click and relax. You have to add multiple time
just to get better results. And you can relax
all of these edges. Let's go to the local
mode and let's add this edge Osbll and right
click and choose relax. You have to add multiple time. And let's see if that makes
sense or maybe that too much. I think that's too much.
I will hit Control Z. Just relax at one
time. Not too much. That's what we it. Alright, now is the time
to add support the egg lob to use, the
subdividan surface. Alright, let's start
with this side. I will hit Control
R to add one g here here something like that, and one edge right
here. All right. And let's go back and let's
see what we got here. All right. The result
looks nice. I like it. I don't have any
problem with it. And for this side, Alright, what we can do to this side? I guess we can grab
this in bevel it. Can we do that? I don't want this egg to be right here because this era
should be smooth. That's why I should
select these edges. Sorry. Yeah, this egg until I reach this point and then he it white and just slide
this away like that. Just a little bit, maybe
a little bit more. And for this side, it's
okay to make it sharp. So just add one egg here and keep it close to this one because this
arrow should be sharp. All right. What about the side? All right, it can roll to
add one cat here and just keep give this area
a little bit space, and the distance should be similar to the
distance we got here, and that will be enough. And one edge loop here or less at two just to make
this area looks very smooth and to get rid of the sit rich that will
go to this direction. If you add two eggs here,
you will prevent that. And for this area, I
will add one egg here, I guess, All right,
something like that. But this egg, I will hit key twice and slide it up because this area should
be smooth this area. Grab this key twice
and slide this here, and let's add another
H loop just to make this area just to get rid of any straight that
will go to this direction. All right now, I will
grab these vertices in the X ray mode and hit key and move this almost right here. All right now maybe after that, we can ask subdivision
service with level two, I guess, or three, if you want. The result looks nice here. The curve here looks nice, but I can feel that we have some stretch
goes to this dirtin. You can see the distance
between these faces, how they become bigger as
they go to this dracon. So to prevent that, we can
add a loop right here. You can see the result
before and after. Something like that,
that will help. And the same thing
here, we can do the same thing and add
18 here if you want. Alright. Let's tab out, and let's take
a look right head smooth. Let's like to excite
and All right. The result looks very nice and smooth this area looks smooth, and that's what we want here. But it's not smooth that much. Maybe these vertices we could push them in a little bit more just to grub
them like that, keep holding ketrol
and keep selecting these vertices until you reach this point and
then hit key twice. And let's push these like that. Let's act with the
subdivision surface. Alright, now it's
become nice and smooth. All right, one more thing
here maybe we can do is, I guess we can grab
these vertices and just move them like that. I think that will give
us better result, but keep in mind to check the position of these vertices from
different angle, make sure they are
not pushed in. A something like
that. I will be okay. One more thing here I
would like to do is to tap and make sure that
this age is rite. You can use the notate, hold hold D and click and hold Control and
drag strtineG like that, and let's use it as a guide. So for example, these vertices, I will grab them in head key to the Z and move these down,
attend a bit like that. And now let's check this side. I guess these vertices, maybe they should be pushed
right now the sorry, I forget in the X ray,
we could grab them. And we can grab these all of them and move those
almost right here. All right. What else
we could do here? I will select everything all the frame and head to the X and just push
this out a little bit. All not that much. That's
not correct, I guess. All right, let's go
to the right and tab and let's grab these and let's poke this
back a tiny bit. And because we did this, I'm going to grab these vertices as well and move them a little
bit back like that. And the same thing for
these. And those as well. All right, let's G and move this and align it
with the frame. That's all what I
want to do here. And let's align this
with the frame. The final touch that I
think is very important. I will show something here. From the top of you, you can see that the tail of this frame, it's a little bit pushed out. And my result is not similar
to what we have here. So what we can do is we can grab this same tab and All right. I will grab this edge and
then hit edge to hide this. Hang these two
vertices if you like, and hit edge to hide this side. And then I will go to the X ray and I will grab
these vertices like that, and I will push this out
using proportional editing. So let's activate this. Let's choose maybe the smooth, and I will hit key to move
and move this like that and rotate the wheel of the mouse to make
the effect stronger. And in the object, we have this open here is
called connected only. Let's see if that will
work. As you can see, now I can move the side alone. So hit key to move and make the effect a little
bit strong and big. All right. Key to the X. And let's push this a
tiny bit. Not too much. Just be careful when we
do that. Key to the X. Maybe something like
that. It will be okay. Alright, now let's I'll take to bring back the other pieces. And I guess that's
what we want here. Yep, something like
that. Right now, let's take final look. Alright,
let's go to the right. I guess we can tab here
and in the Xray mood. I will grab this and move
these down just a little bit. Alright, yeah,
something like that. Okay, I will end this video here and see you
in the next one.
45. 45 Modeling the rear window frame: Alright, in this
video, I will start with this frame,
the smallest one. It should be right
here. So let's see together, how
can we create this? All right, let's drop
this tab to go to the mode because I just
want to copy these phases. In the Xray, I will
grab these vertices and because it's a little
bit difficult to grab these, I will select all
these vertices and then hit control
minus two shrink the selection until the
selection covers these vertices. And after that, you can go to
the right view and then hit shift with theta Cobi
almost right here. And then I will hit E to make one extreme
and goes like that. Then from the top, just
hit G to grab this face, you can turn of the
propocial editing, let's move this face
almost right here. Let you go to the right
let's see what we got G and let's move this
one here, maybe for now. And I will go to the here
and here this like that. And maybe we should move the
spike. A maybe right here. And let's make sure to put
this in the correct place, maybe something
like that for now. Then let's add, for example, one cut here and go to the top. And let's put this edge
in the correct place. You can go to the
X ray All right, maybe we should push this out just a
little bit like that. Hit Control R to add
second egg love here. And let's move this
out just a tiny bit. All right. And what
else we could do here. All right, I will hit
Control R to add once you bought aglope just
to make this era tight. And I guess we should
grab this side of vertices and age
and push this inside. I think it should be
thicker as we go back. And one more thing here, I should grab the vertices and
push this through the X x to just a tiny bit to make the curve looks
nice and smooth. Maybe we can crop these, e to the X and move the
inside just a little bit, and then take those
and push them back, keep the X I will let control R and heat wise and let smooth this
just a little bit. And I will add second egg ou to get even tighter result,
something like that. And on this side,
the same thing. Now let's tap out, and
let's take a look. All right, so this is what
we got. That's very cool. Let's go back here
because I think this area needs some tweaking like rubbing these vertices
and I don't know, maybe we could move these, push them to the X axis
or before we do that, I guess we could fix
what we got here. I got small problem. We need to fill
this gap by moving these vertices like that. All right. What else? And maybe these we could move
them E to the Z, and let's move this
up just a little bit. All right. Maybe these
vertices as well, go to the right and then he I probably as well. All right. Maybe these
vertices as well. These here. The idea is I'm just filling the gaps between the
body and the frame. And one more thing here
I would like to do. I want to add one edge loop here just to make this
area looks tight. And maybe we can slide these rare disease a
little bit like that, maybe just to get tighter results. Something like this. You can't grow them together. So we could move
them one by one. Yeah, I think everything
else is okay. Step out. Everything looks nice. Let see what's going to
happen if we slide this here. Yeah, I think that looks better. All right, so this is not
the final results because I don't know what problem I
will face in the future, but I will accept
everything as it is, but maybe later we face something weird and we
should make some change. The change will be
something easy to handle. But for now, let's
accept what we got here, and I will end this video here and see
you in the next one.
46. 46 Starting with the taillight: Hello again, and
welcome back here. In this video, I want to
start with the taillight. I gather the new images to understand how can
we model this. Alright, so these
images are all of the images that we got here
to create the taillight. And let's try to understand
and let's see if what we got here is similar
to the reference images. I think we could make some
small kings like editing this curve because I think this curve is not similar
to the reference images. This curve here is consists of two step tip number one
and the tip number two, and then ithuld go down. But what I got here
is just a curve and it's not big as
convert with this one. So we need to focus on this even if you kick
this image from the back, you can see the curve here, it's a little bit big as
compared with what I got here. So let's work on that
first, and after that, we will see what's the next. After booting the three
decoser over here, I will add plane, it and let's add plane and
let's change the size to ten centimeter and align this to us like
this to the view. And as to the scale it, you can go to the edit mode. Let's see grab the
vertexes move them up and those maybe we could
move them right here. And let's move this
plane here for now. Let's go back to the baggy view, and let's see grab this vertex. And I guess we could
move it like that. He, let's move this over here, and this one, it could be
moved maybe right here. Yeah, something like that. I think what we got
here is nice. Alright. After doing that, tab out had Ctrola and avid scale because we scaled this
to the Z a little bit, and that will affect the
bevel if we want to bevel it. I will tab again and
decarb this vertex, and I think we can
carve this one as well, and this one because if
you pay attention here, you can see that care
here is similar. This one is similar to
this and this one as well. After we select all
of these vertices, it can throw FTP
to the vertices. Let's say something like that. It'll be nice, I guess. Alright. And what
about this one? It's All right. This one should be like a curve, so don't worry about
making this two steps. After you're doing that,
you can hit Control. You have to be level to
something like that, I guess. You can add four cuts. That's okay to do. And now let's take another
look and let's see if this makes sense or not. I think these vertices should
be pushed up a little bit. And what else? And these vertices right. Let's rub the side
and hit G to the Z, and let's move this up
a tiny bit like that. And what about the side? I think there's no
reason to move this. Everything now is okay so far. And I'm going to manipulate the body here to match
it with this result. So let's tap out and grab this
and go to the baggy view. And let's tap to go
to the edit mode, and let's see what
change we can make here. All right, the first thing
we should do here is moving the side and match
it with this guide. Let's decrb this and let's
move this one maybe over here. And this should be
moved, for example, right here, I guess, and the
same thing for the rest. Or something like that.
And let's move this one. G and let's move this over here. Grab these and let's move
them up a little bit. And these vertices should
be aligned here, I guess. And those should be aligned
right here, and this one, it should be almost right here, let's say, something like that. And these vertices maybe we can move them a
little bit like that. I think that's too much,
something like that. And these as well All right. And let's take a look here and let's see
what else we can do. Maybe we can start
with these vertices. Let's move those up here. And those we can move them here. And these two
vertices, we can grab them and move them up a
little bit like that. And maybe these vertices
we can move them here and the same
thing for the rest. Right now we got
everything matched. But from the right view, we need to make sure that we
don't have any curve here. For example, this one,
I guess we can move it down to get rid of any curve because this
edge goes like that, and we need it to go flat. Everything else here looks okay. I don't see any
problem anywhere. Maybe these vertices, we can slide them a
little bit here. I guess we can go back
to the back review end. All right. After doing that, now maybe we can support these corners so we can get something close to
the reference image. Be according to this one, you can see that this angle is a little bit sharp and
it's not fully round. So we need to get something
like that in this area. All right to achieve
something like this, I will use et to create
an extra cut here, and I will grab this with this EG twice and
move this over here to weld it and create a
new cut coed like that. And the grab this
with this q twice and we the smart right here. And now let's see what we got. So now we got two
step, as you can see. This result looks very nice, but I think it is a
little bit sharp. What we can do is we can slide these vertices a
little bit like that, and those here as well. And keep in mind that you can
delete these if you like. Alright, now, the
result looks cool. Let's jump here and let's
see what we can achieve. I will slide this
edge right here and I'm going to use an F tool to create a second edge
goes like that. And for this area, I think that's all
we want to do. The result looks very cool, and here us we'll
grab this G twice and slide this over here and use an F tool to create
second cut goes like that. Okay. Maybe it is a
little bit sharp. You can slide this to
the middle to avoid that sharpness. And
that will be it. Let's go to the right
and I just want to see, everything looks nice. Even if that doesn't match
the reference I make, it's very nice and acceptable. Let's go to the back of you and let's grab this one and
hit the edge to hide it. Yep, that result looks very
cool, and we can go with it. So the next tip that
we could do is, I will grab the body and
tap to go to it mode. If you pay attention here, you can see that we have
a small gap between the final result and
the low Bly version. What I want to do is I want to use shrine crab modifier to crinrob the low bool and
align it with the guide mech. So to do that, I will add another
herring crab modifier, and I'm going to put this
up and put underneath the mirror I want
to do this because I want to make a small inset because if I bring the
difference M make here, I can feel here that
we should extrude these vertices inside
to have small leg. That's what I want to do. So the first that we should do is we could shrink rob all the
low bully on the guide Ms go the target
and cue the guide Mix now it should be
shrinrop as you can see, this is the result
before and after. And after doing that, just tab out, and let's take a look. I just want to see if we
got any problem anywhere. Alright, I don't
see any problem. Everything looks nice and
smooth and beautiful. So after doing that, go ahead and tab and
Alright, keep this here. There's no problem to keep it. There's no problem with keeping the rinrab
modifier for now. I will hit AlClick
to grab all of this a lob and then hit
F to create a face, as you can see, and I will
hit I to create small inset. Small inset like this, I
think it will work like this. And after creating this inset, you can hover over
here after you tap out and apply the
ring crab modifier. The new one, just hit C A because we don't
need it anymore. And now I will like to go to the local mode because I
just want to focus on this. I will hit Alt is to put
the new pass inside. You can turn off the hearing
rub in the edit mode to see the final result at Alts and put this deep
inside a tiny bit. Thrown off sub divison
surface as well. Something like
this, you can again to B this debar a little bit. I think we got
what we want at XF to delete this phase because
we don't need it anymore. So this is the
result that we got. That's all what we wanted here. And because I don't want
these edges to be crane cropped and be affected
by this modifier, the ring crab modifier, I will exclude these vertices, go to the vertex, Alt Clet to grab all of
these vertices and then go to data and
go to vertexigroup, and it's plus to create a new group and
then it assigned to assign these
selected vertices to this group and then go
back to the modifier. Alright, now let's
see the final result. As you can see, everything is affected by the hearing crop. What I will do is I will go to the hearing crop
and use this group, and I will invert the
result like that. Alright, now we got
something close to the reference image,
as you can see here. Let's tap out, and
let's take a look. Alright, that's very cool. If you want to go deeper, you can hit Alts, I guess, or you can hit F to create a
Cook face and hit Alts and book the deep inside if you
like if that's what you need. For me, I think this
result is enough. Maybe we can go beyond that, just a tiny bit by booking these vertices bag.
Do we need that? I'm squire her actually see
if we really need that. I think we don't need that.
So let's move this over here.
47. 47 Modeling the tailLight frame: Hello, everyone, and
welcome back here. In this video, I want to
start with the tail light. Here we have reference images
that we're going to use. And before we start, let's
try to understand and analyze the taillight and
see how can we create it. So the first thing, we have this piece of glass
covered the taillight, and we have this frame that could be connected
with the glass cover. And according to this image, I can see that the
frame is too thick. So this is the first frame, and this is the second frame. The second frame, the tail light details
should be connected with it. And the first one should be
connect with cover glass. So let's see how can we do that? And don't forget something. You remember the
steps that I talked about the first step
and the second step. I can feel or see the
steps here as well. And we could consider that. So let's work on
that. The first thing maybe I will do is just make the distance
a little bit bigger. Here. So let's put this
image right here and let's grab this tab
to go to the mode. All click to grab this vertices. And let's zoom here a little
bit, for example, this one, I will hit key twice to slide, and then l to move this farther
esten bit. Not too much. Maybe a little bit more. Let's see if that's too
much or that's enough. I think that's too
much. Let's Kant rolls or something like that. Let's try again. Key twice. I'll click K twice. Sorry. All right, Key twice. Step out, and let's take a look. Alright, this
distance looks cool. And one more thing here, I will hit Control R to add
one support g lobe right here and maybe one here as
well of that importance. That's will make the result
look sharp and nice. You can ignore that the
second egg lobe, if you like. For me, the result looks cool. I can't accept that. So this is the first step. The second step, I
guess we could grab this egg loop and use it. So select this and then hit P and then as
to separate this. And let's tab out. I just want to see I want
to grab this egg loop. And in the modifier, we don't need weld bubble, solidify, hearing crop maybe
I will keep it for now. So this is what we got. All right, so the mission is
we could create the frame. I will tab to go to the mode and select all
the vertices like that, and I will hit F to
create a big face, and I will well, I guess we can use the insets. I will hit I to
make a small inset. But don't make a big inset like that because you're not
going to get what you want. As you can see here, we lost the two steps
that I talked about. So that's not going to work. Instead of that, what you can do is you can make a small inset, something like that.
Should be okay. And then we will move
these vertices manually. So now I will grab these. For example, you can or
let's grab these vertices. And I will to move and move
this inside a little bit. Maybe a little bit
more like that. Something like this,
that will be enough. And then I will grab
these vertices and hike and move these down. Just keep in mind the distance on this side
would be similar to this side. And now I will grab these vertices and then key
and move this like that. All right, that will be enough. And then these vertices as well and key, and
let's move these up. Alright, so this is our frame. After doing that, what we
can do is we want to fix, let's slack to excite. We want to put these vertices
and put them in the place. I think we can use the hearing
crop itself to do that. And I will show you what I mean. Now, let's go to
the pace and grab this middle phase and hit X F and get rid of it.
We don't need it anymore. And in the hearing crop, I will delete this group. We don't need it and
delete this one as well. And I will change the
Rob method to project. I just want to project these vertices on
the guide machine. Let's see the difference.
Delete the subdivision or turn this off for now. Let's go to the bag, and
let's take another look. I just want to see
what we got so far. All right, let's delete
the subdivision service, and this is the rain cra
modifier, as you can see, All I just want to I'm not sure quite here if I
need to active the negative that bend that doesn't give you the
result that you want, you can turn this on to hearing crop the backfaces
on the guide as well. Until now, the result
looks okay, I guess. I will apply the hearing
crab and tab again. I just want to see
what we got here. Well, before you do that, I guess we can do
something just to make the result looks better. I will grab these
vertice here and hickey and move them
like that manually, and those as will hickey and
move those to the Y axis. Let's go to the bag,
and let's take a look. I just want to check
the thickness. The thickness so far looks okay. I don't see any
problem with that. And maybe we could do the same
thing for these vertices, due to the Y, and
let's move this. And this one as
well, due to the Y. That will help to get
better projection. That's why I moved
these vertices. And I think the same
scenario for these vertices, I will adhere to the
Y and move this bag, and maybe those as well. All right. And now let's tap out and let's
take another look. I guess now the
result is better. Stab and active the ring
crop in the edit mode. And now it's flat and
projected in the correct way. Maybe here we need to
make some tweaking. It will be something easy to do like making this line stride. You can grab this, hold control grab this and use
the Key strike, I guess, and king this to separate to avoid kinging the distance
between the vertices. And now we got srt. And I think this
thickness looks okay. Maybe this vertex, we can move it a little bit down to
make this sit right. And now we still have the two
steps that we talked about, and everything looks cool. Maybe we could grab these and move them just
a little bit like that. I think, and maybe we could
move them down as well. And they grab them vertex by vertex and try to
get better result. All right, maybe this one, we kind of slide it a
little bit down. And this as we Practically I can choose Estrich. And now it can thro to
apply the hearing crop. It's like too excite. I just want to see what we got here. All right. I will grab this head key to the Y and move this inside
a little bit. Yep, I think we can
start with this. And let's see what's
the next step. Alright, let's tap
to go to the mode. I will hit Control R two at one lobe here,
something like that. And what I will do is I will
grab this face after that, and then I think we should
I'm not quite sure. Maybe we should push these
faces back key to the Y, a little bit more,
I guess, like that. And now I will grab this
face lobe and All right. I will hit P and then to separate this out and
grab this tap at A, and then E to the Y axis. And let's extrude this to the Y. Just a tiny bit. I'm trying
to create the frame. I mean, this frame, you
can see it right here. From the top, you can see that the frame goes to this
direction to the Y, but I think that's not correct. It should go like
this. In this case, we could grab the
outer edges and then get wise and slide
this in like that. Now, if you go to the top, you can see that the outer edge it's pointing inside
instead of outside. All right. Let's see
if that's enough. After that, maybe we should
add the support edge loops or maybe we can grab the back faces like that
and then hit E to the Y as well and extrude this a
little bit more like that. And now let's add the
support edge loop, one here maybe, one right
here, one right here. And one here, and here as
well, and one right there. After doing all of
that tab out let's add subdivision surface with level
two or three, if you want. Right click he the smooth
to make this smooth and let's see if that's enough. One more thing here,
maybe we should do it. Before you add these edge loops, I guess we could grab these edges and it wise
and slide these like that. I guess this is what
we should do here. Then after that, you can add the support edge loop one here, maybe, and this will
be enough, I guess. Let's tab out and
let's see what we got. All right, something like this. Let's like to excite and
let's see what's next step. Alright, what about
the second frame? For the second frame,
I will grab it and then hit A and then hit E to the Y axis and extrude this as a tiny bit like that,
but not too much. Maybe we could go to
this side as well and grab it and hit G to the Y and push this
back a little bit. And then we can add
support ge loop, one here, one right here
and one here and one there. You can go to the local
mood to focus on this side, to add support g loop, one here, and one right there. Let's step out and let's add subdivision surface with level
two or three, if you want. And just keep in mind
when you add three, just remember to increase the level and the
render as well, because if you don't and when you render, you will
render it with two. Rightly head smooth.
I will accept two. Two will be nice. After creating the outterframe
and the inner frame, now maybe we can start with the details of the
tail light itself. But not in this video, I will end this video here
and see you in the next one.
48. 48 Modeling the tail light details: Hello again and
welcome back here. In this video, I want to
start with taillight details. And before we do anything, I just noticed something
here we should change. According to this image, you can see the frame here. It's going up just a little
bit, the tip of the frame. I will show it. I
mean, what we got here as you can see this
age go to this direction. But according to this image, the frame should go up so let's edit that and
you will understand that even more when we do it. Let's tap and first to
make the life easier, I will delete these
support edges, and I can recreate them. It's something easy to do. Go to the right view and now
let's grab these vertices. You can pick an angle
like this and you can grab these
vertices like that. In this vertex, we could add
it as well and then go to the right and then key and
let's move this like that. All right. Let's go to the back of
you and let's see if we have any problem anywhere. Maybe we could move this as
attend a bit. Not too much. Just be careful
when you do that. And our this line
should be stright. And yes, it is. And this one, I guess
we should dissect this and then grab these and just move them
attend a bit like that. All right. Now we
got something cool. After that, you can add
the support egg loops. The same thing here. One Eglop here and one here, As well. Alright. Let's go
to the local mood. I just want to see
check something. Do we need this
egg? What's going to happen if we dissolve this? And if we add one egg, look here and one right here. I think that's will
make the results rounder and even more beautiful. And this is something up to
you if you want to do it. I like this. I will
accept this result. All right. What's the next step? The next step is to start creating the details
that we got right here. And we have these images to
understand the tail light. It will be a little bit
tricky to create it, but we will create it. So let's go to the back
if you Control one. Hold, hold, right click
and put three decosa here. He A to add and at least
add plain and align this to the view and cue this
to maybe ten centimeter. All right. Sorry. Yep. And let's kill this a little
bit more like that. Let's bring the
reference images, and all right, let's see
how can we create that? All right. Let's tap to go to the mode, and let's see grab
these vertices or maybe those right here. The key to align these
vertices with these corners, this vertex could be,
for example, right here. And let's select
those over here. Yeah, let's move this
one, for example, here, and this one maybe
could be right here. Alright, so this
is the first step. After doing that, let's
go to the right of you, and here we have this image. Write this one. You can copy it. I control C and here. And after copying this, you can control here and
this right here to use it. I just want this
to be close to me, close to these
groups. That's all. Select these vertices and move them maybe right
here, something like that. The distance the same distance
we got here and just keep something in your mind that if you draw a stright
line goes like that, you can see that this curve
should be underneath it. All right? What I'm going
to do is I will grab these two vertices and hit E
to extrude those right here, and I will select those and hit key to move
them like that. I just want to get results similar to the reference image. And try to get or push these to a distance similar
to what we have here. And these vertices,
I will grab them, and I will put
them maybe a here, something like
that. So this step. After that, you can go
to the top and now we can crop these two vertices
and move them like that. Something like this. And
maybe we can move this one. A something here, I think, just keep it in
mind, it's wrong to move this to the X axis,
just move this to the Y. That's all what we can do. So let's move this right here. Let's go to the bag. All right. And everything
should be in place. Go to the right and then hit
E to extrude those back, go to the bag, and now this extruded to the
correct position, I guess. Two and I just want to kick if this vertex is
in the correct position. All right, it will be a
little bit difficult to till unless we have an image showing us all of
these details from the top. All right, from the top,
according to this image, I can see that this one, this side is a
little bit shorter. I will hit Qwe and slide
this a little bit like this. Yep, maybe something like that. And this one should be taller.
All right, that's cool. After doing that, I
will grab this edge, and then hit C troll with B to bevel it to three
edges like that. And I will grab this one hit can troll would be to bev
to three as well. Alright, let's go to the side. The Bible is not
so quite strong. Maybe two centimeter
will be okay. And I will grab this vertex and then hit
E to the Y and then go to the bag view to move
this vertex and let's located right here,
something like that. Grab this one, hit E to extrude and let's
locate this one here. And in the perspective, just hit G to the Y and
let's move this bag. Maybe, right, key to the Y and let's move
this almost right here. And this one should be in blaze. So to the Y and let's move
this until it hits the frame. Now let's see grab
this with this and hit F to create a phase.
And now we got this phase. And the same thing
for this side, let's go to the back of you and let's hit E to
extrude this here. Grab this one and
hit E to extrude this almost maybe
right here, I guess. And let's select them together, and then let's focus on
this one, Q to the Y. All right, again, can we
do that from the top? Yep, we can do this, I guess.
Grab this one as well. Key to the Y, and let's move
this steep inside and you can use the perspective to put this perfectly
in the correct place. Key to the Y and let's
put this one right here. In the same scenario, grab this with this set
F to create a face. Go to the bag. Maybe this one should be pushed, key to the Y. Alright, now we got something close
to the reference image. And here, maybe we
can add two cuts, and we can grab these
and go to the right. And then it to the way. I just want to create
a small curvature. Very tiny. All
right, that's very. I will hit Control
up to add one A here and grab this with
this and this as well, and hit F to create a phase. And A what else? Oh, my God. Who pushed this vertex? I will go to the top and hit G and move
this here, I guess. Yep, I guess right
here, to the Y. Let's select these vertices and hit F to create a face here. Grab this Ht F,
to create a quad. Rap right here, the scenario, the scenario here is a
little bit different. Let's go to the back,
can't roll one. Let's have this vertex
hit E to extrude this one extrusion
here, one here. You can go to the X ray to
understand what's going on. All right, one more extrusion or don't extrude it just
grab this with this hit F. Alright,
something like that. And now we should find a way
to connect those together. All right. This vertice should
be pushed back key to the Y. I'm assuming that it
should be pushed back. All right here we
have some variation. We just align these
vertices with this frame, and that's what
we should do, but I think we got a mistake here. All right, these vertices
should be pushed back. I thought I put these in
the correct play spot. We didn't? All that's weird. All right, keep these
vertices where they are. I think we could move this one. Yep. Slide this here,
slide this as well. Go to the back view, G to move and at least
move this down here. And yeah, this one is
in the correct place. Key twice, slide it like
that, go to the back. Yeah, it's in the correct place. G twice to slide
this a little bit. You can fix the distance
between these if you like. Just to grab this and
right click and oe space. All right, now,
what I will do is I will move this to the edge
and this one as well. And now we should find a way to connect those
together, and we will do. Alright let's grab these
two vertices and I will hit E to the Y to extrude
this like that for now. Go to the back of you and hit
key to move this like that. And what I will
do is I will grab these four vertices and
hit F to create a face, and I will grab those here
and hit F to create a phase. And now is the time to
maybe we can relax this. If you want to get
a good result here. You can select
these vertices like that and use the relax. That will give us what we want. You can hit tR to
repeat that, right? And now I can grab this
hit F and F again. It is twisted a little bit, but I think subdivision
surface will solve it. You can move some
vertices somewhere. You can do that, like what
I'm doing now. All right. Let's pick this angle, and let's move this a
little bit like that, and maybe we can take
this out at ty bits, and maybe this one as well. What about this side. Alright, what I'm going
to do is I will select the frame with the light and slack to isolate them. I
think that will be better. And then let's tap again. Alright, let's select
this with this. Here we have two acres. So this one could be We
need another one here. We have one. No, I think we don't. Just like, those are here hit F,
and then put this set F, and yeah, let's
slide this space. That's okay. Key
twice and move this. All right. Let's
select those here F. Yep, that's very cool. Let's take this out
for now. All right. The HAP in general is very
close to the reference image, but we have here slides
we could create. But I don't want to focus
on the details for now. Let's add support the loop
here and maybe one right here. And one right here. And one egg lobe. It could be right here, I guess, tap out, and let's add
subdivision surface. Let's increase this
to two or three, if you like, right head smooth. Let's see what we got so far. Right here we have
something not makes sense. I will hit AHN to recalculate the normal because
the normal is flipped. Top out, and let's
take another look. All right, one more thing
here I would like to do. We could add two edges here
to push these vertices down. All right, I will grab
these and hit key and move these down and
align them with the frame. And these new edges
that I added, we could move them as
well down like that. And those right here,
the same scenario, we could move them
down like that. Maybe we could de crop
everything and move this down these tics as well. What I'm going to do is, I just want to fill the
gaps between these. You can add extra g loops
if that's necessary. Go ahead and do that. And maybe one right
here and roll. Let's move this one
down a little bit. A All right. What
about this side? Let's go to the bag of view, and let's take a look here. All right, here we should
have two egg loops, I guess. It's very important
to have them. Let's add one here, and one, I guess, it should
be right here. Go to the bag of you and let's scar up this vertex
and let's move it here, and this one, it could
be moved right here. Alright, let's move this
one here and this one up. And this one here, okay. All right. From the
bag, let's take care of these vertices
a little bit more. Maybe this one we can slide it and this one we can
move it tiny bits. And let's go down. I can see small gap here. Let's fill it by moving
these vertices to the frame. And this one as well. All right, here we could
have an extra ages, use the knife tool to create You can create one cut
in the middle if you like, and then you can grab it it
can troll two bits to two. That will work as well. Go to the back and the same thing, move this right here
towards the frame, and this vertex, the same
thing, move it right here. All right, something like that. Mm hmm. All right,
that's very cool. What else we could do here? Maybe we could have two
edges here as well. So use an F to let K, hold to make the cut at
the center here and here, and then go to the
edge of this can troll B to have two edges. Go to the back view, and let's move these vertices
to put them in place. And the same thing for the rest. Grab this one and
move it towards a frame and this one as well. Everything else is okay. Alright. And these
rectices I guess we could move them, take them out. Maybe from this angle, just a key and move them
out like that. I think that's
what we should do. And the same thing for the side, I guess, Let's key
and take this out, and this one well like that. And what about this side? The same scenario.
Alright, that's great. I will use an F tool to
create a cat goes like that, and then another cut goes
like this and one here, and maybe one right
here and one here, let's hit space to confirm. This one, it should be slighted
a little bit like that. And let's use an F tool again. Let's create a cut
goes like this, and one goes like
that, and one here, and let's create
a cut goes here. Let's go up here, carve
this with this head K. And for this one,
what about this? Liscreta cat goes like that, and one like this, All right, one cat
goes here, one here, one here and one here. Drop
this with this head K. And the same thing, drop
this with this head K. Let's tab out
and let's see now. Alright now we got something
cool. What about this area? The same idea. One cat here and then goes here and
one goes here. Alright. And one goes here and
one here, I guess. Alright, adding on ach here. I will make this area
a little bit flat. So just keep in mind to
move these vertices. Let's go to the back and let's update this
area a little bit. Let's move this like that, and let's try to bot
everything in place. Okay. So far, the result
looks okay. Looks cool. Maybe you can slide
this a little bit. All right, that's
nice. Let's tap out and let's take another look. Alright, now I guess we
should move these vertices to the Y towards a
frame, K to the Y. E to the Y. And I guess we can grab the entire ge loop
and extrude it back. It's E to the Y and let's
extrude this back a little bit. Let's slash two time
just to focus on this. And I think we can support
the edge loop here to make this area tight and
maybe one right here. All right. That's very cool. Alright, let's take a look here. I just want to see if what
we did here is correct. Let's move this back to the Y, Q to the Y, just to
make this sit right. Right here, I can see that
we have some wafness. I can grab these vertices, hit to the Y, and let's
move this to avoid that. Maybe I can grab
this hit Q to the Y. Or that's better. All right, now let's hit slack to Exit and let's go
to the back view. And now is the time to
create the details. I will add a guide here
and use this guide. Let's add another plane, and let's align this
to the view like that, and scale this down like this. Let's create these straps. Let's move this right
here for now tab and grab these vertices hit
key to move it like that. Let's grab this hit key, and let's take this up here. All right. I'm just trying to create a guide to make the
process easier for me. So this is the first strap. I mean, strap right here. I will hear what I mean,
this one right here. And here we have an open area, and here we have another
strap, and this one, it could be open area and
the same thing for the rest. After doing that, you can grab this and hit Shift
with D to duplicate it one right here and hit shift D to have another one on the other side and now
to move the vertices. Alright, to grab
them all hike and move them away like this,
go to the back of you. And let's move this
like that, and from the top hit K let's
move it like this. Well, there's another
scenario if you want. You can, for example, can grab this pace, hit
X F and get rid of it, and you can connect
those together. Hit F to create a phase, and you can add multiple
cuts to control that. And I think this
process is better. Let's grab this key twice. Let's slide it a little bit. And this one will
slide it a little bit. And here we should add another cut that control
R and let's add one cat, it should be right
here and one cat on the side for the open area,
and it should be right here. Let's add one in the middle itroll have the R to duplicate it
to two like that. And this one you
can dissolve it. So this is the guide. This is what we
should do. All right. Let's go to the face, and
let's select these straps, grab them like that, and
then he C like this. And then hit E to
extrude them like that. I just want to I just want
to have intersection. And now they are intersected
with what I created here. Let A heft and to
recalculate the normal. And from the right view, we could grab these
vertices in the key and move them like that and move this side as
well like this. And from the top, we
should do the same thing. We should trim it. You can trim it or maybe
we can leave it for now. But anyway, we got the guide. So the question is now,
what's the next step? Let's go back to this shape, and let's see if we can add
multiple vertices and align these vertices or these
edges with this guide. To make a simple for us, what I will do is I will grab this N tap and
delete this side, hit X V to delete the vertices and delete
this one as well. X F to delete it.
We just need those. That will be enough. Top out and grab this tap to go to the
mode and go to the bag. And now I will align these vertices with this
guide that I created. It control to add one A lobe here and align all the
vertices with this strap, starting with these vertices, grab those, hit K twice, and slide those over here, and this one as well, and the same thing for the drop this twice, slide this here. And this one, it could
be moved right here. Slide this over
here. And this one, G twice and slide this. Those here and Q twice and slide them a
little bit like that. It can roll out to
have one a lobe here and let's hit Q
twice to take this out. And let's check the RTC is twice and let's move
this almost right here. And this one Q twice, and let's slide this. All right, this
one alone, sorry, Q twice and let's
move it a little bit. And this one as well, Q twice
and move it right here. Q twice, let's take this here. And this one as well. Q twice, and let's move this
one here and this one as well. All right. You can move these
vertices if you like. That will work as well. Q twice, and let's light them,
and let's align them. That's very cool. And maybe Yep, we could
have a new egg here. I will Control R
to add one here. You can move this
one, by the way. And we should have
one here as well. And let's move this
one right here. And you can delete this g, by the way, I can troll
like dissolve it. We don't need anymore.
One gg lobe here as well. Let's grab this g, sorry, and let's move it here. And the same thing
for these vertices. Alright, that's very cool. Alright, now we did great. I can dissolve this egg, and maybe this egg as well, we don't need them anymore. And this is what we got. After doing that, let's try
to check the other images. For example, this
one. I just want to see and understand
what we should do next. I will add one egg loop here. And one in front
of it like that. And now we should delete the
faces that we don't need. All right here, I guess
we should do something. This one, it should
be a little bit far from this, I guess. So now let's see grab
this face and this one here and this it X
F and delete them. And the same thing, I
guess, it should be here. Grab this one, and grab this, grab this and this at
XF and delete them. And now let's see
grub those together at XF and get rid of them. Alright. That's very cool. Let's turn off sub that
we can service for now. I just want to see
what else we could do. I will grab this edge and well, first, let's focus on this one. Grab this edge here. Old, have to grab this, and let's hit F to create a
face, as you can see here. Let's go to the back, and
yeah, that's very cool. And grab this or you can
start with this one. Alt, have to grab this, hit F to create a face the
same thing, grab this. At grab this one. Sorry, hit F. You can see I just
made a small variation here because we have it
in the reference image. Just keep that in mind. Or at least you grab
this and set F, to create one face here, and grab the set F to create
one face here as well. The same thing for this one. And you create one face
here right here and now we could fill
this area with faces. Let's hit F multiple time. Let's see if that works.
I'm also quite sure. It works, but I'm not
getting a perfect results. Maybe we should dissolve
these or do something else or maybe we can
add extra phase. I mean, let's hit Kantros multiple times to undo
what we did here. I think we should have one vertex here to get
the result that we want. Let's see what's
going to happen if we start with the middle area. The same problem. I will grab the set F to fill it like this and the same thing for the set F and this one Alt
click and F and the Alt click, hit F, Alt click
hit F to fill this. And those right here,
hit F. And now, what I'm going to
do is I will select these three pass and
then I will hit I for inset and I guess it would be better to drop them all like
that and then hit for inst. Or something like that.
It's like to isolate this. And let's see if we got
any problem anywhere. Everything looks nice, I guess. We don't see any problem. And after doing that,
maybe we should add an extra loops as a support
loops to support everything. All right, this is a scenario, maybe you can select
these faces again. Let's try and let's see
what's going to happen. Let's select these faces again. It can throw blast to
growth selection and then hit I again
to make an inset. But this time hit O
to invert the inset outside to have outer g loops. Is like that. That's very cool. What about these corners?
We could take care of them. We could add support
egg loop here and one on the side and the
same thing for the rest. But these eggs, I don't like
to leave them like that. I prefer to merge them like rubbing this in merkt here and
this one as well, maybe merge right here. I know we have a triangle here, but I think it's not
going to be visible. So let's have one
here, grab those, select twice and merkt, and let's have one right here, grab these, D select this one, K twice, and merkt. And the same thing for the side. Let's add one support
the edge loop here, grab these edges
etise and mic this here and grab the etise
and the Smc span here. And now let's see
what's going to happen. Alright, we have
something nice here. Mm hmm. I think we can
accept this result. The result is very cool, but here we can see
something not makes sense. I don't know what is
it. Maybe we should slice some of these vertices
just to get better heading. Maybe this one we can
slide it back like that. And the same thing for the rest. This area maybe on this one. And by the way, you can,
Mr just keep that in mind. The same thing we
did on the top, and maybe we could select
these Q twice and mic them. All right. And these
vertices as well, Q twice and mic them, maybe even this one, I guess. Q twice and Merc them like that. And let's select
these over here, Q twice and mic them. And these vertices as well, maybe we could
diselect this one. We still have something
here, not okay. Some vertices pushed in. Maybe we could pick a nice angle and key to move
them and push them out. Now the result looks better. Let's spend more time to
get even better result. Let's tap to go to the mode. I can see in the
reference I make, we have sharp edges here. Let's try to achieve that. All right, to achieve
something like that, I can add one edge
almost right here, I guess, and maybe
one right here. And this one in the middle, we can delete it. And let's add one
support edge loop here. Or you can grab these
two edges and hit Control B to level them
to three like that. This will help to
create this sharp edge. And we should do the
same for the rest. So let's grab this. Control R to have one egg here
and maybe one right here, grab this, can troll X,
grub this with this. It can roll B to bevel
this 23 like that, and add one egg love here. Control R to have
a second one here. Can troll X, grub
this with this. And then it can roll B
to have a sharp edge. Let's tap out and let's
take another look. Everything looks
nice and beautiful. And we should have
the same thing here. I will add one egg loop here and they grab
this one Q twice, maybe we should slide
it a little bit like that and grab this
one in the middle. It can troll egg to dissolve it. Crop this with this, it can roll B two bevil 23 like that. And maybe this one, let's
see if we can do it here. Croll to have one a lob here, Alt click K twice to
slide this one here, Crab this can troll eggs,
crop this, Al click, A have to click, hit C troll
to bell this 23 like that. Alright, everything looks nice
and beautiful and smooth. Maybe we can slide
this a little bit to avoid any bad heading. Right? You can actually you
can dissolve this one, I guess, and G twice
and Mike it here. That will give us smoother result and the same thing here, G twice and mic this one here. Well, that's naught enough, but. All right. The result
looks beautiful. Even for these, I guess
we can mic those. Let's too excite, and
let's take another look. Let's delete the guide.
We don't need it anymore. And now we got this. And I think that's it for
this video. I will
49. 49 Modeling the TailLight straps: Hello Akin. Welcome back here. Alright, let's add
the other details. I added one Sebrtegg
lobe on this side, and I think we can
add another one here. Let's go to the local mode, and let's see grab this
face, hit H to hide it. And let's go to this side and let's grab this one,
hit eg to hide it. I want to add one egg lobe but I don't want this
egg loop to go around. That's why I hide this pace
and that's on the top. It can roll to add one
egg lobe goes like that. And this one could go and rig this side,
but that's weird. Alright, it's not a problem. Just add one here
and one egg loop. Maybe it could be right here and turn subdivision
surface off for now, let's scrub this vertex with this one and hit
K to create a cut. The same thing here.
Let's see grab this with this one and
hit H to hide them. Control R to have one H
here and one on the side. Let's see grab this vertex with this vertex hit J to
connect between them. And the same thing for the side, I control R to add one, support a loop here. And one on the side,
it can troll R. Crab this vertex. All
the crave this head K. And let's hide this face with
this one hit HT as well, grab dost H. C
troll R to have one a loop here and one
egg lobe right here. Grab this vertex. Grab
this vertex and then hit K C troll R to have
one loop here. Why are I here? All right. Let's hit. Sorry. Can troll R. This vertex, and then
grab this one hit K the same thing. Let's
say grab this face. I grab this face here, hit H, can troll R, and here Oswal grab this vertex and grab
that one and hit K. It th to bring back the faces. And now it's try to
find the solution for this because now if I activate
the subdivian surface, I think we will get
some heading here. You hit Connect this somewhere. If that doesn't affect
anything, you can accept it. And I think I will accept this. Some of these phrases should be boy. Look like that, maybe. And now we got even
harper results. The result looks beautiful. I think we can mirc some of
these vertices like that. Do we need to have two edges
here? I think we don't. Or let's mirror this one. And what about the
triangle we got here? I think we can delete it and delete this one and
use the knife tool, I guess, and connect
those together. I think that will be nice. And what about this side? I guess we can use the knife
tool and connect this with this one and delete this and keywise and
mirror this one here. I think we can create new edge
just to get better results goes like that and
delete this edge. And yeah, that will
give us better results. All right, these vertices
need to be pushed out. Just pick a nice angle
and move them like that. Sorry. Let's go back to the silver mat cap. All right. What about this area? I guess we can actually, we can create a
catalyse like that. I think that would be okay. Don't worry too much about this side because
the camera will not reach this area and is not going to be
visible in the render. But in case you
want to fix that, just to create cut
goes like that from the angle here goes
to this direction, for example, like this, this will help to fix the problem. Maybe we can slide this a little bit and corp this with
this, hit J, if you like. All right now is the time
to create the details here. And it will be something
simple to create, I guess. Let's see grab this tab to go to the more turn this off
for now temporarily. And I guess we can start
with this edge loop, just to grab it
like that and then hit P and then it's to
separate the tab out. And now let's grab
this age loop and it's two time just to focus on it and tab and go
to the vertices. Grab is for vertices,
for example, and F to create a
phase between them and hit at multiple time until
you reach this area, and the same thing for the side, hit F multiple time
until you reach here and grab those at F. And the
same thing for the side, grab this hit F. It can troll R to add one H
loop goes like that, and one H loop goes like this, and you grab this
with this hit J. And the same thing here.
Maybe with this one, we can slide this J. He tries to slide this a
little bit. All right. Grab this with
this head K. Let's with this head K. It's like
to excite. Let's take a look. Grab this active the sub divican surface and the
same thing for this one. Radically head smooth, and
let's see what we got. Alright, cool. It's very nice and
simple to create. After that, maybe
we could give it a thickness. And we will. So let's go to the soldify and add the
modifier and add 0.1, I guess, it will be
okay as a thickness. Let's apply the
sodify and the tab. Do we need to do anything here? Let's slide this, for example, and I guess we can
group those together. The ki twice, slide them
a little bit like that. And what else? What I want to do is I
want to bevel these edges. And after that, after I
bevel this egg to two, I will grab these two new
edges and re bevel them. But I think we should
delay that a little bit. I think we should create
everything and bevel them at once to get even better
results and precise. So let's go back here. We crop the egg here, and we could do the same thing for this one in the middle and
this one as well. Hit P, and then as to
separate this out, top out, grab these eggs. It like that, and tap go to
the mode, go to the vertices. Let's start with this hit F. Crab this set F multiple
time until you reach here. All right. Let's add one egg here. Crypto set F, and one egg. It could be right
here. Hit F, F. That's very cool. The
same thing on this side. For now, I will dissolve this. Centrox and dissolve it, Hit F multiple time
to fill these. Alright, that's very cool
and hit Control R to add an A here and
one here as well. Grab this with that one hit J. This one with this one hit J. Grab this hit F, those hit F, this with this hit F. Let's select this hit F.
Crab these together, hit F multiple time
until you reach this H, grab this with this hit
F, multiple time ASWL. All right. Control R to have
one here and here ASWll. Grab those together at F at F. And the same thing for the side. At F. Let's make some tweaking
sliding this a little bit, and this one as well, I guess. And the same thing for the side, Q twice, those ASL like that. And then tap out to a
let's see grub this first. Rub this turn this off for
now at solidify where is it? It's right here, 0.1, I guess, even thickness. Control A to apply, Crub
this with acid Control J to make them one piece.
He smooth tap. And now after doing all of this, now let's see crop
the outer edges. Well, the easiest way to
crop the outer edges, I guess, is to
select these faces. Like this. And then I grow the selection just one time hit Control Blas. And after doing that,
let's go to select and go to the loop and just select boundary loop just to
grab the boundary like that. And then I will hit
Control would be to bevel these to two edges like that and go back to the
phase selection mode and then go back here to select and choose
boundary again. And now I will
grab the boundary, hit Control B to bevel
them to three like that. And let's just take a look. I just want to see if we have
any overlapping anywhere. If you don't see
any overlapping, just active the subdivision surface, and let's
take another look. Alright, the resolt
looks very nice. It's like to excite. And now you can see we
have a small tabor. That's what make
the result looks more realistic and accurate. Let's see if we missed anything. Some shading problem here, I can see try to find a way to avoid that like creating a cut. I don't know, maybe
it goes like that, I guess. I think that will work. Create a cut goes like this,
grab this dissolve it. All right now, the
result is smoother. And what about this area? I don't see any problem here. What about the side? And We can do something here, if you like, can create
cut goes like that. I think that will work.
Yeah, it's working. All right. That's very cool. Let's see if we could
do anything here, like maybe grubbing this
one and slide it and add another support egg
loop just to make this area looks tighter. All right now it's become
a little bit tighter. And maybe here, I guess we can turn the sub that
we can surface off. We can support the a
loop here just to make this area look sharper. I think that's what
make the result looks more interesting. And this is something up to
you if you want to do it or if you want to ignore it. But I think that will make the result looks more interesting. All right, cool. All right. I think that's
it for this video. And in the next video,
we'll start with the cover. We should create a cover. All right, that's it and
see you on the next.
50. 50 Creating the tail light covers: Hello again. Above
the light details, we should have a cover.
Should cover everything. That should be transparent. Let's see together, how can we create we can create
this cover from CCRC, or maybe we can take some
vertices from here and use it. You can do this as well. I'm not sure quite sure
if that will work, but let's try together. Let's take some vertices from here and let's
see what we will get. For example, we
can grab this egg lobe and copy it and maybe I can grab this egg lobe
as well and use As well so hit P and
then so sabras. And now let's grab this and tap. And what I want to
do is just I want to it's like to go
to the local mode and go to the vertices
and maybe connect some of these vertices at
F to create a big face. And the same thing for
the rest, I guess, here we have two vertices, and here we got
too many vertices. So in this case, I guess we can dissolve this one and dissolve these here
and keep the rest, grab this with this
set F and go down, grab this with this
set F multiple times. Alright, here we have two, and here we have too many vertices. So let's try to grab some of these vertices
and dissolve them. All right. So what about maybe we can add one vertex here.
I think that will work. Grab those hit multiple time
roll this area with faces. Now we should book
these vertices, a little bit of
the light itself. I'm not quite sure if
any flay will work. So let's try and let's see
what's going to happen. I will hit alts and
book these out. Until these faces
hit the border, like that, I guess, well, I think that will work.
That's very nice. Do we need these faces? This one and this one? Hit
XF to get rid of them. And what I will do is I
will grab this and hit key to the Y and push this
until it hit the border. And this one as we hit key
to the Y and move this. All right. I think
from the back, we can control that and
get better results. Let's hit G to the
Y and take this out for now so we can
see it from the back. Now G and let's move
this down here. And let's kick the top
area. The same thing. I guess we don't need
these vertices set X, V to get rid of them. And let's go to
the top and let's grab this vertex and move
it and align it here, grab this one and move it. Let's go to the back. G
let's move this up here, and G let's move
this one All right. That's very cool. I think this vertex it should be pushed to reach maybe this area, I guess, something like that. And from the top, we
can move it like that. And we could slide
this vertices, grab this hot control,
grab this one. I can't use the G
stretch in this case, but g twice and alt, I
think that will work. This one, as we twice and alt, at least slide
this a little bit. And maybe this one twice and alt All right that
will work as well. Let's go to the back again
and let's see maybe now we could grab this and
move it like that. And from the top, we could hit to the Y and
move it dry here. Maybe something like that. And
Ar let's pick an as angle, and let's put this vertex
between these vertices, twice at all and
move it like that. And what about this side?
Let's go to the back and I will hit E two extroue
this vertex here, as you can see, go
to the back again, and I will hit E two ex through
this one more extrusion, and I think it could
be right here. All right, let's go
to the right view. And let's move this
a little bit and take this one and
move it like that. Let's go to the
right view again. Let's hit E to extrude, one extrusion here, go to the back to put this
in the correct place. And it should be moved a little bit like that. Can
go to the right. All right, one more extrusion. One here to connect
this with this. Go to the bag, G to move, and let's move it a
little bit like that. Et's put the back and the G and let's move
this over here. Hit F to create a phase, grab this with this hit
F, grab this with this. Mm. I'm a circle here. Let's try to add one vertex here and let's see
what's going to happen. Grab this with this one and let's hit F to
create a phase. All right, something like that.
Maybe one more face here. All right, what about this area? I guess we can add one vertex here and slide it key twice. Go to the back, and let's hit key to move this
almost right here. One more vertex here. And let's slide this here,
go to the right view, key to move, and let's
move this one here, and this one should be
moved almost right here. Let's grab this with this hit F, and I will select
those all of them, and hit F to create a big face. And after that, we will find solution for what we got here. Let's go to the back,
and I guess we can grab this vertex and hit E
to extrude it hit E, and let's have one
extrusion like that, and from the right, just
hit G and move this out. Hit E again in the X ray mood to extrude
this almost right here and from the
right of you hit K and let's take this
move it right here, a little bit more
maybe like that. E to the Y. Let's
move this back. And now grab this with this
hit F. Connect them together, grab this with this hit F. And let's have one
vertex here and Q twice, slide this and control R to
have another vertex here. Q twice, and let's
slide this over here. And what else? All right. Let's make it. Let's
make the process symbol. I will grab these
vertices and hit F. And the same
thing for this side. Let's go to the back
view at Control one and let's select these
vertices and I will hit E to extrude those right here and align them
with the frame, grab this vertex, Q to move with align it with
the frame like that. And this one should be moved
here and this one as well. And after doing that
from the perspective, just hit Q to the Y and book these vertices until
they be attacked with the frame. This one as well. All right. Let's go to the bag, grab this vertex, hit
E to extrude this. One extrusion goes like that. Maybe one goes like this, or maybe this one,
it should be moved. This one, it should be moved
almost right here, I guess. And you grab this
with this hit F. Grab this vertex with this
vertex hit F. Hit F again. And let's see grab
those together, hit F. All right. I just want to do something. I'm not quite sure
that will work. I will grab those
together and go to the local mode and I
will turn off mirror. I don't want to see the
other side for now. I just want to tab and
grab one of these edges, hit P, and then ET separate it. And let's say grab those
head slide to time. And if we connect all the vertices
of this cover to the vertices of this new guide, we will get very
accurate results. So I will grab this with
this line and tab and see see together what
we should do here. Or at first, let's
grab the guide, and let's delete the Subdic
service. We don't need it. Let's make a symbol.
And this one turn of the subdivcon
service for now. And now let's see grab them
like that together and tap. So this is the guide. For example, this vertex is better to move it and
align it right here, and now it's aligned. And this vertex is
it's for the guide. I will grab this hid
key hold control and snap it right here. And this is the guide
vertex, I guess. No, I will grab this
hid key hold control, snap it here, and
this one, as well. I think this will make this
will give us a better result. We should have one edge loop
here to connect this with this vertex and one
edge loop right here to connect with this
vertex of the guide. All right. And what
about this vertex? Maybe we can move it and stamp
it there. Can we do that? Key twice it out and move
this like this? All right. And what else we can do? You can add vertex to the guide
if you like. That's okay. It's not going to
be a big problem. Grob this hit key hold
control and snap it here. And this vertex, I
guess we can slide it. This is the guide vertex
and hit key and snap this with it. All right. You can add one vertex to the guide and
slide this one here, grab this hit keyhold
control and snap it. The idea is I'm just aligning
the vertices to the guide. You can dissolve
this one, I guess. That's not going to make a big problem. All
right, you can leave it. It's not a problem. I
will change this to the edge snap so I can snap this here or you can
add a new vertex, Keyhold control and snap
it. That will work as well. Let's go to the
back, and I guess we could hit key and move
this until it snaps here. And I guess we could go back to the vertex snap and grab this, hit key to the Y and
snap this one here. Manually, I will hit key
and move it right here. All right. What
about this vertex? You can snap it
right here, I guess, and here we should have
two edges. All right. What about this area? Let's grab this head key
and snap this right here. I think it's correct
to leave it there. And this one it should be
connected here, I guess. This is what I think.
And let's go to the egg snap and snap this one here and this one as
well, right here. Let's snap this
one here as well, and the same thing for the rest. You can mirc this one with
this vertex if you like. Alright, everything
else looks nice. I will hit G twice,
just slide this here. Let's see if we
forget anything else. Maybe I can grab those together, hit K. No, I can't because we don't have a face in this area.
I just forget that. Rub this with this
hit F. You can grab this if you like
it, F. That's weird. We can do that. Let's see how many vertices
we got right here. Let's see grab those
together, hit F. This one. All right. If you align everything
with the guide, just to grab this
to grab the guide, I mean, and just delete it. I think we don't
need it anymore. Or you can give it for now. Just tap out and grab
this alone and tap. Alright, we just forget
to create vertices here. That will be
something easy to do. Just go back to the vertex, hit E two extrude control
and tap it to the guide. And now I will grab those
together hit F and this hit F, and it's okay to have a
triangle here for now. And it seems like we should have two vertices here.
It's very important. I will use an F
tool to start here, create a cut goes like that. And one cut goes like
that and one here. And maybe one goes right here. And what about this vertex? I quite sure if that will
work, but let's try. Let's see what we
will get. Let's have a new cut goes like that. This with this hit K. I just want to see
what's going to happen if I active the
subdivision surface. But before we do that, I just want to work this
out a little bit. You can hit Alts and
move this out like that. And the same thing
for this one at Alts. And let's take this out. And now let's active the
subdivision surface, and here hit head Smooth. Alright this side
looks very cool, and this side as well,
looks very nice. But we could edit this further. All right, let's go
back to the guide. I just want to see how many
vertices we got right here. So we got two vertices. Let's create a new
cut, start from here, and we can take this
edge down like that. All the way down until you
reach maybe this area. Okay. Car dos together hit K, and maybe this one as well, you would have another
cat goes like that. And one cut here, one cut right here and one
here, something like that. Maybe this one, I don't know, we can let's leave it
right here for now. All right, let's turn
off subdan surface. Clover this with this
DJ. Let's connect them. And just use a good angle and let's take this
out like that. And the same thing for this
vertex, move this out. And for this area, I guess we can move this
vertex just a little bit, or you can leave it like that. I think it will be
something okay to do. Tab out and let's active
sub the gen surface. What about this area?
We have this vertex. Let's see that cut
goes like that. And let's see if we
have the ability to end this somewhere here. Let's add a new
edge loob and let's grab those dk, connect
them together. And this lob it will go here. The question is, can
we take these edges, all these vertices and merge
them with the edge loop? We will have a
triangle in this area. Okay. Can we create a cut cost like that
and dissolve this? All right. The result is
not perfect. It's too exit. I just want to see how this
aligned with the border. From here, the
result looks nice. You can see we have a support egg loop All right. So we could have one cut, start from here, I
guess, and goes there. Alright, that's very cool.
The result is very close. And let's grab those together, and let's see what
do we have here. On this side,
everything looks cool. But here we have an extra edge, but that's okay to keep. I think the result is
very nice and close. Let's jump to this side
and let's see what we got. A all right, what we could do here? Could we take these
vertices and move them to the X or maybe I don't know. Let's go to the top and let's see if we could
do anything here. Can we move them like that? Does that make sense? Let's
see if that's possible. I think does not exist. Let's bring the reference images and let's take another look. Let's go to the top. Let's see where
is the image. No. Step out to check this area. I will grab this
guide and delete it. We don't need it
anymore for now. Grab this together, and let's see if these vertices
are aligned. This slide is a little bit. You can go to the back, I guess. I can see we have
some misalignment. And let's move this
one right here. This hike end move this bag with a Y. And this vertex is very close. And everything else
is okay, I guess. But here, I think we
got some problems. Let's go to the big and let's
see what's going on here. Let's move this a
little bit like this. And I think the same
thing for this vertex, we can move it a tiny bit. I guess now the
result is better. After doing all of that,
let's give this a thickness. I will grab the border, and it's like to go to the
local mood for a reason. What I want to do is, I just want to grub one of these eggs, for example, maybe this egg, I guess, we can use it. And I will hit P and
then to separate it. All right, so now we have this border. I'm
going to use it. It's like to excite
and grub this, and let's add salt if I turn off subdivision
surface for now. Let's grub this with
the with the border, let's see if we can
grab it from here. Grab the city egg to hide it. Just want to grab the border.
Yeah, that's right here. The old egg to bring back
this volt heft, grab it. The key to move it. Or
where is the border? Yeah, it's right here.
Selected. So it's like to go to the local mood, delete this one.
We don't need it. And now let's add solidify and let's tune the thickness
to something small, right click head flat. Alright, let's manipulate this. I just want to I just want to get very
small thickness like that, and that will be
enough for me for now. After doing that, hit Control up the solidify and I will
snap to go to the mode. And what I want to
do is I want to snap these edges
with this guide. Go to the snab and
change this to the edge, snab and then hit key to move and control to
snap with a guide, e to move and snap
this with a guide. And we could do the same for all these vertices. Rob this. Hit key, C throw and the stab this one
right here, I guess. And this one hit key, Ca
throll snap this one here. And this one as well, hit kill, can throw snap this
one right here. And this one hit
key and snap it. All right. What about this one? A key, snap it here. A key and snap it right there. Just try to choose a good
angle before you do that. A key and snap this one there, and now it's snapped
to the guide. He hold control and snap
this one right here. Or at least grab these two s g twice to slide them like that. Grab this one, hit key, and snap this to this kite. What about this area? All right, let's grab this. Key, hold Cthrol and
snap it to the guide. All right, no right there. That's not correct. Hit key and stabbed here. And this one, I guess we could slide this
a little bit key, hold C throll snap
it right here. And this one as well. All right, this one, it should be
right here, I guess. And this one hit hold
Cthrol snap this one here. And this one, it should
be snapped right here, I guess. That's very cool. I can't this one here and
the same thing for the rest. All right, it key let's
snap this over here. And this one should
be snapped here. And I think that's it. And now we got something flat and nice. Let's active the
subdivision surface. I just want to see what we got. Right click head the smooth. And now you can you can add a support egg loop here
and one right here. All right. That's very cool. And I guess we can
grab this one, it heat wise, and slide this
a little bit more like that. And this egg in the middle, I guess we can delete it and the new egg loop goes like that. And one goes like this. I just want to
create a frame here. And the same thing here,
control R to have one loop here and from the middle or let's say from
inside the same thing. And now we got this
like to excite, and let's take another look. Alright. The result
is not too bad. We got small gap here. I don't know why that's haven. Let's pick a nice angle head G to the Y, and let's move this. Inside like that, I guess. Maybe the verte
and this why here, they should be pushed
out a little bit, key to the Y, and let's take
these out just a tiny bit. You can go inside to see if we have any
overlapping happen between the light itself and the cover.
Everything looks nice. We don't have any overlapping. And in general, the result
looks very cool. I like it. And I don't see any gap. I don't see any variation. Everything is nice. Maybe some of these vertices, we can move or I don't know, maybe we should add
one eglob right here because we don't
have a quad here, this eglobe but continue the
journey to be completed. But what we can do is we can add one here and
connect these vertices. I Jay and the grab this vertex with this vertex
hit K, and this will help. From the top, it's too excite. I can grab this and then
hit key to the OI to take this out like that. And these, I guess, the same thing, key to the OI. Maybe those right
here, key to the OI. Right now, I think the
result looks better. Let's see if we have
any problem anywhere. Yep, I think we finished. All right now is the time to
give everything a mirror. For example, this one. Do we have a mirror here? We
don't have a mirror. So the organ dot, where
is the organ dot? Or a Control A, apply the
location to put the organ.in the middle and now let's add a mirror modifier to mirror
this on the other side. But what I want to do
is I want to mirror this as a last piece
because I just want to see the inner pieces. I will hit to hide this
and focus on the wrist. So this one is
mirrored this frame. This one has a mirror
that's very cool. Alright, this one, the origin
dot of this piece is here. Control A, apply the location, to put the origin.in the middle, and then you can add
mirror modifier and put the mirror as
a first modifier. And now it's mirrored. Grab this in the middle
and the same thing. Control A, apply location, and let's add miror modifier. That's very cool. And now let's see if we
forget anything else. After doing that, it's
all take to bring the cover and then
active the mirror. That's very cool. All right, so that's it for this with you and see you in the next one.
51. 51 Creating the splitter: Hello again. Welcome back here. In this video, I want to
start with the splitter. It should be right
here. Let's see together how can we create it. And here we have the
reference images showing us the splitter, for example, this
image right here, and it should be something
simple to create. Or at least work on that. Let's go to the
maybe right view. We can start with the right,
and I guess we can take one of these vertices and start
with it. You can do that. Hit HD to take a COBE
for example, right here. If you like you can
copy the entire H loop, I think that will work as well. I mean, if you grab this
for example, at Altclck, you can encrub the
entire He loop, and from this one, you can
start creating the splitter. So let's grab this one,
hit hea D to the Z, and let's take this
down just a tiny bit, maybe right here and then hit
P and then let's separate. All right, now let's
focus on this one, and let's see what
vertices we could delete. For example, these vertices,
I guess we don't need them. Grab these control X
and X V to delete this. I just want to make
a symbol first. And let's go to
the right of view, and according to this image, you can see we have a small lag. Let's try to start with this. All what we need to
do is just hit E two, make one extrusion
goes like that. Turn off subdivision
service and the edit mode. Alright. And then, by the way, I guess you can do
something else like rubbing all these
vertices and hit E to the Z and extrude
those down just a tiny bit, and then hit S to the Z zero
and terive flat in these, and then get to the Z. Let's move those
down. Alright, it's not working because we have
some tilting goes down. So in this case, what we can do is move these down
after the extrusion, just attain a bit,
and then manually, you can grab this vertex, for example, hit key to this. Let's move this
down here, maybe. And Holt can totally grab
this vertex, I guess. What I want to do is I
want to use G strike maybe to make these trit. But all right, Gtrech is not going to work in this scenario.
There's another way. I will show you what I mean. If I hit rightly Gitreg,
this is what I will get. And after that, I hit the glob these vertices and move them out. So this is the problem. What we can do is we can swing the transform
to three D to active elements and
make this vertex the active and then hit S
to the Z zero enter. All right, that's all work. Let's go to the right
and let's take a look. It's something like
that, I guess. Okay, let's try to
do something better, like maybe I don't know. I can see that we have
small waveness here. Grab everything and
hit key to the Z, just move this up a little bit. I want these vertices to be attached with the body itself. And let's try to understand what is the problem,
what we have here. The vertex could be pushed
up a little bit, maybe. And this one down tiny bits. Maybe this one down a tiny bits. And these vertices, I guess, we could move them
down at ten bits. Go to the right again and
let's see what we can do. If you want, you
can make it simple like deleting some of
these vertices and their respective to simplify
the shape a little bit, like grabbing these and
delete them for now, maybe deleting this
edge right here. Deleting these, do we
need to delete these? Let's make it even simpler. One more thing here,
I guess we can do. We can grab these two edges. And and use the space maybe make the distance
between these edges even. Maybe we can slide this a little bit, or maybe
we can leave it. Alright, now let's
go to the right and let's see what's
our problems here. Let's grab this vertex and he give to this here,
let's move this down. Maybe right here, and this
one should follow it. Let's move this
down a little bit. Now the line looks
better, go str. Maybe this one we can move it
a tiny bit down like that. And maybe this one we can just move it down a
tiny bit like this. All right, something like that. Let's try to create a guide. Maybe that's will
help a little bit. I'm not quite sure, but I think we can do
something like that. Just extrude this vertex from
here and use it as a guide. Well, that will create
a stright line, but I think we can follow
this stright line. I guess we can do
that. So let's move these vertices and align
them with this guide. Let's move this up. Alright, if we take this up, we will create some variations. So I guess we can accept
a result like this. It X V to delete this vertex, rob it X V, and
now it's deleted. All right, so this
is the first step. The second step is to start
following this sharp edges. Hit VD to take a COV, and let's put this
vertex right here, go to the front of you, I guess, and then it G to move this over here. A something like that. I just want to check something. Do we move these edges too much? Alright, from the right view, we have something else. Mm. Alright, let's hit
key and move this up. All right, it will be
something simple to edit. That's all what we
want to do. Let you go to the front and let's see, yeah, now the result
looks better. Anyway, let's take up this vertex and let's
move it over here and then let's go to the right
again and hit E to extrude. Let's make one extruding
goes like that. And maybe we can go to the front and see where
should we put this. From the top, can
we see something? Alright, it's a
little bit difficult. We can't see anything. Let's move this for
example right here. By the way, from
the perspective, you can dresses something. Let's go to the
right view again. Let's hit E to extrude this, for example, one extrusion
here and one right here. And as these vertices
goes to the middle, they will be close
together to the body. And we can handle that
from the P perspective. I mean, you can move this vertex here and this
one may be right here, average here, for example, and you can accept this
as a correct results. Because this is
what should happen. But you go to the
front and let's see, here we have a strong curve. Let's go up this verte it E, and let's have one extrusion, maybe right here and hit
you to move this forward, maybe right here, and we can go to the perspective
and take a look. Alright this one could
be pushed to the y, just a little bit like that, and maybe slide it a little bit. And yeah, I guess we can accept. Let's go to the front
again and let's hit E to make one more
extruding goes like that. Go to the right and hit E to
move this maybe over here. And the perspective, we
could kick it as well, and it could be moved a
little bit forward to the Y axis, something like this. And we can do
something else like go into the top and handle
that from the top view. I guess that will be better. Let's put this one here. It's E to through
this one right here. All right. I just want to
check the reference images. I want to see how far this
should be pushed. All right. For example, as
you can see here, this is the distance from
this point to this point. Yeah, let's see if we
have another image. Maybe we can also quite here. All right, this is
the distance here. We can see something, but this image is not enough. All right let's see
if we have any image, close image showing
us more details. All right. For
example, this image, it can show us something here. Distance is very short. And I guess we can use the
reference image itself, but I'm not sure quite
sure of that correct. What you can do is you can go to the tab and grab this vertex and from the right view you can hit H D to
take a COVI Mbah here. And you can, this is
the distance almost, maybe a little bit shorter.
Let's go to the top. And let's, let's
start from here. T E to extrude it. All you can't extrude it to this dictum because of the
clipping in the mirror. Turn this off and grab this head key and let's
move this over here. Right? Heat you again to have one string goes like that and try to
maintain the distance. And the same thing one here, one right here, I guess. And maybe you are right here. Maybe you are right here. Maybe one extrusion
goes like that, I guess, and maybe right here, grab this with this hit F. And I guess now we could move these a little
bit like that. And this one as
well, a little bit. And this one a little
bit All right. We have some variation. Maybe some of these vertexes
could be pushed in. I'm not quite sure. Maybe
we can use the relax, let's see what's
going to happen. All right. Relax can
help us a little bit. And I guess this
vertex is very close. I guess we can move
it out like that. Alright. Let's grab
this and hike, and let's move this
and jazz attain a bit. Maybe now we can
use relax again. Alright. Something like that. Alright. I'm not so quite
happy with this result. Let's edit this further. Key to the Y and let's
move this J at tiny bit. Mm hmm. Maybe we can
select those together, the key to the Y and move
them together like that. Maybe this one we can move
it away just a tiny bit. But not too much. Alright,
now we got something nice. I think we can accept
this. And Alright, so this is the first step. After that, we should see the distance between
this edge and this one. And now I think we can
connect those together, like grabbing these and then hit F and grab those together
at multiple time and fill these two
edges with faces. Okay. All right here, maybe
we can add one vertex. Let's add one vertex here
and key twice to slide it. Grab this with this hit F, and this one slide it Y here, grab this with this
hit F, F again. All right, one vertex
here we should have. Let's move this a
little bit like that. Rub this with this hit
F, and there we go. Let's like to excite, and let's see what
we got so far. I think we have some phase
orientation problem, it A have to end to
recalculate the normal. Okay? All right. This egg that shouldn't be flat, we should have a
small curvature here. I will add two eggs here, and I will alter is to ph
these out just a little bit. Now we have a small curvature,
and that's what we want. All right, now, let's see what's the next step what
we should do here. I think we should select all of these vertices and
extrude them, I guess. Hit E to the Z, and let's move those down
here, something like that. Let's check the other images. Let's go back here. All right. From this point, it
should be white, and as we go to the center, it should be thinner
and thinner. All right, so let's
grab this vertex, and then I will hit to
follow this sharp edge. Right or something like that. Something like this, I
guess. And then I will grab this and then
maybe this one as well. I will hit E to extrude those down here and go to the front. I will hit to move those inside. And what else? I will hit Kev D to
have one vertex here, try to follow this curve, and I will hit E to have
one extruding here. But from the right, we could put this in place E
to move the pick maybe here, and this one, I guess
should be right here. Et's go to the front, and
let's take another look. This one could be moved here, and I think we have one
extran goes like this. And this one, it could be
moved almost right here. But let's go to the perspective, and let's see if that's correct. All right, let's
extrude this right here and let's grab
this and move it. Underneath this
vertex, you can go to the tub and put it
underneath like that. And for this vertex, it
should be pushed back. And I think we should
have one vertex here. And let's pick a
nice angle to move it like that and
take it out as well. We should have a
small curve here, I guess, something
goes like that. Yep. I think so. And maybe this vertex we can move it
down just a little bit. All right, let's see this
with this key to the X x, I guess, and let's
take this like that. Let's go to the
front. Or the curve looks nice. I like it. Let's see what else
we could do here. All right, I will hit E
to extrude this vertex. Or I guess we can
grab this with this N hit F. Let's see if that works. Let's go to the
front. So this one, it should be booked
here, I guess. And let's go to the bottom, I guess, on the bottom view. I'm not quite sure if
this should be sright or it has a slight curve. But I think that what we should do is just moving this a
little bit, not too much. Maybe this vertex, we can
move it like that, I guess. Let's have one vertex here. Twice to slide it, and this one, he twice to slide it here, grab this with this, hit F, and one more F. F again, and maybe we can
add one lobe here, grab this with this hit F
or something like that. Let's select these
vertices, all of them, and let's extrude these down, hit E to the Z, extrude them maybe right here. I don't know, can
we push them back? Key to the Yas a tiny bit? And then I guess
we can engrab this but this hit F to
create a phase. And for this vertex, I guess we can hit
to the Y and move this guess a little bit and maybe slide it
a little bit like that. You can slide these
just a little bit. All right now, we should
understand what's going on, inside, I mean, the side. All right, reference the
reference images that I got, they are not showing me
what I should do here. But I think these vertices
should be extruded inside. I think that's
what we should do. I will grab these
vertices and then hit E and push the inside like that. And let's bring the
reference images again. And I think there's something here that
should be turned inside. I mean, I mean, these vertices, I guess, they should
be extruded inside. But I'm not so quite sure. I will hit S to the g or
Enter and then push the like that. All right. And now we should find a way
to connect those together. I will slide these
vertices a little bit like that and
hold cantalo grab the last one and
redistribute the vertices again because I want
these two points inside, if I assume that we
have a big circle here. And what else we should do? I guess we can add one a loop here and grab those together and G to the Z and take these down just a tiny
bit, but not too much. And we should find a way
to connect those together. Not just that. I think we
should have two edges here, and we should push
these out at t is, and let's push these outside a little bit to have
something curvy here. And we got it here as well. That's very. Maybe we can delay this later,
adding this edge. I will dissolve
this just to make the process easier for us.
Let's do something else. I will add one edge loop here, and I will delete this X
V to delete the vertices. And I will select these edges, and I will hit E to
extrude them like that. Something like this. And let's edit this area a little bit. I just want to slice
some vertices and move them like that. And the
same thing for those. Just make sure to keep
the distance even. I will hit key and take
this down a little bit, try to pick a nice angle. It with a Z. All right. And I will grab this
vertex with this one, and I will hit F to
create a phase here. And I guess we could slide
these a little bit more, hit Q twice, and then to
these forward like that. All right, something like
that. And I think after that, we can grab these two
vertices and extrod those up and slide this vertex like
that and move this one, keyhol control,
and snap it right here using a vertex snap. And maybe we should have one cat here or
maybe two cats here, and I guess we should
grab these and hit E to the Y and push
these back a little bit. I'm not quite sure what I'm doing here is
correct because I don't have full information showing me what's
the correct thing. All right. Now the question is, what else we should do here? I guess now we should grab these vertices and extrude
them back all of them. Hit E and push the
back like that. And then I guess we could
connect this vertex. I guess I don't know, it should be
connected somewhere. Let's hit to move this bag, maybe here, and
this one as well. And I will grab those
together like that and hit F to create a face
here in this area. And what we can do is I will use an F tool to create a
new age goes like that. And I will delete these
vertices at X V to get rid of Maybe we can grab these together and then
hit F to create quad here. All right, maybe here we can have one edge, hit
K if you like. But we will have two triangles. This area is not
going to be visible, so don't worry
about it too much. I guess we can do something else like grabbing these
vertices, all of them, and extrude them one more time, hit E with a Y and extrude
them right here, I guess. And then maybe we can create a new cut goes like that and grab this with this and then
hit F and delete this edge. Something like that
to rock, I guess. And for this one, I guess
we can do that again. All right, let's grab this
edge and that one and then hit E to the Y and
extrude this one more time. And let's have one edge
here, grab this hit F, and then grab this one and Alright I can troll
X and dissolve it and slide this vertex
a little bit like that. And for this one, I guess
we can move it like this. All right, so now we have quads. All right, let's take this
down just a little bit. What I'm doing now, I just want to try to get better tbology by moving some vertices around to get better
flow, oligon flow. Yeah, maybe something like that. And I guess we can go to
the local mode to grab these edges and hit E and extrude those back,
push them back like that. And the select these edges
and they grab the side, and then maybe this one as bull, and then hit Key and let's
push this here like this. Let's slide these vertices. This one should be pushed
like this, I guess. Twice, less slide
this like that. Or, that's very cool. And we can rest redistribute these vertices again to get better
distance between them. And for this side, I
guess we can slide this a little bit to the middle
like that and this Oswal. And I guess we can grab
them again and then head ke to the Y and push them or G twice, less this back. All right, now let's
add subdivision surface or it's already here, actually. Alright here in this area, I guess we should
have two edges, but I'm not quite sure
if this area should be if we should have a curve here or it should be
stritr I think it's strit. There's no reason to
add anything here. We can accept it
like this. But here we could have a
support edge loops, maybe one here, one
right here, I guess. And I guess, it
should be somewhere. I don't know, maybe Alright
we should have one here. Or that's very cool.
And on this side, maybe manually, we will
create a cut goes like that. And it should go like this. Right, something like that. Right click, head smooth. And what else? I guess this egg it
should be sharp, hit E, active even to
activate the event distance. And then hit F to flip that
let's have one egg here. And I guess we can another
edge control our right here, hit E and then F to flip bit. And move it close to
the corner like that. And for this one, the
same scenario hit Control R E and push this up, control, move it back, and then hit E and then
push this forward like that to align it with the side. When I hit Control R, I push the edge far like this. And when I hit E, it will be aligned with the sight.
This is the idea. And now let's tab out, and
let's take another look. So far, the result looks nice and it is smooth and I don't see
any heading problems. Let's see how that
will work together. I think we forget to
add one egg here. But by the way, just keep in mind that adding an egg here, it will make the process a
little bit difficult for us. All right, let's
have one cat here, grab this with this
head k. I'm saying this because we could now extrude these vertices
and have a rim here. And with all these
vertices or edges, it will be a little bit
difficult. All right. But now I just want to focus on this area and see
what I will get. All right. Maybe here
we should have a cut. I'm not quite sure
goes like that. If I add goes like that, I will make this a sharp,
and that's not correct. Maybe we can ignore it
and accept it like this. I feel I don't know. I'm not quite sure if this
area should be flat or not, but what I got
here is flat edge. And I don't know
if that's correct. I don't know if this
should be rounded or it should be flat. I don't have an IM
showing me this. I think it should be
rounded. I'm not quite sure. After adding all
of these vertices, it will be a little bit
difficult to control. You can see how many
edges we got right here. It's not symbol
anymore to control it. If that's not correct, if this result is not
the correct result, I can go back here
and fix it anyway. But for now, let's
focus on this side, and let's see how can
we create a room here. I will grab this vertex
and extrude it right here. Al maybe we can grab these vertices and hit E
and extrude it like that. And I think this
should go like that, assuming that we
have a circle here, and this is the
middle or the center, and it should point it
to the center like that. So to achieve
something like this, I think we could slide some
of these vertices a little bit just to have more room. And now we got what we wanted. And now it's chewing the
distance between these vertices, starting from here and end
here, right click space. And what else? All right. Let's select those all of them, and then let's hit F to
create a phase over here. And maybe these vertices we can hit G to move
this bag, I guess, one by one, slide them like
this. Slide this here. And what else? I guess now we can
grab these edges or vertices and hit E to
extroud this like that. And maybe we can use an F tool
to create a cut goes like that and delete this phase
and this one hit XF. I think that will be faster. And for this edge, it should go up like that. Now I can grab this and dissolve
it without any problems. And now I guess we can
select this, hit E to the Z, and exclude those up here, and grab this hold
have to grab this, hit M and mirage at last. Slide this a little
bit, if you care. And here we should have
one H loop. All right. Before you add this edge loop, I think these vertices
are not merged, so hike hold control
and stamp it, and now it's merged. I will add one he loop here and let's move
it on this side, hit E, and then push
this back like that. And now I will grab this with this hit K to connect
them together. And the same thing for
this one, I guess. Let's pick nice view like
that or something like that. And for this vertex, I guess we should go like this. Something like that, and
add one cut right here. All right. And now we
got something nice. One more thing here, it's
optional if you like to do it. You can go these vertices again, all of them and
push them inside. Or you can give it a
thickness if you want. All right, here, I guess we
should have one egg loop. It's very important to
prevent any stretching. Maybe we can add two here to get even better and
round result here. All right is not bad. And in the future, if I found any new images showing us
what we should add here, I will add it or maybe kink it later or accept it like this. I think this area
should be extruded to As wal because the camera
will catch this area. So to do that, I will grab maybe these
vertices, hit E to the Z, and extrude them up here, and I will hit Control
R to have one E goes like that and grab this
with this hit F and F again. Maybe we should move them
down. I'm not quite sure. All right. Should
we move these down? E to the Z, I guess,
maybe right here. Even these, I guess we
can move them down. Q tie, slide these
down a little bit. Slide this here, slide
this maybe here, slide this down a little
bit, make the edge, looks at right, and
slide it like that. And now after doing that, I will grab these verts hit F, grab this with this, hit F. Use the knife tool to
create a cut cos like that. All right. That's very cool.
Here's something like this. And this area, it
should be sharp, and I guess these vertices
should be extruded again. Because I think it's wrong
to leave them like that. What I can do is I can grab
all of these and hit E to the Z to have this extrusion. And you can end it
here, by the way. And you can have a
loop goes like that, and maybe one egg
loop goes like this. I'm not quite sure
if that will work, but I will add it
and kick this area. Yeah, I think it will work.
It's not a problem to add one egg here. All right. This one needs some support
egg loops like this, but I don't want this egg
to go around like that. So in this case,
I will grab this, hit g to hide it, and have one egg goes
like that. That's okay. And another egg
loop goes like this and then move it away and
then hit E and align it. If this aligned to the wrong
side, hit F to flip it. It's to bring back
this phase and you can actually hit
keytwie in mark it here. Since this pace is flat, don't worry too much about it. Or something else would
make sense, we can fix it. I will undo that and use F tool and create a
cut goes like this. Maybe. I think that
will be better. Right now the result looks
a little bit better. Now the camera when
catch this area, you can see that we have
something extrude the top. Alright, I will accept
this. I will end this video here
and see you in the
52. 52 Starting with the Sill guard: Hello, again, and
welcome back here. In this video, I want to
start with the Sil Guard. All right, this design
that should be here. Let's bring the reference
images to understand the shape. So this is what we
want to create. All right, I have this
image. I'm going to use it. And I have this image to
understand the design from the top and this one to understand the
design from the side view, and let's start
creating this together. But first thing that I will do, I'm going to add a new
image inside the scene, this image right here.
It's very simple. So let's go to the right view. I can follow this the sil
guard that we got here, but I prefer to use image. All I want to do is
just click and drag. Let's put the image right here. But keep in mind, don't
put it above these images because it will replace it. Just put away for
example right here, and then manually just hi G and move it in put
anywhere you like. And let's move this image right here and let's go to
the right at the S to scale. Make it very small
for now. It's okay. And I will put the three Dcrosa right here and hit key to move the image, and I will align the image I will align this corner
with this corner, hit key, and let's move
this over here like that. And now they are aligned. And now I will scale, but I want to scale according to the position of the
three D coursor. So let's go here and une the transform to three D
coursor and then hit S to scale until this
skill and this point you reach the should be
aligned with this point. To do that, we can go to the Imic properties and activate the opacity and you
can reduce this a little bit so you can
see what's going on. All right, something
like that, I guess. The result looks cool. You can turn this off to
see before and after. If you want, if you like, you can rotate
this jazz a little bit to align it better,
something like that. All right, if the reference
image match with the design, we will accept the design.
And it is very close. We just have a tiny difference. Alright, now after doing that, I will hit key to move this image, for
example, right here, and then let's start together
to follow this shape. I will start with the plane. Let's add plane, and it
will be added right here. And let's you can rotate it to the view
that's okay to do, but it's not so quite
necessary because I just want to take one
vertex from this plane. I will tap to go to the
mode and then hit and Q Mica a center just to mir everything
to have one vertex. And now we have this vertex
here, as you can see. And I'm going to through
this vertex multiple time to follow the body. Let's exert this, for
example, right here, start from here, and then let's
put this vertex in place. All what we need to do
is just hit key and move this to the X axis. You can go to the bottom
view if you like, to put it in the correct
place, almost right here. And for this vertex, yeah, I think it's in
the correct place. I will hit Control R to add three cuts here maybe
and move them as well. Hit Key and let's
move this one here. And this one, let's move it right here
and this one as well. And I can grab this
vertex and then hit E through this, for
example, right here. You can go to the
right view and hit key to move this
down a little bit, and you can hit Control
seven to jump to the bottom view and hit E two through this
one more time here, go to the right hit G to
move this down like that. Hit Control seven to
go to the bottom view, hit E to through this
over here like that. Go to the right and let's move this vertex down just hit G, and it will be visible. All right, let's hit
E to extrude this. Maybe right here, go to the bottom view and
let's put this in place. G and align it with the
door. Let's go to the right. Hit E to extrude this maybe
right here right now. And then let's go to the
bottom view and then hit G, and let's move this
one over here. All right, one more extrusion, hit E and let's extrude this
for example right here, go to the bottom
view, Ctrol seven. G to move this right here. And let's see if we need
to add vertices here. Everything looks nice and
aligned with the body. All what we need to do is
just kicking this area. I think we should move these
vertices up a little bit and this one and this one
as well, I guess. And this vertex. After
doing all of that, I guess this one, it should
be pushed up a little bit. After doing all of that, I will grab these and then hit E and extrude
them like that. After extruding these vertices, I will bring the
reference images here to analyze something. You can see this
edge and this one. When they start here, they will they are very
close to each other. But when they go and
reach the middle area, it will be separated
a little bit. And we should keep that in mind. All right, to do that, what we can do is I can go to the X ray and use an
e tool and create a cut, for example, starts from here and creates straight line to
reek this point like that. And after that, you can
grab these vertices, it X, and then V to
delete these vertices. And now we got something here. If that's not perfectly correct, we will grab these vertices
and move them. Two. You go to the wireframe, you see Z from the keyboard, and I will take these vertices up and align
them with the reference M You can see here
we have a line. It's a little bit
difficult to see, but it's right
there if you zoom. Alright let's take this one here and the same
thing for the rest. This one should be
pushed up a little bit. And this one, let's go back just to see where is the line. It is almost right here. And this vertex and
let's move this one up here and the same thing for the rest g and let's
move this one here. And this one should be moved here and the same
thing for the rest. Alright, maybe this one could be moved right here, I guess. Let's go to the
first vertex here. I think everything looks
nice and beautiful. You can add one egg
right here, if you like. Alright. After that, I will grab these vertices and
go to the right again, and I will hit E
to extrude them. So let's hit E. Let's extrude
them almost right here. Align this vertex with this age. And let's move this. You can go to the wireframe to do that and just
align them like this. What we want to do is we
want to follow this ge, but we don't want to follow
this age as we got here. We want to create the shape in general without any details. Let's grab this vertex and let's hit key to
align this one here. And this one, it should be
pushed almost right here. And for this vertex, it
should be moved here, I guess, and this one as
well. And maybe this one. After doing that, I will go to the local mode
and then go to the top, and I guess we should
create a curve here. I will tell you why
I'm going to do that. In the reference images, let's go to these images, or the sell, it has a
small curvature goes out like this,
something like that. That will be a little
bit difficult to create unless we create a guide
because otherwise, we could move all these
vertices to this direction, and if you don't have a guide, it will be difficult. Unless you create a guide, that's not going to
be something complex. Let's tab out and
Shift A to add, and I will add curve. You can add bath, rotate
the bath like that, and rotate this a little bit more like this
and then hit Gs to scale it. And I will tab to go to
the edit mode and grab all the vertices and align
this vertex almost right here. And before you actually do that, I just want
to do something. After extruding these vertices, what I want to do is Alright, let's tab out, grab this tab
and grab these vertices. According to this image, you can see that All right. These vertices should be
pushed a little bit outside, I guess, but not too much. As you go to the right of view. I just want to see the results. All right something like that, and it should be pushed out. I just want to book
them so I can see them get to the and just
move them like that. All right. Let's see if
that's okay or too much. Let's go to this side to
see what's going to happen. All right, on this side, we have a good image, and it should be right here, where is it, this one. You can see that this vertex, it should be pushed out a
little bit, this one here. Give you the X, and let's take this out just a little bit. And now, if we check
the reference image, you can see that these vertices are perfectly in
the correct place. All right now is the time
to manipulate the bath. So let's see how can we do that? Tab out, and let's grab the
bath that we just created. I think this one and grab this, go to the local mood, go to the top and grab the bath and tab to go to
the eight mood, hit eight, select all the
vertices of the bath, and align this vertex,
for example, right here, maybe right here because I'm thinking of moving
this vertex back. And I'm going to
dissolve this vertex and dissolve this one and
leave just one vertex here. And for this side, I
will move this one almost right here and align
it with the corner like that. And here we have this vertex. I will you to move
this like that, just to create this small
curve, and now we have it. All right. Something like that. And now let's tab and move these vertex toward this curve. And for this one, I
will move it like that and start moving
these towards the curve. And let's grab this one
and move it like that. Just align these
vertices to the care. Make the curvature very subtle. And this vertex as well you
can move it right here. All right, now let's
hit S to exit. I just want to see
what we got so far. All right, the so looks nice. And we should do something else. We align these
vertexes from the top. We should find a
solution for the site. I will grab the guide again and hide to this G and move
it down and align it. Align this vertex
with this corner and align this head key and let's move this up here and
align it right here. All right now, this care should follow the reference image. I will grab this vertex
and zoom in here, and then head key to the Z and move this vertex
up almost right here. Something like that.
It will be okay. All right. And now, what I'm going to
do is I will grab these vertices and align
them with the guide. So let's go to the right and grab this object and then hit G with the Z and let's move these vertices down and align
them with the care as well. Let's take this out. We
don't need it for now. And let's activate
the screen cast. All right, now, hit key to the Z and let's move
this down here. And this one, it key to
the Z. Key to the Z. Eat with this here, let's
move this one down here. And these vertices should be pushed up a little bit, I guess. And this one, we should
move it down a tiny bit. Alright, so now we
got this result. For heads too exciting, now let's go back
and let's select these vertices. All right. I think we can use the guide
again. I'm not quite sure. Let's see if that
will work. I will hit HeavD to copy it right here. I think following the guide, it will be something
nice and easy. Let's see grab this and tab, grab this vertex it, and let's move this right here to
align it with this vertex. And this one, it
should be moved. All right. Let's see.
Yeah, almost right here. And this curve
where it should be. I think it's perfectly in
the correct place. Tab out. And then let's see grab this
tab and grab these vertices, hit E and extroud those
down towards the guide. It will be a little bit
difficult to see the guide, but it is right here.
For me, I can see it. And now what I want to do is just move these vertices and
align it with the guide. We can go to the wire frame. I think that will be
better. Let's move this up. And this one, it should
be moved right here. And this one, it should
be moved up here. Alright, everything is in place. And this one, it
should be moved here. All right, let's go
to the perspective, and let's take another look. And let's make a comparison, see if that's
correct. All right. The question is should
this new extrusion goes stride down or
should be pushed in. Maybe we should push this in just a little bit to the
X and move it inside, but not too much. Right. Let's go back to the right and let's see what else we could do. I think we have one
more extrusion. You can use the guide
as well, have the end, let's copy it let's align this vertex of the guide
here or the corner. All right, it's not
so quite easy to see. Let's tap and let's hit G, let's move this one almost
right here, I guess. And this point, it
could be aligned here. This is the corner. And
this one in the middle, it should be moved up
almost right here. You can see this edge. So this is what we should do, tab out and now let's grab this. You can manipulate
the MC you feel like, you can turn on the
opaicityT is the guide, and this is what we created. I will grab this vertices
and then hit E and extrude this one more time and align these vertices
with the guide. Hit and let's move this one right here and the same
thing for the rest. This one up. And this one up. Or let's take this
one up here and this one should
be moved here and this one, it would
be right here. And after doing
that, we could see how far we could push
this new extrusion. Let's take the other images to understand how
can we do that? A, so this one should be
pushed in a little bit. I will hit E to the X and
move this inside like that. It would be like this, I guess. The result looks
nice. I like it. And these vertices, I
guess we can grab them and then hit E to the eggs and extrude them inside
as well like this. And I think these vertices should be extruded inside
a little bit more. E to the eggs and extrude
them like that, if you like. Or maybe you can do that later. All right, that's great. And now I guess it's time to
create this design. Alright, let's go
to the right view, and let's see how can we do it? Go to wireframe and let's
go to the Image properties, tab out, grab the Image and turn off opicity
so we can see it. Alright, you can create a
curve and follow the curve. Or if you want, you can use F tool and follow
the image itself. I will use the knife
tool and create a cut maybe starts
from I don't know, maybe start from
here and goes like that, something like this. And we can create a
cut goes like that and keep doing that until you
reach the other side. All right. And you create
a cat goes like this, and the cat goes
like that, I guess. All maybe we could have
one cat here, I think. All right, and one
cat goes like that. And one goes there and
ends here and confirm. And in the perspective, we could see if that correct All right,
what we can do here. I'm not so quite
happy with this area, and I think we should
have two A loops here. Crab this with this headJ, crab this with this head J. And now what I'm going to do, I will select these faces and delete them because
we don't need them, just to grab them
like that and then hit X F to get rid of them. And for this area, I guess we can use an F tool to create a cut goes like that. And you can ignore it for now. And this one, maybe
you can disolve it. Right here we have a problem. We could get rid of it. You can't pick an IC view
like that and move this. A that's not going to work. Moving this is not
going to work. Maybe it twice and hit and move this forward a
little bit, I guess. Maybe that will
work a little bit. After doing this, I will grab these vertices and then I will hit V to rip
them like that, and then hit G and move this inside a little bit,
something like that. Key to the X, and you can move this a little
bit more inside. And I think we forget to select this line sorry,
the space as well. I will use an F tool to
create a cut goes like this. And now just select all
these vertices and hit V, and then G to the X and move this inside,
something like that. Maybe a little bit
more to the X. And All right. Now, let's select these vertices and let's set F
to create a face. And this as well
as create a face. And I guess we can move this vertex wise and
slide it like that. And maybe with this one, we can move it like that and grab this with this at F to create
a face right here. And because we moved this in, I think we could
grab this one G X and move this one
inside a little bit. Make the curvature looks
a little bithow to the X, and let's move this
one inside a tiny bit. All right, that's
great. Now maybe we can grab these
vertices, I guess, and those right here and hit E. I'm not quite sure
how this will work, but let's deselect this one
and just hit E to the Z, and let's through these down. Maybe something like
that. And this vertex, I guess, it should be moved in. And when you move it, I notice that the vertex
is moving too fast. That's because of this option. We just forget to speed
this back to bonding. I will hit G to the X and move this a little
bit inside like that. Wise, maybe we can slide it a little bit in
this one as well. And maybe moving this inside. I'm doing that, so I can
connect those together. And even these vertices, I think we can just move them, slide them like this, just a
tiny bit, but not too much. Cub this with this set
F to create a phase now we have some relationship
between this and this. Get to the X, maybe we can
move this a little bit inside. All right, what else we can do? What about this area? I will select this and then key to move this inside like
that and this as well. Rub them like that and then key the eggs and push them inside. And after that, because
we move these inside, the egg become a
little bit longer. I will hit key twice to make it shorter, slide it like this. That will be enough.
And for these vertices, I'm not so quite
sure if the should be excluded like that or they
should be pushed inside. Maybe we can move them inside, but just a little
bit, not too much. Just be careful
when you do this. Key to the eggs, and let's
move this inside a tiny bit. Q twice, and let's slide
this slide this one as well. Maybe these vertex as well, we could move it
inside a tiny bit. And now I guess we can
grab these vertices and then hit E and extrude them like that and hit to the
Z to move those up. All right, now let's
go to right and let's see where this should be. Let's move these
vertices and align them like that with the steel frame. All right. And this one,
it could be moved here. And this one it should
be moved right here. And after doing that, I guess we could put them inside or
leave them like that. I think that will be enough. And let's bring
the reference mgs to see if there are anything
else we could do here. Okay, let's take this
image out for now. I just want to focus
on this area a little bit to understand
what's the next step. I will extrude this
to the X axis, hit E to the X and
move it inside and then key to move to
the Y a little bit. Let's see create a
face right here. Let's go to the right end. I will grab this vertex
and move it like that. Rub this with this hit
F to create a phase. But this phase is
twisted a little bit, and it's not perfect. I will hit key to the X and take this out
almost right here. I think that will help to
make the face looks better. Key and let's move it to
the Y a little bit more. All right. Maybe this
vertex should be pushed back to the X axis and the
same thing for the st, I guess. Key to the X. And let's check this side. Let's see what we
should do here. All right. Let's see
if that's correct. I will add one H loop here and the grab this with this and then hit F to create a
face right here. And I guess this one it should be pushed
out a little bit. Okay, something like
that. Then I'll click to grab this open area, and I will hit E and push these to the X axis
a little bit more. And this vertex, I guess
we can move it inside. I think this will be better. And the same thing for the
rest for these vertices. I know now we have
some the thickness but I think that will be okay. Maybe this vertex should be pushed in a little
bit those together. Let's see if we can use
the knife tool here to create second edge goes
like that and delete this. Or at least take this
out a little bit. And maybe this one, this vertex, I'm not quite
sure how we move it like that. Maybe we should slide
this a little bit. Alright. Something like this. After doing all of
that, now I guess it's time to add some
support edge loops. Just to titan some vertices. All right, to do
that, I think we will use the manual way
because the control R, I think it is not
going to work here, as you can see, you can add
an egg using control R, but you should
coblete it manually. For example, the egg that I just added that reeked this area, and now I should use
an el to coblet it. So let's hit K and let's
create a cat goes like that. And one cat goes like this, and one cat goes here. Right and let's hit control up to add two edges right here, carb this with this had K, carb this with this head K. And let's hit Control up
to add one edge right here. And it treks this
area, as you can see. What we can do is we can change the direction of this
edge to go here. Something like that. And I guess we can add another
cat goes like that. And you can add one A loop here and connect
this with this dK. Do we need this? I
guess we don't need it. Use the actual again to create another cat take this direction. And we should have one A
loop take this direction. All right, but it's not going
to be easy to control it. In this case, we can delete the end of this egg loop
that we just added. Just dissolve some
of it like that, and now we can hit Alt click and grab it and then
it Q twice and slide it. You can hit E to align it, and let's align it with
this egg like that. And as you can see, this
egg reek this area, goes there and reek
back this place. What I will do is I
will use a knife tool, hit K and create a
cut goes like that. Something like that, I
guess. And what else? I think this area
should be sharp. So I'm going to
add a second cut, and it should be here, I guess. Something like that for now. You can add one egg
loop here if you like, just to support this area. All right, maybe one H
loop starts from here, I guess, and goes here and it should be
connected with this one. And now I will select this
edge and ignore this vertex. All right. And I will hit G twice and slide
this a little bit. And you can hit E to align it with one side and
move it like this. Do we need this one? I
think you can delete it. Slide this like this
and this vertex. And if you like, you can
connect this one here. I think that's not going to make a problem or maybe right here, and we can end it anywhere, but later not
necessary to be now. This, it should be sharp, so we should find
a solution to it. Maybe we can create an goes like that and use the knife tool and create a new
cut goes like this. And what else? I'm not so
quite happy with this area. And if I take these vertices
to this direction like that, this area will be sharp, and I want to avoid this. Let's tap out and
let's sub the can surface in the edit mode and let's see what's
going to happen. What level two or three, if you like, right,
click, he the smooth. Maybe we can add one H loop here just to make this era
tight and maybe one right here and maybe one here. And this a, it should be hard. I will hit Control R two, add one loop here, and I just want to see
where this will go. It will stop here. I
will use the knife to two convolta rub this with this, hit J, connect them together. And I guess we can manually grab these vertices
and move them like that. Soothing like this. It twice and let's
slide this like this. And the same thing
for these vertices. Control R to have one A here, and maybe second one, it could be right here and
connect this with this had K. And you can use an F tool
to extend this to the end. Right now we finish this. But the side is not yet ready. We should have one a loop here, and it should be connected
somehow with this edge. Maybe one cut goes here
and one goes like that. Ketise and slide ten merged, crop those together J. You can add one egg
loop right here and connect those if you like J. And I guess we can
use an e tool again, or you can control or to have one go here and
use e tool again. This create a cat
goes like that. And it could be we should have one cat here and yeah
something like that. I think it will work. Let's connect those together he K. And I think this
area should be beveled, Control B. I control
R to have one A to here and use F to let K to create
a cut goes like that. Crab these control like
San dissolve them. I'm not sure quite
sure if that correct. Or that's not
correct, by the way. This is the correct result. But here we could
spend time here. This error could be hard. Let's add one a lob here and
second a lob right here. And I guess you can accept this result without
any problems. It's like to excite. I just want to see what I got so far. One more thing here. I just forget to add one a
lob here and one a lob right here. And now we got this. The result looks nice. And all what we
need to do is just adding this steel
structure inside. Let's see if we
missed anything here. I think we can grab these edges and slide them and key twe and
slide them like that, just to make the edge looks sharper. Let's
check the side. Alright, now we
got this. You can hide the image if you want. That's very cool. Alright, I will end this video here and
see you in the next one.
53. 53 Modeling the Sill guard steel frame: Hello again. Welcome back here. In this video, I want to create the steel frame. It
should be in the middle. And let's check the
reference images before we do anything. It's not so quite easy to
understand the structure of this frame because
of the reflection. But I think we have a table here in the middle
or on the top area. And it could be
trimmed from this side and this side as well
and extruded inside. And I guess we can
start with plane. You can go to the right view, and you can put the three D
cosa right here, for example, you have a two, and
you can add plane, align this to the view, and
this two centimeter, maybe. And you can move it for example right here,
start from here. And let's tap to go to the mode. I will grab these vertices
at XV to delete them. I just want to start
with this edge. And let's move this vertex
or this egg right here. Align this vertex with
this edge, as you can see, and grab this one and
maybe we could move it try here and extrude this and keep extruding these
vertices and align them with the edge like that. Let's extrude this one
more time like that. All right. And this is through
this almost right here. From the perspective, we could put these vertices
in the correct place. Key and move them and
align them with the sell. Key, and let's move this right here and the same
thing for this. All grab this vertex, move it. All right,
something like that. And let's grab this vertex, let's move it almost right here. And this vertex, it could
be moved there, I guess. All right, something like that. And grab this vertex, and let's take this out, hit key, and let's move it right here. And the
same thing for this. All right. That's very cool. Let's go to the right again and select all of
these vertices, and I will hit E to extrude
those down like that. And what I will do is I will grab this
vertex and then hit key and move this
up here, maybe. Something like that. And
I think we should have a straight line start
from here and ends there. What you can do is you
can move these down, for example, and use the
knife tool to cut it. This will work if you want. And I think we should
I will hit Alt too. I just want to see where
the, the reference image. All right, let's go
to the right again. I just want to see if what
I'm doing is correct or not. So let's grab this uniw
hum that I created, and I will use the
knife tool to trim it tab and then hit K to use the knife tool and let's create a cut start from here and maybe ends right here, I guess. Eight. All right, something like that. And after doing that, I will hit G to the
X and move this out. But I think that's too much. All right. What I will
do is I will align this vertex with this edge, I guess, I will hit G to
the X and move the speck. Let's say, almost right here. And then let's see if
that's correct or not. Select the first vertex and
the last one hold control, and the grab the last one
and use the key stretch and avoid changing the distance between the vertices
by using the spread. And now we got strtline
as you can see. But I'm not so quite
happy with the results. I think there is a
different scenario. Let's grab these vertices and move them almost right here, and this should follow. Maybe those. All right. And I will grab
this vertex salt control, grab the last one and use
the E straight again. All right, now let's
go to the right again and Z to go to wireframe, and let's see what
else we could do. Now I will use a NF tool to
create a cat start from here, hit K to use NF tool and
create a cat start here, and it could end right here. And these vertices, we
don't need them anymore, just to grab them like
that, and then hit X V to delete the vertices. And now let's go to the perspective just to see
what we have done so far. I will grab these vertices and move them inside a
little bit more. Hid G to the X, as embed these deep inside
like that, I guess. And for this vertex, I guess we could move it back. A little bit like that until
you make this face flat. And let's go to
the right view and let's see now what
else we could do. I will grab this and this
and hit E to extrude them until the vertex
reach this edge, and then I will grab
this and hit G and move this to the end like that. And these should be
connected somehow. And on this side, we should kick this error
before we extrude anything. All right. Let's see grab this,
and I guess we should move this to the
XX to avoid the twisting. And now the face is flat. And now I will grab
this right here and then hit to exclude
this vertex right here. And this one, it could
be pushed almost right here, something like that. And then right. Maybe you should I say quite if I need to connect those now. But let's take a look and let's see what else
we can do here. I will grab these vertices
and move these and align them with a structure like that. And the same thing for the rest. Grab this vertex key and
move it down like this. And let's select this one G and let's move this down here, and this one as well,
and let's move it here. Key and let's move this right
here, and this one as well. And maybe this vertex, it
should be moved like that. Alright, let's go to the
perspective one more time, and I will grab these vertices, and I think now we can
extrude them inside. Let's go to the local mode, and let's see how
can we do this? I will hit E to the X
and push this like that. That's all what I should do. And maybe these
vertices as well hit E and extrude them
inside like that. I will add one H right
here in front of this edge And what
about this area? It's like too excite. I
just want to see if we need to add multiple edges here. I will grab this vertex
like that in the X ray, and I will hit E two ex through this just to
follow this care. One extra here, maybe one here and All right,
something like that. Let's ex through this
one more time like that. We added two edges. We will add two
edges here as well, and I will grab the vertices and hit F multiple time
to fill this area. And as you can see here, we have some twisting. All right. To avoid that, I guess we could grab these
vertices and move them like that to avoid this problem. Right now, I will grab
this vertex with this one, hit F and F again. Let's select these
vertex with this one, and I will hit E to
extrude them like that. And these vertices should
be should be welded. I will hit Q to
move one of them, hold Control and dinab
it, and that will be it. And I will hit to move this
bag just a little bit, crop this with this hit if I moved this vertex bag
to match it with this one. They should be close. And now maybe we should select these vertices
or maybe just this one, I guess, hit E and extrude
it almost right here. Grab this with this
at F to create a phase and this with this
at F to create a face here. Here we can see we have some twisting happening
here in this area. If you want to
avoid this, you can hittie and move this
vertex right here. But this area will be sharp. It's slash to excite. I just want to see
what we got so far. I don't like this
triangle to be like that. I prefer to do something else
like trimming this area. You can go to the right and
use an F tool and then hit K to cut this like that. C to cut through and
then confirm and then enter and go to the X ray at
XF to delete these phases. And now you can grab this with the set F to
fill this with pass. I'm not so quite happy
with the results. I don't know, but I feel we
should do something else. Can we mirc this vertex? For example, can we mirk this one here and
leave it like that? And what about this side? Do we need all of these
vertices here or maybe we can delete one of them and
just add one in the middle? I think this will work select
this and then this one. Wally let's use the space
to put this in the middle. Do we need this edge? Pleas
gitie and merk it here. I'll click to grab this
one and dissolve it. All right, dissolve this one. All dissolve this as well. Let's go to this side and let's see if we got any problem. And what about this area? I'm not so quite heavy
with this as well, because these edges
are very close, and we will have sharp results. In this case, we can
slide these a little bit, make the distance bigger. And even this one, I guess we can bevel it to two like that. Just tabor it. All right. Let's see if there are anything
else we could do here. If you want, you can add one
a loop here in this area. Head K to use F tool. Crop this with this head K, and let's create a cut
cost like that. Maybe. And I guess we can delete this, but we will have very,
very strong twist here. So, yep, I think this
is not going to work. If you want to add
an A cos like that, you should grab this
slide it like this. In this case, it will work. But we will go back to the beginning and we
will have two eggs here. So I will accept this result. And I will hit Kin throlR to
add one egg loop like that, and I will use an F tool here to create cut
goes like this. This with this hit K. And let's add one cut
goes like this. And what else? Can troll R
to have one goes like that. Key twice, let's slide
this here in the middle. Control R to have one
ch goes like this, and grab these
vertices hit Sorry, I just want to dissolve this. And I just want to slide this
a little bit to the Yeah, maybe right here,
something like that. I will leave it
like this for now. And let's go to this side.
I just want to see what we got let's move this in a little bit away from this edge in the middle because
that's will make this very sharp and we don't
need that sharpness. Maybe here we can
add one edge loop, but I'm not quite sure
if this will work. I just want to check that side. All right, so this new age loop atria this area and
goes like that. You can see it. But we
don't want this result. We want it to be ended here. I will add another edge
loop goes like that. And let's check this new
age loob on this side. The result looks
nice. I like it. Maybe this one, we can
slide it a little bit like that just to make this area
looks a little bit sharper. Keise, let's slide
this a little bit. Alright, what else
we could do here? Mm. This egg, I'm not
so quite heavy with it. I don't want this
to go like that. But instead of that, I
think we can mirrc them at the center and hit K and
create a cut coat like this. Grab these together
hit M and M at center. And let's move it a little bit. It's not quite important.
You can leave it like that. What about this area? I
will use I have tool maybe to create a cut goes like
that and cut goes like this. Maybe we can add one A
lobe here Control R, grab this with this headq
connect them together. And now let's add subdivision
surface with level two. Let's increase this to three just to make
it even smoother. Alright, that result
looks nice. Yep. The result looks beautiful. If you would like, you can slide these like that just to make this area even sharper
and this one here. It's too exciting, and
let's take a look. We don't have a
sharp edges here. Everything looks
nice and acceptable. I'm not so quite sure
if that will work, but. Can we move these
forward a little bit from the right view? Can we do this and
move them like that? I will move them and just
kick if that will work. Well, actually, it
will work. Yep. Let's go back to the right and let's see the curvature here. Can we move these up and
block any open or any gap? Guess we should grab all of these vertices at the top and
move them a little bit up, but not too much, a tenebt, Q to the Z, and that will be it. And here let's see what we got. Some of these vertices,
I can move them at ten a bit to block this area, the view here, and
maybe those as well, wehuld move them a
little bit like that. All right. And this one, we
should move it like this. Tab out. All right.
That looks nice. And here we got another
problem regarding the sell. I guess we could
tab and activate the subdivision surface and the edit mode and the
grab these vertices and move them up and align
them with the body. Or you can live a small
distance because, yeah, that's very important
to live a small distance. If you want to
create a guide and follow it, go ahead and do that. That's okay to do. But I think it's not so
quite important to do that. All right. According to the
reference images, you can see that we have
a small frame here, and we could handle it. So how can we do that? I will turn of the subdivision surface and the edit mode and bring
the image right here. You can go to the local
mode if you prefer. And I will grab
these vertices like that and extrude them like
this, as you can see. Maybe a little bit
more like that. And I prefer to move
these vertices up to make these edges pointed to
the center to this area, and those s will like
this and this one up. So let's hit G twice, and let's move this up.
Yeah, something like that. And now I grab this
hit E to the Z, and let's extrude this
up here like that. And G twice, let's
light this like this. And now I will grab this with this hit F to create a face. And on this side, what we can do is
I will hit E to extrude this one extrusion here and one extrusion
right there, you can hit hold Centrol to snap it with
this and align it. And you can grab those
hit F and hit F again. And here, I can add one lobe using CtrolR and
the grab this with this, hit F and F again. And we could have one
edge loop goes like that. And on this side as well, and the grab this
with this head k, connect them together, and maybe we could have
a second glob. But I prefer to use the knife tool because
as you can see, the H lobe will not go around. The easiest way is to
use the knife tool, create a cut, hit C to
cut through confirm. And now I grab this twice, hit E to align it and
move it like that to add a second he loops
work as a subord A loop. That's what make the curvature
here looks very beautiful. And we should have the
same thing on the side. So I will grab these and then hit E to
extrude them like that. And I will add one
edge loop here. And they grab these hits
F to create a big face. Let's use an F tool to
create a cat goes like that. And on this side, as we grab
the hit F to create a face, grab this with this
hit J to connect them. And I will hit Control
R to add one edge loop here and second edge loop just to make this
area even tighter. Now when you tap out, you can
see how beautiful is this. It's like too exciting.
Let's take another look. And now we got something cool. All what we need to do now is just mirror this
on the other side, so I will add mirror
for this object. And I will hit Control A
and apply the location to move the organ do to the center and apply the rotation as well, because as you can see, it's not mirroring correctly
to the X axis. And that comes from the plane
when we added the plane at the beginning and we rotate the plane to the view,
you remember that. So to fix this, just hit Control A and apply the rotation, and
that will be it. The same thing for this piece. Let's add mirror, Control A, apply location, control,
I apply rotation. All right. The rest looks nice.
Let's go to this site. Everything is in blaze. I don't like this
design in general. I don't know why they choose this the edges to
take this darkins. There's a lot of way to create something simple
and even more beautiful. Someone will tell you they did that to get better aerodynamic. I don't know why they choose
these edges to go like this. But anyway, it was a
little bit challenging, but we did something nice. Or let's say, it's very
close to the real results. And if we got any
problem anywhere, we will go back and fix it. Alright, I will end this video here and see you in the next.
54. 54 Modeling the rear bumper: Hello again, and
welcome back here. In this video, I want to
start with rear bumber. And here we have a lot of images to understand the structure. It's not going to be
easy to create it. It's a little bit challenging
because there are a lot of edges taking
difficult path, and we could follow all
of these and put them in the correct list to
get something very close to these reference images. Especially this area, this
area needs a lot of attention. I'm not quite sure what's
going on here because I don't have close images to show us exactly what's
happening here. And the reflection
here, as you can see, makes the have difficult
to understand. But I will try as much as I can to create something close
to what we have here. All right, what I prefer is I prefer to select this part and tab and go to the edit mode and grab these vertices starting
from here and ends there. All what I did here is just
grabbing these vertices. And I will go to the
right view and then hit ift D to take a COBE and
move this a little bit down, but not too much like that, and then hit P and then
is to separate it. And now tap out and they
go up the SNUw edge, go to the modifier and delete
some of this modifier, solidify, we don't need it, Shrinkwrap, we don't need it. You can keep the subdivision
surface with the mirror. And I will tap to go
to the edit mode, and some of these
vertices we could delete because here we
have a lot of vertices. I just want to make
a symbol for now. All right, let's go
to the right again, and I think we can start with
this line, as you can see. I will drop this vertex and then hit E through this Y here. And as you can see
the sub dividon surfaces activ in the edit mode, I will turn this icon
off to prevent that. And let's move this
vertex almost right here. And now I want to
go to the back, hit Control one, but it is a little bit difficult
to see the blueprints. What we can do, in this case, I can go to the right and then
hit Alt B to cut the view. When you hit Alt B, just
click and drag and create a rectangle like this on this area because I
want to work here, and everything will be
trimmed temporarily. And now I can focus
on this area, and that's what I want here. Head control want to go
to the back and I will grab this vertex
and move it right here and go to the right again, and maybe we should move it
a little bit down like that. And I will hit E to extrude
this, for example, here. Let's bring the
reference images, and you can see
this is the edge. It has small curve, and it's very close
to this one above it. Let's go to the right again. Sorry, to the back,
hit Control one. And let's hit you to move
this and let's move it. Almost right here, it should
be, something like that. Go to the right again and let's ex through
this one more time, right here, maybe
go to the back. And they grab this vertex, hit ye and Alright. Hit ye, and let's move
this a little bit. Right here, maybe. Yep,
something like that. And now let's take a
look in the perspective. As I said, this egg, it should be it should
has a small curvature, and we need to put
that in consideration. Alright, I just want to
check something here. I think we have a
small frame here. We should take care of it. Yep, I think we should do that. Let's go to the right. And according to this
image, you can see, we have small edge
goes like that. Two edges we should
keep in mind. Alright. What I'm going to do is I
will add one vertex here and key twice and slide
this in one here as well, and I will grab these
vertices and he key to the eggs and just push these
a little bit out like that, just to have this
small curvature. And on this side, we can add two vertices as well, and I can it key to the eggs and move these out like that. You can go to the bayview to see if what we
done here is correct. Maybe we can move this
a little bit more. All right. The result
now looks better. Let's go to the right again, and I will hit control to have one vertex here and hit key twice
to slide it right here. And I will take this vertex and move it inside a little
bit underneath this vertex. You can hit G, hold control, and snap it with this vertex, but make sure to active
the vertex snap. And then I think we
can grab this vertex and extrude it down like that and the same thing for this one. And I think the A
should end here. So I will grab this and hit E to extrude. It's
almost right here. And let's see if that's correct. I will select this and then
hit F and grab those here, hit F and the same
thing for this area. I'm not quite sure, but maybe we can add
one vertex here to align this with the surface
better and this one as well. And this one maybe. Yeah, that's very cool. Let's grab this vertex and
slide it a little bit, and let's add one here
and one right here, get wise, and let's
slide this here and this one slide
it maybe right here. And let's take another look. Let's go to the right again, and I will drop this vertex, hit E to extrude this over here, and let's go to the back and hit G to
move this here, I guess. Go to the right again. Let's try to understand
this second line. It could be sharp, I guess, or smooth. I'm not quite sure. Let's check the other images. Yeah, it's not so quite
sharp. All right. Let's try to see this area. As you can see, it
doesn't go straight. It goes diagonally, so
we should respect that. Let's go to the back and see, and yeah, now we got
something close. That's cool. All right. So let's grab this vertex, and I will hit E to extrude
and extrude this over here to this area, let's say. And from the right, I will hit G and move this to the Y until I reach this point,
something like that. And as you can see,
the edge is set right, and we could have at
least two vertices here and then hit E to the X and let's move
this out like that. Get to the X again maybe. And let's have one vertex here. Wise light it a little bit. And one underneath
this, and one, it could be underneath this
one and the same thing here, we should have two, I guess. Yep, I think we can do
that, less quite sure. Let's go to the right, and
let's see what else we can do. I will grab this hit E two through this one more time here. Go to the back, hit key, and let's
move this over here. Something like that. And I will add two
vertices here, control R and rotate
the wheel to add two, and I will grab this one and hit key
to move it like that, and this one as well
to move it like this. You can slide this a little bit. Let's go to the right and
now everything is in place. I will hit E two through this to this corner and I will go to the back and then
hit key to move. It's almost right here.
Something like that, I guess. All right, let's go
to the perspective, and let's take a look. I'm not quite sure if this vertex is in the
correct place or not. Maybe these vertices could
be bushed a little bit, head key to the X,
and this one as well. All right now, the
curvature looks better. Let's bring the
reference images again. I just want to see
how to create this. All right, I think we
are doing well here. All right, here we could have one vertex or maybe
three or four, I guess. And let's slide this
one. I just want this vertex to be
underneath this one, and this one is in the correct place and the
same thing for the rest. I will grab this
with this, hit F, this with this, hit F. And
the same thing for this. Let's have two vertices here, and I will pick nice view and
hike to move this inside. Control to have
two vertices here, pick nice view, and hickey, and let's move this
inside a tiny bit. And the effect should be holow as we reach the
end of this edge. I mean, this edge. Let's pick a nice angle and hickey
and let's move this. Let's set F control R. Let's add two vertices
here and let's set E, and let's move this a little
bit inside like that. Let's see grab these vertices and the set F. Let's put
this set F multiple time. And the same thing for
these four vertices. And those as well.
And these vertices. All right, that's very cool. Nice. Alright, let's
go to the back. I just want to see
what's next to. I think now we can
follow this curve. Starting from here maybe. Hite through this
right here, I guess. You can go to the right
to put this in blaze, and let's move it right here. And if you would
like, you can hit hot Catrol and stub this
one here. That's okay to. And then grab this
vertex it E to extrude this maybe right there, or you can snap it
here if you like. E again to extrude this one. Extrusion goes like that, and second one goes like this, and go to the right and let's put these vertices in a place. Let's move this one right
here and this one here, and this one, it should be
moved almost right here. And the respective. Let's check it. Let's go to the right
to the back, sorry, and I will grab this vertex
t to extrude it maybe here. One extrusan goes like that, and maybe one right here. Maybe you are right
here and one re here, I guess, until you
reach the middle area. But as you can see
when I move this to the other side, I
have overlapping. To avoid that, go to the mirror and active clipping
to prevent that. Now hit key to move this to the center and it will
snap automatically. But we could move these
vertices and put them in place. So I will go to the tab in
this case and go to the X ray, grab this vertex head key, and let's move
this one over here and the same thing for the rest. Rightly move this one here. This one, it should
be right here. And this one here,
and this one here. And I guess this one
they should be pushed back or something
like that, I guess. All right. If you want to
create faces here, go ahead and do
that. You can do it. For example, can I grab
those and create a face here and hit F multiple time to
add multiple faces here. And I will select those at F and then grab this at F. I guess we can add one vertex here or maybe I'm
not sure quite sure. I will hit F to create
a big face here. And I think here we
can add one vertex. Let's grab at F and grab this at F. And we
need this vertex. In this case, we can
add a new one here, Gtice to slide it like that
and then grab this set F. And this one, I think we
could slide it right here. It's Fagan. And what about this vertex? Q twice, and let's
slide this over here. Hit F. Dissolve this one. I guess we can do that, or
let's don't get on to work. Let's add a new vertex, slide this a little bit, hit F, to create a new phase, F again. I think we can dissolve
these without any problem. Let's have one vertex here, and I will hit Q twice, to slide this a little bit, both controller grab these and fix the distance
between them. And the same thing, I guess, we can do it for the rest. C we do that here? Yep. Let's slide this vertex a little bit. It's F, F again. Yep. That's right
cool. All right. I think we can go to the lube and grab
these as like that, and let's see what's going
to if I use the space. I think that will work.
The result looks nice. And go back to the vertex
and grab these vertices like that and then hit F
and select these two hit F. All right, that's very cool.
And let's select this at F. That's very cool. And I think here we could
have one vertex, it twice slide it, maybe one here as well, grab this with this hit F, to create a pace and this
with this one hit F. Let's add let's grab those its F, select this one to
create a big face here and select this
hit F and F again. And we need to use
the Knife tool to create a cat goes like that. And one cat could go like this. And let's hit you to move
this a little bit like this. But let's move this a little
bit inside like that. All right. That looks cool. If you have the ability to slide these vertices and fix and manipulate the
distance between these, you have this
option, by the way, if you like to use it. Let's see what's
going to happen. All right, the result not bad. Hit A, he to recalculate the normal in
case we got a problem. And so far, we got this. All right. Now let's
see what's the next what we could do else. After doing that, we could extrude these edges
inside, I guess. So let's go to the back and
let's select this edge, and I guess we can include this, and I will hit E to extrude
those down like this. And according to this image, these new edges that
I just extruded, they should be pushed
inside a little bit. What I mean is, as
you can see here, we have a small angle So grab these new edges and hit G to the Y and put these inside, a little bit, but not too much. Go to the back and let's see if what we done is correct or not. G to the Z, maybe we can
move this a little bit more. And let's focus on
these vertices. I guess they could be
moved a little bit more. Or I will undo that and
grab them G to the Z, and move them all again,
like that, I guess. And after doing that, I think we should grab them
again and extrude them inside the E and extrude them a little bit
according to this image. A G to the Y and let's move
this back a little bit. We should have a small leg here. The question is, what's
going to happen here? I have no idea. The C here is
not showing us everything, so we should find a way. I will add one e here, and we could extrude these
vertices to follow this. And now I will grab
these vertex and the rest and just hit
key and move them back and grab this one, hit key, and let's move
this bag like that. You can go to the
top if you like, and you can put this
in the correct place. Maybe I should move it right
here. I'm not quite sure. Let's go to the
back and let's see. Alright, let's hit key to the X and let's
move this like that. And I will hit F F
again and one more F, and now we have something. And this should go down.
Let's go to the back. And I guess we can grab this and hit E to extrude
this over here, grab this with this and
then hit F. And what else? I will grab these vertices and hit E to extrude
them like this, grab this with this hit F. And the same thing for the crab thet E to extrude
them like that. Croub this with the Cet
F to create a face, and go to the perspective
and let's see what we cut. The result looks nice. And now, these vertices should be
extruded inside. All right. What I will do is I will
slide this vertex like that and use the space again. All right, this is not
going to work like that. Maybe manual, we could
slide this a little bit. And what else? You go to the back and let's
put this mic right here. All right. I will extrude this here, I guess, and one extrude maybe
right here and one there. And let's go to the perspective. And now I will grab this
and move them inside these new extrusions and then grab this and
move this inside. And after doing that, you
can go to the bottom view at Control seven to see the
curvature of these new vertices. I think what we
done here is cool. And one more thing here
I would like to do. I will grab this vertex
and hit E to extrude it like that and one more
extrusion like this. In the perspective, I will
show you what I did here. I just got this new extrusion, and I will grab these vertices and hit F to create a phase, and grab this with
this to create one phase goes like that. And I will grab this with this, hit F, F again and F again. So this is the idea. But I'm not quite sure if
this is correct or not. I guess we could slide
these down, sorry. Kit wise and slide these down and move them
down, I guess. And I think that's too much. Let's go to the bottom view. I think we should move
this back like that. And even this maybe. But not like this. Let's go to the right view and say
G to move this hub. Does that make sense?
This is the question. I will delete this pace for now. This one, triangle, hit XF
and get rid of it for now, because I think we could grab these edges
and extrude them back, hit E to the Y, and extrude this to the back a
little bit like that. Hit G hold control and
snap this one here. And I guess we can go
to the bottom view. And what I want to do is, I just want to
coolie this frame. I will hit E to extrude
this vertex right here and this one
right here like that. And this one like
that. And let's see grab this with this hit
F, this with this hit F. And the same thing for this one. And I think this vertex, we can move it up a little
bit. I think we can do that. All right, something like
this. Underneath that, we should have the steel frame. And it should go inside here. Alright, let's tap out. So this is what we have done so far. The result looks nice. So far, all what we
need to do is just add support egg loops to make this sharp and we will see something. But now I will end
this video here because we spend too
much time on this piece. So I will end this video here and see
you in the next one.
55. 55 Rear bumper steel frame: Hello again, welcome back here. Let's come believe
the rear member. Let's see what's the next step. I just want to go
to the right view because I want to fix
something I found here. Let's open the
screen cast first. And then I just noticed here, we have some waveness. I'm not so quite happy
with this curve, and I would like to fix it. And from the top, I'm not so quite happy
with this roundness. I think we can add
a guide and use it. I will put the three
D courser right here, select this vertex at hits and move the mouse down to
cours to select it, and then tab out ft A
and let's add a path. And now we have
this path. You can scale, make it small like that, and grab the rear bumper and turn up subdivision
surface like that. And if you want, you can
make the wireframe visible. For me, I use the Y
letter as a shortcut. You can go to the object and
then wireframe. If you like. I will grab this guide and
then hit you to move it, and I will line this
points with this vertex. And I will tap to
control these vertices. I will grab I will
start with this vertex, and I will move through here, for example, and grab this and put it through here and
the same thing for the rest. The idea is, I just want to
get better curvature here. And I prefer to move the
bumber a little bit to the back because I think
that's what we should do. According to these images, you can see the curve
here, it's big. So I'm just going to move
these vertices back, and I will use this
curve to achieve this. So let's move these
vertices until we get something nice and
beautiful. Tab out to see. Alright, now the curve
here looks nice, I think we can depend on that. I will grab the bumber
and I will start moving these vertices and align them
like that with this edge. It's a very simple thing to do, just to grab them and
move them like that. And after we finish, we will go to the right view and we will see if
we have any wavenes. And when you com bein
it just tap out. Now you can go to the right. And yeah, now we have some
wavelengths we could fix. I will grab this and tap so
I can use it one more time. I will hit you to move
this, for example, right here and leave
that vertex there, and I'm going to use this again. Or you can do something
else like adding a new one. If you prefer, you
can add a new care or you can grab all of these and scale them to the X and
just move them like that, and you can go back to the right and redistribute these vertices. So let's start with this one. Hit key and let's
move it right here. And this one, maybe we
can move it right here. Just move this
randomly like that, and let's put this vertex. Yeah, it's in the correct place. And now let's see let's
check what we have got here. Let's tap out and
let's take a look. Let's see the curve. All right. Selate the curve
to highlight it. Alright, the result looks nice. I think this
curvature looks cool. All what we need to
do is just moving these vertices and aligns with the curve. I will start here. I will grab this key
to the Z and start moving these All right, grab this and move this up here. This one, as Ball. And this one. And this one right here. Yeah, I think we can move this just a little
bit and average it. When you comb to grow
up the same age, you can duplicate
it if you like, and you can move it down and
reposiin these vertices. For example, I will
put this one here, and this one, for example, right here, I just want
to get better curvature for this edge as well. So let's start with this one. I will hit you to move this
right here and align it here. All right. Maybe we could
move these up a little bit. Alright, now let's
see what we got. Let's tab out, and
let's take a look. Alright. Yeah, the line
is set right and nice. I think we can follow it. So tab and grab
these vertices and let's hike and move these
up and align it with this. Write this one as well. And these vertices, we could
move them down and this one, I guess, and those right here. And I guess forget
to grab these. You can move them. For example, this one, we can move it just a little bit down, and what else? Maybe those All right, hit G to the Z, and
let's move this down. Alright, now, let's
go to the back, hit Control one, and
let's see what we got. Everything looks nice so far. Everything looks
beautiful. Alright. Now let's see what's
the next step? Well, underneath this big frame, we have a small frame
as well inside. We could create first before we start with the steel frame. So let's see how can
we achieve that? Let's make this small, and
let's focus on this image. So what we need to do is
just grabbing these edges, I guess, and use them. Let alt click to
grab them like that, and I think we should add
one egg loop right here. This is what I think. And I guess we can grab this
edge and maybe move it down, G to the Z and move this down
just a tiny bit like that. Something similar to
what we have right here. I think we should
have one step here. That's a little bit
difficult to understand. But what I think is, I think we have second egg. It should be right here, and these two eggs could
be selected and give you the Z and move them down
just a little bit like that, and then start grabbing this and move it down as
well just a little bit. Alright, this is what I think. Key to the Z again, maybe we can move this a
little bit down. But that caused some
problem for us. All right, let's undo that. Carb this one alone.
Head key to the Z, again, and let's move
this down like that. You can go to the
bag and take a look. Don't move this too much,
something like that. I will work. All right. After that, I think we should extrude this one more time like that according to this image. And after doing this, I guess we could extrude
this one more time like that and move
this to the Y, key to the Y, and
move this like this. And then hit E to the Z and let's extrude
this down like this. And I think that's it. Maybe we could grab this
and hit E to the Z, and later I will select these
faces and push them inside. But for now, let's try to fix the problem that we got
here because all of these vertices you take
this dc and go inside. I think at the same time, just make a quick
comparison and just see if these extrusions
are too much or not. I think the result looks nice. We will have some variation here as compared with
the reference image, but I think that's okay. All right now, what
we should do is we could grab these
vertices and go to the bottom of you and start
moving these like that. You can hit K twice if
you prefer, slide them. That will work as well.
But what about this area? I think we can grab all of these vertices and then hit E and extrude them
inside like that. Go to the back, and
let's take another look. I will hit Q to move these out, push them out, and then let's try to grab this and hit key and
move this out as well. All right, let's see what
else we could do here. We got some overlapping. Let's try to avoid that by
moving this in a little bit. And later we will find a
solution for this open area. Let's go to the
bag, and let's take another look. All right,
something like this. All right now, maybe we
can start with the frame. Let's see how can we create it. I think we can grab these
edges and use them. What I will do is
I will hit hav D and duplicate this egg and move it out just a tiny
bit, something like that. And after that, we hit the grab these vertices and move them to the X axis to
maintain the distance. And you can go to the bottom
view if you prefer and it key twice and slide
these vertices, I guess. Move them like that. And this one, I think
it should be right here in front of this vertex,
similar to this one. And the same thing for the rest, we could move them out a
tiny bit like that, I guess. And after doing that,
just take a look and see if that's correct. Or there's something else I
would like to point here. The steel frame is underneath
this sharp egg, this one. It's wrong to push it outside too much. Just
keep that in mind. So what we got here
is not accurate. What we should do
is we could grab this new line and push it inside a little
bit, key to the Y. All right now, the result
maybe make sense now. I will grab this New
edge and then hit E to extrude this
down, E to the Z, and extrude it down
just attend it like that to create the second edge. This is the first
one and this one, and this is the second
one, as you can see. And if we have any editing, we can do it now. I think we could grab
these and move them inside a little bit because the
distance become very, very big. And this one, I think we can hit key to move it and
cancel the Z axis, hit have Z to move it a
little bit like that. And the same thing
for this. All right. And what else? Head Control L to
select this new strap, and I will hit P and then is to separate it from the group. I just want to focus on it. From the right view, I think we should degrab this and move it down a little bit. The same thing for
the bomber itself. I think we should
degrab these vertices and move them down.
They could go down. Yeah, something like that. But let's see now, what's the next even
what we should do here. I will rub these vertices and then hit E to extrude
this inside like that. And from the bottom view, you can move these vertices and put them in a place.
Let's start with this one. Just hit Key and
move them like that. Just make these
vertices points inside. That's all. Something like this. Maybe these we can slide
them a little bit. And these vertices,
I will grab them and hit E and extrude this
one more time like that, just a tiny bits from
this point to this point. And then I will hit G and
move the inside a little bit. And now I think we got the
same angle we have here. And we should go to the bottom of you and
do the same thing and move these vertices and put them in the correct place. But Maybe something like that. Even this one, I think we
can move it. This one. And from di view, I think we should
grab this and hit E to extro this one more
time inside like that. Go to the bag, and
let's take a look. I think we should move
these out like that. O Step out and let's
focus on this. The frame should be
something easy to create. I will grab these vertices and extrude them one more time, maybe just these
vertices for now. I will hit E and extrude
this inside like that, and then I will grab this and hit E twice and
slide them like that. I think now we can grab these vertices
as well and hit E and extrude them like this and just slide these
vertices a little bit. And go to the bottom view and then hit E to through
this one here, one here, grab this hit F, grab this with this hit F, F and F again. I think we have
some variation in the thickness or something
weird happened here. I think we could
move these vertices up and get better results. From the right view, maybe
we can discover that. Let's move this like that
and this one as well. And this one right here. I love the same movies down here. Maybe we can use the relax. I'm not sure quite sure
if that would work. Let's see what's going
to happen if we do this. The result looks very cool. I think we can go with
that. And to isolate this. And can we grab this vertex
and extrude it like this and create a pace here at F. And I guess we can go
to the front like that and extrude this like that, I guess, and grab this as well, I create a face extrude this like that and create
a face right here. Yep. I think we can do this. Maybe now we can add
some support egg loops to make this look sharp, but not too much. Let's start working on that. I will add one egg here. Just keep or just leave
some distance here. It's very important and maybe
one egg loop right here. One right here and
one here, I guess. One egg loop, maybe it
would be here in this area. The same thing here and
maybe one right here. And I guess we can
add two egg loops here just to get better
results at the corners. And if you like, you can
add two here as well. That's okay. And now let's go to the
modifier and activate the subdivcon surface and turn off the wire frame
right head smooth. It's too excite. I just want
to see the result here. This frame looks nice. I think we can go with it. And for any reason, if I want to edit that further,
we can do that. We have the ability. All
right, what about the bumber? Let's tab to go
to the Edit mode. And let's see what's the next
step that we could do here. According to one of these
images, let's see where is it? Where is it? Right here, I'm not sure quits
going on here. I think we have a closer
image to show us this area. Yeah, this one. I don't know what we
have exactly here, but we should block this
area with something. We should extrude some
faces to do that. All right, let's see
what we can do here. I will grab this vertex
and extrude it like this. And let's move it to the X axis to put this
above this vertex. And let's select this
at F to create a phase. And I think we can
add one A lobe here, I guess, something like that. And I think we can grab this and create a face right here. It's not beautiful,
and I know that, but I'm also quite sure if
we have another option. Mm. At less tab out. I just want to see what's
going to happen when I go to the subdivison
surface when I activate. It's not going to be visible. All right let's grab
this tab again, and the next tip, I think we could extrude some of these vertices around
the steel frame. For example, I guess we can grab these vertices like that and hit E to extrude them like that. Hit key hold control,
snap the smart right here with this vertex and rjt. And I think we can grab these vertices and use the
key strike just to make this strike and
turn us separate. All right, what
else could do here? I guess we can slide
this vertex right here. Maybe a little bit
more like that. Maybe I can grab this and
move it down like this. That will make the face twisted. I know that, but I
think that's okay. All right. Now let's see
what's the next step. Temporarily, I guess we can
create a big face for now, and I think we can grab this
vertex and extrude it like that around this frame. And I think we could move
this inside like that. You can go to the back to
control that E to extrude this. And yeah, maybe one
extrusion goes like that, and the second extrusion
goes like this, I guess. And these vertices
from the bottom view, we could move them like this and key to the Z and move them
down so we can see them. Key to the X, to take this
out just a little bit. Alright. This is what I
think. And what else? All right, I think we should
grab this and slide it back, maybe right here
according to this image. And I will hit E to extrude this down to the
Z axis like that, and one extrusion like this, and I will create a face right here and they grab this
one and extrude this down. And they grab this with this
hit F to create a face. All right, let's see what
else we could do here. Or at least check
the other images. Well, that's a
little bit difficult to understand, actually. If we do that, this area
will be visible here, and I think that's
not totally correct. I think we should push these
back a little bit more. Alright, in this case, what we can do is we can grab these and hit Havd and move
these maybe right here. Go to the bag view and hike
to move them like that. Two I think they should
be right here, not there. Well, in this case, we
could delete these faces. Hit X F and delete them. And we have this floating edge X V to delete these vertices, and let's connect these
vertices with this side. All right, let's grab
the like that and then hit F. Corrob this
with this hit F, multiple time like that, and grab this with this hit F, multiple time as well like this. And we grab them
and go to the back. And it's not going to be
visible from the back. All what I want to do
is just hit E to this and move this down like that. I want to align the edge with the frame.
That's all I want to do. And I will grab this vertex and hit E to the X and
extrude this down here, and I will add one vertex
here, slide it up here, let's grab those like that at F, and this at F or grab them at F. And I'm not sure quite
sure if that will work. Maybe we can grab them all
of them like this and hit S to the Y zero Enter.
Can we do this? Hit A have to enter
recalculate the normal. Yep, I guess we can
do something else like adding one A lobe here and then grab the
rest and just pick nice of you and the key to move this a little
bit like that. And tab out. And now we should find a solution
to what we have here. We could connect it
with the bumper itself. Maybe we can mic this one here, grab this with this
one hit F to create a face in this area,
as you can see here. And just small tweaking here, I would like to do like
moving these down like that, and maybe the Oswal key to
the Z and let's move them. Can go to the back,
I guess. Alright. Let's see if that makes sense, or that's too much actually keep it us and smooth it
close like that. And what about these vertex? Let's move this up. Everything
else looks nice, I guess. All right now, the question is, can we grab these vertices and extrude them back or we
could leave it like this. Let's select these vertices. And this one and I will hit E
and extrude this like that. All right. And what
else we can do here? I will grab these,
these vertices and extrude them
inside like this. It's too excite. I just want to see
what I'm doing here. And I will grab this vertex
and extrude it right here and grab these
two to create a face. This one with this one at F. And let's slide this a little bit wise and move it like that. The same thing for these. And
I will grab these vertices, all of them, and extrude them at E. Maybe we
can ignore this for now. Hit E to the Y and extrude
these like that and grab this vertex E to
extrude Z to cancel the axis and let's abrigate
and put it in the middle. This one as well. Hit EH
Z and abrogate like that. And now we can
create faces here. That will help a little bit. Maybe here we can add one A loop to make
this area tighter. Maybe we can add two A loops. And one A loop here, I guess. And I guess we can use nap
tool to create an A goes like that to make this error
tighter, as well. And what about this vertex? Well, I will hit Q
twice and move this up like that and k to the Z and let's move
this maybe right here. And I guess we can delete this. And for now, I will create
a quick cut goes like that, and I will find a
solution for this later. All right, so now
we got the results. This A should be sharp. Twice, let's mark this one here, and we should have a
cut goes like that. Or now, let's say, and
one cut goes like this. Kit wise, maybe we can Can we move this
and merge it here? Maybe. Let's try that. The smooth. Let's exact,
and let's see what we got. Alright, now we got something. Okay, I think we
can go with this. It's a little bit complicated
to create and annoying, but we got something. One more thing here I
would like to do is, I just want to grab these
vertices and you can see that the steel frame
taking this direction down and this one is not so What I want to do is I want
to grab these vertices and then just pick
n view like this maybe and then a key to
the Z so you can see it. All right, something like that. And I will extend this
egg to cut this area. And I guess we can add one
egg look here if you prefer. Alright, something like that. Alright, I will end
this video here. We spend too much time
on this small area, but it's notes are
quite easy to create. But we got something nice, and I will end this video here and see
you in the next one.
56. 56 Define the rear bumper sharp edges: Hello again. Welcome back here. Alright, let's see
what's the next step. Let's bring the
reference images. And I think we can
start with this piece. Just make it ready and put all the details and
define the herb edges. And after that, we will go to this area to complete
what we have here. So let's take this
Image out for now. And I just want to tab and kick the distance between the
pumper and the body itself. I just need to understand if I want to push some
of these vertices, for example, this one, I
think we should push it and I will hit G and
cancel the Z axis. Hit Z to cancel the Z and
move this inside like that. And the same thing for the rest, grab this G, have Z, and move this inside. I'm canceling the Z because I don't want to move
this up or down, G, he G and let's move
this inside like that. Maybe we can take this
out at end of bit. And maybe from this view, we could hit and move
this up, I guess. What about this one? Let's
pick a nice view like that, and you can hit and move it. That will work as well. And
the same thing for the rest. What about the Mara here? Yep, I guess we should move it. Yeah, this vertex, I think
we should move it as well. Hit Let's move it
like that. All right. After doing this, I will grab these vertices and I will
go to the local mode. And I will hit E and
extrude this bag like that. And this vertex, I will
slide it like this. I just want these
vertices to point in like that, something like that. That's why I'm sliding these vertices and the
same thing for this. And I will grab
these vertices as well and extrude them
like this inside. And maybe we could slide this
just a little bit and use the space to the distance
between these vertices. And the same thing here if you prefer, I guess that will work. So quite sure. Let's
see. Alright, that's not going to work.
I will undo that. And from the top view, I will start grabbing these vertices and
extrude them like that and put each extrchan in front of these
edges or vertices. Let's have one extrusion
in front of this one and one extrusan let's say almost right here
and maybe one right here and one here and one here. And grab this with
this hit F. But that will cause some
problems as you can see. This is a problem. You can
use another technique, and I think that will be better grabbing these
vertices and extrude them like that and do the
same thing for the rest. Just to grab them like
that and extrude them. If you use this method, you will avoid the problem that we got in the
previous attempt. And now I will grab
these vertices and hit F and fill these with faces. Right? That's very cool. And I think I will add one A
loop goes like that, and I want to align it, just hit E to align it. If this aligned on
the wrong dirocken gets hit FT flavid and
let's move this up here. Crop this with this hid K
to connect them together. All right, this area
should be sharp. That's why I will add
one egg lobe here as well to make this a tighter. But if I leave this
egg right here, this area, I will have a
sharp egg here, I guess. I'm not sure quite sure, but
if I get any sharp egg here, I will just push this new edge a little bit to this direction to avoid that. But not now. I will let Controller to add one egg lobe right
here on this area. Alright, let's see what
else we can do here. I guess we could have
one egg lobe here. Let's tab out and
let's see what we got. Alright, so now
we got this area. It becomes sharp,
like what we want. And as we go here to this drc it will be fade out and the result will be smooth, and
that's what we want. That's very cool. All right, hit to excite from
the local mode. And let's tap it in, and I think we should
have one right here, hit E to align it with one
of these sides flip it, if you want to have
a result like that. Kewie maybe we should slide it a little
bit more like this. And maybe one a loop
goes like that, I guess, hit E to align it to
get better alignment. And now we got something cool. Alright, this area, it
should be sharp this corner. And that's why I'm going
to add one egg loop, but I think I will
use a knife tool. All right. Before we do that, I just want to do
something here. I just forget to extrude these. I will grab these
vertices and hit E to the Z and extrude
those up here like that. And maybe I can slide this a little bit like this
and this one as well. I'll click gewise and slide this back. I
think that's too much. And I think we could
grab this new edge, and I think we should move
it like that, I guess, to align it with this
and then grab this with this hit F to
fill this with a face. And now maybe we can
add the new age loop. So I will use a knife
tool to do that, let's have one cat
cows like that. And one cat cows like this.
Oh, that's very cool. And we should have one
a loop goes like this. I think we should use the
knife tool in this case. So I will use the knife tool to create
a new cut goes like that. Just hit K and create this line. And maybe one cut
should go here. And I think we can
end it here for now, let's say, and I think we can go back taking this direction. And yeah, something like this. Alright, let's check the result. This one I will
slide it like that. This is vertex, and maybe we should extend
these new edges like this. And these vertices, I will merge them to avoid
the triangle here. Just hit M and merge at
center, and that will be it. Tab out, and let's take a look. Well, the reso looks cool. Let's focus on this a. Let's see what options
do we have here. Let's hit Control R to
see what we can do. Let's add one A goes like that. And second loop goes like this. All right. This area
should be smooth, I guess. So we should we should avoid leaving this edge to cut this area because
it will be sharp. Now, if I tab out,
as you can see, we have a stip right here. It's not so quite smooth. And one more problem
we have here. This egg loop, we
should get rid of it. We don't need that
to go like this. Maybe we can let's see if we can extend
this egg like that. I'm not sure quite
how this will work. Well, the result is not bad. I know we have a triangle here, but it's not causing
any problem, especially if we
moved this here, I guess that will be better. All right, let's tab again, and let's see what
else we can do here. What about sliding these retics down just a little
bit like that? And let's go to
the right of you. Maybe we can just move these. I'm not square, but I want
to try to do something here. I want this egg to
be striped to avoid this tip I think this will help a little bit to get smoother result.
And yes, it does. Now the result looks better, but we still have
a problem right here because here
we have an gun. I just want to have
one a lube here. I think we can
extend these eggs to go to take this direction and this one can
take this darken. But I'm not quite sure
if that will work. Let's add one egg love
right here, a new one. And let's hit K to use a
knife tool and let's create a cut goes like this, I guess. That will help a little bit, and let's use a knife tool
again to create a cut. Goes like that, I guess. Maybe we can edit there. Tab out and see if
that will work. Well, that will
work a little bit. Thats looks better. And here, some of these faces, I guess
we can manipulate them. I'm not quite sure what
we should do here. Maybe we should that will be a little bit
difficult to manipulate. As you can see, this
face is twisted. But we got better result. Let's try to mirc
these vertices, hit M and merc at the center. If you want to slide
it a little bit down, that's okay to do.
You can do that. Maybe this one, I can slide
it down just a tiny bit. Alright, let's go
to the subdivcon surface list and
increase this to three. Tab again and let's see
what we can do here. I will grab this pace and then hit egg to
hide it because I just want to add one egg
loop and end it here. Hit Alt egg to bring this pace, and I will use an e tool to create a new cut
goes like that. I don't like to leave a triangle right here.
It's not going to work. But adding two edges
here, it will be better. And I will add one egg loop goes like that just to make
this area looks tighter. As you can see here, and maybe one egg lobe
goes like that, but we should check
this egg lobe. I just want to see
where this will go. It will stop here. That's
okay. For now, let's say. And I guess we could have
one a group goes like this and leave it
right here, maybe. And we could connect this with this edge using the knife tool, I guess
it will be better. So active the knife tool and let's have a
cat goes like that. And from this to this, hit space and hit K again to create a
cat goose like this. Sorry, not like this. No, I think it will work,
something like that. Yep, it will work. For now. Something here I
just want to avoid. I don't want to have
a sharp edge here. This should be flat, but I can see a
hint of sharp edge. And I think it will be
something easy to fix. But the result looks cool. If you want to get
better result, I guess we can add
one Eggbra here. And maybe one here as well, but I'm not quite sure
if I will accept that. If you add these edges, that will help to
get better results, especially if you grab these
new edges and from the top, for example, move these to fix the curvature
a little bit. I will try that. If that doesn't work,
I will ignore it. But let's give that try. We will move this out like that, and this one may be
a little bit more, I guess, not too much. Just be careful
when you do this. And from this area, I guess we can pick an S angle and just
hit and move this up. Sorry, not all of it. I guess we could ignore these vertices and just hit
G and move this up here. And for this one,
everything looks cool, I guess, tap out, let's see. That will help to terminate
this edge at this distance, and it will not go far away. Especially if you push
this egg out a little bit, just a tiny bit, and this one inside to
make this area looks flat. That will help a
lot. And here as well grab this head e and move this peg
just a little bit. You can use the e strike.
That's will be better. As will make it full flat. And even for these, I guess, or something like that. That is not bad. I will tap again to
fix this area as well. I guess we should pick
an AC view and move these down on the steel frame. And here we should
have a sharp edge, I guess. No, I think we don't. But here we should have one, hit E to align it and flip the alignment hit F and let's
move this down like this. I just want to see
where this will go and where this will end. Alright, I trek this area. It will be a little bit
difficult to track. But let's try that again. I will hit Centro R to
have one a lube here. All I will go like this. You can terminate it if you want somewhere here,
you can merge it. And I guess you can
ignore it, as well. Let's have one egg
loop right here on the side just to make
this area looks tighter. And let's follow this new egg. I just want to see
where this will go. Alright. This one ends here. Don't worry about
what's going on here in this area because it's
not going to be visible. Even if you already didn't
get something makes sense, it's not going to be visible. Let's tap out and let's
see what we got here. And here, according to
the reference image, I think we could extrude
these pass inside. What I mean is these
faces here all of them, volt can throw grab this, volt can roller, grab this. I think we should
extrude them inside. Alt E to open the extrude menu and Q extrude along
the normal to extrude these along
their normals and just put these
inside a tiny bit, and you can see
what we got here. Now I can add one egg lobe
right here and one right here. And I guess we can
add one here as well. And one egg loop
here. All right. Let's see if that
will work, tap out. All right, the
result looks nice. One more thing here,
maybe we can do. Is to grab one of these faces and push
them up a little bit, or the top side
and move it down. And let's see if that's
even possible to do because to do that, I guess we could go here
and hide these faces, I guess, hit edge and
grab the faces like that, outclick and grab them. He can throw to grow
the selecon like that. Let's see if that's enough. I think we could go beyond that. He can throw Blass again to grow the selection
one more time, and let's go from inside to see we will get any
problem anywhere. And I think we
should add these to the selection and
these phases as well. I think it's wrong to
select these phases. I will hold control
and deselect this. This face loop, I don't
want to include it, so I will hit Control
Alt Shift and click here in the
middle do that and then just pick a nice view
and then hit G to the Z and let's move this down just to make this
area look smaller. Maybe this egg we
hit the grab it twice and just slide
it away like that just to have better curvature and this one as well que
twice and move it down. For this egg loop, hit Alt
egg to bring back this pace, qe twice, and let's
slide this like that. All right. Now let's see
what we will get when we tap All right, the
resort looks nice. Right here, I can feel that
we have some waveness. I don't know why
that's happened, but let's write
together to fix it. All what we need to do is
just grabbing these and pick a nice angle and move these
down and the same thing. I think that's happened because
we added new edges here. The same thing will
go for these edges, pick a nice view and key and
move these down like that. That will help to
get better results. Let's tap out and let's see
if we still have waveness. Alright, the result looks
better. It's much, much better. All right. Now the question is, are we finished here or we
should do something here? We got very, very close result. Everything looks cool and nice. We have a small gap. And if you want to
avoid this gap, you can do something like adding one edge goes like
that, I guess. And you can add a second he goes like this and G to the Z to move this up. And you can add hit Control have one H loop here and
one Sorry, not like this. Control Z, O H loop right here, and one H loop goes like that. Even these vertices, I
guess you can delete them at X V to delete these vertices. Even these vertices actually
hit V to get rid of them. I I think we can push these a little bit
more and make it closer. For example, here, I guess. All right, I will
grab these vertices. It can throw blast
multiple time until you reek this area, hit X, V, delete them all, and I'll click again and then hit E to the
Z and extrude these up. If you have any overlapping, avoid all of that. Tap
out and let's see. I don't see any overlapping. Everything here looks nice, except for this area, let's see if we can do
something about it. Maybe the vertex, they
could be moved in. I think that's something
important to do. Hit key and let's
move this inside and align it with the body
and this one as well, just to grab them like that and hit key and just
move it inside. Maybe this one, I guess,
do we need to do that? See if we have
anything else to do. Maybe we should have
one egg loop here and maybe one here just to
get better heating. Something here does
not make sense. I don't know what's
going on here. I feel that we have something
here is not accurate. Let's see grab this and move it up towards the
body a little bit. Maybe these vertices we could grab them and move them
down a little bit. All right. That's very cool. But at least you grab this
and go to the local mood. I just want to see if
we have the ability to change something here
or add something here. For example, we can add new
cats here goes like that. And I guess we can mirrc those together. It's
okay to do that. And if we have the
ability to marry these vertices somewhere
here, go ahead and do this. For me, it is not so quite important because
it's not going to be visible and this
phase is almost flat. That's why I don't worry too much about what's going on here. All right, I think we can add
one egg lob goes like this, just to make this
area looks tighter. Or you can mirror this
one here actually. Can we add one egg loop
here in this area? Here. I think we can
have one egg loop here. And I just want to see
what's the problem here. All right to fix this area, all what we need to do is
just adding one egg loop here and this should go like that and somewhere here
can leave it like this if you care about
this area too much. And the same thing
for this corner, or that's not so
quite important. You can ignore it. You
can mirrc this feel like. As I say, this area is not going to be
visible to the camera. Let's tack to excite
and take another look. We didn't have one H loop here, so let's add one here just
to get better heading. And maybe we should have
I'm not quite sure, but I guess we should
have one H loop here, second one just to get
even sharper results. And it will end here. That's cool. It's
not a problem for. Alright. Yep. I think that's it. Now, everything is defined, and the result looks cool. I like it. Alright, I will end this video here and
see you in the next one.
57. 57 Creating the second part of the bumper: Hello again, and
welcome back here. Before we do anything
and add anything here, I just want to make some change. I want to start with this area. I'm not so quite happy
with this result. I just want to make
some tweaking. You remember when I
talked about this corner, I say the face here is
twisted a little bit. Let's try to find a
solution to this. I will tab, go to the edit mode, and all what I want to
do is just grab some of these vertices and push
them inside like that. And the same thing for
this but not too much. Just be careful when you do
this, something like that. It'll be okay. And the
same thing for the rest. So I will grab this and move
it inside a little bit. Something like that,
and this one as well. And maybe this one we can
put it a little bit inside. All right, something
like that, I guess. You can go to the
bottom and move them if you prefer. That
will work as well. Maybe this one a little bit, we can push it. All right. Or something like this, maybe
we can slide this a little bit and move this up. I will take this out just a
little bit, but not too much. Alright, now this face becomes flat, and that's
what I want here. So after doing this, you can tap.This will help
to give us better results. No, yeah, it's better. Alright. After that, I want
to go here and fix this area a little bit
because as you can see, we have three as subdivision
level, and that's too much. If you go to two,
you can see we have some heading problem
here, right? I think we can create
an H goes like that, and one goes like this. And I guess we can grab
this hit X or sorry, control X to dissolve it. Now, let's tab and
let's see what we got. Now the result looks
sharper and better, and the heading
looks even better. So yeah, uh just
fix these things, and after that, we will
jump to the next step. We could create these
details that we have here. Oh, at least try to understand what's going on here and
what we could create. Alright, I think this image, one of the good images that can show us what we can do here. All right, this shape here, it's easy to create, but we don't have all the
information about. For example, what's
going on here. I'm not what what's going
on here in this area. But for example, this image
can show us a little bit. Here we should have
a sharp angle, I guess, or something like that. And here we have a sharp edge, and I don't know
what's going on here. The reflection is
not helping at all. All right, let's check the
reference image from the back. I just want to see All right. Let's try to follow
the reference image. It's not quite necessary to follow the reference Image 100%. But if the reference image, close to what we have
here, we will follow it. So the first step
that I want to do, I will tap and grab these edges, starting from here
and grab this one, I guess, and this one. And I will hit P and then
to separate this out. And now we have this edge
loop separate as you can see, tap to this new edge and select everything
and go to the right, and I will extrude this. But before you extrude this,
let's check this image. According to this
image, I can see that the extrusion is not
going right down. It should be pushed
back just at any bit, so just be aware of that. So here, I will hit
E to extrude this. So if I extrude it stride down, I will get a result like that. When you do that, just push
this bag, guess a little bit. That will be enough, I guess. Alright, let's go
to the right, and now we'll see what
else we should do. After doing that, maybe
we should go to the back and grab these edges like this. I'm not going to move
them stride down. I mean, G and then Z, I will hit Gwise and
slide them down. Hit to move this down like
that, and that will be enough. And for this vertex, gewise the same scenario, and let's move this over here. Here. And here, maybe we can add
one vertex and hit G twice, alter and move this
down like that. And because we added
one egg lobe here, this face is flat, all what we need to do
is just hit G and move this to maintain the curvature. Maybe one egg lobe right
here it will be okay to do. Pick an ice angle and let's move this right
here like that. And that will be it. Let's go to the right and
see what we got so far. Maybe we could grab
this and move it a little bit and maybe
this one, I guess. And what else? All right, everything
looks nice. After doing this, let's try to understand
what's going on here. According to this image, I think these faces should
be extruded in like this. Maybe I'm not quite sure,
but this is what I think. Something like that, I guess. And this vertex should meet. I mean, I think
this vertex here, let's grab this with this As hit F. And I guess we
should have one vertex. Yeah, I think one will be okay. Crab this with this
hit F two time to fill this area with faces.
And now we got this. Maybe these new vertices should be pushed down just
a little bit like that. Let's go to the right
and let's see if that's correct or not. Maybe this vertex should
be pushed like that. All right. And then what? After that, I will grab these vertices and
from the bag view, I will hit E to
extrude those down. Hit, let's move those down here, and let's grab this vertex, hit you, and move it here. And the same thing for the rest. Alright, that's very cool.
Something like that. The result that we
are getting here is not quite similar to the
reference I make, but. I think this is
the core I think, or maybe we could move this a little bit inside
like that, I guess. And I guess this vertex
should be moved like that. And if you like you
can create a guide, just extrude this
down like this and move these vertices towards
this guide like that. And now let's go to the right
and let's see what we got. I will grab this and maybe we could move this
forward a little bit like that. And this one maybe just move it up just to guess
right line like this. Let's go to the perspective.
I just want to take a look. Alright, so grab this, hit X, hit X, V to delete this vertex. And after doing all of that, I guess now we can
grab these vertices, and let's go back to this image. I think we should
extrude these down. You can go to the right
of you and then hit E to extrude those
down here like that. And these vertices
should need this one. Alright, I will grab
this vertex and hit Ex through this
almost right here, I extrude this vertex
to create a line, use it as a guide, and now I will hit key
and move these vertices up and align it with the
guide from the right view. And from the back of view, we will see what we can do here. Let's go to the back of
view, and let's take a look. From the back,
everything looks nice. And now this guide, we
don't need it anymore. Grab this vertex, hit
X V to get rid of it. And as always, I always forget to activate
the screencast. Sorry for that. All right. And now we should
connect those together. Maybe we should grab this
vertex and from the bottom, we could move it just a
little bit like that. And I will grab all of them and then
hit F to create a face, and maybe using the knife tool to create a cut close like that. That will be okay.
Alright, that's very cool. Let's go to the right end,
let's take another look. And now is the time to find
a solution for this area. I guess we can
exclude this until these vertex meet the vertex on the other side at the middle. And then I will add one, two, three vertices here, it control R and rotate the
wheel forward and add three. And then I guess we
can grab these and hike to the Y and move
these a little bit forward. And the same thing for direct. You can go to the
back to the bottom of you sur and can troll that. I think that will be
better. All right. After doing all of
that, now I will grab these two vertices and hit it multiple times to fill
this air with faces. And after doing all of that, I guess now we can grab these vertices and
from the right, I will hit E and extrude
those down like this. And then I guess we can
extrude these like that, and we should find a way
to connect those together. Q twice to slide this like this and maybe
this one as well. Grab, grab all of
these vertices, and then I have to
create a big face. And maybe now we can use an F tool to create
multiple cuts, goes like that, I guess. All right. All right. Some of these vertices
should be bucht down. Maybe this vertex we could move it a little bit like that. I'm not quite sure, but let's try, let's see what we will get. Maybe these vertices
we could move them, sorry, hit key and just
move them down like that. And that will help a
lot to fix this area. I guess we can create
a cat goes like that, and a new cat goes like
this and delete this edge. If you prefer, you can hit it twice and
mic the small right here to have a ad here. I have some waveness as you
can see it goes like this. So let's pick a nice view. Maybe we can go to
the right to do that. I will grab this and
hit E to extrude it to create a guide for myself, and then I will
move these vertices towards this guide to
avoid this waveness. A key, and let's
move this over here. And this one key and
let's move this up. Grab the guide X V to delete
the vertex to get rid of it. Now, when you go to the
back, everything looks nice. Alright, that's very cool.
Some of these vertices, maybe we should move
them down a little bit, like rubbing this and
move it down like that, I guess, and this one as well. And when you do that, you could do the same
thing for the rest. All I think that would be okay. And if you like, you can
slice some of these vertices. And I can see that we have some variation here
in the thickness. You can grab this and hike twice and move this
back just a little bit, and the same thing for the rest. I'm not quite sure how far
this would be pushed inside. Alright, let's hit to go to the local mode because I want to focus on this area. I will grab these vertices
and hit E to the Z. To through this just
a tiny bit like that. And then go to the
pace selection mode. All click to grab all of
these faces and Alt E and Q through along the normal too through those inside
a tiny bit like that. Grab this face, hit
XF, get rid of it. All click on the other faces, hit XF and get rid of them. Now we got this rim, this leg. It Control R two at Control R two at one
H loop like that, and one here as
well, and one here. And one egg lob right here. That's very cool. All right. Let's have one egg loop here. Hit E to align it,
flip the alignment. And let's move this down here. And I guess we could add
one egg lob right here, hit E to align it, and
let's move this up. And I will grab these
edges and then, sorry, kittise and let's
merge them up here, and I will hit control
X to dissolve this one. I just want to chang the
direction of the edge. And above that, I will
add another egg loop, hit E to align it and
move it up like that. Let's see what else
we can do here. Maybe one loop here
goes like this. But right, let's try to find another
way to create this loop. I will grab these faces
like that and then hit I for inset and hit P for boundary to cancel
the other side and to have this loop like that. Can throw blast to grow
selection and then hit I again and then O to invert
the result like that. But as you can see here, we have some angle
happening here, and we need to avoid that. I will use the age rail. This can help to avoid that. But at the same time,
this cause some problem, but sometime not always. I will tap to see what we
got here right he smooth. It's like to excite
just to take a look. Everything looks nice,
so far, I guess. Let's make a comparison here. Alright, I think from the right, we could grab some of these
vertices and move them like grabbing these
vertices and then had key to move them
back like that, I guess. Control R to have one loop here. Or something like that. Let's take a look and let's see if that's close or not close. The result looks
nice and beautiful. And here, I guess we should have some edges
to make this area sharp. But the problem is, if I add one edge loop here
to make this area sharp, for example, like
this, this area we will have a sharp
edge visible here. As you can see, I
guess I have a hint. But to avoid that,
what I can do is, I think we can add
multiple edges here and manipulating these edges just attain a bit to
get better curvature. Alright, that's not
going to be easy to do. But let's try and let's
see what we will get. I will like to go to the
local mode and then go to the top and try to
follow the curvature. All right. For example, I guess this one
we can move it back at bit. And I guess this one
we could move it forward just a little bit like that, and this one as well. If you increase the number of the eggs here, that will help. That will help to add one egg lobe here to make
this area up without noticing any problem
in the carvacre. Let's add one egg
lob right here. And I think we don't need
to move this anywhere. Now the closes the
distance becomes smaller between from one
egg to the next one. Well, that's mean now you
have the ability to add one egg lob here to make
this area look sharp. Let's go to the bag. Alright. Something here
we would like to fix. The distance here looks too big. I will grab this
and move it down. And now I will add one club
here and one here as well. And let's take a look, and
let's see what we got. Alright, the result looks nice, but as I said, you can
see what we have here. I think the number
of the vertices that we add are not enough. And I think here we have
some twisting happen. Let's grab these
and dissolve them. Let's try to see how can we fix the twisting
that we got here? Well, to fix that, I
guess we can I think we should move this up or we should move this bag a
little bit. I'm not quite sure. I think we should move this
bag like that, I guess. I think that will
help just a tiny bit. And let's delete those for now. Mm. I'm not quite happy
with this result, actually. We can move this up
just a little bit. I will add one egg right
here and one here as well. I think that will work as well. The problem still exists. Let's see if we have
any way to fix that. Let's have one egg lobe here in the middle. Maybe one here. Let's go to the bottom view. Let's try to move
this just at a bit. And this one as well,
just a little bit. Maybe that will help. But it's not going to help too much. Alright, the curvature
here looks nice. Maybe we can add one aglob here, in creates a number
here a little bit. Let's move this down a little
bit and this one as well. I think we can
accept this result. I think we can do something
here to avoid that. To avoid that just a
little bit, not too much. I think we should grab some of these vertices and move
them back a little bit. I mean, grab these, for example, and move them a little
bit back like that to avoid the twisting that
we got here in this area. And I will delete this
temporarily and just look at the at the face from an
extreme angle like this. All right, it's still
twisted a little bit, so I will grab this again and keep looking at this
face like that and then G to the Y and keep pushing this bag until you make this
face looks flat. So the idea is just
to move this bag, and that will help to fix it. Right. That will
have a little bit. That will help to give
us better results. The twisting now has
disappeared. All right. After doing all of that,
let's check the other images. For example, this one to
see what we should do next. Well, according to this image, I can see that here
we have a wall we should create and some of these phases
should be pushed in. Let's see how can we achieve
something like that? For example, I guess this
pace or these edges, I guess we should
extrude them back. Let's pick a view like this, and then I will hit E
to extrude this like that and extrude this one more
time like this and sorry. Hit E extrude this
almost right here. And one extrusion
could go like that, I guess. Yep,
something like this. And let's go to the
perspective to take a look or you can go
to the baggy view. I guess we could move them like this and move this one
as well like that. The idea is this face
should meet this one here. This is what I think.
I will hit you to through this one
more time like that. And now it's become close. I will hit you to
move it like this. Maybe a little more like that, and I guess we could
grab this and move it like that just to
fix the curvature. And I guess we should move
this edge down a little bit. Now the curvature looks better. You can add some edges in
the middle or maybe later. And now let's try to find a way to connect this with this. I mean, these faces these
edges with this edge. So temporally, I will dissolve these edges just to make
the life easier for me. And then I will grab this vertex and hit G twice
to make it here for now. Hit F to create the first phase. And here we have A I will add one A lobe right here
in front of this one, and I will grab these and
dissolve them for now, hit F to create a phase here. Control R to add one lobe here in front of this one
and then grab this hit F. Sorry, grab this hit F. F again, control R to add one lobe here in the middle and grab this hit F. F one lobe right here, grab this it F. All right. And here, I guess we can add one loop.
That's okay to add. Grab this hit F one
lob right here. Hit F again and F.
And after doing this, I will grab this hit key
to move this like that. Alright. That looks cool. If you want, you can
use the relax, I guess, to relax this area and the same thing for
these ages, I guess. That will help to fix the
curvature little bits. I think we could grab
them all of them. Let's select this it to
hide them. I'll click. I'll have to click until
you select all of these. All right, something like
that, dissolve this one. Let's see know what's going
to happen if we use relax, right click and use relax. All right, that's
not going to work. Let's hide this, Hitech let's focus on
these three, four now. Relax. Or that's cool. Grab this, relax. You have the artery beat that. I'll tech to bring
everything back. All right now, I
think it's a time to use the knife tool
to create these edges. And I guess we could slide this just a little
bit and put it in the middle and maybe use the knife tool to create this edge that should
go like that, I guess. Alright, and head control
likes to delete this. All right, something here. I think it needs to be fixed, like rubbing this egg loop and
delete it and recreate it. Or even if you didn't
create it, that's okay. It's not quite
important, I guess. What about this area? I guess we can use and I've told to create a
cat goes like that. And one cat goes like this. Let's see what else we could do. Or here we could have
one loop goes like that, hit E to align it hit F to
fl alignment on this side. And then I will use the knife tool to create
a cut goes like that. What about this age? Maybe we can use the knife
tool again to create a cut goes like this
and delete this one. Hit Control R to have one H loop here and grab this with
this hit J to connect. The final thing that I
would like to do here is, I think we can grab the vertices of this strap and move it like this just to
get rid of this open area. That's not so quite similar
to what we have here, but I think I think
that's okay to do. So let's go to the bottom view, and I will grab this tab, and the first thing that I will do is I will grab these vertices and
move them like that, close to this object, and then the same
thing for the rest, just grab them like that and G and move them close like that. That's all what we
want to. Grab this hid key and let's
move it like that. And this one as well. And,
let's move this one over here. And for the rest, if that's will be difficult
to you to align, you can grab this
vertex, for example, and use it as a guide and extrude it, for
example, like that. And now push all
of these vertices towards this guide,
and that will be it. Let's hit and let's
move this one over here and this one as well. And now we grab this guide,
hit X, V to get rid of it. I think this result is
better, at least for me. I will slack to go to the
local mode because I think now we could grab some of these
vertices and screw them up, I guess, let's start
with this area. Let's use the F tool to
create a cut goes like that. And then I will grab this hit key hold control and snap
it over here to merge it. One H loop, maybe we
can with dry here, crob this hit keyhol control, and snap it here
and this one as we will keyhold control snap here. And then I guess now
I can grab all of these vertices and extrude
them up like that, and I can grab this with this hit F to create a
face goes like this. You can accept it like that. There's no need to
make more extrusion. And about this vertex, I think we can
leave it like that. If you prefer you can create a cut cost like that and
create an loops like this, grab this with this
hid J to connect them. And you can, I guess, can create a cut cost
like that. All right. These notes are quite beautiful. Or maybe we can take this
there at least delete those. I think that will be
better. Stack to excite. Alright, that's
better. And here, I guess we can add one egg loop just to make this
area looks tighter. That's very cool. All right, I think I will end this
video here and see you
58. 58 Creating the blinkers of the rear bumper: Hello again, and
welcome back here. Right now, let's see what
else we could do here. Let's go back to these images. And let's start
with these details. We could create them. Alright. I think we should start
with the blinkers. I will select this and
then hit D to take a copy, and then I will
hit F two to king the name of this one
to collet, wear, bumper, underscore, for example, second parts ring, just to recognize it
because I want to move to the fringe crop in
case I want to use it. Alright, grab the name and
copy it and then hit Enter, and then hit M and
move this to ahrnrb. And it will be
right here hidden. Grab this hit F two best the same name,
but delete thehrn. Just leave it like
this and then enter. If you would like
to king the name. That's not quite important. Anyway, now what I want to do is I want to use
this as my guide, and then I will start adding
the details right here. So let's bring the
reference emic here and let's see how
this can be done. We can at control
space to maximize the view if you want to hide
the side. That's okay to do. Control space. And we need to add one a loop
maybe right here like that. Something like this. One edge
lobe right here, I guess. Yes, one maybe right here. And the second edge
lobe it could be here. And Alright, let's
go to the back. I just want to see right, I should start
right about there, maybe from here, I guess. I think we need we
should work this a little bit more Qte and
slide this up, I guess. We should have more space here. I will active the knife tool, and I will start from this edge. Hit K, and let's see create
a cut start from here. From here or yeah,
let's start from here. And the cut should go
up here like that. And it should end
almost right here. Soothing like that, I guess. Yep, something like
this. All right. And after doing that, we could select these faces
and then use the inset. It's I for inset. And I will hit Alts
to push these towards a normal of these
faces like that. Us a little bit. I think this distance is okay. And then what I should do is we could go to the back and
then slide these vertices, Qtwise and slide this like that, slide this one like this, and hit keto of this right here. Or, something like
that. Maybe we could slide this a little
bit more like this, I guess. Or maybe I think
that will be enough. It's a little bit difficult
to tell how far we could go. Let's make a comparison with this image. Maybe
a little bit more. So I will hit twice to slide this and slide this a
little bit more like that, and manual hit to
move this like this. And I think that will be enough. And the same thing on this
side, let's do the same. All what I want to do is
just hit and slide this over here and maybe this
one just a tiny bit. Alright, that's very cool. After doing that, we should have one ag loop right
here to support this. And you can see here we
have some twisting happen. To avoid that, maybe we
should move this at bit. Either move this,
slide it like this, or maybe we should book
this to the Y axis. The C was going to have been
if we book this to the Y. That's will make the
effect become less, I mean, the twist,
as you can see. Well, I think in this case, we could grab all of these
edges and ph them forward, hit key to the Y, and let's move them forward, all
of them like that. This will help to
avoid the twisting. And in this case, I guess this edge, key to the Y, let's
move it a little bit to get flat face. All right. After doing that, I will use the ep tool to
create a cut goes like that. I will end the cut here for now, and I guess we can slide
this a little bit like that and add another cat starts from here and
goes here like this. I know we have triangle here, but we will find a
solution for this later. Control R to add one
Alp goes like that. Et's tap out and
let's take a look. Alright, the result
is not quite perfect. So let's have one
egg loop from here, I guess, can add right here. That will help to
make the edge sharp. And for these faces, I guess we can grab
them like that and then hit I for inset. And then it's to open the extrude menu and extrude
these towards the normals. And let's put this
inside like that. And you can separate
these phases hit P and then as
to separate them. And let's focus on this area, and let's see what
we can do here. I guess we can add, sorry, we can add one cut
cost like that. Let's end it right here for now. And let's grab these vertices, Qwise and let's slide them
a little bit like this. This will help to make this
area look sharp a little bit. And here, the result
looks very cool. And if you want, you can
slide this a little bit. And I think that will be enough. All right, now is
the time to see if these triangles we got right
here causing some problems. You can mirx this one
here if you like. That will work. You can
get rid of this egg. And I guess we can add
one egibra here and slide these kittie and
let's lay them right here. And if you like, you can add one egg b right here
and connect those to create or sorry, not like that. I guess we can use an F tool to create a
cut goes like this. Yep, something like that. All right, what else
we could do here? Let's go to the side
and I think we can add two edges right here and connect those together. I
think that will be okay. I will go to the face and
grab the face and hit control blast two time
to get this result, and I will hit I for inset
and then hit O to invert this outside just to create a loop
around what we got here. And after doing this, you
could make some manipulation here and move some vertices around just to get
better results. Maybe we can slide this
a little bit like that and maybe hear it a
little bit if you want. The slide this a
little bit like this. That's will make the
result look sharper. But here, we're getting
something not makes sense. Let's see what's going on here. If you want, you can use the hearing crop to
get better result. But all the problem
is right here. Alright to avoid
this, I guess we can add one egg loop here and
connect those together. I think this will
help to get rid of this problem. Yep. Well, in this case,
I think there's no reason to use hearing crop. The result looks
cool and beautiful, and it is very close
to the real image. After creating this, we
have a small light here, and we create a triangle. So to achieve that, I will go to the
phase selection mode and I will grab these faces, and then I will hit I for inset, or maybe just this one
hit I and then hit O to invert the inset inside and then hit P for boundary
to get this result, as you can see before and after. At least Alright,
let's kill this. Yeah, something like that. I
think that will be enough. Key twice to slide
this like this. Make it smaller because
don't forget we have the same thing
happen on the other side. And if you make this taller,
it will be very tall. After doing that, I will
grab this face and then hit Alt E and Q extrude
along the normal and extrude this bag like this and then hit P and
then S to separate this. All right now tab and let's grab these faces
like this and then hit I for inset and then O to invert the inset
outside like that. I will hit Control R to
have one H right here. But it's not Alright, I will hit it twice
to slide it, hit E, to align it and flip the alignment on the other
side, and let's have one here. Control R and E, F, and let's have
one here as well. And I will use knife tool to
create a cat goes like that. And I think we can
end it right here. Let's try, let's
see what's going to happen and one right here. The result looks cool. If you want, you can
make another inset, and you can add one egg loop right here just to make
this arrow tighter, and you can grab this
and bubl it above all of that, like this. And if you want, you
can grab the corners and fix the distance or it's
not so quite important. And now we got this.
The result looks nice. After doing that, maybe we
can create the light itself. You can use this if you like. Or, I think we can
quiet this tab. Yep, I can grab one of these edges as will
be better for me. Just select this and then hit P, and then it's
to separate this, tap out and grab this line, and then tab to go to the mode, and switch to the
vertex selection mode. And all what we need to do is just filling these with faces. Grab these four vertices
hit F, and sorry, the set control to two edges or one here and one right
here, right here. And then grab this hit F, and grab this it F two time. It's like to
isolated. All right. Maybe we could slide
this just a little bit. Something like that. And I will hit A LTE to open the extrude menu and extrude this along the normal like that. Yes, I want to create
some thickness. In the back face, we don't need to hit XF to get rid of it. I think we can slide
this a little bit. Al right now, the distance looks even I will add one egg b here just to get better corners and one
here and one here as well. And I think we can use the solidify to give
this thickness. Hit control space to bring back the nl and then
let's the solidify. I hold and move this down and
just give this thickness, but make sure to avoid
the overlapping. Put this underneath
the subdivision sorry, under the mirror and turn off subdivision surface for now. Active even thickness
to get even thickness. And then let's active
the wire frame just to see if this overlapped. Alright, I don't see
any overlapping. I guess we can reduce the
thickness a little bit, something like that,
0.1 centimeter minus. And I think that will
be it. All right. I will apply the solidify just hover over here and hit
Control A to apply, and then I will tap Control R to add one egg loop right here. And here we have
faces in the middle to grab them, X F
to get rid of them. It's wrong to leave
them in the middle. All right. And then let's
see what else we can do. I think we could
grab these edges and just vel them at Control B. I think it's important
to trim them like that. In. It's like a. I just want to take a look and
see what we got here. All right, let's tab out and let's activate the
subdivision surface. Let's take a look
right the smooth and turn off wire frame. Do we need to make
any trimming here? Mm hmm. Let's go to the top, and all what I
want to do is just pushing this out using a good angle key and move
this out just a little bit. But just be careful when you do that. All right. If you want to make this
area looks tighter, you can grab these edges
and bevel them if you like. If you want to make the distance bigger, go ahead and do that. Let's try, and let's see
what's going to happen. I will hit Control
B and bevel D two, three like that, and let's
see what's going to happen. That will give us carb edge, and I think that's something
important to have. And maybe I guess we can grab these edges
and then hit keywie, light them like
that and activate the subdivision surface
in the end mood so you can see the
final results. Alright here we have the gap. Let's go to the back and
the back is not going to be visible. Let's try
to understand. I will grab them like that, the light and the
bumper itself and tap. I just want to see
what's the problem. All right, what we should do is we could grab these vertices, I guess, and he key twice and slide them and align
them with this edge. And for this one, I guess we could grab
them like that and then he que twice
and slide them down. And let's check the set as well. Rob these Q twice and
slide them like this. And on this side,
everything looks cool. Or if you want, you can move these vertices
down a little bit. Alright, that's very
cool. That will help to eliminate these gaps. Maybe the light itself, we can manipulate
it just a little bit like grabbing these edges. And bevel them. Head control would be to
bevel them like that. And then these new
edges just select them and let's re bevel them. Head control be let's add
three edges like that, just to create this ledge. And I think it's
very, very nice. And from the back, let's go to the local mode and let's
see what we can do here. I guess from the
back, we can grab these edges and hit control
would be to bevel them. As well, and then
grab this as well. Andre Bevel them at Control
B. Alright, that's very cool. Very nice. That's
not too excite. You need this one. We
don't need it anymore. Let's go to the back. I
just want to do something. I just want to try to
add one H lubra here. I feel that we have
a heading line goes like that and like this. It's not easy to see
it, but I can see it. And to avoid that, what we can do is we can create
one line goes like that, and that will help to solve it. So I will hit K to
use a knife tool and then create a cut
goes like that, and then hit C to
cut through and then confirm it and
then hit enter. Alright, and then Gettie and let's merk this one here
and this one right here. That will help to
eliminate the problem. And I don't see any problem. Everything looks nice. And let's go back here just to
focus on something. I just want to add one egg loop. It could be right here, I guess. Alright, can we get
rid of this one? Can we merge those? I just want to see what's
going to happen. Yep, I think we can do that. I think we can do that. And I think we can connect this one there and
delete this edge. Yep, we can do that. So, I want to add an
a loop around this. I will grab these faces, go to the phase selection
mode hit utclck to grab these faces like
that, as you can see. I just selected these faces, and then I will hit I for inst. And then I will use the edge rail just to
make the lines stright. But sometimes when you use the edge rail, we will
have some problems. Anyway, go to the edge, grab this edge because
we don't need the egg to be right here and it
can roll resolve it. And let's make some fixing here, like rubbing this
and in key wise, just slide it a
little bit like this. Maybe we could move it
like that, I guess. And I guess we can
grab this one and then hit roll B to bevel
it to two like that, and then grab these two
and hit can roll B again to rebvel them just to
create something sharp. Maybe one edge loop right here. Or that's too much, actually. Let's go to this
side and let's see, do we have any problem anywhere? Yeah, this edge loop, we just need to slide it and
maybe this one right here. But that looks nice.
What about this piece? Well, here we have two options. We can use this
and edit it or we can copy one egg loop
from here and use it. I prefer to have one
egg loop from here. I'll click to grab this A loop and then hit P and
then S to separate it. And let's grab it and
go to the local mode. Alright, so yeah,
let's start working on this and let's see grab this set F to create a
phase, grab these together, hit F two time, maybe three
time and grab the set F, grab the set F to create
a phase and those hit F, and hit Control R
to have one A loop here and Control R
to one here as well. Hit K to connect those,
and here as well. All right. And on this side, I just want to see
what's going on here. Well, I will grab this
with this vertex. Tab and the circle of
the hit K, connect them. And I think we should delete
this vertex from here or maybe we could create one loop and connect
those together a K. We can slide a little bit like
that. It's like to excite. And I noticed that I have
a vertex right here. Well, I think the vertices
should be moved a little bit like that, I guess. And maybe this one as well. And the same thing
for this vertex, we could hit Q twice and slide almost right here,
the same distance. And what else we could do? Hit K and let's create
another categories like that, and hit slack to go to the
local mood and then hit A, select everything, t E to open the extrude menu and
extrude D speck like that. XF to delete these faces.
We don't need them. Well, in this case, we're
going to do something else. I will extrude these like
that, and that will be enough. A right now, we could target
the edges and bubble them. Grab them like that and
we will bubble them. After grabbing these edges, I will hit C troll B to bevel them like that and
grab these new edges as well. Or you can do something
else like hit AltclickT select this face loop and then hit Alt have to click. And then you can
go select and go Select Loop and Qs boundary
just to target the edges, and hit Control would be to bevel them with three
edges like that. Right click head smooth, and now we have nice frame,
as you can see here. Tab hit AHT and to
recalculate the normal, and the result looks awesome. That's very cool. Alright,
let's spend more time here. I just want to make
some change here. I'm not quite happy
with this area. For example, I think if I grab this edge and move
it up, it will be better. And the easiest way
to achieve this, I can use a knife tool
and a set to cut through and confirm and grab this
set control to dissolve it. And this edge, what
we can do about it. I prefer to take this up
like that and dissolve this one and delete this
edge, get rid of it. And everything will be fine. And in this case, I think
we can slide these up here. All right, something like
that. And for this area, right, can we move this
a little bit like that, twice, and slide this? You can hit it to align it with one side and move it
like this, I guess. And then grab this and do the same thing
just to grab this, active the subdivision surface and the edit mood just to see the difference and hit key twice and slide this until
you fill the gap. On this side,
everything is okay. I don't see any
problem anywhere. Everything looks
nice. Alright, I think I will end
this video here, and I will see you
in the next one.
59. 59 Modeling details underneath the rear bumper: Hello again. Welcome back here. All right, now let's see
what's the next step. I just found this new image. This image can show
us some details here. It's very important
image to follow. So we have this image, and we have this image as well. It's very important to
put this one controls. I will copy it and
put it right here. And maybe make this big
a tiny bit like that, so we can see them better. And now we have those. Mm.
Alright, this image can show us some details
at close distance. And this one, it can
show us this area, and it's very important to see. So yeah, let's see
how can we create all of that. All right. Let's put this image
right here and let's see from
where we can start. Maybe I can tab and grab one of these images or
maybe these faces, I guess, I can grab them
and start with them. Or maybe before we do that, I guess we can grab these
and move them back. These vertices I
mean right here. Let's see if that's possible. Let's go to the right and go to the X ray so we
can see something here. I will hit E two
through this down here and one works
through maybe right here. Maybe I could grab
those and move them down or I will go to the edge, hit control dissolve
it just to make this stride and go to the back and let's see
if that's correct. All right, go to
the right again. I will hit you to
move those over here, and then I will use a knife tool to create a cut goes like this. And then go to the phase selection mode and
grab these faces, hit X, F, and get rid of them. It seems like we
missed this phase. So let's see what we
can do here. All right. The problem is when
we created the cut, we didn't hit C to cut through. So I will hit C to cut through everything and now
confirm and then hit Enter. Now I will grab these faces, hit X, F, and get rid of them. And if you like, you
can add one H loop right here and one here
as the support glob. Alright, now we got this. And now I will select all
of these phases like that. I think that's
what we should do, and then I will
hit Kev D to take a Kobe and right click to
leave it in the same place, and then I will hit P and
then to separate this out. Tab out to grab this,
and let's start with it. Tab again, and let's see
what's the next step. I will grab these edges and then key wise to
slide them like that. I just want to create
a small distance. Or something like that, I guess. And this age, we don't
need it just delete it. Maybe this one, I guess, it V to delete the
vertices for now, say. All right. And now I will grab
these edges, all of them, and then hit key to the to move these down just a
little bit like that. Maybe I can reduce the number of the edges to control
it better and easier. I'll click to grab this. You have to click
to add this one, right click and Qe space to fix the distance
between these edges. And according to this image, you can see that this area
is thicker than this one. What I will do is I will go to the right of you and
control that from here. I will hit to move
this vertex right here or something
like that, I guess. And then I will hit E to
extrude this over here, to use it as a guide,
and then I will hit Key to move these
vertices towards this guide. Hit key, and let's
move this over here. And this vertical as well, let's move it towards the guide. And when you be satisfied, grab the guide and then
hit X V to get rid of it. And now we got this,
as you can see. Everything looks nice
and acceptable so far. I think the reflection
can help us a little bit. Yep, I think so. All right. All right, now, maybe we can
go to the bottom view to grab these vertices to
extrude them like that, and maybe extrude this
one more time like this. As I think All right. And let's exclude this
one more time like that. Alright, let's hit to the x here or enter just to
flatten these to the X axis. And I think they are,
yeah, something like that. Maybe one acre right here just took care
of this a little bit. And we could k this point, but how to find this point? It should be almost let's say, aligned with this egg. If we draw a straight
line goes like that. I guess that will help
us go to the back and if we draw a line like that, these vertices should be
extended to reach this area. So yeah, I guess that will work. I will hit to move
this right here. This is what I think.
Let's move this up here. And those as well up here. All right, something like that. And maybe we should
move this a tiny bit to the Y and add one A here
and curve it a tiny bit. And then we could
extrude this bag. Maybe this image can help us to understand what's
going on here. All right. All what we do, I guess, we should grab these vertices. Well, something here
or not makes sense. As I can see here, we have a
small distance we could fix. We could work on that. So
I will grab these vertices and then hit key to the Z and move these up and
align them like that. Diselect this one and can tune
with the rest, G to the Z, and keep your eye here watching this vertex until this vertex
hit the surface. Control and select to
deselect it to the Z, and let's align this one and
the same thing for the rest. And what about this one? I just forget to act
with the secrenecast. All right. So now we got this. Let's go back and let's
see what else we could do. This vertex should be continued. I will hit E to
extrude it like that. Or maybe I can grab this
vertex hit E to extrude it. I just want to use
this as a guide. And now I will all of these vertices towards
this guide, Kit twice, and let's move this up here, Kit twice, and let's
move this one here. Twice, let's move
this one up here. And now I will grab this and
then hit X to get rid of it. Alright, now we got this. I will grab these vertices now, and then I will hit E to
extrude those down here. Or maybe you can
extrude them like that. That's okay to push
these further. And then I will go to the
bottom view like that, and then I will use a nF tool to create a
cut goes like this. Hit X F to delete these phases. And now they are aligned. I will add multiple cuts here
or let's say four edges. C throtate the wheel
to have four cats, and then I will grab this with
this it multiple times to fill this area with vertices. You can grab these, you can see here we
have some misalignment. I will grab these hit G twice, and just slide this bag a tiny bit like this.
It will be enough. And now we got this,
as you can see, it's similar to what we have
here in the reference image. Or let's say it is
a close All right. Is there anything else
we could do here? Alright let's go
to this image and let's see what else we could do. I'm not so quite here, but I
feel here we have two steps. It's not so quite clear
what's going on here. Let's go back to this
image. All right. I think I will accept this result without
any further editing. According to this image, I think we should have
one more step right here. I will go to the right and
see if that's possible. I just want to see
if we can do that. What I will do is I will grab these vertices and a key
to move these down here. Something like
that. And they crop these vertices hg and move them down here just
to have flat face, maybe a little bit more. And maybe those as well. And then maybe we should grab the rest and move
them like that. And maybe those right here. I think that's
what we should do. And then to create this pocket, I will grab these two faces
or maybe those right here. I'm not quite sure which
one of them will work. All before we do anything, I guess we can grab these
vertices and hit it twice and push these back a
little bit more like that. Okay. See if that makes sense. Can we move these down a little bit? All right, something like that. And let's grab this
face with that face. Maybe I can work maybe
leave this later. We can create it. Or at least see what else
we can do here. Regarding this area, I guess
we can grab this and then hit E to extrude
these like that. One extrusion goes like that, and then I think they should
be pushed up this area, I mean, I guess we can select these practices and then hit E to
extrude those like that. Something like that, I guess. And I think we could grab
this with this and hit F to fill this area with a face. And what else we can do here? I will hit Control up to
have one edge loop here, and I will grab these faces like that and then hike
and move them like that. And I guess we
could have one edge goes like this and
use a knife to, like, to create a
cut goes like that. And I think we should grab these vertices and hike
and move this like that. Alright, something
like this. For now? Maybe one e loop right
here on this area. And from the bottom view, I guess we can grab these two vertices and
move them like that. And maybe those as well, go to the bottom view and hit key to move these a
little bit like that. In the perspective,
this is what we got. I think we should have
one a lob right here and grab these together or hid key just to create
something like care. Something like that. And let's see what
else we can do here. I will grab these two edges, I guess, and then I will hit
E to extrude them like this. Almost right here, I can align
this edge with this one. Maybe we can move this
back just a little bit. And then I guess we could
grab the rest of the edges, for example, those
right here and hit E and extrude these a
little bit more like that. And I guess we can scale them in maybe grab this and add maybe one egg right here
to create one phase here. All right, maybe we can grab this and move it
like that a little bit to create this
bucket right here. And for the sides, right, let's see
what we can do here. I guess we can sue we
need to extrude this. Let's extrude this inside
a little bit like that. And then I will
grab this as well. Grab this vertex,
and I will hit E to extrude this Holt
controller and snap this one right here
with this vertex. Mr it, grab those hit
F to create a face. And maybe we can grab this vertex with this one
with this one and hit F to create one face right here. Let's have a cut goes like that, and then let's push
this vertex like this. In this case, this edge
we don't need this. But what we want to
do is we want to use an F tool to create sit
right categs like that. And then I think we
can grab this face, hit X, F, and get rid of them. And I guess we should grab
these edges and extrude them, I guess, like that. And then as to the X
or Enter. All right. Maybe now we could move
this one right here. Maybe we could manipulate
the bumper a little bit. I think, stub out and let's grab this tub
and maybe we can add one egg loop right
here in this area, and I guess we can
move some vertices. But the egg, as you can see, it doesn't go to the correct
direction that I like. In this case, I will
grab this and grab the rest of this g and hit
Control X to dissolve it. And maybe here we can create
one globe and the grab those together and then hit
J to connect them. And then for this vertex, I guess we can hit
Control F B to bevlid just to have two
vertices like that, and then G twice, merge this one here, and
this one right here. Let's have some distance. Something like that. All right, what else we can do here? I guess now we can grab these vertices and
from the right to you, I guess we can move
them up a little bit to have set right
catlas like that. And for this area, let's
see what option do we have? I think we moved this
vertex too much. I guess we can move
them back a little bit. Okay. All right, tap out and let's grab this. And as you can see now,
we can see the face. If you like, you can grab
all of these vertices like that and had to this. Let's move those down
just a little bit. Or one thing here I
just forget to do, we could have one agg loop here and maybe one here as well, just to make this
area looks tighter. All right. After doing
that, I guess we can add one a loop right here, and then I think we should fill this area
with faces at F two time. And this edge, I guess,
from the bottom view, we can move this bag just
to create a small curve. If you want to get
better results, you can grab this and
hit control would be to bevel it like that. Go to the bottom view and
let's grab this face and hike and move this bag to get better curve
and here as well. And now we got this
as you can see. These vertices, I guess
we can control them a little bit like moving these down to align them with
the surface of the bumper. Let's focus on defining
the sharp edges. I will use an F tool to
create a cut close like that. Something like this. I guess we could grab these vertices and go
to the bottom view and extrude them like that
just to have one frame. And I guess we could grab this vertex or maybe we
can ignore it for now, let's see like this and hit E to extrude this a
tiny bit like that. All right, something like this. Go to the bottom view again, hit E to extrude this
vertex like that, grab this with this hit F and the grab those hit F to
create a phase here. If you want, I guess
we can hit key twice and mic this one
here and this one as well. I guess we can support the a loop right
here and one right here just to make this
area tight and Yep, tap out, and let's take a look. So this is what we got, but I think we should move these vertices and align them with the surface
of the pumper. So I will grab them like
that and then hit key to the Z from an ICE
feel like this. Let's move these down like
that. Just align them. This will be it. Maybe this one, I guess we can hit key to
the Z and move this down. Alright, that's very cool. If we give this a thickness,
everything will be nice. After doing that,
I guess we could create a new a lob around this area just to make
this area even tighter. And this one could go like that, I guess. All right. And this egg, as you can see, doesn't follow the
correct direction, so I will grab this egg and dissolve it and
dissolve it from here, I guess, and it
could go like that. And for this area, I guess we can hike it twice and
mic this one here. Or maybe Amazurqua let's
see if we can delete these. I think we can delete them. At least for now. And
here we have a triangle. Maybe we can get rid of it by merging this
one right here. As you can see now, we just define the sharp egg
that we have here. And I think this area
needs a bit of attention. We should have two edges
right here just to make this area looks sharp. Something here not make
sense. I just want to fix it. Before you adding
these two edges, I guess we can use
the knife tool to create a cut goes like that. I will see to cut through
and confirm the cut. After that, I will delete this old edge to replace
it with this new one. Now I can hit Control R to
have one edge loop right here. And second egg
loop on this side. That will give us
better results. Control R to have one
egg loop here as well, I guess, it's important. And from here, I guess
we can put it in the center by
grabbing these edges. And then rice space to
put this in the middle. And here, I think
we just need to slide it out a little
bit, and that will be it. And regarding this area, I guess we soul have
one a loop goes like that, and that we'll do it. Maybe one right here. And
what else we could do here? Maybe now we can use the knife tool to create
a cut goes like that. All right, maybe something
like this, I guess. And let's check the other image. All right, we got
something close. Let's use knife tool again. Let's create a cut
goes like that. And one cut goes
like this and hit Control R to have one lobe in front of this, grab
this with this head J. Sorry, before you do that, I guess we could
click and then hit G twice and slide this up and then grab this with this head J
to connect them together. So variation we got right
here. Let's slide this up. Slide this a little bit.
Or, something like that. And what else we could do? The smoothness looks nice, according to this angle. All right, we should have one bra here just to
make this error tight. And I guess we could have
one Globra here, I guess. Let's grab this hit twice, slide them like that
and slide these. All right. Let's create
one H loop. Not like this. Hit to align it and flip
the alignment hit F, and let's have one here and hit Control R to
have one globra here. I think it's okay to leave
this egg right here, grab this with this hit K. It's not going to
cause any problem. But if this egg take
this direction, that's will make this
area look sharp, and that's why I will
dissolve this egg for now. And let's have one egg
loop goes like this. But I don't want this to
go around everything. All right. Let's see what option
do we have here? I will hit E twice and
slide this and then hit E to align it and move
this one over here. And if I accept this, I could delete the second egg. I mean, this one. All right. Let's select the egg like this. It will end here as you can see, and I will dissolve
this or di select them, sorry, and dissolve the egg. In this case, we can
itwise and end this one here to have this result. And here, maybe we can add
egg loop around this area, and I guess it's important to have Yep, something like that. And for this side, I
guess we could Alright, I think we should
have one elope here, and I guess we could have
one ec lop right here. But it will go to
take this direction. All right, maybe we can use the knife tool to extend
the cut to go like this. Then like that. And then just try to get rid of this triangle at wise and the merge this
one here, tap out. As well give us
harp ge from here. And what about this area? Alright. Let's tap out,
and let's take a look. All right, so this is what we
got. The result looks nice. All right, we did great. I will end this video here. I think that's too much, and we will combine it
in the next videos. Alright, so see you next.
60. 60 Working on the buttom side of the bumper: Hello again, and
welcome back here. Alright, let's see now.
What's the next step. Let's bring back the
reference images, and let's go here. Alright, maybe this image. I just want to see what
we could create here. I will grab this tab
to go to the mode. I just want to move these
vertices to this darken, just to get better corner here. So you can grab these
vertices and move them. Let's grab these getwise, slide them, and hit
E to align them. And let's move this
one right here. The same thing for
this gate wise, hit E, and flip the alignment
on this side, and let's move this over here. Maybe he's worked his as well, rob them and move
them like that, and this one. Now let's tap out. And now the rest
of looks better. All right. After doing that,
I think we should create this area in the middle. And I think we should this area should be
connected with these faces. I mean, I can grab these faces and extrude
them to create this area. Let's include this Vertex Oswald and I will hit E to
extrude this like that. But G to move this to the middle like this
until they snap at the center. And
now we have this. And I think now we could grab these vertices
or this edge, and I think we can
exclude it like that and then move this up, hit to the Z, and align it here, or maybe we could move this
a little bit more forward. G to the Y, and let's
move this over here. G to the Z, maybe right here. And I think here we
could have a stip. I'm not quite sure
what's going on here, but according to this image, I guess we could add
one egg right here, almost right here, and we
could move it down like that. Or maybe we could align
this with this egg. You can go to the back and head G to the Z and
align it like that. It's o. And now we should find a way
to connect those together. And after that, we could
add some details here. Before we actually start
adding all the details, let's create these frames, we have one right
here in this area, and we have one it should be installed here according
to this image. Or at least start
working with this. I will grab these vertices, this vertex and use
it to create that. If you like, you can grab this
vertex and start with it. Let's go to the right of view, and maybe I can. I'm not sure quite sure
which one we should pick. According to this image, we should create the
frame right here. So yeah, it's almost it
should be right here. So I will use the knife tool to create
Strit cut goes like that. You can hit A to make
the cast down like this, and then hit C to cut
through and confirm the cut to have this edge. And then you can sweak to the edge selection mode and then level this hit
control with B. Alright, something
like this, I guess. Let's try to do that again. Alright, now we got this. And I will add one
H loop right here. And then I will grab
this and from the right, I will hit E to extrude
this like that. Go to the back view and let's
see what we have done here. Everything looks nice.
Let's move this down here. Let's check the other
images, this image. All right, I should go
underneath this tip so I will hit G and move this a
little bit more like that. And then we should
extrude this right there. I think this one we should
move it a little bit up. And now we should connect
this edge with this edge. I will delete this phase, and I will grab this hid
key hold control and snap this one over here
and this one as well. And these paces, I guess
we can delete them. Let's get rid of them. And now let's try to find a way to connect those together. I will add one egg
look right here, and I will grab these two edges and create a face here
on this side as well. And one egg, it should
be maybe right here, grab this hit, grab that
egg hit F and this egg hit. One egg loop right here and one here and
one for the corner, and one for this egg or this one I think will
meet this egg right here. That's okay. And one egg loop right here. So let's grab this. That egg had F multiple time. And now this one,
now we got this. All right. What about this area? Let's see what we have here. Let's go to the local mode. I just want to see
what's going on here. All right, one a loop for
this one and three here. So let's grab these C
set F multiple time. And here as well. All
right, that's very cool. At A and then you have to recalculate the normal because
the normal is flipped. And now's the time to define
the edges of this frame. So I will hit Control R to
add one edge loop right here and one on this side like that. And I will use nF tool hit K or maybe think we can add
one edge loop goes like that and one on this side. And you can use an F tool
to complete the cat. Something like that.
Alright, so one more thing. Maybe we can do it here. I think we should have
one ep goes like that. And for this area,
I'm not quite sure, but maybe we can create
an age house like this, and then it will
go back like that. It could reach this area
and then go back like this, grab this with this hit K. And on this side, as well, let's try to inset
all of these phases. Just want to see what's
going to happen. Select these phases like that
and then hit I for insets. That will be faster. We have a variation here. You can slide this
vertex and move it back. All right, I will grab this and then he it twice to
slide this here, and then he get it this here and move this up a little bit to the middle, maybe
a little bit more. I just want to align
it with this vertex. And now we got this result. We got bad heading right
here. You can ignore it. Or if you don't
like to ignore it, you can add one A right
here just to make this a tighter if you like. Using the knife tool, I guess, so I will hit K, and I will
create a cat goes like that. Hit C to cut through, and one cat goes like that. And let's see if that helps. As you can see it
make, the result looks even sharper and
that's something cool. I can't accept a result
like this. It's okay. Maybe right here, we should have one edge loop to support the
site to get better results. And yeah, now we
got something cool. And I guess the corner
should be sharp, and we could work on that. So I will add one edge
loop goes like this. Or I think that's too much. Let's try to make it
even simpler by creating a cut let's see how
that could be done. I grab these edges like that, and then hit control would be to bevel them to three edges. And then let's delete necessary
edges like this one and this one right here and
maybe merge some of them. I just want to see what's going to happen
after doing that. The headings still
nice and beautiful. All right, so now we
created this first frame. I think we can start
with the next one. It should be right
here, according to one of these images. All right. Which one? Yes, it should be almost
right here in this area. I will go to the bag view. I'm not quite sure if we
have any variation here. If there's no variation
in the height, I guess we can copy
these faces and use the to grab them like that and hit
control blaster grow selection and
diselect these faces. We don't need them for now. And I guess we can copy this, hit heavy, and let's move this
on this side, right here. And let's see what's
going to happen. Maybe we should move this
one forward a little bit. I will had G to the Y and
let's move this one over here, and let's delete these
edges in the middle. We don't need them
for now. And most of these edges, we don't
need them for now. Just make a symbol so
we can control it. Even these, we can delete them, go to the bottom, and then let's hear this. I just want this to
be strip like that. And let's hear this one as well. Maybe this one.
That's very cool. I will grab this edge, and maybe we can at
one edge loop here in the middle before we do anything and grab this hit Q to the Y, and let's move this to
the forward a little bit, and maybe this one as
well, key to the Y. Sorry, grab this key to the
Y. E to the Y at tenibts. And now I think we can grab these edges and extrude
those at the E to the Y. And maybe we should
move this up, key to the Z. Don't
look like that. And we could connect
those together, grab this hit yi hold
Control, snap it right here. And grab this one, y hold control and snap it right
here with this one. And now they are connected.
Alright, that's very cool. Let's go to the
bottom of you and I will add one egg loop and align it with this
new frame like that. And what I'm going
to do is I will grab this and then
hit E to the Z to extrude this up here
and then move this back and connect these
vertices with this right here. I will grab this and delete it. Grab this vertex,
hit Key to move it. Or you can grab this edge with this edge and then hit F
and dissolve this edge. All right. After doing that, these faces, we don't need them anymore. So just delete them, and I guess we can move
these back a little bit, key to the Y and
move them over here. Maybe right here, it's okay
to move them right here. And the same thing
I'm going to do here, I will grab this with this and hit F and dissolve this one. That's very cool. Let's have one egg loop here, and let's create a
face goes like that. And one egg loop right here and hit F to create
one pace and two Hs, I guess, right here,
Control B to bevel. Let's still like
this egg. I will hit F and F again. Alright,
that's very cool. What else we can do here? I think it's better
to move these eggs forward because the egg goes like that and then go
back and I don't like this. It's better to go like that. Q twice and slide this one
here and this one as well. You can grab the whole
face and hit F two creates a giant on here, and after that, we will use the IF tool to
create these cuts. You can do that, and you
can do this here, as well. Or you can grab this and
hit F multiple time to fill this area first and
then Alt click and then NaF. All right. What we can do after that? I will use an F tool to
create a cut code like that. I guess we need one
edge loop here. Crop this with this headJ,
connect them together, and we want one, two, three here, three edges. And let's connect those or maybe we can create
three here as well, and connect those
together Head J. This with this head
J, and this one with this one head J and the
same thing on this side. At J, grab this with
this head k as well. All right here, I think we
could have another a loop. And let's connect
those together dk. Let's hit control R to have one a loop goes around this area. And I don't want this
to go like that. But I will fix this area later. I will use a knife tool to create a new cut
coat like this. And then it go back like this. And the same thing on this side, I will use a knife tool to
create a cut coast like that. And then it he go like this
and ends here just to make this and regarding the side, I will use the knife
tool again to create a cut start from here, I guess, and goes there. Alright, something like this. You can end it somewhere
here if you like. It's not quite
necessary to extend it, but if you like, you can rub those together, heatwise and end
them right here. Since this area is flat, I think it's okay to do. And what we need to add one egg right here to make
this area look sharp, and this new egg
could go like that. And it'll go like this. And timberly I will end it right here so I can fix this area. Let's see grab the knife tool again and let's create
a cat goes like that, and maybe one cat
goes like this. And I will hit you to move
this forward like that, just to get at our corner here. And for this age, I guess we can create a new
cat goes like that. And I will end it right here. I think we can add two
edges. It's okay to do that. And regarding this edge, let's see where can
we take this? Right. I will create a cut goes like
this and end it right here. We have a variation here. As you can see, this area looks sharper because we
added double edges here, and All right. In this case, what I will
do is I will dissolve this and add a new egg loop, but it's not going to be
added like what I want here. All right, I will grab
this with this hewie and I just want to mirc this. Let's start with
this vertex heatwie and let's mirk this
one right here. And now let's try to
add one egg loop. All right, it's
not going to work. So in this case, manually, I will add this egg like that, and it should reach
this area like this. And if you like, you
can terminate it here. Right, something like this. And now we got better results. I think we can slide these
two vertices a little bit. This vertex as well, kwise and let's
slide it over here. And on this side, we
should have the same. But let's focus on this
area a little bit. I will use nF tool to
create a cutgos like that, and it should go around this or it should be
connected right here. And the second, And it could reach here, I guess. All right. Actually, you
can take this egg loop. You can take it like
this and connect it, for example, with
this one like that. And I guess we can move
this a little bit forward. And for this edge, you can
extend it like that, I guess, and you can end it anywhere
because this is flat, but I just want to create a cut goes like that maybe or must quite here, maybe
we can end it there. I know we have a triangle right here, but I
think it's okay. It's not going to
make any problem. But right now we got
something nice and smooth. We just need to focus
on this area a little bit. Something like that. I will add one egg loop
right here and use a knife tool to create double eggs here
just to get better heading. Right, something like that. And then grab this
with this head k. And then I will hit twice to slide this
one and merge it right here. Hit K again to have one
cut close like that. Maybe we should slide
this and move them away, I guess, a tiny
bit. Not too much. And what else? I guess we could grab
these edges and then hit it twice and move these towards the corner to
get better results. And the same thing
for the second egg, twice, and let's slide
this a little bit. And for this one, let's move
this down and then like that to the Sorry. Key to the Z. All right, here we
will have two edges, one here, and one next to it, and then I will connect
this with this. And this one with this one. Alright, and I think this
corner, we could bubble it. I'll click and drop like that. C throll B. Let's have
three cut goes like this. All right. One more thing here
we would like to do. We could have one a loop
here goes like that, and one goes like this. That's will make the
result even better. I just want to make
small king here. I just want to ph
this up a little bit. You can grab these
vertices and move them up, a G to the Z let's
make it shorter. That will be better. Right now, let's see what
else we can do here. Let's focus on this area and let's see if we missed anything. All right, I will add
one egg loop right here just to make this
area looks tighter. And I just want to see
where this egg will go. So it will go here.
Alright, that's very cool. And I guess we need
to have second a loop to meet this one
here, grab those dk. If you want to slide this a little bit, go
ahead and do that. Crab them ky twice, and slide this
forward like this. Was aqua here, where
can I connect this? I will use NF tool. Maybe we can create a
cut goes like that. It's I think it's
okay to do this. Et's tab again, and let's see, is there anything else
we could do here? I will select all the faces and move these down
just a little bit. K to the Z, and let's
take this down. Let's tab out and
let's see what we got. I just want to avoid
this overlapping, so I will grab
this hit to the Z, and move this down
right here, maybe. Just leave some space. All right. Some of
these vertices, I think they should be book
to go to the bottom view, and the curvature
here is not perfect. But I think it's okay. I will rub this create a guide at E and six
through this like that. All right, this is the problem. These vertices should be moved forward a little
bit and after that, this guide could be
deleted. Let's do that. And I will use the OtateTol then click here and hold Control
and Tri to create Stritine. And now all what
we need to do is just align these
vertices with this line. Let's go back here and then I will grab these vertices
and move them. Hit key. Let's move those over
here and let's take this bag. All right. And these vertices or
maybe all of them, hidkey to the eye and let's
move those back like that. And now maybe we can grab all of them and heade to
move the forward. I write something like this. And then hold D and the rot click and then
delete this line. Let's see if we missed
anything else here. All right. What about this area? I will grab this vertex with this one and then hit E to extrude those
to the middle. And I guess we can
grab these vertices. And from the bottom view, I will hike and move these back and align them here maybe. Grab these vertices right, click and choose track
then let's choose spread. Now we got straight. All right notes that
I guess we can we can grab these and then hit E to extrude them like that to the middle and
create a pace here, hit F. And I think now's the time to
connect these two phases. Let's have one H loop right
here and then grab this with this hit F to create a
phase. Sorry, not like that. We could grab this with
this hit F, grab this, and then I guess we can add one right here and
maybe two here, I guess, grab this, hit F. All right, multiple
time like that. I'll click hit F to
create a big face. Control R to have
one AC right here, grab this with this
hit K to connect them. And then let's use
knife tool to create a cut goes like that, maybe. Something like this. And maybe another cut should go like that. And what else we can do? Can we connect these like that? It's not perfect, but it's not going to be
visible to the camera, so don't worry
about it too much. Even this area needs a
little bit of attention like creates a new
cut goes like that. Something like this? Let's see if we missed anything here. Because we moved these towards the Z axis,
we got this problem. I will hit Key and
move this back to the Y axis like that, and then key to the Z and take this up just a little bit
to get better results. On this side, we don't
have any problem. I just forget to
do one thing here. I just forget to add support
a lobe on this side, just to make this area looks tighter because as you can see, the smoothness goes to this direction because we don't have a support a lobe here. So let's add one egg lobe right here in
this area as well. But I just want to see where
this will go. All right. I will use the knife tool to
create a cut goes like that. And you can I think we can extend
the cut here. It's okay to do that. That will help to get
even sharper edges here. And you can end it somewhere here in
this area, if you like. Let's see where can we end this. Let's move it try here, and I think it's wrong to Yeah,
I think we can extend it. Let's create a cut
goes like that. But Then maybe it could go like this and then k
this area and go like that. Something like this. Alright, something like this. Now we got nice hara Bake here. All I think that's
it for this video. I will end it here
and see you on the
61. 61 Working on the buttom side of the bumper part 2: Hello again. Welcome back here. I just want to add
more details here. So let's see from
where we can start. Third thing, I would like to change something here because I'm not so quite
happy with the heading here. Let's see what we can do here. I will add one egg
loop goes like that. And I want to connect this with this new age loop,
something like this, for example, right, let's slide this a
little bit like that, and let's use the
Niptol to create a cut goes like this maybe. And the new cut goes like that. And then let's
delete these edges. And this one as well, we don't need this. And
this one, I guess. That's what give me
better curvature here. If you want to change
the direction of this egg to go like that, you can do this as well. If you create a cut goes
like this and dissolve this one and delete
this one as well. Arr, create a cut
goes like this and delete this one. And
you can dissolve this. Maybe we can add one egg loop like that using the
knife tool, I guess. But that's will create a
triangle here in this area. So this is the problem
that we will face. But without this, still works, and the results still nice. If you want to add
extra H loop here, go ahead and do that. If you want this air
to be even sharper. Let's end it here and add one H loop right here
to meet this one. Clove this with this head J. All right, it is
something optional. You can ignore it if you like. Let's see if we can add
one H loop goes like this. All right, it will end here. It's okay to leave
it right here. I don't have a
problem with that. That will help to
define this egg. But I just want to check it
if this area should be sharp. All right. Actually, you can
ignore this tip. It's not so quite necessary
to have one egg right here. Even if you leave
this egg, it's okay. For me, I will end with that
and accept this result. All right here, we
have this pocket. Let's see how can we create it? I'm not quite sure
how deep this go, but what I'm going to do is I will grab these
faces and use them. I will hit E to extro this up and then to the Z
zero enter to flatten this. And then I will hit E to
the Z to move this down here and align it
with the surface. And now's the time to
define the sharp edges. I will create one edge
loop goes like that. You can align it like that, I guess, or I will grab these two edges and then hit G twice and
merge them first here. And then I will grab
this with this and then G twice and move
this down right here. And the same thing
for these vertices, I grab this with this and then
hit twice and let's slide this here. All right. And then maybe we can have
one egg loop goes like that. I support the egg loop. And on this side, as well, we need another one, but these vertices
are very close. So what I prefer is I
prefer to move them like that and grab those heat heat wise and move them
as well like this. So we can add one egg here. And by the way, just
keep in mind that you can merk some of
them if you like, if you want to reduce the
number of the vertices, you can create
something like that. I will add one egg
lobe right here and maybe merk some of these
vertices like rubbing these and try to get
rid of most of them. Que wie and merk this over
here and those as well. And these vertices, I guess
we can move them like that. All right. All right, this edge is very close.
Can we delete this one? I think we can do that if
we mirror this one here. I guess we can delete this edge loop Just make a similar G twice
is mark this one over here and G twice to make
this one there, I guess. And in this case, I guess we can get rid
of this age loop. It's okay to get rid of it. Yeah, still working.
That's very cool. On this side, I think we
can have the same we grab this egg loop and hit
twice and merge it like that and maybe merging
this vertex like this. And let's see if we can
get rid of this age loop. I think we can. It's important.
This one we need it. And the same thing we
can do it right here. Itise let's merge
this one right here, G twis and let's
merge this one here, let's see if we can get
rid of this edge loop. Can we do that? I think we can.
That's very cool. And we could do the
same thing here. I will move this like that and then key twice and merge
this one right here, and I guess we can get
rid of this egg loop. Alright, this one we needed
because as you remember, we added this one to tighten this area a little bit,
so I will keep this one. Instead of deleting this, I will add second egg loop just to have sharp corner and I
will connect this with this, and I will have one right here. And one right here. And one edge loop should
go maybe right here. Or I think we can
dissolve this and add one edge loop right here and connect
it with this one, a K. On this side, I
will add this again. I think I think we should
recreate this edge loop, and it should be connected
with this one K. All right, J is not going to
work in this case, so I will use the knife tool. I think it will be better. Do we need to use the knife tool? I just want to focus
here a little bit. Or maybe we can
do something else like I'm not quite sure. Maybe we can create an
age loop goes like that. And here. Tap out, and
let's take a look. All right, and now we got this. It's very nice. Let's see if we need to create
something else here. It's not so quite necessary
to add everything. You can ignore most
of these details. Et's see if we can create this. I will go to the phase
selection mode and grab this, and then I will hit E to
the Z and extra this up. And then as to the Z zero, interact to flatten this and then to the Z just
to move this up. And maybe we can move
this bag a little bit, or just this edge,
not everything. Qe twise and slide
bag like that. And let's flatten it or
align it with this edge. Key to the Z. You can go
to the back if you like. Key to the Z. Let's
move this down. Alright, we have
something not make sense. Just hit and move this
and align it better. As to the Z zero enter. All right, this vertex should
be aligned with this one, hit e and move it like that. And the same thing for this
side, I think it's aligned. I quite sure. What's going on here? Alright,
something like this. I will use F tool to create
a cut goes like that. And ends there. One age
loop goes like that. Rub those together, a twice,
and merge them like that. Can we do that? Sorry,
these raritiess. And I guess we can All right. I will use a knife tool. Sorry, I will use the knife tool to create
a cut goes like this, and then Alt click
and dissolve this. And let's dissolve
this one as well. And let's use a knife tool again to create a new
cut goes like that, and let's dissolve this
one and dissolve this one. Control R to have one
loop goes like that. Use the knife tool again and let's create a
cut goes like this. I think we could slide
this kind of bit. And then I will use the
knife tool one more time here to connect those together. All right, one g loop here
just to make this area tighter and one here as well to connect
this with this hit J. And I think we don't
need this edge loop. So I will hit wise and mic
this one here like that. I think it's okay to
have a result like this. And on this side, we could
have one loop goes like that, and it should be
connected with this at J. This one, I will
leave it just to give me tighter corner here. And what else we could do? Let's tab out and
let's see what we got. All right. The
result looks nice. But let's see if we can
get even better results. What's going to happen if
we add one egg loop here? It will make this a tighter. All right, maybe
we can grab this with this it wise and get
rid of it and merk it here. That will give me
better results, and maybe we can add one
egg loop right here. Yeah, that will help to
get even tighter results. All right, something
like that. Is there anything else we could do
here? Could we create these? I think that's enough
for these details. After doing all of
that, I will grab the entire loop and just
extrude this up a little bit. Hit E. Before we do that, I think we should
have one edge loop right here and connect
this with this hit J. Now hit E to the Z, and let's
extrude this up just to create a small frame,
something like that. And then I will grab this
and then hit Control with BtbaVllt Something like
that, it will be okay. If you want to get
Better Corner, you can grab this and bevel it. That will increase
the resolution here. But after doing that, we just need to move some
vertices around. Now, the resot looks better. The corner needs a
little bit of tweaking, like in the X ray, we could move some vertices somewhere like this just
to get better corner. All right, now let's try to fix the direction of these edges. I will use the
knife to to create str cut like that and
delete this edge. And the same thing here, I guess we can cress
S cut goes like this and alt click and dis this. All right, I just forget
to include this one, so I will move this
to the XO from the bottom of you just key and move it
right here, I guess. All right now the
result looks better. Maybe here we can add one edge loop so we can
control it because I feel this area should be these vertices should
be moved down, grab them head E to the Z, and let's move this
down just a little bit. I just want to see the frame, and I want to see it
right here as well. So I will here, can we grab this
and move them down? Or maybe we should have
one edge loop here. Maybe we can grab
these and move them, hit Q to the E. Let's go to the right of
view and let's see if this goes straight or not. I will grab this vertex and then hit E to create
a guide goes like that. So it's not going straight, as you can see, we
have a small care. Well, that's mean it's okay to move some of
these vertices up. It's totally okay to do that. Et's drop the Q to the Z. All right now the
result looks better. Alright, I think that's
it for this video. I will end it here and
see you in the next one.
62. 62 Prepering the rear fender to create the weel wall: Hello again. Welcome back here. Alright, before we
go any further, I just want to make
small changes here. You can see this area here. I have this frame
goes like that, and I have the second one. All what I want to do is I
want to move this one down. Just grab these vertices and move them down and
align them with this. Alright, I don't
like this result. So let's work on that, and
I prefer to create a guide, and I can take the
guide from here. For example, you can grab this a loop and then hit KvD
and move it like that, and then hit Ps to separate it. And you can use this as a guide. And if you want, you can
it's not quite important, but if you want to let's
delete these vertices, X and then V, and change the
distance between them. Alright maybe that will help
to get smoother result. Anyway, it's just a guide. Adslash to Excite. And now I will grab
those together, head slash, and then
go to the right view. And now I want to grab these vertices and move them and align them
with this guide. So let's work on that and let's see from
where we can start. All right. The first thing that
I want to do is I want to move these vertices
up and align it with this. And I guess we should
start from here. I will hit E to extrude it or maybe you can grab
the guide and use it. Just hit E to make
one extrusion, small one, and then hit
E to extrude it here. All right, and that's it. Now, grab this and
now let's move these vertices up and
align it with the guide. For example, these vertices, we could hit key and
move those up here, I guess, something like that. And those as will hit
and move them up here. And I think we should have
one up here in this area. And I'm going to grab these
and hit and move those up. And this should be moved
down. And this as well. Like that. And these vertices
and those over here, go to the right of you again and then ink and
let's move them like this. All right. Here we have two edges. I guess we can delete one
of them and leave one, and everything will be okay. You can add one edge right
here to tighten this area. And I think that will
cause some problems, so I will delete that.
Alright, something like that. Let's hit Slack too Excite, and you can see now
they are aligned. The result looks
nice and beautiful. Maybe here we can
make some kings like Osa quacre Like moving
this down a little bit. Do we need to do that? All right, as you can see here, we have multiple steps.
I think that's too much. We don't need all
of these stips. We can make this
goes right, I guess. Or at least take
a look and let's see, is there any problem. Alright, I don't see any
problem. Everything looks nice. If you want to move these down, go ahead and move them. It's okay to move them. Or if you like, you can
delete them because I think this area
or these faces, they're not going to
be visible at all. Maybe we can do that later. But for now, let's
focus on this area. I will grab these and
hit to the Z and move these down and make
it flat like that. And maybe I can grab this and hike and make it flat like this. You can grab these edges. Let's see what's going to
having if we use the G straight and change
this to separate. Alright, the result looks
nice. It's not bad. And I guess we can
add this here and hit key to move this up,
just attend a bit. Or, something like this. And for this frame, I guess we can work with
it just a little bit, make some change, like rubbing these vertices
and make them shorter. And I guess you can
grub the entire egg Or, I think we can just select this area, and that will be it. Gitwie and let's move this down. All right, again,
gitie move this down, hit E to align it, flip the alignment like that. And now we got this result. If you like, you can
delete these faces. I just want to tweak
this area a little bit, XF and get rid of it. And this as well. Or let's say grab this, Qie out, and move this up. Maybe a little bit more. I just want to align
it with this one and use N F tool to create
CTCs like that, and then I can grab
these vertices, I guess, and delete them. X V to get rid of them. Grab this vertex X V
and delete as well. And now let's connect
those together. You can dissolve this H, and I guess we can now use the knife tool to create
a cut goes like that. Let's grab this with this hit F. And let's have one right here. Grab this hit F two time. And now we fill this
area with faces. Let's slide this a
little bit like that, and maybe this one as well. Alright here we
have some wafness. Let's try to get rid of it by grabbing these vertices
and use the key strach. And I guess we can do the
same thing for the rest. Is. I don't know. I think that's
not going to work like this. So let's try to find
another scenario. Like rubbing them one by one. So let's grab this and use
the key stretch. Grab this. And the same thing for
this one. And this one. Now we got strite
cats StritEdgeGrab, and let's use a key stretch, and here as well, I guess. Alright, now, everything
is tried and nice. If you like, you can extrude
this a little bit like that and Mirc it right here.
That's important. Just hold Control and Mirk it
here, and this will be it. And now we got nice
corner and simple. And don't worry about
what's going on here, because what's going on here is not going to
be visible at all. All right. And now I will grab these and go to the bottom view maybe. I just want to see
what's the next step. And I want to grab these vertices and then
hit key to move them like that and use the trim to
trim them or the knife tool, create a cut goes like that. All right, I just
want to make sure that what I'm doing is correct. You go to the right and
I guess we can create a guide here and
follow the guide, and I will buh all of these
vertices towards this guide. So let's start with the vertex. I will grab this vertex
and heavy and take this out like that and
go to the right again. And now I have this
vertex right here, and I will put this vertex
right here and hit it to extrude and
extrude this down. All what I want to do is just ph these vertices towards this
guide, and that will be it. All right, you can
can I grab all of these and move them at once, you and move
them like that? We could move this down just
a little bit like that. And then from the right view, I will book these vertices
one by one just to follow this guide like that. Because this area from here to here, it
should be stright. Or at least grab
this and he key, and let's move this over here and the same thing for the rest. And now let's come here
to move these vertices. And those over here. Alright, that's very cool. And I could start
with this one as well and move these
vertices towards the guide. So let's see where's the guide. Alright, the guide
is right here, but it's a little
bit difficult to see. Alright, let's select it. I just want to recognize it. It's right here, I
will take it twice and and move this vertex up
so you can see it better. And now I will grab this and move these vertices
towards this guide. Alright. Go back to the right and let's select these vertices
and hiki and move them back a
little bit maybe. And let's move them
back like that. Let's move this
one a little bit. Or something not make
sense happen here. I think we should
deorb these and move them and these vertices, I guess, and move it towards
the guide like that. And these retics. Alright, now the
egg becomes stripe. And now is the time to grab
those and those as well. Everything here will
be easy to fix, but the problem is
when you go down, it will be a little bit
difficult to control. Et's see what is this, exactly. Let's go to the right and
up everything in place. I guess we could decrab
these and move them back towards the guide, and it would be right here. And those as well. So
this is the guide. Yep. This right here. And let's de grab this et's move this back a little bit. Let's see of those and move
them towards the guide. And the same thing for the rest or let
these, all of them, and then maybe we can hear them and hike and move them
towards the guide like that. If you want, you
can do something. Maybe it will help a
little bit and speed up the process like grabbing
this and then hit E and extrude it like that
and then control L, hit P, and then SS to
separate it and turn off subdividon
surface if you want, or you can do
something like grab the corners and use vertex
crease just to make this he All right. Sorry. Let's see grab
this vertex. All right. And now what we can do is we can grab these faces and just move them
towards this guide. That's all what we could do,
and everything will be nice. So let's grab these faces
in the middle like that. All right. And then it control blast to go on the
selection like this. And now we have all of
these faces selected. And you can go to the front. Alright, it's a little
bit difficult to see. The idea is, I just want to use the face project and project
these faces towards this. So just hit to move them like that and then hold
control and snap them. And they should be
snapped on the face. But just be careful because if you didn't make
this in a correct way, you will have some problems. Alright, so let's pick this
view like that and then hit G. And let's see what we got. All right, we will have
some overlap because these vertices are
pushed too much out. That's why we can
see some overlapping her right here. All right. To avoid that, I will
go here and create a new group for
these selected faces because I don't
want to lost them. And then I will grab
these and move them back a little bit G and
move them right here. Just to avoid that. All right. Now I will go here and speak to the
phase selection mode and select to select these
faces that we just saved here. And then I'm going to
use the project Snap, hid key bolt control,
and snap them. And that should work.
And this will be easy. Okay. All right. And now you can go to the visibility and ing this to bonding so
we can see better. And now let's see what we got. Now, everything is aligned with this and cool. Alright,
so that's what we want. And after that, I want to grab this or I think we
just align these. We don't need to do
anything else here. All right. Let's see if we could
do anything here like do we need to
delete these faces? I think they are not
important to keep them. I guess we can delete
these faces and make it simple by drubbing
these first. So let's make some
things here like grab this and I will grab
them together and tab. I just want to grab
these vertices, hey, Q to the Z, and
align them like that. And let's check the side
as well. All right. And now I will grab
these vertices and move them up, Q to the Z. Maybe a little bit more. And now I will grab this and hit E to the Z and
extrude this up here. Maybe a little bit more. And I will grab this vertex
with this one and hit F to create a
face over here. And then I will
grab these vertices again and extrude them
inside a tiny bit. And they grab this with this and then hit F
to create a face. And I would like to add
one a lob right here, but I'm not quite sure
where this will go. So it's important to follow it. It will reach this
area. All right. That's okay to leave
it right here. Maybe we can slide
it a little bit and just to have
a small distance. And from here, I will hit key twice and
move it like that. Let's see gra I think we
the vertex with this one. It's not so quite
important, but if you want, you can extrude them inside and just mirror
this vertex right here using the vertex snap. All right, that's very cool. Alright, I just want to make this
a little bit sharper. Let's see how can we do that? Let's go to the local mode. Let's see if we can
add one edge loop. Alright, I will
grab this face and hide it at egg
because I want to add a new egg loop to reach this point and then hit all the egg to bring
back this phase. That will help to get
sharp corners like that. Alright, that's very cool.
Now, the result looks better. But I'm not quite
happy with this. I prefer to make some things like deleting some
of these faces. Alright, let's grab
these over here. XF and get rid of them. Did this one as well and
the XF and get rid of them. I will grab these edges, this one with this one hit F and grab this hit F
to create a face. I'll click hit F to create
big face right here. And what else we can do here? Can we delete this entire A up? I think we can delete it and just keep one and grab this
with this headK to connect. And Yeah, I think we can
accept something like that. I know here we have
something not makes sense, but this will be covered. So don't worry
about it too much. Maybe here we could hide these face to create one
right here, I guess, hit to bring back these
hit J after you grab this, and then maybe we can
slide these up hGwie, slide them right here just
to make this corner tighter. Right. And yeah, the
result is not too bad. Let's check everything else. Let's see if we have
any problem anywhere. Alright, I don't see
any problem except for this area when we
added this new age. I will create new
cut goes like that. Ser maybe. That will be better. If you like, you can
add one lob right here and you can extrude
these inside if you want. And then key to the Z to
align it better like that, and the grab this with this
hit F to create a face. And you can add one
loop right here just to make the curve look smaller. But its notes are
quite important, by the way. All right. And now let's grab
this and let's select these vertices or edges, and I will right
what we can do here. I will diselect this. And I guess we can
diselect those as well, and then E to the Z and
extrude those up here. Go to the fronts and align
this edge with this vertex. And now it's aligned. And I guess now we can connect this face
with these faces. It's E again to extrudes extrude this a
little bit more like that. So we can align this
uni extrusion with this due to this E hold control and stamp
here and now it's aligned. All right. Let's you grab
those, hit F to create a phase. And I will grab this
with this hit F. And I will have one
edge right here and one edge loop here to connect it with
the wrist like that. Let's hit F to create a
face right here and hit F again. All right,
that's very cool. Maybe we could create
a cut goes like that and one cut goes like
this and delete this one. Control R to have a
support H loop goes like that. And what else? This H lob is not so quite important if you
want to delete it. I think we can delete it
for now and recreate later. In this case, what we can
do is we can grab all of these faces like that and then hit I for ISET and then hit P for boundary because we don't need to inset
this from the top. And this g loop looks nice. It will give us what we want, especially if you add second
g loop here in this area, or maybe we can grab
this hit G wise, hit E to align it and
flip the alignment. And we just need to move it, but or something not make
sense happen right here. We got two edges. All right. The direction of
this edge goes like that, and I don't want that. I will deselect this and
control to dissolve this one. Alright. And instead of that, what we can do is we can use
an F tool and create a cut, start from here and end here. Hit M in Mica at center. And here as well, grab this
hit M and Mica at center. And the same thing
here, Mica at Center. Alright now, let's select
this new egou let's hit G twice to slide it.
And now let's take a look. If you want to make this
sit right, you can do that. You can go to the
bottom view and tap and you can grab
these vertices, and it is to the Y, but you should delete the SinuA that we just created
if you want to do this. Just keep that in mind. Well, I think I don't have
another option. If I want to do this, so I will grab these
and dissolve them. It is to the YZ or enter. I just want to see
what's going to happen. Alright, there's something that makes sense happen right here. I will grab these edges and
dissolve them temporarily. I just want to make the
process easier for me, and I will grab the entire
edge lob and delete it, and I will recreate
everything I want. So let's go to the bottom
view and go to the vertex, grab this as to the Y Z enter, and now let's say key
to move this over here. Like that. Can we create an age loop? Maybe you can use the
knife tool if you prefer it K and create
a cut, start from here. Make the cast right
goes like that. But we could use we could cut through at C to cut
through and confirm the cut. And now I can grab this new
edge and move it up here. I think we got a problem. He twice and slide it like this. Alright, let's use a knife tool to create a cut goes like that. See to cut through to create
a cut goes like this, and I think that's all
what we want to do. Alright, something like this. I will rub this and just
pick nice with you and head to this move this down
just to make this is right. And now it does. Alright, now the
serve looks nice from the side and clean.
63. 63 Creating the weel wall: Hello again. Welcome back here. I want to start
with the wheelwall, but I want to prepare
everything before I actually creating the wheelall. Here, remember, we
fixed a lot of things, but I'm not so quite
happy with the result. I think we can get
better results. All what I want to do is I want to create a guide and follow it. For example, I can
grab this vertex and hit E to use
this as a guide. Let's put this vertex almost
right here like that. And I want to align
this sledge with this line because I feel it goes up and then down, and
that's not beautiful. So let's try to get
something make sense. What I want to do is I will grab these vertices and move them down, and that will be it. So let's say grab them like
that and then hit G to the Z, and let's move those
down until you align this edge with the guide. Just align the corner first, and then you can grab this, it G to the G, and let's
align them with the guide. We will have a step right here. I know that, but
we will fix this. And after doing this, I think we can grab these vertices
including these as well, and we can hitG and move them a little bit to the X axis and try to avoid moving these out. So just hit and push
them inside like that. After doing this, let's grab
these as well. Q to the Z. All right. The same thing
for these vertices, to the Z, and let's move them and align them with the guit. Go to the right.
Move them inside, key and let's move
them like that. And now's the time
to manipulate this. Grab these vertices, Q to the Z, and let's move those
down and align them with the guit go to the right
G and move these inside. I think we can rotate
them just at any bit. I think we can cancel these
for now and rotate these. Yeah, something like
that. I will be okay. Let's see grab these
vertices as well. G to the Z, and let's
move those down here. A little bit more. Alright, let's see grab the
side and head you to the Z. Now we'll grab them both. And let's move those down just a tiny bit, go to the right. And let's pk these
inside like that. And if you want to hear
them, go ahead and do that. All right, let's move
those out like that. Maybe these vertices
should be moved like that. All right, very cool. And the same thing
for these vertices, it have the space, and
let's go to the select box. And then let's grab
the a key to the Z. You can hear those if you like. Let's go back to the select box and move these a little
bit down like that. Go to the right. Let's
use the here again. Alright, and now
they are in place. If you want, you can corp these vertices and move them
up like that. It'll be okay. Right now we got sit right line, and this result looks better. And here, I think we
can make small change like blocking this area, connect these phases together. I think that will be better.
We don't need this care. I think it's not beautiful. Let's grab these phases
like that, and select this. Let's go back to select box, and after selecting these
at XF and get rid of them, and now all what
we want to do is just grabbing this with
this and mix them. If that will work. Okay. All right. I will grab these two edges and then hit E and
through them like that, and let's see where
these will reek. Well, I will grab these
faces and hit to hide them, and I will hit Control R to
have one H up goes like that. Slide it a little bit like this. And then I will grab
this with this G twice and merk them down here, and grab this vertex twice, and slide this like that
and this one as well. At alt to bring back everything. All this phase with this
one, we don't need it. And then I will grab
these vertices like that and connect them. Keyhold control snap
and snap this over here and the same thing for this one and this one as well. I'll click at F to create
a big face over here. And I will use an F tool to
create a cut goes like that. And this egg loop,
we don't need to dissolve it. All right. This egg and this egg, we
don't need it as well. And this egg, we
can get rid of it. All right, that's very
cool. Even this egg, I guess we can get rid of it, or you can use an
F tool to create multiple cuts goes up like that. And if you want, you can connect those together. It's
okay to do that. And these edges should go here. All right. Now let's step out
and let's see what we have. Because this area is flat, don't worry about leaving
these edges like that and don't worry to have
Ad right here. It's okay to do. It's not a big problem. I guess we can grab this
egge loop and slide it a little bit
to this direction just to make this
area looks tighter. Something like that. That's will make the process easier for me. Let's see if there are
anything else we can do here, like maybe grabbing
these and move them up. Key to the Z, and let's
move these up here. And these edges as
well, key to the Z, and let's move those
over here. All right. Right here, we have
something that makes sense. Let's try to fix it
like moving these up. If you have a problem, you can delete those
and recreate them. Even these edges, if you like, dissolve them, and
then you can recreate them just to guess
it right line. And here As create a
new cut goes there. As we make the cut go straight. And here on the side, I think we can do something like
extruding these pass down. For example, I can grab these vertices
starting from here, I guess, and ends over here, and hit E touts inside. And I think we can add
one egg loop right here and connect those together. Let's add one support a loop here and maybe one right here. All right. And what
about this? All right. I will grab this with this hit F to create
a face over here. Let's have one cat
here and here, as we grab this with
this hit F to fill this. And let's select these vertices, all of them in the
hit F. And I will use an F tool to create
cat goes like that and second cat
goes like this. That's very cool. And here, I think we can grab these
vertices and hit E, or you can marry those together. Grab this with the set
F, one cut right here, grab this with the set f2t. Or something like
that. If you want, you can add one A loop here just to make this
area looks tighter. And now we have this.
All right, very cool. And on the other side,
let's see what we have. Everything looks nice here, but I just want to extrude
some of these vertices inside. Maybe right here. And
let's add one elope goes like that and second a lobe
on this side goes like this. If you want to slide
it a little bit, go ahead and do this. All right. The result
is not perfect, but it's something ease to fix. Hit J to connect these Qtwie, hit E to align it and
move this right here. And yeah, now it's aligned. After doing that, I
will add two egg loops, one here, and one right here. All right. And now I
guess we can grab these and hit E to the Z and
extrude those right here. Grab this with this
set F, grab this with this set F multiple time to
fill this area with faces. And I will grab these, hit E to extrude
those over here, grab this with this set F. And I'll grab this
with this one, hit F, and that's it. You can second the A
group here if you want. And now we got this
result and it is nice. All right. After doing all of that, maybe now we can start
with the wheel wall. And I think we can grab one
vertex from here and use it. For example, I can
grab this vertex and It's heavD and let's
move it over here. And let's hit E to extrude
one extrusion goes up here, and then grab those together, and I will book these
inside like that. And if you like, you can hit
P and then Ester separated, and grab this and start
with it, go to the right. And I will book these down maybe right here,
something like that. I just going to live
small distance. And I will keep
extruding this and follow follow the
curve of the fender. All right, let's keep extruding
this edge and just keep small distance between the
vertices and the fender. You can make a big
extrusion like this. That's okay to do.
And after that, you can add vertices
in the middle. I'm going to do that because this technique will
all be faster. And let's have one
extrusion right here and one strite cut
goes like that, I guess. And now we grab all
of these vertices, right click into a space to fix the distance
between them. Okay, something
like that, I guess. All right. What else? Let's go to the perspective
and let's see what we got. Select all the vertices and key, and let's move these
to the X axis. Maybe right here. The idea is, I just want
to extrude these inside. So let's push these
inside like that, and this will be it, I guess. And now I want to grab these vertices and push
them out like that. All right. That's
very cool. Let's grab this with this, hit E to the Z. Let's extro this over here. You can use this as a guide. Grab these vertices, and let's move these
a little bit inside. And I think this
distance looks nice. All right. And now I will
grab the vertex with this vertex and then
hit F to connect them. And you can grab those as
will hit F. And I'll click to grab all of these
and then hit F. And now I will grab this face
and then hit I for inset, and then hit P for boundary to can see the
difference when you hit B. Let's extrude these like that. And I think we can grab
these and bubble them. It can't roll be to bubble
them to two like this. Make the bubble something
very small like that. That will be okay. Tab out, right head smooth, and now we got smooth result. And now I just want to
check if we have a gap, and we have very huge gap. So in this case, I will hit ATS and
push these out and lay these now let's tap again and let's see you
just want to check the gap. You can see the difference here. And according to this result, I can feel we have
some variation. For example, the vertices
we got right here, they should be pushed
in a little bit. For example, this area, you can activate the
subdivision surface in the edit mode just to
see the final results. All right, let's
check this area. The distance here looks nice. The distance here looks nice, as well, but here
it's very close. I will hit key to move this and you can see the black edge. All right. I just want
to have small distance, and that's all Let's
grab these over here, key, and let's move this up. Let's just grab these.
Everything here looks nice. This area looks beautiful. Maybe this area needs to
be moved a little bit. Let's move this like
that. Alright, that's very cool. That's nice. I will tap or, sorry, I will turn this off for now, and I will add one egg loop
right here and one here. Maybe one right here
and one right here. And now we got this result. I will grab this and I will hit HD to
duplicate like that, and then hit M to move
this to the Shrinkwrap. And I will hit F two to
change the name of this to wheel while rink R or shrink
rop just to recognize it. And I will grab this and
start adding the details. So Fir thing, let's try to
delete the unnecessary faces. You can grab them and move them back like
that, and that will work. Or you can use a knife
tool and trim them. That will work as well. So
let's move these in Key twice, and let's move this
inside like that. And the same thing for this
one. That's very cool. Rob this key twice, and let's move this inside,
and this one as well. Right twice, and let's move
this inside right here. This area needs one edge because you can see
here we have a care. That's okay to do. We will add one later. Let's grab these, hit twice, and let's move this
inside, almost right here. These vertices, we
don't need them. Crow them hit X V
to get rid of them. And here we could do
the same thing Q twice, and let's move this one back. Like that. And this one we should move
it maybe right here for now. It's something like
that, I guess. Alright, so here we
should have one egg loop. And now I will grab this he heat wise and
slide this back. And I guess we could have
one acb here as well. Kewise sorry, key and let's
move this towards the X axis. And maybe one here as well. All right,
something like that. And you can see here we
have multiple steps, and that will affect
the final results of the wheel wall, and
we don't need that. We want to get better results. So in this case, to fix that, what we can do is we can
add hringcrab modifier here and turn over the
subdivision surface for now and take this down
and ring crab on the wheel waring like that. You can see the result
before and after. And after that, you can
apply the sharing crap. And now we can tap and you
can see the difference. Now we have better
curvature. Let's go in. You can see all these vertices pushed towards the rim and
everything looks nice. And we can do that
again and again until we get something
nice and beautiful. All right. You can see these vertices
are moved as well, but that's not a
problem because we can increase the number of the vertices or you can
inflate that after that. So it's not a huge problem. I will add one a right here. You can slide it a little
bit, maybe right here, and I will use N tool to create
multiple cuts like that. You can edit right
there and you can grab this vertex hit
X V to get rid of it. And I guess we can now grab
this and move it like that. Right. And this vertex, I guess we can pick a nice view like
this and move it here. And I think we should
take it out a little bit. I will activate the subdivision
surface in the mode. I just want to see the result. Control up to have
one H right here, and this should
reach this corner. So let's create a
cut goes like that, and on the other side as well, let's have one H goes like that. And here, now we
got nice corner. We can use it and move
this up a little bit. And here as well, we could add one H loop here and
one here as well. And now we got nice
result, as you can see. All right, what
about this vertex? I will hit A and then hit
I for inset and then hit P to turn of the
boundary and let's create small rim like this. That's very cool. Maybe we can maybe we can grab this edge and it
can roll just to bevel it just to make this
harp and we can grub it and pick nice of you like that maybe achy to move it like that. And we can do the
same for the rest. And the same thing for this egg, rub it head can roll be
let's have nice care here. You can pick nice and achy
and move it at end of bit. You can get rid of
these two edges. We don't need them.
And let's tap out. I just want to see the result. And let's see what's going
to happen if we shrink crop this on the guide. Let's pick the
wheel wall shrink. Just want to see the result. All right. The
result looks nice, but here in this area, I can see we have small space. And I guess here as well. So let's try to manipulate the
guide itself a little bit, just to get better results. But I don't want
to see everything. I just want to see the guide. Now we have it. So let's go to the right view and tap just
to grab the guide end. Let's see what's the problem. I will grab these vertices,
for example, end. I think we can add one H right here that will
help to control this better. I will hit you to move
this to the rim like that. And and it's nice. All right, maybe one He
loop right here as well, and now I will grab these in the X ray mode he to
move them like that. The distance looks nice,
maybe a little bit more. And these vertices as well, and let's move those right here. And you can increase the number of the
vertices and add here. Let's move it right here. Yeah, I prefer to add
multiple vertices. That will give us
better results. If you want to follow the rim. Key and let's move it
right here. Grab the. Key and let's move
this over here. Key and let's move it up here. Grab those over here and
move those down like that. Control R to have
one A loupe here and key let's move it up here. Grab key and let's move
those down like that. Key to move this up here. Let's move those down here. Let's move this up. All right. Alright, this one, maybe we can move it a little bit like that. And I think we need
one egg loop here. And for this area, I guess we can just move
them a little bit like that. And for those,
everything looks nice, maybe, and I think we can move. All right, everything
here looks nice. If you want to get
even better result, you can rob the age ring,
control alternately click, and then you can go to the
select loop and edge loop just to select all the edges. You can see what I did here, and then you can relax them. That will give us even
smoother and better results. Right click and relax, have again, and everything
now is relaxed and beautiful. The distance are even,
everything looks nice. Maybe here we could take care
of this area a little bit. Like rubbing these vertices
and hike and move those down. Or maybe we can start
with these here. Hike and let's move those over here and crab those after that and hike and
let's move it right here. And maybe here we should have one H loop so we can control it. Hike and let's move
it right here. Maybe one H loop right here. Key and let's move this over
here. The same distance. What about this area? All right. And now I can
grab this and hide it. Let's take a look.
Let's see what we got. Everything looks nice. You can shrink the low
bollly on the guide. For example, you can
put the smart right here and it can
troll and up light. And now I just moved all
the vertices of this. But if you do that, you
can see the gab be bigger. So I'm not so quite
happy with this result. I can accept this. All right. And now maybe we
can start with this area, and let's see what
we should do here. I guess we could have one vertex here and I should
move it like that. Maybe we can bevel this two. And I think that
would be better. Viki let's move it like
this. And those as well. Let's move it right here. Everything looks nice so far. We have a small gap right here. Let's see why that's happened. I think we need to increase the number of the
edges in some places. So I will grab these and
move them a little bit. And I grab these as well and move them just to fill the gap. Anything else we should do here? Let's see if we have a gap here. Well, yeah, we have
a small gap here. Maybe we can move
these all of them. Key to the g. That will be it. And here as well,
key to the eggs. Like maybe these I can enrap them together,
key to the Xs. Let's go back here. Let's
see what we could do here. I will add one A
lube goes like that. Maybe one, it should
go right here, and I guess we could crab
those together hike and move it like that and maybe take it down Q to
this E and support this with second A lube from this side and
this side as well. And here we should have
one A loop goes like that. Maybe we can slide these
a little bit like that. And the grab this with this hike and let's
move it like this. I can roll off to
have one egg loop here and one a loop right here. And this vertex just pckniee
and move it like that. Right let's see
what's the problem. Here we have a lot of
eggs, you can see it. All right, we will find a
solution for all of that. But for now, let's focus on creating the wheel
boall in a good way. Alright, now, everything is blocked. Nothing visible here. And the result looks
nice and beautiful. And now let's try
to find a way or solution for this
area in the middle. All right. Some of these edges, maybe we can weld
them somewhere. Let's see if we can add
one edge right here. I think we can grab these
and hit M and Mic at center and the same
thing for the rest. And if you do that, you can reduce the number of the edges. Grab those hit M
N Mic at center, let's see grab these and
delete most of them. And what about this site? Grab the a's and Merc at center and they grab
these and delete them. And the same thing for this,
you can dissolve all that. And what about this area? I guess you can use an N
tool to connect this with this and maybe we can use an N tool to
create cat goes like this. Maybe one cat goes like that. All right, the result looks nice and beautiful and smooth. All right, it's
like to isolate it. I just want to see a turn
of the ring cra for now. So now we have a
rim around this. Maybe now we can give this a
thickness using the soldify. So let's grab this and
let's add soldify. And the thickness, we need
to be outside, not inside. Let's go to solidify and see. Yeah, let's add maybe -1.3, something like that, or you can go beyond that if you like. And don't forget to
grab the outer edges, and let's go here and let's go to the mean bevel
weight and let's add one here. Just to add a Bibl after that. Or let's close this, and let's add BivilO you can grab the Bivil
from these pieces. Just select the grab this hold. You have to grab
the wheelwll and then sorry grab the wheel hole, you have to grab this piece, and go to the Bivil
and Coby to select it. Now it should copy right here. And the same thing for the
weld, Cobi to select it. Now you grab this and
let's see what we have. All right. Let's go
to the soldi five. Maybe we can manipulate
it a little bit. See what's the problem
here. All right, we got two Bibl. I think we copy the
Bibl not the wild. It's not a problem. We can grab the bold and
add it right here. So this is the wild,
and there we go. You can make this thicker,
if you care about that. And I think it will work if
you book this a little bit, you can get thicker results. And if you have a
thicker result, there is no reason to
stick with the sentic. You can ing this to
offset if you want. I don't see any problem. Everything looks
nice and beautiful. Let's see what's
going to happen if we go beyond this number. All right. That's very cool. Everything is blocked, but here, I can see that we
have a problem. Let's try to get rid
of this problem. I think by adding one H look right here, I
think that will work. Let's add one g right here and
I will grab these vertices and pick a nice view like
this and he and take this out like that, I guess. And that will help to fix it. The gap is very small,
and that's what we want. Alright. The result
is smooth and nice. And in case you
want to book this further and want more room, you can do that if you like. Here, I noticed
some overlapping. Let's try to avoid this. I think we can add one egg
look right here and use a knife tool to
create a cut goes like that. And all what we want to do
is just grab them and hit key and move them like this. Yep. Something like that. Alright, I think that's
it for this video. I will end it here and
see you in the next one.
64. 64 Modeling the floor of the car: Hello again. In this video, I want to create the
floor of the car. It should be right here, just a geometry just to
cover this area. That's all. So I think we can grab
this and start with it, grab it and then go to the
phase selection and select, for example, the phase right here and then head control plus two gross
selection one time. And can we grab this maybe and then hit he
D to take a Kobe like that, and then write click to leave it in the same
place and then hit P, and then it's separate this out. Tab out and let's grab this. And let's go to the
local mode tab again. So just want to delete this
edge. We don't need it. Now hit eight,
select everything, and then hit E with Y to
extra this like that. Almost right here, maybe. Key to the Y, let's
move this back to the corner like this,
and that will be it. Most of these vertices, we don't need them or edges, for example, this edge, I think we can
delete this one as well, this one and the rest. Let's delete those and
delete these over here. Just make a symbol. And
let's go to the right. Let's grab these
vertices because I think we could
move these up here, and this vertex should be
moved like that, I guess. And here we have a gap. I think we can add one egg loop. Let's circle out the vertex. Hit to hide them and
hit control R sorry. It control R to add
almost right here. Alt to bring back these
and let's connect those. And you can go to the local
mood and let's connect. I don't see the
edge on the side. All right, grab this vertex, hit H to hide it. Control R two at one
edge almost right here, alter edge to bring back
this J to connect those. And I did that just to
lose this area like that. Maybe we could move
this a little bit. Key to the Y and
let's move this bag. Key to this, let's take
this almost right here. All right, that's very
cool. Now let's go to the right again and let's
sit like those over here, hit key and let's move it
and line it's almost right here and grab everything
and then it's E. And let's hit key to
move the new region. Let's move it maybe right here. I just want to see
what's going on here. As to the Z zero, enter,
let's flatten this. As to the Z zero
enter as well here and grab them like that in the X ray and let's
move them up here. Right now we got this. All right, let's go
to the right again. One more extrusion, it E, let's extrude this over here, the key to move it and
align it like that. And let's focus on this
area a little bit. I will grab this
and then the key to the X and move this
inside like that. You can go to the bottom view
just to see the results. Just move it at ten a
bit and align better. And here, I guess
we can move this back almost right here. And the same thing on this area, I will hit key and move
this back over here, and I will grab the side
and grab all of these, to move them right here, and then let's focus on those. Let's move this one over here. Something like this, I guess. Key twice or that's
not going to work. I will hit key to
move those over here, and then just out these vertices and move them like that,
and that will be enough. And now I will select
these vertices, all of them, and then hit E
and extrude them like this. Let's go to the perspective
just to see what we got. All right, that's very cool.
Now we got something nice. Go to the bottom of you e and let's move those
over here to the side. Something like that
for now. All right. Let's go to the bottom view. I just want to do
something. I will grab these vertices and move
them forward a little bit. I just want to change
the angle of this edge. I think that will give us
better results if we do that. I don't like to leave
the sit rights like that because as you can
see, this is the angle. When this H meet this one, the angle will be right here. So the could go like that. And the same thing for this one, the could go almost like this, so I want to get
something close. All what we could do is we could grab these
vertices and move them, and that will give us
almost what we want. All right. Something like that. And the same scene right here, I will grab this hickey
and move it like that. Just move this a little bit, and that will be
enough. All right. After that, what we can do is we can select this face right here and
we need to extrude it. So grab it and hit E
to extrude like that, you can go to the top to
see where this will go, hit you to move it until
you reach, this edge, and I will grab
these vertices in the X ray mood and
move them a little bit forward, right here, maybe. And here we need to
add multiple cuts and move these vertices towards the edge
in the X ray mood. So this one go like
that, and this one, we could move it right here and the same
thing for the rest. And that's not
going to be enough. We need to add edges
in the middle as well. Alright now, let's
move these new edges. And let's move this one as well. And this one right here.
And maybe this edge. I think this one
we could move it out and the same
thing for this one. All right, everything
cool, but we just forget to do something important that we could move these down, give to the Z, and let's
move these down right here. And it should be
aligned here as well. All right. I think we should move these vertices down
a little bit for each edge is key to the Z and let's move this down and the
same thing for the rest. This one as well. This one. All right.
That's very cool. Right now, I will select these faces and I will extrude them at E.
Let's move this forward. Let's go to the right of you. I just want to see
where this could go. I will extrude them
almost right here. All right. And then maybe we could have
a second extrusion. Sorry, E and extrude those
one more time like that, and we could trim the pass
that we don't need All right. Let's go to the right and
I will add one H loop, and it should be
almost right here. In this phase, we
could extrude it and align it with this frame and
let's see if that will work. Let's grab this and hit E and let's see if
this will align. All right, it's not
going to be aligned. The extrusion is not
going to work like that. Hit E to extrude to
the X axis like that. That will be better. I will hit Control to
add one a loop here. And let's move this one to this side and add another a loop and let's
move this over here. And let's let's change the
selection to select books, and let's see grab these edges. And I will go to
the bottom of you and key to move them
and move the pack just a little bit to
create this tip like that. Similar to what we have here. I don't know. I
feel that we have a problem here. Do
we have a problem? Let's end do that. I just want to see what's
the problem exactly. All right, let's dissolve
this and dissolve this one because there is something
that makes sense. Let's add this
again, hit control. You have to to duplicate
it to two like that, and then go to the vertices,
grab these vertices. And from the bottom view, G to the X, and let's move
these to the XX like that. And now let's take another look. I think the result is
better. And yes, it does. Maybe a little bit
more. Yep. That's cool. And for the front area, I think we should move
these faces up like that, I guess, something like this. And we should find a solution
for this area to be filled. I'm not quite sure what
option we have here, but let's move
this back for now. And I guess we can
add multiple cuts here to follow the caracter
of the front bumper. Or at least you grab these and G and let's move
those back here. And the same thing for the rest, you can go to the bottom of you. I think that will be better. Hike and let's move
this right here. And this one, it should be
moved forward a little bit. Let's add one cat
right here and hike and let's move this forward.
One cat right here. And let's move this
forward as well. And one cat right here. Or actually, I guess
we can add two here. All right. And then I will grab this and I will
move this forward. And this one as well. Let's add two cuts right here as well. And the ray, let's
grab this and move it right here and this one as well. And this vertex as well,
move it like that. And they grab this and hike
and move this right here. All right, the
result looks nice. All what we need to do is just find a way to look this area. For now, let's
grab these at S to the Z or enter,
just flatten them. I guess we can I don't know, maybe we can add one right here and the bullet
two like that. And then I guess we can grab these vertices and move
these down, G to the Z. And now let's grab
these four vertices and AG and let's move
these right here. And for this right here, I guess we can make
this area thicker. So let's grab these two
vertices and hit to the Z, and let's move those down here. And I guess we can
grab this and hit key to the Y and let's
move this right here. All right. That's very cool. I see if we missed anything here. Everything is aligned
and beautiful. But we just have this
area to be filled. All right, let's see
if we need to do anything here. All right. What I'm going to
do is I will select these faces and delete them just to make the
process easy for me. I will grab this vertex
or maybe All right. I think we should I'm
not so quite sure, but I think we should move
this vertex down to the Z. The face will be twisted. I know that. But I think we
don't have another option. And now let's grab this vertex, go to the bottom of you and
hit E multiple time and exclude this vertex
and follow this curve. Like that. And now we should
move these vertices down. And the same thing
for this. All right. And this vertex. And
this one as well. I will add one vertex right
here and hit Q to the Z, and let's move it right
here and one here as well, Q to the Z, and let's
move this up here. Maybe one vertex here. And let's move this one up. E to the x to align the
edge with the edge, and then what else? Alright, this one
should go straight. Right now, grab this and I will hit keyhole control and snap it right here
with this vertex, it should be well All right. That's very cool. And now we could grab
these edges, all of them. Or these vertices and
hit F to create a face. Let's try to find
a way to connect those together. Grab
this with the set K. Maybe 11 vertex
here in this area. All right, so I will use an F tool to create a
cut start from here and ends here, I guess. E. And let's add multiple cats here or let's add one right here in this area and grab
this with this head K. And one cat right here,
grab this with this head K. Grab those head K.
Alright, that's very cool. Even if you leave this
area without anything, that's okay do because this area is not
going to be visible. We made any problem here? Alright, we got something not makes sense, hear right here. Let's see what is
it? Yeah, this phase was created and
we don't need it. We just need this
one on this side. And now I guess we can
grab these vertices like that and hit E to the Z and extrude them just to
create the thickness. And now grab this vertex with this vertex hit F
to create a phase. And let's see what
we can do here. We have this vertex. All right. I will grab this vertex, hit E to the Z and extrude it. And let's see grab
those together, hit F. And then I will grab this vertex with this one right here and then hit
F to create a face. Alright, that's cool. Let's tap out and
let's see what we got. The result is not perfect because there's a lot
of work here to do. So let's do that together. What we want to do here, we
want to add support loops. So let's target these first. Let's add two cats right here to make this corner
sharp and one cut right here. And one cat here. All right. And one cat, it
should be right here, maybe one here as well. And one on the side. And one cat goes like that
just too tight in this area. All right, something like this. And the same thing here, Maybe
one A loop goes like that. Hit E to align it
with the front side, hit F to flip the alignment. All right, something like that. What about this area?
Let's add one A loop. Maybe we can it wise to align it and E to
flip the alignment. At F again. Yep,
something like this. I think we have an
overlapping here. Must are quite here.
Yeah, I guess we should add one egg loop
here in this area. And let's go to the bottom view, and let's take this out. Maybe one egg loop right here. And let's take this
out a little bit. We should put the smart right
here. We still have a gap. Alright, what I'm
going to do is I will grab all these vertices
and move them at once to the X axis like that. Let's see if we
missed anything else. Here we should have
one egg loop and one egg loop on the side
to make this corner sharp. And here we should have
an edge loop right here and one here can move
this a little bit more. The key twice and
move it and one eggelob right here
and one right here. And the same thing for the side, let's add one edge loop here. And maybe we can add two here just to make this
corner looks sharp and nice. All right, one lube, it should be here and
one on this side. That's very important to add. And let's see if we
missed anything else here as everything goes
like what we want. Alright, this area, we should have the club
that we create here, should it should
take this darken. All right, so I will grab
these and then hit egg. Sorry, hit egg to hide them, and I will add one egg here. And then hit Alt egg, rub this with this head k, connect them, and
then let's delete this one because we don't need
this egg to go like that. Even this one, I guess
we don't need this. Here we could have one edge
loop, the same we have here. And on this side, we could tighten this area and this edge. Let's tab out. All right. This edge as well. Let's targeted, and I
guess this one right here. And what else? This edge loop. Did we
forget anything here? It's like too exciting.
Let's take a look. We have a small gap here. Let's see what's the problem. I like to excite. I just want to see what's going on
here in this area. All right. The problem is, we don't have
an age loop goes like that. And here, as well. If we create one here, it will take the
wrong direction. Anyway, let's put it and let's see what's
going to happen. All right. I think that's great. I think we fixed it. I like to excite and see what we got. Yep, I think that's
what we want here. And for this area, I guess we can make
small things like rubbing this and key to the Y
axis and move this forward. And you can see the result is
not perfect because we need second egg loop just to make this corner looks
better in here as well. Alright, now the result looks
better. Well, that's weird. I think I made a mistake. We could move this back to align it with the wall like that. Let's see if we
have any gaps here. Everything here is sealed and the result looks
nice and beautiful. But here we could
make some tweaking. Let's go to the right,
and let's see what's the problem and how to fix it. Let's see grab these
vertices and hit Q to the Z, and let's move those up here. And let's go to the side. Let's see grab the
hit Q to the Z, and move these a little bit up. And now let's take another look. Yep, now the result
looks better. Maybe here we can
make small change like rubbing these vertices and move them up a little bit. In the perspective, you
can do that, G to the Z. Let's move this up. Let's go to this area and
let's see what we got. Let's go to the bottom of you and check the gab
we got right here. Active the subdivision surface and the edit more to
see the final results, and I'll seal this. All what I want to
do is just move these vertices for
a little bit more. All right. And let's
move those here. And the same thing for this one. And this one right
here. Everything here looks nice and working. And don't worry about this area. It's okay to accept it
like this because it's not going to be visible
anyway. All right. We did great here.
Everything now is sealed, and we don't have any gaps. Right. And I think that's it. All right. I will
end this video here
65. 65 Modeling the front weel wall: Hello, again, welcome back here. Let's start with the
front wheel wall. And I think we can grab the body itself and cope
with the verticeasie, or you can create a new vertex
and follow the curvature. I will tab and let's see
what we can do here. I will grab this edge and hold control and grab this
and keep selecting these until you reach this
edge right here and then hit have D. Or you can hit P and then it to separate this out,
and that's it. And let's go here, and
let's do the same thing. Let's grab this egg
loop, hold, control, and grab this, this, and then hit P and
then to separate it. And let's you grab these edges, for example, this one, let's
see what we have here. Subdivision surface and
mirror, right, that's cool. But here, we have Kring crop, we don't need it, and this
one we don't need it. And yeah, I think that's it. Now, let's grab those two, and it's like to go
to the local mood. And I will tap again and let's delete these
vertices all hit Control, like dissolve them,
and I will hit key Holt Control and tap smart right here just
to connect them. And what else we can do? AlClick space, Alt
click and space just to make the distance
between these vertices even. That doesn't work. Anyway, let's tap out, and grab this with
this hit Control J to make it one piece, and then tab again at A, space. And yeah, that's very cool. You can reduce the number of the vertices here because
I think that's too much. Just grab, for example, grab leave this one and
grab this, leave this one, and let's do that again until we reach this vertex at Control X, A, right click and Qe space. Alright, this vertex is
not merged with this one. Walt control, and snap it
again, and now it's merged. Go to the right
and I guess we can move with gas a little
bit, and that will be it. Hit A, grab everything, space. Now let's hit to exxte and
now let's take a look, grab them all, hit E to the X, and let's push these inside, I guess. Something like that. And then I will hit E to
through those like that. And go to the bottom
view and to move, and let's move this over here as to the ge, enter flatten them. And I think we should
align them with this edge, key and move them and
align them right here. All right, that's very cool. Now let's see what's
the next step. I will look up this vertex with this one and
go to the right, and I will let to extroud this maybe one extrcan right here and one extrican
almost right here, I guess. And for this side, let's exclude this one here
and one right here, maybe. All right. Head, you have
to enter or calculate the normal, and there we go. Now we got this.
I will grab these too before we
actually doing that, I guess we should grab these two vertices and
move these up a little bit, maybe right here in the same
thing for the side, I guess. So grab these and to the. Let's move them up here. And if you want, if you like, can you can make this
thicker if you like. You have this option. All right, this
vertex is aligned with the surface, but
here we have a gap. Well, in this case, I guess
we can do something like, let's go to the local mode. And what I want to
do is just grabbing these vertices or
the top vertices. It's a little bit
difficult to grab them. All right let's try to find
a good way to select these. Maybe we can grab
these faces first. And I think we can hit Kanto Blas to grow Slecen
multiple time until you reach. These faces are right here, and then you can deselect
everything else. And I guess that will help to
grab these and select them. Yep, it's like to excite, and now I guess we can
hit key to the Z and move them up but be
careful when you do that. At least see what's
young to heaven. Hit e to the Z. Let's
move those up here. I think that's
something okay to do. Or a key to the Z
and let's move those down a tiny bit like that. Have out. All right. The result looks
nice, but I don't like the variation and
the thickness right here. Let's try to find a
solution to this. I just want to grab some of these faces and move them.
That's all what I want to do. And I think we can
select these faces. Let's see grab these
and select them. You can deselect those for now. All right end, let's
grab this. Sorry. Something like that, and I guess we can include
those right here. And we could grow the
selection two time. And I guess we can di select those and diselect this phrase because we don't need
to include them. And maybe one more
time, it can throw loss to roll the selection. All right. That's very cool. All right, I will
deselect these faces. And then after doing that, what I will do is I will grab these and
move them down and align this edge with
this edge right here. You can go to the local mood
and go to the right X ray, and now I will see
if that correct. Yep, grab this edge and
move it down. That's all. So this is the g right here, hit Q to the Z, and let's
move it down until here. All right. See what we will get. We will have a tip right
here, but that's okay. That's total okay.
It's not a problem. And here we will get a
variation in the thickness, and I think that's okay. All right. What about this edge? Here, if you like, you can add one egg here and one right here. If you want this area to be
sharp, go ahead and do that. Sorry, I think the egg,
it should be right here. All right, it's not a problem
to have this one here. Now I will grab this and now the line is right and
that's what I want here. All right. After doing that, I
will grab this age with this A and then
hit F to connect them and grab this
or you can Yep, I guess we can grab them
all like that and then hit F and grab these two faces
and then hit I for NST, and cancel the boundary, hit. Something like that,
it will be nice. And then I will
grab these edges at control would be to bevel
them to two edges like that. I just want to align this corner with this
corner. That's all. And it should be
aligned here as well. So the first thing, I will hit
key to the X and move this back almost right here. And then I guess we can right, scale this to the Y as to the Y. Key to the eggs, and that's it. And let's check
this one. I think it's in the correct place, yeah. And now I will grab these, and then I will hit key twice
to slide these like that. And I guess that will be it. And on this side as well. Yep, that's very cool. Maybe I can rub those
right here and g to the Z and these up and
put them above the frame. But we will have a gap. I will select these G to the Z, and let's move those down here. Rob this vertex, and
then hit G to the Z, let's move this down
here, like that. You can slide it a
little bit if you want. All right, let's see, check this area. Everything
looks nice. If you want, you can book
this bag a little bit. Grab these faces,
hit S to the X. Sorry, S to the Y,
you know the X. Yep, something like that.
Alright, that's very cool. And now let's try to follow
the that we have here. You can follow it or you can trim this area with
something if you want. You can do that as well. Let's just grab this vertex and then hit G to move
this bag for now. I think we can grab
this and work with it just a little bit because I don't like to leave
it like that. So what I can do is I can grab this with
this and then hit F and create face here
and trim it like that. That's what make
life easier for me. Let's have cut goes like that. One cat goes like this. And one cat goes like that. All right. And maybe we
can add one egg loop here, something like this. And I guess we can grab these vertices and extrude
them in and from the top, just align it with this vertex. A something like that. And here we should
have two edges, one here and one
right here, I guess. All right. Then I will rub this with this and then hit F
to create a face. Rub this with this. Let's
add one edge loop here. Hit F two time. And here we could do the
same thing, I guess. Rub this with this hit
F and the grub all of them hit F to create a phase and use the Nifl to create a cut close like that. All right, now what I will do is I will grab this vertex
and hit E to extrude it. And from the top, let's put
this in the correct place. Let's say right here maybe. Then let's grab these vertices like that and then
hit F to create a phase let's extend
these vertices over here. And now I will grab this
and extrude these E. Sorry, we could include
this one as well. Go to the top and let's
see if that's correct. Maybe this vertex we
can move it like that. Slide it. And let's have one cat here, second cat right here, Cb dose it multiple
times to fill this area with faces and
the same thing here. Alright, that's very cool. I think this area is not
going to be visible, so don't worry
about it too much. I just like to excite and now
let's see what's next step. Grab this in tap and Alright
here, everything looks nice. Just move this a little bit, and this will be enough. And I guess now we could
have one a loop right here. All right, let's grab this head key and let's move it like that and this one key, and
let's move it like this. By the way, I guess we can put this inside, and that's it. All right, that's
very cool. What else? This area, it should be filled. I will add one a loop right here and second egg loop
here, I guess. And now I will grab this vertexi to this
and move this down. And Alright. The variation, the thickness
here cause us some problems, and I think we can
change that for this area by grabbing these
vertices and move them up. Alright let's see what's going
to happen if we do that. Hit G to the Z,
let's move this up here and grab this
hit G to the Z. All right. I think
that will be okay. And now I will grab this vertex
hit to the Z and move it down to reach this point and maybe we can slide it a little
bit here to the corner. That will be better. All right. Let's add one egg lobe
here for this corner, second lobe here, and the
same thing for this corner. Right. And let's check the side to
see what we can do here. All right, grab all
of these vertices and then key to the X. Let's move this a
little bit forward. But make sure to avoid any
overlapping having here. Now, I don't see
any overlapping. Actually, I guess I think
we can accept this result, but here we need to
make some tweaking. Like moving these down
a little bit like this, and then maybe we
can a second edge just to make this area a little bit sharp from here. And if you create a
cut goes like that, it will cause heading
problem, I guess. It's not a huge problem. Don't see anything. Everything
looks nice, actually. If you want to give
this a thickness, go ahead and do that. It will be nice. This area, by the way, we should have an egg loop here in one right here
to support these edges. Now we got something nice. Now, this area is covered, but here we got a problem Keytise and let's
slide this right here. And I guess this vertex, we can move it back
like that and use an et to create a
cut goes like that. Et's see if we missed
anything else here. And now, if you like to give this a thickness, go
ahead and do that. Alright, I guess we
can push this back. Alright. Maybe we should
have one egg loop here. And now I can key twe
and push this inside. Alright. This area, we
could make it sharp. So yeah, it's okay. Just create a cut good like
that, and that will be it. All right, what about adding
bevel modify with soldify? Let's see if that's needed. What I'm going to do is I will go to the local mode
like that and I will add soldifyO the opposite
side like that. Everything looks nice. I don't see any problem.
It's like to excite. Check if we have any
overlapping happen anywhere. For example, here, we can
see some overlapping. That's mean we should make the soldify a little bit thinner, and that's what we will do here. Just move this baag
and that will be it. Well, I guess that's it. Let's see before and after. Right here we have small gap. Alright, so what we
can do about it. I guess we can use a knife tool and create
a cut goes like that. And move this down Q to the Z. That makes sense. And if you want, you can add vel modifier
to bevel the edges. So let's tap and grab
the outer edges. Actually, we can
select everything and then hit I for inset
and create small ram, hit B for boundary to
cancel the boundary. And this creates
small rim like that. Then I will grab the outer
edges and then go here and go to the min Bevel and add one here because I want Bevel
to target these edges, and now I will add Bevel. And let's change this
from angle to weight. And here you can
manipulate this. Let's active the wire frame, and you can change this
20.01, all right, 0.1. You can add two if you like. If you want this to the care
to be nice and beautiful. And here we have
very close a kids. You can get rid
of them by adding the wold and change
this to 0.01 maybe. You can see before and after. And this is something
optional, by the way. Don't forget all of that is not going to be
visible that much. But now we got
something nice and everything is blocked
or let's say sealed. I don't see anything here. Everything is beautiful. Let's take another
look and let's see if we missed anything here. Nope, nothing. All right. I think that's it
for this video. I will end it here and
see you in the next one.
66. 66 Starting with the wheels part 1: Hello again. Welcome back here. In this video, I want to
start with the wheels. And here we have
two type of wheels. We have this one, the
famous one for the spectre. And we have another
one. It's right here. I'm going to show you this one. This one is very beautiful, and it gives you
the luxury feeling. And this one as
well is very nice. Um, creating this wheel, it will be a little bit
tricky and complicated. And if you create this, you could create the
details behind it, like the calipers and the
flank or the disc brake. But if you create this one, there is no reason to care about the details behind it too much. Anyway, I think
creating this wheel, both of them will give
you the nice looking that you are seeking for. This one, as I said,
it will give you the luxury feeling,
and this one, it will make the
spector familiar because most of the
spectors has this wheel. Anyway, so let's see how can we create this wheel? I
will create this one. In the reference images, I will leave this
image right here. I'm going to use it. It's
a good image to follow. I will go to the
right view and I will click any drag and put this image for example
right here in this area. Scale it a little bit, make it small and ag and let's
move it right here. And I prefer to put right
here inside the fender, and let's put the three
decssor right here in the middle so we can scale according to the position
of the three decorsor. Just change the transform
to three Dcursor and now we scale according
to this position. Ge to move and let's
move this a little bit. Just try to align it. First,
scale it, make it small, and then hit e to put it in a good place like that and then scale it gradually like that. Just a little bit.
And then I think we should move this up a
little bit and align it. And don't exaggerate. Just align it and don't
spend too much time on this. Just make a symbol, and then I will put the three decosor
in the middle here. It's a little bit hard to put the three decoso
in the middle. So I prefer to create a circle and we will put the three decosor in
the middle of that circle. Hit hf eight to AD and add the circle and let's
rotate this to the view, and I will scale
this down like that. And try to put the circle
in the correct place. First, remember to move the circle forward,
maybe right here. I just want to create
the wheel out. And now let's see if the
circle aligned with the wheel, let's scale the circle
to align it with the big circle of
the wheel like that. I think the alignment
is perfect. That's why I will adopt
the circle Alright, so the question is,
what's the farest tip? The farest tip, as I think, is to create this piece,
one of these pieces. And because we have
the three decorso in the middle, that's
something cool, I will hit heft eight
to add and I will add plane and align the
plane to the view like that, and cue this to maybe
ten centimeter. Just make it small. Let's move this up like that and
scale this a little bit. Tap to scale this by the way, I just forget to
do something here. I will delete this
plane for a reason. When I moved the circle out, I could bring the
three D courser to the position of the circle, it right click or hit hs and
use coarser to select it, and there we go after
you select the circle. And then go back and
hit A to add the plane again and align this to the view like that,
and there we go. Now, I will change this back to medium
point, if you like. He G, let's move this over here and then scale
this a little bit and align it
with this piece. And don't move this to the left or to the right. It's
wrong to do that. We need this to be in the circle in the center of the circle. All right. After scaling this and align it with this piece. I will hit G and move this
maybe right here and tap and grab these two vertices and hit G and move those
right here, for example. And those, I guess we can move them up. It's okay for now. Go to the ray, hit Alt X, and then right, I just forget
to active the screen cast. Let's do that. And then I
will use the knife to hit K, and let's create a cut start
from here and ends here, following the reference image. And now we have this nice cut. All right, so this
is the first step. After that, let's bring the reference images
to understand the wheel a little bit. So here we have a circle. This is the big circle, and here we have the small circle. According to this
image, you can see that the small circle is not
aligned with this circle. I mean, if you draw
a line like that, this circle is not
aligned with this line. This circle is aligned almost
with this line, I guess. So here we have a distance. Just keep that in mind. I can't put this image right here, okay. Alright, so now let's
see what we have done. So this is the first step. After that, I will
create the big circle. I just want to create
the structure, and after that, I will
merge everything together. Tab out, and the three D cours
are still in the middle. I will hit Chapter A to add, and I will add another circle. And align this to
the view like that. And it's very big,
as you can see. The vertice is you can change
this to, I don't know, just change the number here
to maybe 662, I guess. It's okay to increase the
number, and I will skill this. I'm not quite sure if this is the correct
number that I want, but I will start
with this number, and in case I want to double
the number, I will do that. And by the way, I have no
clue how to create this. I just started to create
it without any preparing. So we will make
mistakes together. All right, so we created
this and something nice. After doing that, tab again,
and let's take a look. So how many vertices
we have here? We have one, two, three. I think that number is not enough. So I will hit eight to
select all these vertices, and then I will hit right click and subdivide
to subdivide it. But after subdividing this, you can see the edge is
flat here and here as well. These vertices should be
pushed let's say out, the easiest way to do this, you can use the relax, hit right click and use
the loop tool and Q relax, and now they are relaxed. You can hit Heft R to repeat
the last action again and again and now they are relaxed. Now the curvature looks nice. All right, that
number looks nice. I will accept this. After doing that, I will
hit E to extrude and S to scale to extrude this inside like that to
create this step, and then E and then S to extrude the second
step like this. And after doing that,
as you can see, according to the
reference m here, you can see that this egg it should push it
inside a little bit. And we're going to do the same. But I'm not quite sure
how far I should go. But let's guess that together. For example, I can book
this just a tiny bit, and in case this is not enough, I will tune that later. But for now, I will accept this. You can eye poll it and do that. And if you push this right here, I guess this circle it should be aligned with this inner circle. So in this case, what
we can do is we can go back here and grab this circle with the big one and tap and grab these vertices
with these vertices and push them together inside hid key and move these a
little bit back like this. The question is, is this circle perfectly aligned with this one with the big one? I'm not saco here yet, but when I create this arm, the big will be a
little bit clear. So now let's get started. According to this image, you can see the near edge. It's very close to the
edge of this circle. So let's go to the
right and grab this circle and let's work
with it a little bit. What I want to do
is I want to hit E to extrude and then S to scale and scale this until you
reach this point right here. All right, that's very cool. I'm not quite sure
if we need to double the number of the vertices
because that will be too much. Alright, I will double the
number of the vertices. What I'm going to
do is I will grab these two edges and subdivide, and then grab these two edges again and use the relax again. You have the arterpeat that again again to get
better results, and now the result looks nice. And after that, I could grab this inner outer edges and key and move
this pack like that. And don't worry how far
they should go for now. Let's try to make a symbol. And now I will tap to grab
this grab these two vertices, and let's push this
bag like that. So the first vertex, it should be aligned right here. You can grab it and move it up. The position looks nice. But the second one,
you should push it and avoid the twisting that
we got here in the face. I will grab this
corner like that, and I will hit key
to move this bag. Until I see flat face. I think we should
move this back. And now I can see that we
have flat face right here. Change the view. You can go to the Orthographic if you want. Just hit five from
the Nabat and I think we should move this a little
bit more key to the X. Let's move this a little
bit more like that. And now I think we
got what we wanted. All right. Yep, now
the face is flat. So this is the farthest point. And this is the closer points. What does mean is the
thickness that we got here for this inner circle is
perfect and makes sense. Alright, everything
looks nice so far. The second step that we do here, we could grab these edges
and extrude them back. Grab him like that and then hit E and extrude
pack like that, and hit S to the X here, enter. Let's flatten this. And let's try to understand
together how this will work. So the idea is, I think we should move
this pack for now, this edge until you align
this edge with the circle, head to the X, almost
right here, I guess. And from this point, this vertex should be pushed in a little bit more like that. And I'm going to remove
this edge for now. All right, now let's grab this, and let's take a look and
let's make a comparison. Let's see if I have
an emic right here. I think this image is
good image to understand. I just change the I just make small adjustment
just to see the result. But you can see this
edge it's a little bit thick from this
area from here. And I think we
should follow that. So it starts thin from here, and as we go down,
ith be thicker. And that's what we
should care about. And it's visible right here. All right, I will put
this image right here, or maybe I can put it
inside Purif as well. Well, right now, we have it
right here, both of them. All right. So Yep, this one should be
pushed back this vertex. Let's exit from the
orthographic mood. Grab this vertex and give the X, and let's move this
bag, and let's see now what we got,
something like that. All right. And this
one, g to the x, and let's move it right here. Don't worry about
the vertex here. I just want to align
this g with this care. This is the idea. And now we got something looks nice and close to the
reference I make, if you make a comparison, the result looks beautiful. It's okay to accept. And on this side, let's try
to get something makes sense. I will hit and move
this spec like that. And I guess it
should be like that. I'm not quite sure
how this should be, but at the end of the day, just try to have
something looks okay. Alright, let's see
if we have an gas. You can see it should be thin when you reach this point
from the other side, not the side, not the side. I mean, the other side, that one, you can
see it right here. It's very thin. You can see it. And I got something
close very close. I guess we can go with that. If you book this back too much, I think does not make sense, or maybe it will be accepted. Or I guess you can push this bag a little bit more.
You have this option. You can book this bag just
a tiny bit like that. Yeah, I think that
will work. Tab out, grab this, grab the CD and move this bag until you
align this edge with this. So now we got this
result. You can see it. And if you want to
fill this area, I guess you can do
that by grab this with this hit F to
create a phase like that and then hit F again.
And now we got this. All right, this phase is
twisted a little bit. But I think that's okay. Since this phase
should be deleted, don't worry about it too much. Let's accept what we
have here for now. Alright, so what's
the next step? I will grab this tab and I
will grab these vertices and I will hit E and then to extrude and scale
this inside like that. The idea is, I just
want to create this small He right here. I think we should scale this
a little bit more like that. I think that's too
much. Let's go back. And for now, let's
accept this result. Yeah, I think that's it for now. Or if you like, you can fill it with big face.
That's okay to do. And even this area, I guess we can extrude it just a little bit like that and
fill it. All right. And right, so far,
we got this result. And after that,
we need to create the second arm and
connect those together. All right, so the three D
coaster still in the middle. I will add an empty right here in the middle because
I want to use the array, so just add an empty, and I will use it
later when I want it. Grab this and let's
go to the right view, and I will add the array
modifier just to array this. I don't want to use the
relative offset, turn this off. And let's go to the object
offset and activate this one, and let's pick the empty. And now we have the
empty selected. And right now when
I rotate the empty, we should see
something. All right. I will hit Controll and
apply the rotation, apply the scale because,
yep, we should do that. And I think the position of the origin dot should
be aligned right here. I will grab this and hit right click Origin to three decorsor. And yeah, now it's aligned. And now when you
rotate the empty, you will see you
will see something. And when you rotate the empty, you can see the number right
here, it will be changed. Just note that, I will hit R to rotate and
you can see that. So how many arms we have here? We have seven arms, okay? To figure out the correct angle, we should go here to the X
axis and rotate the wheel, rotate the empty, I mean, and we should rotate to the negative. I will go here to
the X axis and add negative 360/7 arms,
and then hit Enter. And now we have the
correct angle butts. We don't have the
correct number. Go back here and
increase the number two, if you want seven, go
ahead and do that. But I think we don't need that.
I think we just need two. It's very important to
duplicate these because here in the reference Emic
you can see here we have an overlapping intersecting
between these pieces. And it's visible right here,
and we could have that. If we didn't have that, that's mean we have a problem.
We should fix. Well, according to this results, I didn't get what I wanted. So that's mean this
indicator tells you that you have something
wrong you should fix. According to this image,
you can see if we make a comparison started from the start point and the
end point right here. If you draw a line like that, you can see the distance
here is very small. I mean, this age, almost, it should be
pushed a little bit forward like that
to be right here. From this point, it should
be very close to this care. That's mean we pushed
the far vertex. We pushed it too much,
and we should fix that. You can grab just one
piece and work with it, and all the pieces
will follow it. All what I want to do is the grabbing this and
hit key and move this bag like that until
you see some intersection. And yeah, now we got something. Now we have some intersection
and that will be it. Well, let's see if we have
any twisting in the face. We have small twisting. If you want to avoid that, you can move this
forward gas a tiny bit. Or you can go beyond
that, I guess. In this case, I
guess we can hit to the X and move it forward
a little bit more. And you will ask me, I have
problem with the circle here. Well, that's correct. We could move this a little
bit forward, to the X. Let's move it almost
right here. All right. I think this is the
correct results, I guess. Just keep watching watching the edges and see if
that's close or not. In my case, I think the
result is very close, and now we have the overlapping
that we are seeking for. And the distance
of the overlapping makes sense if you
compare it right here. It's nice and beautiful. And I guess, yeah,
we did great so far. Alright, now, the question
is, what's the next step? I will grab this and tap and
grab these edges like that. And then I think we
could extrude this bag, hit E, and push this back
like that just a little bit. And then I guess we
could grab this as well and hit E and
extrude this bag. Let's say right here, maybe. You can go to the top to align these two edges, and
move it like this. And you can grab these together, these two edges, and I guess you can hit right click
and choose the bridge. Yep, it will work.
That's very cool. And the head of the arm, we should trim it
and move it inside. All right, so I
will tab and grab this and go to the
front like this. And I just want to create multiple cuts here so I can grab these
vertices and move them down. But let's see how
can we do this? Alright, I will tab out and
grab this and I will make the wire frame visible so I can see the number of
the edges that I want here. And I guess we can
do something here. Like I will show you
what I can do here. I will tab and grab these faces, start from here and edge there, and then I will hit Havd
to take this aza Coby. Or don't take all these faces. Just to grab the edges, start from here and end there. And move these to the
X axis like this, hit S to the Z Z enter, flatten these, go to the right. And now let's go
to the vertices. I just want to see the results. Let's move this up here for now. All right, I think now
what we can do is we can hit P and then
Etro separate this out and grab this new line, and I will use this and you will understand
what I'm doing here. Tab, after flatting this, grab these vertices and hit
E and extrude those down. And I want to use this as
a cutter to cut this arm. Allr after doing that, just go to the phase
selection mode, hit H select all these
pass and then hit X to open the delete menu and use delete on pace because
we need the edges. To create the slices and
then tab out to grab this. And then tab to go to the
edit mode, and don't forget. I just turned off the
ray modifier for now. After you tab to the
edit mode of this arm, hold control, and add
these edges like that, and go to the right view
because it's very important to pick the the view, otherwise, the projection, it will go to the
wrong direction. I'm going to use this option, it's called knife project to apply these cuts on this arm. Just choose that. And
then here we have a good and important
option to active it's called cut through to cut
through the geometry. And now I have a trim from this side
from this side as well, and you can see
before and after. By the way, because I change
the view, I got a problem, so I will go to the right
and turn this on and off. Yeah, this is what I want. Then tab out, and now we
have nice trims here. You can grab this and
delete it if you want. And after doing this, tab and let's grab these vertices
and move them down, it key, and let's move it right here and the
same thing for the rest. Let's see what we got. Alright,
this result looks nice. I think we can grab these faces and just push
these forward just a tiny bit, a G to the X and
move these out just to avoid the overlapping that
we're going to have here. Or I think Blender
will handle it. I'm not quite sure, but here you can see two phases overlaps. And if you want to use bullying, this scenario sometimes
cause some problems, but let's see how blender
will work with this. Inside blender, we have an IC tool here and
the add on section. Let's go here. It's
called pull tool, B O. Just active this pull tool, and when you active it, just go here and you will
find it here under the edits. It's right here to use. What I want to do is I want to union these together, right? But I active the array first like this. I'll write
something like that. And the question is do we
need to merrige all of these? I think we just need
to merge two of them, so I will change this to two that count,
that will be okay. That's it. And I
will take a copy of what I did here
in case I want to go back for any reason,
and I will put Tra here. And then I will apply the
array and go this with this and merge those together and go here to the union
and let's use Union. As you can see, we got a
problem, let's choose this one. And let's see
what's the problem. I think before you do that, I think we should check
the face orientation. Everything is blue, everything should work fine in this case. Alright, let's grab this
with this and hit Union. And let's grab this
let's try to move it. Let's try to understand what's going on, why that doesn't work. Alright, let's go
to the modifier, something here, not make sense. I think that doesn't
work because of this piece is overlapping
with this one, and I guess we should
separate them first. So I will tab and
grab this side. Just select any phase,
hit Control L to select the whole geometry and then hit P and then
S to separate it. And these should
be united first, to grab this with
this and then hit union. Let's write
the first one. And yeah, now they are
united and we don't have anything here
in the middle. And now I think they
should be merged with this one in the middle called to grab this and
let's use Union. Alright, now, when
you go inside, you didn't see anything here. Everything is trimmed and
yeah. That's very cool. And now after doing that, we could merge these
with this piece. So grab this with
this and hit Union. And yeah, there we go. The result looks very nice. Alright, so this
is the first step. After doing that, we could
delete half of this. Go to the right tab here, and then let's delete
half of this. All right. For this area, I guess we
can delete this phase. We don't need it anymore
in this one as well. I created these phases just to help me when it
comes to use Union. If you leave this area open, most of the time the
union will not work, but now it's working. You can see the result now. And even these phases, I think we don't need
them. That's it. And this one as well,
we can delete it. We don't Yeah, it's
not important. And what about this phase? I guess we can delete it. Squat here for now. Anyway, let's go to the right, and I'm going to grab half
of this like that and delete this half hit X V to delete it. And now we have half
of this deleted, and we need to delete
half of this one as well. All right. So here we have, by the way, let's check this area. Do we
have a problem here? Everything is aligned, but here we could have an
edge in this area. I think we can push
these a little bit. Let's see what we have
in the perspective. All right, G tise and let's
mirror the SMR right here. And then go to the right, grab this gtise and slide this
over here like that. After deleting the side,
let's work on this side. Let's go to the X ray.
I just want to take a look and let's see if we
should do anything here. For example, this
vertex should be pushed here in the middle
and this one as well. We should slide it like that and this one as well right here. Just make sure to put it
in the correct place. I think we got a problem
right here in the back, yeah. That's correct. So let's go back here
and then he key twice. The same problem. All right, how can we fix this? I will delete this one. X V
to delete these vertices. Just delete them and
get rid of them. And now let's see
crop this G twice. Let's slide it like this. All right, the
same scenary here, Q twice, slide this right here. And this one as
well, Q twice and let's put this
almost right here. And the same thing
for this vertex, Qwice and let's slide
this right here. And from this area, we
have vertex right here. That's good. And here,
everything looks fine. And now let's delete
these vertices. We don't need them
anymore. Grab those, all of them, its X, V, delete them, and let's
grab this as well. And those are here, X,
V, and delete them. And you grab this
one, there's vertex, X, V, and delete as well. All right, so now we got this and this one
we don't need it. So yeah, we got this. And
this one is duplicable. I mean, if you go to the right and grab this, hit Heavy D, and R to rotate, you can duplicate and
create the room again. You can see now we
have the same room. All right, so I think
that's it for this video, I will end it here and
see on the next one.
67. 67 Modeling the wheels part 2: Hello again. Welcome back here. All right, now let's see
what's the next step. Let's grab this tab
to go to the mood. Alright here we have
a cleaning gurney. We could clean and
mirror some vertices. The first step that I would
like to do is to hit H, select all the vertices and
use marriage by distance, and let's see what's
going to merge. Hit and Mirage by distance. And we have 12 vertices close to each other marriage.
And that's something cool. And here, I will
grab these vertices and hit X V to delete them. For now, we don't need them. And what else? I will grab these
vertices and hit to the X zero and 30 flat in this. And then I will move these and align them with
these vertices. But let's focus here a little
bit because I think we should clean this area
like grabbing the vertex, for example, hit
key twice and slide it and this one as well,
and this one as well. And now let's grab these vertices and then
hit key to move them, but make sure to active the vertex snap hit key
and move those right here. Hold control to snap these vertices with this
one, and that's it. And here we have
orphan vertices. The orphan vertex is a vertex that's not
connected to anything. For example, this one,
it's not useful and it's not connected to any age. That's when you can dissolve
it and get rid of it. Like that. And here
we could do something like connecting these these edges with
these edges right here. I mean, the edges of the arm connect them
with these edges here. That's will be better. So here, let's get rid of
the often vertices. We don't need them. And right, how can we do this? I think we should create one
vertex right here, I guess. If we go to the right view, Yep, we should have one vertex. One cut goes like that, and you can connect it to anything, just to
know the place. And you can slide it a
little bit like that, just to put it in
the correct place like this. And then
let's go back. All right, so now I
know where should I put this vertex grab
this with this. You can hit to create connecting between
them and dissolve this. We don't
need that anymore. I will use the knife
tool to create a quick cut goes like
that for a reason, and I will grab these faces and then hit XF and get rid of them. I just want to make
the process easy. And I will hit keyT move and hold Control and
snap this one here, and the same thing for this
one, snap it right here. And this one, I guess
it could be right here, and this one, it
could be right here. And this one, I guess we can slide it a little
bit, and this will be it. Gettise at A and
move this up here. Something like that.
I think it will work. Maybe we should slide it
down just a little bit. All right something like that. All right, that's very cool. And then after that, we can delete these faces
hit XF and get rid of them. We don't need them anymore. See if there are anything
else we can do here. What about this vertex? We can dissolve it
actually. We don't need it. And here we could
connect these edges. So grab them key holt control and snap this here
and in the X ray, grab this and snap
this one over here. And for this one, I guess
we can snap it here. It's okay. Key holt control,
snap it right here. This one snap it up in
mirrgt and for this area, I guess we can grab this vertex, it key holt control,
snap it right here. And we can do the same
for the rest. Grab this. Alright, and grab
this one and this one as well. All right. Something like this. And here, let's see if we can do
anything like sliding these edges and mix them
anywhere like that, and maybe those as well. Alright, now the mix
become a little bit cleaner, and that's progress. Alright, so now the next step
is to create these slices, as you can see them right here. Let's see how can we do that? All right, I will
grab what I got here, and then I will hit Shift D to take a COB right
here because I want to work with a COBI I will hit Control A to
uplo the rotation. I just want to reset this and receive that one if
you want. That's okay. And I want to use
the array again for this piece so grab it. All right, I just want
to ching something here. I will bring the three
decoser over here. I grab the empty, heft
and Cursor selected, and I just want to
ching the position of the origin dots exactly in
the position of the empty. Otherwise, when you use
the array modifier, you will have a problem. So I try to click and origin to three
decoser and that's it. And now we grab this, go to the modifier list and add
the array and zero out the relative offset and then go to the object to pick this
object, active the option. And then pick this one. Control A, apply the rotation and apply the scale
for this piece. And then what we should do is we should rotate the
empty to have the copy. But how can we know the angle? Alright, for the angle, when you rotate this like that, you will understand that we are dealing with negative values. Well, that's mean I
will go here and at -360/7 arms, and then hit Enter. Now we have a new
COVI go back to the modifier and let's
increase the number to seven. And now we have something here. All right. That's very cool. After doing that, I will apply or before you
apply the RLs add weld just to weld the
note wolded vertices. And then I will hit
Control A and apply visual geometry to
me and now we have this mesh. All right. And now I will tab, and then I will
grab these phases. I just want these phases as all. I will grab them, and maybe I will include these
as well, right here. And what else we could
include? Alright. Let's grab these faces as well, and then I will hit heavy and
move this page right here. That's too much.
Maybe right here. And then hit P, and then
to separate this out. And they grab this and delete them all. We don't
need them anymore. And now let's go back. Alright, so now we
have this result, and now we need to
create these slice. Alright, the number of
these slices are one, two, three, four, five, six, and we have the seven, and it is a little bit
bigger, as you can see. Well, I think we can create a guide to make the
process symbol for us. Alright, I will put the
three D coosor over here. You have the SN
Cursor to select it. And then I will add cube. Scale the cube make
it small like that. And then I will you to move the cube up here and let's move it the front of the umetry and scale
it a little bit more. I just want to scale
the cube y like this, maybe a little bit more or you can align it
with these ropes. Something like that.
That will be nice. All right, that's
very cool. And now we have this cube ready. I'm going to use
this as a guide. So I will put this cube
right here and then duplicate it and align
it with these ropes. Let's go to the modifier and let's add the array modifier, and we need to duplicate
this to the Y. So zero out the X axis, we don't need it, and let's work with the
Y, as you can see. And let's increase the
number. All right. So how many pieces we need here? We need one, two, three, four, five, six rips. So let's add six here, and let's move this
bag like that. Alright, so now we need
seven in this case. Because this is the first
object or the first strap here. And then after doing that, align the last one
with this edge. So just be careful here. Let's move this 2.15, 2.18 maybe or that's too much. Maybe six, maybe 553. All right, five, two, 51, yep, something like that.
And it's very close. All right, so the
guide is ready, and then what we can do is
tab to go to the eight mode, and then I will
create multiple cuts. Using the knife tool, I
will hit K to create a cat, start from here, hit A to make the cast and confirm
the cat like that. And now we have a
cat right here and then grab this hitGtse, slide it and move this
a little bit like that. And now we have
this edge aligned. Alright, what about
the H right here? You can create a new one. All right, so let's
use the knife tool. It's click and then hit a to make the cast
right and accept this cut. And then G twice
and let's move it, and then hit E to align it. Let's move it like that and
align it with the cube. But here we have a problem. The edge is not going strike. Alright, maybe we can
slide this a little bit, and then key twice and let's
see if that will work. All right. Yeah, it's
not going strike. So in this case,
that doesn't work, when you create the new cuts, it could be very
close to this age. If you have a problem
with this area, these vertices are not aligned. You can just grab
them like that, hit X V, and delete them, and you can recreate them again. That's will make
the process easy. Just extrude them up like
that, and that will be it. Maybe a little bit more, hit G to the Z and align them better, and that will be it. And let's see if we have Yep, we have orphan vertices. We don't need them.
Get rid of them. Alright. That's very cool. Let's see if we have
anything else to do. If you don't like this idea, there's another
technique you can do like a grab in one of
these edges, for example, and I will hit Heavy D to take a CV right here and then go to the right is to the is
just flat in this edge. Let's do the Z and
scallop make it tell. And as you can see
now it's become tell then hit G to move
it let's move this over here and align
it with these boxes. Hit HeavD to take the next one. But before you copy this, make sure that you are in
the edit mode. So Okay. Rub this hit P and then
it's to separate this and then grab this lone tab.
Now let's work with this. All right, H D to take another
OB and it could be right here and he D to put one here, He D to put one right here. He D again and let's add
one right here. All right. And he D to have one
right here as well. All right. That's very cool. And I think that's it. Yep. And now I'm going to
use this as a atar, and I'm going to show you
how that will be done. Tab out, grab this, tap the mood hole control and
add these to the selection. Go to the right view,
and I'm going to project these lines
on the humetry. Go to the mesh and
cues knife project, and they should be projected. As you can see here, we
have new edges. All right. And now let's delete unwanted edges, and you can see them. It's very easy to see them. I control X and dissolve them. And I guess we have
one right here. We don't need it. And this one, I guess we
don't need it Squish or Yep, we don't need it. All right. That's very cool. That's nice. So now, what's the next step? The next step we could
copy what we have here and rotate it. So I will hit select all of these faces
and go to the right. And then I will hit F
D to CV and rotate. But if you rotate this
and the edit mood, the center point will be right here, and we
don't need that. I mean, if I hit R to rotate now, this is
what I will get. Let's change this to
the medium points. So yeah, this is the result. What I want to do
is I want to rotate this according to the position
of the three D coosor. Change this to three D
coosor and that's it. Now when you rotate, it
will be rotated like this. So now after selecting
these faces, it's ft D to take a copy and then R to rotate
and rotate like that, and just align it with this arm, Zoom at R again, rotate and zoom in
here, R and rotate. Or something like
that, you can go to the it's a little bit
difficult to see here, I guess, but we are
very, very close. Something like that.
Right, that's very cool. Cool. And now let's delete
the phases that we don't want. As you can see here. Between the ribs, we
have an empty area, and we should have
something similar. Go to the phase selection
mode and start grabbing these faces and delete them. And the same thing here. Hit XF and get rid of them. And now we got this.
Not just that. Some of these faces
we don't need. If you go here, so this is the middle area. Let's see, try to figure out
where is the middle area. Yep, I guess this
one right here. Let's mean is we don't
need these phrases. You can delete them actually
at XF and get rid of them. And here, we can
do the same thing. These pass, we don't need them. We can grab them like
that and delete them. At XF and delete them. And that's all what we
want here, actually. All right so let's go
to the perspective. I just want to take a
look to see what we got. The guide and this stuff, we don't need them
anymore. Delete them. Now we got this. All right. What I want to do here is
to connect this vertex with this vertex All right, that's not going to work because the transform swich
to three dcursor. Let's change this to median. Gehl control snap, and here it's snapped
and it's connected. If you want, you can't fix the distance between these
vertices, that's okay. These vertex need to be
connected with this one, and the result looks cool. After doing all of that,
I will hit A to grab them and Alright I'm going to hit G and move this
bag close to the surface. Like that. I just want to kick the distance here because
according to this image, you can see that we
have a small distance, and we need to have
something similar. I'm going to grab these and hit Ketise and slide
these up a little bit. Just leave a small
distance like that. It's very important, maybe a little bit more and the
same thing for the rest. Grab these vertices, and let's try to have the same distance gewise and
slide these up. Something like
that will be okay. And then grab them like this
and then hit E to the X, and let's extrude
them a little bit, give these small thickness, and then hit a heft
to recalculate the normal in case these
faces flipped, and then hit G to the X, and let's move this back a
little bit until you see some intersection like that because we're going
to use the boolean. That's cool. Tab out, and now we have this
result, as you can see. All right after
doing all of that, I will grab this
grab these edges, and then hit E and
extrude this bag. So we can see if we have
any variation here. I want to see if these vertices aligned with the rim itself, what you can do is you
can grab this and show the wire frame and tab here
and make a comparison. For example, it's better to grab these vertices and
align it with this one. I will give you a better result. And let's move this over here. You can eye Bullet or you can, I think I'm going to do
that instead of using Snap or in case you
want to use Snap, well, it is not going
to be easy to do that. Yeah, I just eye
Bullet. That's it. Let's see what's going
on here. I think these vertices is better to
move them up a little bit. Let's move these up
here and align them. Like that, it will
be nice to do this. And what else? All right, let's
check this area. Alright, I guess I can grab the edge of the wheel and
move it a little bit. Let's right here. I'm going to key twice and slide it over here. All right, that's cool. And now I will grab the
rib and tab and grab these vertices in the X ray and had key to the Z and move these down just a little
bit and align. All right. And for the rime itself,
we have these vertex. I guess we can grab them and he and move them right
here or you can slide them like that and grab the rib and maybe
slide these vertices down. Alright, this part, it's
a little bit annoying, but we can finish
it and get over it. So after doing that, now we
could merk these together. Let's merrye them, and let's
see what's going to happen. I will grab this,
hold to grab this, and then open the edits, open this mean, go to the
edits and choose Union. I know they are merged. Okay, let's check the hum try. We have a lot of
work here to Okay. So let's start the
cleaning journey. Let's see what
problem we have here. All right, here we should have a vertex to support this site. And I could grab this hit key and hold control
and stamp it right here. And now it's working. You can hit A and then M
and merge by distance. Let's see if we have
anything will be merged. Yeah, we have a lot of vertices
merged. That's very cool. Here, tie marriage. C troll X and dissolve. And here we should have one
H lucsubard this vertex. So let's add one right here. You can hit key twise, slide it a little bit more. Key hold Control, snap
this one over here. Go to this side just
to check the result. The result looks cool. And I guess we should we should pois this vertex
like that and mirc them here. And this one disolve it.
We don't need it with troll X, what we can do here. I guess we can slide this a little bit or
what we can do here. Let's have one cat here. What I want to do is I want to use knife tool
and create Cathlt. You have to make the cut at
the center, and that's it. And for this area, I guess we can slide
this a little bit like that. All right, it's not. The result is not I'm not
getting something makes sense. Can we do that from
the tub, I guess? Let's use a knife tool and
let's create a cut goes from here at eight to make the cast
right and confirm the cut, and let's see what we got here. All right, key hold control
and tab this one right here. And for this gg, I guess we can delete this. Can? Well, if that's
not possible, we can hit twice and but
it's in the middle for now. And here we should
have one edge. You can create
that from the top, use the knife tool and create a cut start maybe from here. Hit A to make the cat straight and confirm the cut and then just merge it all right, G twice, mirror this one here. Control, dissolve this one. And then grab those together
or this one, maybe. Twice, mirror this one
right here, twice, and mirror this one here,
and this vertex right here. And let's see if we
have any problem right here we don't have. All right, so let's get
rid of this vertex. Alright, we could have
one cut here, I guess. Create a cut goes like that. I think it's okay to do
and now dissolve this one. And here we have these vertices, let's try to get rid of them. And that's it. And for this egg in the middle, let's move it a
little bit like that. Right here on this side, we have a lot of work to do. So let's start with this vertex, twice and merge it. And right here, this one, we should move it
down like that. And I guess this vertex we
can merge it with this one. You can key hold
control and snap. That will work as well. And what about this one? Key twice and marriage. And here we could key twice
and mic this one here, and this one may be right here, this vertex control
X and dissolve it. K Kw, mic this one here, and this one, it would
be mic over here. That's very cool. All right. Let's check this area and
let's see what we could do here. All right. I think we can select these
ritics and merc some of them. See if we need this edge. We have a nasty H right here. We don't need it control
like dissolve it. And kick if we have
any orphan vertex. For example, I guess we have one H right
here we don't need. So go ahead and delete it. This one with this one
in G, connect them. And this one with this vertex, I guess we can connect them. And maybe we can create
a cut goes like that, I guess, and dissolve this one. I'm not quite sure.
Let's leave it Alright Alright grab this wise, let's move this over here. I will come back later. No right, we have
a lot of vertices and all these vertices should find a way to be
connected to somewhere. Otherwise, if you add subdivis surface, you
will got problems. All right, let's
delete this rim. We don't need it just to
make the life easier for us. And I think we're going to add new cats because I don't
have another option. All right. And this one, can add
one cat goes like that. And one cat goes like this, and one cat goes like this. Cops with this and
check, con neck them. Let's see if we have
anything else to do here. For example, this vertex,
we can mic it here. And on this side, we
have these vertices. We don't need them Kewise
mic this one up here. Is there anything
else here to do? Grab this vertex with this one, connect them. That
will be better. And if you want, you
can delete this vertex, and here we have some vertices. It's very important
to be deleted. We don't need them.
All right, key twice. Let's mic this one right here. And this edge, I guess we can mirac it right here or sorry, I guess here will be better. And this one, I guess we
can mirac it right here. This vertex we don't need, and what else we can do here? Key twice, get rid of this
vertex, mike this one here. And maybe this one,
I guess we can mic it like that and
this one as well. Right, this one, I can
move it right here. This cut, you can delete this edge. All right,
that's very cool. Don't worry too much
about what's going on here because we
will fix all of that. Right now, let's see
what's going to happen if we the array modifier again. I will go to the right and
add the array control, I apply the rotation
and apply the scale, and let's zero out
the X axis and let's open the object offset
and let's pick the empty. And let's rotate the empty. And here, let's add -360/7 pieces and then go back to the modifier and let's increase the
number of the cuts. As you can see, we have a
variation happening right here because of the position
of this piece of the arm. So grab it right click Ok into three D cursor,
and that will be it. And now we have something. Let's add weld modifier to
all these pieces together, and now we have solid piece. And let's add
subdividing surface. I just want to see
what's going to happen. All right. Let's
increases to two. All right, here we
have something. I know it's not finished yet, but we created the structure,
and that's very important. After that, we should start
adding the support egg loops, and when you do that, you will have the wheel ready. So most of the important
job is done here. Alright, this is not
wolded for a reason. We will discover that later. But in general, the
result looks nice. Let's do it something
that we can service because
we don't need it. Alright, I will end this video here and see you
in the next one.
68. 68 Defining the edges of the wheels: Hello again. Welcome back here. Alright now is the time to add support edge loops just
to make this wheel ready. I will turn off the array
with the wild and let's tap to go to the mode and
let's see how can we do that? I just want to add
one age loop here. But if I add one ge loobe it will stop at a point because of the ingos I will hit A and
then M and mirrc by distance. Let's see if there
are any vertices. And yeah, we have five
vertices, not mirroreed. And now as you can see now,
the result is different. And when I add lobe, it will be continued
to reach this area. And that's something cool.
Let's bring the reference Emic because I just
want to see what's going on here and how
hard this area is. And as you can see, the
edge will not be continued because of this edge right here. Well, to fix that, I will undo this edge,
creating this edge. I just want to kick the. I will use the NF tool to create a cut in the
middle like that. And then I will delete this one. I will hit Control R
to create a new age, and now it will go around the whole rim Gwise if you want, and push this up a little
bit, and that will be it. And here, I guess it's very important to connect
these vertices like that. And see and check this area. Maybe we should have
one edge loop right here to meet this one head K. And what about this vertex? I guess we can create
one cut goes like that. Yep. And then I think we
can add one edge loop, but it's not going to be continued because of
the gon we have here. I'm going to create a
cut goes like that, and then control R to have a new edge loop,
something like that. By the way, there is another technique if you want to use. You can grab these faces
and hit I four insets. Let's try that, and let's
see what's going to happen. Maybe that can give
us better results. All what I'm going to do is just selecting these faces and
including these here. I can troll and grab this and
keep selecting these faces. And then I will hit I for inset and then hit
B for boundary. And let's have a small
inset goes like that. And I think this will be better. The result looks nice. As you can see now, we have
an Alom around everything. I and now after that, I will add one edge loop right
here to tighten this area, and I guess we can add one
edge loop right here as well. All right. And according to the rephrase M you can see here,
we have small care. Well, that's mean we should have one edge loop here
and one edge loop, it should be right here, and this one should be
continued down like this. All right, something like this. And then I guess it should go
back taking this direction. Something like this. And we could have one
right here as well. In general, now, I just want to see what's
going to happen when we add sub divan surface
with level two. Alright, now we
can see something. That's very cool.
Let's tab again. And let's turn off sub dividan
surface and the edit mode. I just want to add one
H loop right here, I guess, and maybe one H
loop where this will go. It's e to align it with a top. But I don't want this
egg to go like that. Actually, I want something else. Let's delete this egg and
use the knife tool to create a cut goes
like that, I guess. And let's delete this one. And for this edge, I guess we can delete it and key twice and make this
one here if you want, at least timbery and then let's create a new
cut goes like that. And keep in mind that the distance from this vertex to this vertex
should be similar to this distance we have here because this one
could meet this MAR here. Even if that's not
going to be perfect, when we add the array, we will fix all of that. And I think this should be
pushed up a little bit. This is what I think. And
do we need this edge? I think we can
delete it and make this flat. That will be better. One He loop should
go around this area, but it's not going to
work because right, maybe we can duplicate this edge or maybe we
can use the knife tool, at K to use the knife tool and let's create cut
start from here, and it should end right here at C to cut through
and confirm the cut. And now we have this edge loop. You can it twice to slide it, hit E to align it,
flip the alignment. Okay, it's a little bit
difficult to see where it's going Ketise. E to align it. And let's move this up. All it's not taking the dark that I want, and here we got a problem. Actually. Alright
let's delete this. Okay. And what I want
to do is All right. This if you don't need this. I will use a knife tool to
create a cat goes like that. Or at least go to
the local mood. Sorry. And then Alright, let's do that. I just want to see how
that could be done. All right. Can we take this to? I don't know. Let's see if
we can add one b right here. Or at least bring
the reference image. Okay, this should be
sharp. All right. And I guess we can do
something here like connecting this here
and delete this edge. I think that will work.
Write something like this. And on this side, we can connect this anywhere you
like, for example, like that. And you can create a
cut goes like this. But if you create this, you could have one
egg here as well. Maybe we can do this later. Let's accept this cut and later, we will see what we
can do about it. I just want to make
this area tight, so I will use a knife
tool again to create a cut and create a cut
goes like that hit C to cut through and
confirm the cut. And then I will hit
Control R to add one H loop and push
this up here like that. And I guess you can grab this with this
headJ and connect them. And on this side, we should
have one loop at E to align, flip the alignment at F, and then let's move this down here and then grab
this with what? With the new age loop maybe. Grab this with this and
hit J to connect them. Tab out, and let's take a look. The result looks nice. All right. What about this edge? I'm going to swich to the right view and then
use the knife tool again, hit K and let's create. Cat goes maybe like this. Hit C to cut through
and confirm the cat. So we can add one edge loop, one right here, and one
right here on the side. I think we need to
add second cats. You can use the
knife tool, I guess, hit C to cut through and
confirm the cat. All right. I guess we can delete this edge. We don't
need it for now. Even this one from the bag, I guess we can get rid of it. And this one, the hellbr,
I guess we can delete it. And I just want to see
what's going to heaven. Still nice. Right here, we could have one
edge loop around this area. And here we could connect this vertex with
this vertex head J. All right. So let's see
how can we do that? Can we move this
vertex somewhere? I think we can care about the
sharp edges of these ribs. We can add edges like
that and edges like this. But that will make the area difficult from here
to manage with. But I think we don't
have another option, but I just want to see
how smooth this should be because moving the
edges very close, like what I did here, it
will make it very sharp. So just be careful
when you do this. So let's have one here about this distance and
maybe one right here, and I guess that will be
it and maybe one here. And one on this side, and
the same thing for the rest. So one here and
one on this side. Alright, control, and let's have one edge right here.
Now, let's tap. And yeah, now the result
looks nice. Tab again. Let's have one edge
right here and one on the side and the same
thing for this area. I should be right here.
Alright, the result looks nice. And I know I have
a mess right here, but we will go back
and fix everything. And for this area, control R to have one
edge loop here like that and one edge
goes like this, and I will use the knife tool
to create a new edge here, and it should reach this point. And I guess we can connect it, for example, right
here. That's very cool. And maybe one edge loop
here on the side as well. And manual, we will create one edge goes like
that as a support age loop, and it should reach this point
and go like this, I guess. And then like that, and maybe
we can end this right here. Alright. And one edge loop here
and one maybe right here. And the same thing for the rest. All right, something like that. And one egg lob right here. But here we have a problem. The egg, go around the hum try and reach this point,
and we don't need that. So to avoid this, I just want to hide
some of these faces. I ache and now let's
rebuild this control R, and let's have this egg here
and maybe one right here. And then let's use the F tool to create a cut goes like that. Alright, so far, the
resort looks nice. If you like, you can
change the direction of the corner right here like that. If you care about it and you can delete this
edge, for example. This is another scenario
if you like to use, and it will give
you a round corner, and you can do the same thing
right here at K and then grab these vertices
and then heat twice and mix them like this
and delete this one. Delete this and that
will be better. All right. Cool. All right. What else we can do here? All right, let's focus on
this area a little bit. Let's see what we
can do about it. I will create an edge manually, start from here and go there. And before I come
believe this one, I just want to go here and
see how smooth this area is. All right, its nose are quite
smooth. It should be harp. So this distance looks nice. Maybe we can slide
it a little bit. That's okay to do. This vertex as well. Et's create a new
cut goes like that, and it could go back, I guess, like that. Maybe like this for now. Alright, do we need this
edge? Let's dissolve it. We don't need All right. Let's take this egg
down like that, I guess, and it should go unless quite here,
where should we move this? But all right let's
start with this one. And let's move this
one over here, I guess, connect this with this. Like that. And I guess we can connect
those together with K and slide this
down a little bit. And I guess we can create
a new cut goes like that. And we can end it
right here, I guess. I think it's okay to
do. And for this area, I guess we can grab those
and merge them like that. And for this one, I'm not
quite sure where could we take this, but All right. What option do we have here? Liz creates a new
cut goes like that, just to tighten this area. All right, something like this, and we got a problem here. My a iratex and then
use the Nef tool again. Let's create cutgs like
this. Alright, that's weird. What's going on here? Let's try that again. All right. Let's use the knife
tool again and let's create cuts like that, and maybe ends there for now. And let's start again. And this should go to take this direction and
maybe ends back there. But here, I guess we could
merc some of these vertices. For example, this one
should be merced here. And here we have
vertices we don't need, I guess, try to get rid of them. This one, I guess we can
mirrc it right here. That's very cool. And I
guess we can let's tab. I just want to see what's
going to happen here. Alright now we can see
something, as you can see. Rightly smooth. The
result not bad. All right, this e,
look, you'd go down. So let's extend it, and let's create a new
cut goes like that, and one cut goes like this. But here we have a problem, I guess, grab this with this head K,
connect them together. And maybe this one with
this is Key twice, light this a little
bit slide this here and connect this with this hit K. Control R to
have one H loop, maybe right here in the middle. Key twice, light this, grab
this with this head K. Maybe can troll R right here. Slide this with this IDK. All right. And the edge
that we have here, we should move it down as well. I should go like that, I guess. Well, this vertex, I guess
we can merge it right here and slide this or maybe slide this a
little bit like that. That's very cool. Alright, cool. Maybe we can spend time
here and take this vertex. Right here, we got
something that makes sense. We have two eggs
right here, I guess. So we could have one cut goes from there
maybe and ends here, and now y hold control and
mirror those together. And after doing that, I guess we could
create a new cut, start from here, and we
could Is not quite here, but we could take it
maybe right here. And this vertex
should be mirroreed here to have
something like that. And after that, I guess we can create a new
cut goes like that, and then goes like this. Suck white that will work wise, and let's make this one up. And this new cut should be
extended to reach this area, and we should go here around
the arm like that, I guess. And we should have second cut, I guess, go like that and
then go down like this. Something like that. And I guess we should
connect this to something up there like adding a new
age loop goes like this, and then goes up here. And let's see where
should we take this? Maybe we can I'm
not so quite sure. Maybe we can end it
here or All right. Let's see create a
cut goes like that. You can end it right here
because this area is flat. And we just forget to
add one edge loop here. This about the side. So
yeah, let's have one here. And this one could be
moved down like this. And let's move this
new cut over here. Like this. And I guess we can connect
this with this one. That's what be perfect to do. And maybe sliding this vertex Holt control and
Mct. That's weird. Alright, everything is married. But that's weird. I think we have support age
loop. I just added. Yeah, this edge is not
important actually to add, but what we can do here is we can it's a little
bit difficult to see. Well, that's so challenging, but maybe from this side, I can create cut goes like that, and it should be All right, it should go and be
connected to this vertex, and you can see
it from the side. This is what I did. All right,
now we can see something. That's very cool. This area should be tightened
a little bit. I'm going to create
a new H loop goes like that just to
tighten this area. And then let's use the knife tool to create
a cut goes like this. One cut goes like that, maybe. And one could go like this. Alright. Okay. After doing that, I'm not
quite happy with this area. I just want to get
something better. Maybe we can add another
support loop right here. This should go like
that, I guess, and go here, maybe and then
go back to support this site. Let's slide this
vertex with this one. Up. Just want small
distance here, and then I will
hit K to activate the knife to to create a
cut goes like that, maybe. Alright, one cat goes like this. And after that, Liz creates
a new cat goes like that. Just confirm this. I think
we don't need this vertex. This one, maybe we can
slide it a little bit. And we can create another
cat goes like that. And maybe slide
this a little bit. And maybe another
cat goes like this. At least use a knife tool to
create a cat goes like that. O. All right. And one cut goes like this, and then maybe we
can we can do here. Alright, let's set out the edge to bring back these faces. I just forget to do that's Yep, let's create a cut
goes like that. And let's extend this
edge to reach this point. And you can add the second edge loop look like that. Let's tab out and
let's see what we have. The result looks nice. All right here, let's
see what we can do. The result is not quite perfect. Let's try to understand
what's going on here. All right. The idea is we need
to add one egg loop. Okay, I guess we can use this egg loop and create
a new cut goes like that. And the inucat should
go up here like this. And it should go up here, maybe. And then it should be
connected with this one. That's very cool. Tab out. And yeah, now the result
looks better and sharper. All right, is there
anything else to do here? This could be extended
down to reach the points. And I guess we can end it. I'm not so quite
sure, maybe here. All right, let's create
a cut goes like that and what we can do about this. Alright, let's use
knife tool and let's complete the
cut here like that. And the same thing
for this edge. Let's use nF tool and Let's
create a cat goes like this. Or what else? I will add one H loop maybe right here in the middle
and slide these a little bit like that and grab this vertex with this one
and the g to connect them. And here on this side, we already have the
support H loop. Maybe we can slide it a
little bit like that, just to have small
distance All right, so now we have
support a loop here. All right, this one, I
guess we can connect them, and I guess we can create one a loop here and connect
those together. Grab this with this head K and connect one edge loop here, grab this with this
head K, connect them. And I guess we
should have one He loop here as well and slide this a little bit like that and connect this vertex
with this vertex here, J. And the same thing we
should have on this side, I will add one H loop here and slide those
a little bit like that and grab this hold to
grab this vertex head J. And I guess we can use an F tool to connect those
together like that. And delete this one,
we don't need this. What about this edge? Can
we connect with something? Okay, let's use the
knife tool again, and let's create a new cut
goes like that, I guess. I should go like this. And
then like that, I guess. Yep, I guess we can do this. And this egg, it should
be Harb as well. So I will add one egg loop here. And I guess we can create
one egg loop goes like that. I guess and this one
should be connected to something like see if we can bring an edge from
here and connect it. Maybe this one, I guess, let's slide this in and
let's use an F tool. A that's not going to work. Anyway, let's create
a cut goes like that. And then like this if you want. And if you like,
you can connect it right here and then
end it anywhere, maybe right here. Oh. And on this side, we should have one A loop as well to
support this corner. And I guess we can slide this a lob a little bit to the corner just to get better results
and this one as well. Let's use the knife to
create a cut goes like that, and I go like this, and you can end it right here. And for this vertex, you can end it
anywhere you like. For example, you can
take it like this. Y. All right, let's create new age, start from here
and go down here, and I think we can
merge it here for now. I just want to see the results. And the result looks nice. Everything is ready, I guess. And after doing all of that, now you can active the
array with the world. Let's active the
subdivigan surface. And now we have something nice. As you can see here, we will get problems because when
we added these edges, on this side, we should
have the same scenario. We should have edges
on this side to meet to meet these
vertices to be merged. That's why this area
is not merged yet. But in general, the
result looks nice. Maybe here we got a problem
as well as you can see, and we will try to find a
solution for all of that. All right. You can see what's a problem. Here we have two edges, but on this side, we
don't have anything. So we should have two
edges here as well. And the same thing for the side. And here, these two vertices could be aligned and this one could be
connected to something. Or at least tap to go to
the Earth mode because I just want to try to find
a solution for this area. Let's see what we can do. And don't forget
the world threshold is very strong, I guess. We have a lot of collapsing, so keep in mind to
reduce the amount here, 0.01, for example,
it will be nice. And for these edges, see if we can get rid of them. Let's see grab this age loop. I think we can merk it through
here without any problems. And this vertex here and this one as well,
maybe right here. Lets you grab these
three vertices, hetwice and let's
merge them right here. Let's let's make this area
a little bit similar, and I guess we can
dissolve this. But I created this egg to
be extended for this one. And I'm not quite sure if I can let's
see if that will work. I will mirr this right here, and maybe this one I
can slide it a little bit and dissolve this
one and this one. And what about this? Well
that's not going to work. That results still nice. And yeah, I think we
can accept something like that. All right. And here we have one edge. It should be extended and
connected to something. And I think we can do that. I think we can take
this edge from here and let's create
a cut goes like that, and we can connect
it with this one. I know we have triangle right here, but I
think that will work. Key twice, and let's move
this one right here, slide this a little
bit like this, but not too much, something
like that, I guess. Can we merk those together?
That's not going to work. All right. We can
accept this result. Let's tab again, and let's
try to find a solution for the connection between
the side and the side. Here we have three edges, and on this side, we should
have three, as well. I will tab out to active the
wire frame and then tab in. And you can see here
we have three edges. I will move this
vertex, slide it, and we can align it here, and this one is aligned. But we need new cut. For example, it
should go like that. So just zoom in here and align
it better and heat wise, and let's slide
this a little bit. And now they are aligned this cutuld I think it
should go like this. You can end it anywhere. All right. Can we
merge those together? So quick hold gi twice, and let's make it
this one right here. It's not make sense, but let's give that try and let's
see what's going to happen. Well, the problem is
not so quite visible. And now this area mirred. But I guess we have another
problem right here. We need to create a second
egg loop to meet this one. Or you can end this egg
loop anywhere you like. I will end this video here. We spend too much time on this, and I don't want this
video to be so long, so I will end it here, and I will see you
in the next one.
69. 69 Defining the edges of the wheels part 2: Hello again, and
welcome back here. Right now, let's
continue creating the wheel and let's grab it
and tap to go to it mode. Let's try to make
some cleaning here. I just want to get
better results. You remember these vertices
that I got right here. I think we can do something
else like merging these edges like
that and get rid of most of these vertices
just to make it similar. And you can delete this
edge in the middle. I didn't do that from the
beginning because I don't want to care about the eggs
where they should go. I just want to make
the eggs sharp first, and after that, I will
start cleaning the mih. So now is the time
to clean the mih. So let's mirror this right here and this one right here and delete this
one in the middle. The same thing for
this one, G twice, mic, this one over here,
and this one as well. Control sycros vertex, twice, and let's move it like that. And those here, Q tie
mic, Q twice mic. All right. Those over here,
and this one as well. And for this one, I
think you can accept it. But here we have a problem. Let's delete this age.
We don't need it. I will hit Control R to add
one age loop goes like that, and this egg loop should be extended to reek this point
and the middle maybe. And you can slide this
a little bit like that, and that will be it. And on this side, I just want
to see where this will go. So this age loop
reeks this area, and I'm going to use the Nef tool again to
extend it like this. And now let's tab out. I just
want to see the results. That's very cool. Alright
here we have a problem. We should find a way
solution to this area. But let's see what
options do we have here? All right, I got problem
right here as well. I guess we can use ept to
create cut goes like this. Just extend the egg
to ak this point. It's better to leave it at the corner because
at the corner, it will cause some problems. I think now the result
will be better. All right. Now the question is, how can we fix this area? Let's see what options
do we have here? Maybe we can delete
this one like that, and here we have two
eggs. All right. We use this egg as
a support egg loop, so it's important to have it. I think we can use a
knife tool to create a cut goes like that and
then delete this egg. Even this one, in this case, I guess we can delete it. At least tab out. All right. I will hit CtrolZ because I think this age
will be important to have. Here we have a triangle. Let's grab this vertex hiki twice and let's
mark it like this. All right, this
result looks better. So now we have two
eggs on the side here, and we could have two
as well on this side. I mean, we could have two eggs
right here in the middle. But the question is, if
we created these eggs, where these edges will go. All right here, I will add one egg loop, as you can see it. It will go around the
curvee if you want, you can align it, and it will
be merged automatically, and this is the end of the edge. Well, it's wrong to
leave it like that. Let's delete these
edges like that, and I'm not quite sure
where we can end this. But let's create
second edge loop here. And now when you tab out, this area will be smooth
and as you can see, we don't have SEM anymore. If you like, you can
dissolve this egg or you can just create a cut goes like that and
delete this one. And this one, I guess you can
just dissolve it like this. Or you can do something else like rubbing this egg
and mic those like that, key twice and mic
them like this and just keep one egg and you can delete
this one and this one. This option will work. Or maybe if you like, there's another
scenario like creating a cut goes like that and delete
the whole edge like this. But let's see if that
will affect the heading. It's not going to affect
the heading that much. I think you can
do something else like merging this
vertex right here, and I guess you can delete this edge and maybe sliding
this a little bit like that. Just make a simple
as much as you can. I will accept this result like
that, and I will tab out. And you remember the
Kobe that we saved here. I will bring this bag just
because I want to use it. HD let's move it right here. I just want to see
the variation, but this piece is very big. Let's see if we can
align this with this. Selected like that
hit HIT and use select intercross All right, and now we have this, but I think we could move this
forward a little bit. So a key to the X axis and let's move it and align
it with this face like that. As you can see, it takes over. And you can make this
smoother, if you like. Let's tab and let's go to the phase selection mode at XF to delete this phase from
here. We don't need this. And this one, as we delete it. And even these faces XF
and get rid of them. And I will extend the
length of these edges, get wise, t, and let's
move these like that. And maybe those as
well, get wise, alt and let's move those
up out just a little bit. And then maybe we can make
this smoother by adding subdivision surface
and he smooth. And now you can see
the variation here. If you want to get
something smooth, you should srirab these vertices on this cylinder or this cone. All right, let's use
this as a guide. Maybe later we can use it. And grab the wheel itself and let's go to the back and let's see what
edges we can delete. I think we don't need
most of these edges. Let's grab this and delete it. And here we have an edge. I will tab out and go to the wire frame so I can
see what we could do here. Alright. I guess we can
grab this edge and then keywise and move this
up and align it with this one and slide
this a little bit, and this will work, I guess. All right G H t to cancel
the Y axis and let's move it gas a little bit until
they be merged together. And what about this area? All right G what I want to do is I want to put this vertex in
the correct place. Let's go to the
top. I'm not sure what here if we can
see it from the top. Let's move it like that
and align them it wise, at alt and let's
move this one up here and align it and
this one as well, getwise then alt to slide it up. And now they should be aligned. Or something like
this. All right, this vertex is
mirroreed, I guess. That's very cool. Let's see if we have any problem
anywhere here. I could grab this vertex and
slide it down like that, I guess, it should be
merged with this vertex. And here, as well, let's say getwise and let's
slide this a little bit, and we could have
a second egg loop. But let's see how
can we create this? The question is, can
we delete this one? If you delete this age, you will make a symbol,
but it's important. And here we should have
a second age loop. And this new age, it should be connected with
something right here. All right, since this area is not going to be
visible to the camera, it's okay to accept any
type of heading here. You can mirror this one here, and that will be okay. The result is not bad, actually. The problem is not
quite visible. But here, I guess we should do something like extending this to reach this point and maybe it should be connected
here, for example. All right. And then after
doing all of that, I will tap again and grab these edges and these eggs
as well, as you can see. Or at least start with this one, hit E to extrude it like this, just a little bit and then E again to extrude it one
more time like that. And for this one, I guess
we can hit and move this bag like that,
including this. Or I will accept this, go to the top and hit G to move this and
align those together. You can use the snap if you
want, stab them like that. If you want to reduce the
number of the eggs right here, you can create or add
one egg loop here. And if you have a waveness in the egg, is to the eggs here, enter and make it flat and then hit G and let's move
it to the side like that. Something like this. And
then you can mirc some of these eggesGwie and merc this one like that and
this one like this. And you can do the same
thing for the rest. All right. This one, As Bal. See what we have right here. I think we can do the same here, like merging this one right here and can we merge this one there? All right. The shading problem, it
will be subtle, not strong. But here we have
something. Let's tap out. Let's activate the wire frame just to see what's
going on here. All right, we should
create or extend the cut here, use
the knife tool. And I guess we can create a
cut goes like that, maybe. Can we do The
results still nice. And the same scena right here, Keith Weiss and Lis Merrick. Alright. And those as well. Great. I think we can
dissolve this egg, and Alright, I guess we can grab this egg
loop and move it up maybe. Let's see what's going to hapen
if we accept this result. The cave here looks very
nice. I have no problem. Yep, that's mean you can delete this edge. What about this one? Let's see if we can
delete it. All right. If these eggs cause
some problems, I guess we can carve them
and get rid of them. So let's start work on that. I just want to reduce
the number of the eggs. All right. Now, the number looks nice. And what about this
one right here? Let's delete this
one and I will grab this vertex and then hit key twice and
mirck this one here. Let's see if that
caused some problems. The problem is not
going to be visible, since this area will be
covered by the tire. All right. Let's very cold. Let's go here and let's
see what we can do here. What options do we have
here in this area? Let's do the same thing. I just want to reduce the
number of the edges. Grab the twice, and let's
merge this small right here, and this one may be right here. And what about this age? All right, I think we
can make this a little bit simpler by grabbing these edges and marking
them like that. Even if we have a triangle here, it's not going to be a problem. And the same thing here right keywise let's slide this here and this
one a dry here. That's very cool. All right. Now, let's see what else
we can do. All right. Can we grab these and mic them here? I
think we can do that. All right, let's
accept this result and maybe here as well. I know we have a
triangle right here, but this is okay because
this face is flat. Grab these edges, I guess we can mic them
as well like that. No problem with this. And
here we deleted the edge. Well, for me, I'm not
going to delete it. If you want, you can
delete this edge, I guess. And yeah, it will work. If you have problem
with this triangle. And here I just forget
to delete this edge. You can grab it and delete it. We don't need this. Or at
least undo all of that. Let's see what's a
problem. All right here we have an egg. We didn't extend it. So let's start working on this. Let's see create the
cut goes like that, and then you can delete the
egg without any problem. But here we could find a way to connect this
egg, something here. All right, let's grab this
and slide it like that. All right, heat wise, and let's mira get
the smart right here. All right. Yes, we can
accept this result, I guess. And I guess we can
slide these a little bit. Like that maybe. Or, let's use a knife tool to create a cut goes like that. And maybe we can slide
this a little bit. And I guess we can mic
this one right here, and maybe this one right there. The result is not perfect
because of the triangles here. If that doesn't work,
let's delete these edges. I will add 18 right here. It's okay to add one here. Get connected with this vertex, head K. And because we have a lot of
vertices in this area, I will add 18 right here and one right here as well,
and one right here. And if you want to redistribute the vertices, that's okay to do. But just keep in mind, don't
focus too much on this area because it's not going to
be visible to the camera. All right now, I will grab these edges and then hit E
to extrude them like that. And then I will select
these faces and then hit Alt E and
Q extrude along the normal and let's make small
extrusion goes like that, and you can delete
this pace All right. And what else? You can delete
this face as well. And the rim itself. Let's get rid of it. And now we have this extruded inside. And grab this as well and extrude along the normal and let's extrude this
out like that. And the same thing, let's delete these faces and delete this one and delete
this one as well. And here we could move
these a little bit, and let's move them
and snap them. We can go to the right just to see where should we move these? All right, I think we
should kick this side. And he wise, t and
move this like that. Yep. That's very cool. And on this side, I think
we don't have any problem. Now, let's go to the phase
and grab these as well, delete them. We don't need them. And then what I want to do is, I just want to
merge the side with the side or let's say
connect those together. So grab the first edge
and the last edge, and you can count
the number here. We have 24 vertices in here. Let's see how many
vertices do we have? We have 22 and here. All right, we just
need to add two edges, and this area or the number of the vertices here will
match the top one. Well, in this case, I guess we can add one edge loop here, and now the number will be 23, and we just need to
add one edge loop, and I guess we can add one right here and maybe one right
here and I guess we can connect those together or I think we have this edge
loop at J and connected. And after doing that, you can redistribute
the distance or fix the distance between
these edges, right space. All right. That's very cool. And you can do the same
thing here if you want. They will be twisted
a little bit. Alright, I'm not going
to play with this side. Now, grab these edges
and those as well, and then right click and
let's choose a break. Alright, and now we have a
connection between those. That's very cool. Maybe now we can grub this and
slide it a little bit. And for this egg, I guess we can hit
Centro B and bevel it. Temper it like that. All right, something like this. And after doing that,
you can grub the side. All right. And this side, these faces, and you can push them. Or if you want, you
can extrude them, hit E to the X and
extrude them like that. Let's see if we need to
scale these to the X axis. And because we extrude these, we will have faces in the middle and we will
delete the os later. But now we should understand and see how thick this will be. Let's exit from the local mood. And then let's go to the front and you can tab and
move the wheel, grab all the details of
this wheel and let's go to the front and then hit
G to move and let's move it right here. And after that, let's
grab this tab and let's with these
vertices selected, hit key, and let's
move those over here. So this is the size and the
thickness of the wheel. After that, you can
go back here to delete delete these
face in the middle, these face XF and
get rid of them. And on this side as well, we have this one, this one, and this one, XF and
get rid of them. Tab out and let's
take another look. We still have small problem. Let's try to see where is
it and why that's haven. Maybe because of these edges. All right, that's very cold. Let's hit you to move
this a lob right here, hit S to the X zero and to
flatten this to the X axis, and let's move it
almost right here. And let's add second
a lob it could go here and you can flatten
this to the X axis as well. And let's move it
maybe over here. And then I will
select these phases, start from here, and ends here, I guess, and I will hit Alt E and extrude along the
normal and book these inside. I just want to
create small m here, and then let's
delete these walls. And I will hit control up to add one egg here as a
support egg loop, and one maybe right here, one here, and one on the side. Heatwise and move it right here. And maybe one right here. Now, let's tab out, and
let's take another look. Alright, now we
can see something. The result looks nice,
but here we could spend time to get
better results. The wheel now become too thick
and that's something okay. Don't worry about that. Just add support egg loops, two of them. And here as well.
And one right here, just to carve in this area. And let's tab out.
Alright, that's very cool. See, maybe we have a
problem right here. Something that makes sense.
Et's activate the wire frame. Here we have some
overlapping, as you can see. Maybe from the right, we can fix that. So the C was a problem exactly. These vertices be pushed back to the middle like that keywise and let's push this back here. And on this side, we
could do the same thing. Grab the or something
wrong here, I guess. That's weird. Let's try to understand what's
the problem exactly. I think we fixed the problem. I don't see any harbache
here, any seam. Everything looks nice. Right. For this side, I wanted to select this edge
and just extrude it to the X axis like
this, but not too much. Let's move this bag. And you can hit you
can close this area, or you can delay that letter after you apply the
array in the world. But for now, we did great. Now I can end this
video here, I guess. And this area in the middle is not going
to take too much time. It will be something
easy to create. And after that, we will
finish the whole wheel. And we will try to fix some shading problem
we can see here. Let's see what we
can do about it, but not in this video. So that's it for this video
and see you on the next one.
70. 70 Finishing the wheel except for the valve steam: Hello, everyone, and
welcome back here. We just have a few
things to do to finish this wheel. Let's
start with this one. We don't need this anymore, I guess, we can delete
it if you want. Or if you like, you can put it in
the extra folder. In case for any
reason, I need it. I'm not sure quite here,
but later we can delete it. Hit M, and move
this to the extra. And for this wheel, what I'm going to do is I will grab all the details
of this wheel, and I will hit HD
to take a copy and move this to the extra as well in case I want
to go back for any. But don't move it right here. Just take a copy, he D, and leave it in the same place and then hit M
and move this to the extra. Let's grab the wheel and
let's go to the local mood. I just want to check
this one more time. Let's see if we missed anything. All right, here, we forget to add one a
loop cost like that. Alright, let's see if there are anything else here we could. If you don't like the variation
that we got right here, you can add egg loops here in
the middle of these rapes. You remember when I
removed these edges, you can build the bag if you want to make the distance
between these edges very close. For example, if I add one
egg loop goes like that. All right, something like this. The distance between this
vertex and this vertex will be close to the other vertices, for example, the distance from
here to here and the rest. So you can do that if you like. You have this option. Let's see what difference
that will make. Maybe one alop
right here as well. Let's grab the first and the last vertex and
let's use the space. And that will help to space out these vertices
in a good way. If you don't do
that, you will have a problem when you space
out these vertices. But I just want to
see how that will affect the heading. All right. I don't see any problem. Don't worry about
these edges right here because the tire
will cover them. And for the inner side, don't worry about
it because it's not going to be
visible to the camera. All right. But anyway,
adding these vertices, I think it's
important in case you want to make the distance
between these vertices even. And this will help to get
a smoother result here. All right now I will apply the array and apply the
wild. And now let's tab. Everything looks nice. Okay, Let's see if we have any
problem anywhere. Alright, after
doing all of that, I will bring back the reference images and I just want to create
this area in the middle. Let's grab this tab, and I will grab these
edges like that and then hit E to extrude and
then S to scale, and let's extrude and
scale this inside. I can feel that this egg
here is not so quite smooth. So I will undo what
I did here and just select these edges
and then hit right click. Let's go to the right of view, right click and let's choose
relax just to relax them. Let's repeat that again and again until you get
something smooth and nice. And now I think we
got a good result. After doing that, you can hit E to extrude and is to scale. So let's extrude those like
that and then hit E and those inside like that and then hit E and then is to
extrude and skill like this. After doing that, you can go to the face
Slecen mode, hit three, and then Altcliq control blasts to grow the SelconT
time like that, and then I will hit I for inset, and then I will hit O to invert the
inset outside like that. I just want to create small
room around this corner. And then you can add
one egg clop here, one maybe right here, one there, and one right here, and maybe one right here. All right. And now we
have very nice circle. And now is the time to
create what we have here. I will tab again and grab this A lobe and then hit P and then ester separate
this out, tab out, grab this circle, and I will
scale this to the center, a little bit, but make sure the scale is working
through the center. You can go to the right
and test that Yep. That's cool. So let's zoom in here and scale is
a little bit like that. Just a tiny bit, not too much. And then tab and grab all
of these vertices, hit A, and then I guess we
can hit F to create a big phase and then I for
NSET and B for boundary. If the inset doesn't work, you can hit O to invert. So let's try that again. With this phase selected, I will hit I to create an inset. All right, just hit O to
invert the inset inside. And let's make small
inset like this, maybe. And then maybe another inset hit I again,
something like that. You can go to the right
view to see just want to see where should we move this, we should scale it like that. I just want to create this
g and now we have it. After that, we should
push this bag, G and let's move this bag
like that. Just a tiny bit. G to the X. I think
that will be it. Then let's go to
the right again, and then I will hit I to make another inset almost
right here to this leg, and then we could push this out, similar to what we have here. G and let's take this out. Just a tiny bit, not too much. Let's go back and let's
make one more inset, hit I and it should
be almost right here. I want to create this egg.
You can see it right here. And then this one should
be pushed back again hit G and let's push this
back at end it like that. And then let's go back to the
right view and then let's hit I to create this
egg hit I for inset. Maybe it would be
right here, I guess. And then after that, we could push this out, G, and let's move this
out a little bit. Something like that, I guess. And then hit I again to
make a new inset like this, and then hit to the and
let's move this back. I think that's all
we should do here. That's very cool. Here, I
think we should add two edges, and we should move them out, G to the g. I just want
to have small care. That's all. And here as well, Control R, let's add two cats, G the g and let's take this
out to create small care. Oh, that's very cool. After this, I will hit E two through this
back inside like that and then hit XF
to delete this face. And now we got this result. Et's go to the local mood. Sorry. Not this one. All right. And let's
see the results. I guess we should have one H right here as
it support H loop. And this H we could
extrude it back, hit E to the X and
push this back like that. Maybe a little bit more. And then we should have
one H loop control R, and let's add one
loop right there. Maybe we can add two just to
make this area even tighter. And let's tab out, and
let's take a look. Cal head smooth. The
result looks nice. We should have one a
loop right here to support this and one
right here as well, and one here, and
one right here. And one right here. And control R to have one edge loop here
and one here, I guess. And let's add one here to
make this edge sharp as well. Alright, the result looks
very cool and nice. Alright. I think we should
grub this edge out. I feel we should do that.
Just move this out. But if you do that,
you should delete these edges temporally
and recreate them. Crab this, and you at the
grub this as well with it, and then hit to the eggs. And let's move this
out just a little bit. And then let's add
these two edges to fix the curvature
and flay these out. And now let's add the
support edge loops. All right, maybe we can make this area a little bit smoother by moving these edges
away from the corner. And now is the time to create
this circle in the middle. Let's tab in, let's grab
one of these edges, maybe this one or maybe
this one right here, hit P, and then as to
separate this out, tab out, and let's grab it. Tab, hit A, and then scale
this a little bit in. Hit scale this inside. A
little bit, not too much. And then I will hit F
to create a phase here, and then hit I to make an inset. I think I can reduce the
number of the edges. What I'm going to do is I will grab one vertex and leave one, grab this hefty grab
this and then hit Control plus to do that again and again until you
reach the first point. All right, that's
great. And then hit Control X to dissolve these. Or you can create a new
circle if you want. That will work as
well. Right now, the number looks nice. You can reduce that
even more if you like. Grab first vertex, leave
one, select the next one, hit Control kept plus
to do that again and again until you reach
the first point. Dissolve them all,
and now we got this. If you got a problem
like what I have here, two vertices here are deleted, you can select all
these vertices again and space to fix the
distance between them. Everything looks nice so far. And after that, I will hit I
to make an inset like that, and then hit have the artery
beat that again and again. And maybe one more time. You can do that again because
as you can see here, we have an overlapping. So I will accept this. And
I'm not sure quite sure. The circle is not I think
the circle is not perfect. You can see the last
one is not good. I will undo all of that, and then select the vertices
and heterratic circle. And you can see before and after we have small
hinge happen here. So just make sure to get better curvature using
the circle option here. That will rectify the
roundness of the circle. And then I will
hit I for insets, leave small distance
like this and then hit heft R to repeat
that again and again until you reach this area
in the middle and you can see now the result
is different now. And then I just want to create
small care what you can do is you can grab the
outer edges and you can activate the
proportional editing, and then you can go to the
sphere to activate it. You can grab the
middle area due to the X and I just want to have a small
curvature. That's all. What I want to do
here. Something like that, I think it will work. Maybe a little bit more. And then after
that, key to the X, and let's move this
back to its position. And here we should
have two edges, and I will grab this
He loop and then it key to the X
and take this out, but turn off
proportional editing. Let's move this out
here like that, and maybe key twise and
slide this out a little bit. Alright, that's very
cool. And maybe now we can I'm not so quite sure. All right, I will go to
the phase selection mode and grab these
faces Control blast multiple time until you reach this point and then hit P
and then separate this out. Tap out, grab this and
let's focus on this. I will grab these edges
and those over here, and then I will I think we
should extrude these back, or maybe we can
start with this one. Hit eat the eggs let's
extrude these right here, and maybe I could scale
those out like that and then hit eat the eggs and extrude these one
more time like that. Let's add support edge
loops here. All right. And I will grab this inner edge and then hit E to the X
and push this like that, and then I will hit Control good R to add
support edge loops here. And one here and one right
here on the corners. And if you want to
block the view, if we will have a
small gab here, you can grab these edges
and then hit E and then is to extrude and
scale inside like that. And for this one,
you can use Bevel, if you like, to bevel it
to three cuts like this. And if you don't like
the small corner, just go here to the
hip and push this to. Alright, now let's tap
out, and now we got this. I can see, as you can
see, we have small gap. Alright let's try to avoid that by grabbing this
edge, tab, Alt click, hit E, and then is
to extrude and skill and grab this Ctroll with B to bevel this to
three cuts like this. And if you want, you can move this spike with
G, and move it right here. Right now the view is blocked. Now we can't see anything. And for this one in the middle, all what we need to do is grabbing these edges like
that and then extrude them. You can excite from the
local mood and then hit E and extrude this bag gets
a little bit like that and then rub this edge loop, it can troll B and less
pivalt And if you want, you can add support e loop here, and that will
be it, I guess. Radical head smooth, and the result will be
smooth and nice. It's like to excite and then, yeah, that's very cool. Let's check the
face orientation. Let's see if there
are any red faces. Yep, we have here, grab
this with this tab, hit AH and to
recalculate the normal. If that doesn't work, if he and doesn't
work for this one, select all the pass and
then hit Alt and to open the normal menu and then
hit flip to flip this one. And yeah, now it's working.
Alright, that's very cool. Let's see grab the wheel
and all of these pieces. It's like to go to
the local mood. I just want to take a look
and see what we got here. Rub this right click head
smooth to make this smooth, and the result looks nice. I don't see any
waveness since we added the edges on this
cylinder or on this cone. Everything looks
nice and smooth. And here, everything looks
nice and smooth as well. But the only problem we
have just right here, and it's easy to fix, but we don't need to care about this area because it's
not going to be visible. And for this side, what
we need to do here is just maybe add A lobe here. Let's say grab these faces
and then hit I for inset. And I will hit OT
invert the inside like that because I just want to create one A lobe
goes like this. And now we have it. And second
edge loop goes like that. And these edges, I guess
we can move them back. And then hit I for instance. Sorry, we should extrude
the cit E, not I, and then S to extrude
and scale like that and grab these edges and you can hit Ctrol with
B to bevel them. I'm not squaure do we need to fix the distance
between these edges? And we should we
add cut right here? Well, let's try to
get better results. I will hit Control Blas
multiple time after I select this face loop
until I reach this point, and then I will hit X
F to get rid of them. And here, I will create a cut start from the
middle and goes here, and it could be connected with this edge and we could do
the same thing for the rest. So the same scenario,
we have it right here. We could do that before
we apply the array, but it's not a huge problem. Let's connect this with this. And you can do something else like
grabbing these vertices. It can drop blasts
multiple times and grow the selection and
then hit Alt edge, heft edge, just to hide the rest of the
faces and work with this. That will be easier for you. Let's use the knife tool and let's create cut goes like that. And by the way,
after doing this, you can grab this egg and hit it twice and milk it here.
That will be better. Just keep that in
mind. All right. The same thing here, grab
this G twice, Mirca here. And this creates a
cut goes like that. And grab this vertex, Mc here, and the same
thing for this one, use the knife tool and
create cut goes like this. G twice, mira this one here, and the same thing for this one. Etwise let's mark
this one over here. All right, so this is
the last one, I guess. All right. Yep. I think this one vertex right here,
and anything else. Alright. And now I will go to the edge mode just
to grab these edges. Let you go to the
top. I just want to see if we have any variation. And then I will heterratical like enc
space. Let's take a look. Everything looks nice. I will hit E to extrude
this like that and then hit E again and then
S to extrude and scale. And then you can hit F to fill this area with big
face like that. And for these edges, I'll click you have to click to add them to the selection and you can, you can bevel them. As you can see, when you hit Atclick you can't
select the whole egg. If that doesn't work,
you can go to the top, go to the X ray, hold shift, and let's select
the egg like that. And now you can bevel it. It control would be let's bevel this 23 eggs like
that and tab out. Tap again at Alt to bring back the other
pieces and tap out. And I think the wheel is
ready now. All right. So far, everything is cool. The only thing that we could
create is the valve steam. This mark right here. Alright,
let's try to find it here. Yeah, this mar right here. But I'm not going to
create this in this video, I will leave it to the next one. So that's it for this video, I'll see you in the next one.
71. 71 Creating valve steam housing: Hello again, welcome back here. And this video, I want to
start with the Valvetem. Let's see how can we create. Let's put this image right here. Let's make it a little bit
smaller like this. All right. I think we can start with the cylinder and add the cylinder right here
and trim this area. Let's see grab this and
I just want to move the three decosor and
maybe, I don't know, align it with this vertex,
select the wheel itself, at HFTs and Q cursor selected, and now we have the
three decosa over here. I just want the three decosor to be close to the
wheel, that's all. Go to the right and let's hit HFT A to add and I
will add a circle. And I'm going to change
this to, for example, eight TCs and king the radius to maybe 5 centimeters and let's
ching this to the view. And now we got this result. Head key to move this. Alright I think we can add nine. Head key to move
this. And I'm going to move this over here and scale this make
it small like that. And let's go to the X ray. I just want to compare
this with this hole. I think it could be a little
bit bigger like that, head key to move, and let's move it right here and align it. The sizes make sense. That's very cool.
After doing that, I will take this out
just a little bit, and then tap to go to it mode. Select the whole circle and then hit F to fill
this with face, and then hit E two
extrude this like that. Select the whole Qmatra
and hike and let's move it like that and bid it and
side the wheel like this. This distance looks nice. If you want to go beyond that, grab this and go back guess
at ten bit, but not too much. All right, that's very cool. Alright now, let's
go to the right. I just want to kick if we
need to move this down, I think we should move
it down a little bit, grab it hike and
move it right here, and then just note that
this corner should be flat, goes down straight like this, and we should grab these
vertices and move them out to have something
flat like this. All right, now, let's go to the vertex selection
mode, hit one, and then let's grab those like that and the X ray and
scale them like this. That will be it. Maybe we can move them down
just a little bit. And now we got this result. After that, let's see how
can we trim the wheel? Hit a select all the faces, heft to recalculate the normal. This is something important. Otherwise, the trim
will not work. Tab out, grab the wheel, turn off subdivision surface
for now. We don't need it. And then I will
grab the cutter and then grab the object and just choose
difference to trim this. And now we got this result. And then after that, we could
tap to go to the eight mode and I just want to connect some of these
vertices to something. For example, I will add one
he loop here and one here on the side to connect those or maybe we don't need
to add one edge on the side. Grab this with this headK All
right, something like that. And this one, maybe
we can slide it to the middle like this and
add one edge loop here. We got a problem right here. Sorry, Lst. Control
Z multiple time to bring back the object
because as you can see, this part of this hum try, the cutter, it's
embedded inside. So what we need to do
is just move this out, and that will be it.
Just keep that in mind. And now grab this
salt. You have to grab the wheel and
the difference. And now let's tap
again. All right. Gewise, let's put
this in the middle. Control R. If you want
to add one cut here, or you can use a knife tool. Let's create cut goes like
that and ends there, maybe. And let's delete this.
We don't need it. Control X. What about this one? I guess we can create a
new cut goes like this and connect right here.
Let's dissolve this one. Maybe here we should add one H loop to connect
this with this one had K. And for this vertex, we should find a solution. Let's see what else
we could do here. All right, maybe we can
slide this a little bit like that and connect
this with this. This one, maybe we can
connect it here right here, and this one we can
move it up, I guess. And let's get rid of this
vertex, just myriad somewhere. And I will go to the
phase selection mode and select these faces like
that, including these, and then I will hit I
to create an inset, and then hit Auto invert
the inset outside, let's create small rim,
and then hit I again, and then hit Auto invert
the inset inside, and let's create a
second rim inside like oh All right. After that, I will put the
three decuter over here, and then I will go
to the right and then hit have to A
to add or tab out, and let's add another circle, align this to the view like this and skill this done like that. Because according to
the reference mic, we'd create a hole right here. I will hit G to move
this over here for now, and I will tab, hit A, and then F to fill this with face and then hit E to extrude
this inside like that. And I guess we can
scale it and make it big a little bit, something
like this, I guess. And then rotate this to the Y R to the Y, and
let's rotate it like that. G to the and let's
move this down inside. And we could get a
result like that. If you want to rotate this wall and align
it with the cylinder, I guess you can do this
by using the here option. For example, in the X ray, you can select these
vertices like that, and you can activate here
and just pick nice view, and let's hear this
from the top like that and align it
with the cylinder. Oh I will grab these vertices like this from the right view including
those over here. And maybe we can
add these vertices. And then I will hit Shift
g to hide the rest. All right. Let's grab
these vertices again. I just want to see if what I
did here is correct or not. All right. Now, from this side, you can see the
alignment of this edge. I think we should rotate
this a little bit more. And now this e, the angle of this edge is very
close to this one, and that's what I wanted here. If you want to move this bag, go ahead and do it,
but not too much. All right, this ag is not
connected to anything, I will grab it and delete
it for now temporary. And I think there's no
reason to move this bag. That will be okay. That's it. Let's go back to the
select box and then tab out, grab the cutter hold, you have to grab the wheel, and let's choose another
hit difference again. Alright, I think because
the faces are flipped, tap, hit aft and to
recalculate the normal. Again, grab this
hold, you have to grab the wheel difference. And now we have second trim. All right now, let's tap
to go to the mood end. I just want to connect some of these vertices
together like that. Maybe we should delete this vertex and this
one as well, I guess. And let's see what
else we can do here. Maybe these vertices, I can move them forward
a little bit. That's not going
to give me what I want. So I will leave
them like that. All right, this vertex
should be connected right here and these vertexes, if you like, you can
slide them like that. And I think we should
connect this with this had J and this one with
this vertex hit J. Right now we'll see what
else we can do here. Right now, I will
select this pig face and grow the selection
one time like that, and then I will
hit I to create an inset, small inset like this. That's very cool.
It can throw blots, hit I again, and then hit O to create a second inset
outside like that. And I guess we can
add one a loop here and one on this side. And I will grab this
with this hit J to connect those together. And Alright. That's very cool. Eaving this edge
here in the middle, I guess it will
cause some problems because this area will be flat, so I prefer to merge it on
this side, for example. It's okay to do this. And
for this one, if you like, you can create a
second edge loop and connect this vertex with something, but I
will do that later. All right, now, let's
focus on this area. Let's see what options
do we have here. I will grab this vertex with this one and then hit
K and connect them, and the grab this with this hit K to connect this with this. And if you want
to connect those, go ahead and do
that. That's okay. And we should have
second edge loop around this corner and
right here as well. Something like that, I guess. And if you want to create
a second edge loop, we should have a new edge
loop here as well to connect these edges with
this new ge loop. So you grab these vertices, T se like this twice and let's merge the
smart right here. Let's slide this a
little bit like that, Q twice, and merge it there. And here we should
have a new age loop. It should go like this and
one on the side as well. Now I will use F tool to create
a new cut goes like that. Okay, something like this. And I'm not quite sure
where this should go, but maybe we can we can take it through here
and then I don't know, maybe we can create
a cut goes here. Let's add one loop here and connect this
with this head J. And on this side, I guess
we can slide this a little bit and use n tool again, let's create a cut goes like All right,
something like that. And delete this.
And for this age, all right, where do should go? I think we can use
the knife tool to create cut goes like this. Let's connect this vertex
with this one head K, this one G twice, Merge right here and the same
thing on the side. This with this head K, twice, get rid of this triangle. Wine glo, maybe we can add right here just to connect this
vertex with something. Alright let's see what's going
to happen if we do that. Let's accept the VN surface
or the wheel with level two. Let's take a look,
right click he smooth. All right, I just forget to create inset
inside right here, hit I to create an inset, and then O to invert it. And then Alt click to
grab this He lobe, and the head control
would be to bevel this to three cuts like that. And here, maybe we can add one he lobe to
tighten this area, grab this with this headK
and this with this headK. Now let's tab and let's
take another look. When you tap out, I can see here we have a
problem in this area. I think some of these vertices should be pushed
forward a little bit. So let's grab them like that and let's pick a nice view like this and then hit key to the X, and let's move these out just
to create this curvature. Alright now, let's tap
out, and let's take another look.
Everything looks nice. Alright, the result
looks very beautiful. And for this vertex, right here, I think it's not
quite important to connect it with anything.
You can leave it like that. It's not causing a huge problem. And for this one,
what we can do about this? Let's try to find a way. By the way, we have this
nice We don't need it. And can we delete this one? I guess we can delete this one and merge this vertex
with that one. You can hit J to
connect them together, and maybe we can slide this a little bit Ky twise and
slide it, and this will be it. I'm not so quite happy with this egg to
leave it like that. If you want to get
rid of this one, I guess we can add one egg lob, go somewhere here or you can grab it and hit it twice and mark it up like that. I think you can do this. Even if you like to leave it, I think it's not going
to cause any problem. And for this one, I guess you can connect
this right here. All right, I just want
to check what's going to happen if we create
this triangle, I will tap out and if
the heading looks nice, yeah, it looks nice. I don't see any
problem. Well, that means you can do the
same thing here. You can connect this with this
edge and delete this one. All right, this is an option
or I think you can delete this edge and accept
this scenario. And for this edge right here, I guess you can, what we can do about this try
to figure this out. Maybe we can mark this one here. And don't worry about
having triangle right here because this face is flat. And if you care about this
egg lobe that we got here, you can add new egg lobe
like that to support this. For example, I can
create cut goes like that and delete
this one, right? And then let's go to this side, and let's use the knife tool again and let's create
cut goes like this. Or sorry, it could
go like that to meet that age. Let's do that again. Something like this
and dissolve this one. And for the second egg lobe, I guess we can create a new cut goes here and one
goes like that. Crab this with this head J. And let's use an F tool again and let's create
a cut goes like that and connect those together and the same
thing for the side. You can add second edge
loop around everything just to get hardboar corner. You can select these phases at Control plus multiple time. And manual, I will add this to the selection. Like that. And then I will hit Kantor bus to go to the
selection again and again. And then I will hit I or ins and then hit Auto
invert this outside again. And let's try to get rid of this problem Qwice and let's
mere the smart right here. And that will give
us better results, and the shading will
be even stronger. That's very cool. All right, I think we can accept this. And after that, we should start
with the VelvOSem itself. But I will end this video here and see you
on the next one.
72. 72 Creating the valve steam: Hello again will come
back. In this video, I want to create the
valve stem itself. All right, let's go
to the right view, and let's put the three D
cursor in the middle here. I go up this space and then hit HFT S and Q Cursor, do selected. And then hit Hite to
add when you tab out. And let's add a circle, and let's align this to the
view. And here we have it. Let's add six sides, something similar to
what we have here. That's very cool.
And now I will scale this and make it
small like that. And we can take
this out for now. I will tap to go
to the egg mood, and then I will hit F to
create a face and extrude this just to have a
thickness like that. You can extrude it like
this to avoid flipping the normal. All right. And then I will add egg
loops for each side. You can go to the egg
selection mood and grab the two edges like that and
try to click to subdivide. And you can increase
how many eggs you want. So let's add ten
cuts for each side. I think that will be yeah, a good number to start with. And then I will grub this pace and then hit
E to extrude like that. And if you want, you
can delete this phase. Grub these faces, and then hit Alt E and open the extrude menu and
extrude along the normal. And let's extrude
these like that. Endless active offsite
even to fix the corners. And then after doing
this, if you want, you can delete these faces, grow the selection
control blast, and then get rid of them. Go to the egg selection
mode, grab these edges, and then trot Q circle to
change these to a circle. Or something like that. I'm not sure quite sure of
this circle perfect, or I feel that we have some
waviness happening here. I'm not sure quite
sure. Let's choose relax and let's see
what's going to happen. As you can see,
nothing happened. Well, that's mean the
circle is perfect. And then I will hit Ex
through this bag like that. All right. And then I
will go to this phase, select it hit I four inset, and then auto invert the
inset inside like that. And let's change this
to circle as well, right click and Q circle. And let's kill this a
tiny bit like that, and that will be it. All right, that's
very cool. And then I will hit E and extrude this bag. Or
something like that. Then I think we should bevel the edges to make
the corner sharp. Before you do that, if you
want to create arcs here, you can grab these vertices and you can active the proputial editing using
the smooth and move this bag, it G, and let's move this bag. Let's active this one, hit G, and rotate the wheel
forward just to make the effects smaller. Somebody like that.
And now you have the ability to move
these vertices. And I guess we can pick the sharp option or
maybe the linear. Let's see what's
going to heaven. Alright, the linear will
give you a stright edge. Maybe we can use the
sharp instead of that. The sharp would be a
good option to use. So yeah, let's stick
with this one. Push this back
just a little bit, and now we have nice curvature. Because we did that,
I go to delete these faces again
and recreate them, grab them, hit E, and then S to extrude
and scale like that. I think that's too
much. Let's turn this off and then hit G to move
this forward a little bit. I just want to have a
small curvature like this. The right click into a circle, tating this to a circle. And now we got this nice result. After that, I will hit E two
ex through the S to scale, and then E and book to the
X axis through this bag. And for this side, if you want, you can hit E and then S
two extroude and scale. And now you can double the
edges before we do that, I will grab these faces, if you want to grab them, hit
HD and take COBE like this, and then leave this
in the same place and then hit P and then as
to separate this out, grab this new circle, and let's go to the
vertex selection mode, hit a select everything. And from the right, just scale
this me smaller like that. And now I will grab
these vertices and I will hit key to
move this out like that. Or something like this.
And then I will hit E and S to extrude and scale. Let's move this a little bit like this and
then hit E to the X, and let's extrude
this like that. I think the size looks okay, and I will make
this big like this. Maybe we should move
this pack and extrude this and then hit E and then
a to extrude and scale. And I guess we should extrude
this page as well again. And if you want,
you can tab out and decrb this object
and then hit he D, and let's move it right here
and scale, make it small. And let's move this forward. Let's make this even smaller. I will tab and decrb
this group of vertices, it HTS and then bring the
three Dcursor over here. Tab out, grab this HTS select inter cursor to put this in the middle and scale this,
make it pick like this. Key to move and let's move
this out almost right here, maybe. All right. And now let's add you
can add bevel modifier. But before you do that,
let's flip the normal, tap, hit Ah N, to
recalculate the normal, head smooth or head auto smooth. All right. So this piece
should be made of plastic. I will tap and then
grab these faces, hit P, and then
separate this out. And now I just want
to focus on this one. Tab and let's grab these edges, and then I will hit E and
extrude this inside like that. And I will select
these just like this. And then had control
would be to bevel these. And yeah, let's add three cuts. I think this will be okay. But I think this side, the bevel hair
should be stronger. Something like this. And then let's grub this one
with this one it control to bevel
this to three cuts, and the amount
should be smaller. And this one as well, roll
Let's add four edges, and let's make the amount
a little bit bigger. So this is the
result that we got, and then it's like to excite. And then I will grab this
grab this side and move this like this and what else
ratic head auto smooth, and I guess we can
do the same thing, but let's use the bevel
modifier and let's add 0.1 with two cats maybe. And the humetry and the heading, you can activar than normal
to get better heading. And you can accept
a result like that. Something here, I
would like to mention, you can see how the algorithm
the modifier working. You can go to the geometry and king the meter outer to arc, if you want this and
you can increase the segment and king the
amount to 0.15 maybe. If you want the amount to
be a little bit bigger. Let's select those, all of them, and then let's move this bag we should rotate this All right, we could align it with this. So I will hit R to rotate and let's
rotate them like that. You can see the room
of the valve steam, and you can see the
end of the cylinder, of the valve itself. I will hit key to
move this and try to put it in the correct place, something like that, I guess. Let's see if that makes sense. Maybe we should move these
down a little bit due to the Z until we see a hole right here and maybe we can make it
a little bit smaller. Go ahead and scale
it if you want, maybe a little bit more because I think it should be smaller. And now the size is close
to what we have here. The result is cool
and makes sense. Yep. Yes, this is a good
result we got right here. Alright, I will end this video here and see you
in the next one.
73. 73 Starting with the tires: Hello again, and
welcome back here. In this video, I want to
start with the tires. I want to create the tire. Alright, I have these
images All right. And one thing I just
would like to mention, as you noted that the wheel take too much time for
us to be finished. And as you know,
creating the tire, it's something annoying and
it takes time, as well. But I will try as much
as I can to make this simple and simpler as
compared with the wheel. The tire tread that I see here, it's toasted quite complicated, especially if we delete
some of these details. I think it will be
easy to be created. One thing here, I would like to mention that the wheel
that we created is, I think it's too wide. I think we should
make it a little bit thinner than
what we got here. I don't have any information
about the wheel width, but I asked Bart, the AI about the
width of this wheel, and I didn't get
a correct answer, but he estimated the width
about 25 centimeter. So I think I follow that, and I think I'm going to
change the size of this wheel. You go to the front end I
just want to create a guide. I will add cube the size just change the size
to 25 centimeter, and let's see what's
going to happen. Now we have 25 centimeter size. I will iG to move it and
align it with the wheel. So if we accept this result, that means we could
grab the side and move it and align it width
of this a cube. But I think we can
go beyond that. I just want or I just like to
make it a little bit wider. Let's go to the item and
with this cube selected, I'm going to change the size
to maybe 30 centimeter. Let's see what's going to appen. Alright, what we got
now is 30 centimeters. So 30 is too much, I guess. Let's add, for example, 27. Alright, 27 centimeter. I think that's a good option. So I will grab the
wheel and tap, and I will grab these
vertices like that, and then key to move them and move them and align
them with the cube. So this is the
size of the wheel. And then I will grab
the guide and delete. We don't need it actually. All right, after adjusting
the size of the wheel, now we start creating the tire. Fir thing I would like to do is putting the three
Dcursor in the middle. I will grab the wheel and tab and you can go to the
phase selection mode and grab all of these faces with Alt click and then hit a
Qs cursor to select it. And now we have the three
Dcursor in the middle. Then you can tab out, and then you can go
to the right and add. And for me, I think
we can add a cube, and I will hit G to
move this cube and align this edge of this cube
with a tire right here. So hit to move this and let's
move it almost right here. And then tab to go to the mood, grab these vertices and let's hit G to move
those over here, align them with the wheel, and let's see grab the whole
vertices at S to the Z, and let's scale these down.
Let's scale these down. I just want the idea is, I just want to create one unit. And I know you will ask me
what I'm talking about. I just want to create
one piece of the tire. For example, I can create
this piece of the tire, and then I will use the
array to duplicate this and then use the bend modifier to
bend it to create the tire. So this one, this piece, I can call it one unit, right? And that's why I scale this
to be small like that, and scale it until you get the same distance we got
from this edge to this edge. All right? If you
compare this to this, I think the distance is
close or maybe we can scale it a little bit more
and make it bigger. So let's work on that. Grab these vertices at s2z
and scale it a little bit more and maybe a little bit more like that,
and I think that's it. Now, if you compare it,
yeah, it's very cool. So this is the first step. After that, I think
we can tab out and grab the wheel
and let's tap here. I just want to grab these faces. All right, these faces, and then hit X F to get rid of them. And
now we ended with this. All right, from the top, I will add one right here
and delete the side, hit XF to get rid of it because I just want
to focus on one side, and then I can use the mirror modifier to mirror what I got here
on the other side. You go to the top and now let's control that
a little bit more. I will grab these vertices. Don't move this
one in the middle. Move these in the X ray. And I want to align this
vertex here like that. Move it to the X and then
hit to move this right here. And then I will hit Control R to add one egg in the middle, and I'm going to move it hit to move this
almost right here. Alright, and I can add another egg loop that
could be right here. And I will tell you
why I added this egg. You can see here we have
sharp angle in this area. That's why I added
this edge so I can move it like that and
create this angle. I just want to get something
similar to what we got here. So let's go to the top and
after adding this vertex, I will to move this like that, something like this, I guess. And I think this should
go out of the wheel. According to this image, I think it should go out
of the wheel like this. All right, that's
very cool. And now we have a flat face right here. After doing that,
maybe we can now add three vertices here or edges and move them to trying to create
something curvy. In the Xraod don't forget that, so we can grab the two vertices. Because according to this image, I can see that the tire from this area has
small cavicure. And here we should
have sharp edge. So I will grab this and bivalt and maybe we can add four cuts goes
like that, I guess. Something like that, I
think it will be okay. All right, so this is
the profile of the tire. You can go out of the local
mood and make a comparison. So this is the egg that I'm talking about
it's right here. Alright. And it's very
close to this egg. You can Yeah, I think
we can leave this because the place is okay
and everything is aligned. So now we are about to
create the first unit. Alright, let's tap out and grab the wheel and let's
go to the local mood. And now after this, I will
add the array modifier, sorry, the mirror modifier to mirror this on
the other side. And now we got this result. After that, let's try to
create these details. So before we create
these details, let's start with these straps. I just want to create these
straps in the middle. Let's tap to go to the egg mood. Here in the middle,
we have big one, so I will hit Control R to add one egg for the big
strap in the middle. The big strap will start from here and it
will end right here. So if you book this egg a
little bit to the center, you will make it
smaller as you do that. I think what we got
here is too much. So I will and move it a
little bit to the center. And then we have a small leg. Let's add a second
edge loop right here, and let's create Alright. This area should be
extruded inside. And after that, we should
have second strap, and it should be smaller,
something like that, I guess. And let's add second
edge loop right here. All that's very cool. All right. And if you want to add third strap,
that's okay to do. For example, I can add one
more strap right here. Something like that. Hit key to move this a little
bit like that. Alright, that's
very cool. And now after doing all of that, I will hit Control R to add
one egg here in the middle, and then I will hit Control
B to bubble this to two eggs like that and put these edges
like this, as you can see. I'm trying to create
these details. Let's see together how
that could be done. And in the middle,
as you can see, we have small cracks. We should decret as well. So let's add one egg loop here, and it can roll bet
Volt to two like this. And this will be enough. Alright. The big
cracks, you can see, they are not reaching
the egg of the strap. So we should have one egg
right here to prevent that, and I will show you what I mean. Here, I will add three cuts. And then I will go to the phase selection
mode and I will grab this phase from this point
to this point, I guess. And the same thing
I'm going to do here, grab this and then hit Alt E and Q is extrude along the normal and let's extrude these
inside like that. Just a tiny bit of extrusion. And then these phases, we don't need them, and you will understand
why I did that. Let's see grab them
like that, hit XF and get rid of them. And from the top, I just want to avoid the nine degree
that we got right here. I just don't like
it. I prefer to move these vertices to have
a small angle like this. And the same thing on the side, Q tie and slide them like that. Al right now, if you grab this piece and heavy
to duplicate it, we can do that again and again and now we
can see a battern, but it's not read yet. Alright, after doing
this, by the way, if you want to make this
crack a little bit bigger, you can grab these
vertices like that. And then hit S, sorry, let's grab all of these vertices and hit S two dizzy and scale
those down a little bit. Yep, something like
that. Now, let's grab these pass here, start from here and
maybe end here, I guess, and I will hit Alt
A and Q extrude along the normal and
extrude this inside. And the same thing, I will avoid the nine degree we
got right here. Just slide this a little bit. And as I said, I just
don't like to leave it nine degree. All right, that's very cool. Now after doing
this, I will grab these faces and I will
extrude those inside, hit E and put those
inside like that. I think they should
go a little bit deeper as compared
with this extrusion. You can eyeball it something
similar to what we got here. And then I will grab
these faces and delete them because we don't need them. All right now is the time
to do something here. Need to delete these phases
but orally say extrude them. But the extrusion don't
reek the surface. It could reek the middle
area, almost right here. So yeah, we could add
an H loop, one here, and one right here, and
one edge loop here, and the same thing on the
side and one on the side. So the first strap, I will grab these faces and
hit XF and delete them. And then I will grab
this edge and then hit F three time to fill
this area with faces. And the second strap, I will delete these
phases that we got right you can grab this vertex and this vertex and hit X V and get rid of them, and then you can grab this a
hit F two time to fill this. And the same thing
for this area, grab this vertex with that one, hit X V to delete the vertex, and the grab this hit F two time to fill this area with faces. And the last strap, we should delete this
area in the middle. So grab this with the set
XF and get rid of them. And I'm going to select these edges and extrude them like that and
push them to the center. But as you can see, here we have some overlapping. I
just want to avoid it. You can do that by
activating the clipping we got in the mirror modifier
and then hit Ge to move, and they will be
snapped to the center. Make sure that these
vertices are merged. Alright, that's
very cool. Maybe we can make small tweaking here, like grabbing the strap
and move it like that. And maybe grab this one
as well and move it ten a bit. Alright, that's very cool. And here, this eg
it should be sharp. So I will add a support eg loop here and here as well to tighten this area and one here and
one on the side as well. And if you notice here, we have a second edge sharp
edge around the tire. You can see it right here. It's it's clear. So we should have
something like that. I will add three cuts
here or two, sorry. And then I will move
these two edges a little bit just to
maintain the curvature. I know the curvature
become very cool. So after adding this, I will add a second
egg loop right here, and then I will grab these
vertices and from the top, I will hit to move this
a little bit like that, and then the X
ray, grab this and hit to move this a
little bit like this. The idea is, I just want to create small step,
and that's it. Let's add support edge loop here and one right here as
well. Let's tab out. All right now, let's try to add subdivision surface and let's
see what's going to happen. I will add subdivision
surface with level two, and let's activate
the head smooth. So this is the result so far. It's not ready. I know that, but we will continue adding the details to this
piece to make it ready. Let's turn off sub
divisan surface and the edit mode and then let's
tap to go to the Ed mode. So the first step
that we could do is adding support egg
loops for these pieces. I will add first
support egg loop right here just to
support this egg, and I will add one right here as well, and one right here. Alright, that's very
cool. Now we have support edge loops,
but we got problem. It's wrong to leave all of
these edges goes like that. Imagine if we add one
here and one here, and these details, if we added
support eg loops for them, we will have a lot of edges. So we need to try to avoid that and reduce the
number of these edges. What I'm going to
do is I will grab these vertes at the corners
and merge them like this, grab this as a first vertex, this one as a second, and
this one as a third vertex. The idea is just
make this vertex active and then hit M and cures Merck at last to
get a result like this. And then you can delete the
unwanted egg like this one, I'll click and dissolve it. And let's do the
same thing here. Let's add this edge here, and you can Q twice and Mic
and delete the unwanted edge, this one, and this one
as well, dissolve it. Let's go to this side, and
let's do the same thing. Q twice and Mc, slide and mic. And the same thing here and
Q twice, slide and Mirc. And let's delete
the unwanted edges. It will be this one right here. And this one right here
and this one right here. Sorry, this one. By the way, we will recreate this one later. But for now this is often just to make the life easier for us. And in the middle, I will add one edge, I guess. Or maybe we can move it
a little bit like that. Just keep in mind when you
add this gg loop right here, keep in mind that
the distance we got right here
could be similar to the distance that we got right here when you add
the second egg loop. If you don't do that, when you duplicate these pieces to
create the whole tire, these edges will not be aligned, so just keep that in mind. Alright. For me,
I can eyeball it. I just just at the edge and
push it close to this one, and you can eyeball it. I think now there are close, let's say, you can grab
this edge and this edge, and you can hit S, and then hit hit Z to cancel the Z axis and Scale V to the X and
the Y and zero enter, and they will be aligned if you like this technique,
you can use it. And you can do the
same thing here. Grab this edge, grab this
one as well hit S to scale, Heft Z to cancel the Z axis. Scale V to the X and
Y, hit zero Enter. All right, now let's
see what we got. Let's tab out and let's see how the subdivision
surface will work. As you can see now,
we have something. We have some details.
Now, let's tap again, and let's focus on this one. Let's add one A loop here, one A loop right here, and one right here,
and one on this side. And I'm going to use the
sliding technique kittise and slide and Mc like that, and the same thing for the rest. And now let's delete
the unwanted eggs like this one and
this one as well, Control X and dissolve it. And the same thing right here, dissolve this and let's
dissolve those as well. Or maybe we can
leave them for now. Let's add one egg loop here
as well for this piece, and then Qwise and Mirror. Maybe before we doing that, key to the Y and let's move it a little bit to
the corner like this. Now at Ys and let's merge. Now let's delete the
unwanted edges like this. The same scenery here, grab these and can throw
eggs and dissolve them. This corner needs
to be supported, so I will add one
egg right here. And one egg loop
right here as well. And one to this corner. I think we can leave
this in the middle, something similar to this
side, and that will be it. Alright, let's
focus on this side. Let's hit Control A to
add one egg loop here. And let's mirrc these
vertices twice and mirror. Like that. That's very cool. And let's add one egg lobe. It should be almost right here. And the same thing on the side, control, and let's add one
egg lobe, almost right here. And let's add one egg here and one egg right
here in the middle. And then grab these
two edges, hit the Y, and start flatten them
to the Y and move them to the corner. All right, let's hit control up to add one egg lobe almost right here and one egg
lobe right here. And let's do the same
thing K twice and Merc. And the same thing on the
side, Ktwice and Merck. All right. And let's delete the unwanted ages. This
one, we don't need it. And this one right here,
I guess we don't need it. And I think we can sorry,
before you delete this one, I guess we can grab this edge and it white and merge it with this one,
and that will be it. You can slide this
vertex a little bit. Yeah. So I think we
finished with this area. Everything here is ready, and everything here
looks fine as well. And on this side as well. Alright, let's come here. I will add one egg loop
and the same scenario. Let's merk these
vertices like that. And let's grub this egg and hit Ctrolx and dissolve it in this one as well.
We don't need it. All right. And here we just
need to add one egg loop goes like that and
kit Weiss and merge. And let's delete this edge loop or I think we can delete
this one instead. And if you like, you can
slide this up a little bit. Stocks are quite important. And this egg loop we
don't need it anymore. You can delete it. And here I will add one egg
loop goes like that. You can align this to
the Y if you like. Alright, let's do the same
thing here, QI and marriage. And let's delete this
egg in the middle. We don't need it
anymore. And what else? I guess this egg loop, we can get rid of it and
mirror this one with this one. Something like this.
And here we could have one support
egg loop to support this area and one
right here as well, just to support the corners. And let's see what
else we can do here. I guess we can delete those. Both of them, we
don't need them. And we could have one egg here in the middle
and one right here, grab them as to the Y Z and let's move these out
towards the edge. Let's add one support a
loop right here to support the corners. All right,
that's very cool. This egg, we don't need it, and this one as well,
we don't need it. Alright, now, let's tab
out, and now you can see, now we have something here. Now, after doing all of that, we can turn of the
subdivision surface for now and add the array
modifier to duplicate this. At the array inside the array, you can see that we are duplicating these
towards the X axis, zero out the X, and
let's work with the Z. Let's add one right
here. And now you can increase the
number of the counter. Let's add 50 for now. And now you can see we have
50 pieces goes up like that. And you know that these pieces
could be merged together. That's why I'm going to active the merge option
inside the array. Active the option and
let's change the threshold to small number
because as you can see the geometry is collapsing. I will change this 2.1
centimeter. That will be fine. Let's delete the sub divor surface for now because
I don't want it. All right. After
adding the array, I will add a symbol
form to use the bend. And now you can see that
we have some bending. You can add 360 degree, and now we got something
as you can see. Now we got one problem. The problem is the number
of the piece is too much. That's why you can see
the tire is too big. To fix that, you
can go to the array and reduce the count
to something smaller, like, I don't know,
let's reduce the number. Until we see something
makes sense. Alright, this result looks nice. I think we can go
with it, adding 37 piece. It'll be
something nice. In case you don't like
the distance between these crackers and you want to make it a little bit smaller, you can tap and grab
the first piece and you can hit S to the G and scale it and make it smaller. In this case, you
can control that. But if you do this,
you should increase the number of the
pieces as well. So just keep that in mind. All right, so now let's go back and let's
increase the number. Two to 66 maybe. Alright, now the
tires makes sense, as I think the
result looks better. You can tap out. And even if the tire doesn't
align with the wheel, don't worry about that too
much because we can fix it. Alright, so this
is the first step. After that, we should
uplide these modifiers. We don't need them
anymore. And one more thing here, I
would like to mention. You can see here we
have 360 degree, and this is where these
two sides will be joined, and this area need to be welded. To achieve that and to avoid the seam that
we got right here, we should add wilt. But before I do that, I can see here we have a
sharp edge goes like that, and that's happened
because of this egg loop. So let's work on this
piece a little bit more and let's see what
options do we have? For example, these vertices
we just forget to delete. I guess we can add one He
loop here and here as well, and I think we can change
the distance of these edges. So let's let's see
if that will work. I will grab these vertices
and then hit H to hide them. And what I'm going to do is I will go to
the selection mode and hit Control Alt and click
to choose the edge ring, and I will hit Control Alt. You have to add the
rest like that. And after doing this, I will
hit right click Q space to change the
distance these edges. All right now let's
set t edge to go back. So this is the
result that we got. And regarding this area, I guess we can right see what
options do we have here? I think we can select these
edges like that maybe we can add this as well to the selection,
something like this. And the heterQ space. Yep, I think that will work. And for this edge right here, I guess we can do the
same thing by grabbing these and hits and skill them. Yeah, something like this.
I think that will work. That will help to
prevent this garbage. And as you can see,
it's not exist anymore. So let's tab out, and now we got something nice. All
right, that's very cool. Now, after doing this, we could do something else. Let's see if we
forget anything here. All right, now I will to
go to the local mode. Or before you do
that, I think we could duplicate this tire, hit HvD and take a Cobi and then I will hit to move
this to the extra. So I will move
this to the extra. And before that, I
will change this tire, the KOBE to tire extra
just to organize it. And then hit M and move
this to the extra folder. And now we have
this one. This, you can delete if you like,
you can move it away. We don't need it
anymore for now. And I will apply this modifier,
starting with the array, have it over and hit Control A and for the mirror and
for the symbol deform. And as I said, we could merge
this area in the middle. So I'm going to add the wold
modifier because somewhere, I think, let's tab, I
just want to show you. You can see this edge. This area is not perfectly
welded. It's still open. So I'm going to add
the wold modifier to all these two sides. So tab out and let's
go here and let's add weld and king the threshold
2.0 1 centimeter. And now you can alight, and now when you tap and
move this edge, it's welded. All right so now we
finished with this one. I will grab the tire and
go to the local mode and go to the front because here we should make some change. I will tap to go to the mode, and then I will
come to the X ray. I just want to select
some of these faces, grab these vertices,
for example, and I will grow the selection
to reach this area, I guess, or something like that. Well, actually, I guess
you can All right, I will go to the
X ray and select these vertices like that, and I will add the rest. All right. And those as
well. That's very cool. And then I will go
to the front and I will activate the
proportional editing, and you can choose
one of these pieces. For me, I will start
with the sharp, and then I will rotate this
middle area to the X axis. So head R to the X,
and let's rotate this. And after that, just make the
effect a little bit bigger. So R to the X, and let's
rotate the wheel a little bit. R to the X, and let's rotate the wheel to
make the effect bigger. And you can see what
I'm getting here. I if you don't like this, you can try the linear. Let's see what's
going to happen, R to the X. Yeah, I think linear will be nice. So let's rotate these
cracks like that. At ten bit or
something like this. And then I will hit Control minus to
shrink the selection. Let's do that again and again. And then I will rotate
this at R to the X, and let's make the effect
a little bit smaller. To create this effect,
as you can see. And now I will fring
this selection again and focus on the
middle area at R to the X, and let's rotate
this a little bit. All right, that's very
cool. And the middle strap, you can leave it like
this if you like. And now we got something
nice and makes sense. After doing all of
that, now you can add subdivision surface and let's see what's going to have. You can accept Level
one. That's okay to do. If you don't like
that, you can jump to two, but that's too much. Just keep that in
mind. All right, so this is how to
create the tire. The technique is very
simple and easy to do. And the result looks beautiful. Or hit slack to excite. After doing that, I just want to put the origin.in
the middle of the tire. Hit right click and then set
orgin origin to geometry, and now the origin.in the middle is not perfectly
in the middle, I guess. Alright, we should
align the origin dot of the tire to the position
of the three decorsor, right click and then set the
origin to three dcursor. And then I will
grab the wheel and the tire or sorry,
that's not correct. Yep, right click
origin to geometry, and then even if the origin dot is
not aligned with the three D coursor,
that's totally correct. After that, we should align the whole tire with the
position of the three D cursor. So then hit Shift S and
selection to cursor. And now the tire is
perfectly in the center. And you can check
that if you like. I just want to go
inside the tire. I just want to see what's
going on here. All right. I will grab the tire
and scale this. Let's go to the right
and going to scale this. I just want to see
the second leg, and it should be
aligned with the wheel. And yeah, now it's
aligned. Grab the tire. I think we should scale this. But I think that's it. We
don't need to do anything. And on this side, as well,
everything looks perfect. And now it's like to excite. And now we got very
beautiful tire. Before I end this video, I just want to reduce the subdivision level to one and leave it
two in the render. So when you render it, it will render as two. And then you can copy this wheel and move it back. So
let's work on that. I will grab all of these
pieces and then I will hit heft D to take a Kobe and move this kobi
back to the rear side. Let's go to the right and now let's try to put this
in the correct place. Something like that. Try to put it in the middle,
and that will be it. And just keep in mind that the rear tire should be
pushed inside a little bit. So let's pick nice angle, and let's move this
one inside like that. This distance looks nice. Looks beautiful. All right. I think that's it
for this video. I will end it here and see
74. 74 Starting with the brake rotor: Hello again, and
welcome back here. In this video, I want to start with pre crotorT
piece right here. Let's see how can we create it. Let's go to the right view, and I will start with the cube. Let's add a cube, and let's take this out for now and
sket and make it very small, something like that,
it will be okay. Control and apply the scale because we scaled
this a little bit. I will tab and go to the phase selection to
grab this face with this pace and I will hit
XF to delete these faces. Alright, let's try to
find another image. You can see what
I want to do is, I just want to create
this piece in the middle. And as you can see, it's
a little bit beveled. So I will grab these edges
and Control B to bevel them, something like that, and
I will king the heap to 0.5 just to have a
small curve like that. And you can increase the width. All right, 1.2 maybe. It will be a good
number to start with. And then after that, I will go to the g selection mode to grab this edge and that
one or you can Yeah, let's grab them like
that, and I will hit E to extrude and
then S to scale, extrude and scale,
and then cancel the X axis because we don't need to scale
these to the X axis. So hit heft X and scale
to the Z and to the Y. Let's scale these
a little bit like that or something like
that. And now we got this. After that, I will
grab this with this and then hit Kantro B to bubble this. All right,
that's very cool. And now I will grab these
edges and those over here and then hit S to the X to the Z zero enter and
flatten this to the Z, and maybe we can scale this
a little bit like that. I guess we can do the same
thing here for the side. So let's grab these edges, and let's add those as well
hit S to the Z zero enter, and let's go to the right of you and scale these like that. If you want to make
these vertices flat, you can grab them like that, and you can king the the transform to the active element and make
this vertex the active, one of them, for
example, this one, and you can scale these to the active elements to book these vertices and
align it with this edge. And the same thing
here we can do. Let's grab these
vertices like that, and let's scale this
to the active element, this vertex right here,
is to the Y zero. And maybe these vertices we
can en grab them like that and just scale them inside. I mean to the Y. But don't scale those to the
active elements. Let's change this
back to median, and then hit S to the Y, and let's ph them
inside like that. All right, so now we got
this result, as you can see. And I think we can add one egg in the middle
and delete half of it. I think that will make the
process easier for us. So let's add one egg loop here and here and
go to the front. Sorry to the right. And let's say grab these vertices at X. Sorry, X V to delete
the vertices. And now we end it
with this piece. After that, we can
add mirror modifier. M and I guess we can mirror
this to the Y, I guess. Yeah. And now let's tap to
grab these edges, for example, those right here and extrude
them a little bit like that. Or somebody like this,
it will be nice. And yeah, I think that's
all what we need. Alright now, I will grab these eggs and grab
those over here, and then I will hit E to extrude S to the X to extrude
and skill like. And then hit E to the Z and extrude those
down and you can align these and you extrukon
with vertex down here. So hold Control and
snap it down here. All that's very cool. Maybe we can grab these
faces and move them up to the Z. I just want to have small distance here in case
I want to bevel this area. So let's grab these
and those over here, and I will hit Control
would be to bevel them to two edges like that. And then I will grab these
edges and re bevel them. Alright, C troll and
let's rebevl these, and let's add the three edges. This will help to get
sharp corner like this. All right, so now I will go to the mirror
modifier and hit Control A to up light because
I don't want it anymore. And then I will use the
array to array this. So let's go here and
let's add the array, and I want to array this
to the Y instead of X. So zero out the X, and let's add one right here. And I'm not quite sure how
many piece we could add here, but it's too much. Maybe we can add 50 piece. So let's add here 50. After the array, we should
have a band modifier. But before you add the band, I just want to
mention something. If you want to get
a correct result when you add the symbol deform, because you know bend its
inside symbol deform. You can see we are not
getting correct results. But to avoid this,
you can rotate the whole geometry and make it points up and then bend it. That will give you
a correct result. But if you do that, when
you rotate one piece, you should change the
direction of the array. Let's go to the right and
I will grab this and hit R to the X axis and rotate this ninth
degree, and now we got this. After doing that, you
should apply the rotation. But if you do that,
you will go problem. But it's very simple to
fix, change the factor. I will activate the Z
and zero out the Y. Let's add one here and
zero out the Y. That's it. And now when you add the bend, you can bend it correctly
without any problem. So let's add 360 degree. And now we got this. At least check the result and
see if we need to do anything else before
we go any further. I think we could do
something here like grabbing these inner edges and these edges right
here and then hit E to through those
one more time, and then hit E too through then S and push
those inside like that. Maybe a little bit
more. All right, these edges should be married. So I grab them like that, and then hit right click
and you can use the bridge. And you can delete
these edges in the middle because we
don't need them anymore. Croll like dissolve them. I just want to block this area
and close it. That's all. All let's see if we should
do anything else here. All right. Maybe
here we could grab these eggs and it can troll just to peter
them to three cuts. I think that will be okay.
And yeah, I think that's it. We don't need to
do anything else. After doing that, you
can scale this c small, and then you can
apply the array, and you can control the count
if you want to kink that. Maybe we can reduce the count. I think that will be okay to do. Alright. Yeah, I
think that will work. Adding 35 maybe would be a good option. All right. Now, after doing all of that, now I can apply the array and apply the bend
without any problem, but yeah, let's do that.
And now let's tab. I just want to see if
these edges are merged. You can see here we have an open area for each piece
because it's not welded. To avoid that, just grab
everything and then hit M and Qs merge by
distance and merge it. But keep in mind to make the threshold something
small like 0.01. Otherwise, the geometr
will be collapsed. Now we got something
very cool and nice. Let's go to the right and then I will put the orgin.in the
middle of the circle, it right click and
orgentGometry, and now it's in the center. Scale this down and
let's put it right here. I will move the
image a little bit forward like that
so we can see it. And now we can scale this
and align it with the disc. Like that, and now it's aligned. Now we got the correct
size. All right. After doing that, I guess we
can tap to go to the mood, and we could grab the circle
and then hit F to fill it. And I guess this area as well, you can hit F and
fill it as well. Alright click Hit Auto Smooth, if you like, or you can
add subdivision surface. All right. And now we got
something nice and beautiful. All right. For the
middle area if you want, you can control that and make some change like
scale this down like that, something like that. And if you like, you can
make some extrusion, at least take a look
before we do that. I'm not going to
create this piece in the middle because this
is not for the spector. It's for the
phantom. But because we don't have information about the break rotor and
the calibers of the spector, I prefer to use the
details of the phantom. Okay, let's check
the other images. Let's see what options
do we have here? Maybe you can extrude make some extrusion to create
something like that if you like. This is this image
for the spector and you can see the
details right here. I guess we can do that. So let's scale this a little
bit more like this. Maybe I think that
will be enough. And then I guess we could hit
E to extrude this inside. Before you extrude this, I just want to turn off
subdivision surface and the edit mode just to
make the process faster, and then I will hit E to extrude this inside like
that, attend a bit like this. All right. And I guess
we can grab these edges, and then hit Ken troll
would be to bevel them or something,
not make sense here. I guess we have two
edges or Control B, and let's bubble
this two like that, and I grab this with this
hit Control B again, to bubble this, let's add
three edges like that. And now I will grab
this big face, and then I will hit I again
for another inset like that. But as you can see, we
have a lot of edges. If you like, you can add one, support the edge lob
right here just to make this a tighter to avoid the stretching and
now let's tab out and I just want to see the result because the
details in the middle, I prefer to add new
geometry for them. And by the way, I just want
to tell you something. You can actually
delete this big face in the middle because
it's not quite important. And yeah, I think you can delete it and leave it open like this in case you want to
create these details. So let's see what
should we create? All right, it's something
simple to create, small geometry with some
extrusion, and that will be it. This phase, I guess
you can leave it. I will grab this A
loop and then hit H and bring the three decosa
right here in the middle. And then I will go to
the right and tab out. And then I will hit t A
to add and I will add a circle here in the middle
and align this to the view. And after that, I will change
the number of the vertices. Let's add, for example, 32, All right, now let's
see grab the circle and scale it and make
it small like that. Let's move it a little bit
farther so we can see it. And the scale is a little
bit more like this. And I just want to
make it smaller than the circle of the disc something like this,
it will be okay. Maybe we can scale it a
little bit more like that. Right now we could make
some extrusion here. I will grab this and tab, and I will hit F to
create a big face here, and then I will hit I for
small inset like that. I just want to make this
inset as you can see here. And then I will
maybe scale this a little bit more and then extrude this at ten bit like that. And I'm going to
make symbol and then I will grab this
and extrude this a little bit and then I will grab this egg and hit Control would be to
bevel it to two like that. And I will grab this
with this and re bevel it to create this harp egg. And for this one, I will hit Control be to
Bible this two, three, I guess,
something like this. And for this, I guess we can
hit Control would be and Bbl this 22 and rebevl
this. To three edges. And you can grab this face and hit to make the last inset, and you can exhib this result. And there is no reason to add too many details
for this piece. I think it's okay to
make a symbol like this. Alright, now let's add
subdivision surface for this, and the erratically
head is smooth. And I guess we can
accept level one because if you take a
hot from a far distance, the steps of the of the
geometry will not be visible. The steps, I mean, these
edges that you can see here, we have multiple steps. To avoid the steps, you know that you should
increase the subdivision level, but we don't need to do that. And in the render, if you want to leave it in the
viewboard one that's okay. In the render, you
can leave it too. I mean, when you render it, it will be rendered like this. So yeah, I think I
will accept that. So let's grab this with
this and hit key to move them and I will
put them here inside. I guess we can grab the
image and move it back. And even if you
delete the image, that's totally okay, because I think we don't
need it anymore, so I will grab it and you can move it to the
extra or I don't know, let's move it to where Yeah, I will delete it. I
don't want it anymore. Let's grab this and hit key, and let's move those back here. All right. Let's see if
we can do anything else. I think I'm going to make
small kings to the wheel because I'm not so quite
heavy with what I did here. I think we should work on this a little bit
and get better results. I will grow the
selection like that, and I will hit to move this
a little bit like that. And I'm thinking of
trimming this area. But let's see if
we could do this. All right, let's see if
we can add one a lobe or maybe we can grow
the selection like that and then hit I for inset and then hit auto invert
the inset like that. I just want to create
small rim goes like this. And if you have this
edge right here, you can scale this down like
this and make it smaller. So what I will do is I will
grab these and dissolve them just to get this
result as you can see. And now I can select
this edge loop. Alright, I just want
to sharpen this area. So I will select this phase tube and hit troll plus multiple
times to grow a selection, and then I will hit
I until you re here. I will hit I for inset and create small egg
goes like that and then hit I again and O to invert the inset inside to
create this egg loop. And I think the
scenario is better. And let's check if we have
any problem anywhere. Everything looks
nice. All right. That will help to make some of these details that we
create here visible. So let's grab those together, and I guess we can grab the wheel and
go to the local mode, and from the top
and the X ray mode, we can diselct the
wheel and move these towards the
wheel like that. Leaving a distance between
the wheel itself and the brake rotor is very
important for the caalipars. That's very cool. I think I'm
going to make small s here, like make the disc a
little bit thinner, maybe, I guess, or at least try that and let's
see what's going to happen. I will go to the
local mode and I will hit out and
slide too, sorry. Grab this and hit Alt
and to hide this. And then let's tab again. And what I want to do is, I want to make this a little
bit bigger these phases. Let's see grow the
selection until you reek this phase right here, and then I will hit at scale. You can go to the
right at scale, but cancel the X axis. Don't scale to the X axis. So hit heft X and scale
this and make it bigger. All right, Shift X and scale
it a little bit like that. All right, something like
this. And let's tab again. And then I will grab this
piece that we just created. And let's go to the right,
and I will scale this as well hit this and cancel the X axis, and let's
skill it like that. Make it big. Maybe a
little bit more like that. Yeah, something like this. All right, I'm going to change
the subdivision level for the under 21 because we
don't need to render dip two because that's
too much, actually. And by the way, I guess
you can accept level one. Sorry. You can turn off
subdivision surface if you like, but here we will
got some problems. So right, level
one will be okay. It's like to excite now, and
let's take another look. Alright, I think that's
it for this video. We just finish the prey
crotur and after that, we could create the calipers. I will end this video here
and see you in the next one.
75. 75 Starting with the disk calipers: Hello again. Welcome back here. In this video, I will
start with catcers. And I will create this one. I think this one is nice
and beautiful to create. So let's see how
can we create it. I searched the Internet and I found images showing us how
this should be created. So we're going to count
on them and use them. And in the reference
images folder, we have this image right
here. We're going to use it. So let's start. I will import this image and
put it inside viewboard. Just click and drag and let's put this for
example right here, and I will hit R
rotate and hold can rotate ninth degree like this and scale this,
make it small like that. And maybe we can move
it right here for now. Alright, maybe scale this a
little bit more like this. But I think we should
flip it, grab this, and let's go to the object and mirror Let's
mirror this to the Y, and now it's mirrored. After that, we can start following the details
of this image. Let's move it and I just want to compare
it with the disc. Don't worry about the size. For now, all what we need to
do is just creating this, and after that, we will move it and put it in
the correct place. And in case we want to
scale it, we will scale it. So let's get started. The three D coster is over
here. I will move this bag. Maybe just a little
bit dry here because whatever object you will add
it will be added right here. And that's will be
overlapped with the image. Anyway, I will start
with the plane maybe, and I will align
this to the view, and scale this make
it small like that, and to move it, let's
move it over here. And let's start following this shape that I
can see right here, and I will leave this image here so we can understand
what we should do. All right, with
this one selected, I will tap and grab
these vertices and let's extrude this
right here, maybe, and the idea is, I will start following the shape. That's
all what I will do. And I think we could create one side and
we can mirror it. I mean, you can focus on this side and mirror this
side. You can do that. So before you do anything, before we extrude the plane, I will add one egg in the middle and hit X
F to delete this one and maybe we can move those
right here to the middle, and then I will move
the Origin dot here. Just bring the three decosor right here and then
right click and then organ to three Dcurser and now we have the
Origin dot right here. And then you can add
mirror modifier. Let's add mirror to
the Z axis, I guess. Or before you cue the Z, just apply the rotation just
to reset everything and then Q Z and now is mirroring this to the Z,
and that's what we want. After that, you can tap and start make some extrusion
here and there. So let's move this
right here and let's make one extrusion
goes like that, and let's move this over here. Alright now let's see
grab this with this, and then I will hit E to
extrude this over here. And let's grab this vertex in the X ray and I will
move it right here. And after that, I will grab these and extrude
them like that. But here we should
have an angle. So in the pre perspective, I guess we could grab these
and then it and move those inside like that,
something like this. Let's go back to the right, and let's see what else we can do. Alright here we have
small curvature, so I guess we could maybe
we should go to the front, I guess, and r let's
move this back. I think that's too
much. And then I will extrude this and try to create a curve like that.
Something like this. Let's go to the
right and let's see, all what we need to do is
just moving this up and align it with the calipers and
then to move them like that. All right, something like
this. I guess these vertices, could we move these
inside like that? I'm not quite sure,
but let's do that. All right, something like
this. And after that, we can use the mirror modifier
again to mirror this side. So the origin dot is
not in the good place. What we need to do is we need to move it and align it
with these vertices. All right, to achieve this, we can active the
clipping for a reason, and I will hit E to extrude those to the middle like that, and they will be snapped
here at the middle. And then I will hit S to bring the three
D coursor right here. I made this extrusion just
to determine this point. And then after that tab
out right click and set origin to a three D cursor. And now we just moved the
origin dose right here. And then when you combine
it these vertices, hit X V to get rid of them. And then I can active the
mirror for the X axis as well. And now we have this
as you can see. All the caliper size, it looks nice and fine, so let's continue following the details that
we got right here. All right, so this
is the first step. After that, I guess we can
grab these vertices and hit E to make multiple extrusion trying to follow this curvature. Let's extrude this
vertex right here. And let's make one
extruder right here. Don't worry about this shape. Just keep extruding this. All right, one right here. So yeah. And now we got
this. That's very cool. All right, let's bring the
reference Emic here and let's try to
understand what's the next to what we should do here. Let's go to the right again and I guess we can
grab this vertex and extrude it and keep the distance between this
line and this sinew line. I'm not quite sure if we
need to move this up. I mean, to align
it with this edge. Well, I think we should
do that. All right. So in this case, I will move this a little bit up like that. And I will keep extruding these vertices like this
and follow this corner. I think you can see
it. It's right here. And let's extrude
this over here. And let's make one
extrusion goes like that, and one goes like this. Keep in your mind to maintain
the distance and one, it would be right here, I guess. And the last one should
go down like this. And now I will connect
those together. Let's add one cut right
here, one vertex here, Q twice to slide it
a little bit up, and then I guess we
can hit G to move this something like that. And then I will grab this with this hit F to create a face. And you can hit F multiple time to fill this area with faces. Let's try to see if we have any problem with
the thickness here. I will move some of these vertices a little bit like that. All right. Now let's
see the perspective of what we got. Alright. We just made a
small mistake here. We couldn't slide this vertex.
Alright, that's very cool. Let's go back to the right and let's see what else
we can create. I will grab these
vertices and I will hit heat to extrude them
inside a little bit. And then I will add multiple
cuts here, I guess. That's very important
here as well. And for this area, let's grab this
again, and I will hit you to move this
back gasotena bit. And this vertex, I
guess we should move it like that because
here in this area, we should have a
small curvature. So let's try to mimic that. Okay, something like
that. Let's do it back, and let's try to
understand what's the next All right. The next step here we should have flat phase in this area. So let's add one egg right here, and this egg will help will help to create
this flat phase. But I guess this
one we could move back. Yep, something like that. And I will hit E to
extrude this over here and extrude this here as well. I'm not quite sure if we need
to add these details now. I will hit you to move
this over here for now and hit E through this,
for example, right here. And one extron goes here
and one right here. Let's see in the
perspective what we got. So now we got this little
result, as you can see, and now is the time to make some connection between
this side and this side. Alright, let's grab these
two vertices and let set F, let's try to grab those at F to create a phase right here. And here we should
have one vertex, K twice, slide
this a little bit, grab this with this, F.
And now we have new phase. I will grab those. Or if you like, we can add one verte here and
grab this with the set F and F
again, one bra here. Grab this with the
set F and maybe one more F or I guess we can hit
CatrolR to add one A here. So one vertex at F, and let's slide
this a little bit. And then let's grab
this with the set F. One Cathr here, grab this
with the set F and F again. So now we got this
result. All right. And here, I guess we should we have flat
cut here or what? All right here, we could grab these vertices and
make a second step, I guess, like that. And I guess we could
extrude those like that in the X ray, we should move some of them. Let's slide these first Q twice and keep sliding
these like that. Maybe this one I
can keep it right here and this one here, and this one, I guess it
should be right here. You can englob these
vertices and click NQ space to fix the
distance between them. You can do that. All right, that's very cool.
So now we got this tip. Let's see what else
we could do here. All right, I think
from this vertex to this vertex or Alright. That's a little bit
difficult to understand, but I think we should up some of these vertices
and extrude them. All right. First, let's
slide this a little bit like that and
slide this one. And do we need to add an A here or it
could be terminated? I will hit E tie and mirror this vertex and
the same thing for this one, I just going to slide it a little bit to make it
a little bit thinner. And from the right view, I guess we can grub this
vertex with this one here. And grub this with
this, I guess, and we could extrude them, hit E, and let's
extrude them like that. And the same thing for the rest or let's extrude them together. Go to the right and then hit E to extrude
those like that. Maybe something like that. And I will slide this vertex here. And what I want to do is I want to grab this vertex and make one extrusion goes
like that, almost right here. But this vertex is not
aligned with the surface. It should be underneath
a little bit like that. I think you can
that's visible here. You can see this edge here. All right. And this point, it's lower as converted
with this surface. And then I will grab this
with this vertex here, and then I will hit
F to create a phase. All right. I will
grab this vertex. It can troll shift
be to duplicate the vertex to multiple
cuts like that, and you can en grab them and move them a
tiny bit like this. And now is the time to try to create a connection between
what we got right here. So I will grab this vertex and create
extran goes like that and grab this with this hit F. And
then I will grab this one, this vertex and take
it out like that. Rub this with this,
hit F and F again. Okay. Maybe this vertex we can slide it a little bit to get thrid cut,
goes like that. And then this attempt to find a way to
connect those together. All right. What I'm
going to do is, I think we should merk this
vertex and I don't know, maybe move this up a little bit. And for this one, I guess we can move
those back a tiny bit like this and those a
little bit to the X. And then I guess we can
grub this with this and I think we can grub these, all of them and create
a phase cost like that. And this vertex, I will mirror
it right here and try to make this flat by
taking this back. You can grab this
with this and mirtic, but you will have triangle
right here and triangle here. And one more thing here, I can grab those together, hit F to create a
face right here. One cat right here
and one vertex here. You can slide this
Qwice, slide right here. Grab this with this hit F to create a face and one cat here. Q tie, slide this over here. Grab this with this at F.
And one cut right here, this with this hit F and F
again to create a phase. And here we should add two, maybe or one vertex, grab this with this hit F and
F again to fill this area. And now we got this
surface, as you can see. But not see what else
we should do here. Let's try to check
the other images. You can see something here. Understand the technique
and what we should do here. All right. After doing
that, we could grab these vertices, all
of them, I guess, and extrude them hit E and extrude those
inside like that. And I guess we could hit
S to the X here, enter. All right, something like that. And what else we could do here? I guess we could connect this
vertex with something here. I will grab this with this and hit just to give
this a thickness. And then I will go
to the right view. I just want to see what's
the next step here. All right. I will
grab this vertex. You can see it right
here, and I will hit E to extrude it and align it with
this one, put it behind it. And maybe we could make second
extruding goes like that. And then grab these
and key and move those back. Something like that. Well, this is an option
or maybe we can grab this vertex and hike
and move this like that and align it
with the vertex, if you prefer just to
get strite CAT goes up. And now I will grab this and then hit G and move
it right here. Or I guess we can move it down. I'm not sure quite here, but let's see what's
going to happen. So now we got this results. I will grab this vertex with this vertex and I
will hit F to create a phase two time and then grab
this vertex with this one, and I will hit F to
create a face right here. I'm not going to add
all of these details because I just want
to make a symbol. And what we got so far is
very cool and looks nice. So let's continue checking the images and let's see what's the next. All right. What about this
area? Let's go to the right end see which
part we should create. I'm not quite sure we
start with this base here. I will grab these
vertices like that, and I will add this
to the selection, I guess, or maybe those two. According to this image, we should create this
small lake right here. So grab this one hold
control, grab this, and then let's go
to the perspective, and let's make small
extrusion goes like that. And then let's go back and I guess we should
extrude those like this and move some of
these vertices forward. Let's grab those, for example, hiking let's move
them like that. And let's take this
back a little bit. And this one as well, it
should be moved right here, and this one should be moved right here and the
same thing for the rest. Maybe this one should
be moved here, I guess, and this
one right here. And these vertices
should be pushed back, I guess, something like that. You can create a guide like rubbing this edge and
move it like that, and you can align these vertices with this guide just to get something straight. All right, something like that. Grab this vertex, hit X V to get rid of it.
And there we go. If you want to add extra H
here for this curvature, you can do that, actually. That will give us
better results. Let's go to the perspective
and yeah, now we got this. All after creating this curve,
it should be right here. Let's go to the right view. All right, I will grab this vertex and extrude
it almost right here. Just try to follow
this second curvature. Something like that. And
right, it should be end here. So I will hit E twice to
slide this here and then hit E to extrude this
right like that. But when you do that, you should grab this vertex
and move it to the side, and then you should
have small curvature. So be careful here when
you move these vertices. The idea is we just need to have small curve goes like that. I'm not quite sure if I think
that's not totally correct. I think we should let's hit Controz multiple time because I think these vertices
should be excluded again. So in this case, what
I'm going to do is I will move these vertices
to the middle here. Let's start with this one. I will move it a tiny bit, then the rest of the
vertices will follow it. Something like that. And then I will
grab this vertex, hike, hold control, and
snap it with this vertex. And we could have
the same curvature. So I will add one, two, three cuts here, and then let's try to grab them like that and then
hike and let's move them inside and grab this one in the middle and
let's move it as well. I will grab this vertex
with this vertex and this with this and then
hit F to create a phase. And maybe we can move this
a little bit like that. Drop this with this
hit F multiple time. And here we could
have three cuts and grab this with this
hit F to create a phase, and those as well. All right. And now we got this surface, but it's not perfect. So I will grab this and move it like that, and then start. Let's grab this hot cantle grab this one because I want to
make this egg go strite. I'm going to use the Gtray to achieve that. And now it's strt. All right. A lot of
vertices we got right here. I know that, and these should be connected
with this side and this side should be
extruded a little bit more to go like this. But I think we should grab these vertices again and explode them one
more time inside like that. And I guess we should have a
variation in the thickness. I mean, the group of the
vertices we got right here, they should be pushed
back like that. And then we should trim this area by moving these
vertices like this. Something like this. And we should find a way to connect
the side with the side. Temporally, I'm going to
dissolve these edges. I just want to make the
process symbol for me. I will grab this with this
and hit F to create a phase. And I guess this phase should be pushed in a little
bit like that. And from this angle,
I guess we can grab these two vertices
and move them like that. Maybe rotate them a little bit. Let's grab those all of them, and let's pick an nice angle, and let's move those down. And these in the middle, I will hick you and move
them up a little bit. And yeah, now the result
looks better, I guess. And what about this
area in the middle? All right, can we scale these to the X axis? I'm not
sure quite sure. I will hit G to move, and I will snap them
to these vertices. And maybe after that, we
can connect them together. I'm quite sure. But
let's take another look. A right here in the middle, we can see here we
could add one loop, almost right here because we have a geometry
here, we could extrude. So let's fix, try to get
a good curvature here. And then I will grab this
and maybe this vertex, right, let's check that again. I will add one globe right here and Q twice and mirrc this one and slide
this a little bit, so we can delete these
vertices because we moved these vertices too much and
XV and get rid of them. And now I will go to the
right again and I want to grab the vertices we
got right here and mirrc it with this one
here. Grab this vertex. Bolt controller grab this, have to grab this
and then hit F to create connecting between them. I know I added one
edge right here, but I'm not quite sure. That will be too much, actually. Let's reduce the number, and
let's see if that will work. I will grab these
edges and right click and chose space to put
this one in the middle. And I will add one
cut right here. And then let's grab these
together and hit F, grab this with this hit F. And now we got this shape here. You can see it. All right, maybe now these
vertices should be extruded inside, I
guess, like that. And somehow this should be
connected with this side. Let's go to the right and
then let's grab this vertex. I will grab this and move it like that and grab this and move it
maybe right here. Well, that's a little
bit difficult to tell. Can we move this one here? I myself quite
sure, grab this one and align it right here
and maybe we can add one a loop and move this vertex and align it
with this vertex like that. Let's see if that will work. All right let's grab those four and then hit F
to create a face. I grab this with this
hit F multiple time. And here we could add maybe
two loops in this area. I grab this with this
hit F to create a face, one more time hit F, and let's hit F again. But this vertex should be
pushed back almost right here. And that one as well let's
try to locate it this one. And let's hit G two and
move it right here. Maybe this one as
well. All right. That's very cool, but
here we could have stride CAT, not like this. I will use the Knife tool to
create a cut code like that, and I guess we can
delete this with this hit XF. Can
we delete those? X F and get rid of
them. I will grab this vertex with this one hit
F to create a connection, and the create a
phase goes like that. And then I will select those, all of them, and then hit F to create a phase
here in this area. All right, this
technique will work. All right here we should try to find a solution for this area. I think some of these vertices
should be pushed like that. Something like this. And here we could have
small curva here. I'm not so quite sure,
but I think that. And let's try to slide
this like this just to avoid the twisting because
this face will be twisted. Grab this at F, and now
the face looks better. And I guess we can grab this and move it a
little bit like that just to have flat faces here. I know this is not totally similar to the reference I make, but it's okay to
make some kings. And for this vertex, I guess we can slide it
like that, as well. Maybe. And I guess we can move it from the right of you a
little bit like that. And you can slide this vertex, I guess and this one. Yep, something like
that. Yeah, the still cool and beautiful. The question is, what
about this area? How can we handle
this? All right, I think we can grab these vertices and hit E to extrude those
inside like that. And this should be connected
with this side, I guess. So let's add one cut here and
let's grab those together, and let's hit F
to create a face, grab this with this hit F again. And now let's try to find a way to block this area and close it. I will add maybe two cats
right here, I guess, and grab this with this hit F, F again one more time F and hit F again
to close this area. But here, I guess this face will be
twisted, as you can see. So to avoid the twisting, I guess we can maybe moving
this vertex up a little bit, but that's not going to
give us what we want. Maybe from the
right, we can move this and rotate this bag. Yeah, I think that
will be better. Maybe this vertex I can merk it right here
and get rid of it. Yeah, something like that. And I guess these vertices
we can extrude them inside a little
bit like that and grab this with this then F to create a phase
goes like this. And the question is,
how can we connect those together? All right. It will be twisted,
as you can see. So that's a little bit
difficult to handle, but in this case, we could move these
vertices one by one. But that's depend on the
view that you all choose. Move this like that. I just want to try to avoid the twisting. Let's see if that makes sense. All right. Let's see what
else we can do here. Here, I think this A should
go like that and be connected with this vertex according
to the reference image. Let's pick nice angle like this and I will hit
E tox through this. And this is what we
got, as you can see. I grab this hit key hold control and snap it with this vertex. You can go to the right
to put these vertices in the correct place like that. Let's try to get nice curvature. We can increase the number of the vertices if that's needed,
maybe one here as well. And now let's grab
those together, hit F, to create a face right here, grab this with this, hit F, to create a face here as well. T with this, hit F. And here we can add one H loop so we can create
face here as well. And here one edge Libra here, grab this with a set
F, and here asu. And we should have two edges, grab this with this
et F multiple time. And now we got this result. If you prefer, you can grab this vertex and then hit G just twice and move
it out like that. And the same thing for the rest, like that. All right. Let's grab this one key, and let's move this like that. And maybe I just want to avoid
any waveness in this care. Alright, now the
result looks nice. And now we could find a way to make these
edges go straight. So I guess we can
use the yeast tight. I will give us a good results. I guess we can use the
estra here as well without any problem. And here, All right, something like
that. Oh, that's very cool. And for this area,
I guess we can grab these vertices and extrude them inside E and phtose
inside like that. Maybe we can slide these a
little bit above this corner. All right, now we got this. Let's tap out and
let's take a look. Alright, the result
looks very cool, but
76. 76 Defining the disk calipers' sharp edges: Hello again, welcome back here. Let's come believe the calibars let's see what else
we can do here. Let's bring back
very fresh images and let's go to the right view. I just want to see if we can
create this effect here. These vertices could be trimmed. So let's see how
that could be done. First, I will move these
vertices a little bit just to get better curvature because you can see
this edge is flat. I will move this attend
bit like that as well. And you can use the relax
that will work as well. Let's select this, grab this vertex and get
to move a try here. And then, Alright, I think we can grab this vertex and move
it try here as well. And let's see what we can do. Oh, these vertices, I guess we can delete them or
maybe move them. I will grab this vertex and hit twice and
slide it over here. And maybe this one, I think it's okay to
leave it right there. All right, something
like that. And now we could move this grab this hit G, and let's move it like that. And let's do the same thing for these vertices and those
as well, and move them. And this one as well, I guess
we can move it right here. Yep. I think that will work. And now we got something nice. All right, this face is twisted. Let's see what opportunity
we have here to fix that. Maybe we can slide this a little bit and move this
up a little bit, even if that doesn't make
the difference I make. It's not a problem. Maybe this vertex, we
can move it like that. That will help to get
rid of the twisting. Maybe we can grab these and slide them a
little bit like that. I think that will
help a little bit. I think that will be enough. Let's see if we have the
ability to add these circles. Let's see how that
could be applied. We have one right
here in the middle. Let's go to the right,
and let's tab out. I will add a circle, and I'm going to change the radius to maybe
ten centimeter, make it very small
and align this to the view like this and
change the vertices to 12. Let's move this over here
and then hit S to scale it. I'm going to hit G to
move this over here. Scale this a little bit
more and let's put it here. Or maybe something like that. I will hit Q to move
this here and then tab, hit F to create a phase and then E to extrog this like that. And then hit key to move
this a little bit more, hit A and then heift and
to recalculate the normal, and then I will hit G
to move those inside. All right. And then I just want to align
the surface with this one. So with this face selected, hit G to move volt
control and snap it with any vertex right here,
and that will be it. And now we got this result. Maybe we can hit a select everything and
move this like that. And I don't know if we can
insert this or maybe later. But for now, we got this result. And what about these? Three circles, Let's
go to the X ray, and right now we have
one in the middle, and then we should
have one right here. I will Havd to have a Kobi here and vD to add a
Cobi here as well. All right now, I
think we can mirc these with the geometry. So I will tap out, and then I will grab this. We have the mirror. I
will alight for now. After applying the mirror
modifier, grab these pieces, hold hefly grab the calipers, and then let's go to side panel. And let's go to the edit
to open the Bull tool, and don't forget
this is an add on. You should activate it,
and the preferences, just go to the addon
section here and search for Bull tool and you will find
it and activate it. And then let's use the first option
because we don't need to add any modifier
right here to control. I just want the final result. So I will hit Union, and now let's go inside
to see if these marriage, and they are
perfectly marriaged. After doing that, we should go back and then go to the
right view, maybe end. Alright, something I just want to change a
small thing here. Yeah, I will hit
Controls multiple time, and I will tell
you why I'm doing this because if you
go to the right, this tip of this circle, it should be aligned with the middle edge of the calibers. And we have small distance. It's not visible yet because
you can't see the edges, but if I activate
the wire frame, you can see here, this is the
edge, and this is the tip. If I move this down just a tiny bit, I will
get better results. And that's what I
want to do here. So grab this tab and
then in the Xray, I will grab this and
I will All right, I just want to align this
vertex with maybe this one. Let's see how that
could be possible. Hit G to the Z, and
let's move this down. I think we can make one
of these vertexes the active and the snap
to the vertex. And I think we should
oe the active element. All right, because we selected this vertex
as the active vertex. And now I want to snap it
with this one to the Z axis. Now we G with the Z and
hold control and snap it, and now it's perfectly
aligned with this edge. All right, what about
this right here? I think we can move this atendi bit back away
from this edge. And could we do anything here, maybe we can move this
atendi bit like that, as well, far away
from this edge. Is there anything else
we could do here? Should we rotate this? If rotating this something
important, you can do it. But I'm not quite sure
if we need to rotate it. Maybe we can rotate
it just a tiny bit. And here we don't need
to make any rotation, and here as well. So yeah, now
everything looks nice. Alright, tab out,
grab these pieces. Holt, you have to grab
the calipers and z union. And yeah, now they are
merged. That's very cool. Now let's tap and grab
this vertex with this one, hit J to connect them. But I think they're not
going to be connected. I will hit a select all
the vertices and then hit M to open the merric menu
and QS Merc by distance. Let's see if these
vertices could be merged. All right now I
will grab this with this hit J to connect
those together. And I just want to delete half of this because we
don't need all of that. I just want to work with one side and I
want to mirror it. So let's go to the
X ray and let's grab this and then hit X
F and get rid of them. And the same thing from the top, let's grab the side and then
hit F to get rid of this. And now I can work
with the side, and everything will be
mirrored on the other side. So let's add the
mirror modifier. We're not going
to lose anything. So this is the mirror. It's been added to this. We want to mirror this to the Z and to the Y to the Z and to
the X, sorry. Yep. And now we can tab and
let's see what's the next so this egg,
we got right here. All right, it's not
in a good place. I guess we can mic this one here or maybe this
one right here. And what about this? Let's ignore this for now. Grab this with this hit K and grub this with this
one hit K if you like. You can actually can leave
it if you like. That's okay. Maybe this vertex, I can hit G and snap it right here, right? Something like that. And maybe this vertex, I can mirc it with
this one right here. And I guess this one I
can slide it a little bit and use a knife tool to create a cut goes
like that, I guess. And second cut goes like this, as very cool, and maybe
I can grab this but this hid k connect them like that. The idea is I just want to I just want to have
a quad, not guns. I will grab these
and hit key twice, slide them and mark them here. This one, it could be
snapped here and this one. We can snap it with this corner. Like that. Yep,
something like this. This is often vertex we don't
need it Kittie Esmera here, for example, and what
else we can do here? I guess we can add one egg loop. Let's get rid of this edge,
KitwieEismgt right here. And this one wise, let's merge it here, I guess. This one, we can merge it here. This one, mirrce it right there. And this glob, I guess
we can dissolve it. Yep, we can delete it. And I will add one
a lob right here to connect this
with this head J, and here as well scrub this one with this
one hit J, connect them. And I guess we can
create cut goes like that and delete this edge. All right. That's very cool. Let's see what we can do here. Keywise, smc this one here, get rid of this vertex. Let's smirk this one over here. Okay, and maybe those
together twice and merc them. That doesn't work. You can hit keyhole control and snap them. Or maybe I can connect
this with this. I think that will be
better and delete this. And this one as well, twice, let's merk this one over here. And I guess we can get rid of this edge by sliding
this and merk it here. All right, this vertex, I
can merk it here as well. And I can use a knife tool to
create cut goes like that. And one cut goes
like this. Right. And I guess notes on something here is not correct, actually. The curvature of the circle,
shouldn't be like this. When this circle
reached this point, it could go straight like that. So let's grab these
vertices and then he twice, light them like this,
something like that. Maybe these twice and you
can merke them right here, and then you can move
them a little bit. Alright something like
this, it will work. Oh. Right here we got problem. Let's see what's going on.
I will hit key to move this page right
here and grab them together and hit key to
move them a little bit. And these vertex as well. All right, now, let's see
what's the next step. What about this vertex? I will grab this vertex and mark it with this
one, slide it like that. And from the right view, I will grab this and move it right here and align
it with this one. All right. I just want to fix the
curvature a little bit. I will grab this vertex
and move it like that to make the
roundness look better. All right. And now after
doing all of that, I think here we should
have a cylinder. We could put one right here. So let's go to the right view and I will tab out
and the eight to at, and I will add a cylinder, and as you can see,
it's very big. I'm going to change the
vertices to 12 maybe, and the radius and the
depth to maybe ten. Make it very small like that. And I think 12 is too much. Maybe we can start with ten. Yeah, I think ten will be okay. So from the top, hit G, and let's put this right
here from the right, and let's move this up here and scale it a little bit more. Let us with this G and
make this tall like that. Maybe that's too much. Hit Ge and let's
push this inside. Alright, maybe we can make this a little bit bigger like this. And I guess we can move
this down like that. And I'm not quite
sure if we need to rotate this or All right. I guess let's go
to the X ray mode. All right, so this
is a cylinder. It's right here and let's
move this down a tiny bit. K. Yeah, something
like this. I will tap to go to the mode and
I will grab this side. And let's move this up here. And I guess these
vertices from the top, we can move them a
little bit like that. I just want to make
this go flat like this, and then let's see if there are anything
else we could do here. All right. And now I will grab this and then we'll have to grab
the geometry and Cuse union. Or you can choose union right here because we
need to add the modifier and then apply it because if you choose the union on this side,
you will lose the mirror. So let's choose union of the pcplem and everything
now looks fine. And then after that, I can apply this and delete the
cylinder itself. Or if you want to keep it,
you can keep it for now. Let's get rid of this vertex.
You can merge it here. This one, maybe we can
merge it right here. And I guess we can mic
this vertex right here. Let's get rid of this one. I guess we can mic
them right here, let's get rid of this vertex
and this one as well. Or maybe I can slide
this vertex. All right. I guess we can encrob
this with this hid J and mirrc this vertex here or you can get rid of it like that. And I guess we can encrob this with this hid
J, connect them. Maybe we can slide this a
little bit and put it in the middle. All right,
that's very cool. Maybe we can grab
this with this head k if you'd like to
connect those right here. I'm not sure quite here yet. So after adding all
of these details, now I guess we could let's
delete this. We don't need it. Now, maybe it's the time to add the support edge loops to
define the halve edges. So let's start working on that. A but let's start from here. I will hit Control R to
add support Hulbra here. I'm going to grab these faces and hit to the Z and move these
down at tinny bit. I just want to have
small space here. And I guess we should grab
them and move them back. But we will have some variation. Well, that's a little
bit difficult to handle. All right, moving these
down is not a good idea, so I will leave it like that. All right. Anyway,
let's hit Control R to add one a loop. Goes like that. Well, it's not going
like what I want, but I think in this case, we can use the manual
way to achieve this. Let's hit Control R to add
one egg loop here or here. I think here it will be
easy to add an egg loop. I to support the eggi loop. Everything looks nice and fine. And here, I guess,
the same thing, hit E to align it, flip the alignment on the other side and smooth this a
little bit like that. And the result looks beautiful. And you can add subdivision
surface to see the results. But hey smooth. And now we have something here. Let's tap again and All
right, that's very cool. Shade flat, and let's tap again, and let's see what's
the next step? Let's turn off subdivision
surface and the edit mood. We don't need to
see it. All right. I think this area
should be sharp. So let's see what's going to happen if we
hit Control R. Yeah, we can add one edge right here
and maybe one right here. Well, here it's
not going to work. But I think we can hide this, hit edge after you select them, and now we can add one edge, Alt edge, and that's it. All right. Maybe we can add once support a
loop goes like that. But I think we could
align it better. So when you hit
Control, I hit E, and then if this aligned
on the wrong side, hit have to flip
it back like this. All right. Now the a lob the
result looks nice, and I think we can use the knife tool to extend this age to
take this duction. I think it's okay to do this. Let's move it right here and it should go back
here to this point. Top out. I just want
to see the result. Alright, that's very
cool. And one H lob it should be right here. So I will use the
knife tool it K and let's create a
cut start from here, maybe, and it should go here. And one cat goes like that. All right, and maybe
one cut goes like this, and it could reach this point. I will rub this with this
head key to connect them. Stab out, or that's very cool. Tab out again. And I will use the knife tool again to create cut goes like that. All right, something like this. And here we have triangle. You can grab this with this. All right. I think this
A should be stright. I will grab with that vertex, these three vertices
and use the G Strick yeah, that's very cool. And now I will grab this one key twice and let's
make this one over here. Let's tap again, and yeah, now we got something looks cool. Alright, what else
we can do here? I think here we should
have one egg loop just to make this
egg looks sharp. And let's use the knife tool, hit K, and let's create a
cut start maybe from here. And it should go up here like
that and then go like this. Alright, one cut goes like
this and one goes like that, and it could be ended
almost right here. And I guess we can
connect those together. I'm not sure quite here
K, at least have out. And yeah, I think
that will work. All right, let's use an F tool to create
cut goes like this, and I guess you can
end it here because this face is flat and leaving triangle right
here, it's okay. Let's use an F tool
again to create a second cut goes like this, and this should go up here, and I guess we can
end it right here. All right. Now the
edge is sharp, but what about this area? All right, we should
have a second egg loop to define this sharp edge. Like, I think. Yep. Let's create
this ing this 22. Alright, let's tap again. I will use Knife tool again to create a
cut goes like this, and then goes like that
and ends here for now. And I guess we can
hit you twice to slide this at all to
move this like that. Yep, just to get better corner. And I will use Fe tool again
to create a cut goes like this and then goes like that. And it should go
around this area. Let's end this right here
for now, space to confirm. I think we can grab
this vertex with this vertex and head
J to connect them. And if you do that,
here we have quad, faced with four vertices, one, two, three, four, and
here we will have quad. So it's okay to connect them. And now we just
define this area. Let's tab again. I'm going to use F tool again to
define this corner. I guess we can end
this right here, and I think we can create
a cut cost stride down. And for this one, I guess we
can slide it a little bit. All right, looks cool. Stop again. All right, I guess we can add one egg
loop here and let's align it. Like this. And what else? All right, I will use nF tool to create cut
goes like that. And I think here we should have another edge loop at Control
R to add one right here. You can align it with
this site like this, and let's see where
this will go. All this will take this daran. I think we can accept
something like this. I think it's not a problem. For now, I will leave it. And then I will connect
this with this one hit K. I will add second edge loop right here and then hit it to align
it with the side. And then I guess we can add
one edge loop here as well, maybe we can slide
it a little bit, and then grab this with
this hit J to connect them. That's very cool. And let's use the knife tool
again to create a cut goes like this, I guess. All right, that's very cool.
What else we can do here? I will grab this entire
egg loop like that, and I will hit Control
Heft R to duplicate this. And then this second egg we don't need it. I
will dissolve it. So now we have an egg loop
goes around the circle, and it's important to have it. I will use the knife to
create a cut goes like this. And on this side,
the same thing. The secret cut goes like
that. Just want to merk this. And here we have
something not make sense. I will use F tool to create second cut cost like
that and solve this one. And then use the NF tool again, let's create a cut cost like
this to define this edge. And All right. Before I use the F tool here, I just want to slide
this a little bit away from the corner because
it's very close actually. Something like that.
And maybe this one, yes, a little bit. Key twice and slides. Alright, now, let's
use the F tool and let's create a
cutcde like this. I think that's too much. Key twice, and
let's move it back. One e ilo for this egg. Stab and now we got
something looks cool. Okay. All right. For this area, I will use
the knife tool again. All right here we have
very close vertices, something not makes sense. T or three vertices maybe. Let's delete this edge. I don't know what's
going on here. But to avoid that, you can grab this
group of vertices and then hit M and is
merge by distance. Let's see if this
could be merged. Alright, that's
not going to work. Q wise, and let's try
to merge it like this. All right. Yeah,
now it's merged. That's very cool. Let's use the Knife tool again and let's create a cut goes like that. And one cut goes like this. And I guess you can
connect this with this, let's dissolve this one. All
right, that's very cool. And what else? What about this egglop? Can we slide it a little bit? Slide it like that and align it. And if you do that,
that's means you decrb with this one and key
and move it like that. Alright, we just forget
to add one here. Hit J. Right now the
result looks better. Let's tab again and let's
see what's the next step. So yeah, now we
defined this area, and I guess we can add
one loop goes like this, and all right one
goes like that. Let's connect this
with this hit J. And on this side, I'm not
quite sure where this will go. But let's see what's going
to happen if we have one loop here and you can align it with this side like this. Let's go up this with this
head K, and let's go up. I just want to see
where this will go. So this is the edge. Alright, it will go like that. Mm. Let's tap again, and I think we can accept it. Yeah, I think it's
okay to accept this. That is very cool. All right. What what
about this side here? I will hit Control R
to add one A here. C, Illicit E to align it in, flip the alignment hit F. Or something like
this. And let's add a second edge
loop goes like this. And maybe one right here. And let's connect
this with this hit k. And let's see what's
going on here. Everything looks nice so far. Let's tap and let's take a look. Alright, the resort looks
cool. Oh, that's very cool. Alright, to make this
area look sharp, I guess we can use this edge and create
a cut goos like that. And this should go
like this, I think. And then it should go like that, and maybe we can
create cut goos like this and go back like this. Let's see what else
we can do here. I think we can add one A lube and align it with the corner, grab this with this
head K to connect them. And this one, I guess we
can end it right here. Or something like that. And I guess we can use we
can grab this edge. And we can hit Can throlhfR
duplicate this tattoo like that and delete
the second one. We don't need it. And I will grab this with
this head k to connect them and this one with this one, head k to connect
them. All right. This vertex should be
connected somewhere. I guess we can connect it,
for example, right here. That's okay to do because
this face is flat, so don't worry to leave
the triangle right here. It's okay. And for this one, maybe we can connect
right here, the tab. And yeah, the result
still nice. Very cool. One thing here I
would like to do, I will change the direction
of this age to go like this. And I guess we can
hit Gwise and sorry, hit K to create cut goes like
that and dissolve this one. And maybe dissolve
this one as well. Let's see what's
going to happen. I just want to make
this area look sharp. Let's create a second
cut goes like that. All right. I'm not so quite
happy with this edge. You can do something
like creating a cat goes like this. It's okay to do. I'm not so quite sure
where should I end this? If we extend this. For now, let's accept what we got here. And for this side, if you like, you can grab this vertex with this one and then hit
K to connect them. If you don't like to leave the triangles right
here, even here. That will be better. Yeah,
something like this. Alright, let's see what's going to happen if we grab those together and merk those at
the center or us collapse. And here, as well, I just
want to see the results. Yeah, it will work,
but let's go back. I think this result
looks better. Maybe here we can create one egg loop just too
tight in this area, and it could go around
this egg, as well. Or something like that. And let's use the
knife tool again, let's create cut goes like that. Grab this with this had K and grab this with this
one had K C nickname. And let's use the
knife tool again. Let's create a cut goes
like this. And that's it. Now, grab this vertex
itise and slide it here. That's very cool. Maybe here we can add a support the egg
loops, goes like that, and I will use the Niftol again to create
cut goes like this. And we could end it
somewhere, actually, but let's see where
this could go. I will hit Control R here, and I will grab this with
this had K to connect them. And let's see what
we missed here. I think we could grab those hit K to connect them as well. But that will affect
the roundness of the circle a little bit. As you can see here,
we've got some problem. Let's tap again and let's see
what else we can do here. This triangle, let's
try to get rid of it. Wise, and let's
mark this one here. All right. But let's define this arb edge. Let's see what we can do here. Let's use the Knife tool. I think we can grab this
edge and duplicated hit control heft R and let's
hit E for E thickness. And if this aligned with
the wrong direction, you can hit F to
flip the result. Hit F again. All right, now let's take a look and
let's see what we got. Let's see if we can accept this. I will grab this hike twice
and mic this one here. And let's try to
mic this Rye here, and this one, we
can milk it here. And I guess we can slide
this a little bit like that. Something like this. And yeah, the result looks
cool, I guess. Yeah. And after that, I will add maybe two cuts right here and
let's go to the right just to check the roundness. I think we can grab these
vertices and G just to move these out a little bit. And then I guess we can
grab this with this head J to connect them
with this one and J. And I think this head
should go like that, and it should go around this Something like that. Yeah, that's very cool. And I guess it's okay to take this A to
take this direction. I know it will leave a
Harb edge right here, but it's not a huge problem. And here we just forget to
add a support edge loop. So I will grab these edges. Hit ControlfR duplicate
it to two edges. Let's accept this result. Well, it's not perfect. Control hit R and what can we get hit E to align this Yeah. And now let's delete this
one. We don't need it. Let's accept this clod
this with this hit k. And the result looks nice. This vertex, I guess you can hit key twice
and milk it here. And if you like to
define this corner, and if you want to
make it harder, you can use a knife tool to
create cut goes like that. Or if you want to get
something faster, you can grab this edge, and it can roll here R.
I think that will work. Yep. And then use the knife at least
connect this maybe here. And this one, I guess
we can take it to this direction like
that to the center. And this will be
enough. Yeah, now we can see something here. Stab again and let's see
what else we can do here. I will grab this edge, and I think we should make it, so I will control
the R to duplicate this tattoo, like that. Write something like this,
now's the time to try to find a way to connect this vertex
with something like maybe we can
end it here. Eight. Alright, I think we can
accept this for now. And for this age, maybe this can take this direction to go up here just to make
this look sharp. And this it should be
sharp as well, by the way. Or at let's grab this
head control shift R, and let's duplicate this to two. All right. Something like this. Let's stop and let's
see what we get. But the rest it's not perfect because I guess we could slide these a little bit,
this one here, and this one, I guess it should be
right here just to make the curvature looks okay because it will
be flat if you don't. And I guess we can
move this edge in and this one as well, I guess we could move it
a little bit like that, and now the curvature
looks better, but we could connect
this with something. Let's try to connect
this one here, I guess. And from the right view, I will try to fix the
curvature of this cylinder. Let's extend the cut to
k this edge right here, and then I will go
to the right view and decrb all of these
vertices in the X ray, and I'm going to move them
a little bit like that. I guess we could decrb these
and I'm not sure quite sure. Maybe we should move them
down a little bit like this. And we should have I guess one egg goes up here
and ends here maybe. And let's align these together and grab them like
this and let's move them. But I think that's
not going to be Yeah, I think that's not correct, but maybe instead of that, maybe we can move this bag. Yes, I but not too much because this egg should be strip and it should be hard as well.
Don't forget this. Let's use the knife
tool again and let's try to create a
cut coat like that. Alright let's grab this vertex. These close vertices,
higiwi and smear them. But where this should go? Let's use a nf tool and let's create a cut
goes like this. And yeah, I think we can
end it right here for now. Right now, let's tap and
let's see what we got. Al right now, we just
define the sharp edge, but we're not finished
here because we could have a second edge loop to support this edge
from the other side. So let's keep cutting this area until you
reach this point. Yeah, I think we can accept
something like that. All right, maybe we can
add second egg start from here and goes like that. And let's merck some
of these retics here and let's stop and
let's see what we will get. Alright, that is all still cool. I'm going to move these vertices
a little bit like this. I just want to get
Better cavitare. Yep, something like this.
77. 77 Finishing the disk caliper: Hello, again, and
welcome back here. Right now, let's see what
else we can do here. We got a lot of edges
that should be defined. So let's start with
this one here. Let's use the knife tool. Let's extend this edge
to go up here like that. And you can end it here, I guess. Let's see
if that will work. But I think we should
slide this a little bit like that and maybe this egg because you
can see the difference here if you compare the
side with the side. It's slide this a little
bit to get even results. And I'm not quite sure
if that will be okay, but I will create
cut goes like this, and let's see if that will work. I mean, this one,
I will cancel it. Alright. The result is not perfect. Maybe I can mic
this one up here. Yeah, that will give
me better results. I can accept this.
Control R to add one H right here to connect
this with this hit J. And yeah, the result looks nice. All right now, let's see
what else we can do here. Art this edge, it
could be supported. Let's add one lobe
and then hit E. And if this aligned with the
wrong side, hit F to flip it. Or if you don't like to do this, you can grab them and hit Control R to duplicate
this tattoo. And you can align it as
well, the same thing. To get a result like that. And let's end the
cut right there. And for the side, I guess
we can move it like that. All right. And for this area, I guess we can create
a cut goes like this. Something like that. And for this side, the same scenario. All right. I think we can do something else like grabbing these
edges like that, and then it can troll
h R and duplicate. And then it to align it. And they grab the second globin, hit Control X and dissolve it. And now we ended with this one. So let's grab this head K,
and let's connect them. Maybe this one we can
slide it a little bit like this and clop this with this
head k to connect them. And this vertex should be
connected with something. I guess we can create
a cut goes like that and we can end
it somewhere here. Yeah, this phase is
flat. That's okay to do. And what else we can do here? Hit control R to add
one egg loop here. But I don't want this egg
to go to this direction, so I will hide this phase, it it to align it and
flip the alignment. All right, I will grab
this and delete it, and I will use the knife tool
to create a cut case like this and maybe we can
end it right here. I my quite sure that will work. Let's see what's
going to happen. You maybe we should have
one a loop goes like this. But this a lob, it needs to be
edited a little bit. Let's move it like
that from the side and slide it like this
and slide it from here. Kiwise to move this packet. I'll move this forward
a little bit like that because I want to extend the cut to go like this and maybe we can
end it right here. Or we can take it up here. Let's accept this
result for now. And All right, that's very cool. Let's see create a
cut goes like this. And this a go like that. And maybe I can delete this one. And slide this like
that, I guess. Let's bring back these
faces at ATAC. All right. Maybe we can grab these vertices
and slide them a little bit like that and add a second edge loop just
to support this DK. Or maybe we can slide these and add the new edge right here to be connected
with this one. You can manipulate the
distance between them, grab them right into space. And I know now this
pace become flat, but we can't control it. Let's add one a loop here and let's try to
get better results. So let's grab those all of them, and I'm going to use the relax attr to repeat that again and again
until you get something nice. All right, maybe now we can not quite sure
that will work, but I guess we can grab
these together like that, and let's use the relax see
what's going to happen. Maybe one time, it will be okay. And let's tap out.
Yeah, the result is still nice and smooth. Al right now, maybe
it's the time to support this to support the
edge loop for this area. I will add two or maybe
three edge loops here, and I will go to the front to try to bring back the curvature that
we got right here. So let's grab the
hit you to move them like that and just move them
up a little bit like this. And then let's grab this one in the middle and let's move it. And I guess we can use the relax option just to
relax this area a little bit. And the same thing for this. It's a bm like that. Maybe we can include
this as well. All right, right, can use relax. That will give us
better curvature. All right, that's very cool.
It's not quite perfect, but maybe we can manipulate
it a little bit. And. Yeah, now the result
looks better. Maybe now we can use
this edge loop and slide it keywise and
slide it right here. Or I think that's too much, maybe something like that. It will be okay. And we
could have second edge loop. It could be like this. You can align it better and
flip the alignment. All right. I think it's okay to leave this egg
to go like that, especially if you connect
it with this egg. Well, in this case, what we could do is we could slide these to the middle like this and the grab this with this head K. Yeah, this will work.
But from the right view, I guess we could grab these
and move them like that. Et's tap and let's
see what we got. The result is not bad. I think we can go with that. And for this egg, I think we can
extend it like this. Yeah, something like this.
And here we have triangle. Let's try to get rid
of it. Qwise and let's maker the
smart right here. Maybe this vertex, we can
slide it a little bit. All right now, let's see
what else we can do here. I think we can make small
kings here like using the knife tool to
create a cat goose like that and connect
it with this one. And let's see what
else we can do. Let's hit you twice
to the small right here and maybe slide some of
these vertices a little bit. Grab this head trog
to dissolve it. I just want to get
better result here. Maybe I can select those and Q twice to slide them a
little bit like that. And here in the middle, we can add one edge and change the distance
between these edges. So let's grab those right here. Yeah, right click and Q space. And maybe use relax. All right, let's grab
this Q two slide, slide this right
here, grab those hit J, Let's connect them. Alright, something like this. I will use a knife tool
to create cut start from here and goes like that
just to define this edge. And this should go
down like this. And I guess we can
end it right here. That will help to make this
area look even sharper. Maybe we can grab this group of vertices and we can move it a little bit like that just to make the result
looks even however. All right, can we rotate this? Maybe we can rotate this
from this angle just to get better alignment. Yeah,
something like this. I guess these vertex is we
can move them like that. Yeah, that will be better. And let's check this area, I guess, this should be pushed
a little bit like that. And from the right, maybe this corner should be
pushed as well like this. Maybe. Let's go this vertex, I guess we should move it
a little bit like that. Yeah, I think that will be
better. That looks better. All right, I'm going to use
the knife tool again to complete the cut here. It should go like that, and it should reach this area
and go back like this. And you can connect it with, I'm not sure quite
sure maybe here. If you do that, you will
make this area look sharp. The curvature here. But
let's give this try. So far, the result looks okay. Let's extend this egg lobe as well. Something like this. Maybe we can create a
cut goes like that. And I guess it
should go like this. Define this sharp edge. All right, maybe we can
change the direction of this edge to go like that
and delete this one. And I guess we can add one
edge loop goes like this, but I'm not quite sure
where this will go. All right, that's too much. Let's use an F tool. Let's secret a cut
goes like that, and you can end it
anywhere, I guess. I think it's not going
to be a problem. Yeah, it's not
going to be visible that much. You can exhibt this. Let's add another cut, and it should go like this. Let's see what's
going to happen. Yeah, I just deleted this egg
just to have a quad here. And maybe we should have a new cut goes like that just to support this egg, as well. And this triangle,
you can delete it. All right. Now the
result looks cool. Right, this edge loop,
it should be defined, so grab it and then hath R and let's duplicate
this to two. You can hit E to make
the distance even. And this edge lob as well, so let's grab this and at control heft R to duplicate this and hit E for
even distance. And now I guess we can
connect this with this one. And this maybe we
can extend it to re here this area and maybe
we can end it here. And I think we can
delete this edge. Let's use the Nef
tool again to add second egg loop here
as support age loop. All right. This
should go like that, and it would go like this. And this one could go like this. And it should go up here. No Yep, something like that.
Yeah, that's very cool. The faces here are twisted, but I think to fix that, we can go to the right
and move these like that. And the same thing for the rest. Or write something like this. You can use the
Gtrake to make this. These edges goes sprite. So let's include this
or let's deselect this. Right click and use Gtrach. That will minimize the
strike a little bit. And maybe this one we
can move it back just to avoid the stip that
we got right here. I just want to make it flat. Now, tab and let's
see what we got. Alright, now that is
what looks better. See if we forget anything
else here to add. A everything now looks
nice and beautiful. But here we could spend
some time just to see what options
do we have here. Here I will add three cuts to
connect it with these here. This one should
be connected with this one and this one it should be connected
with this one. But in the front, we grab these vertices and
just try to fix the curvature. But I'm not sure quite
sure if we could move them move all of these vertices or let's go to the front again, and I guess we could target the and let's see
what we can do. Or maybe we can leave them like that. Let's see
if that will work. Yes, the result looks very cool. Let's see if we
missed anything here. Right click head Smooth.
Let's make this smooth. Maybe now after all of that, we can take this and put it in the place because there's
nothing here to add anymore. Everything looks
nice and beautiful. Let's go to the
right, and I will hit key to move this
and let's move it. And right here above the disc. And as I said, you have
the ability to scale this, make it big or small. Or maybe we can
scale it a little bit like that and then
hit key to move it. I'm not so quite sure how much we can scale
it, but for now, let's grab the disc, and
let's go to the front, and let's try to put this in the center a key, and
let's move it like that. You can see here we have space,
but I think that's okay. Alright, the size looks okay, and I think it's too
much, not just, okay, I will grab this head G to this and move this
down a little bit, and maybe we can take this
out a tiny bit like that. And yeah, this size looks cool. I don't see any problem here. Yeah, I guess we
can accept this. And if you want, you can you can grab the side and
push it inside a little bit. These vertices, I mean, or I guess we can use the phase selection mode
to select these phases. Or at least grow this here, and then I will hit Centro
plus to grow the selection. Grow it one more time.
And I just selected this, and then I can hit key to move and move these
a little bit in. Yeah, something like that. All right. That's very cool. After that, we could create
the pipe with the nuts, but I think we can
use the Valve steam that we created here
to achieve that. So let's go to the right,
and then I will hit heavD to take a cob of this and it can throw a hit Alt artery to reset the rotation of the
piece in the X ray mood, I will hit key to move this over here and then push it inside. So let's grab the
calibers with nut here and let's go to the top and
hit to move this like that, and maybe we can scale
it a little bit. Let's put it right here. Alright, this result looks nice. It's a little bit big. Maybe we can push this
inside a bit like that. And after that, we
could create the vibe. I will tab, and what I'm
going to do is I will grab these faces and then hit
S and cancel the Z axis. Hit have the Z to cancel the Z. And yeah, scale this like that, and I will add a support
angulo right here. Or maybe we don't need to do that because we are
using the bevel. So after doing that, I will
grab this and then hit he D to the Z to take a Cobi and then hit P and then
Era separate this out. And now I will tab
again and grab all these vertices and I will
hit M and Mica at center. And from the right, I
will extru this up. Let's bring the reference
and make it right here. I just want to see
what we could do here. Let's grab this vertex, hit G, and let's move
this down inside. All right. Then I guess
we should be extruded. It's almost right here. I think, and then it
should be moved like that, and we could extrude
it again like this it should go somewhere. I think we can extrude like that one more time and
leave it like this. You can move this vertex here. Even this one, you can delete actually because it's
not going to be visible. Grab those together at control, you have to be to level them. At least increase the
number a little bit. Something like this,
it will be nice. Tab out, delete the Bible. We don't need the bevil for now, and hit right click and
Q convert to a curve, and then you can go to
the curve properties, and under the hometry go
to the Bivil list and increase the depth to
give this some thickness. And yeah, now we got this. The result looks very cool. You can reduce the number of
the side of the resolution. Let's make it symbol like that. Maybe we can add one and let's
make it big a little bit. And then I will hit
Control A and apply visual geometry to
M. And then I will add subdivision surface to make this smooth and
radically head smooth. And I think that will be it. And for this side, I think we can do
the same thing if you grab those
together, get heavy D, and let's go to the object
mirror this to the Z axis, and then hit and
let's move this up here and let's
align it like that. Let's like to excite
and now we got something. All right. Very cool. If you are not so quite happy
with the end of this pipe, actually you can grab those together and hit Control
J and make it one piece, and then you can grab
the caliber and put the three Dcursor
in the position of the organ dot of
the caliber itself. He tos and cursor selected, and then you can grab
the pipes and then hit right click and set
organ to three dcursor. And now you can use mirror modifier if you
prefer. Let's add mirror. And as you can see now week, you can mirror it like that, and you can use the bisect to trim the rest of the human tree like that to go this result. And let's put the subdivision
surface underneath it. Yeah, you can do something
like that, if you like. And I will hit A and the hefty end to recalculate the
normal because it's flipped, the face is flipped. And now we got
something even better. That's very cool. All right. This emic deleted, we
don't need anymore. The results now
become very cool. I just want to make small
chins for the tires. I will isolate this because the curvature here
is not perfect. What I want to do is I
just want to tab and add one support agloop
here and a here. And maybe one right
here as well, and maybe one on this side. And the same thing
for this area, let's add one support egg loop here and here and
one for the side, and one for the side. I'm doing this just to have
better care of c here. That's why I add these
support egg loops. All right. Now when you finish,
you can tab out. And now we got this
result, and it's better. It's like to excite. And yeah, that's very cool.
78. 78 Duplicating the tires and put them in their places: Hello again. Welcome back here. In this video, I want to copy the tires and all the
details of the wheel and copy it to the rear side
and on the side as well. All what I'm going to do is
just grabbing all the pieces, the tire and the wheel and
all of this stuff here, and I will hit
Shift D to copy it. And after that, I will
move this right here, and I will jump to
the right of you. I just want to put this
exactly in the center. You can eyeball hit key and
move this ba, just a ten bit. And, yep, I think
that will be it. And one more thing here,
after cobing the tire, you should push it inside
a little bit because I guess we have some
variation here. The rear tire should be
pushed inside a tiny bit. So I will go to the front. Or maybe you can go to the top and then hit key to move this until you hide the tire
underneath the body, something like that, I guess. Yeah, I think this
result makes sense. And now is the time
to copy those, both of them, and mirror
them on the other side. Let's see grab the tire here and stick Sorry, say that again? All right. Then I will hit
Shift with D to take a CB. Let's move for
example, right here, and then maybe we can mirror
this on the other side. Let's go to the object and mirror and mirror
this to the X axis. And now we could push this back. Let's go to the front and then hit E to move this and
let's move it right here. I in case you want
a precise result, you can delete those and do
something else like putting the three Dcursor in the
center of the world here, and then you can
grab, for example, this wheel alone, and then
you can duplicate it. But before that, I
want to because I want to use the three D
cursor as a Bivot point, I will change this to three D courser.
That's very important. And then after
selecting this wheel, I will hit FTD to take
a COBI and after that, I will hit right click to leave the Kobe in
the same place. And then I will go to object and then mirror
and mirror to the X, and it will jump
perfectly on the side. Let's do the same
thing for this tire, grab it like that, and then
hit Shift D to take a Cobi. And then radically
to leave this in the same place and
go to object mirror, mirror to the X, global X. And we have it here.
That's very cool. If you want, you can if you want to make the performance
a little bit faster, you can go to the subdivision
surface because we're going to subdivide this
with level one, and the render, we should
cring the speck to one. And for the sake of
the performance, I will push the speck to zero. And I'm going to do
the same thing here. Let's put this to one and the viewboard to zero
and here as well. Now when you render
it, it will be rendered with level one
of subdivision surface. And I guess we can do
the same thing for the wheels king this to zero just to make the render
faster and here as well. I mean, the performance of the viewboardT one
as well zero here and crop this endless at
zero. I think that's it. If you want to grab the calibers and king this
to zero, you can do that. But I think there's
no reason to do this. What about this piece?
Yeah, it was very cold. And by the way, I just want
to mention something else. You can turn this off in the viewboard and leave
it active in the render. And when render time comes, it will be rendered
with subdivision level one or whatever number
you add here. All right. I think we can do something
else before I end this video. I just want to put all of the
details that I can see here inside inside the
hi poly colocin because you can see we
added a lot of geometry, and all of them are right here. So what I'm going to do is I will grab everything
like that and then I will hit and move this to the
high poly. All right. That will make the
scene more organized. And in case you want to take out the tires and the wheels and put them inside
specific college, we can do that, and I
think that will be better. So I will grab the tires, those and di select the body. You select the lights, make sure to grab
the tire alone. Let's change this
back to bounding, for example, or something
connected here, yeah. Or this cavar you can deselect
it and now let's see. After that, you can hit M and create a new collection
and you can call these tires and wheels can call it whatever
name you like, and now we have them in the
tires and wheels collection. One more thing here. Let's ching it
regarding the calipers. The calipers of the rear side, they could be flipped and they could be right here.
That's what I think. So yeah, let's do that together. All what we need to do is
just grabbing the details. And before doing that, actually, I guess I will grub
this with this and put the three
decoso in the middle of these two pieces because I want to use the three
decosa as a vot point. And now I'm going to grab
the calibers and all of these details and this piece as well and the same
thing for the other side. To grab this and to grab. Let's see, where is the nuts. I think we Alright, we need to copy one of these
nuts and what right here. Seems like I forget to do that. Let's check the front side. Maybe we got the
same problem here. Yep, we got the
same problem here. But that's something
simple to fix. All right now after
grabbing these, just go to the right
view and then I'm going to go to the mirror and
mirror this to the global Y. But I want to use
the three Dcursor. I will hit tro Z and
ing this back to three D courser and mirror
this to the global Y, and they will be jumped
here on this side. Right now, I will copy
this on the other side. So select it like this and
go to the object mirror. Sorry, first, you should
duplicate it heavy and then go to the object
mirror to the global X, and we should have one right here perfectly in
the correct place. And I just want to
do something here. I only grab those,
both of them in the ad Control J and
make them one piece. And I guess we could
after merging these, I think the normal is flipped and we need
to flip this back, tap hit a heft and to
recalculate the normal. And even this pipe, yeah, they are connected. And we should do the
same thing here. We don't have at here, so I will go here and then grab this one
that I got right here and then have the D to take a CV right
click to leave it in the same place and then go to the object mirror and mirror
this to the global X. And now let's check
it. That's very cool. I will grab this with this
and then hit Control J, and after merging these, you hit tab at A and to
recalculate the normal. And the same thing here,
maybe we can do it. Grab this nut and this one, hit control JN
make it one piece, tap at A, have to
recalculate the normal. And I guess we should
do the same thing here. Is not quite here. If we did that. No, we didn't grab this
with this Control J, and then tab A, have to enter
recalculate the normal, and then you can tab out. Yep, that's very cool. Now we got something
beautiful here. All right. I think that's it
for this video. I will end it here
and see you on
79. 79 Working on the windows: Hello again, and
welcome back here. In this video, I
want to start with the windows, the side windows. And to create these windows, we should have a guide mesh, and then I will shrinrob the
windows on the guide mesh. But we want to prepare the
environment in general. And I just want to
mention something here. I just realized I found
this image on the Internet, and I just realized that here, we should have a piece of rubber underneath
this chrome frame. And the chroma frame is not
thick like what we got here. When we created this because of the lack of the information, I thought this should be thick, but it's not thick,
it should be thin. It's just a cover to hide
this piece of rubber. And we should have
something like that. And one more thing here, I would like to mention
that this frame, it's a little bit pushed out. I mean, everything
here looks cool, but this side of the frame, I think it's pushed
out too much, and I think these
vertices should be pushed in to get better result. And this area needs to
be tweaked as well. I prefer to fix all of that
just to get better result. So to start fixing that, I think we can start
with this frame. Since this frame is in
the correct position, I can tab and use the
vertices of this frame. For example, I can grab the corners like that
and this corner as well, and I can hit P and then
it's to separate this out. And I will tab out
to grab this edge, and I will go to the locom so it can work on
this a little bit. I tap to go to the mood and
delete necessary vertices. For example, here we
have a lot of vertices. They rub them and then
hit tx to dissolve them, and you can merc this
vertex right here. If that doesn't
work, just change this from three decorsor to median and now let's
merry those together. And here we have a lot of
vertices dissolve them, and there as well,
dissolve them, Centrolg key hole Ctrols
now them right here. And this area, I guess,
dissolve all of these. Alright, and now we
got this. After that, you grab everything and
then heroic click and space to fix the
distance between these. And I think we got
a lot of vertices. Maybe we can reduce the
number a little bit. So I will I will pick number of some of these
vertices we got right here, leave two and pick one, and let's do the
same thing here. I just want to reduce
the number a little bit, and then grab them
all and Q space. Maybe we can dig three of them and then
right click Q space. I think this number looks good. And do we need to relax this? Yeah, just relax this one time. So so far, we got this results. And now what I will do is I will go to the right and then I will hit E to extrude
this A to the Z, and let's push this
up here like that. All right. And then I will grab these vertices and push them like this and use this as guide. So now I will grab these
vertices and move them down. You can do that in the X ray, it to the Z, and let's
move those down here. And in the perspective, just take this out, G to the X, and push this out
almost right here. A, select everything to
recalculate the normal. That's very important, and I think these vertices
should be extruded again. All right. What I will do is, what I want to extrude these vertices and align them
with this surface. If I extrude this like that, I'm not going to get
what I want unless I grab this and pot this
like that, that will work. Let's see if that
will work or not. Yep, I think that will work. So just extrude it and poke
it a little bit like this. If you want to extend this more, just hit twise and then
hit Alt and move this a little bit farther like that
so we can cover everything. And about this area, I guess we can do
the same thing here, hit twise and then alt and move this a little bit like
that, and that will be it. And now let's go to the right. Or I will grab this and
grab this frame and go to the local mood because here I just want to
trim unwanted vertices. Grab this tab, and I
will use the knife to trim these
vertices, these edges. So let's cut these like that. I think we reduced the number
of the vertices too much. And now I will grab these
and then hit F sorry, X V and get rid of them. And now what we want to
do is we want to align these vertices with this frame. Sorry, we should align them
with this frame, I guess. So what I will do is I will
ching the snap to face, and then let's see
what we have here. Yeah, after that, I will hit
G and then hold control and snap this to the edge of
this frame like that. Key hole control and snap this one right here
and the same thing, we will do it for the rest. And as I said, this
is just a guide. Rob this one, key hole Controla snap and the same thing for this one and this one. But we will have some problems
and we will fix them. Snap this one right here, and this one you can snap
it, for example, right here. Please accept that.
After doing that, some of these vertices
should be pushed out to get better alignment. You can see the distance
here and key to the X. Let's move this out. And the same thing for
this vertex, ke to the X. Let's move this out until
the egg hit the corner. And the same thing
for this right here. You can en grab them all
acully and then hit to the X and move this out here. And the same thing for
this one, k to the X. Let's take this
out like that and then that one key to the X. All right, now let's
take another look and let's see check the alignment. Maybe a little bit
more. Key to the X. Let's take this out
almost right here. And maybe this one as
well key to the X, or right something like that. And what about this? Key to the X, and
let's move this out. Or something like
that. The result so far looks very cool. And yeah, the
surface looks nice. We'll give to the
X. Maybe we can book this inside a tiny bit. Well, let's see if
that will work. Key to the egg and let's
move the spike ten bits. Alright, so this
is the guide me. Everything still looks nice. And then what I
will do is I will grab these vertices
and go to the item here and use the vertex freeze to make these sharps
and this one as well. I don't want to have
any cavata right here. All right. What you see
here, this overlaps. You can ignore it.
It's not a huge hue, but in case you want to fix it, you should grab the guidems and select these vertices
and push them inside. But I will ignore that. All right, now let's
slash to exact, and now you can see
the frame how much this frame is extruded away from the guide mesh and that's
what we want to fix here. So I will grab this and go to the local mode
and tap to go to the mode, and I will delete all the support edge
loops we added right here just to make a symbol
so we can control it. All right, delete everything. All right something like that. And now it's become simple, and this sides will grab
those and dissolve them. And not just that, I
will delete this side, grab these faces, hit Control
Blas to grow the selection, and then hit XF to
delete everything. And now we just end it with
this, as you can see here. And now I will shrink wrap all these vertices
on the guide lh. So let's work on that. Go to the vertex
selection mode and hit a select all the
vertices of this frame, and then you can come
to the right view. And I will change this
to the phase project, and I will choose the
project individual element. I mean, project
individual vertices. Grab this, and that's it. And from this review,
I will hit key and then Alt Control to snap all of these vertices
on the guide Mish, and you can confirm it. And now you can see
all of these snapped on the guide Mish, and
you can check that. So this is the
result that we got. All right. Before we
accept this result, I just want to ment
you something. You know, from this
side, these vertice should be pushed in a
little bit. All right. So what I will do
is I will control the guide mix so we can push this area a
little bit inside. The best way to do this is
to use the lattice deform. Hit shift a to eight, and I will add lattice. Art's right here, I
will move it here and scale it a little bit like that
and scale it like this. Maybe if you sit S the Z and
scale to the Z like this. Alright now, everything
is already, I guess. All what we want
to do is just link the guide me with the lattice, grab the salt hip to
grab the lattice, it control with P, and then
choose Lattice deform. And now, if you deform
the lattice, I mean, if you tap and grab the
vertices of the lattice, this one will follow it. Well, the properties
of the lattice, I think here in the W,
we should have one cut. Sorry, not like that. All right, so the I think, U means X and V means Y, and W means Z. So we need to add cat here
in the center, I guess. I will use the Y, V, and that's what I want here. Maybe we can add
two in this case. And I will grab these
vertices like that and I will pick a
view like this and then hit E to the X and just
move this inside a tiny bit. Something like that, I guess. To the X again, maybe? All right, something like that. Or maybe we can
hit CtrolZ Sorry. And then I will grab those the top vertices because it's better to
control the top area, top side, and then hit to the X and move this
inside a tiny bit. Key to the X again or
something like that, I guess. Let's see if that's
enough. Key to the X. Well, that's not going
to give us what we want, so I think we have no option, unless we grab these two
vertices down and then add ke to the X again and let's move those a little bit in like that. All right. Let's accept
what we got here. I will tap out and
grab the frame again, and then I will go
to the right tab, hit a select all the vertices,
select phase project, and then hit key
and hold control, and let's accept this result. Or these vertices should
be pushed in the key to the X and move them like that. I will grab the guide and
then go to the object and king the display
to bounding because I don't want to see it for now. And now the frame
become ready, I guess. Alright, here we have a gap. Well, the gab is strong. And we need to
take care of this. So let's see what
options do we have here? Or on this side,
everything is aligned, and the result looks cool. But regarding this area, you can see here
the gap is ready. It's too much, actually. Alright, this area
should be fixed. In order to avoid that, we could control the
guide a little bit more and put some of
these vertices inside. So I will grab the
bonding like that, and let's make this
visible again. And then I will
grab the lattice. Maybe we can control
the lattice, especially if you
add more cuts here, and then I will tap and
grab these two vertices here in this area because
this area we need to control. And let's hit G to the X and move this inside,
I guess, a little bit. You can see now the difference. Now, I think the guide
hits this corner. And now I will grab the
frame and then tab hit A and G to the X and re align
these with the guide. And these vertices
should be pushed in. And now let's take another look. Let's see what we got. Well, I guess this result is better. I will tab and grab the
guide and hide this again. Cling this to bonding. Let's take another look.
Alright, this result looks cool, and, yep, I think
we can accept it. All right, maybe we can grab the lattice and then tap so we can move some of these
vertices inside. Square, see what's
going to happen. I will head you to the
X and move this inside. All right, this frame
should be connected with the guide always. So the best way is
to use ring crab. I think ring crab will
give us a better result. In this case, if you
Hernrb this on the guide, and it will follow the
guide when you move it. I think that will
be better. So let's anhidee the guide again. Go to solid after you select
a sory. And now we have it. And now I will grab the guide, and then I will add
ring crab modifier. And then I will pick the guide. And let's see before and after, let's see what's
going to happen. I don't want to see
any deformation or we don't have
any deformation. Now I can grab the
guide and tap or I can grab the lattice and tap and control that
more to the eggs, just want to move this
a little bit inside. That's all what I
want to achieve here. All right now I can
hide the guide again. Let's go back here and
change this to bounding. Now let's take another look. I think we pushed
the frame too much, and so I will grab this and just pick these two vertices and move these to the
X axis, to the X. And since we have shrink
crop applied here, the frame will follow the guide. All right, so now the
result looks cool, and I think we can go with that. If you are happy
with the result, go here and apply the
hearing crop modifier. Now we can tap for
the frame and we can extrude this inside and
give this a small thickness, hit E to the X, and let's extrude this a little
bit like that maybe. And let's check the top area to see if we have any gaps here. Well, the result looks nice. But here, this area is a little bit
embedded and pushed in. We need to fix that by maybe using the
proportional editing, and I'm going to change
this to sharp, I guess, and I will hit key to the
X and make the effect big so we can move most
of these vertices out. Maybe it should be
bigger. Maybe we can pick the smooth key to the X. Alright, it seems like we
should make the spire. Alright, let's move this a
little bit out like that. Or maybe we can just move
the outer vertices, I guess. In this case, well, if
you want to do this, there is no reason to use
the proportional editing. I will hit to the X
and move this out just a little bit and the same
thing for these vertices. E to the X, let's take this out. The idea is all what we need to do is just make a
small variation here. You can do something
like grab everything and to the X and push these
out just a little bit. Alright, maybe we could
decrb this. To the eggs. Right to the X, and let's take this out just a little bit. Well, here we need to
spend a little bit of time just to get the
result that we want, key to the X, Y, something like that for now. And now I guess it's the time to add some support egg loops just to make the
frame looks okay. Hit A and then have to
recalculate the normal first, and then I will hit Control R to add one egg lob right here and you can align
it with this side. And I guess we can grab
those both of them and hit you to this and
move those down like that. And hit Control R to add one edge loop here and
hit you to align it, and let's move it
here to the corner. And here we should
have a curvature, so I will grab this
and move it like that. But just be careful
when you do this. Yep, everything's still nice. Let's go back to
the right. I will hit Control R to at
one g loop here, and I will hit to align it
and flip the alignment. Rub these two vertices, the key twice, I smooth
those down a little bit. Maybe we need to add one a here in the middle just to make this area a
little bit tighter. Here, maybe we can a second
egg loop just to get better result in TarbarRsults. But here we got something weird. All right, this loop needed
to be tweaked a little bit. I not so quite sure
what's going on here. I think it's merged. Let's hit Control R again
and let's add this loop, and I will hit G twice and hit E to align it
and move it right here again. All right, that's not going
to work like what we want. All right, I will hit Control Z multiple time to undo most of these edges until
I reach this one. Well, this time, I will hit G twice and focus on the side, hit E to align it and flip the alignment and let's
smooth this like that. And now let's kick this area. Well, manually, I will grab these vertices and give
this area more space. Q twice, and let's slide
this bag a little bit. And the same thing
for these vertices, maybe slide this bag a tiny bit. Right, so this is what we got, or at least take another look. Right here, we
should have one egg loop almost right here, just to tight in this area and let's see if we
missed anything here. Or the corner we got right here, needs to be tweaked a little bit like rubbing this
a little bit down here and try to get better
curvature in this area. And I guess we should grab these vertices and move
them out a little bit, here to the X, and
let's take these out. And I think these vertices
need a small hearing. So let's active here and let's hear this a
little bit like that. And this vertex, I think
it should be moved out. Right now the result
looks better. Let's go back to select Box. Let's see what else
we can achieve here. Well, everything looks
nice, except for this area. I guess we can make small
change to the guide mes. Let's activate the guide mesh. And what I want to
do is I want to grab the guide mesh with the frame, and I just want to make
small tweaking here. Let's grab the guide
me and this frame, let's go to the mode, and I
will grab those together. I prefer to move these
inside a tiny bit. I will adhere to the eggs
and move these inside a little bit because I just
want to see the frame here. Maybe a little bit
more to the X. Maybe now we can focus on
these vertices and Q to the X. Step out and let's
take another look. You can hide the
guide mec for now, and let's see if what we
did is correct or not. Alright now, the
result looks better. Maybe we can go back
here and select those tab so we can move these
vertices a little bit out. Key to the X. Is that guide mech. Alright, now the frame
looks very cool. It's like to excite. And here on this side, I guess we can tab and move these vertices up a
little bit like that. And I guess we can
hear them like this. And you can leave small gab here similar to what
we have right here. Let's go back to select books. And here, I guess we can get better curvature by
moving this vertex like that and try to avoid any
twisting when you move it. Maybe we can add
second a loop here. I'll support the loop. Let's see if we
missed anything here. Alright, the result
looks cool so far. Everything is nice
and beautiful. Here in this area,
we have small gap, but I think that's not going to be that's not going
to affect anything. And if you want, you can grab the frame with a
guide mesh, I guess. Let's give that try and let's
see what's going to happen. What I want to do
is I want to select guide mesh with the frame
end, all of these details. You can grab the, I think that's all what
we want to do here. So let's tap. I just want to take a look to see
these vertices. Do we need to move these
vertices up a tiny bit? Or maybe we can those and push
those out, g to the eggs. As a little bit,
but not too much. Just be careful
when you do this. Maybe a little bit
more, G to the eggs. The idea is, I just want to kill the gab we got right here. Maybe here we should
do something. I mean, maybe we can corrupt these vertices
as well and then hit key to the X and move
these out tiny bits. I think we should
select the guide, both of them, and we should decorp them
like that together. Key to the X, and those
as well. Key to the X. Now let's tap out and
let's take another look. All right now, I think
the result looks better. Let's hide the guide. You know, let's
take another look. Alright, the result
looks cool now. It's exact from the local mode, and, yeah, that's very cool. Alright, now after doing that, we should create the rubber
frame and it should be underneath the chrome frame.
It should be right here. A to create this, I guess we can copy some pass we got
right here and use them. So maybe we can start with hiding some of these
faces, hit edge to hide them. I grab this control, hit he
to hide this one as well. So we just ended with this
Alright this phase two, I guess we can hit and hide it. And now I can use this one. And then hit FTD to take a
pi and right click to leave it in the same
place and then hit P and then is to separate this. And now let's call
up the frame itself. So now we have this right. Yeah. Now we got this phase. We can use it and create the
rubber frame. All right. Before I actually me into that, I just want to do
something here. I will bring back the guide, select this and let's
go back to the guide. Let's make this visible. And right, so, yeah,
that's very cool. And with this selected, I will hit heft D and take a CB. So hit He D and take a
cob of this and leave it assembla and I will
hide one of them, hit the X to hide
one of these guides, and then I will
control this one. So now we have two. We
just hide one of them, and I'm going to
use the second one. I will hit G to the X
and move this inside. A what I want to do
is I want to align this guide with the frame here. Right, let's move this guide
a little bit more to the X, and let's move this
inside like that. And all what we need to do
is just leave small space. Or if you can do something else like
adding the second frame, the rubber frame
because as I said, according to this mic here, we have two frame, the chrome and the rubber. It should be right
here. So I prefer to grab this and go
to the local mode and tab just to go
to the edit mode, and then we can
target these faces. So let's crop them like that. Or at let's see from
where we can start, maybe we can grab these faces, and let's target
the rest like this. Let's add those right here. And let's add this phase, hold C throll and let's
select this area. Hold, you have to add this one, hold C throl and
let's pick this one. So I just as you can see, we just selected these phases
and I will hit H D to take a Cobi and right click to
leave it in asameblace. And right, I think we
missed these phases. So just hit Control
Z to add this, and now hit D to take a CB and right click to
leave it Assam place, and then hit P, and then
let's separate this out. And now let's grab
this new frame. Tap it A and then hit E to the eggs and let's
extrude this a tiny bit. We just want to create
small frame right here, and that will be it. And we just need to a support the egg lobe on the
side and here as well. And the same thing I
guess for this area and the set control R to add
one egg lobe right here. All right. And I guess we can do
the same thing for this. We could have one egg lobe right here and one right here as well. Sorry. And one egg lobe, it could be right here as well. H to grab this frame, hit key to the X, and let's move this back
just a little bit. That's very cool. Now we got something almost similar to the reference I make. And now we can grab the guide and move towards this frame, key to the X, let's
move this out until this hits the frame
and be aligned with it. Something like that,
it will be okay. And now let's see if we
have any gaps we could fix. So here you can see we have a small gap we can take care of. And I guess we can use the lattice again
and let's tab and let's see if this affects
this guide, it's affected. So I will grab some of these vertices
and move them back just to fill this area. Key to the X, let's move
these back just a little bit. Well, it's okay to
leave small distance. It's not a huge problem. All right, that's
very cool. I guess now we can create
the rubber frame. Let's tap out and
right now let's select the frame and then let's
go to the local mode. It, and then I will tap
to go to the Edit mode, and then I just want to
hide some of these faces. I will Alt click to yeah, grab this click to select
this face loop and then hit. And the grab one of these faces, hit L, t H again to hide this. And we just ended
with this faces. And I'm going to hit heavy to take a Vi like that and
right click to leave it in the same place and then hit P and then it's
to separate this out. And now let's grab this face, and then right now we
need to extrude this tab, hit A, and then hit E, and let's extrude this towards the X axis until
this hits the guide. Or if you want, with these phases selected,
as you can see them, you can create a vertexi group, and let's assign these
faces to this group, so we can ring grab these
faces on the guide. That will be faster and better. And then now what I will do
is I will tap out and grab the guide and add the herring grab
modifier to this guide. Let's turn off stub that
we can surface for now. Let's add the herring grab
and let's pick the guide. And I just want to focus on the group that we just selected. And now they are perfectly
aligned with the guide. But let's check this area and
let's see what we got here. And after accepting the result, you can hit Control and
accept what we got. Now we can tap, so you can
add some support gg loops. I will hit Control
R to add one egg here, maybe in the middle. And then I think
we should inflate this so we can have
small curvature ear, similar to what we have here. I will hit Control
would be to bevel this edge. Like that, I guess. And then I will hit TS to
push these out a little bit. And now let's active the Sade began surface with
level two, maybe. If you have a variation in the thickness of the
wrapper, that's okay. It's not a huge problem. We can accept
something like that. And I will grab the guide, and then I guess we
can hide it or change this to bonding Alright, so now we got everything ready. Let's check the thickness
before I end this video. And the frame looks cool and beautiful and
everything is aligned. But just this area, we
have a small variation, but it's not a huge problem. We can avoid this.
Maybe later we can grab these vertices and book them inside a little bit, and we will avoid that. But in general, we did great
and the result looks cool, and I will end this video here and see you
on the next one.
80. 80 Starting with the windows: Hello again, and
welcome back here. This video, I want to
start with Windows. We created the guide mesh, and we fix everything, and now we need to
create the windows. All right here in this area, we have a small piece. It could be created right here, and we have the door window. It could be right here, and
we have the rear window. I will start with this one and then the door and this
one, the rear one. So let's see how can we do this. Let's bring the reference image. I just want to do
something very small. You can see the
chrome, the frame. It has a bit of
roundness right here. I just want to let's say, try to get something like that. All what I want to
do is just tab here, it Alta to bring back
the other faces. I just will hit Alt click
to grab the a loop, and then I will hit Alt is just to inflay this
a little bit like that, and this will help to get something close to what
we got right here. And from the right view, just do something
here very quick. I just want to take
this up a little bit, grab these vertices
in the X ray and move this up like that,
and that will be it. And now we got something
very nice and cool, I guess. Alright, so this
is the first step. After that, let's start let's
bring back the guide mesh. We have the inner guide mesh, and we have the outer guide
mesh. You remember that. So let's unhide or let's tune the visibility to tick shirt
so we can see it. All right. That's very cool.
Now we can see it. And then I will create
this window right here and I will shrinwrap
this on the guide Mish. So the window should be small, and you can see it right here. You can see the distance from this point to the
end of this window. It's almost it could
be right here. So let's try to create
something close to this result. I will put the three
decurser over here, and then have to add plane
and king the size to maybe ten centimeter and view align to the
view like that, and I will take
this out for now. Et's tap to go to the mood. Let's move these edges. I think these edges are perfectly in the
correct position. Maybe we can control those. Let's move these right here and grab those and let's move
those down here like that. And then maybe I can
move it right here and add maybe multiple cuts
here so we can control it. Let's go to the X ray and I will hit K two active,
then I have to end. I will create multiple
cuts goes like that. You can grab these vertices and move them down.
You can do that. That's okay. If you don't, you can create this cat
and delete the rest. X, V X, V, and let's delete the rest of these vertices. And
now we got this. After doing that, I will push
this towards the guide Mix. I will grab this with the
guide Mx and go to the local. And now I will grab this and tap to go to the dit
mood and then hit a select all the vertices here and just go to Snap
and king the Snap to phase project and s project
individual elements. And it's very easy
just hit G to move, volt control the
snap and that's it. Now these vertices are perfectly projected on the guide Mix and now we ended
with this result, as you can see right here. Alright, one more thing
here I would like to do. I just want to slide this a
little bit because I feel that this egg it's pushed backwards
from here, right? It shouldn't be strip like
that, it should be like this. I will grab this and then gi twice and then he all to
slide this a little bit. Like that and or at least tap out and let's
see now what we got. All right now, let's grab the guide mesh and I just
want to do something here. I just want to add
one or two cuts here in the middle because the guide mich
it has a small caracter. It's very tiny. So let's go to the local mode and then tap and see how can
we achieve that? What I want to do is just
add two edges like that, and I think that will be
okay. That will help. So let's hit S to excite, and then I will tab out and grab those together and
go to the right and grab this object and then tab and then key hold
control and snap again. And now, the result
looks better. Let's tab out and
hits like to excite, and let's go back to the visibility and let's
change this to bonding. Right now we ended with this. According to the reference MQ, you can see, we have
a small cavature. We should take
care of it. I will go to the right
view and then tab. You can bevel this right now or maybe later after
you give this a thickness, maybe later we can do that. Right now is the time to
give this a thickness. Let's tap out and let's go to the solidify modifier to use it. And let's change the
thickness to 0.5 centimeter. I think 0.5 will
be okay, I guess. And I will hit
Control A to al this. Okay. And let's see
what else we can do. I will tap to go to the mode right now is the time to
sharpen some of these vertices. Let's see grab
these two vertices, this edge, and I will
let control be to bevlt. Let's bevlt like that. It's not going to be visible, so it's okay to
leave it like this. I hate to leave it as triangle. I don't like that.
And this area, we can bev it a little bit. Let's try to get something
around like that. We can add maybe
five segment here. I think that's okay to
do, and as you can see, the width, it will be 2.3. Let's add two. Maybe
it will be better. And about the segment, I
think that's too much. Maybe four will be
more than okay. And let's try to connect some
of these vertices together. Let's start from this area. Let's add a support equilibra
here to support the site. And by the way, you can use the inset
instead of this. I mean, you can grab all
of these phrases like that and the same
thing on the side. Or there's another
technique just to grab this with Alt click and then
hit Control I to invert. And that's what give
you this option. Hit I for inset and
inset this like that. Hits O to invert the inset to
create two edges like that right here and then
hit I again and then O to invert the inset inside
to get a result like that. And now you can see
what we got here. And and now you can connect
these vertices together K, the side with this
side, and I think we can connect these
vertices with this site. Well, it's not going to
be easy to achieve this. But for now, let's add
the support loop right here and one up there, you can hit E to align
the H to get this result. And I think we could
have one H loop right here goes like that and second H loop, it
could be right here. Alright, I will add
one egg loop here and grab this with
this and connect them K and on the same
thing on the side, but something not makes
sense, have it right here. All right, I just want to
kick the side and the side. The age loop that we put here doesn't go around the
whole geometry, I guess. Yes, that's weird. I will have controls multiple
times to undo most of these edges because Ma quae
what's happening right here. Alright, let's hit Control R, and let's see what's
happening here. All right. I didn't get the same
result because we didn't add an edge similar to
the side on this side, so I will grab this
vertex with this one, and I will hit J
to connect them. And now we should have
something similar. I will hit Control R to add one he right here
and you can align it. And yeah, now the
results is make sense. Control R to add one a here and here
on this side as well. And then let's add one
a loop right here, and I will grab this
vertex with this one, hit K to connect
them and same thing here i K All right. You can connect this
vertex with this one. That's okay to do just to
reduce the number of the ons. And you can connect this
with this if you like. But maybe we can do that later. All right, here we have
sorry, not on this side. On this side, we
should have one H loop to support the corner. And this edge should not quite sure, where
should we take this? But I think we can connect
it with something here, especularly if we
add one right here, I guess we can create small
inset here and on this side, let's set I for inset like that. And we don't need
most of these edges, set control X to
dissolve most of them. All right, what we
need to do is just use the Nip tool to connect this
with this dissolve this one. And the same thing on the side less dissolve these
together, dissolve this one. We don't need it and or this
one is already connected. All right now, let's add subdivision surface and let's see what we will
get with Level two. Radically smooth to make this smooth the result looks nice. I don't see any heading problems here. Everything looks nice. Maybe we can push these edges back because
this area become too tight. Alright now, it's
become smoother. Alright, maybe if
we pick a nice view and if we rub this egg in the
middle and move it inside, a little bit like
that, maybe that will give us better roundness. And yeah, it does.
But that's very cool. Maybe we can add one egg loop here in the middle and hit
Alts and book this out, and then grab those as well
and then hit Alts to ph these out as well just to
have a small roundness. Maybe we can go beyond that. I think that will give
us a better result. Let's grab those as well, and let's ph them. And now let's too excite
and let's take a look. Alright, the result looks
very cool and nice. Everything is aligned perfectly
with the rubber, I guess. Yep, that's very cool. Don't worry about
what's going on here because this area is not
going to be visible. So even this part,
it's a little bit pushed up. That's
okay to leave it. Alright, I think that's
it for this video. I will end it here and
see you in the next one.
81. 81 Creating the doors window: Hello, again, welcome back here. In this video, we should create the window for the door and let's bring back the
reference images to understand how this
should be done. All right. I'm going to use the
Guide Michie again. It is very important to do that. And I just want to
find another image. Maybe this image. I think
it will be helpful. Let's get Controlsi to COVID and let's put this right here. And in the reference
images folder, I will onboard this
image, this opens, and I'm going to align it with the with the result that I made, just to see where should
we put this line. Using this image,
it will be more accurate as compared with
the blueprint image. So let's click Atr
Let's go to the right first and then click ANI try and let's put this anywhere, maybe
right here first. I will hit key to move it. Let's move it like that. And right let's hit you to
push this a little bit. All right, we need to scale
this a little bit, but. Before you actually scale this, put the three decorser over here and I will hit you to
move the image and align this corner with this
corner, as you can see here. And then I will scale the image. But I want to scale this
according to this point. So in this case, I will change the transform to three Dcurser and then I will scale
this out like that. But I think we could move the image a little
bit like that. Yep. And then we could scale
this a little bit more. All right, that's very good. The result is too close. Alright. And now you can see the size of this image
and where it should be. So I will leave the
image right here and now let's add the new plan. I will put the three decosa
over here and add new plan, and I will align
this to the view and move this over here for now, and I will tap to control this. So a first thing,
we need to move these vertexes down here and you can grab those and move it over here and you can align
this egg with this egg. So let's grab this
vertex and let's hit, and let's move this over here, and this one maybe we can
move it a little bit. And we could move this
vertex a little bit more. Almost, it should be
right here, I guess. And for this side, all what we need to do is just
align it with this window. So let's move this vertex here and the grab this
one, and let's move it. Almost right here, I guess. We grab those, both of them. And let's hit key
twice and slide this back and live a small distance. And I think we should
hit key twice and to book this and align it with
the bottom of this frame. And now we could
add multiple cuts. And we could move
these vertices up. So this one should be right here and the same thing for the rest. Let's move this one up here
and this one as well up here. If you have a variation, you can grab this and use the relax. The relax will help to
give us better result. But here, I guess we
should move this up again. And now everything looks cool. Maybe we could increase the
number again of these cuts. So I will hit Alli. I'll have to click to
add this edge loop, and let's activate
this screen cast. I always forget to do that. Anyway, now after you
select these edges, I will hit right click
and you subdivide to add new edges here
in the middle. And now you can use
the relax, I guess. Shift R to review
that again and again. And now we got something nice
and smooth as you can see. And I think that will be enough. Now, what we want to do is
maybe adding three cats here because the guide
Mich has slight curvature. And if we didn't add
edges in the middle, we will lose that curvature. So it's very important to subdivide the middle
area to three cats. And then I will tab out, and then I will choose the
guide mesh and anhyd it. I just want to change
this from bonding to thirt and then I will grab this with the guide mesh and go
to the local mode, and all what I will do is just, uh, shrink throb or snap these vertices
on the guide Mish. But you can see here, the object is slightly out of the guidemsh and I just want
to do something very tiny. I will hit keywise and
slide these vertices, hit, and move these down just a
little bit to cover the guide mesh to cover the
object, the window. And now we grab this tab, hit a select all the vertices. And then let's change
this to median point. I think that's what I think it's wrong to leave it at three
de courser when you snap it. And then let's see
what we hit here, face project, individual
element that's cool. Hit to move hold
control and snap. And now, as you can
see, all these vertices is snapped on the guide mesh. It's like too exciting and
let's see what we got so far. Alright, now I will tab out
and grab the guide mesh, and I will ing this back
to bonding for now. And I just want to see
check the results. It's very cool, actually. Alright, now is the time
to give this a thickness, so grab it endless at solidify with 0.5 centimeter.
You can apply. That's it. All right. By the way,
I think you can keep the solidify and you can
add the other modifiers. I will tab, and I
will hit I for inset. Let's inset this a
little bit like that. All right, 0.0 0.0 0.4. I think that will be okay. 0.4. And then maybe above that, we can add bevel modifier. Is like to go to the local mood because I just want to tighten this area by adding one cut goes like that
and cut goes like this. And we could do that
for the side as well. And the same thing for this
area and this corner as well. All right. And after doing that, let's add the pebble. And let's close this one. And let's tune the amo 2.1. And let's add two cuts. And I think we can
go beyond that. Let's activate the wire frame. I just want to see
the final results. So grab this and let's
add 0.2 this time. Alright, that's will give
us better roundness. The result looks beautiful. And after that, we can
add subdivision surface. It's see now what we got. And as you can
see, the result is not perfect because
we need to add more support edge loops just to get better result
here at the edges. For example, you can see here we have huge pace and
small phase right here. Well, that's the algorithm will push the vertices towards the side because
it's not balanced. So if we add second
edge loop right here, that will tighten this area
and make it looks better. You can see before and after
when I hit Control R here. You can see what's happened, how these vertices pushed
to this direction. So let's hit control R, let's add one right here. Control R to add
one H right here. But let's use the even hit E from the keyboards
to align it better. As you can see,
now when you tap, the result become way better. So let's add one a lobe
here and one right here. There's no reason to hit
E to align this edge on the side and on the side because the A here is sit
right and here is sit right, but I used the E letter because here we have a
care. That's why I hit E. And now let's tap out
and let's take a look. Radical head smooth and
becomes smooth and ice. Very beautiful. Let's hit slack to excite, and now we got the second window and you have the
ability to control it. And if you want to re snap it again, it's very easy to do. The third part, now is the
time to create the third part. It will be simple because
all what I'm going to do is just grab vertices
from this side, and I'm going to put here, and all of these vertices
or let's say this in you pass has all the
modifiers right here, and that's will make the process a little
bit easier for us. So now I will hit
Qtwie and slide these down almost right here, twice. We'll move those down
here. Something like that. And maybe these vertices, we could move them to
the Y a little bit. Alright, don't worry about
these vertex in the middle. Let's grab this one or the key to move those up here and let's focus on this one. Let's align this over here. And let's grab this one, Hickey, and let's
move this down here, and this one as well. That's very cool and
what else we could do. And now I will grab this and hickey and move it
close right here. And this vertex in the middle to put it in the correct
place to grab this one, hold control, grab the last one, and let's use the
strike, and that's it. And now I will grab those
and hit E to extrude them, let's extrude those right here, maybe something like that. And then I will grab this vertex and move
it or maybe those, both of them, at least
move this one down here, and this one as well,
maybe right here. And let's add
multiple cuts here. Maybe we can add three,
and let's use them. Let's move this up here. And this one, we could
move it up here, I guess, something like that. And this one as
well key to this, let's move it right here. And here in the middle, we could add three cuts. That will be better. And then Control L to select
all of these vertices, and I want to snap
them on the guide mix. So you can sublit this
and re snap them. I think that will be better. So I will hit P and
then sublet this out, and then I will grab
this with a guide, and I just want to go
to the properties to the object and king the visibility to take a
shirt so you can see it. And I will take this out just a tiny bit so we
can see the result. And you can see some of
these vertices goes off. So in this case, I guess we can slide some of these vertices up a little bit like that,
and this will be okay. Now, Tab hit a select them all. And I will snap them, just hit key and then hold controller and snap
them, and that's it. But here we got a problem. I guess we need to redistribute or fix the distance
between these edges. So grab these edges
like what I did here and radically in Q space. Now the result looks perfect. And you can do the
same thing for these edges if you like Q space. All right, that's very cool. And maybe this edge loop
we can use the relax. Hit A again, key, hold control and re snap
them. That's very cool. Tab out and last like to excite and grab the guide and king
this back to bounding. Right now, let's
take another look, and let's see the gaps here. Everything looks grate. But this new panel
or new glass it should we should give it an inset because we
just forget to do that. So I will hit I for inset. Let's add 0.4 centimeters, and let's target the corners. Let's make this looks sharp. And the same thing
for this corner. And this corner as well. And this one. All right.
That's very cool. And I will add one egg lobe right here to
support the side and one right here and hit E for
even thickness and hit F to flip the
alignment on the side. Hit CtrolR to add one egg right
here and one on the side. Now let's tap out,
and let's take another look and let's
see what we got so far. The result looks
nice and beautiful. And this gap, I think it's
okay to leave it like that. And I guess we can
add second A hilob. I think that will make
the result even tighter. Let's add second A hilob
here and here as well. Yeah, the result looks decent. Alright, now, let's
grab the image, and I will hit and move
this to the extra. And let's see if we
missed anything here. Right, everything looks cool, looks beautiful and
everything in place. Right. One more thing
here I would like to do. I just want to copy what
we did here on this side. So to do that, we could put the
organ.in the middle and then we will use
mirror modifier. Let's start with this frame. I will control with A
and apply the location, and now the organ dot
will be in the center and then you can add
mirror modifier. If that doesn't work, if
you get a result like this, just apply the rotation as well. That's to fix it. And let's grab this frame
and let's do the same thing. C throl apply the location, and let's add mural modifier. And then apply the rotation. Sorry. Yep, that's correct. And now let's see
what we missed here. This frame C roll a apply the location and add
mirror modifier, C roll, apply the rotation.
That's very cool. And this piece as well. I think we can merge those. I think that will be better
at Control K and merge them. And I guess we can
mark this one as well, hit Control J and
make one piece. Since these two pieces has
the same subdivision level. So it's okay to
merge them together. Alright, now I will hit
Control A, apply the location, and then I will add
mirror modifier. As you can see, the
rotation has a problem, able rotation as well. And this one as well,
apply the location, able rotation and add
mirror That's very cool. And now you grab this piece. And I guess you can grab
those together and make them feel like you
have this option. Apply rotation, apply
location and ad mirror. And the same thing for this
piece, location, rotation, admirror And this one as well location and
rotation and let's admirror All right let's
see what we missed here. Now, everything is mirrored and the result looks beautiful. That's very cool. All right now, I will end this video here
and see you on the next one.
82. 82 Modeling the side mirros: Hello again. Welcome back here. In this video, I
want to start with the mirrors the side mirrors. And I remember I keep an image here and
said the tras unhide. I just want to find it.
This one right here. Alright, uh, I think I will
create a new collection, call it timbere to put some of these images
inside it to use them. Well, by the way, I have two images here,
this one and this one. Alright, I think we
can use this one instead of the big one.
Let's move this out. Yep, that's very cool. I think we can use
the small one. So yeah, let's grab this one and I will hit and I will
create a new collection. Let's call this Tim
temp and then it okay. Now we have this in
the Timperley folder. And when I comble it, I can move this
back to the extra. So let's turn off the extra.
We don't need to see it. I just want to use this image and all right,
let's get started. Let's bring the
reference images here, and I gathered the images
and put them in one place. I just want to understand
how this should be created. All right, maybe we can
start with the base. So this is the base,
just a simple geometry here that should
adapt on the door. And right here we have a
small curve in this area. You can see it's
small curvature. And I think this edge right here it's flat and
this one is flat. And yeah, let's see how
can we create that. Alright, I will
grab the door and I will go to the local mode and
tab to go to the Edit mode. I just want to see if we can
select some of these pass. For example, I can
select those and use them to create this piece, hit if D to take a COBE like that and write click to
live it in the same place, and I will hit P and then
has to separate this out. Now I will tab out
just to focus on this. It's like to excite and Alright, maybe we can grab the door with the image and go to the
local mood, I guess. And then I will move
this image right here. And let's go to
the right of view. Alright. Let's say, grab the
small piece and the tab. Alright, the world,
we don't need it. We don't need any bubbling. We don't need any thickness. Hering crab, we don't need it, I guess, or you can
oblate if you want. Mire or less turn
this off for now. The first shrine crop, I guess we can delete it because not going to
make a huge difference. Subdivision surface we want it, but I will turn
this off for now. And I think we can
delete this one, the second ring crop. I guess we can delete
it. Alright, so now we just ended
with a simple humane. All right, here we
should have an edge. So I will use an F tool to
create a cut goes like that. And one cut, it should
be almost right here, I guess, something like this. And let's delete these edges because we are not
going to use them. And these vertices hit X, V, and get rid of them,
and even the side, X, V, and let's get rid of it. So now we just ended with this. And according to the
reference M you can determine the distance
here. It's very small. So all what we
want to do is just grabbing this phase and
hit X F and get rid of it. And regarding this area, I guess, you can tell
how far we should go. If you want, you
can create an edge. So this is the distance
you can eyeball it. It's not something difficult, something like that, or maybe
a little bit beyond that. If you hit itwise and
slide this a little bit, and now you can
grab this he hit X, V and delete the vertices. So yeah, I think that's
all we want to do here. All right let's go to
the right. You can see this edge is a
little bit tilted. So I prefer to grab this vertex and hit
twice and move this peg, maybe a little bit like that, trying to make this flat. And yeah, now it is. And now
after doing all of that, I guess we could hit
E to extrou this to the Z and put this up
or something like that. Let's go to the right and
let's see what we could do. As to the Z zero, enter
flatten these faces to the Z, and I will hit to the Z to move this a
little bit like that. So I think that's all what
we could do here. All right. And the corners
should be smooth. And this area should be we should have a small
curvature here on the side. I will add three cuts like that, and then I will grab these edges and then
key to the X axis, and let's move these like
that, just a tiny bit, and I will grab this
one in the middle, key to the g, and let's
move this a little bit. And from inside, you can see here we have an overlapping
vertices we could deal with. So I will grab these
vertices, all of them. These three vertices. I'm going to hit to the Z
until I see the vertex. And yeah, now I
can see this one. That's means this
one is perfectly snapped to the surface, I guess, or we have a
small distance here. I will hit Alec the whole
geometry and then hit G to the Z and align this
perfectly with the surface like. And then now let's
do that again, club the vertex to the Z. Let's move this up until
you can see the vertex, and let's do that the same thing for the next vertex and to the Z. Alright,
now, I can see it. And the third one. Due to this let's move this up
here. That's very cool. Alright. That's very cool. And regarding the corners, you can actually level this. Or before you bevel it, I will add once you
bought the A loop right here and align it hit E, align it with the
bottom side like that, and we should have
one on the top side, control, hit E to align it. If this flipped, hit
F to flip this back, and let's move this up here. And what else? And regarding the corners, you can add one loop here as
a support egg loop and one right here and keep in mind
to leave the same distance. For example, this one
should be pushed back. Or maybe this one we can
move it a little bit to the corner like that until
you see sequare here. And the same thing on the side. Let's add one egg loop goes like that and the same
thing on the side. And let's see if that
will work or not. I will take this image
out for now and I will tab out and activate
the subdivision surface. And level two, I think is
not going to be enough. Maybe we can go beyond
that. Let's add three. And I will add support age loops to
prevent any stretching. Let's see if that
will affect anything. And here, as well, I will add one g loop support the g loop. Well, as you can
see, that will make the result even
tighter and nicer. Alright, so as you can
see now we got something. And regarding this area, I think it should be
smooth a little bit more. I will go to the local mode, grab this piece and go to the
local mode because I feel that here we should have
an inset for these faces. As you can see, now, I'm selecting these faces. If you want fast way to
select these, faces, you can grab the fst one
here at this corner, and then you can
hold Control hit to grab the last one to
select this area. And you can add this one, hold Control hift
and add this one. And after doing all
of that, you can hit I for inset and let's make a
small inset goes like that, just to tighten this area, tab out, and now it's become tighter, as
you can see here. It's too exciting. And now
let's take another look. Alright now we got
something close, but it's not totally
close because I feel that the corners
are very sharp. Let's see if we can do
something to fix that. Let's see if we can delete these edges or maybe
move them back. Let's see if that
will affex anything. I just want to make it simple. Alright, it's still
sharp, I guess, maybe we can bevel them. I don't want to bevel them, but I think we don't have
another option here. But if you want to bevel
them, in this case, you can, or you should delete
these support edges and target the corners
and then bevel them. So grab the corners like that, and then I will roll with B and let's bevel these
to three cuts like that. Alright, that will help to give us better
curvature, as I say. All right. And maybe I could slide these
vertices a little bit. Or maybe, yeah, I
will leave them. It's not a huge problem. And now I will tab out. And yeah, now the
result looks better. I think we have an overlapping happen with the face
with this pace, but I think you can ignore it. You can add support a lob right here to make this
area even tighter. And you can I guess you can
getwise and slide this a little bit more and align
it better and move it down. That's will give us
a tighter result. You can do the same
thing at the top area. But the result looks cool. Yep. That's very cool. So this is the neck
of the mirror. All right. Now, let's see
what's the next step? All right, this is
the difficult part. We should create the details that we see right here,
the mirror itself. So let's see how can we do that? By the way, I just want to
tell you something here. I think we should change. I think this side, it should be pushed
inside a little bit. All right. I will delete
the edges temporarily, and I will grab these
vertices and hit key. Regarding this
image, you can see, I feel that this
side, the top side, should be pushed out
like this, I guess. This is what I think. And I'm not so quite sure if
this should follow it. I mean, maybe the side, we should push it inside a
tiny bit, but not too much. And then you can add
these eggs again. I want right here and
right here as well. Yeah, I think now the
result looks better. But here we have a
small curvature. You can ignore it. It's
not a huge problem. But in case you want to fix
that, if you care about this, all what you should
do is just grabbing these edges and it can throw eggs to dissolve them
and rebuild them. That's all what you should
do. Let's add one right here, and let's add second
edge lobe right here, and that will be it. Now it's become sharp and nice. All right now, let's
create let's start with the second part of this mirror. And I think I will invert
some of these images. For example, I have
this one for the top, and I have this image. Can show me the mirror
from the back of you, and I think it's important. And I'm not going to count on the reference image
or let's say, the blueprint, because I think it's not so
quite accurate. But instead of that, we can use these images. So yeah, let's start doing that. I will start with this
image, the top one. Let's go to the top and click and track this
image and let's put it right here and let's rotate this nine degree at rotate this nine
degree like this. And let's move it and
align it with the car. And I'm going to align this edge with this one right here and then put
the three decosser. Let's add a three Dcursor
right here first, and then I will move the
image and put it right here. And let's move this a
little bit more like that or something like this. And I will change the transform to three
decurser and I'm going to count on that scale
this like that, and let's see now what we got. Alright, now the size
looks cool, I guess. And don't worry if this
become a little bit bigger because the image, I mean, because
it's a perspective, it's not an orthographic. So let's try to
put this in place. Alright, so far, the
size looks cool, and I guess we can go with that. Cool. And we need to
add another image. Alright, this image maybe. This one. So let's
go to the back. Let's go to the
backed control one, and let's go to the back of you, and then I will click and drag and I will put
this image right here. Just be careful of something.
It's very important. When you drag them
to put it here, don't put it above the blueprint because
it will replace it. Just put it in an
empty place like this. And then let's scale
this and let's move it. Sorry. I will put the three Dcroser over
here in this area and hit you to move
this and let's put this align this corner with
this corner like that, and let's scale according to the position of the
three D coorsa like that. Alright, something
like this. All right, now the result looks
cool and beautiful. So now we have the information from the top and from the side, but I just want to see if this tip will be
aligned with this one. In this case, we can
add, for example, plan, and then we can rotate
this to the Y, nine degree. Let's rotate this nine degree. And let's go to the right. Or let's say to the back, and I'm going to G to move
this and put it right here, align it with the with this image and you
can see here we have I guess let's
scale to the Z. You can see here. All right, I guess this image, it should be moved a
little bit to the right. I guess because you
can see here we have some variation ha right here. Let's see which image so
we control and change. Well, that's a little
bit difficult to tell, but let's go to the top, and
let's take another look. Maybe the image of the side, it should be smaller, I guess. So let's grab it and scale
this down a little bit. And let's keep scaling
this until this tip be hidden or be aligned
with the plane. And now let's see what we got. All right, something like
that. Did you go to the bag? Alright. After
doing all of that, now I will start
with the mirror. I will add a plane and
align it with the view, and I'm going to change the size to tins and dimere,
make it very small. I'm going to move
this right here, and I just want to
trace the shape. So let's grab these
vertices first. Let's move it move this,
for example, right here, I guess, and these vertices hit you to align it with
the frame like that. And those I will hit you and align them with
the top frame. And these as well. Let's move them right here and
let's go to the X ray. This is a technique
or you can do something else like you can make this big can make it big. You can use a knife tool
to make some trims, starting from here,
maybe from this corner. This technique
will work as well. All right, I want this
area to be sharp. I don't want to add
any curvature right here because I want the
humtry to be simple. All right. And here we should
have a small curvature. And this one should go up here. Or something like that for now. And I guess we can move this vertex a little
bit like that. And let's see grab this. Alright, I will use
then I have to, again hit K and create
a cut goose like that. And now let's delete
unnecessary paces. For example, this
pace right here, it F and delete it. And this one F. This phase, this one right here,
XF and get rid of it. And that's as well. So in general,
this is the shape. Delete the guide,
we don't need it. All right, this image,
maybe we can move it with the Alright, no, I will grab this and tab
and let's go to the top and let's try to align this
with our reference image. Well, right here,
we got a problem. The corner here is not
fit to this corner. And for now, we can accept
something like that. It's not a problem,
a hooky problem. I will rotate this like that, and then I will hit
E to through this. Alright, let's extrude
these faces like that. A maybe we can undo that because I think it's better to extrude it
a little bit first, maybe right here, and
then maybe we can grab one of these faces or eggs. Let's start with this egg. Let's go to the top. I will hit head to extrude this
egg over here and then grub this vertex and
let's move this vertex here and I'm going to hit E to
extrude this multiple time. I just want to follow
this curvature. Alright, something like that. And this is what we got. And now let's move this
had key to this E. Let's move this down and
align it with this egg. Alright, let's go
back to the top and let's see what
else we can do. Alright, I will hit E
to extroude this egg again. All right, one more time. All right. I'm not so quite sure of what
I'm doing is correct, but I think that's
what we should do. Or let's see that's
what we should get. And now I will grab
this a loop and I will let E to the Z and
extrude this up here. Let's go to the right and
let's make a comparison. So this a kit should
be right here. All right, book these
vertices a little bit up, and that's all what
we want for now. And these vertices should
be aligned with this edge. So I'm going to grab these
key and move them like that and book the
rest one by one. Alright, to get a
result like that. All right. Have you can
slide this a little bit. That's very cool. And
maybe now we Alright. Maybe now we grab these
vertices and extrude them a little bit or extrude
them one more time up. Let's go to the top because I just want to do
something here. I want to grab these
vertices and move them like that because at the
end of the day, these vertices should
meet the side. And this phase, we
don't need it deleted. I just want this
error to be opened. And let's bring the
reference images because I just want to understand
more what's going on here. So the extrusion that we made right here,
it's for this piece. And I guess we could
extrude this one more time. Grub these edges, it to the
Z and extrude those down, and you can go to the front just to align these
edges together. For example, these
vertices should be pushed up and
aligned like that. And these vertices, I guess they should be pushed up a
little bit like this. And now we got this All right. Let's go to the front again
because I think we could cut this area in a better
way because you can see some of these vertices
are not in place. And after you cut this
and create strtline, delete these vertices,
XV, and get rid of them. And now the results become
better, as you can see. I will grab these vertices again and hit E to the Z and let's six through this one
more time like that. And I will add one
e lobe like this, and I'm going to grab these vertices and
push those inside. And by the way, those
vertices as well, we could grab them and hike and let's move these inside
a little bit like that. I just want to create this
edge what's going on here. Maybe we can push this
a little bit more inside now is the time to move
these vertices one by one. Maybe from the top,
we can achieve that. So for this vertex, I think we can
move it like that. And after that, we hit the crab this with this
and let's go to the top. And let's hit to move this
a little bit like this. And let's see crop
this with this one, and let's move it a
little bit inside. Or something like that. And these should be tipped down. So let's start with
these vertices first. I will grab this and had
G and move these inside, and these vertices as well. They should be moved like that and aligned with
the surface like this. And the same thing, I will
do that for E vertex. Just pick nice of you that's
very important and move. Maybe this one we can
move it inside like that. And yeah, the result looks cool. And maybe now's the
time to right to move these two vertices in
a little bit more like that and take them
back like this. Even this one, or
something like that. And the same thing
for these vertices. And this one All right. And somehow we should try to find a way to
connect those together. Well, this is the
most annoying part. This area should be smooth. And I think we should
slide this a little bit. I think this vertex, it's better to connect it with that one. Let's slide this one as well. Grab this with this L
Sit F to create a face, first connection between them. And I think we can
use the knife tool to create a cut goes
like that, I guess. As delete these vertices, X, V, get rid of them. And I did that so I can connect this one with this
vertex with this one. Hid key and Holt control and
snap this one right here. Alright, let's see
what we got here. Let's change this from
three decors or two median. And the snub is the
vertex is active. Now it should work. And yeah. Here, maybe we can add one H this area and
one right here. So we can connect
those together. And this one as well. All right. That's very cool. I guess we could
have two edges here, and we could move this up
a little bit like that. And these vertices, I guess
we could move them down because here we could
have a curvature and these vertices, we should move them
carefully like that. And maybe now we can grab those together and then hit F to create a face crop this with the set F and this with the set F. And
maybe this vertex, I can slide it
down a little bit. And I guess these vertices should be pushed in
a little bit more. And maybe those as well. Maybe this vertex we can
move it a little bit in. This one, we can move it up. In general, we should
spend more time here just to get an
accurate result. All right, maybe this one we
can move it a little bit. And this vortex,
we can move it up. All right, something like
that. And after that, maybe we should have
one edge right here. And can we add one here as well, or maybe we can connect those? I'm not quite sure
if that will work? Well, maybe we can
add second egg loop here and let's select this one with this one and
let's set F to create to create a break between them. And I guess we could have two edges here and
the key to the Z, and let's move this up here, just to have a small curvature. And I think we move these
vertices too much up. I guess we could it wise
and move them down. And the same thing for some
of these vertices are here. All right. We got this. And let's go to the local mode. I think we can add one edge right here and I can
connect those together. And let's select those together, hit F to create a face. And let's add two
edges like that, and then let's pick a nice view like this and
let's move these up like that. And grab this with the set F multiple time to
fill this area with faces. At A, you have to
to recalculate the normal because we got
a problem with that. And I think this area needs a
little bit of tweaking like grabbing these two vertices and move them like that just
to get better curvature. And from this side,
I guess we can grab this with this and pick a nice view and move
them like that. Carb this with this
set F multiple time. And let's go to the top
and let's see what we got. Let's make some tweaking
here moving these vertices, a little bit just to
make the egg look right. Alright. That's very cool. I think these vertices, I can slide them like that and add one H here and
second H right here. And one more thing here,
maybe we can do it. I can extrude this to the Z like this and align this vertex
with this vertex and grab this with the set F. And I think we can engrob those and then F to create a
face right here. And let's add one
edge loop here, grab this with this
set F multiple time to fill this area with faces. And now I will grab this
with this hit F. And yeah, now we got this area filled. Let's go to the top and let's
see if that makes sense. All right. One more thing here, maybe we can do it is to grab these vertices and pick a nice view and move
them like that. I think that's important. And from the top, we should hit E and move them
a little bit like this. In the same scenario just slice some of these vertices just
to get better results. All right, what else we can do? Maybe these vertices need
to be moved down, I guess. Let's pick a nice
view like this and hike and let's move
them down a little bit. And maybe those right here with key and let's move
those down like that. And maybe we should
have one a loop right here as support
a loop for this area. And I will tab. I just want to see
now what's happened. I want to add subdivision
service with Level two and turn over the subdivision service
in the edit mode. Alright, so this is
what we got so far. This area should be tweaked because in the reference image, we have a small curve goes down. So let's see how this
could be achievable. Well, to something like that, I guess we can extrude this
vertex, maybe, let's see. Let's go to the top or
something like that, I guess. And I will look up this
vertex with this one and I have to create a phase
sorry connection. And then I guess
we can All right. I guess we can screw this down and align it
with this vertex. So this is what we got so far. And here we have two edges. Let's add two cuts. And let's hit twice. Let's move this right here and this one as
well, right here. And I'm going to delete
some of these faces, and let's grab these vertices. Let's create a face here and grab this with this
hit F and F again. And I will grab this and I
will delete this edge X E, and I just want to focus on this vertex Control
H B to bevel it. Let's bevel this to
four cuts, maybe. Something like that,
I guess it will work. Delete these faces.
We don't need them. And now I will grab these just together it F,
grab this with the Set F. And what else? Maybe here we could have one H loop and grab this with the set
F. Hit F again, again and again and again. Let's slide this vertex. Let's see if that's correct. All right. I guess
these vertex is we could move them a
little bit from the top. Yeah, let's move this
inside like that. And I guess this vertex we
can merk it right here. And this one, maybe we
can move it like that a little bit from
different angles. I now let's tap out and
let's see what we got. All right. It's
not finished yet. Let's add one egg loop here. Corp this with this and head J, connect them, and maybe you can connect those together
for now, or maybe later. I'm not quite sure
if this edge is important to leave,
maybe we can delete it. And here, maybe we can change
the direction of the edges and add one a lobes goes down, I guess, like that and dissolve this crop this with
this adj, connect them. I think that will be better. In this vertex, maybe
we can move it down. I will add one egg loop
right here just to support this edge and align it better. And right. For this area, I guess we can move
this a little bit in All right
something like this, and we can use or add a
new cut goes like that. Grab this with this head K, this with this head K, and the
same thing for those. And let's add one group
goes like that and grab this with this hid K. Or let's tap out and
let's see now what we got. All the result looks
cool and close, but we need to spend more time. And I guess now's
the time to grab these vertices and
push them inside. Hit K and let's move
these inside like that. A little bit more like this. And let's move those
back to the Y. And the same thing
for these vertices. Let's pick a nice view like that and let's move
them like this. I will add one a here
and one here as well, so we can connect those
and maybe one here, grab this hid key
hold control snap, key hold control snap, and here, key hold control and snap and the same
thing for this vertex. All right something like
that. And these vertices should be pushed in a
little bit as well. And I guess we should
move the spike. Rub them like that S to the X. All right, that's
not going to work. Let's move the pack
just a little bit. And if you want to
get right line, you can dissolve them
and rebuild this edge. Rub those together,
hit G. All right, these vertices, I guess we could crop them and slide
them back like that. And this one as well. And I guess these vertices would
be pushed inside as well. All right. Oh, yeah, now we got something cool. Maybe this one we can slide a little bit like this
and this one Asbll. And let's add one support a
loop here and one right here, Asbll just to tighten this area. And for this phase, I will grab I will grab these faces and I
will hit I for NSAID. Let's make small
inset like that, and I will hit XF to
get rid of the rest. Something like that. If you
want to control that better, even more, you can do that. Let's hit slash to exit from the local mode. And
let's take another look. Alright, if you want to
control that even more, you can go to the scalp mode and you can choose
one of these brushes. For example, you can grab
let's see what is it? The grab brush, and
you can hit F and move the mouse to the left just to make this to the right, just to make this
bigger a little bit, and you can move a
group of vertices, that will help to
control the pater. But just be careful
when you do this. You can turn off the subdivision surface
and see the wire frame. And let's make this a little
bit smaller, I guess. And now we can
control these edges. Let's check this
area from the side. And you can use the
smooth if you like, if you want to smooth, but
take the strength down. Yeah, just make the amount small to get so we
can control it. And we can smooth some
of these vertices. But just be careful
when you do that. All right, this area, maybe we can smooth it a little bit. And let's see what
else we can do here. Maybe this egg, we can smooth
it a little bit like that. Well, no, that's
not going to work. I will end with that.
Here, this area maybe needs a little
bit of smoothing. All right, something
like that, maybe. And maybe this area as well. That's very cool. And
maybe one more thing here. Let's go back let's go back to the object mode because I just want
to do something. I will tap, and I
think it should be I think the mirror should
be a little bit taller. I mean, I think it should be moved a little bit like that. I know that's not going too
much to the reference image, but I feel it's short. Alright. Something like
this, it will be better. Let's tap out and let's hide the wire frame and let's add to the subdivision surface. Yep, something like
that. All right now, let's tap back and let's see what's the next step,
what we should do here. Right now is the time
to cover this area. I will add one egg look
here, almost right here. And what else we can add here. All right, can we
add second H loop? Let's create a connection
here and let's set F instead of that to create a big
phase in this area. And I think here we
can add one H here, and I guess we can grab
those together and hit F to create a connection
between them. And you can slide
these if you want. And for this area, I think
we can create phase. All right. And now, this edge, it should be aligned with
the base or with the neck. Maybe I can slide
this a little bit, and that will be it and move the speck and move
them like that. That will be enough. All
right, something like this. And now I will grab this
with this and then hit F. And let's go to
the local mode, and let's see if we could connect some of
these vertices together. I will grab this one
with this one hit J and this one with this one
hit J. And those as well. All right. And then
I think we should have one egg here just
to tighten this area. And what else we should do here? I think this edge is too sharp. I think that's not
totally correct, and we should think about
this again and fix it. All right, how can we fix that? I will grab these
edges and delete them, and after that, I will delete
those as well. And tab. All right, so this is
the result that we got. Now, I think we could grab this edge
and this one as well, and take a nice view like this and hi key and move
this inside and just make sure that everything is okay from different angles. And maybe it's the time to
move this edge as well. And let's pick a nice view like this and maybe we can
move it like that. And I will dissolve
this edge and rebuild it grab this with this head K. And
this one as well, let's move this a little bit. Right now, maybe these
vertices we can roll them alone and move them a
little bit like that. And after that, we can rebuild these support H loops
and connect those together had K and this with
this head K. This result, I think this result makes more sense if we compare it with the rivers image. Something like that. And one more thing
here I would like to mention this area, it should be flat a little bit. So let's move these
vertices inside, just trying to get
flatter result. And let's move this vertex like that. I think that's too much. Let's pick a nice
view like this, let's move this back and let's see if this pushed out or in. Everything looks nice and okay. And maybe now we can add one support edge loop
here and one right here. And even this edge, I guess
we can delete it and rebuild it if you want to get
set right edge loop. So yeah, delete it
and rebuild it. Alright, we got this result. This looks better. All right. One more thing here,
let's try to do it. I just want to push some of these vertices inside like that. Let's go to the bottom view, and I will grab this
vertex and move it inside because I
feel that this side, it should be pushed in
according to this image. And let's grab this one and
move it inside a little bit. Or somebody like that. And let's go to the bottom view
again and let's move this vertex inside a little bit. And after doing this, right now, I will rub this egg like that and including this one
and I will dissolve it, and I will recreate this one. Well, let's try to
get better results. I want to get strtline Maybe we can use the estrak in this case, and let's slice some of
these vertices back. Yep, I think that will work. Crab this with this.
Let's use the east fake. And the same thing for this one. Slide this vertex back and
this one as well right here. And I'm going to do the same
thing for these vertices. Slide this here and this one up. And yeah, I think that's
it. Or something like that. And now let's tab and
let's see now what we got. Alright, the result
looks beautiful. Let's see if we can
do something here. Alright, I think I will
delete this one and rebuild it because I feel that here
we have an extra step, something like this, and I
don't I don't want that. I want it to be like
this. All right. And now maybe we can grab the
outer and inner vertices. And from the top, I
just want to make this shorter by moving this bag
a little bit like that. Something like that.
And in this case, I will grab these vertices
and move them like this. And now everything
looks cool, as I think. But et's tap out and let's see now what we got. But we are not finished here. I just want to do
something here. I just want to see
if that will work. I will grab these vertices and hit twice and mirate
them right here, and I will put this
in the middle. Que twice, and let's
put this here in the middle because I don't want to leave a
triangle right here. And I think the scenario will make this area looks
even smoother. Especular if we grub these vertices and
slide them a little bit and grub those as well
it twice and slide them. Yep, the result becomes smooth. Right click and head smooth. And yeah, it's very nice. This is the most annoying
part I created so far because it's a little bit difficult
to follow these edges. But anyway, we did
a great job here.
83. 83 Working on the side mirror part 2: Hello, and welcome back here. So this is the second part
of creating the side mirror. We'll see what's the next
step, what we can do here. A one thing I want
to make sure of. I want to make sure
that the size is accurate because the
base or the neck, it's very big as converted
with this piece, so I prefer to king
the size a little bit, and maybe we can do
that according to the, the three Dcurser if we
put this here or maybe we can select this vertex and put the three D
coursor over here. Sorry. Yeah, right here. And I think we can scale according to the
position of the three Dursor. Let's go to the top and I
will scale this a little bit, but king transform to three D courser and
make it big like that. And let's see if that makes
sense or that's too much. Let's kick the other images. Well, I think that's too much. Let's not make sense at all. So let's scale this
down a little bit, and now let's see what we got. Maybe a little bit
more like that. All right, what else
we can do here? I think the size looks okay. Let's go to the back and Yeah, I think the size looks okay. Something like this. I think it will be okay. All right. You can
scale as a tiny bit. In general, the
result looks cool. I think we can accept
a result like that. Al right now is the time to make small change to the neck. I will grab the neck and select all the
vertices and go to the top because I just want
to hear it a little bit. So let's hear this
a tiny bit like that. And this will be enough. And even the thickness, if you want, you can
reduce it a little bit. Let's go back to the select box, and what I will do is now I
will grab these vertices. Maybe we can make this
a little bit smaller. Grab this and then
hit G to the Y axis, and let's move the cs, a little bit like that,
but not too much. And not just that, I will grab these vertices and
then hit H D to the Z, let's take a Cobi right here and then hit P and then let's separate this out
because I want this tab, grab all of these vertices, and I will hit F
to create a face, and then hit E to the Z axis, let's extrude this a
little bit like that, and then I will grab this face, hit XF and get rid of it. And these edges, we
don't need them. Let's get rid of them for now. Alright, and now we should find a way to connect
those together. So let's see how can we do that. I will grab this
piece with this one, and I think we can mirrc them, hit Control K, and
make them one piece. And now let's tap to see
what we can do here. I will select the whole
mirror and head key to the X and put this a little
bit inside like that. So this is the first
step we can do. All right. Maybe some of these phases, we can move them
forward a little bit. I mean, maybe we can make
this a little bit thicker. Let's go to the right and then I thought I can grab
this edge from this angle. Well, I can't. But if I
select this edge loop, I can control bus to grow
the selection like that. And I can include these faces. And maybe from the top, I
can move this a little bit. Let's see if that's enough. Well, maybe we can
do something else like grabbing all of
these vertices like that and move them
forward a tiny bit. But make sure to dis like this. And now you go to the top, I will hit to move and let's move this a
little bit like that. That is still nice. I don't
see any problem here, but let's see how can
we fit these together? Maybe I can grab those
together and make small kings. Let's go to the right end. Let's see grab these
vertices like that. Maybe we can move these
back a little bit more. It key to the Y
like that, I guess. Alright, something like this. Maybe we can move it a little bit
forward, but not too much. Yep, something like that.
And now after that, we should connect
those together. Let's go to the local mood and let's tap again and
let's grab these edges, and let's go to
the right because I just want to do
something here. According to these images, you can see something. Just about to show
you something here. According to this image,
you can see here we have a variation in the height. You can see the kick here is a little bit higher as
compared with the side. So I just want to
put that in mind. What we need to do is just
rotate this a little bit. So from the height,
it should be bigger. In this case, we can hear it. Hear it like that and then hit key to the Z and move this up. And I think that's all what we need to do to achieve that. And now let's go
back to Select Box. And right here we have some ricanhp right here.
Let's try to avoid that. Let's go back again and
let's hit key to the Z, and let's move this
up here and I'm going to make this vertex active, and I will rehear this again. That will be enough. Let's
go back to Select Box. Right now, the question is how these vertices
could be connected? Well, let's start with these. Let's iG twice, and let's
light those back right here. Let's say this is
the first step, and maybe this a hub we can grab it and align it with this one. I think from the top, maybe we can move it
and put it right here. And I guess we can
slide this a little bit like that and slide
this one as well. And here in the
middle, these faces, we don't need them, so I will
grab them and delete them. We can go inside this
hometry and grab these face like that at
XF and get rid of them. And leave this area open. And this area as well, I guess we can leave
it open for now. Here, maybe we can
add one egg loop, and I think it's okay to add. And I will grab right. I think we should select
all of these faces. Like that and move this bag, key to the Y. But this egg, I need to be here. Well, in this case, I will select this area of
faces and move this bag, key to the Y, and let's move this bag until this egg
be aligned with this one. And then I guess we
could start rubbing these and hit key to the Y and move those bag just a
little bit more like that. And after doing that, I will grab these
vertices like this, and then I will align this
vertex with this one. So hit G to move, but let's change this to
medium point, hit G to move, and then let's
cancel the Z axis, hit he Z to cancel the Z axis, to move this to
the X to the Y and then hold Controll and
snap it right here. And in this case, this should
be aligned with the Z. Sorry, we should use
the active element. That's very important
because we want to align the active
with this vertex. So let's do that again, key, have Z, and snap and now
it's perfectly aligned. And the same thing for the side, crop those over here
and then hit key have Z and align this one
and this one as well, it should be aligned
or it's aligned. All right, if that's happened, now you can hit key and snap
this without any problem. And the same thing we
could do it right here. Maybe here we can add
one H loop. All right. Let's first start with this one. I will grab these
edges like that and then let's see if
that's possible. I will make this one the active, head G and let's align
this one with this one and the same thing for this
g grab them like that, make this one the active,
have and align them, and here we will add one H loop. And now let's connect those. Let's connect this one
and this one right here. And here, maybe we
can add one edge. And then I guess we can
slide this vertex a little bit twice, and
let's move this back. And then maybe we can
slide this here like that. Grab this hit key hot
control and snap it. And for this one, I guess
we can slide it right here and then hit key and snap this one here and the same
thing for this side. All right, I will slide
this back a little bit. And this one, maybe
slide it back like that. Let's snap this one here and this vertex as bool,
key twice, slide it. Slide it again here. Maybe we can engrob those and slide them. Key hold control and stub. Alright, that's very cool. And now we should
control this area. I will grab those and hit key twice and move those over here. And from this angle, I
will push this back. Key Hot control snap
and right here, maybe we should have one H
loop as a support H loop. And from the bottom view, I will grab this vertex and move it underneath
this like that. And now I will Alright,
what we can do here. Let's go to the
bottom view again, and I will grab this
and move it right here. Yep, keyhold control, snap
and this one as well. Control R to add
one H right here. And they are aligned. Keyhold
control and snap here. And regarding this area, I guess we can rub those and he key twice and slide them
a little bit like that, but not too much, and maybe we can add one cut
goes like this. Okay, key hold control and snap. And this loop, maybe
we can dissolve it. Maybe those we can hitwie
and merge them, I guess. All right. What about this area? Or at this side, I think
it should be pushed in. Let's go to the top end select these vertices or maybe
we can rub the faces. And let's add those as well.
Or something like that. And maybe let's stick to the vertex selection mode,
and let's deselect those. And now I will move these in a little bit hit
key to the X axis. And let's move them like that. Or just a tiny bit. And now I will hit key
twice to push this pack a little bit and key
hold control snap. And for the corner, I guess we can think we could
move all of these Alright, we should push them in, so
let's grab them like that. Let's see if that work or not. I'm not quite sure. Let's
go to the bottom with you. And all what I need to do is just align this
vertex with this one. All right, this is the vertex
that I'm talking about, and we should move it like that, but that's not going to
give me what I want here. Well, if that doesn't
work, in this case, we can think we could
manipulate this area a little bit and make smoking like moving this atic bag
here and accept what we accept this result, Keyhold controller and
stamp it right here. Right here, we could
have three cuts. Maybe we can add one edge
loop goes like that. And the grab this one, key hold controller and
snap this one here. And this one, I guess we can slide it a
little bit like that and then or maybe leave it. And I will slide these vertices. Key hold control and
snap this one here. And those vertices as we kwise,
slide this a little bit. Yep, something like that. Step out the C at A, have then to recalculate the normal radically
headed smooth. And now we got this result. All right here as you can see, we have sharp heading. Something not makes
sense happen right here. Maybe because of these
vertices from the bottom view, we can move them back like that. And we could make
small things here. All right, something like that. I think that will help
to solve the problem. And I guess we should
have one egg loop here just to tighten this area. And let's see what
else we could do here. All right, maybe this egg needs a little bit of smoothing, so I will use the
relax just to relax this a little bit and
maybe this one as well. And those right here. Alright, and maybe Alright, maybe this age, must quite surely see what's
going to happen. Relax. Well, after you relax that, I think this edge, it could be pushed again back. All right, what else?
And this one, I guess, it should be pushed out a little bit. Now, let's see what we got. And I will grab this age loop and then I
will hit F to create a face, and then I will hit I for NSE. Or something like that. And I want to
target the corners, and I just want to add
support the a loop one right here and one right here just to make this
area it looks tight. It's like too exciting and
let's take another look. All right. The
result is not bad. It looks beautiful. Let's see if we could do something here. All right. The curvature
here is not promising. If you want to prevent
this straight, you can add multiple
cuts right here. It's okay to do. Here, I feel we got a problem.
The egg is here. I will hit to grab these vertex
and hit gee to move them, and I just want to
get better edge flow. All right, these vertex
should be moved a little bit like that
and this one as well. And those as well. And let's
move this one like that. Control R to add one A here, grab this with the
CJ, connect them. And I guess this loop, it would be moved down a little bit keywise and let's slide this
down like that. And maybe we can use
relax a little bit here. Yep, I think it will give us better results and
maybe here as well. What else we can do here? All right, maybe this u should be deleted
because as you can see, it's taking the wrong direction. So I will cut it from here
and then I'll click and hit Centrols because it's
not correct to go like that. But you can add one right here in this area and
yeah something like that, I guess, Gitwise to move it endless align
better with this side. And then after that, we can go to the bottom view and create an A loop goes like that and connect those together. And I guess this one
we could slide it a little bit and the same
thing for the rest. All right. That's very cool. And this area should be beveled. I will grab this because it could be sharp,
as you can see here. And I will hit Control
would be to bevel this to three cuts, and in the shape, I
will book this back. Sorry, book this to one
just to make this sharp. The angle, and you can see before and after
what I'm doing here. I will add on apec right here just to
make this looks tight. Alright, let's see if we
could do anything else. I feel that this new age
that I added is not giving me what I want here because it's make
the result look sharper. But I think we can
dissolve this age loop. And maybe we can recreate
it in a better way. Or maybe there's
another scenario like grabbing these
edges, all of them, and maybe we can select all of these edge loops like that and fix the distance
between them. But let's deselect this. We don't need to include them. Even those right here, we don't need to include
them in those here. So yeah, let's select these
edges, as you can see, I use Alt you have to click select the edge ring
and let's select those. All right. I select those
as well and the site. Let's focus on the site here. Right click NQ space and maybe the same thing for
the strop those NQ space. And this one as well. Maybe here we can do the same
thing. The space. All right so this is
the new age loop. Now you can add a new
one and right now, I think the results
will be better. So let's reconnect those hit
J and the same thing here. Drop this one G twice. Let's slide this a little
bit and hit J. All right. What about these vertices? I don't know why I feel we need to move these
like that tiny bits. That will help to give
us a nice curvature. Et's tap again, and let's see
what else we can do here. All these vertices,
maybe I can rub them like that and hike and move these out just a tiny bit, just to get better care we care. And let's see if we
can do something here. Maybe these vertex, we can
slide it down a little bit. This one as well All right. And here, I feel that we have
some waveness in this area. Maybe now we can grab
these two vertices or maybe grab those here and use G Strike and slide
these vertices back. Let's see if that makes
any difference here. Yeah, I think that's
something important to All right. Is there
anything else we could do? After creating that, we could
create the second frame. Let's see how can
we deal with this. All right this is the frame
that I'm talking about. I just want to find
another image. All right. Which one we can use. You can see it's a little
bit tilted inside, so that's what we
should care about. Well, first, let's
grab these vertices, this lube like that, and
I will hit Centro Blast multiple time to grow the selection until
I reach this point. And from the top, I will hit G to move these
vertices back like that. And let's see we have
any problem with this. I'm not quite sure if this flats or we have any variation because that's
important to kick. Well, yeah, we have some
variation. All right. Anyway, in this case, if
you want to fix this, you can delete the support the egg loops that I just
added and we can do something. All right. Here I can feel that this
edge goes like that. Let's see what's going to happen if we use the yeast right here. Let's grab those, all of them. And maybe this edge as well. And let's use the key stretch, and I'm going to cuse
or switch the method to separate because I don't want to change the distance
between the edges. And now it's become
flat, I guess. All right, that's very cool. I will select one of
these edges, for example, this right here,
and then I will hit HeavD to take a CV for
example, right here. And from the top, I will
hit E to extrude this. I just want to get sit
right edge like that. And after this, hit Control L to select the New face hit S to the Z and scale, make it tall. And from the top, you can align it and let's put it, for
example, right here. And yeah, let's sit right
and the result looks cool. So doing that, hit P and then
it's to separate this out. And then all what we need
to do is just hearing rob these faces or these
vertices towards this guide. That's all we need to do. So
let's select these vertices, and let's go here to the data, and let's delete these
groups. We don't need them. Let's create a new one
and hit assign to assign the selected faces
to this group. And now let's go to the modifier and let's add Hrin CR modifier. And let's pick the guide, and I just want to
choose the group. So just choose them and then hit Control A to uplt
and now it's done. Now you can delete this one or move it to
the extra if you like. After doing that, let's see if we could do anything
here, fixing anything. All right, we got some problems. I will grab this heat
out and to move this to the to hide it. And then make some
things here like grabbing these vertices and pick nice view and move them like that because that's
very important. And let's see if we have
any problems like this. Alright, it seems like we have the same problem
right here, I guess. Maybe from the top, we
can croup these and key twice and slide them and
slide these like that. But that's not going
to work to move it. About this vertex or at least elk those together
like that and hit key, and let's move it a little bit. And let's move this
out just a tiny bit. Alright, that's very cool. Let's go to the top and let's see if we have any
variation now. R we don't have
any variation now, but this vertex, maybe
we can move it back. And what else? I guess we could move these
tics a little bit forward. And these we can
slide them tiny bit. Something like that. And the
same thing for the rest. All right. That's very cool. All right, this area
should be tight, so let's see what
options do we have here. Maybe we can use the Nip tool to create a cut goost like that. And I will grab this text twice and let's mirrk
this one over here. And I guess we can
create a cut ghost like that and dissolve this edge. And this area should be tight. I will add one edge here. And from this point, let's grab this edge or vertex and let's move it a
little bit like that. Et'shben the corner. It can rob B to
bevel it like that. That will be enough. And actually, before
you bevel this, let's select this face and
let's go to the top end. Just small tweaking here,
I would like to do. I will grab this and
move them like that. Let's see if that's correct. Maybe those as well from the bottom view.
Maybe you can slide. And from this view, maybe we
can move these down just a little bit. All right. And now let's go to the
phase selection mode, and let's grab these
faces, and from the top, I'm going to hit heft to take a COBE and put this
Kobe for example, right here, and then I will hit E to the Y and extrude
these like that. Or something like that. And I will hit key
to move this in. And from the side, I will grab these vertices and then hit
key and let's move these in, but make sure to
maintain the thickness. And you can slice some of these. Maybe we should do better job. I will grab them like that. And because I feel here, we have small variations, so I will hit key let's
move those like that. And these interface we don't
need them. Get rid of them. And what else we can do here? I guess we can grab
these edges and hit F to create a big face and hit Control Blas and hit F
to create a giant as here, and I will hit I to
create a new inset, but this one, it will be
a little bit thicker. Some of these eggs,
we don't need them. For example, those over here, we can get rid of them actually because this egg is set right, and there's no need
to keep these. But maybe just one
egg, we can keep it. Maybe this one. And you can delete the rest, or maybe we can keep
this one just to give us a tighter result
and delete the rest. And yeah, I think we can keep
everything else. That's okay. Some kings here, let's try to make before we
go any further, like fixing the flow of
the vertices of the edges. And here as well,
I guess we can do that. Yeah, something like that. And now I will
grab this face and hit E to extrude this to the Y and put this bag like that and then hit X F to
delete this face. And maybe now after
doing all of that, we should grab these edges, and it control would
be bubble them. And maybe now the shape, we can move this bag 2.5. And we should support
this area with edge loop one right here
and maybe one inside. Do we need to add one inside? All right, something here I
would like to change as well. I will grab this
loop and then hit E to the Y and extrude
this like that. I will grab this inner corner and hit control to thevllet. And maybe here we
can add one H loop. And here inside, we
can add one H loop. A maybe we can add second H loop here and one right here just
to get tighter results. Tab hit Ah N in case
the normal is flipped, everything looks
okay, everything looks fine and looks beautiful. And let's see if we
could do something here. It's like to excite and
let's make a comparison. This guide, I will
hit M and move this to the extra and you can hit
F two just to recognize it. Let's call this mirror guide, and then hit M and let's
move this to the extra. In case I want this
pack for any reason. Let's see if we
missed anything here. Now I will grab this
and hit key to the Z, and let's move this
to be close to the neck, something like that. All right, one more thing here. I'm not quite sure of it. Maybe we can do it or maybe
it's not going to work. You can see here the
mirror from the top. It's a little bit visible. Well, that's mean the
geometry itself is a little bit rotated or tilted. So let's see if we
can mimic that. All right, a cue
something like that. Let's try to select these faces. Let's grab them first like that, and let's add this side as well, select it like this and change the transform to medium point.
And let's go to the top. And I'm going to use the here
and I'm going to here this, to the X axis like that until we see the
face of the mirror. A little bit. All right, that's great, but that will
cause a smaller problem here. This area will be a
little bit thicker. So you remember when
we move these bag, I think we can grab
them again and do that. So let's go to select
Box and now hit key to the Y and move
the bag like this. I think that's a good
reason, to do this. And let's see if that
cause any problem. Everything looks nice,
except for this area. This egg is not in place. What we can do is we can actually let's go
to the local mood. We can grab it like that
and this one as well, I guess, and dissolve
it and rebuild it. Grab this with this hit k and this one with this one hit
K. When I dissolve this, this egg become flat
in these faces. And when you add it again, you will get rid of this
small step we got right here. And now it should be smooth and beautiful, as you can see. Let's see if we should do
anything else right here, I'm not quite sure,
but this area is not perfect, like what I want. I feel that some of these
vertices, for example, I guess the vertex should be pushed in a little
bit like that, and right, and then I will grab those like that and
use the key straight. Okay, something like that.
Does that make sense? And here we have
small variation here. You can actually grab these vertices and maybe we
can use the heat stretch. And maybe we can
do the same thing for rights for these vertices. And now let's tab and
let's see what we got. Al right now the
results become better. It's like too excite and
I just want to check the Nick if we have
any variation here. Yeah, we have a small
variation between those. Let's see if we can fix this. All right to fix that,
I guess we can select these vertices and
head key to move them, have Z to cancel the Z axis and take them out
like that, I guess. And I guess we can select those together and
do the same thing, have Z to cancel the Z axis
and move it like this. All right, something
like that. And I think that will be enough. All right, something
here we could fix, like moving this one inside because there's
too much actually. And maybe this one this vertex. Let's tap again. Yep,
something like that. It's too excite.
And now let's take another look. Alright,
that's very cool. Small kings here, I
just want to make. I just note something here. This area should be a
little bit smoother. And here, it's sharp. So let's see if we can fix that. Fixing this is not
going to be difficult. What I will do is I will
grab this facet hit the edge to hide it because I want to focus on these edges. Grab this edge, for example, and I will hit key twice
and slide it, for example, right here, and
they grab this one, ultimately, key twice, and let's slide this away right here. And the same thing for this key twice, let's slide this here. Halt cly Q twice, and let's
slide this one right here. Now, when you tap, this
area will become smoother. Or at least you
grab them all like that. Sorry, select those. Q twice, and let's
slide them like that, and maybe those as well. And because we did this, let's try to make
small chings here, like grabbing these
edges and just slide them a little bit,
but not too much. Just average them and
maybe this as well. And maybe we can just move
these down a little bit. That's what give
us better result. And now I will tab
and I will grab these vertices and I will hit F to create a
big face here inside, and then I will hit I for inset, to create small inset just
to create the mirror. And after this inset, I will go to the
faselecon mode and grab the outer faces and then hit XF to get rid of them.
Let's see grab these. And to create the mirror, we just want to create a small
frame at I to create it, something like that, I guess. And maybe we should hit I
again to create second frame, and I will hit G to the Y to
move this inside a tiny bit. And maybe this egg loop, we could grab it
and then hit E to the Y and extroud
this bag like that. And I will grab this edge, and then I will
hit Control with B to bevel this to two
edges like that, and the grab this with this
and hit Control B again. Something like this, grab
this H loop G to the Y, and let's move this one
even DeberT H loop Ctroll B to be volts with
three like this. And what else? I will
grab this pick face, and then I will hit P and
then E to separate it. And let's focus on the frame. I will grab this edge. I'll click, and then I just want to extrude this
a little bit inside. You can kick it from the inside. E to the Y and
let's extrude this. All right, it's E to the Y. And then this edge control
would be to rebevlt. All right, what else
we could do here? Let's grab this piece, and let's see if we have
any problem with it. Right now, let's t
because I think we could connect some of these vertices
just to get better cading. So let's connect those hit G. You can dissolve most of these vertices if you
want, by the way, if you want to get
better results, maybe those right
here we can dissolve them and you can rebuild them. So, let's add one vertex here, twice to slide here, crop this with this
head J to connect them. And maybe this vertex
with this one, we can crop them and then hit J. We can use NF tool to create
a cut goes like that. All right, something like this. And maybe this one
with this one. And we can create a cut
goes like this, I guess. And this one with
this one right here. This vertex maybe
with this vertex. And let's accept all of that. Yeah, that is what looks cool. You can give this e
thickness if you want, hit A and then hit E to the Y, and let's exclude this bag. And this side, hit
XF, get rid of it. And I will grab
the entire A loop. If you want to select this
A loob in a better way, you can inset these faces. It will be easier for you to do. Grab them and then hit I for inset And now I can grab this edge lobe
and then hit Control with to bevltT like that, maybe. And they grab this with this and hit Control B again to rebvlate. And that will give us nice
the result will be nice. You can see here we have a gap. Well, to get rid of this one, grab this loob hit E to the
Y and put these inside. Let's go to the local
mood like this. And then I will hit F to create a Bigfas and then I
will hit I for inset, make an inset like that. All right. Maybe we can
scale this a little bit. And now I will grab the corner and hit control with
B to be billets. And now this phase, hit
XF and get rid of it. And now I think, yeah, that will cover everything. Tap A, you have ten to recalculate the
normal of the mirror. And now we got something cool. All I think that's
it for this video. I will end it here and see
84. 84 Adding some details to the side mirror cover: Hello again. Welcome back here. In this video, I want
to create the sensors. We have a sensor here or maybe
it's a camera. All right. And I just want to make small tweaking here,
not something big. All right, so let's
grab the frame. I will tap here because I
just want to make smating. This area, I'm not so
quite happy with it. I feel here we should
make some tweaking. The curvature here
is not perfect. I'm not so quite happy with it. So let's see if we can make
let's see if we can fix that. What I will do is I will grab these vertices like
that and I will slide these up because as
you can see here, we have these three
cuts, one, two, three, and this one's work as a support egg loop
and this one as well. But you can see here the
distance we got here, it's not similar to the
distance we got right here. This one is a little bit bigger. All what I need to do
is just developing these vertices and move them up almost right here just
to get better curvature. So after selecting
these vertices, I will hit Q twice and
move these up here. Something like that. And
this is tex, I guess. And one more thing here
maybe we can fix is the right let's
grab this and let's stop I will grab these vertices and age twice and move those
up here as well. And I just want to make
small kings from the bag. I want to grab these vertices and slide them
down a little bit. Right now, the curvature
looks better, as I think. Yeah, now the result
looks better. Way better. And here I just noticed
that we got small gap. If you want to get
rid of this gap, either you bring these
edges back or maybe just move some of these
vertices, move them in. You can go to the back view, and it key to this, let's move this down like that. And we can do the same
thing for this one. All right. And this one
with the Oswald. All right. What else? Maybe
these vertices Asbll. Right now, the result
looks way better. Alright, now let's
go back to this area because I just want
to create the camera. But I'm not going to
create all the details. I just want to create the
whole, and that's it. So to do that, I guess we can create
it right here, but I guess we could put this
edge in the middle first. So let's work on that. I will
grab these edges like that, including this one, I guess, the radically NQ space, and now we have
it in the center. Maybe this one we can average
it a little bit like that. And I guess we can
select these edges. And that was over here and space to put this in the middle. And then I will grab this
and then I will I for inset, at least make small
inset like that, and I will turn off subdivision
servers in the edit mode. And now we got this
result, as you can see. Right click and choose circle
touching this to a circle, and I will scale this
down, make it small. It should be small, something
like that, I guess. And from a certain angle, just hit G and move
this out a little bit. Maybe we should rotate
this gas attend bit. And maybe we can
rotate to the X. All right. Let's hit, and let's take this out
just a little bit. And after doing that, I
will hit I one more time. And I will hit E to extrude this inside, something like that. And I will hit I one
more time like this, and let's add one
support a loop here. And I will grab this hit control
would be to bubble this. And Alright, I think we should double these
23 edges like that and add one si
both g loop here, and this will be it
now the stab out. And now we got this nice
result, as you can see. And after that, we
could create a camera, but I'm not going to
create it right now. I will do that later. Let's see if we could do
anything else here. All right small here
I would like to do is I will grab the frame, hit Control L to select it, and then hit P and then
is to separate this out and grab the mirror
with the frame like that. I will put the three Dcursor
in the middle right here. And what I want to do
is just rotate this according to the three D
courser like that, I guess. See if that will work. Maybe
we can rotate like that. And then rotate this to
the Z and give to the Y, and let's push this
back a little bit. And if you got any
overlaps here, you can I think we don't have any overlapping here. The result looks cool. The last thing that I
would like to do here is just to check the silhouette
of the mirror itself. For example, if I
open this image, you can see that here we have this error is dropped
down a little bit. And let's try to
mimic that effect. It will be something easy to do. All what we need to
do is just inverting this image and put
it right here. Alright, let's move
it down like that, grab it and scale it down. And I'm going to put the
three D crosser right here at the neck, right
here, at this point. And I'm going to move the
image and align these together like that and scale
this a little bit. Or before you scale this, just move this bag with a white. And now let's go back. Or at least see what we got so far. I will scale this a little
bit the image according to the position of
the three D cursor and align those
together like this. Maybe a little bit
more. All right. So right now after that, I will add a lattice here, and I will scale it. And I just want to make the lattice contain the
mirror cover like that. Alright, this scale is working according to the three D cursor. I will tune this back
to medium for now. Let's do the Z, and
let's scale this down. Keep to the Z, let's move this. Let's scale this a little bit. And from the front, let's
move this right here. Scale it like that. Let's put this in the middle and scale this back to the X. And now it covers everything. You do that, now let's
see grab these pieces, all of them, and then hold heft. I grab the K and then control with B and
Qs lattice defrom. Now these pieces
connected to the lattice. And if I grub here, grab these vertices, if I hit Q to move, everything
will follow it. But I don't want to
affect this area. That's why I'm going
to add one cut and the Z like that or
maybe two you can add. When we move these down, we are not going to affect the all right let's go to the front and hit
key and take the down. But I think here in the middle, we should have one
CAT and the X axis. I mean, in the U
like that, I guess. And now we could
decorp these vertices, and I will hit key to the Z, and let's move this down
just a little bit like that. And after doing this, just
check the mirror and that's very important because the face will be twisted a little bit. So just check them. And after doing that, you could grab these
vertices and hit key to the Y and move them
just to fix the edge. Alright, let's see
before and after. Yeah, I think we should move
this to the Y, a tiny bit. Because the frame,
as you can see, the face of the frame
could be straight, but now it's become like this. That's why I when I move
these vertices to the Y, I will fix this problem
to move side a little bit to this direction
to get the right edge. I mean, this edge right here. It was like this now let's go to the front and let's see if that make a difference. Maybe we can make it smaller. It's not quite important, but you can do that if you want. Let's go to the top. Let's see. Alright,
maybe now we can hit key to the Y and move
this bags a little bit. Alright you can see
the difference. Or something like that. I will move the Emic big right here. And I will select this
and go to the local mood. I just want to see if we have
any twisting right here. I don't see any twisting, maybe just a little bit, but it's not going to be a problem. From this side,
everything looks okay. You can go to the
orthographic if you hit five from the
Nabat and check it. You can see here, I
guess, a tiny curve. Just a tiny. Let's go
to the arthographic, and maybe we can
find the problems. And as I said, it's
not huge problem. You can ignore it if you like. So this is the curvature. It's very tiny problem. If you want to fix it,
all what we need to do is just grabbing
these vertices in the middle maybe and
move them forward. That's all what
we could do here. Let's see if that will
work. Did key to the Y? Just a tiny, but not too much. I think that's it. Everything
looks cool. Tab out. If you like, you can
grab these vertices, and in the front, you can heidG to the Z
and make this right. In case you want to
make this looks right. That's will give us
better result, I guess. And it's not going
to affect anything. And in case you don't
like all of that, you can just delete the
modifier, and that will be it. For example, if I turn this off, you can see before and after. And I'm not going to oblight for now. I will
leave it like this. And maybe I will, let's move this to the
extra and leave it there. I don't want to see it. But if you move
this to the extra, just make sure when
you delete the extra, note you didn't delete the cake, otherwise, you will lose
the effect, I guess. And then after doing this, I will mirror this
on the other side. But let's put the
orgen.in the middle. Head control A, and let's
apply the location, and now we have
organ.in the middle. And I'm going to add mirror
and now we have this mirror. The Nick, as well, Control
A, apply the location. Hold have to grab this piece and be modifier to the selected. And now we have this right
here. That's very cool. And just keep in mind to put the mirror modifier
as a last modifier, just to keep the
effect of the lattice. Otherwise, if you
change the order of the modifiers and put
the mirror at the top, you will lose the lattice
effect on the side. So keep that in mind. Crab this control, apply the location and the
crab the border, apply the location and
crab those, both of them, hold you have to grab
this piece, for example, and select it copy the
modifier to select it. Now let's check them in case you got a problem like
what we got right here. I guess we could
rotate the sorry, apply the rotation
and this one as well. And now I just want to
give you example if you put the mirror or
modifier as the first one, you can see that will
affect the final result. You can see before and after I will put this as the last one. So just keep that in mind. And yeah, I think that's
it for this video, I will end it here and
see on the next one.
85. 85 Creating the windshield buttom cover: Hello again and
welcome back here. And this video, I just want
to focus on this area. Let's bring the
reference images here. I don't have enough information to understand what's
going on here, but let's try together
to do something here. Let's start with this image. According to this image, you can see here we have a cover. It's visible right
here, it should go down and follow the end of the windshield until it reached that point and then
there at that point, we should create something
similar to this side. Well, that's mean is we can add mirror modifier
and whatever thing we will create right here, it will be mirrored right there. And whatever thing we're about to extrude
here in the middle, it will meet up
here in the center. So let's see how can we do that? And by the way, I just added multiple images here so you can see how this should be created. It's just a piece of plastic. As you can see it from here, it's a little bit visible. You can see this
edge right here, it is this one here, I guess. And this image can
show us a little bit of details here and
what else we should do. All right. And the details
of the wipers as well. And here we have this
image to see here. This area could be pushed in a little bit. We
have a small stip. All right. And let's see what
we got right here. As the same piece of
plastic we got right here. All right. I'm not going to create this 100% similar to the
real reference IMCs, but I just want to
create something close. That's all what I
want to achieve here. Well, fair thing that
we should fix here, the length of the winhield. It's not that long. We just need to extrude
it a little bit more. But before we doing that, I just want to kick
the crim crop folder. I want to unhide the guide mec so we can
see it where this will go. I will grab this tab and go to the local mode because
I guess I will grab these edges and hit
kittise Alright. Well, actually, I guess we can extrude this one
more time like that. Like that, maybe. Yep. Now it's become taller. Well, that's will give
us the ability to push the windshield a
little bit deeper. Now let's hide the guidance and now let's grab
the windshield, and all what we will
do is I will add one edge right here so we can grab the rest
of the windshield. You can go to the
local mode and go to the right to
control it better. And then now I will grab these vertices and
then it key to move, and I'm going to move this
forward just a little bit. Something like that, I guess. I think that will be enough. Yep, this distance looks
enough for me, I guess. And after doing that,
some of these vertices, they should be pushed back. For example, those here, we could hit key
twice and slide them. It's not going to make
a huge difference, but it's better to
respect the typology. From this angle,
you can hit Key and move the two vertices close like that. All right. Now they are aligned, and
the result looks very cool. Alright, I can go with that. Right now to start doing that, I think we can take
one of these faces, or you can add an a loop and now you can grab
this face loop, hit Shift D to
take a Kobe and to leave the Kobe in
the same place and then hit P and then is
to separate this out. Now let's grab this Kobe so we can control it
and work with it. All right, so let's see
what we got right here. We have bevel. We don't need any beveling now, and sorry, we have
the what here? Bevel Tubb? Yeah, I remember we add
tubbl for the windshield. Solidify we don't
need any solidify and mirror with
subdivision surface. Well, I think we can turn off subdivision
surface and apply the hearing crop because I want this piece to be adapted
on the windhiel perfectly. And yeah, I think
that's it for now. Now, let's tab again, and I will grab these
edges and go to the right. And I'm going to
push these a little bit inside like that, I guess. And I think this distance. Okay, let's go back
to this image. Or maybe, what I want to do
I want to create this curve. I think you can see it
right here, this one here. Alright, when this curve
reached this point, it should go up and then
complete the journey. At least this is what I
think aqua sure of that, to be honest with you,
but this is what I think. All the mics, not showing me what's going on here exactly. So it's a little bit difficult
to take that decision. But who cares, by the way? You can add whatever thing you want to add here.
That's okay to do. All right, so this
is the first step, and now, as I say,
let's go back. I just want to kick
what we done here. We said here in this
area or somewhere here, this should be pushed
up a little bit. I will hit key twice
and then Alt and move this something like that, I guess, Q twice to
move this a little bit. All right. And then
I guess these edges, they could be Alright. I guess these edges, I think we should move
the whole geometry a little bit down. By the way, I just forget
to move this vertex, twice, hit and
move this up here. Now, hit A, and I guess we could move this in a little bit. Something like that, I guess. You can hit Alt and
inflate this a little bit. Al right now I can see the end of the windshield. That's okay. We can make a taller. It's not a huge problem. All right now after doing that, I guess we could at least
check this image again. So this goes down. All right. And here we should have sorry, we should have a second
loop almost right here, and you should align it
like that with the side. Or something like
that. And then you should delete these faces
at XF and get rid of them. And then I guess you should grab this edge loop and extrude
this at E to the Z, and let's push this up, but
not perfectly like this. After doing that, you
should push this back. All right, that's what I think. And then you should align
these edges with the hood. Yep, something like
that, I guess. Alright, this a loop, I will dissolve it because
it's causing some problems. I will make the creation a
little bit difficult for me. So I will delete it, and in case you want to
book this deeper, I think you have the
ability G twice to move and and book
these deep inside. If you want to do
that, you can do this. So after doing that, right here, as I say in this area, some of these phases
should go in. And I think these edges
that we should control, I will add one support edge loop here because I want
these to go like that. According to this image, you can see right here
how this goes in. Okay? Like this I will grab this and hit twice
and slide this inside a little bit like that. And then I will grab
this vertex and it twice and slide it and put underneath
the hood like that. And the same thing
for this vertex. Key twice, and let's
move this underneath the hood. So not like that. Again, let's try that
again. All right. And what about this one?
Let's slide it like that. And now wise, and let's move
it underneath the hood. You can see it right here. Maybe this one a little bit
more like that, I guess. So this is what we got so far. I will add one egg lob here
so we can grab this vertex, I guess, and move it up here. Like that, I guess, maybe this one we can move
it a little bit. And from that point,
I guess we can grab these two vertices
and extrude them a little bit to the Y like that, and then maybe we
can move them back. I just want to align this vertex, with
the hood like that. All right. And then
what about this vertex? The second one Qwise
let's move this up here and you can merge it with this one if you like. I
guess you can do that. Let's grab those, and let's
pick a nice view like this and let to extrude this
a little bit like that. And let's try to
put this in place. The idea is this should follow this curvature
and covers everything. That's all what we
want to achieve here. So from a nice view, just pick a nice
view and move this. Maybe you can slide this
and move this one a little bit like that and put it
underneath this frame. You can add one
elbra here and grab this and pick a good view like this and put
it underneath it. Even this vertex, I think we could move it back like that. Okay, something like that. And this one, I guess we can just move it a
little bit up like that. So that's what we did so far. And for this vertex, I guess we can move this down
here and this one as well. Alright, let's hit
you to exclude this one more time like that. All right, something like this. And let's grab this again and let's extrude them
one more time, hit E. And let's see
where they will go. Alright, if you have
an overlapping here, it's not a huge problem. You can avoid it or
you can move it away. And from the top, I guess
you can control it better. I will hit E multiple time
and follow this curvature. Yeah, something like that. It's okay to leave it like this. Don't worry about it too much. Alright, everything is
covered, and it looks cool. Alright, now, after doing this, we could give this a thickness. All right, we should
give this a thickness. I will tab out, and then I will add the solidify and let's
make the amount small, and I guess we could hit
heft and to recalculate the normal to get better result. And I will make the
thickness small. Let's add 0.1 maybe. And let's check the result here. And let's active
even thickness in case we got a problem with that. All right. Let's see if we
have any problems here. Well, even thickness sometimes
causes some problems, especially for this area. And by the way, I
just want to mention something here before
you accept the soldify. You can sublit this to two pieces that
causes some problems. You can sublit this piece of this piece because it's a little bit difficult to control. Sublitting this, you can do that just to avoid the problems
when you add the solidify. But first thing, let's try to merric all
the vertices, hit A, select everything and M
and merry by distance, and let's see if there are any vertices needs
to be merriced. Alright nothing
here. And then hit A and let's remove the
case, any crease here. Let's try to get rid of it. Let's say zero here and let's
active the screen cast. Anyway, A tab out and let's active subdivision
the solidify. Sorry. And let's grab this and
let's go to the local mode. I just want to kick this area. I want to see what's
going on exactly here. All right let's tap now, and let's turn the sodify the mood and now let's
add some support a loops. For example, one right here, one right here, maybe
one right here, can add one right here. You can align it like that. And one on the side, and you can align it
and flip the alignment. All right, one egg loop here, I guess, and one right here and the same
thing for the side. And the same scenario
for this area. All right, let's
support this. And let's tap out and let's
activate the sub divican surface with level one. Let's start with level
one. I want to make this smooth and then the
solidify and after that, I will add another
subdivisan surface to smooth out everything. That will give us
a better result. The result is not bad, actually. There's no reason
to spend a lot of time perfecting this piece because it's not going
to be visible that much. All what we need to
do here is just make small tweaking to this area because I can see the
thickness of this piece. So what we can do from
the top, I guess, we can select these vertices and just hit Key and move
this inside a little bit. And we can do the same for this. The idea is, I
just want to hide. That's all what I
want to do here. And I think these pieces
are already hidden. And, this one, I just want to add a support egg loop just
to get tighter result here. And let's see if we
missed anything. Sorry, I just went
to scalp mood. Do we need to do anything
or add anything else here? Maybe this area needs to be need one egg loop just to make
it sharper, I guess. And what else we can do here? It's like to excite. All right now, I will grab the windshield and
go to the right, and I will select these edges. And sorry. Let's select this
this edge loop. Alright let's select
them again like that. And I'm going to make this
a little bit taller by moving this a little bit like
that to the same direction. Just a tiny bit not too much. I think now everything
is covered. In case you want this to
be a little bit sharper, actually, you can add a
support g loop for this area. We already added one, but in case you want to
add a second edge loop, that will make this area
looks even tighter. See what's going having if
we add one he loop here. Well, that will make
it even tighter, but as you can see here, we
will have some overlapping. So it's very important
to be careful when you add this gg You can slide it a little bit to avoid
that overlaps. Slash. And now the edges
become a little bit tighter. And here, I can see a tip because here
we have three edges. If you just space out
these edges a little bit. That will be okay, I guess. The crop this vertetwic slide it like that,
and this one as well. We'll make it a
little bit smoother. Anyway, the st looks cool. In case you want to make this
panel a little bit thicker, you can do that by increasing the thickness for 0.15 maybe. You can go to 0.2, but this thickness looks cool. I can see a small
gap right here. I was quite sure if we
can get rid of this one, but let's take this to the local mood and let's
see what options do we have here to reduce this gap. Alright, maybe if we
move this to the Z, I think that will
help a little bit. Yep, that will help. All right. Moving this to the Z will
create a small gap right here, but it is something
controllable. We can fix it. It's
not a huge problem. Let's move this edge a
little bit back like that. And the same thing for the rest. Alright. This one maybe a little bit. Let's grab this one, it ke to the z, and
let's move this up. And the same thing for this. Sorry. And this one as well. And maybe those right here.
Yes, something like that. Not so quite sure if
we need to do that, but I think we can
we can go to the, from the inside,
we can move this to the X axis like this, maybe. Or something like that. Yeah,
I think that will work. It's not a problem. I just noticed a small overlapping
having right here. Let's try to fix it together. All what we should do is just grabbing some of these vertices. Actual, I think all of these, yeah, as you can see here. And I'm going to move these
to the Z, G to the Z. And the zooming just
want to see better. Or something like that. You
can see it from inside. Right and let's see what's
going on here exactly. Actually, I guess we can add multiple edges in case we want to do this in case we need that. So right this edge, I think it's not going
to be helpful that much, but maybe these vertices, maybe we can grab them and
move them up a little bit. And yeah, this one, I guess we can delete it. Yep. Check the result now. The result looks cool. But in case you got
a problem with this, you know, I added these
edges just to support this. Well, one thing you
can do here to avoid this problem because these edges make this area a
little bit sharp. That's why we lost
the curvature. Well, to fix this,
you can dissolve these edges if that doesn't
give you what you want, and you can merk these
vertices like that. And yeah, that will work. Since this panel is not going to be
visible to the camera, it's okay to leave it like that. It's not a huge
problem. All right. And now everything okay, except for these vertices
that we pushed out, I guess now we can
grab them again and push them in because
we fixed the problem. And let's see what
about this area. All right, here, I guess
we could have one loop. It's important, I guess. To the Z, and let's move
this up a little bit. All right. That's very cool. And let's check this area. I think we have some
overlapping right here. Q to the Z and let's move this up. Yep, something like that. You can go to the windhiel and you can turn
over the solidify, so we can see the result
better and you can grab those and go
to the local mood. That will make the editing
a little bit easier for us, and now we can see better. So for example, these vertices, I think they should be
pushed out a little bit, and we can do the same
thing for the rest. If we have any
problem right here. All right, the Z, and
let's move this up. And these vertss maybe, yeah, these, I guess, you can do the same
thing for this. I think we don't have
any problem here. Alright, now let's take
another look. All right. Yeah. Now everything
is flashed against the windhield and everything
looks okay and makes sense. Let's tab out. And now let's grab the windhield
and active the soldify. It's like to excite. And yeah, I think that's it. Alright. Alright, that's it
for this video. I will end it here and
see you on the next one.
86. 86 Starting with the wipers: Hello again. Welcome back here. In this video, I want to
start with the vipers. And I provided new
images for the vipers. I have this one from the top, and I have a side image. So let's put these images
and let's start to use them. Alright, I will go to the top and you can put this
image anywhere you like, just a click and drag
and put it right here. And let's scale it down. I just want to make it small. And it's okay to create
it at any size you like. It's not a hike problem
because after that, we can scale it
and can throw it. So this is the mg and here we have all the details and we'll start following what
we got right here. So you can start from here. You can start from here. I just want to show
you the side image. This one right here. You can use this one as well. For example, you
can go to the front and put the image in the front. And scale it down. And let's move this over here like that, and I will grab the
image and hit hits and align the three dcursa
with the center of the image. And then I will grab this
and hit HFTs and silicon to courser to align with the image sorry, to
align these together. Now I will scale this
image until these be aligned like that. Right now, you can
look at this from the side and from
the top as well. So you can create the
side view as well. So let's start with the top. By the way, the
side review is not quite important,
you can ignore it. But anyway, let's
start doing that. First, think, maybe you
can start from this area. I will hit Hete to add, and I'm going to add a circle and I'm going to
king the vertices to 12 because 32 is too much. And let's scale this and
let's move it like that, and let's align the dot here in the center and scale this a little bit
more like this. Something like that,
I guess. Try to align this better. Yeah,
something like that. I will hit G to move
and I will move this right here and
tab to go to the mode, and the grab all the
vertices and I will hit E and move this new
extrusion down. Hit A, you have to enter
recalculate the normal in case we got problem
with the normal. Quite sure. Do we have problem? All right, we don't
have any problem. And with these A is selected, you can swich to
the selection mode. I will grab this index through them one
more time like that, and the alt click hit E
andex through those up here. Something like that. And I
will select these phases. Let's go to the
top so we can see them starting from
here and ends here. So let's grab these
phases like that. But these the hold control, and dele like these, we
don't need to include them. And I will hit E to make small extrusion
like that and then hit S to the X zero,
and 30 flat in this. All right let's go to
the right I just want to see what else we could do. Alright, let's exclude this
one more time like this. And again, maybe right here. And I'm going to hit key
to the Z to move this up here like that and extrude
this one more time like that. And again, and one more
time, almost right here. And then I will grab
these vertices like that and then hit G and move
this up here like that. And from the top, let's see what we got here,
what we should do. Well, I think we could degrab them all and hit S to the Y, scale to the Y. I think that's all what
we should do here. All right, so now we got this
result. Maybe the image. Yeah, I will put it underneath
the hum try like that. That will be better.
And this one you can leave it right here or you can move it
away if you like. This one as well ke to the
Z, and let's move it down. I just want I don't want these images to be overlapped
with the geometry. And then I will tap
to grab these edges, and I will hit F to
fill this with a face, and hit control would
be to bevel this, let's add multiple cuts. But here we have an option
series that's clam overlap. If you leave this off when
you increase the width, you will have an overlapping
as you can see right here in this area when you
push this farther. But if you activ this, it will
stop at a point like that. And now we got this. You
can make this a little bit shallower by grabbing this face and use proportional
editing and scale this, but you should reduce the
effect a little bit like that. You have the ability to do that. And I think I just want to scale it a little bit
and then turn this off. And here we could
have two edges. You can dissolve one of them,
just so it can troll leg. And yeah, I think that's it. One more thing here,
maybe we can do it. I will insert this a little bit just to
get better shading. And here you can add one
support the loop goes like that and one right here
to support this area, and one here to
support the side. And for this side,
you can crop it, and then hit F to
fill it with a face, and then I for SET. And they grab these
edges it control with Bo bevel this to
two edges like that, and they grab these and
rebvel them just to get a good nice table. Control R to add support bra here just to make this area looks
fine and cool. And here, you can add support
loops like that one here. But let's tweak this hit Control R and then
hit E to align it. And if this aligned
with the wrong side, just hit F to flip the alignment like this and the same thing for this one and this
one and this one. And here as well,
the same scenario. But All right. That's very cool. And for this area, I guess I will grub these edges like that and
scale them a little bit, and I just want more space here. All right. Well, the question
is, do we need that? All right, I will end with
that because actually, that's notes are
quite important. I will grub these edges
instead and bevel them. It can troll with B, and
let's bevel them too. Four cut maybe. It's okay to be
overlapped like that. You can add more cut
right here, I guess. A, go. That's not going to work. Maybe three cut, I think
it will be very good. And here, this egg
in the middle, you can dissolve one of
them because they are two. And I will grab this with
this head k to connect those and this side
with the side, and I will hit J to
connect those as well. And if you want, you
can connect those, and those right here,
I guess, hit J. Alright now, what
about the side area? I guess this area
needs to be supported. So it's add support H
loop goes like that. Or there's another technique. You can grab all of these
phases like that with Altclick including this one
and this one right here, and you can hit I to make an inset that will
give us a better result. Yeah. Something like
that, it will be amazing. Now, tap out right click
had smooth and let's add subdivision surface with
level one or level two. I think level one will be okay. There's no need to
go to Level two since what we're
creating here is not going to be
visible that much. And here, it's very important
to add support age loop just to support the
circle we got here. Yep, something like that.
Let's see if we missed anything here.
Everything looks fine. Now let's jump to the next arm, and I guess we can grab this one and take one of these faces. For example, those
right here at vD and let's move them right
here so we can use them. And let's put this here and scale this to the Y like that. And I will grab these
vertices and then it key to move these over here maybe and scale those
down like this. All right, something
like that. For this egg, we don't need it maybe let's turn on the subdivision
surface and the edit mood, we don't need to see it for now. And after doing that, I
will grab the side edges. Let's go to the side view. I just want to see what
else we could do here. All right, the new extrusion, we could take it up a little
bit, hit key to the Z, and let's move this up
here, and I will hit, I will hit E with a Z and
extrude this maybe over here. And let's add support
the egg loop here. One right here, as you can see, and one right here and one here. Group those and
head G to this E, let's move those up like that. I'm going to add one
loop maybe right here and I'm going to
select these vertices, head to this, let's
move those down here. And now I will grab
those and move them in. But before you do that,
hit Control L after you select one vertex
of this geometry and hit P and then Ester
separate this out. And now let's go to the
side and tab again, grab this and then
hit key to move this. Sorry, maybe I will add
one egg right here, I guess, and then I will grab this and hit E and extrude those
over here maybe. You can kick that from the top. Alright, something like
that. That's very cool. And right now, what we should do is we should delete
some of these faces, grab these face, for example, at XF, get rid of them. As you can see, what I did here. And let's get rid of
these edges first, and then I will grab
these phases like that at XF and get rid of them. We don't need them
for now. And I will grab these for vertices, and I will hit
control H B to bevel these until I get something
round and nice like that. And here we could have two
vertices for each side because when we bevel when
we bevel the corners, the vertices meet each
other at the center, so grab them and hit
control at dissolve them. And now we just have
one for each side. And if you like, you can make a connection here and there. That will help to
get better topology. And let's see what else
we should do here. All right, this age loop, I'm not quite happy with it. I will dissolve this, and I will dissolve
this one for now. Because I want to
bevel this area or maybe leave the subdivision
surface to control it. Here we have two
options. If you want, you can grab this like that
and the side and bevel it. It control with B. You can add the three cuts that will be
okay, something like that. And here, these vertices
should be merged. Hit A and then M and
merge by distance, and they will be
merged automatically. Yeah, beveling this. I will
give us a better results. Now what we should do is
giving this a thickness. I'm going to use the
solidify to keep that and I will turn off
subdivision surface for now and give this a
little bit of thickness. And you can eyeball it.
There is no reason to add numbers here or to be specific. So let's give this
thickness like that, and let's active even thickness. All right, something like this. And it control A end up light, and then let's tab again,
and now is the time to add support a loops
for everything. So let's select the humetry
in general like that. And this side as well,
let's include it. And this pace right here,
and then I will hit I for an inset a small inset. Q a small inset
because this area a. Should be careful
about this area. If you increase the inset, you will have an
overlapping habin between this edge and this
edge. Just be careful. And in our side as well, actually, we should
take care of it. So I will grab these
faces on the side. And by the way, I
just want to do something easier. I
will undo all of that. I just want to show something. You can hit Alt click to select the entire
face loop like that, and then you can hit I for Inset and hit O to invert
the inset outside. Think that will be better
and even faster, I guess. And here we have an
option skull a rail. Maybe that can give
us a better result. Let's see before and after. It's not giving us or
make U difference, so you can ignore it, actually. Alright. So after doing that, you can add one egg here in
the middle and control B to Bival two like that
to support the gs, the corners, and you can act
to the subdivican surface. But we just forget to
add support the egg lobe here for this corner and this
one and this one as well. And this one. I will add
two cats here just to get partibology because these faces will be huge as
compared with this one, so you can subdivide it into
two, and that will be okay. And let's add one cut
right here just to subort the end of this arm. And that should give
us a good typology. Here, this area maybe needs
a little bit of tweaking, like adding one egg right
here and align it with the side and add another a globe right here
and align it with the side. And by the way, you
can add one cat right here and use the mirror
modifier if you want. And I think, I think
this side needs to be supported by adding an
a lobe goes like that, and you can align it. But if you add one aga here, it will cause us some problems because this go
around this area. Well, maybe in this case, what we can do is we can target
this site the side alone, I guess, and you
can make an inset. Maybe that will help.
And remember something. That's not quite important because this piece is not going to be visible
that much to the camera. But anyway, I will hit I and hit Auto invert the inset and
create an inset goes like that. And right, the result here is not quite perfect. Alright,
let's end with that. I just want to get
better results by right, this corner needs to be
supported and this one. Sorry. But after
adding these eggs, just check them and see
where they will go. That's not going to be perfect. I will hit Control or to add
one edge and hit E to align it and align it like that.
And this side as well. E flip it and roll out again, hit E and flip it on this
side, and there as well. And yeah, now we can I
guess now we can grab the side with this side and
we can hit I for instance. And now we can connect
those together. And they grab this control it twice and marge and this one as well like that and the
same thing on the side. Kittie and Mg this
one here and here, and the same thing
for this area. Yeah, that's very
cool. All right. After creating this,
now we need to create a beam here in this area. So let's tap, and I will select this edge and bring
the three decosa over here. And let's go to the front side and I will hit Cape to add, and let's add a circle. Align the circle to the view, and let's change the
radius to ten centimeter. Well, that's very big. Let's make it smaller like that. And let's hit tab
to go to the mood, and I will hit E to
extrude this like that. And I will hit F to fill this and hit Control B to bevel this. Let's add multiple
cuts like this, and you can grab this
face and scale it with proposial editing if you want to make
this even smoother. But I think that will be enough. And now I will grab these hit E and then S
to extrude and scale. And I will grab this corner
and hit Control B. Alright. Seems like here we
have multiple edges. All right. It X V to delete these vertices, and let's see how many
vertices we have here. What's going on here?
Dissolve these. All right now out click hit E and then S to extrude N scale. And now we grab this hit
control B to bevel this 23 with a support A group here, and you can grab this area hit I just to make small
acid just to get better tiboly when you add subdividan service
to this piece, right click here smooth. Okay. And I think
that will be it. And you can go to the top. Maybe we should scale
it. I'm not quite sure. Do we need to scale it? He then. Let's take a copy right here. Control M to
activate the mirror, or you can go to the object
and then mirror mirror to the global Y and then G to
move this align it like that. Grab this with this head,
Control J to merge them, and this one will be flipped. Tap it A, heft and to
recalculate the normal. Now let's take a look. The
result looks very cool. By the way, if you don't
like these steps right here, you can increase the
subdivision level. All right, now
let's go to the top and let's see what's
the next step. The next step is to
create this small arm. I will tab and
select, for example, this phase and then hit he D
to take a copy right here, and then I will grab this and had to move this
maybe right here in this area and scale this a little bit,
make it big like that. And grab this head key, and let's move those sorry. Just these two vertices. And let's decrb these and
move them inside like that. And let's decrb this. Yes, I want to create a small angle like that and then hit E and extrude this
almost right here. And then Q twise hit and push this vertex
further like that. Control L to select the linked vertices and then hit P and then S to
separate this out, tab out, grab this and tab
and control this para. Let's go to the side view, grab all of these vertices and move them down
almost right here. And then you can extrude these and give this a
thickness like that. And you can grab these
vertices and hit E to the X and extrude these and
push them inside like that. You can add a support
a loop here and here and right here right here. And after doing that, you can bevel the
corners. That will be it. It control will be
let's bevel them. Hit a key to this,
let's move this away to avoid the intersection
we got right here, and I will hit G and
move this a little bit like that and maybe move
these down a little bit, key to this something like this, I guess, maybe we can do
something very tiny like grabbing the side and moving this a little bit to the Y axis just to
fill this area. E to the Y. And you can make the Bevel
amount looks bigger, but that's not quite important. I will add a support
egg loop here to tighten the corner and this one as well and the side
and the side right here. And one right here
and one right here. And for the ends, I will delete the phase we got here and this phase because there's no
reason to keep them. It A N to flip or to recalculate
the normal and tab out. And now we got
nice results here. Let's like to excite, and let's see now what's
the next step. All right here, I think
we should have a joint. I'm not quite sure of that, but I think we
should have a joint. Now we have one joint
here and one right here, and I think it's very
important to have one right here so we can
control what we got here. According to the
reference images, I can't see any joint here. I have one right here
that's visible and one right here
that's also visible. But here we don't have. Well, right, I will leave this as a solid
area without any joint, but in case we got a problem, aligning the wiper with the windshield, if
we got a problem, we will add a joint wer to make the process of
aligning the wiper with the windshield easier for us. All right. Can we create this
piece right now or maybe we can leave it to
the next video, I guess? Yeah, I think we will delay
this to the next video. I will end this video here
and see you in the next one.
87. 87 Modeling the wipers part 2: Hello, again, we'll
come back here. Let's see now what's
the next step. Let's go to the top
and I will tap to select one of these faces
and then hit HIF D, and let's put this, for example, right here, and
then hit P and then let's separate this
out and grab this tap. Alright, let's grab
these vertices. Let's hit S to the X zero, to flatten this and grab this and let's
move it over here. And I will grab
these vertices and hit G and move them
maybe right here. And in the X ray, I will
move this vertex to align it with this corner and then grab this and move
this back like that. And then let's
select this vertex and let's move this a
little bit forward. And from the side view,
grab them all, hit G, and let's move this over here, and then hit E and
move those here. E to extrude, just extrude
them a little bit. And let's see grab the side and the X ray and let's
move it thr here, and here we can add multiple cuts so we can
control this curvature. So let's see grab this
vertex head key to move like that and the
same thing for the rest. Alr, that's very cool. You go to the top and
I will add one loop here and then hit
F to flip this. Sorry, hit E to align it first. And let's accept this result, and then I will hit S to the X axis and zero enter to make this flat and I
will move it right here. Or maybe we can put here, and then I will hit Control with B to bevel
this 22 like that. The idea is I just want to add two edges, scale
this a little bit, and then I will hit Control R to addOne A loop goes like that, and one A loop goes like this. That's very cool. Alright, now after doing that, I will add one egg here
to support the corner, this corner, and
this one as well. And maybe one egg here
to support the side. And for this area, I
guess we can grab all of these faces and delete them
or you can detach them. So let's select them like that. And then you can hit P and
then a separate this out. And let's grab this and go
to the local mode just to do something like grabbing the set F to connect
those together, grab the set F and
the side at F and hit F multiple times to close the side and close
the side as well. And these two edges,
actually we don't need. All right, that's
very cool. And here we should have an open area. Let's bring the
reference images just to understand what
we should do here. I just want to find a good image to show you what I mean here. Let's see which image we can use. All right. I think this is the all that we have here to show us
what we should do here. This area should be opened
a little bit from the side. We should create
a small cut here, and that's all what
we should do here. Yeah, it's visible right here
as well, as you can see. So this what we want
to achieve here. Maybe we can do that later, not necessary to
do it right now. But in general, it will
be something simple. But before we
actually doing that, let's exit from the local
mood because I just want to grab these faces. We grab those first hit control blast to
grow the silicon, and I will hit to extrude
these to the x like that. Because I just want to
create small extrusion, but first, grab this and let's turn off
subdivision serves for now. And now we'll select
the outer faces and don't include these. And then hit Alt E to open
the extrude menu and choose extrude along the normal and let's create small
extrusion goes like that. And it should be
aligned with the humtry and let's active
the offsets even. And from the side view, I just want to make small
tweaking like grabbing these vertices to
the Z zero enter and then grab them and
move them back like that. All right, maybe
now we can create this small cut that
I'm talking about. Right now, I will select
these edges, this one, and this one, these
three vertices, let's say, and I'm going to push them a
little bit like that. Maybe, maybe
something like this. And then I will grab this with this and
do the same thing. The idea is, I just want to create small care
goes like this. That's all what I
want to achieve here. And then I will select these
faces after you swich to the phase selection mode and
hit XF to get rid of them. And now let's grab
this and that one, and I will hit F to
create a phase and grab this side at multiple times to close this area and
this side as well. All right. And now we
ended with this results. You can add one egg right here
and one right here just to tighten the corners and maybe one right here and
here as well if you like. And you can add
support egg loop here. All right, maybe
one right here goes like that and on
the side as well. And the same thing like this. And this side, I think it
needs to be supported. So let's add one
support egg loop here. Maybe we can slide this a little bit and don't forget to
support support from here. Well, here we got a
problem, actually. Yeah, here we should
have one egg. Could reach this area like this, and then these vertices
should be merged. Just be aware of that. All right, let's
deselect this one, and I will hit G twice
and hit E and flip the alignment to realign this
edge and get better result. And I will add support
the robo to tighten the corners and here
on the side as well, you can align it. All right. And for this side,
what we can do is I will add another
edge loop here. Temporarily, Alright, I will undo that because from the top, I will grab this and then
hit key to move this out, and then I will add one g
right here to support it. So this is what we got so far. You can see it. Alright, that's very cool. Could we do anything else? As you can see here, we
have a lot of edges, and by the way, you have the ability to reduce
that number if you like. If you want to create
something goes like that. But in this case, I guess we can use the inset instead of
adding these edges. So here we have multiple
techniques you can use. At starts with the knife cut to create a cut goes like that, and one cut goes like this. And if you do that, now you
have the ability to get rid of this edge loop and
even those who are here, And you should do the same thing for the site, by the way. Let's create a cut code like this for now and cut
codes like that. And the clove this with
this, dissolve them, and glob those and
dissolve them as well. This way we can reduce
the number of the edges, and we can add a support the
edge loop goes like that. That will give us a good result, as you can see, and it should go around this area as
well without any problems. And now let's tap and let's
see what we got. All right. If you want to
tighten this area, you can add one egg
goes like that, and second egg goes like this. And I will accept
this. Alright here, we just forget to add
a support egg loop. G twice, and let's add one
right here. And here maybe. Now let's go back to this piece and let's go to the top because I just want to extrude some phase from here. So to achieve that, I will select this
phase with this one and go to the top and hit E
to extrude them like that. And I will grab
these vertices and then hit G and move
those over here. It's okay to have a
little bit of variation. It's not quite necessary to create something 100% similar
to the reference image. And then I will grab this
and extrude them like that. Alright, small problem
we got right here. We just need to grab
these two faces and then hit E to the X and
extrude them like that. And after doing this, we just need to take care of this
area with support a loops, one right here, and
one right here, one here as boll, I guess. Well, I will create
this one later because I just want to create
this button in the middle. And one A lube goes like
that to support the side. And it could be
right here, I guess, and one right here
and one on the side. And yeah, one right here. I think this one is very
close to the corner, so I will hit twice and
slide it a little bit. I think that's too much,
something like this. Ket twice and slide this a
little bit more like this. All right, from the top, now
start working on this area. I will grab this face,
and I will hit I. Sorry, I will hit
E to extrude this. I think we can start
with I to create small inset like that, and I will hit E to
extrude this like that. And let's select the corners. You can actually you
can bevel this area. Let's see if B working
here in this situation. Well, I think that will work, but you should add
a support a loop here and here as well. And on that side.
A one right here. And one right here. Or
something like this. And then after that,
delete these edges. We don't need them anymore. And I'm going to connect these edges with the
new edges that I added. Head K, grab this head J
to connect the vertices. All right, like that and
create an edge between them. Yep, something like this.
We just forget this one. And above that, I will
add a support He loop here just to get better
curvature at the corners. Alright and here as
well, by the way. And one right here. And we want to tighten
everything here of the size similar to this
egg that we got right here. And now you can activate
the sub divican surface, and we will get something nice. But one more thing here
I would like to do. I will hit I to
create small inset, and I will target these corners and bevel them it Centro B
to bevel these like that. That will help to give
us better results. And now is the time
to create the button, so I will grab these
faces that have D right c to leave it in the same place and then P and
then a separate this out. And grab this new edges, key to the Z, and let's
move this up here, and then hit F to create a
face and hit I for insets, and I'll grab the corners and then hit Kantrol with
B to bevel this. Let's create big
bubble goes like that. Hit A, you have to enter
recalculate the normal. I don't know if the
normal is flipped or not. Yeah, it's flipped. You
have to. All right. Alt N and Qs flip if
that doesn't work. I think this is
the correct phase. All right, no. Sorry.
You have to end. Yeah. They should be
flipped all of them. Yeah. Now the result is correct. We just forget to add
support the a lob here to tighten the corner here. And one support a glob right here just to
get better results. And now we ended with this
result, as you can see here. All right, everything
looks cool. Maybe we can make
small tweaking here like grabbing these and he key to this and
move them up here. Yeah, I think that's
what we should do according to these
reference images. Alright. The button is a
little bit pushed out. Which image we can use here. As you can see right here. Alright, now, after doing that, let's create this
piece, the frame. Let's go to the top and you can grab one of these
faces and use them. Let's tab, and, for example, I can grab this face, and then hit D to take
a Cobi and let's, this Cobi may be
right here, I guess. And let's grab this and hickey and let's
move this over here. And this one, let's move
it a little bit up here. And I will grab the side and then hike and move this
all the way to the side. Or something like that,
I guess, for now. And you can create one side, and mirror modifier will
care about this area. So yeah, you can do
that if you want. Or you can create small
piece, by the way, there is no reason to
create something big and it will be a little bit
difficult to control it. You can create small piece and complete it, and after that, you can stretch it. So
yeah, I will do this. So after coping this, go to the side view and let's hit G, and let's move this
over here like that. And let's move them
close to to this shape, it's a little bit
difficult to see them, but yeah, they are right here. P and then S to separate
this out and tab again. So the first thing that
we could do here is to add maybe one a right here
and one right here, I guess. Or something like this. You can hit to the Z, I guess, and move them
up just a tiny bit. And then I will grab
this face and then hit E to the Z and
extrude this up here. And I guess I will grab this edge and hit key
and move like that. And I will add one edge here and then grab this hit
key and move this in. Or, by the way, if that's a little bit
difficult to control, there's another technique.
I will delete this one. And you can do something else
like grabbing these faces, and then hit KD and right click to leave it
in assembla and then hit P and then has
to separate this out. And you can move this out, and it will be already
adapted to this shape. That will be better for us. Now, grab this and let's
move it a little bit, as to the egg zero
enter and this side as well to make this flat. And then we can grab this
edge and from the top, you can extrude it a
little bit like this. And this g as well from the top, hit E and extrude it like that. Grab this with this
from the side. Hit E to through this one more time like
this to this edge, and you can hit F to
connect them together. All right, that's very cool. And now I will grab the side, and I just want to create
a small curvature, similar to what we
have right here, so you can grab the whole
geometry and move it right here to this area. And you can grab these vertices in the
X ray and just move them trying to create a curvature similar to
what we have right here. Maybe this one we can
move it back like that. And now we have small
care, nice cave here. And now let's move this bag. And one more thing here, I would like to mention that. I just want to make this
a little bit shorter. It shouldn't be that tall, so I will hit G
twice and move this down or just move
them down like that, and then you can grab
these vertices and move them forward just
to fix the curvature. Yeah, something
like this. And you can add this edge
bag if you like. Or maybe later because I just
want to block this area, grab this at F to close
this and one more F, and here we could have one
H loop, hit Control R, and here as well,
grab this with this, or maybe this one,
I guess, hit F. And this one hit F and F again. All right, let's see what
else we can do here. After doing that, we just need to create this cup as you can see and it should be
thicker than this piece. So let's see how
we control that. All right. Maybe we can start from
here by using this phase, and I will hit Kev D to
take a copy right here to the X axis and flatten
this to the X axis. And to make this looks thicker, you can extrude it like that, and then you can grab these
faces and extrude them. You can hit Alt A and
us extrude along the normal and make small
extruding goes like that. And then cures offset
even, and that will help. And then you can delete
these faces and the side, and now it's becomier
as you can see. I will grab this and then hit to move this back close
to this piece. And you can separate this out. And let's turn off
something that we can surface for now and
use head the flat. And now let's grab the
outer edges like that. And then, by the way, I think we don't need the side. So in this case, maybe we can make some change like using the knife tool and create
cut goes like that. And just slide this and align it with this vertex
using the vertex snap etwise All right, it twice. It's a little bit difficult. Key to the Z, hold
control, and snap. That doesn't work. Let's use an F to again hit K
and key to the Z, hold control, and snap it. Then what you can do is now
you can grab this edge or these vertices and hit X,
V, and get rid of them. And now I can grab the outer edges and then hit
E to extrude them like that. Something like this. And if you want the
same thickness right here, you can do something. You can just grab these
faces and hit he D and hold Control and snap them right here and
they will be connected. Anyway, now let's
go to the side view because I just want to
move these vertices back. So let's hit D and keep the distance and use these and push them
back and those as well. All right, let's move
this back like that. Something like this. All right, then let's check this area
and let's see what we got. Yeah, that's very cool. Now we have the cap at Ahten
to recalculate the normal, and all what we need to
do is just add support a loop for the side
and you can align it. And one here as well, and one right here and
one goes like that. And for this area, actually, I guess you can select these vertices and you
can go to the local mode. And I'm going to extrude them to the X and snap them right here, grab this
with this set F, grab that with that hit F, and then you can grab
this vertex with this one hit F and then hit
F. Yeah, something like this. And after doing all of that, you can grab these inner edges and push them
inside if you care. And add one egg lob
goes like that, and you can connect
these vertices. All right key and then hold control and snap it like that. Yeah. And you can add support
the a lobe if you want here and one right here
and one right here, I guess. And what else? Maybe one aglobe here and
maybe one right here. Or I think that's not
necessary for now. Now we got this.
Let's like to excite. And now let's take
care of this piece. Let's see what else
we could do here. Everything looks
cool, but we just need to add support g loops. One right here, you can
align it and one right here. And one edge to the corner
and one right here, and one goes up and
maybe one right here. Or you can add just one to
make it smooth and nice. Let's active the
subdivision surface, and we just forget to add
support loop here or the side. Radically head smooth.
That's very cool. Have the end in case
the normal is flipped. All right now, I will
go to the top and take these two pieces
to the end right here, and I grab the inner one in top and grab these
vertices like that. And I'm going to hit G to
move this to this side. And sorry, before you do that, hit E to extrude it. Don't just move
it. And then grab these vertices like that or
you can grab these faces. At he D to take Cobi right
here and then flip this. You can go to the where is it? Mich mirror, flip to the g. Yep. And let's move this over here. And all what we should
do is just, sorry, just to grab the
side and this side, and then right click
and use break loops and then hit A and then heft
to recalculate the normal. And after that, let's add multiple cuts right here because this piece should be flexible. You can ask six, seven, whatever thing you want to add. And now's the time
to move the cub on that side from the
top view, have D, and let's take a copy on the
side and then object mirror, mirror to the X axis. See where is it's yeah, it's right here because of
the organ dot is far away. So yeah, it's very
simple right click organ to home try to this piece and to
this piece as well. And now let's move this bag
and align it like this. And now we got this result
as you can see here. And between these, we have
multiple pieces here. We need to create. So
let's take care of them. Well, the easiest way to
achieve that is just to grab this phase loop starting from here and go
up here like that. I keep selecting these
phases and use them. From the top, we have
this first one here, HD and take a COV like that, and then hit E to the X
and make small extrusion, have to recalculate the normal
in case we got problem. So now we have one right here and we have second one,
it could be right here. And we just forget to add support egg loops
to tighten this. And here, Oswald,
don't forget that. And for this side, And here one and one right here. And yeah, that's very cool. The last thing that
we should here, we should add a plastic
frame or a rubber frame. That should be underneath it. And it could be a
little bit smaller, I guess, let's
select these faces. Don't select the whole
faces, these interfaces. Grab this one,
hold T and add it, and then hold control and
have to select the area, the whole area like
that, and then hit H D to take a CB and then hit B and then
is to separate this out. Now, let's grab this piece, hit A and then hit E to extrude this a
little bit like this. And let's add the support
the loops one right here and one on the other side, that side, Control R. And just once you bought
egg loop on this side, and this one, you
can leave it smooth. You can add one here in the
middle, and that will be it. Something like that,
it will be very cool. Even if you make this
harp, it's okay to. And now we got something
very nice here. And in case you want to make this area if you want to add the joint right
here, you can do that. And I just want to
forget something here. I just want to add one
edge loop right here because I just want to keep
this area open, I guess. I think we should do
that. And by the way, we just forget to add support
edge loop right here. And more wire as well. So yeah, you can add them. But when you reach when
these eggs reach this area, you should make smchin just
to fix the curvature here, like grabbing these and move
them away a little bit. Right, something
like that. Now let's go back here. All right. All what we need to
do is just grabbing these faces and hit XF
and get rid of them. And I'm going to
select this edge, and you can go to the
local mode and hit E to Extrude and Volt control
to extrude it right here, grab this with this
edge with this edge, and then hit F to create a face. And now let's select
this. And I guess we need one cut here in the middle
and one right here, I guess. So now I will grab this one hit F to fill the side and here
as well, the same thing. Maybe this one we can
slide it a little bit up. One support the up here and one on the side
and one on the side. What else we forget to do? Well, I think we could make
this a little bit narrow. So I will select these faces and hit this and
scale this inside. Well, it seems like
we got a problem right here. All right. I will dissolve these eggs
and those as well and then hit a select
everything and then hit M and Mr by distance just
to merge some vertices. If we have any gap, and I will add one egg loop right here. Because I want to
connect those together. Qtise you can align it and
move it through here and grab this vertex with
this one and then hit K to connect them and
the same thing for the side. A second H loop as
well, right here, grab this with the SDK, with the set K as well. All right now, maybe we
can select these faces, grow the selection like this. You can include All right. I guess we can select
them first like that and select this one and select that one hit Control plus to
grow the selection. And manually, we
add this and those, and then I will hit this to scale those a little bit inside. Something like that, I guess. Okay All right. I
think that will work. Yep, something like that. This egg lob, if
you want to control it in case you want to move this down a
little bit like that. And if you want to make some extragen goes like
this, you can do that. But I think that's
not quite necessary. I think that's too much. From the side view, I guess we can make small change like adding one egg right here. And let's move these vertices a little bit
and align them better. Alright, and I guess we can
move this up a little bit. Something like that. And then we can add support egop here
and here on this side. Well, I think that's too much. You can troll like
and dsolve it. But here we could have
one support agloop. And now we got this result, and it is, it's very beautiful. Maybe one egg right here. Yeah, that's very cool. Right? All right. After all of that,
maybe now we should add the lattice cage because we need to flash this frame against the windhiel so the lattice will be a
good option to use. Let's put the three
decosa over here. You can select the frame and or into tumor tree and put the three decosa over
here in the middle. And you can from the top, add the lattice
and it's very big, just kill it and yeah, just make it small
like that, and let's move it a little bit
like that in the center. Or something like this, it
will be nice and then it is to scale it and scale it until
it covers everything. And from the side of you,
let's do the same thing. And right, it covers
everything as I say, so I could move it
a little bit like that and scale it again. And, now it covers this from
the top and from the side, just keep the bottom side close to this piece of rubber idkey and
let's move this up here. Alright, because the cage, it will be snapped against the windhield and this piece
of rubber will follow it. So it would be very close. You can move this a little bit more and just keep
small distance. And now we could go to the
properties of the cage. And here we have
the X, Y, and Z. We need to subdivide this to the X axis so you
can control the U, and let's add multiple cuts like that so we can
control the better. And if you want, you can grab
this piece with this one and increase the cuts
if that's necessary. If you want if you want to
control that even more. But I think that's
not quite necessary because the curvature is
not going to be great. And right. Now let's see what
else we can do. Let's select those together. Hit Control J, and
make them one piece. And whatever thing
is flipped here, we can tap at A and then have to enter
calgula the normal. Alright, now's the time to link these pieces to the lattice. So I will grab them
like that, all of them, and hold grab the
lattice and hit Control P to open the parent
and use lattice deform. Now whatever deformation
you will make, this will be affected like that. That's all what I
want to do here. And now it's the time to add the empts for the joint.
So let's start with this. Grub this face, heft S and
bring the three decorso right here in the center or maybe
it should be right here. Yeah. And then he to A to add, and I will add an EMT, and you can scale, make it
small because that's too big. And let's grab this side with the side and put the three
Dcursa in the middle. T S and take the mouse down. And let's add another
empty right here. Alright, now the
lattice and all of these pieces would be
connected to the empty. So grab this all of them, hold heft and grab this empty
and hit Control P and Q, set parent and keep transform. And now if you rotate
this, this will follow it. But we need to open
the side panel and go to the item and lock everything except the
rotation to the Y axis. And now when you hit R, it will be rotated because
we just need to rotate it. Even we don't need to move it. And now after that, I will grab the
empty with this arm, hold you have to grab
this one and hit Control with B and
the same scenario, set parent and eb transform. And this one, give it the freedom to rotate it and
do whatever thing you want. We just forget these pieces. They should be
connected to this one. Control B, cub transform. Nobly grab this and move it. Now everything is followed. After doing all of that,
we could go back to the same folder because
we have the long wiper. The difference here, this arm, it should be a
little bit taller. So I'm going to embark these images and align
them with these here. Just click and try and let's put this one right here
and scale it like this to move it what
we need to do is, all right, this is
the side image. All right. The side mic, we don't need the side image
actually. You can delete. I think you can keep it.
It's not a huge problem. All what we need to do
is just aligning this, just align the arm,
and that will be it. For example, this image is
aligned with this edge. So I will grab this
one and move it like this and put the
three Dcursa right here and let's change the transform to three
Dcurser to use it as a Bivot. And then I will keep
scaling this image until this circle be
aligned with this one. That's all we want to do. Now it's aligned.
As you can see. And after doing that, all
what we should do is just grabbing all of these details
and move them a little bit. But we should
create a new wiper. So I will move this right here, and I will grab all the
details of the wiper, and then I will hit
Shift D to take a Cobi like this right here. And let's start
working on the kings. So we grab these details. Like that, and let's move them a little bit like this. That's all
what we need to do. Align this one with this one. And now we should work on
the length of this frame. But before you do that,
just move it like this. Let's align this pal first, and then hit key and
move it like that. Let's move this a little bit, maybe right here in the middle
and now they are aligned. And then tab, grab
these vertices, hit X. All right, can we delete
those all of them? We just need to
grab this actually. X, V, grab these as Alright let's tune
this back to median, as to the X zero enter, and now G to move and move
them like that and push them. That's all what we
need to do. And now let's see what we got. Everything is working. Everything is great. Alright, I think that's it for this video. I will end it here and
see you in the next one.
88. 88 Putting the wipers in place part 3: Hello again, welcome back here. All right now, we need to put
these wipers in the place. But we're not so quite
sure of the size. I just want to kick the size. Well, if you kick this image, you can see the wiper
starts from here and ends here in this area. Well, this area is beyond the middle line
of the windshield. I mean, the wiper
or the first one, it should start almost
from here to here. You can eyeball it
because I don't have a good image as exactly
how big this should be. This image, it could
be helpful as well. So this is the middle line, it should go beyond
it a little bit. We're going to count on this. Of, we grab this
with this one and I will move these up and I just
want to check the wiper. I just want to align it. And as you can
see, it's too big. And by the way, we should
scale them together. And I just want to
scale the active empty, this one, and you can
change this to the active. Element to scale
according to that wiper. So the wiper it should start
from here from this area, and it should end, as I
said, almost right here. I will scale this
and make it small. So this is the middle line, and it should be
smaller like that. Maybe a little bit bigger. And this size looks okay. Now, if I grab this, I just want to kick and put
this one maybe right here. Alright, it will be, that's too much right
lets you grab them again like that and kill them a little
bit more like this, I guess, until the next fiber be smaller than the windshield. Alright now is the
time to align these. So I will grab this one and I will hit key to this
here and move this down here. And right. Well, here, if you like,
you can make small changes. I'm not quite sure if we
can do that right now, but let's see if
that's symbol to do. You can take these edges
diver if you like. So let's see if we
really can do that. My Alright, maybe you can do something else like
grabbing all of these vertices and move them in from the side
of you like this. So I will hit key and
move these a little bit. And All right, something
like that, I guess. I just want to deselect
these vertices. There is no reason
to include them. Let's go to the right and
hit the G and let's move this inside a little
bit like that. A tiny bit, but not too much. And I just noticed that
some of these vertices, they should be moved a little bit in like
those right here. Just move them like that just
to get better curvature. If that doesn't work, you
can do something else like, let's grab these edges
first, hit g to hide them. I don't want to include them. And let's target those,
and you can use the relax. I think that will give
us a good curvature. All right. And now I
will grab this and then hit key to the Z
and move this down here. And you can pick a nice good
view like that and then hit andtated like
this and align it. So what I'm doing right now, I'm trying to align
this with the surface. And I guess you can use the surface face project
and choose center, and you can hit key
to move and hold control to snap this
on the surface. And I think that will be faster. Let's see if that will work. But here we have an option, align rotation that's very important to align the rotation. And now, yeah, that will be better and faster
as you can see. So let's use this technique, and now we have this
in the correct place. And now you could rotate
this to the local Z, hit R to the Z and Z again
and rotate this like that. Mm hmm. And I can see some
overlaps happen right here. I can hit to the
Z and Z again and push this deep inside to
avoid that overlapping. And it seems like the
arm that we just created is not ready because it
needs to be bended, I guess. Well, in this case, you can cheat a little bit by rotating this a
tiny bit like that. Or something like this, I guess, R to the Z and Z again
to move this inside. All right. And I'm going to grab
this and hit R rotate this and align the windshield. Sorry align the wiper
with the windshield. From here, hit R until this hits the windheld
from the center. And yeah, I think this
result will be okay. Doesn't even if that's not perfect, it's
not a huge problem. At the end of the day,
we just need the hap. And the problem is, it's a little bit
visible, actually. Well, I can rotate
that even more, hit R to the Z two
time and rotate this and keep it hidden like that. And now it's hidden.
And now I guess we can ring rob this
on the windhiel. So to achieve that, what we can do is we could tap. And here we have this
side of vertices. I'm going to pick a nice view like that and grab
these vertices. Of this side. By the way, we should do
that from the beginning, but I just forget to do this. And then I will go to
the We should we go. Yeah, here to the properties, and I will add this
as a vertex group. And let's call this
group the bottom. Bottom VX vertices. Or you can just add bottom. That's it, and hit assign to
assign these to the bottom. Yeah, a group. And after doing that, we could Alright, pick a good view like this and cuse these vertices as well. And let's create another group, and let's call this
top and let's sorry. And let's assign this vertices
to the top like that. So now we have the
bottom and the top. And then I will add shrink
crab modifier for the lattice. And I will choose
the windshield. And as you can see,
everything is shrine crop. And for the first Hen crop, I will choose the bottom just to align the
bottom side like that. And I will add another
ring cra modifier, and I will choose the windhel in this group, I
will choose the top. And I will use the offset
just to push this a little bit away like that. And now we got this curved on the windhel
perfectly, as you can see. The result looks very cool. But the challenging
is the second wire. How can we fit it? And how
can we avoid the overlap? That's a little bit challenging, but let's see what
we can do here. So the same scenario, I will grab the empty and then hit key and hold control
and snap it on the surface. All right, so let's
ching this to center. See what we have here.
Project individual elements. All right, we don't need
it to be right here. I will grab the
hood and hide it. I don't want to see it for now. And the grab this head G, and let's put this
one right here. Alright, from the top,
let's take a look, right? We need to move it a little
bit more right here, maybe. And it R to the Z two time
and let's rotate this. Yeah, we will get
an overlapping. Alright, maybe we can move
this a little bit back. By to move this
maybe right here. And let's check
the hearing crop. Everything looks fine so far. And maybe this one
we can from the top, we can move it a
little bit forward. Maybe right here. Let's
see if that works. Let's go to the top, and I
don't want this to reach this beyond the frame
of the windshield. All right. Maybe we can rotate
this a little bit at R to the Z and Z again, rotate this to the local Z. Everything's still nice, and maybe now we can put
this one in place. But I will hit Alta to see. Yeah, the problem is, it will
be a little bit visible, but I think we can accept that. It's not perfect. I know that, but I think we don't have
any other option unless we make All right, let's hide the guide me. I don't want to see it for now. And right, let's see
what's the next step. I think we could decrb
this and rotate it, the R, and rotate it like that. And let's go here. I just want to see Alright we just need to rotate
a little bit more. Let's grab this empty. And let's pick this
you and hit R to rotate this and align it with
the windshield like that. All right. And then I will grab the lattice and top
and the same scenario, I will select these
vertices and the X ray, grab them like that,
and grab those. And let's go to the properties
and create a new group, and let's call this bottom
and assign to assign these. And let's go to the top. And let's create a new group, and let's call this top. And let's assign
these vertices to the top group like that. And now I will grab
the empty, sorry, grab the lattice and
add hearing crop and pick the windhiel and
cures the bottom side. And then I will add
another hearing crop and pick the windhield and
then cures the top this time. And I think we should give it the same number 2.2 centimeter. So it's at 2.2 centimeter.
And now we got this. Alright, I think here we
have missing vertices. We didn't select them, I guess. Let's grab this tab and Alright, what's
going on here? I got a problem right here. The tab, I just want to
see why that doesn't work. Well, I guess yeah, I guess we assign these
vertices to the top. I will grab the bottom and
assign to assign these three or let's pre
pick these vertices. Is something simple to do. Just select them in
the X ray like that. Grab this like this, and then
the side you have added, let's assign those to the bottom and then
let's grab these. Go to the top and
assign those as well. And then let's go
to the modifier and activi these together. Well, that's fired.
Why that doesn't work? All right, maybe we should
rotate this at ten biit. I'm not sure quite
sure, but let's see if that will work
at R and rotate this. Yeah, I think this
is the problem. We should rotate it at tenibt, but then you should grab this and activate
the shrine crop. Yes, because of
the overlapping we got between the rupper frame and the windhield we
got this problem. So just rotate it and move
it away from the windhield. If you want, you can rotate
this a little bit hit R to the Z and Z again to
rotate to the local Z. And rotate this, you can
put it right here, I guess. And the same thing
for this piece, grab that empty and just rotate this and
move it in R to the Z, and then Z again to
rotate to the local Z, and let's rotate
this down like that. Try to avoid the overlaps, even if these become
closed like this, it's not a hue. And yeah, now it's
almost behind the hood. It's not perfectly
underneath the hood, but the result looks very cool, and, yeah, I think
we can accept it. All right, that's very cool. After that, you can grab these images and delete them.
We don't need them anymore. And if you want, you can grab these empts and you can hide them by the
way, if you want. Well, first, let's
select everything. Just hit A, select
everything and then hit M, and let's move these
to the high poly. And let's close this, and
let's see what we got in the TIM. Do you
have anything here? Alright, now, everything
is moved to the hi poly. And in case, as I said, you can't keep these
in the extra or you can leave them like
that. That's okay. Alright, I will end this video here and see you
on the next one.
89. 89 Adding rubber frames between the panels: Hello again. Welcome back here. Between the panels,
have we should add a rubber frame for
example, here, between this frame
and this frame, here, this area should be supported
with the rubber frame and between the windhield and
the roof, the same thing. So let's start with
the windhield. Fair thing, I just noticed
in the reference Images, the distance here should be bigger and the rubber
should fill it. So I will grab this and
go to the right view, and I will select these
vertices like that, and I think we have I don't
know, a variation here. I quite sure. But anyway, I will hit key and move these a little bit,
move them like that. Let's go to the top and
let's take a look and let's see what we got. So yeah, this distance looks
cool and we can accept it. And before we do anything else, I will select this edge
loop with this one and draticlck Qs
relax. Maybe relax. Sorry, I think we just
made a problem here because we don't want to select the whole the
entire edge loop, grab this one, and
just these edges, and this will be it and
then right click Qs relax. Alright now the
curvature looks better. Or something like that. Maybe we can hit G to the Z and move this like those. All
right, let's accept this. Let's go to the top
and let's see if this needs to be
tweaked, as well. Alright we have some variation in the height, and
you can see them. So let's go up these and
let's move those down. And let's select this
one hit Q to the Z, and let's move this
up here like that. That's weird. And let's select
those and from the right, let's hit Q to the Z, and
let's move this a little bit. And I'm going to select the
A loop starting from here. Both control and grab this, and then right click and relax. Let's relax this. All right, and now this is what we got. And if you like, you can grab the windshield
itself or the roof. All what we need to do is
just grab this face loop. We need to pick it. And from the right of view, I
will hit have D and use it. Let's put it between like that. And you can hit P and then
it's to separate this out. And now as you can see,
we got this result. All right. Let's
see if that's it. Do we need to do anything else? Maybe we could corp them and hit to the Z
and move this down. Yes, a tiny bit, and hit e to the Y and let's
move this to the Y axis. Slide it a tiny bit like that. And here we don't
need two bubble. I think one will be
enough and let's add two cuts here because
this is just a frame. And I guess this Alright, this egg could be supported. So let's go here and let's add me and Bible
weight, poke this to one. And I guess this corner,
we can get rid of it. Hit eggs and Q limit dissolve. And I will add one egg loop maybe right here,
goes like that. Maybe we can grab these edges, kiwise and make it
shorter a little bit. And the same thing on the
side. Or something like this. Or you can't add a
second edge loop, I guess, After doing that, I think on the side, we
should have frame as well. Let's see grab the windshield, and maybe we can
select these faces. And let's go to the
top. Like this. And then I will hit D
and move this a little bit to the X axis, and then hit P and then
as to separate this out. Let's grab this frame, and I don't want this
hit X and let dissolve. And I want this to be
a little bit shorter, twise and let's slide this
a little bit like that. And here we have two babel,
let's delete one of them. And this one we could add three. Three will be enough. Q wise, let's lay this a
little bit like that. You can add one egg in the middle just to make
this looks tighter. Or maybe we can dissolve that because that's
not going to work. All right now, let's take a look and let's
see what we got. Let's see if that even
makes sense to add. Well, the result looks
very cool and beautiful, and I think we can go with that. And automatically, we will have another one on this side.
So, yeah, that's very cool. Well, what we
should do, I guess, is we could grab these and
move them a little bit, choose a good angle and
move them like that. Something like
that. Key to the Z, see if that's important. At least move it a
little bit like this, and then I just want to
get better alignments. Maybe here we can
add one H loop just to get rid of this
overlapping that he here. Can move this a little
bit to the top. And what else we have here? Maybe, maybe this
one it should be a little bit higher just
to avoid this overlapping. Tap it, A, grab everything, e to the ZA. Let's move them up. That's not going to
work. So in this case, I guess we can go
to the hearing rap and manipulate the offset a little bit, but
just be careful. When you do offsets,
you will got a problem. Some of the vertices will go to the opposite
side like this. In this case, you
can king the snap on the outside surface, and now this should
work the offsets. Or what I want to do is just
to add 0.01 and that's it. Very, very small distance just to avoid the
overlapping here. And If you like, you can get better corner
here from the top. You can tap and grab this vertex kiwise and slide it down like that
and this one as well. And you can grab
this one as well and slide this a little bit
like that and this one. And now you can move
these together. Just pick a good view like
this and then hit key, and let's move this
over here like that. And then let's take up those. Let's move move them like this. All right,
something like that. Yep. Something like this.
The result looks cool. If you want, you can slide the sack at end of it
to get better result. And the same thing for this. Alright, now, maybe we
can start with the door. I just want to create a
frame here in this area. So let's see together,
how can we achieve this? Let's grab this panel and go
to the local mode and tap, and I just want to
grab, for example, this entire A lobe, and I will D to take
a copy like that and radically to leave it in the same place and then
hit B and then. And then I will grab this and delete
this shrink crab because we don't
need it actually. Do we need it? Let's see
what's going to happen h. Let's see if we can
delete the string crap. Turn off mirror and
subdivision surface, and I will apply this one
and apply this one as well. Let's stop to go to the mode, and then I just want to see if these vertices
are important to keep. Alright, let's grab the heat
X, V to get rid of them. We don't need this curve. And on this side, the same thing for the X,
V and get rid of them. Alright, from the right view, I will move this a little
bit forward like that. And then I will hit E to extrou this a little
bit like this. At A to recalculate the
normal in case we got a problem. And now
we ended with this. Let's talk to excite and
let's see what we got. Alright, here, you can reduce
the number of the edges, I guess, in this area, for example, and you can shrink wrap this
on the guide mesh. And I think that's important. So what I'm going to do is I will add shrink crab modifier and shrink wrap this
on the guide mesh. So let's type guide. And it's been Shrinkwrap
perfectly on the guide mesh. But if you do that,
you will lose this. I will lose what I got here. So in this case, you hit
Tab and these vertices, you can put them in a
specific group like that, and in the Shrinrop just choose them like that
and invert the selection. And now we have them back. And after that, you
can apply this, and now this perfectly
renrop on the guide mix. And that's what we want here. So let's tweak this further. I will grab this loop, and from the side of you, I will hike twice and make this
a little bit shorter. It seems like we
have a variation in the thickness, as I think. Maybe here as well. All right. Let's see what result
we should accept. And after that, we will work on the variation and the thickness. Maybe this one we could move
it a little bit like that. Marquie and let's active the mirror and sub
doing it surface. Or that totally wrong. Let's move the spike. Let's go to the it mood, and I just want to add once you both the egg loop right here because I want this
era to be sharp. All right. And then after that, we could give this a thickness. Okay, the smooth. So let's work on the thickness. I will add solidify and let's see how
thick this could be. All right, maybe 0.2
centimeter, I guess. I think it will be
okay, 0.25 maybe even. And let's put the solidify
above the subdivision surface. And I will tap to
add a support loop, maybe one in the middle will be okay with some tweaking
here and there, give to the Y and let's move
the spick a little bit. And this side, I think we
should add a support edge loop. Well, we already have one. Maybe we just need to move
it down a little bit and add another one
here to support it. Maybe this side we can
grab it and hit key to the Y and move it a tiny bit. Alright now the result looks
cool. Everything looks nice. Alright on this side, maybe we could move these a little bit. Sorry. Just made a mistake here. Tab, grab these vertices
and let's focus on them because I just
want these to be moved. Just pick nice view like this and then hit key
and move this over here. Yep, something like that. And we should have the same
frame here on this area, but I think that we should grab these vertices and move
them to the Y a little bit more and make the gap
a little bit bigger. You to the Y and let's
move these like that. Maybe a little bit more. G to the Y, and let's move
this a tiny bit like this. At let's check the
reference images and let's see if that's true.
Well, this is the gap. I think we got something close. Alright. Let's make it smaller, G to the Y. Yeah, something
like that, I guess. And now, what I will
do is I will grab the entire face lob
like this and then H D, and let's move this over here and then hit P and
then separate this out. And we got this result. It looks beautiful
and perfect, I guess. All what we should do is just adding a supported H loop
here to the end of this one. And I guess we could move them actually, all
of them right here. And in the perspective,
just be careful. That's. Let's add second
egg loop as support. But we could grab this egg
loop and this egg on the top. And I guess here
we should go and put the miin Bivil way to one. And let's add one
egg loop right here. Right now the result
looks perfect and cool. And on the rear window, the same scenario, we
could decorb these and just move them
back a little bit. Right here, we got
weird variation happen. Why do happen? That's weird. It this Something like that. And if you want to
get better results, you can select these
eggs at g to hide them. And let's select those right here and then hit
right click and choose relax. You have to again. That will give us
better results. We got now a variation
happen and the thickness, let's try to get rid of them. You go to the local mode after
you select these together. And let's see how can we get rid of the get rid of
this thickness? I think by moving
some edges back, maybe those right here, we can just move them
back a little bit. But I think we should
have a guide ferus well, the thickness here looks okay, but here we got a problem. So key to the Y, and let's move this a
little bit forward. And maybe those as
well, e to the Y. Maybe a little bit more. Key to the Y. Yep, something like
that. Key to the Y. Maybe this one we can
grab this one key to the Y and let's take
this back, Stan bit. All right, this area
needs to be tweaked, this one, heat to the Y, and let's move this
back just a tiny bit. And after that, you grab them all and move them back to the Y. And after that, he to the Z because it will be moved in because it's wrong
just to move to the Y. We could move to the Z as well. If you move to the Y,
it will go like that, but after that, you could move it up to align it
with the surface. Alright. Let's see if this gab work or maybe that too much.
I think that's too much. Right now, let's go back and let's move with a little
bit and make it closer. Maybe something like this. Then I will select these faces. We can use those
including this one here, and I can go to the right view and I will hit Heft DO
before you do this, let's try to get rid
of these problems, the variation we got right here. Anyway, I will select
these faces like this and I will hit He D. Take a cov like this. And then hit P and then
separate this out. And let's work on this
piece a little bit. I will grab these edges and give them a bival weight
and this one as well. And the last egg as well and
add a support egg loop here. And let's see grab this
egg loop and then it twice at and let's
move this forward. And this one as well, Q twice, at and let's move this
backwards like that. One last thing here, maybe we can do it
is just to move these eggs a little bit. You can slide them if
you prefer q twice and then it all and move this,
for example, right here. And this one you
follow it twice, and let's move this
one over here. And you can add one egg
here in the middle, that will make this looks
tighter if you want. And I think that there's
no reason to do that. But if I want to do this, maybe I will do that for one reason. After adding this egg, I can hit Q to this Z
and move this Alright, let's see if that's
if I can do that, or you can hit alts and ph this out just a tiny bit because I'm thinking of make this
to be a little bit curvy, let's say, but if you do this, you should make some
change to the rain crop, and that will take
a lot of time. Alright, let's
accept this result. This result also looks cool, and maybe we can grab this and move them to the Y a tit bit,
but not too much. Now, we got nice good
frame right here. Alright, I think that's
it for this video. I will end it here
and see the next one.
90. 90 Closing the gaps between the panels: Hello, everyone. In this video, I will close all the
gaps between the panels, and let's start with this one. Or maybe we can
start with this one. I just noticed in the
reference image here, we should have a piece
of plastic or let's say, a rubber right here between
the hood and the grill. And I'm not sure quiere where
can we find this image, but maybe it's visible. No, it's not visible right here. But here we have a
strap of rubber, something similar to
what we have right here. So let's work on that and let's
see how can we create it. All right. I think it's visible right
here you can see it. So let's try to create
something like that. All right, fair thing
that we should do is we should grab the hood and tab and go
to the right of you, and I'm just going to
make a small change like grabbing these vertices and just hit y and
move this back. Let's create a small
gap like that. And let's go to the perspective. I just want to see what
we got right here. So yeah, maybe we
can use this gap. After doing that, you can
tap to the hood again and you can grab these
faces like that. And then hit HD and leave
this new selicon in the same place and
then hit P and then and then grab this and tap. And from the right view, I guess we can hit E to
extrude this All right. Hit G after that to move the
new extrusion like that. And I guess we can add one A here in the middle and
grab this middle hit Alts to inflay this to
get a result like that. Hit the A her in case
the normal is flipped. And now let's take a look. Alright, the result looks cool. If you want, you can grab
these faces on this side. So you can grab this egg and this egg and hit
with a Y and move this bag, just a tiny bit like that. And here let's see what option do we have here,
what we can do here. Al small tweaking
maybe we can do here, like moving these ratics
back a little bit, pick a good deve and let's
move this back like that. And even these rub them
and age and move them like this. All right,
something like this. Yeah, the result looks cool. I'm not so quite here that important to make
it b from one side. Alright, I think that will
make the result looks better. Alright, now after that, here we have this gap. Let's
try to close it. All right, to achieve
this, I guess we can use this panel and just
copy some pass from here starting from here and then hold control
and grab well, I think we can hit utclick to select the entire face loop. I think that will be
easier for us to do. And from the top, I will hit H D and right click to leave
it in the same place and then hit P and then
S and tab out, and let's grab this
and tab in what I'm going to do is delete
some of these vertices. Let's delete those right here, and I guess on this side, we don't need these
as well. X and V. And then from the front, I will hit G to the Z and move
these down here like that. And from the top, I guess we can grab the
side and hit key to the X and move to the X
axis just to block this. And this one, due to the X, let's book this
inside a little bit. And in the respective, now this one so close
everything, I guess. This, maybe we can move
it to the Z a little bit. And now we can't see anything. Alright, I think we
moved this to the ZT MX, so I will hit Centros
multiple time to end do that. Maybe we can move it at ten bit. Something like that,
it will be okay. And now I will grab this
and maybe delete this edge. I'm going to select
these two edges and move this a little bit like that and put it inside a tender bit
and then I will hit Er hit E to extrude
this like that. And one more extrusion
goes like this. But we just need to pick a good view and
then move this out. All right. I guess this vertex, we can push it back and
this one forward like this and then grab them
and then hit E. Sorry, grab those together, hit
E, and extrude this bag. Let's add a support a club here. And here I think this one
we can move it like that. And yeah, now we
got something cool. Now this area is closed. Nothing here will be visible. Let's grab these and I'm going to move them
a little bit like this. And maybe I will select these and move them
back just a little bit. I think that's too much.
Yeah, something like that. Let's select this with this, and I'm going to move them
like that and those as well. And maybe these
vertices as well. And on this side,
let's see what we got. Al right here, I will grab
these and move them back. Guess a tiny bit like that. And then I will rub this edge
and extrude it like this. And you can leave it like that. I think that will
be okay. And let's check the face orientation. A it's blue. That's very cool. Alright here, we
have this panel. Let's try to close it. I think we can start with the fender. Well what we need to do is just rubbing these faces, I guess, and use them or something
like that, I guess. I. And from the right view, I will hit heft D to take a
CB let's move it right here, hit P, and then to
sublet this out, and then let's grab this new
panel and hit G to the g, and let's move this
inside a tiny bit. You can make this a little bit wider by taking this egg loop and move them up a little bit, or you can hit tie
and hit Alt and move these to their normals
and this side as well, twise and alt and
let's make it thicker. And on this side, we just need to make small
tweaking like Alright, maybe hit X V to
delete these vertices, and I will grab
this and hit E to the Y and through this bag, G to the Y and let's move this all the way back like this. And I will hit Control R to support a loop there and
on the corner as well, and maybe one right here. Let's see what we
got right here. On this side, I guess we can grab these and move
them like that. And I guess we can grab this edge and hit E
and extrude this. And you can hide this, or you can enrob them
all and just hit E and move this up a little
bit. And this will be. The result will be very cool. All right. Now let's see
what else we can do. This area, I guess
you can ignore it. Nothing will be visible here. Maybe this panel, I guess we can copy one of
these phases and use them maybe starting from
here and ends here, I guess. So from the right view,
hit heft D to the Z, let's move this up here and then hit P and then to
separate this out. Tab out and let's select
this new selection. And let's grab these
edges, g to the Z, and let's move this up here
and decide G to the Z, and let's move those
down here like that. And after that, I will
hit A, select everything, g to the X, and let's move
this inside like that. And let's make small tweaking
like grabbing this one, gtie and slide back like this, and then hit E and extrude
this to the X axis. Maybe that's too much,
something like that, and then extrude
this back to the Y. Yeah, something like this. And let's see if
we have any gap. After that, I think we
could grab this side and slide this bag like this. And then I guess we can
hit E to extrude this like that and extrude
this one more time. And let's stop. And yeah, we can accept this
result. Looks cool. And the same thing
for this panel, I will tab and I will grab
these faces like that. And including this right here. Sorry. Let's add these vertices or faces. And I will hit he D to take a CB and write to leave it
in the same place, and I will hit P and then
to separate this out. And the grab this new selection, and I will hit Q to the
Z to move this here, and I will tap it A, and then I will hit ls to
put these faces inside. But that's not going to happen because of the modifiers
we got right here. We got Bevel world, we don't need the bevel, soldify we don't need it Shrinerb
we don't need it. So just tap again and then hit alts and put these
deep inside like that. And now let's take a look. Alright, the result
is not perfect. Maybe manually we could control that or maybe
we can do something like grabbing this and add hearing crab with
the fire for a reason. And I'm going to
choose the guide mesh and hearing crab
this on the guide mesh. Sorry. Sorry. Shrink
rap and guide mesh. Turn off subdivision
surface because I want to shrink the low pool on the
guide mesh, and then alight. And now the loblyly perfectly
snapped to the guide mesh, and then now I can
tap and then LTS, and all of these will be
pushed equally inside. And you can see here we we
fix the problem right here. And then I will select
the entire edge loop. You can hit A and remove
the bible weight. We don't need it actually.
And then just grab these edges like that and
then just deselect this one. We don't need to include it. And then hit getwise
and hit at alt, and let's move this just
to make it thicker. And the same thing on the side, get wise, at alt and let's make this
one thicker like this. And let's excite and let's
see what we got so far. Alright, so this is the result and the result looks very cool. Alright, maybe I think we can grab these and just move
them back just attend bit. That's all what
we could do here. All right, that's very cool. I will grab this panel
and do the same thing. I'll click to select this entire face loop
including this one. And let's add those as well. Let's see where the
selection will go. Alright it will go right here. So after doing that, maybe from the top this time, I will hit ift with D and
move this right here, and then I will hit P and then to sublet this out
and tab out again. Now I will grab this new
selection like this. And I'm going to delete the
world, but will solidify. Hearing crab, you can keep it. Turn off subdivision surface
and apply the hearing crop. I want the hearing
crop to be applied. And all what I did here is just applied or let's
say hearing crab, this strap as a low
bollly on the guide mech. That's what I did
here. And then it alts and let's move
this down right here. And now let's see what
else we can do here. All right, active the
subdivision surface. And this is the
result that we got. I will select this
with this and sorry, not this panel, panel
this strap and this one. And what I want to do here, I want to link those together. But before you actually do that, let's remove the bival
weight from them first, and I will grab
this egg loop and then it gitwise and then it out just to
make this thicker. And this side as well, getwise. Let's make this one
thicker like that. And I will grab this
with this and control K, make it one piece,
and tap again, and I will mirk
this vertex here. Just move snap this
to the vertex, the key hold
controller and snap. And in the snap,
remove line rotation. We don't need this key hold
controller and the snap. In this ache in the
middle, we don't need it. You can get rid of it, and you can add a support
globe if you like. It's like to excite, and now everything
is almost covered. I right, let's check this area. That's very cool. Let's see if anything visible here
or nothing visible. And for this piece, I guess we could have
a rubber right here. You remember the variation
we got on the surface. You can avoid that if you want, you can apply the hearing rub without the subdivision surface. And you can hearing rub this
again on the guide mix. I, for example, if I apply this, now I will stop again
and you can see now the surface is smooth and
perfect, as you can see. Because I apply
the hearing crab. Now I can add the hearing
crab again underneath the subdivial surface
and I can choose the guide make again. All right, now,
after doing this, I will grab these vertices. And from the right, what I want to do is just
create a small gap, a G and let's move this
just a little bit, but just be careful
when you do this. Let's see if that's too much. Alright, I think this
distance looks cool, and now after that, I will, I'm going to
use these vertices. So let's go to the top
and I will hit shift with D and move this right here, I guess, and then hit P and
then Estera brrate this out. And from the right, you can move them up a little bit because
I guess that's important. Tap. Sorry, grab this new panel. Hit A and G to the Z, and let's move this up here. And now I will grab
these vertices and hit key to the Y axis, and let's move this a
little bit like that. Sorry, I guess
these edges, right. Let's remove this diagonal edge, X and limit dissolve. Now, go to the right view
and hit key to move, and let's move this a
little bit like that. From the tub, let's
see what we got. From the top,
everything looks nice. And I think this
piece becomes ready. You can add one edge
right here just to make the result looks tighter. All right, that's very cool. See what else we
should cover here. I think the rear
bumber is covered. Everything is ready
right here in this area. And you can, by the way, grab all the straps that
you created and you can merge them
together if you want. Select this one as well, and what else we added. Okay? I think that's
all what we added here. It's like to excite
and let's kick them. All of them should have mirror and subdivision surface
with level two. This one, Level three,
we don't need that. This one is three. Let's put the mirror
as the first one. We don't need that, and
this one is two, I guess. Yeah. Now I can rub them all like that and hit Control
J and make them one piece. That will help to
control them better. I just like to
excite. And, yeah. That's very cool. One
last strap I could add. Here, we could have a
frame, and it's visible. I didn't notice that when I
created the the side mirror. And as you can see,
it's right here. So let's try to create it. And as I remember, we added a new images here just
focusing on this one. And as you can see
how thick it is. So let's work on that and let's see how can we achieve it. What I'm going to do
is I'm going to select some of these vertices
and just move them back. And let's see what we have here. Alright be careful
when you do that because that's a
little bit annoying. Let's hit G and let's move this a little bit
back like that. Stop, and after doing this, just check everything
before you go any further. Everything looks nice,
still cool and clean. Maybe we can make small tweaking
here this area, I guess. Like key to the X and
move this at end bit. Must quite heard of that
correct, but let's kick. Yeah, I think that's it.
And now to create this, I will grab one of these faces
maybe and start with them. Let's select this
one, old control, grab this one and go to the
right and then hit he D, and let's take a copy like this. And then I will grab
this loop, sorry, and go to the right I will
hit E to move this over here. And I think we should
move these vertices up and hit L and then hit P and then
S to separate this out. And now we got the senior
panel and let's take a look. Alright, the result looks
very cool, and I like it. All right. And on
this side, I guess, we could make this a
little bit taller, Gettie and then head
out and extend this up. And the same thing
here, Gettie it out and move this down here. And you can grab this one, this piece, and tab, and do something else like copy this I have the Nta Cobi and then radically to leave
it in the same place, and then hit it to the eggs, and let's move this
inside right here. And now what I will do is, let's move this a little
bit more like that. And now I will grab this
edge and then hit twice, and then alt and let's make
this a little bit wider. And the same thing on the side, Alt click Git twice, hit Alt and let's move
this almost right here because the frame it should be thick and you can add a support gg loop here and
one right there as well. Alright, so that's
what I did here. Alright, I think that's
it for this video. I will end it here and
see you on the next one.
91. 91 Fixing the TailLight: Hello again. Welcome back here. In this video, I just want
to make a small change. The tail light, as you can
see, is very cool and nice, but I just want to make a smaller tweaking and
it's not something big. All what I want to
do is just move this side a little bit right here because I just noticed that what we did here is
not so quite correct, and I want to fix this. It's not so quite important, but I just want to
get better results. So as you can see, if you compare this result
with this result, this egg, it should be
close to the frame. But what I did is I did this
thing, and that's wrong. So let's see how can we fix it? And by the way, you
are not going to face this problem
because I will share with you the blueprint of the final result
that we are working on. So let's grab the frame and tab, and the first thing
that I will do is, let's focus on this frame. I will delete this inner
a loop and this a loop, I'll click and control
extra dissolve it. And now, what I will do is I
will select these vertices. And maybe those.
And from the top, I guess we can control that. So what we need
to do is just hit key and move this
maybe right here. Something like that.
That's all what I want to do, as you can see. And now let's make small twig like moving some
vertices around, like grabbing these
and push them back, guess attait just to get
better flow, polygon flow. That's what I'm
going to do here. All right, maybe these
vertices need to be moved attait like that. And those as well. Let's hit G, and let's
move them a little bit. So yeah, it's just
small tweaking. And let's move these just
a ten bit like that. And let's see what we missed. On this side, let's see
if we have any problem. Alright all what we need to
do is just moving this bag. And I think that's
it. All right. Now, I'm happy with this result. This result is makes
sense, and it's beautiful. Maybe here we can make
small change like grabbing this and then hide to the X and move this
a little bit inside. All right, moving these to
the X is not going to work, so just pick a good
view and then hit key and push those
inside a little bit. That's all what we
need to do here. Maybe we could move these to
the white just attend bit. And I guess we can corrupt these vertices and head key
and move them a little bit. Something like this. Everything looks
cool and beautiful. Let's see if we
missed anything here. All right, maybe this vertex, I think, do we need to move it? Alright, I think you can
leave it without any editing. Let's go up the frame with this. I just want to see
if we need to add any extra egg loop I think it's better to add an egg loob on the frame to meet the
age lobe on the cover. For example, here
we can add one egg right here and one here. And maybe this one we can maybe we can add one
right here in this area, and this one we can hit
etwise and move it here. That's will give
us better result, and I guess we canssolve it. And what I'm going to do is just small tweaking let's circle up these and
then from this view, maybe just hit Gee and let's
move these a little bit. Something like
that, and maybe we can do the same
thing for this one. Let's see what else
we can do here. Maybe this one as well. G and
let's move those like that. Okay. And maybe this egg loop, we can grab it like that and take this out
just a little bit. All right. That's very cool. All right, small change
here, maybe we can do it. Or what we can do is just crbing these faces maybe and move
them a little bit like this. Just to close this area. Yep, something like that. And from the back, by the way, you can add a cup right
here to close everything. So this option is on the
table if you want to do it. But so far, I did
a great job here. The results not become better. Alright, I think that's
it for this video. I will end it here and
see you on the next one.
92. 92 The spirit ecstacy hood gate: Hello again. Welcome back here. In this video, I want
to create a hole right here in this area on the hood. And inside this hole, we should have the
spirit of the ecstasi. So let's see how
can we create it. Well, I prefer to take a
copy of the hood, head vD, and take a copy, and
let's move this kobi to the heron crop in case
we want to use it. And if you want, you can give this
a name actually. Let's see this one. O. This one. So what I'm going
to do is I'm going to king the name
of this piece to underscore ring that's
just to recognize it. And then I will grab this
piece, the second one, and you can hit F two and
king the name of this to hood high poly, if you want to coll it. And then from the top, I will go to the X ray mode just to see where this
should be created. And by the way, I just provided an image.
You can use this one. Want to see the shape, and I prefer to put this
image and use that as well. So I'm going to use the
blueprint just to locate the position, of the logo. And then I will use
this image just to create something perfect because what we got right here, it's a little bit
sharp and not smooth, similar to what we
have right here. So I will embark this
image like that, just click and try and I
will scale it down and move it right here and
scale it a little bit more and let's align
those together like. Scale this a little bit more. You can put this side
by side right here. Maybe we should scale this a
little bit more like that. Then we could move
it here, I guess, you can go to the
properties of the image and active the opaicity and take the opacity down so
you can see it better. The size looks cool, I guess. Maybe we can scale
this a little bit more and put it right here. Yeah, I think that will be okay. And you can grab the
hood and tab just to see the middle line because I want to put this
one in the middle. And it's perfectly in
the middle, I guess. So after doing that, we could track the silhouette
of this opening area. You can use the
knife tool hit K, and then let's start
making multiple cuts. Let's add one cut right here. And I think it's wrong to
follow the logo itself. I think we should leave space
for the metal of the hood. So just keep in mind, just leave a small space like
that and start the cutting or you
can do something else like making the image
a little bit bigger. You can put the three dcurser right here and scale according to Dcurser and make it
a little bit bigger. I mean, the image, and then
you can follow it perfectly. That will work as well,
something like that. And then the secret
up the hood tap, and then I will use a knife
tool and start creating multiple cuts. Like that. All right, one cut right here. Alright, that's very
cool. Now let's go to the vertex selection mode, and I'm going to Control R
to add one cut right here, and I will grab this with this
and hit K to connect them. And don't worry
about these edges. I'm adding because I'm
going to use shrink wrap to shrink wrap this
on the guide mech, or let's say the hood shrink and here maybe we can add one loop or maybe I can grab this with this
head K, connect them. All right, something like that. And here, maybe
we can add one at and connect this
with this head J. And here as well, grab this
vertex with this one had K. And I'm not quite sure. Can we reduce the
number of the vertices? Well, maybe we can do that. I guess I will grab this Holt cant grab this
and I will use the space. Maybe here I think we can add just one vertex
and do that again, grab this with this space
and relax in the same time. Well, relax is not
going to work. So a key to move this right here. Yeah, something like that. I will add one a here
and grab this with this headJ I guess we can add one right here
and connect those together, the J and one H loop right here and grab
this with this head J. And on this side,
maybe we can do the same thing just reducing
the number of the vertices. So yeah, let's do that. I will move this a
little bit like that. Something like this, grab this vertex with this one
hit J to connect it here, and maybe one cut right here, grab this with this head J. And here as well, I will add a loop, grab this with this head J,
and maybe one right here. Alright, at the end of the day, we got a lot of edges. And when you tap,
as you can see, we have these edges
causing some problems, but we can avoid that. Anyway, after doing all of that, now I can grab this face, and then I can hit I for inset, and then I will hit O
to invert the inset outside because I just want
to create outside edges. Looks like that. And then I guess we can hit E and
extrude this and move it down. I think there's too much.
Let's hit Control Z and hit E again and let's extrude this cast at ten
bits, something like that. I think that will be enough. I will hit I again
to invert to insert, and then I will hit
O to invert it and then hit P four boundary and you can see the difference
what's going on here. And then hit X F to delete these phrases.
We don't need them. And I will add one aglobr here and let's see
now what we got. Alright, now we're getting this. After that, I will shrink rub the hood on the hood shrink. So let's grab the hood and
go to the modifier and I will add shrink ra modifier and I will search
for the hood shrink. But you will lose the
edges right here. And one more thing
here, just go back to the hood shrink and increase the subdivicon level to
make it even smoother. That's very important. You can add three or you can
add four if you want. I think three will be okay. All right. As you can see now, now the result is clean again. But the extrusion
we have right here, we lost it, so I will tab again, and I will grab these
vertices at throloss multiple time until you reach
this group of vertices. And I'm going to add this in a specific group just to create a new group
and assign them to this group and then
go back to the modifier and you can choose
it and flip it. Because we want
to exclude these. But we need to do
something else like we want this area to be
a little bit smoother. So in this case, I guess we can include those to the
selection and assign them. And now we got something
nice and smooth, I guess. If you feel this a
little bit sharp, you can grab this and hit
twice and move it down. That will help to
make it smoother. And then you can do
something else like go to the face selection mode and
grab these faces and then hit Control blasts
multiple times until you reach this area, and you can hit I for NSET
and invert the NSID again. Sorry, hit I and then
hit O to invert the NST outside and create a
new rim like that. And I will hit Control
blaster growth selection and then hit I again and create
a second rim close to it. And I will delete the
old one and leave those. All what I did here is just moved the edges
far a little bit. That's all what I
did here. All right. That's all what we've
done here right here. And now let's check if that
makes sense, is that correct? All right, one thing here, maybe we can do it is to grab this group of faces and
remove them from the group. And let's see if
that works or not. As you can see, we have
small problems right here. All right, to avoid that,
but we can do something else like I can tab here and I will grab these faces and
hit Control blacks multiple times until
I reach this area, and I will hit Control I to invert the
selection like that. And I will create a second
group for this and assign these edges or vertices
to the second group, I will turn this
off and I will add a new ring crop modifier and put this above the
subdivision surface, and I will turn off the
subdivision surface because I want to herring grab the low poly on the high poly. So now I will search
for the hood, ring and add it. And I'm going to choose the
group that I just selected. And then after that just appl hit Control A and
apply tab up first. And let's see the
result before and after you can see how the geometry
a little bit moved. You can see the difference,
and then hit Control A and applied then you can
activate this with this one, and now the result is
beautiful, as you can see. Here we got a small
variation in the thickness. You can get rid of that by grabbing these and move
them down a little bit. But I think that's not
going to affect the result. Now this open area become
very, very cool and nice. All right after
doing all of that, we could go to the next step. I will grab some of these
faces, for example, this right here, and I will hit heavy to take a Cobi and raticly to leave
it in the same place, and I will hit P and then
S to separate this out. By they, you can create just
one egg and then extrude. I think that will work as well. Anyway, I will tab and
I will grab this egg, and I will have to grab
this one, I guess. I will add one egg right
there, grab this with this, and I will hit to create a face, you can go to the local
mode if you prefer. And let's select
this hit F again. And again, right now, I will add one H right
here, maybe one right here. And let's select this one hit F to create a face
right here and here. One glop maybe here,
grab this hit F, and one right here in this area, grab this one hit F and F again. All right, that's
very cool. I think I will delete this face
loop and maybe we can recreate it because
I want to ring wrap these polygons on
the guide mech. And I'm not a that's important, but I think we can increase
the number of the cats here. So let's do that. And one more thing here
I would like to do is I want to grab
these faces like this. And I want to hit I for
instance and inverted it to O. And let's create small
RM goes like that. And let's see from the top
if we can do something here. I don't like this
H to go like that. I just want to find another
way to get better results. Maybe we can dissolve this one. But if we dissolve it, we could find another scenario for this. I will hit Control R to add one H right here and
connect this with this DK. And what else we can do here? Well, I think leaving
this as an on is not going to cause a problem.
This is what I think. So yeah, I think you
can leave it like that. It's totally okay. And now I will hit
Alt Click to grab this entire face loop and hit Control I to invert
the selection. I will remove one
of these groups. Yeah, let's remove them
and create a new one, and I will assign
this to the group. And by the way, I think,
right, something here. Let's hit Control
Z multiple times and see if we really
need these groups. Sorry. I think
that's not possible. Anyway, it's not a huge problem. Control I invert
the selection and assign these faces to the group, and assign, and then let's go to the modifier and
let's see what we got. So here we have the HernRp and I want to shrink the
lo poly on the guide mix, so let's search
for the guide mix. Sorry. Wood. Right, these
phases are assigned. And inside, it's right here.
Sorry, it's right here. I will turn off the subdwcan
surface temporarily, and I just want to see the
result before and after. You can see we have a
small difference here. Apply the hearing crop, and I will add another herring crop for the sub Devican surface. So the first one that I added here is just to
fix the typology. That's all. And the second one will be underneath the
subdivican surface. So let's add second hring crop
and let's choose the hood. Frank, and let's
choose this girl. All right, I think we
got a problem here. I think these phases
should be removed. So let's remove
them and tap out. And yeah, now we
got this result. Here, I will add one H loop and second H loop right here just to get
a tighter result. It's like to excite. Tab at A and to
recalculate the normal, and the result is very cool. I don't see any
variation right here, and everything's
still nice and clean. And by the way, this
new egg that we added, I think we should assign
it to the group as well just to get
smoother results. Or at least it control Z. Let's see if that works or not. Or at least you grab this with
this and let's sit assign. Yes, that's very cool. Make sure that
everything is sealed out and we don't have
any opening area here. Yeah, everything is perfect. Alright, I think that's
it for this video. I will end it here and
see you on the next one.
93. 93 Modeling the front Rolls Royce badge: Hello, Again. Welcome back here. In this video, I will create the Rolls Royce badge that should be right
here in the grove. And I'm going to use this image. So let's bring the image and
put it inside the viewboard. Let's go to the front first,
and then this is the image. I will click and drag
and I will put it right here and scale this,
make it smaller. The three Dcosor
is in the middle. Let's put this one
here or I guess we can tap and decorp this age loop and bring the three
decoser over here. And then I will bring the image and trying to align it
and put it in the center. So this is the
center of the badge, I guess, and then I will
hit key and move this up. What I want to do is
just align the grill with the result or
the three D model. Maybe we could move
this up a little bit. And now the grill is aligned with the
reference image. Yes. Alright, now what
we need to do is just following the
shape of the badge. So I will grab this and tap
to go to the eight mod, and then before we
make any chin here, I will hit he D to take a copy of the grill and
leave it in the same place. And then I will hit F two to
king the name of this one to maybe a grill andres core. Ring. And you can add guide, and then I will hit M and move this to the ring crop folder. And now I will create the
baca here on this one. You can give this
one a name as well. You can call this grill
high poly if you want. Let's tap and let's go to
the X ray hit ls and then let's use an et to create a
cut goes like that, I guess. Then it could go right
here. Then go here. And I will grab this lube
and then hit S to the X. But I want to align this
to the to the vertices, but not to the three dcursor. That's why I'm going to ing
the transform to median, and then hit S to
the X zero enter, grab this one hit S
to the Z zero enter, and this one as well,
is to the Z zero enter. And now everything is flat. After doing that, I will
grab this with this and hit control Heft B to bevel this. Let's add a three cut
right here, maybe. And after that, I will
use the knife tool to create a cut right here, maybe. Hit A to make the cast, H C to cut through
and confirm the cut. Actually, maybe we
can move this a little bit and hit
E to align it. Sorry. Grab this one lone, que twice and slide
it, hit E to align it. And let's move it
close to the badge, and I will grab this vertex
with this one and then I will hit K to connect
it and I will add one H loop right here to
connect this with the SEDG. And on this side, grab this
with the Set k. And here, we can use a knife tool to
create a cut goes like that. But let's see if we can add
an edge loop right here. Well, it's not quite important. You can create an edge and
you can end it maybe here or maybe right here and you can add one edge loop here and
connect this with the SEDG. And let's use a knife to to create a cut right here,
and one goes like that. Alright. Now, let's tap
out, and let's take a look. Alright, so this is
what we got so far. And after doing
this, I will grab these faces after you switch
to the face selection mode. And I don't know why I feel we should add one
egg loop right here. Alright, let's add one here. It's not a big problem, and I will merge it at wise, and let's merge
it with this one. And as you can see,
I dissolve this egg. We don't need it. And we can
add one right here as well. Kit wise, and let's merk this one here, and one in the middle. But you will tell me that that's what make these faces flat. Well, actually, we can fix that if we use the
herring crab modifier. So what I'm going to do is
I will delete this group. We don't need any group for
now. Let's delete this one. And now I will turn
off subdivio surface, and I will add herring
crab modifier, and I'm going to hearing crab the grill on the grill ring. Let's search for
grill herring guide. And now you can see the
result before and after. And if I activate
the wire frame, you can see what's
going on right here. So that's what fix the problem. And after that,
you can apply it. All right. Now, if you like, you can
apply the shrink crab. It's okay to apply it. That means I will accept this result so it can
throw and alight. Right now after doing that, I will tab again the
sterno Wireframe. I will select these faces, go to the pasilquon mode, and I will hit I for inset, and I will hit auto invert
the inset outside and create an inset like this,
something big like that. It's about 0.35 centimeter, and I will create
another inset because I want two edges right here just to make the
curvature looks nice. And after that, I will extrude this hit alte and extrude
this to the normal. And let's extrude this just a
tiny bit, but not too much. And I will create another inset, and then hit Auto
invert this inside. And as you can see, this inset is not going to work. In this case, you can hit
B to active the boundary, and you can see before and
after what's going on here. All right, something
like that, I guess, and then I will add one
egg loop here, maybe. And I grab this gg lobe and
hit Control X to dissolve it because I just want to create a tape
or hap right here. And then I will add
a support eg loop here and leave this like that. And then I will tap out and
active the subdivion surface. And now as you can see, the
result looks smooth and nice. One more thing here, I
think it's important to do. You can see the difference between this phase and this one. This one is very big
and this one is small. If you leave it like this,
the subdivision service will push the vertices
towards this direction, and this area will be
stroched a little bit. So it's better to add a support egg lobe
right here and end, for example, here and one right here just to tighten
this corner. So let's add new
edge goes like that. But I'm not quite sure if that will affect the heading or not. But let's accept this is not
going to make any problem. Everything will still nice and the corner become
tight and beautiful. And you can make a
comparison here. You can see this one
is very beautiful, but this one is straight. So let's do the same
thing on this side, and I'm going to hit Control. All right, you can use the
Control R, if you like, but you could hide this face a al H to bring this back and then
grub this with this head k. Sorry. Head k, or you can
use the knife tool. I think it will be quicker. And I guess you can connect
this with this if you like. And maybe this one with
this one here, I guess. And it's better yeah, to cut it like this instead
of leaving a huge gone. And even this area can hit J and create a quad right
here and quad right here. Alright let's grab
this with this hit J. Now let's ta and now the result looks nice and nice and clean. I feel that these
vertices are tipped in. Maybe we can move
them a little bit, but just be careful because be careful not to move them up. I mean, out. So let's pick a nice
view like that, and I think there is a
technique to do that. What I'm going to do, I will
hit Control R to add an H, for example, right here, because we just need to
move them a little bit. I don't want to
make any mistake. And then I will look
up these vertices, and I'm going to change
the transform to the active elements and
snap to the vertex. And I will make this
vertex the active one, and I'm going to hit key to move it hold control and
snap it right here. And if you do that, you will get a perfect
results like this. All right. Now, the
result looks cool, but I think we moved
this too much. In this case, all what we need to do is
just moving this back, just a tiny bit, for example, right here, and now
we can try again, hit key old Ctrola and
snap this one here. And I think we fixed
the problem and you can grab this one kit wise and
merk it here, get rid of it. Even for this age, I
guess you can just hit key and move it a
little bit like that. Still nice. Alright, now's the time to
create the badge itself. So let's go to the
front, and then I will I guess we can
use these pass. It can throw blast to
grow selection like that and grow it one
more time like this. And I think we can hit HTD to take a copy like that and we click to
leave it assembles. And then I will hit P and
the net separate this out. Stab out, and let's grab
this and let's tab in again. Hit A, grab all of these faces, hit Alt E to omit the extrude menu and make small extrusion
goes up like that. And then I will select these interfaces And I will hit LTS to book these
out a little bit like this and then hit I to
make another inset. And I guess, according
to the reference I make, I guess we could extrude them. So I will hit E to extrude those through them a
little bit like that, and I just want to
make a small tab here. I will hit I to create
an inset like this. And now I will grab this A
hit Control dissolve it. And now we got this result.
The result looks cool. I guess this Abe we can move it down twise and slide
it down a little bit. And now I can hit Control R to add support A loops one here, one right here, one right
here and one right here. And one right here. And let's grow the selection
one more time, and let's create small
and sit right here again because I want
to tighten this area. And let's add support club
here and one right here. And you can go to the
local mode because I just want to target this area. I want to add support
club here as well. And now we got beautiful
badge, I guess. What we need to do
here is just adding the details of the rose royce. And that's what be it.
Very, very, very cool. But small change here, maybe we can do a saqui
here, that's importance. I will hit twice just to
slide this a little bit up and maybe this one because I want the corner
to be a little bit tighter. Something like that.
Everything is cool. Alright, I think that's
it for this with you. I will end it here and
see you on the next one.
94. 94 Modeling the side badge part 1: Hello again, and
welcome back here. In this video, I want to
create the side back. It should be right here. And in the reference image, I have this Image and I
think we could use it. I will go to the
right view first and then let's put the three D
Cursor over here on the fender and I will click
and drag the Image here and hit G to move it
unless it is to scale it. And I think we can align the the handle with the handle and scale
it from here, I guess. Let's ing the transform
to three D courser, and let's kill this a tiny bit. I think that's too much. And don't forget
this perspective. It's a little bit
difficult to control it. So A, maybe we can move this a
little bit deeper like that. And let's go to the
X ray and let's see what we can do here. And let's make a comparison. Grab the image and let's go to the properties and
activate the Opie city. All right, it is very
close to the blueprint. I will put the three decos here and I'm going to rotate
this a little bit. It R to rotate this.
Something like that, I guess. You can add a guide right here. For example, you
can use the tate Hold D to draw and then
hold when you click Hold Control to draw
a stright line like that and see if the badge align perfectly
with the stright line. And the result looks cool. If you want to delete
it, hold D and then hold right
click and delete it. All right, so this
is the first step. After that, I will go back to Select Box and
grab the site fender. And I think we have
the fender here, the fender guide meh. So yeah, if we have
it right here, I think there's no
reason to go back and create a new CVI. I'm going to use the fender
guide mix right here. And let's quote it right again, stop and go to the X ray and
let's see what we could do. I will make a small change here. Maybe we can add one bra here, and I guess we can slide this
a little bit to the middle. And I'm going to grab this with this hit as to the Y zero enter. Let's change this to median. Key twice, and let's slide
this a little bit right here. And grab this with
this hit as to the Y zero enter and Kwie, let's slide this right here. And this one with
this one. I guess we can move it like that. And this is to the Z zero
enter key to the Z or wise. Let's slide it down like that. And maybe this one as well, gis and let's slide this up here as to this
ZZnerFlatten this. All right, so the bite
will be right here. Let's scrub these faces, and I just want to scale
them a little bit, make them bigger and scale them a tiny bit to
the Y like that. And I'm going to
hit I for inset. Or you can do something
else if you like. You can hit I to
make an inset and or to invert the inset outside.
That will work as well. So let's create small inset
goes like that. All right. And another inside hit I because I want
to have two edges. That's what make the
result look sharper. And then I will grab the corners and hit Centrol Shift B
to bevel the vertices. And you can add three cuts. I think that will be okay,
something like this. And you can delete
these unwanted edges. All right. Let's see
how can we delete this? All right, there's another
technique that's annoying. We can grab these faces and extrude them inside LTE
and extrude along the normal, and we can put these in. But I guess we could turn
off heroine crop first. As you can see, let's
bring the reference me. I just want to see the results. And yeah, I think what
we are doing is correct. Get to the eggs, and let's
move this a little bit in. And then I will rob these eggs. I will go to the right and
then X ray head control B to bevel this 23 like that. And I'm going to
grab this with this, and I want to dissolve them,
so let's dissolve them. And we need to create new edges. And these edges as well,
let's dissolve them. And let's use an F tool to
create a cat goes like that. And another cat goes like this. All right, this cat should be, I don't know, maybe
we can put thr here. And maybe one cat, we can move it here and
another one can go right here. And the same thing for the side. All right, and on this side. Alright, now I will
grab those and then hit I to make an inset, but hit I sorry, O to invert the inset inside. Something like this. All right, and now we
need to shrink rub this on the guide mesh or
the fender guide Mish. And we need to be specific. So here we have the hearing
crop already exists. Let's open this one as well. So let's see which one of these modifiers
affect this results. This one is not effective, but this one affected. So in this case, we could select these phases and
grow the selection until you reach this area, and then you go to the data
and just remember the group, group 001 and assign these to the group and then
now you can active them. All right, something like
that. Let's tab out. The only problem we got
is this small bulge. The result is not quite perfect. So let's see how
can we fix this? I will tab and I will
select these faces. If you like, I guess you
can include those as well. And I'm going to add the
new shrink modifier. This one will be a
temporary modifier. Sorry, ring crop. And I will shrink crop this
on the fender guide mesh. And I want to use these phases. But first, let's turn off subdivision surface and the
other hern cra modifier. And then I will go to the data and I will
create a new group and I will call this TEMP for timbere and I will
assign this right here, the selected phases,
and use this group. And now let's see what's going to happen
before and after. Let's tab out. And you
can see the difference. After that, you can
light or you can put it above the subdivision
surface if you like. And now let's active the rest. And in this way, you
can fix the problem. And as you can see now
when I turn this off and on, All right. Now, after doing that, I want to add support egg
loop for the corners. So let's see how can
we achieve this? I will use the knife
tool to create a cut. Maybe one goes like that, and one goes like this. Al one goes like that
and one right here. And maybe one cut you'd go right here and
maybe one right here. I lets up like that. And let's tab and
let's see what we got. Alright, the results still clean, and that's what we want. Right here, we have a variation. You can see the length of this line is shorter
than this one. I prefer to grab the
corners and move them in. So let's see how can we do that? I will grab this
vertex and hit Q twice and move it right here and the same
thing for this one. That's all what I'm
going to do. That will help to get better heading. This one as well. Right now, let's tab out, and you can see now the result looks very cool.
95. 95 Finishing the side badge part 2: Hello again. We'll
come back here. In this video, I will
start with the side badge. And in the reference
image, I have this one. I'm going to use this image. So first, let's go to
the right view and let's bring this image right
here. Let us to scale it. And let's move it Let's
put this right here. Let's scale this a little bit more and let's align it with this area. Maybe
something like that. Maybe we could
scale this at ten a bit and then head to the and
move this down here, maybe. And yeah, the result
now looks cool. And we can start. After that, let's pick this
inside a little bit. And then Alright. Let's see grab the fender, and I think we can
use these vertices. So let's hit P and then
is to separate the out. And then let's see
grab this New He and I will tab and the
grab these vertices, and I'm going to take
this out for now. Right now, I will go to the vertex selection mode and I just want to create
a pace right here. I will grab all of these and then have to create a big face. And I will connect this
vertex with this one hit K and maybe this one with
this one hit K as well. And now let's grab those hits K, grab this with this hit K.
This one with this one at K, and those hit K. All right. And maybe those as well
can connect them together. And here we can create multiple cuts in this area.
So let's con roll up. And let's add, for example, three right here and
three right here as well. And after that, we
can scale, sorry, we can hit S to the X e
enter to make this flat, and I can create a guide because according to
the reference make, this should have
slide curvature. So to achieve that,
let's create a guide. I will select these faces and let's have the end
move them right here, and I will go to the right
scale these like that, scale this to the Zazwll. And then I will grab
these edges like that. And what I want to do is sorry, before you do that, let's delete some of these edges
because that's too much. So let's remove some of them. And now let's grab this tight
on that side and e space. And now I will, for example, I can grab this or let's say these faces
and then hit ke to the X and move
this a little bit. And now I will grab those hit to the X and move
these a tiny bit. And now we have a small
curvature, as you can see. And you can go
beyond that. You can move this a little
bit more like that. And this as well. Okay? Let's grab
this with this eggs. Something like this. Maybe
this one in the middle, eggs. Let's move it just a tiny bits. And now I will select just to grab it
like that and then hit I just want to
separate this out, so hit P and then as and now I will grab this
and go to the right of you. I just want to take a look.
Alright, that's very cool. Now I will tap and grab all the vertices and king the
step to face a project and active individual
element and then hit key to move hold control and snap to snap these
vertices on the surface. Let's do it again, key, hold control and snap. And now it's snap. The
result looks very cool. After that, you can
grab the guide, and I think here we
have the mirror. We don't need any mirror. We don't need any ring crap. You can delete these. We
don't need them by the way. I will move the guide for now inside heat if I need it,
I will bring it back. All so far, we got this results. But here we have hringcrap. We don't need all of these
modifiers by the way. Even the miror I will
turn this off for now. All right now, let's
tap and let's see what's the next well, before we go to the next step, I think we should
create the details. I will go to the right and see what we could
create right here. What I'm going to
do is I will select these faces like that
and the select those. I just want to
create the shape of the badge and the corners
that you can see. Well, in this case, I will grab these faces and
then hit S to the Xi enter, make them flat and I will delete all of these edges because I don't
want them for now. And let's go back, and what I will do is I will grab
this and then hit P and then S to
separate this out and grab this and then tab and
go to the right of you. And let's align these with
the shape with the edges of the badge and let's
grab those right here as to the Y and scale this a little bit like that. And now I will grab
these corners. And actually, before we do that, I will take a cup right
here for this one, as well. Alright let's move those, for example, right
here, I guess. All right, and I will scale
this in a little bit. And maybe we hit the grab those and scale those
inside at end a bit. I know this side is not perfect and it's not
aligned, but don't worry. You can focus on one side. Let's go back to this one
and I will grab all of these vertices and I will
hit Control HFPtub these. Let's try to get
something close. And just keep your
eye on the side because that's all we
need to care about. And now let's grab
this at Control, you have to B, and let's
do the same thing. Maybe here we can add
four cats on the side, and now let's grab those.
Control, have to B. And yeah, something like this. All right, so this is
what we got so far. All right now I want
to project what I got right here
on this surface. To do that, grab this tab, both control and
select this piece. And let's go to the
right, and let's go to the mesh and
Qs knife project. And now this should be
project as you can see. And after the
project, you can grab this and hickey and
let's move this inside to the X grab this and let's tab and let's see now what we could do here. Well, it seems like we
got a problem right here. Yeah, there is a problem, and I will tell you
what's the problem. Before the project here, we could delete the
subdivision surface because we don't need it. Sorry, we should hit Control
Z multiple time first, grab this delete the subdivican surface and even the mirror. Now grab this and tap, control, and the grab this piece, and then go to the right view, and let's go to the M
and then knife project. And now it's projected
again, tap out, grab this. Let's put this one
inside for now. And let's go back here. And as you can see now
the result is different. And now is the time to
make some connection here. All right. First, maybe we
can start with this vertex. Can mic it right here, and I guess we can
mic this one here. And by the way, if you
want to make it symbol, just select all of these phases, get rid of them quickly. And let's include
this one as well, and this one right here,
at least delete them. That will make the process
a little bit easier for us. All right. And now I
will grab this twice and mirrce it right here
and maybe this one we can slide it a little bit. And this egg right here
and this one here, and this one may be right here, and this one slide it a
little bit. All right. This one, maybe we
can mic it here, this one right here, and this one maybe right
here, I guess. And the same thing,
I'm going to grab these faces and delete them. All right. So this one, maybe we can mirrc it here
and this one right here. I guess, this one, maybe we can mirrc
it right here, at least for now
and this one here. This one right here, maybe. Alright, this vertex, we
can mic it here. All right. That's very cool. And let's
go back here in this area, and I guess we can mirror this one right here
and this one there. All right. That's
very cool. All right. Let's get rid of these vertices. Let's move this one right here and maybe we
can use an F tool to create a cut goos like
that and remove this. But it's wrong to
remove it like that. We could add one egg here. And then I will use an F tool to create a cut goos
like that maybe. Or you can focus on one side
and you can use mirror. That will work as
well if you want. This vertex, maybe
we can move it right here a little bit
because I don't like the as you
can see, the hap, it's like that,
and it's better to connect with the egg taking this doin just to have a
good angle right here. It's better than
leave it like that. It's not going to make
a huge difference, but this is what I like. So I will focus on this
side and mirror it. I think that will be
better. All right here, maybe we can quit
here, that will work. Let's connect this
one right here. Let's get rid of this vertex, and then I guess we can dissolve this and maybe we can create a cut goes like that and dissolve this one as well. K credit card goes
like this as all of you want and delete this. And let's delete
this one and use the nif tool to credit
card goes like that. And one goes like this. You twice, and let's
mirror the smorw right here and let's use
nF tool again. Credit card goes like that. Maybe we can slide this a little bit like that and then
use the nF tool again. And as I said, we can mirror it, so don't worry
about it too much. Or at least move these
vertices close to the just to get sharp results and
this one as well. I will move it right here just to get a good
carvture right here. And the same thing we
could do for the top area. I will slide this a little
bit, and this one as well, and I think we should have one right here and
an Xray A goes like that. And the same thing here, so
let's have one right here. And an Xray goes like that. And here, I think it's
not quite important. Since this area has four cuts, even this one, I think it's
yeah, I think that's it. All right now we need to
find the middle area so we can cut it and
delete half of this. So to achieve that, I can grab this side of vertices and those right here and bring the three D crosser over
here in the middle. And then I can tap out and
bring the origin door to the position of the
three deprossor then I can turn over the
subdivision surface and active the wireframe. I just want to see which
side will be flipped, and then I will use the mirror. So let's active the mirror, and we don't need to
mirror this to the X. We need to mirror this to the Y. But it should mirror like that. But because we have
problem with the rotation, I should apply the rotation,
and now it's working. So now we have
mirror overlapping. I will activate the bisect
to delete one of the halves. And let's see if this
half what I want. You can flip it and
see the results. So yeah, this is the
half that I want. Alright now mirror
work perfectly. That's very cool. And because
we add a lot of edges, we need to re snap this
again on the guide mesh. That's why I didn't
leave the guidemh. So I will move this
out for now and put it behind this like this. Then I will grab this and
tab and go to the vertices. It Aselt all the
vertices and go to the right key and hold
control to re snap this but I will grab the guide and increase the
subdivision level just to make it super smooth, tap again, key holt control and re snap it just
to get better results. And now we key to the X and
let's move this one inside. All right, now after doing this, let's bring back the
reference image. I just want to see
what's the next step. Now I will tab and decor
of the outer edges. But when I tab, I can see
the egg shape of the mirror, so I will apply the mirror and
re add it later if I want. So yeah, now let's tab and select the outer
edges like that, and I will hit E to the
X to extrude this back, something like that,
I guess. All right. And I will grab this as well and then E to the eggs
and extrude those inside. And I will Alt click just
to focus on this one, and I will go to the face
and use the grit fill. All right, grit fill works fine. Here, I will grab this one
as well and use a grit fill. Alright, that's perfect.
That's very cool. And I will add one aged loop right here just to tighten this
area a little bit. And maybe we need
to add one right here and maybe one right here. And after that, maybe we can
use a subdivision surface. And let's give that try. Let's see what's
going to happen. I will turn off wire frame
and active this one with head smooth actave because in the end of the day,
this should be smooth. And now we got smooth results. Let's make a comparison. Well, I think the edge of the light it should
be a little bit sharper. So let's take care of
this area a little bit. Well, in this case, I will grab his face in the middle and
the grow the selection, and I will add the side as well, and grow this again and again
until I reach this area, and I will hit I for inside
and then auto invert outside. Try to avoid the overlapping that's about to
have it right here. I think you can get
rid of this edge loop, I guess, or you can leave it and just
slide it down like that. Just move it away,
just attend a bit. Right now, let's
stop, and now we can see the result
become smoother. And let's see if we do, I think we should do the
same thing for the side. So yeah, let's do that. Let's take all these faces. Can throw blasts multiple
time until you reek this edge and then hit I All
right, something like that. And I'm going to move these
edges a little bit away. And let's tap. Alright,
the result looks cool, but this here is not doing well. Let's try to get better results. Maybe here we can add
one a loop on this side, I can grab this with this
head k and connect them, but that's not going to
give them what I want. So at least use an F tool and create
a cut goes like that, and one cut goes like this. This will help to give
us better results. But the problem is, I guess, the problem comes from here. If we add one g right here
and one g right here, I think that will give
us a good results, but that will affect the
shading a little bit, but don't worry too much because this area
is almost flat. Well, if you don't like the triangles here,
you can do something. So I will undo most of that because I know
where's the problem, and even these edges,
I will remove them. In this case, I will grab these faces out click
Kantroblas to grow selection, and then I will
hit I four inset. I just create a small inset
just to avoid all of that. Well, the problem of
this inset is it will make the eggs sharper.
A little bit. This is the problem. Let's tap out and let's see what we got. As you can see, the problem
right here is fixed, but it's become a
little bit sharper. But anyway, the
result looks cool. And one more thing here
I just want to focus on the back side of the
pack should be flat, not curvy like this. I will hit to the
X zero enter and make this flat and move it pack just a little
bit like that. Now, let's tap out and then
grab this had key to the X. And let's move this one in
place or something like that. That will be good. Right now, I will tap again just to grab these edges and then hit P and then it to
separate the out. And let's grab
this and tap again and grab these vertices and let's go to the
face and grit fill. And I'm going to grab the outer edges and
extrude this bag. Or I hit E to the X, and let's extrude
this bag like that. Hit A, you have to
end to recalculate the normal. That's important. And then I will grab these faces and then
hit I for inset. Let's make an inset
goes like that. Something like that. And
then I will hit Control plus two growth selection and then hit Control I to invert, and let's deselect
these corners. And maybe this one as well. And I'm doing this so I
can scale this inside. But let's see if
that's possible. Maybe we can corp
these first and yeah, that will work. We could
decorp these first. Something like this. What I want to do here just
to avoid the overlaps, and I will you to the g and smooth this a little
bit forward, I guess. I'm not so quite
sure if we need to move this forward or
maybe just we need to grab this and bevel them
like that, I guess. Yeah, I think that
will be better. Head smooth and now the
result looks very cool. All right, that's very cool. But I'm not so quite happy with the result because when
it comes to tickets here, it will be a little bit
difficult to handle this, but if we add, for example, an egg right here, or before you add an egg, you can grab the side and
go to the UV or face and is grateful to create
the faces right here. And then I will hit I for NSETs and auto invert the
NST inside like that. And then I will grab these
faces and then hit E to the eggs and extrude these a
little bit inside like that. But what I want to do
is I just want to make this a little bit smaller
or let's say thinner. Key to the eggs, let's
move them like that. All right, so this
is what we got, and now we can add
support egg loops here, one here, one right here,
and one right here. Or before you add
one right here, I guess we can grab these faces and grow the selicon and
add these to the selicon. I guess we can use
the inset technique again at I to create an
inner face like that. That's will give
us better shading. And now we grab this get twice, let's move this to the
corner and add one right here and one right here
and one right here. And then tab out. And yeah, the result looks very cool. And the same thing for the bag, let's tab and let's
grab these edges, and then hit P and then
let's separate this out. Grab this one, tab again. And let's go to the
face and the grit fill. All right, something like that. And maybe we can now select all the
faces and go to select, and you can go to
select S Lube and Qs boundary just to
select the outer edges, and then hit E to the X and
push those bag like that. Alright. And now
I will select the outer faces out click and
hit Control I to invert. Or there's no reason. You can hit I to make an inset and then
hit Auto invert it. I just like that. And then grow the select Control
blot and then control I, I just want to focus
on this phase. Then add G to the X to take this out a
little bit like this, something similar to the logo. And I think it's
visible right here or with one of these megs. Yeah. And I guess we could hit I again and
then O to invert this. That's very cool. All right. And then I will hit E
to extrude this inside. I just want to scale this but let's see
how can we do that? I will grab these edges and then it twice and
move those here, and then hit S and
scale those to the Y. And before you scale them, I guess we can scale all
of these faces together. And then I will grab these and heat twice and move
them a tiny bit. And let's grow the selection like this and I will hit again to make
smaller inset like that. And again, and then I will grab this egg in the corner and hit control to dissolve it just
to create a table right here. Let's add a support egg loop
here and maybe one right here and right here
and one right here, one here and the same
thing for this area. Right top hit a left end
to recalculate the normal. And we got very
beautiful result, right click He smooth.
That's very cool. All right. As you can see, we don't have any mirror modifier and that's
something cool. I will grab the cover, this one, and then hit control, I end up the location
because I want to put the origin.in the middle for this
and for this one, as well, and for this one. And then I will add mirror
modifier for each of them. Grab this and let's add mirror. And now it's mirror to the X automatically
and this one as well. You can grab those Holt, you have to grab
this one with the mirror and go to the mirror. Gob to selected. And now we could have
this on the side as well. And the result looks very cool. Alright, I think that's
it for this video. I will end it here and
see you on the next one.
96. 96 Starting with the rear badge: Hello again. Welcome back here. I want to create the rear bag, and I just want to make small tweaking
here before we do it. For example, if I grab the trunk and if I tap
to go to the Ethode, you can see here we have a
lot of edges goes like that, and the result looks beautiful. But the typology
itself is not curvy. For example, here we have
flat face and here as well, and here we have
sharp angle butts. When you tab out, as we learned, everything is ring crapped
on the guide mesh. But what I want to do
is I want to unhide the guide mesh and grab the trunk with the guide
mesh together like that. I just want to see what's the
difference here. All right. When I tab to the guide
mesh, this is the result. The result looks beautiful. But I think we can increase
the edges here a little bit. I'm not going to make
a huge difference. I just want to add edges right here to make this
area looks better. That's all what I'm going to do. So I will add one egg loop right here and
here and one right here, and I am going to fix the
distance between them. So to achieve that, I will hit control
Alt and click. And to add this edge ring, I will control Alt have to add this as well to the
selection like that. And I want to fix the distance between the pass
just to get better result. Alright, I will hit Alt Z to go to the Xray mode
to diselect these edges. And I want to disselect
this as well for now. I don't want to include them. And I just want these selected
edges as you can see. After that, I will
hit right click and use space to fix the
space between them. And now we got this
result as you can see. And after that, because
we added new edges, here we have flat faces, I'm going to use the relax
to relax the result for me. Let's hit two time
just to focus on the guide MCF because I want to make the guide
make it looks better. So hit right click
and use relax. And as you can see, that we'll
fix a lot of things here. And let's see here
what we will get. Right click, relax. All right. You have
to attribute that. All right. And now
this area is relaxed. Let's go to the front. I just want to see
what we got so far. Right now the result looks cool, but let's see if we should
do or change anything here. The area right here, I'm
not so quite happy with it. I feel that we could move
some of these vertices up, and I think that will
give us better results. So let's go to the x ray and
let's grab these vertices, including this one and
that one, I guess. And I will hit G to the Z just to move
this a little bit up. And now I will focus
on these vertices, hit G to the Z, and let's
move those up here. All right. And after doing that, here
we will have a variation. Let's try to get rid of it. I think it's not a huge problem. This vertex is moved
up e to the Z, and let's move this down Jazz a little bit, but not too much. And now we can use
the relax again. So Control Alt to
grab this ring, control Alt, and then have to
add this to the selection. And I don't want to
include the trunk, so let's deselect this
and those as well. And these edges, we don't
need to include them. And then let's use
the relax again. Let's go to the front and
let's see what will happen. All right. I think relax will push these face edges back.
Let's hit Control Z. Well, that's been I will avoid
using the relax this time. All right, now, let
tab out and let's see if we have any problem anywhere. Although result looks cool, maybe these vertices
in the middle, we can grab them and hike to the Z and move them
up just a little bit, just to get better curvature. All right, let's go
back to the front, and I will focus on these
and then hit key to the Z. Let's move those
up a little bit. All right now, let's
check the roof. I think now we can
use the relax again. I think it's the best option
to fix all the problems. So I will deselect these edges. We don't need to include them. I just want to
focus on this area, go to the front and right
click and let's choose relax. You have the R to repeat that. All right now, I will accept this ss that looks cool for me. And the surface in
general looks beautiful. To see if we have any
problem right here. Well, here, the area
looks beautiful and nice. It's slash to excite. And now let's see grub the
trunk with the guide mesh, and let's go to the
trunk and let's see if we have any
variation here. As you can see here, we have
a small variation happening. Let's see grab the trunk with the guide Mish,
and let's tab. And let's see what's the
differences we got right here. All right. This edge, it should be pushed
in a little bit, I guess. Or before we do that, I
just want to grab the trunk itself and take it
to the local mood because I just want to manipulate maybe the
edges right here, the distance between
these edges. I guess that will give
us a good better result. So let's target these
edges like that. Maybe we could deselect these. We couldn't target them. And I will hydratic che space. I'm not quite sure
if that will work, but let's see what's going
to happen if we use relax. All right, relax will affect this curvature a little bit,
and we don't need that. So I will deselect these aches
and use the relax again. Let's repeat that
again. And let's tap out, and let's
take another look. All right let's now
grab the trunk with the guide mec and let's go to the local
mood and let's tap. Now, I just want to see
the difference now. As you can see now, the edges of the trunk and the edges of
the guidemc are very close, and that's what I want
to achieve right here. And if you want to get
even better results, grab the edges of the trunk
and move them and align them with the vertices or edges of the guide mex That will help to give you
even better results. For example, I can slide these vertices a
little bit like this. Sorry. It seems like I can't pick
the middle vertex anyway. Let's slide this a little bit like that and this one as well. Let's grab them and let's move them a little bit to the Y. Maybe slide them a
little bit like that. If you want to get
even better result, you can use the snap
snap to the vertex. Let's change this
to the vertex snap and a key and then controller
and snap this one. It seems like now I can grab this one and slide
it a little bit, key and snap and
this one as well. The variation that's
happening right here, it's not a problem. The distance between
the vertices of the guide mech and the hipoly. But I just want to
focus on this kernel. That's all what I
want to do here. All right. In the X ray mode, I think we can grab
this vertex and move it and this one as well.
We can slide it like that. And now I can snap
this together. Key hold control and snap
and this one as well. And the same thing for this one. Grab these together, keywie and slide them like this
and this one as well. That's weird.
Anyway, one by one. All right. This
one is very close. Alright, that's very cool. Now it's perfectly aligned. And what about this one? So let's grab the vertices
of the guide mix, and let's move them like that
and now snap these on them. And I think it's not going to be a huge
difference for this. You can ignore them. And now I will grab the trunk and
go to the local mood. For the guide mech, the
result looks beautiful. And about all of that editing, I just want to do
something else here. You can see this
corner right here. It's a little bit sharp. I'm thinking of making this looks a little bit smoother and add a support the
g lob just to get better curvature
here at the corner. So I will use the Naphtal
to add a support egg loop here. Goes like that. And you can end it, for example, right there. I
think that's okay. Let's tap out there, let's see. All right, will affect
the result a little bit. So let's avoid this edge. Let's delete it. Let's tab and let's see where
should we take this one. Maybe we can create a
cut goes like that. Let's see what's
going to happen. Alright, yeah,
something like that is not going to
affect the heading. The heading is still
cool. As you can see, that will define the
corner a little bit. And then on this side, we
could do the same thing. Let's use the knife tool
and let's create a cut got like that. All right. And one cut goes like that, and maybe we can, create cut goes like this. Well, if you want, I guess
you can end it right here. And now let's take a look. All right. The result is
not quite perfect because this edge will make
this too sharp. Alright let's see what options
do we have right here? I guess we can mirrg
this one as well. Let's select this edge. Can troll to dissolve it, and I'm going to use an F tool
to create a cut goes like that or something like that. And now the orner is
perfectly defined, but I just want to
do something else. After that, I will
grab these edges, and by the way, I just forget to create
a cut goes like that. Okay, something like this.
After grabbing these edges, right click and cues relax to relax the corner
a little bit. And that's what
make the curvature here looks beautiful,
as you can see here. But let's see how that will
be reflected on the hi pool. Let's grab the trunk itself, and let's go to the local
mode and let's take a look. All right now, the hi poly is following what we
created here perfectly. And if you want to get
even better result, you can add a support look here similar to what we
done for the guide me, and you can add one
right here as well. And don't worry
about the Harve A because it's not
going to be visible. All right, that's very cool. Now the result looks beautiful. Alright, now let's to excite, and let's hide the
Shrinkwrap folder. And now let's check
the result in general. Now I can select
the trunk and start creating the rear
bag be right here. So let's stop to go to the mood. All right, maybe we can
start with an age loop. Can add one g right here. You can slide this here as well. And I just want to check
the reference image. All right, it should be a little bit underneath the corner. We have a small
distance right here. So let's take care of that. Let's use the knife tool and
critic cut goes like that. All right. And here we
don't have any problem. So after that, maybe we could grab this vertex with
this one head control F B to level these to
three, cut maybe. Maybe we can add four. Or maybe something like this. And after that, we
should de clean this area. All right,
something like this. All right, it's not going to
work to delete these edges, but here, I guess we
can delete those. And I can use an e tool to
create str cut goes like that and use an F tool again
to create a cut goes like this and delete
the curvature. We don't need it. And we can
delete those right here. Okay. And let's use a knife tool to create a
cut goes like that, maybe. And if you want, you can
add support the albra here, but I think it's not
going to be important. Let's create a cut
goes like that. And I guess we can
create cut goes like this to the corner
and delete this one. We don't need it in
this one as well. And for this one, I guess we can merge this one right here
and delete this one. All right. And maybe we can mic the smile like that.
I guess that's will work. It wise at least
mirrc those together. Let's go to this side. Let's see what options do we
have right here. All right. Can we add second
a loop here and use it? I'm not sure quite
here, but I guess we can use knife tool to
create a cut goes like that. And this one maybe we
can merk it right here. And we can add one a loop here and connect this
with this head k, and maybe we can connect
this vertex with this one. And I guess we can
dissolve those. Maybe. And even this egg lobe, I think we don't need it. All right, getwise and let's move this one
right here and marge. All right. Something
like that. And now I will grab this
face with this one. I'm going to hit Alt E
to open the extrude menu and extrude along the normal and extrude these
inside a little bit. All right, this
distance looks cool, and I will hit Control
plus to grow selection, and then hit I to make an
inset and then hit O to invert the inset outside to
create a rim around it. And this makes small kings like sliding this a
little bit like that. And you can use
this edge to create a second edge loop
goes like that. A J. And you can take this
one up here and end it there. It's not a problem,
and you can get rid of this if you like. Slide this a little bit.
All something like that. All right. Now I
just want to select these extruded pass and grow
the selection like that, and I want to take the selection out of
the ren crop effect. So let's go to the
shrine crop Alright. In this case, we could
go right here first and create a group for them and
assign them to the group. And in the shrink crab,
let's choose them. And let's ooe this inverts
option to invert them. And as you can see now,
they are not included. And one more thing
here I would like to fix is I want to grab
these faces like that. And I want to create a
second hearing crop, just for a reason. All right. I will go right here and create second group for
these selected faces. And I'm going to add
another Srinra modifier, and I will put this
above the mirror, sorry, underneath the mirror, above
the subdivision surface. And let's choose the guide Mish. And I want to choose this group. And you can see the
effect before and after why I cure this when
I turn this off. I use this method just to get rid of
this bolt right here. And when you will
be heavy, you can uplight or you can
leave it like that. Right now, let's tab and let's
see what we can do here. I will upb these
spaces and then hit I for NSET and then hit Oto invert the NST inside to create a second
edge loop goes like that. That's will make the
typology looks even better. And let's see what problems
we got right here. It seems like we got
some problems here. Let's try to get rid of them, like the triangles that we add right here, they're
not going to work. So instead of that, we can create edges and
connect those with them. It's not a problem because the rincra will fix
all the problems. It's okay to accept
a result like that. Maybe this one we can
connect right there. And maybe this vertex, we
can slide it a little bit. And maybe this one we can take it like that and connect it there on the flat face
and dissolve this one. All right, maybe this one we can slide it a little
bit like that. And let's tab and let's see,
as you can see in others, it looks better. Wait. That's very cool. One more thing here I would
like to do is I want to select these faces and grow the selection
and then it key to the Y and puck these
deeper and said, Oh, you can hit Alts to
move these to their normal. And there is something
here if you want to do. You can grab this
hilo and bevel it. That Kantrol can Bival it to
two or three, if you like. But I think that's will
make this area look sharper and I think that's too much. We
don't need all of that. So I will KantrolZ
to end with this. The result right now
it looks better. I can feel here we have
small shading problems. Well, to be honest with
you, I'm not quite heavy with what I
get right here. I feel that we have
a lot of edges. Let's grab this one and merk
it, and let's get rid of it. And if this egg causing the triangle problem,
I can dissolve it. And I will merk
this one here and maybe that will help to get
rid of this extra edge. That's will make the result
right here looks simple. And I think that will give
us a better result and the heading problem right
here is almost vanished. Let's see if we could
do anything else here. Well, the triangle right here
is causing some problems. In this case, I can add one a loop here to cut
this whole area. I will use an F tool
and create a cut here. You can hit C to cut through
to cut through everything. And for this one, I guess
you can leave it like that. Or, yeah, I think it's not a problem to leave
it or if you want, you can hit kit twice
and make it here. It's not a problem. And that's will help to get rid of the problem that I got right here of this triangle. All right now it's not visible. The result is quite good. The area here in the
middle is not perfect, but it's not going to be
visible because you're going to put the badge on it. In case you want to fix it, all what you should
do is just connecting these edges maybe and creating new edge
loops goes like that. One here and one right here. This will help, as you can see, and something not make
sense having to this area. Well, for the corners, the corners looks cool, but this area, the heading
right here is not good. Let's see what we can do here. I will grab this a loop, and I just want to go
to the data and right, so it is right, so we have the group
one and the group two. And let's see if we remove
this from the group two, maybe that will give
us a Harb result. All right, that's what
give us a sharp result, but it will be pushed
out a little bit, and that's will create a bulge. So in this case,
let's undo that. And you can ignore that. It's not a huge issue,
but if you want, you can grab it and remove
it from the first group, and that's will
make it look sharp. But I'm not so quite
happy with this result. Maybe by deleting
one of these edges, that will give us
a smoother result. For example, this one,
we dissolve it or maybe if we slide this
away a little bit, but let's sit to align
it and move it away, that can help a little bit. I think that's it
for this video. I will end it here and
see you in the next one.
97. 97 Rear badge part 2: Hello again. Welcome back here. In this video, I want to
create the badge itself, and I'm not going to
create from scratch. I prefer to copy it
from here and reuse it. So let's go to the right
after you select this one. He D to take a copy, and let's put this copy
right here and then Alright. Let's go to the modifier. Alright. Mirror modifier, I don't want it.
Let's delete it. And right click and set orgen because Okin
dot, it's right here, and I want to king
I want to move it and put it in the
middle of the geometry. So right click and
set Okon to geometry. All right, and then
I will go here, tap and I just want
to grab this egg and bring the three decosor
over here and tap out, grab this heath and select in decsarT move this
quickly right here. And then up to the Z
nine degree like that. And now is the time
to align this. Let's go to the back
of you and I just want to scale this at
ten a bit and give to the Z to move
this a little bit up right here. All right. Let's go to the right, and let's see what
we could do here. Maybe we could
rotate it a little bit and then and
move it like that. And maybe rotate this gas
at ten a bit like that. Let's see if that
works. Maybe we hit scale this a little
bit from the back. I will hit S to the X and
scale this just a little bit. And I feel that the egg that we create right here
is not perfect. As you can see here, we have the distance here
is a little bit big as compared with this area, and I'm not sure quite
here why that's happening maybe because of the right maybe because the edge is
not full strip or maybe I just want to zoom in a little
bit here and I just want to kick the strpeness
of this edge. The egg is perfect, but I guess because we don't have a
support a lob right here, and I think we
should add one here. So I will grab the
trunk and go to the local mode because I
guess we should add one here. So let's hit K and create a cat. Maybe we can take it from here, and we can end it
right here, I guess. And let's hit Clack too Excite. And now let's make a comparison. Well, in case that doesn't work, you can grab all of these edges, for example, you can
grab this egg loop, and it is to the XCnter and see if that's making and yeah. As you can see, that's right. The edge is not full straight. In this case, I will
grab these, all of them. Actually not all of them.
This one we don't need it. It's wrong to pick it. So deselect this one. Let's turn Osp the weekend service
for now just to see what we are doing. You can go to the
fase Eelection mode, by the way, and the crop dose. A S to the X, zero enter. But if you do that, this area, it will be moved a little bit. So to avoid that, we can go to the
vertex selection mode and king that transform to active element and scale this and make a sit right according
to the active vertex. For example, I will hold H to click and click again
to make this one active. And now when I hit S to the X, I will strten this pace or these vertices according to the position of
the active vertex. So when I hit S to the
X and then zero enter, All right, let's go to the bag, and let's fix the curvature
in case we need to fix it. We just need to move it
a little bit to the X x. That's all what we
should do here. Alright, now the
result looks perfect. Let's active the
subdivision surface. I'd just like to excite, and
now let's take another look. Alright now the
result looks cool, and let's check the alignment. Maybe we should take the
side a little bit All right, key to the Z, and let's
move this up here. Maybe we should have
one vertex right here, and let's go to the right. I just want to kick
the strteness. And before you add
this, actually, we should hit key to the Y and
move this as a little bit. And then let's add
one right here. As you can see, the bat is not adapted fully on the surface. Well, if you have a
problem with that, you can hit heft R to
reset the rotation, and let's move it right here, hit R to the Z nine degree. Let's rotate it like that first. And it has slide curvature. Alright, I'm going
to work with that. So to avoid the curvature
we got right here, I will grab all the support ag loops that I added and
I'm going to delete them. And I'm going to tell
you why I'm doing this. I will straighten
all of these edges. For example, I will
grab this one hit S to the Y Z enter and
this one as to the Y. Well, actually, I guess we can work according to
the active age. So let's make this one active as yeah. And this one as well. I'll click and make this one the active as to the Y zero Enter. I'll click, make this one
active as to the Y zero Enter. I'll click for this one and make this one active in
the same scenario. And let's do the same
thing for all of these. All right, SY zero Enter, and now is the time to grab
these edges, the inner edges, or I prefer to select the faces because I want to include all
of these together. Right? Something like
that. All right, now let's go to the
vertex selection mode, and let's make this
one, the active one. And then as to the Y zero. And now we made this strt. After doing that, now we
can go back again and target the edges like
that and make them sharp. Just hit Control
that will be faster. Let's add the three cuts. And here, I don't
want any curvature, so I will push this to one
to avoid that. All right. That's very cool. Maybe
we can go beyond that. Let's add or let's move this at ten bits, but not that much. 0.02 maybe. Maybe 0.025. Yeah, something like
that. Control R to add an A lobe here, and that's it. All right. After doing that, I will put the three
D crosso over here, have and cursor to select it, and then have the A to
add and I'm going to add a lattice and scale this and make it very
small like that. From the right view,
I will scale it like this and align
it with the humetry. It is to the Z and scale this
a little bit up like that. To the Z, and let's
move this one up here, as to the Z, and scale
it a tiny bit again. Alright, somebody
like this, I guess. And from this side, try
to align the lattice or move it very close to
the edge like this. And I'm doing this
because I want to shrink rob this
on the surface, and I want this to be
adapted to the surface. That's why I push this
close to the heme try. And from the back, we hit the scale a little bit. It's not quite important. But alright, now the lattice
cage is covering everything. Now let's go to the properties, and here we have the X Y Z. We want to add CAT to the Z, so I will increase the
cut here on the side. And adding eight,
that's will be cool. And on the x axis, I'm not so quite
sure that important, but you can add one
or two if you like. Alright. That's very cool. And now I will grab this
hold hefty grab the lattice. It can roll B and cuse late deform because
we want to sit. We want to parent the
object to the lattice. And a lattice modifier will be added automatically
to the modifier stack. And now, if you grab the lattice and grab vertices and move, the badge will be deformed. And now let's go
to the right view, and let's go to the X ray. I will grab this side and go
to the lattice properties, and I will create a new group, and I'm going to call this bag. Sorry, Bag. All right. Assign these vertices to the back, and now
they are assigned. And I'm going to grab this
side and create another group, and I'm going to
call this front, and now let's assign these
vertices to the front. All right. After
doing that, you can ring crop this on the
guide mix if you like. So let's move this close to the object like
that. Go to the right. Let's rotate this a
tiny bit like this. You can move it a
little bit like that. Something like
this. And I'm going to grab the lattice and go to the modifier
and add the shrine crop. And in the target,
let's search for the guide mix and now it's shrink crop
perfectly on the guide mesh. But this is not what
we want, by the way. First, let's shrink
wrap the backside. And now we got this
result, as you can see, and I'm going to use the offset a little
bit so we can push this inside a tanda
bits like that. Okay, maybe we should move
this up a little bit. All right. I think that's
too much, I guess. Alright, anyway, we have
the ability to deform this. And now we could add
another shrink a modifier, and let's choose the
guide mesh like that. And I'm going to choose the front group so
we can control it, and let's move the
front a little bit out. And now it's adapted
fully to the surface. And let's see if we could
do anything here for now. Let's secret the left and tap Could we deform
this a little bit? All right, let's hit G to the Z, and let's move this up
a little bit like that. And, it's wrong, by the way, to deform this to deform the object in the di mood that's
not going to work. But I guess we can turn off the lattice deform Sorry, grab the lattice and turn
off the shrink crap sorry. And I guess we could grab these vertices from
the right of you, grab those together, and just hit key and make this
a little bit taller. And then see what's
going to happen. It is to the Z. Yeah, that will work as
well. Scale of the Z. Go to the bag, hit G to the Z, and let's move this
up a little bit. Key to the Z attain a bit. All right now, I
think the bag is fully adapted to the surface, and you have the ability to control that however you want. Alright, if you are
satisfied with the results, you can apply the caring rub and delete the lattice,
and that will be it. But I will grab the lattice
and then hit egg to hide it. I just want to see the
result without the lattice. Alright, the result looks cool, and, yeah, I think that's it. It's Alt A to bring
back the lattice. And then I will grab this and the lattice and I will hit Control A to apply the
crenrop and this one as well. And you can hit Alt P and clear
parent and Kip transform. And now I can grab the
lattice and delete it. Oh, my God, what's
going on here? Sorry, I could apply
the lattice as well. Control A. And now
delete this one. Alright. That's very cool. And yeah, I think that's it. I will end this video here
and see you in the next one.
98. 98 Modeling the license plate light source: Hello again. Welcome back here. I just noticed that we have some details here we
could decreate in the trunk in this area. So let's see together,
how can we create that? I will put this image
right here and I'm going to create something close to what we
have right here. First thing, the three decoursor is here, that's something cool. I will hit to a to add and
I'm going to add plane. Let's move this
image right here for now and I'm going to scale
this plane down like this. And I'm going to e to the
E to move it and move it inside like that and move
it close to this area. I just want to see
how this will be. Alright, so now the plane is in the middle and
that's something cool, I will scale this a little bit, and you can y pol it
the distance from the middle line of the
Rolls Royce badge, the distance from
the middle area from here to here, you
can eyeball it. So something like this, it will be make sense. You should make it a little
bit thinner like that. I will leave the reference image right here in case you
want to use it, import it. Or why don't we import it? As you go to the bottom of you and I'm going to import it. I think that will make the
process easier for us. And I'm going to scale
it down a little bit. And key to move it like that, and then I will
grab where is it? The plane, and I'm going to
move dry here temporarily, and I'm going to move
the image a little bit and try to put it in the
center, something like that. And now I can take the
dimension of these heaps. So I will move this right
here and scale it like that at the sides of
this piece and tap, and I will grab this
vertex and he key to move here and grab this
one and key to move here, grab this head heavy, and let's move this over here. And let's make it small like
that, something like this. And then this one,
let's move it here. And this one, maybe we could
move it something like that. So this is the size. After that, we
could move this bag and scale it a little bit and align it until we get
something make sense. So I will move this right here. But now, if you
scale this, scale, you're not going to
scale this properly, but you can tap out because the organ dot still
in the middle, I guess. It's right here. Well, it's easy to fix. I will add two vertices here and bring the
three decoso over here, and I can scale according to the position of the three
decoso and that's it. So I'll scale this until we get something close to what we
have right here, right? And, what I want to do is
just grab this and move to the other side because we are mirroring the
side on the side. Here's something like
that. Alright, this one, we should move it down a
little bit to the Y axis. And it should be in
the middle, I guess. And what else we could do? All right, the size looks cool, and I think we can go with it. Alright, now I will grab the corners and don't
worry about this side. I guess it's not important because mirror modifier
will take care of it. So let's grab all these vertices and hit control Hit
B to bevel them. But if you bevel
them, as you can see, the bevel is not working
properly because of the skill. So I will undo that and hit control A to apply the scale and the object mood and then tab
again and let's rebvel them. It control heft B to
bevel the vertices. Let's bevel them a little bit, and let's try to create
a nice corner here. And let's add for TCs. And I prefer to
level the first at Control FP and then bevel
those because the corner here, it could be bigger,
as you can see. Okay, something like that, I guess. Yep,
something like this. And now I guess we can
project this on our heap. So let's tap out and
let's move the Emic right here and I can delete this one because I
don't want it anymore. And I will grab those
together and go to the local mode like that and then tab to go to the e mode. Or we could grab this and tap, and then from a certain angle, I can hold control and
grab this one as well. And from the bottom view, I can go to the mesh and choose knife project
to project this, but they will be projected here and there as
well, and we don't need that. So we need to get
something else. I will grab these
vertices and hit to hide them. I don't
want to see them. And right now, I can go back and go to the mesh
and choose Knife project. And now we just projected
these on the surface. Tab out, and let's grab these, you can move them out for
now and let's tab Alright, and now is the time to
make some connection here. Let's turn off these modifiers. I don't want to see anything. And now's the time to connect, make some connection. Let's say. Let's start with this.
Well it J, red cut here. Let's with this, maybe
it K, maybe here, we can add a new edge and end it right
here if you prefer. And you can create a new
one here and end it there. And for this area, I guess we can add
one edge loop here. I think that will work. I will hit Alt edge to bring
back the other pieces. And here I will add
one edge and wise, maybe slide it a little bit, and the grab this with
this head J, connect it. This one with this one at J, and maybe Alright,
this one with this one at J, Okay, something like that. Even if you have
triangle right here, it's not a big deal
because this area, it will be frantrop on
the guide Mich Alright, this vertex with
this one, hit K, connect this one with
this one, connected. Even those if you want,
you can connect them. And I have this nasty egg. We don't need it actually. I will dissolve it.
And let's go back. All right. What else? I guess we can hit kiwie
and mirrc those like that, Kitwise and let's
move them like that. And I guess we can
add one right here, and regards with this hid k, this with this maybe
hit K, connect them. Sorry. And this with this, we can connect them
like that, I guess. And this one with this
one hit K All right here, I guess we can add one loop and this with this
k to connect it, and this one with this one if you prefer, and
this with this. Alright, this one with this one, if you like, you can do that. Here, if you want, you can merk them like that
to get rid of them. And after that, I
will create an inset. I will select those like that
and then hit I for inset. And let's hit Auto invert
the inset outside first. Just create small rim goes like that just to
get better shading. And now let's bring
the reference and mix so we can understand
what we could do here. So the first thing is to make a small extrusion goes
inside like that, and then we could have
a second inset just to create this inner rim,
if you can see it. So I will hit I again, and then I will hit Auto
invert the inset inside. And I'm going to hit B
for boundary and you can see the result before
and after in the middle. Something like that, I guess. And then I will hit it to
create second extrusion, and this one could go
deep inside like that. And again, I to create the
final inset like this. All right. After doing this, maybe now we are ready
to add a support the egg loops for
this or this area, just to grub them like that, and then it can
roll to bevel them. Let's add three cuts, and I will push the heap to one just to make
the corner sharp. And here we can add
one support egg loop. And on this side as well, we can add one support egg loop. In this area, you can
leave it like this, I guess, because it could be
smooth or not that smooth. Maybe we can add
one egg here and one egg right here. All right. After doing all of that, I will select these faces and grow the selection multiple time
until I reach this phase, I guess, and I want to remove
these from the ring crop. So here we have
the first frinrop for the low poly
and we shrine crop all the vertices on the
guide mex and I want to exclude these vertices
or these phases. So let's go to the ring
crop or to the data here, and this is the group, zero, 01. And let's remove
these selected pass from this group, remove them. And now, if you
go here to active the urine crab, as you can see, this phase will
not be cranked on the guide mix or
that's something cool. And for the second Accurin crab, let's active this one and see, as you can see,
this phase will be affected with the
second creen crop. And the second ring crap
affecting the group number one, go back here to the
group number one and assign these to the group. And if you do assign, they will be reversed here because this option is
active, the reverse. And now if you active this
one, nothing will happen. And now you can active
all of these things, and let's tap out to
see what we have done. And now we got this. Alright,
the result looks very cool, but we got one problem. The curvature is not perfect. Well, actually, there's no reason to focus
too much about this. All what we should do is just add a support egg
loops like that, and that will help to
get a perfect corner. But I'm not quite sure
that's important. But anyway, I will do it. It's not going to take
too much time from us. Que twice and keep doing that. And here we can add
one egg loop for the side and can roll up to a second egg
lobe here for the side. And here we can I don't know
if we manually can do this, or maybe we can grab these faces at the
edge to hide them, and it control R and let's
create one goes like that. And let's select this twice, and let's merk those right here. So right, that will help
us to get perfect corner. And here as well, we can
add one goes like that. And you can leave it like that. It's okay. And here, maybe, let's add one right here. And maybe this pace I can hide it just to add one egg lobe here and maybe one right here and one right
here, I guess. But I don't want this
to go stride down, so I will grab this area of faces and hit
egg to hide them. And now let's add this edge. Or I guess we can grab
this and hide it. Now, let's hit Control and let's add one
egg lobe right here. When you finish it Alt egg
to bring back everything, and let's turn off
these modifiers. And here, let's
make some marking. Like I don't know, maybe we can Alright. We should have one edge. I think we can add
one edge right here. This will be good to add. So let's connect those
together, and this will this. And this one here,
it's okay to do that. This one, kittie and
Mike here, it's okay. This one as well if you like. And anything else
here we could do? Well, I think that's it. Now, if you tap and
activate this stuff, you will have a perfect corners, and that's what we
want to achieve here. And now is the time to create these details. So
let's start with that. I will tap here again, and then I will grab
this inner edge, this one Alt click, it's P and then as to
separate this out. I will tap out to
grab this new edge. And here I will delete
these modifiers. We don't need them, leave the subdivision
surface. Like that. And we can go to the
local mode if you prefer. Head slash two time and then
hit F to create a Big face. And let's make some connection
like this with this, like this with this
hit K. Alright, I think now we can
make small insets. I will drop these and I will hit I and I will hit B to turn of the boundary and let's create small inset because
I want to create this and just be
careful of something. The inset that we are about to do is not going to be perfect. So before you
actually doing this, I just want to make some change here for the
distance between these vertices. I will slide this a little bit away to a distance similar to the distance
from this to this, tie, and let's move
this like that. And this one as well, let's
move it a little bit. And now let's make them even. Q space, and I'm going to do
the same thing on the side, quit wise, and
let's slide this a little bit away in
this one as well. And now let's grab
them all and space. That will help to make
the inset looks better. And by the way, I think we
can create these eggs later. So I will hit X and Q limit dissolve just to dissolve them. But I think we
lost the vertices. Yeah, we lost the vertex. That's are. Alright,
I will leave them. Maybe this one we
can dissolve it. Anyway, anyway, I will hit A, select all the faces, and then I will hit I to create an inset or something
small like that. And if you make it stronger, well, that will give
us bad corner here. But I'm not quite sure. I just want to see if
that something is to fix. Can we do this? Can we fix it? Well, there's another
technique if that doesn't work, there's
another technique. I will grab these phases and hit X to open the delete menu, and I will use
Delete only phase. And I'm not quite sure if
we can delete these edges. Hit X and delete only age. And yeah, now we have the
vertices still exist. That's something
cool. And I'm going to grab all these vertices and hit F to create a giant face. And I'm going to
hit I for inset. But this time, I
will kill the inset, or let's say, I will grab this side and
move it like that. Alright, so if I do this, the size of the inner corner, I mean, this one, it
will be similar to the size of the outer corner,
and that's not correct. So I guess we could
make a bigger inset, maybe something
like that, I guess. Somebody like this. And now
I guess we can move them. For example, this one we
can move it about here, and this side, I can move
it about here maybe. And then I guess we can
engrab those together, head key and move
them like that. Alright, I think that will give me something similar
to what we have here, and I guess we can slide
this a little bit, and this one close
to the corner like that because I want to get patter corner
grab those que space. Maybe we should scale
this corner a little bit. Let's go back to the median. Skillet. I just want
to get better result. That's all what I
want to give here. Okay, something
like that. But this area from the bottom view, I will extend this edge
using the knife tool, create a cut goes like that,
and cut goes like this. And then this edge, I will dissolve it and
maybe grab these getwie and merit them to
get rid of them. And now I will grab this face, and then we could
Alright, here we Alright. I just want to mention
something that this side here we
couldn't use mirror. Yeah, I just noted
that right now. We couldn't use mirror here. So mirror, I will delete
it so we don't need it but instead of that, I'm going to copy this side on the other side here
and make some kings here. So I will grab these edges like that and then hit KvD to move them right here and
go to the mirror, mirror to the X
axis, and that's it. And now I will grab this at F, at F, at F, like that. And for these vertices, right, I think we need them
here Oswald on this side. I guess I will grab this face hit X and
let's get rid of it. I don't want it for now. And let's grab this vertices. I will hit KvD to take a cobi like that.
And the same thing. Let's go to the M
mirror or to the X, and let's have them right here, I guess, for now. And I'm going to create
from the bottom view, I will create a cut
goes like that. And then I will move
this or this new cut close close to this VTCs and all what we do now
is just merk them. Hit A, select everything as to the Zzerter to
make this flat. Put this B flat, I think
it's wrong to leave it flat because it has light
curvacture as you can see. Maybe we can rotate this later. It's okay to flatten
this as to the Zornter. All right, these vertices, I can got them like that, and as to the axio enter, and they will be merged. And here we just need to
add some support loop for the side and this
side just to merc them. Let's connect those
together first. Control R, and let's
have one egg here, maybe one egg right here. And let's select the
side with the side. Or before you do that, I
will add one vertex here, and I will hit to move it Holt
Control and snap it here. And the same thing for the side. Let's add one right here and G and Holt
control to snap this one. One here, I guess. And maybe one right
here or just one here. Alt click, or you can grab this like that and
then hit F to create a phase. And let's grab
this with this dk, connect this with this one J. And maybe we can add
two edges here as well, I guess, but I'm
not quite here yet. Let's select this like that, and I'm going to E to the Z
to extrude this in like this. It's like to excite. I just want to see
if that's correct. Well, that's not
totally correct. I will rub this side, all of it and it key to
move this right here. You can go to the bottom
of you if you want to kick it. Something like this, maybe. And maybe this side, I guess we could move it
a little bit like that. At a, have tend to
recalculate the normal. Sorry. Alright, it's not
going to be recalculated. We hit the flip it, but
I will do that later. Alright, I will connect
this one maybe here at K and this one right here at K. And let's try to get rid of this triangle,
dissolve it like that. And right, this egg, I think it should go like that. And this one with this
one control so it. I think this scenario is better. And now I will crop this
and then hit control with B to bevel this or
before you make the bevel, just to crop these faces
and then hit I for NST, and now hit O to invert the
NSET outside like that, just to create small m, and that will be helpful
for the heading. Let's add one H here
and maybe one H right here just to
tighten this area. And even if you leave
this area open, actually, no one will notice this, but let's close it. I will grab these
vertices and go to the face and
choose grate fill. And I think that will
give us a good result here. And yeah, it does. Let's at once support H
lob right here. All right. That's very cool.
Something nice. And now is the time
to create this. Some of these faces
we so extrude. Let's make a connection
goes like that, and then maybe this edge loop, we can move it away a
little bit like that, and I can use this area. All right, what
else we could do? I think we should go to the pace at A select everything and create a big inset
at B for boundary, if that doesn't work, or O, sorry, to invert again at I. All right, something like that. I just want to create an
inset to have this frame. Yeah, something
like this, I guess. And then I will grab the outer edges and hit E to
the Z to extrude those up. I extrude them a little bit, and then hit E again to the Z and extrude
them again like that. All right, that's very
cool. And radically head smooth and tap again, and now it's time
to grab these faces and extrude them to
create this shape. So is that it? All right, I will hit I to
create an inset for this, small inset, and I will hit
E to extrude this like this. And I just want to
check another image. I just want to see what's
going on right here exactly. Well, it is something simple. All what we could do is just moving these
vertices to this arc. All right. This is
what we could do, I guess, but it has
small curvature. Well, let's try to do something else like
rubbing those and key twice and move them close here and doing the same
thing for this one. Let's move this
up. And this one, it could be maybe right here, and this one key to the Z. And the same thing for the
rest, this one as well. Maybe here, we can add one
edge loop, it's okay to do. So we can control this better. It has more tilt. I mean, it's not extrude
stride down like that. I think it should be
pushed back like this. This is what I think
and this edge should be stright I can use the G strike, grab those, right
click Ge stroke. It will give us strtline.
All right, that's very cool. All right. This one, I guess we should extend it a
little bit like that. All right, I'm going to use the key stretch again like this. Yeah, I think that will be
better with some curvature, small curvature, to the Z. And now let's see grab
those three key to the Z. G to the Z
for the middle one. I just want to have a
small curvature like that. And we could support this
with support the lob, one right here and
one here on the side. And we could have one
I guess right here. But the question
is, can we do that? Can we really add
one right here, or maybe we can
corrupt this age loop and move it Or Git wise
and let's slide this. Does that make sense? This
vertex with this one, I will hit J to connect it. Maybe this one with
this one, hit J. Let's see if that makes sense. I will add two cuts right here because that will help
the Tybolku to be better. Maybe we need to add a support H loop here just
to get tighter results. But I don't want this
loop to go like that. So as you can see
where this will go, I will grub it like that and dissolve it and grub it
and dissolve it as well. And this one, I can
merk it right here. And I just forget to
add one loop here. You can hit E to align it
and flip the alignment. All right, something like this. But I'm not quite
heavy with this. Maybe there's another scenario can give us a better result. What I want to do is I want to get a small curvature
here at the center, and this area shouldn't
be sharp like that. I think we should have or I think this area should
be beveled a little bit. Alright, I will turn
off subdivision surface for and maybe this egg loop, I can delete it because it's not going to
be helpful for now. And maybe these eggs, I can hit Q twice and merk them and get rid
of them like that. And even this one because
I prefer to use bevel. So let's give the Bevel chance and let's see
what we will get. I just want to make
sure that I don't want to delete the correct egg. So this age shouldn't
be deleted. I just want to target this
one at Ctrolx and get of it. All right. And now I will
grab these edges like that. And then I will
let Control B just to create a small
curvature in this area. And I'm going to
king the hip 2.5. And now I think I got
the curvature that I'm tiking of He
something like this. Alright, but here we should make some tweaking, some
taboly tweaking. Let's slide this a little bit. And even if this
mick that's okay. And here we have this
vertex, go inside. You can mic it right here. And let's see what
we got right here. We have this nasty triangle. Let's get rid of it. And
what we got right here. All right, this vertex, I guess we can move
it back like that. And grab this with this. I think we can
create some kind of connecting like
merging this one here, grab this with this
if you want to merge it and mirrce it at J. It's okay to do this.
And on this side, I guess we can create an A lube and connect
those together. I think it's okay as well. And yeah, you can
leave these triangles for now. All right. What about this
area? I will grab these faces and then
hit I to create an inset goes like that. Or I guess we can include
this and then hit I and then hit P for boundary because I don't want this area to
be affected by the inset. And maybe now we can
add one H loop here. All right. And the same scenario goes like that. We
don't need that. It to hide this, now let's add this H loop
and let's terminate it here, rub those Kitwise and let's
merge this small right here. And on this side, I guess
we can connect it with this one K. And these kit wise, you can merge them like that. Let's activate the
subdivision surface, and now let's take another look. All right now, the
result looks promising, but maybe here, we could have one egg loop just to
tighten this area. And maybe we can use the I guess we can use the inset again. I mean, if we grab all of
these faces like that, I guess we can use the
inset one more time. I will hit I to create an inset. Small inset, not something big. All right, that's very
cool. Now let's tab out. Very nice. A to bring
back the other faces. And now I just want to
create this camera. So we should create
the circle first. I will select these phases and I will hit I to create an inset, hit Auto inverted like that. And if you accept this results and if you use the circle effect
to create a circle, you will get your circle, but you are not going to
get perfect distributing. I just want to make this area. I just want to balance the site with the side by increasing
the number of vertices. For example, if a head controlZ, you can see here we
have three vertices here at the corner
and here as well. But here, we just have one. So we could add two
here and here as well. Hit control to achieve
that here, one here. You can add two here as well. And now I will grab
this and now I can use the circle effect and you can scale this
and you can rotate it. But just be careful. If you rotate this
from the wrong angle, you will get a bad result. We should align this selected
phase with the view. To achieve that, you can hit Control Shift and
seven to do this. I will hit Control Heft seven. And now I can rotate
this the way I like. And if the view become
nasty and not make sense, you can go to the top at seven and you can
re orbit again. Alright, now, I
will scale this a little bit more because I think
that's what we should do. And I will hit I to
create an inset, and then I will hit O to invert the inset
outside like that. Well, I think that's too much. All right, let's scale this a little bit more
and make it smaller. And let's push this aside. And now I will hit E to
create an extrusion inside, turn off subdivisan
surface in the elite mood. I will hit E again to
push this deeper inside, and then I will hit I and it ought to create
an inside inset, and one support a loop here
and one as well right here. And you can create one loop right here just to
make perfect results. As you can see, the
result looks beautiful. And you can now excite, tab Ahten, calculate the normal. And all what we could
do now is just realign this Yeah, with the hat. So I will go to the right. And with this one selected, I will put the
organ.in the umatre. Now it's right here, and
now I will rotate this a tiny bit like that. And ue to this, maybe
we should move it down. And now let's take a look. All right now it's perfect
and looks beautiful. Something here, I just want to change before
I end this video. I think from the bag, we should grab these vertices and make this one a
little bit smaller, not that big because this
is what I think here. Could be a little bit smaller. So just move these vertices. Maybe we can include these and move them a little bit
and make it even smaller, something like that. All right. In this open area, I guess
it should be a little bit bigger, like that. And yeah, something like this. Now the result looks cool. For some reason, some of these vertices pushed
in. I don't know why. But let's try to fix this area. I will grab this
vertex alt controller, grab this and use the key StrakO maybe we can come to the age selection mode. I think that will be better. And after doing that,
I will open this menu and ing this to separate just to get better
distance distribution. And the same thing
for this a key stake. And yeah, that's very cool. Now let's tap and the
result looks cleaner. And let's see if we could
do anything else here. I don't know why I feel we could grab these faces and
give them a small inset, grab them like that, hit I
to create another inset. And I think that will give
us even better results. Something here do
not make sense. Well, maybe because of this
egg, it should go like that. And here as well. Maybe we should do this. And if we do that, do we need this egg? I think we can dissolve it and this one as
well and that one, and we can connect this
like that twice, Gettie. Or you can do something else
like adding one egg loop, use a knife tool, Holt, you have to make the cut
at the center like that. And if you do this,
you will turn this triangle to quad and
that's something cool. Let's add one cut, hold, you have to make the
cut at the center, goes like that and
connect right here, and grab the stro,
like and dissolve it. Alright now, I think this
will give us better result. Yep. That's very cool. Now the result looks cleaner, and the heading right
here looks better. Alright, I think that's it for this video. I will end it here.
99. 99 Modeling the license plate light source part 2: Hello again. Welcome back here. Alright, now is the time
to create the light here. And before I actually
jump to do that, I just want to make
a small ginger. I just come to my mind
to delete this egg like that and add a new
egg goes like this. But it is not quite necessary
to take this darken. You can block the way
by hiding the side and maybe hide this together hit edge and
create this edge loop. I think this technique will
give us better results. And let's go to the local mood. And here, let's
make some marking, like grabbing the getwie
and mic this one here. And on this side, I guess we can mirc this
one gitwie and let's merkt I'll tech to bring
back the other faces. Well, that's what
give us this result, and I think this one is better. And if you add one
egg cube here, you will get even better result. With one cut goes like that, and maybe on the side as well, that's what make it
looks even better. So yeah, I will accept this. And after doing all of that, let's jump to this area to grab this A loop like that and then hit P and then it's to separate this out. I grab the A lobe itself. And now let's delete
these modifiers and just leave the
subdivision surface with the mirror active. And I will tab to go to the mode and grab all
the vertices hit F, and I'm going to hit I to
create an inset. All right. If you got problem
with the inset, just hit O to invert it or
B to turn off the boundary. And now let's make small
inset goes like that, and I will grab these
vertices and manual, I will move them like this. Well, I'm not quite sure that will be something
correct to do. Alright, let's try and let's
see what's going to heaven. Let's move these
a little bit and just book them in
this side as well. Let's book those
almost right here. For me, the distance looks even, and now I will rob these and hit key and let's
move them like that. And I think that will
affect the face a little bit because we
have slide tilt here. And let's see grab
those, and then had to the Y and let's
move this a little bit in now the
distance looks even. I grab this area, and I will hit I to create an inset,
small inset like that. And hit Ctroblas to grow silicon and create
a second inset. And I will hit A,
select all the faces, hit S to the Z Z Enter
and just flatten this, and after that, I
will align it again. And then, all right, now what we should
do is should grab this middle area and right, we should extrude it, I guess, or delete it XF
and get rid of it. And now I will grab all
the faces and hit E to the Z. And extrude this up. And let's give this a small
thickness. It goes like this. And you can go to the local mood just to see what's
the next step. After that, I will
grab these faces and these faces and then and
extrude those as well. And here I'm going to make
small change like grabbing this and bevel this hit CtrolbT
bevel this 22 like that. But I think the
bevel is not even. In this case, you
can hit Control A and apply the skill
and then try again. CtrolB. And yeah, now
the bevel looks better. I will bevel this
just a little bit, and then grab this and hit Ctrolb again, to
bubl this again. I just want to create
something sharp here. And for this area, you can leave it
smooth like that. And for these edges, the inner edges, hit
control would B and bevel. By the way, I think
we don't need, I think we don't need this
area to be opened like that. Just hit to the Z and hold
Control and Snaten Micot. Yeah, so this is what we
should do here. All right. Here we should have
one H loop, I guess. After doing this, I will grab one of these edges,
this one, for example, in the middle and I'm going to hit P and
then to separate this. I'm going to select it and tab at A and then F to
create a face right here. It seems like we have a
problem with the corners. The result is not quite perfect. All right now after
selecting all of these vertices or after
select this big phase, I will hit I to create an
inset inside like that. All right. And let's see
what else we could do here. After that, I will hit A again, and then hit E to extrude
this up a little bit, and let's give it
small thickness. And then I will grab the
outerfaces then or interfaces, I will hit I again
one more time, just to create small rim
and then I will grab this hit E and extrude
those up here like this. Yeah, something like that.
The thickness looks cool. I don't have a
problem with this. And here we can make
some connection between these vertices just
to get partebolog. Hit K, club this
with this hit K, and this one with
this one hit K. It K, and maybe those as well. By the way, if you think that's annoying to grab the vertices for in
side and then hit K, you can do something else. For example, let's go back. The result was like that. You can hit XF to delete
the face and grab the outer edges and
just choose the Gritfl. Grit fl will give
you a result here, but you should tweak
it a little bit in case the result is not
perfect using the spin. Now the result looks And I guess now we can tab out and accept
what we have here, right click a smooth
and this one as well. If you want to make the
corner here looks sharp, you can create another
inset like that and control minus and scale this
area just a little bit, just to make it looks better and scale this to the Y if you
prefer, just a tiny bit. And now, if you want, you can let's focus
on this piece. I will add one supported
g look right here, and this one will bevel it. It can roll with B,
and I will grab those, and then it can roll with B
again and add three cuts. Alright to create this more, that will make the result
looks even better. And then grub them
together because I feel the normal is not perfect. T A have to to
recalculate the normal. And whatever thing we
create right here, it will be reflected here. Go to the right view
and then to the X ray, and let's rotate those. Or first, let's bring the I can't move the origin dots because you will have a problem. But you can tap a
select them all and rotate it and
align it better. Something like that and tap out. And now let's see what we got. Alright, so yeah,
that looks cool. And as I just said recently, don't worry too much
about the details here because they are not going
to be that much visible. And one more thing here, I just notice that I
think we should make some tweaking like moving
this middle age down. I'm not sure quite sure
if that will work, but I just want to try. Let's unhide the shrink rub folder and I'm going
to grab the trunk with the guide mean grab them like this and let's tap and let's
see if that even possible. We can do it. What I want to do is just grab
this and move it down. But yeah, let's see
how can we do it? M. Well, first, let's go to the
right view because I think we should make small
tweaking here like scaling this to the
Y and maybe taking these out together
and move them like this or something like this. And I guess here in the middle, we should have an edge
for the guide mech, and we need to connect it. This should be right here. So,
so this is the guide Mish. All right, you can actually grab the guide Mix and hit slash
two time just to focus on it, just to get better results. So I will use the knife tool to create a cut goes like that, and you can end it right here. Something like this. And you can scale those just a little bit. All right. And now I can
tab out and take a look. I just want to see if what we did here will make any problem. I don't see any problem. Let's slash and now let's
scrub the trunk with guide me. And then let's tab again and Let's try to align
these vertices together. Grab the vertex of
the guide mic and then hit key to move it. All control, snap
it with this one. I just want them to be together. And here, I guess we
can I don't know. Could we slide these
at end of bit? It's not going to be a huge
difference. Something subtle. That's all. Alright, I'm going to use the Nef
tool quickly right here. Can I do this? Alright, I think that's not
going to work because we could grab the guide me alone. But I just want to slide
this a little bit. Let's tab. And now
let's hide the shrink, and I just want to
see the trunk itself. Alright, something like
that, it will be okay. Everything's still
nice, everything's still smooth and makes sense. And I just noticed
something here that these pieces
should be pushed out a little bit according to
this reference image. So let's do that. It's something simple,
just to grab what we created here and
then hit to the Z and move these down just a
tiny bit. That will be it. Alright, I think that's
it for this video. I will end it here and
see you in the next one.
100. 100 Creating the rear sensors: Hello again. Welcome back here. In this video, I want to create or I want to
focus on the details. For example, here
we have a sensors, and here we have slides, and I just want to create that. I will focus on the sensors now, let's see how we create them. And I'm going to use
this reference image. Well, I think we can start with this one
because creating this one, it will be easy, and it could
be right here in this area. I will tap to go
to the edit point. I will add two edges here in this area. And let's tap out. I just want to see that
will change anything. Alright, the results
still nice and cool. I don't see any huge in here. And here, in this area, we could have maybe two cuts or let's try to use the
area that we are about to create this. Maybe these faces we can create right here in
this area, the sensor. First thing, I will go
to the bag and bring the three Dcurser over
here and I'm going to add a circle and align this to the
view and change the radius to five centimeter or maybe 1 centimeter or
make it very small. I just want to determine the
size of the sensor first. And they see the sensor size seems equal this
one to this one. So yeah, they will
be the same size. And this one, it could be
I will grab the circle. This one should be right
here in this area. And we could scale it a little
bit and make it smaller. And yeah, this is the position
that we should focus on. So I will grab these faces, and then I will hit I to
create an inset like that, and right now, maybe we can turn this to a circle or maybe we can
diselect this phase. I think we can do that. Or maybe we can include those right here. Oh, that's weird. Yeah, I will
select those, all of them. It I to create an inset, and then All right. After that, I will hit like NQ circle and king
this to a circle. And I'm going to move
this in alignment with the guide and scale this a little bit.
So this is the size. I will hit I to create an inset, and I will hit auto invert
the inset outside like that, and I'm going to
create a second inset hit I has a rim like this. And now I will hit I again,
but this one inside, I will hit Auto
invert it like this, and then I again to invert
this inside like this. And I will grab this
phase like this and then hit E to the Y. And let's poets inside. Or you can hit E to the Z E, and it will use the local
Z automatically for this phase. All right. After that, I will
add a support Ehlo here and one right here as well. And you can add a support
Ehlob here and one inside. And I guess I can create
second inset just to get a better heading tap out,
and now let's take a look. The result looks beautiful. So yeah, we are
finished right here. After that, maybe we can grab the same guide
and go to the back, hit G to move it, and let's move it over here. And you can go to the
side if you like this. Let's put it right here, I can go to the right
if you as well, hit R to the G, and let's
rotate this 90 degree. Hit G to move it, and let's move it over here. So it
should be right here. At the angle. I will grab this piece and go to the local
mode and go to the top. I just want to align
this with the corner, rotate it like that,
and then a key, and let's move it close. So it should be let's
check the reference image. All right, it should
be right here. By the way, you
can snap it using the face project and
choose line rotation. Now you can hit key to move
and Walt control to snap, and it will be adapted
to the surface. So it should be right
here in this area, I guess. Maybe right here. Yeah, something like that. And I'm going to move this away from the surface
just a little bit. Hit key, and let's
move this like that. And I will grab this and
tap to go to the edit mode. And I will support this
area with the edges. And if you add one egg, you will make this error
looks a little bit flatter. And to avoid this, just to
grab this egg and heat key to move it a little bit
and fix the curvature. And we could add one right
here as well, I guess. Hey to move, and let's
move a tiny bit like that to fix the
curvature as well, and let's see where
this will go. Alright, I don't like
this to go like this. Control X and dissolve it. I prefer, yeah, to
take this direction. From the bottom view this time, I'm going to move
this egg a tiny bit just to fix the curvature. And now I will rob
this, for example, hit K to create a cut code
like that and dissolve this. And for this one, you
can leave it like that. It's not a problem. Maybe this vertex, I can hit G and move it
down a tiny bit. Something like that. And I will add one edge
right here as well. And I guess we can
move it a little bit. Alright, now we just supported the corner with multiple edges, and that will help to
create this in this area. Alright, after doing that, I will move this a little
bit. And let's take this out. And grab this tab, and I just want to select this area of
faces so we can use it. I'm not so quite sure if
we need to include those. I think we can include them. I will hit I to create an inset, and then I will hit
right click into circle to ing this
into a circle. And I will scale this like that. And I just want to move this or scale at first and just
pick a good view and move it, but just be careful because any deformation
you are about to do here, you will ruin this corner. I will hit Alts to push
this out a little bit. And then after doing that, I will hit I to create an inset and then
invert the inset outside. The secret and A goes like that and hit I again to create
a second inset like this. And now I will hit I again
to create a small inset, but this time inside like this and again hit I
and one more inset. And now I'm going to
grab these faces and hit Alt E and extrude along the normal and let's push
this in like that. And now let's add a
support a loop here, one right here, one at the end, and one right here
as well inside. Small thing here, I just
want to take care of it. I want to create a guide me just to get the perfect
curvature here. So in this case, I'm going to select these edges, and maybe those as well. And I will hit P and then
is to separate these out. Now, let's grab them. And let's go to the local mode. I will tab and I will grab these vertices
and then hit F to create a phase and the grab those and creates a connection
between them like that. I will add one vertex here. All right, something like
this. It slash to Excite. All right, that's very cool.
I will grab these vertices, and let's go to the
item and let's put this to the vertex crease to one, and those as well, because I want the corners to be sharp. All right. And now
we can increase the subdivision level
and make it smooth. Alright, now, I'm
going to encrob these vertices on this guide me And Alright, let's
start doing that. All, what I want to do is selecting these faces and
grow the selection to time, I guess, less and include these
to the selection as well. And this. And actually, before
we doing that, I just want to extend this
guide me a little bit. For example, I will grab these edges and then hit key
twice and then it out and just make it taller
because I want it to contain the selected pass that I'm about to select
and this as well. And let's move them
up, and that's it. Now let's go back
here and I will include these pass to
the selection, I guess, and maybe even this and I'm going to give
those a specific group, and I'm going to
assign them like that. And then I will tap out and I will add a
shrinra modifier. And I will put this above the
subdivision surface first, and I'm going to
pick this guide, and I'm going to choose
this specific group. All right. And now let's grab this and hit slash and I just want to
see the result. Well, the result
looks very beautiful. Yep. That's very cool. Right slash, and now I can
move this to the By the way, you can apply the hearing
crop modifier, if you want. I will move this to the hearing crop and you can
give this any name you like. And if you want this still if you want the hearing crop to still active
here, that's okay. If you don't, you can apply it and you can keep
the effect as well. Alright, we have one sensor right here according to
the reference I make. And now let's take care of it. Let's go to the right,
and I just want to see where it should be. So
it should be right here. I guess now we can
grab the same circle and hit heft to take a copy of this and
let's put it right here. All right, something like that. And I want to take this out and then hit
rate it like this, or you can go to the right. And I can use the snap and
snap it id key to move, hold control and snap it
on the surface like this. And that will be it. And after that, you can move
it away attend All right. All right. Now we know the size and
know where this should be. I will tap and so
this is the area. I just want to increase the
number of the edges here. Maybe here we can add two
edges like that first. And let's try to find
a way to connect this. For example, I can
connect this one here, I guess, and get
rid of this one. And for this edge, I guess you can
leave it like that. It's okay to leave it like this. It's not a problem. Alright, so that's very cool.
Now we have two eggs here. In the middle, maybe
we can add one cut. And because we add
one egg right here, this area will be flat, so I just need to gee and move this a little
bit, and maybe this one, I will add one egg
right here and grab these vertices and
gee and move them down. And this one in the
middle, I will move it up. All right. And I will grab these vertices
and go to the top. I just want to see if that will flatten this
area a little bit. I don't want to get a
bad result. All right. As you can see, it's make
it a little bit flat, so try to avoid that. Well, avoiding this by
moving these out a tiny bit. G to the Y to the X. Sorry. And let's move
this just a little bit. And this one as
well, key to the X. Maybe now it's become smoother
or this area maybe needs to be supported a little bit, and I guess we can head key to the g and move this out at bit. If you are not satisfied
with the results, you can grab these edges and use the relax option to relax them. And let's see what we will
get after doing that. So I will select
these eggs like that. All right. And this
one, right click. Let's look at this area
from this angle and relax. Let's see before and
after, and throw Z, can throw heft Z, maybe one more time. All right. I think
it's relaxed now. Now, let's tap. And yeah, now the curvature
looks fine. All right. Let's go back to the right, and now I will grab these faces, and I'm going to
hit I for inset. And I'm going to right click
and subdivide it like that. And I'm going to use the circle effect and
scale this down like that. Stomach like that. And let's try to align
this with circle. Maybe we should push
this a little bit, a and move it out a little
bit, but not too much. And to move this as a tiny bits. Maybe we should scale it a
little bit more like this. And now I will hit I to create an inset and hit A to invert it. Something like this,
maybe. And then hit I again. All right,
something like that. And I will hit I and hit O
to invert the inset inside. And I will hit L E, or I will hit E to extrude and X to extrude it to
the X axis like this. And let's put this
deep inside like that. And I will grab this loop, and I will hit Kantrol
with B to Bvllet two. And I'm going to grab the
side with the side and it can troll B again to volatile. Let's add three cut like this and push the heap to
one because I want the egg, the corner to be sharp. And I will add support
a lobe here. All right. And I guess I could
add one a lobe here. And now I guess we can grab this maybe and he D to
the X and take this out, and then add S to the X zero. Separate reference image. I just want to see what
we are about to get here. All right with
this one selected, I will select these
face and scale them in, and I will grow the selection
to make an inset hit I and hit E to extrude
this and S to scale, and then I to inset. And I will grab these edges
or before you do that, I will hit E to the X
and extrude this bag. And I will grab this and
had control with B to bevel it to two and decrb this with
this and the rest of the sharp or of the corners, and then hit control B
to bevel them to three. And now I'm going to
select this Control L, and then P and then S
to separate this out, tap out, grab this and tab to go to the mode and e to the x and let's
move this inside. Let's scale this at end bit. But I think the cavature
is not perfect. Let's go to the
right. All right. The curvature is
not fully perfect. If you got a problem like this, you can grab these edges,
for example, right. Let's manually select
these edges like that. And I will go to select and
go to the loop and loop, select loop, and I'm going to hit right
click Anchor circle. But it seems like we forget
to include this edge. Alright, now let's
go to the right, and now we got a perfect circle. But this edge lobe in the
middle need to be tweaked, as well, so it looks like
rabbits, and you circle. And yeah, now it's perfect. Slash. And now let's
take another look. Maybe we should rotate
this to the Z up to the Z. Let's go to the right end
let's take another look. I will align the
view to this pace. I will select these phases
and hit Control ft seven. And now the view is
aligned to this, and I will hit Control
L to select everything. I just want to see if I
can control it from here. All right. Maybe we should scale it a little bit and
move it a little bit away from the
wall of this hole. Yep, something like
that, I guess. Tab hit AF en to recalculate the normal in case we got
a problem with the normal. And the result is
smooth and beautiful. I don't see any problem. All right. Now, let's see what else
we can achieve here. All right, this frame
needs to be cut from here. And if you create
a trim right here, you will got a problem because the distance between
the faces are big. So I just want to increase the resolution right here by
adding a support edge here. Let's hit G to the Y just to fix the curvature because
this area will be flat and one cut right here, to the Y, let's move
this a little bit. Maybe one right
here, due to the Y. And I guess we can do something
like rubbing these edges like this and maybe use the relax just to relax
this area a little bit. So after selecting these, I try to click and choose Relax. Let's will relax
it a little bit. Yep, that's very cool. Now the result still beautiful. And now is the time to
add a cat right here. So I think it could be
tilted a little bit. This cat. I'm not quite sure. I just want to check the other
images from the bag. Alright, maybe this
image will be helpful. As you can see, the slide
goes diagonal like this. And yeah, let's see
how can we do that? Let's go to the back and
I will grab this edge, and I'm going to here it. Just actively here
from the back of you, and I'm going to rotate this
a little bit like that. And I will go back
to select box, and hit control would
be to bevel this. Or something like that.
And let's take this to the local mood. All right. Now I will grab these faces, hit XF and get rid of them. And now is the time to connect
this side with the side. Let's add one A here, and I will grab this with
this and then hit F, and I will grab
this area and hit F. And I'm going to do
the same thing here. Grab this with this, hit F. I'll click hit F. All
right, that's very cool. What else we can do here. From this angle, I guess we can create a
cut goes like that, and cut goes like this. And maybe cut goes
like that as well. And the same thing for
this edge and this edge. And then space to confirm. And now we got this result. And for these edges, I will use the ep toil again and create a cut
close like this, and then it will be ended here. And this one, I don't know, maybe we can ignore
it, or maybe we can add one right here. I think it's okay to give it an edge on the side.
Let's add one here. And let's connect
them together, J. And let's do the
same thing here. Less active than F tool, and let's start with this
vertex and this one. And that one. And one cut
goes like that and confirm, Control R to add
one a loop here, crop this with this hit J. All after doing all of that, I will add one support
loop and hit F to hit E first to align
this edge with one side, and then flip it if that doesn't align with
the correct side. Or something like that. And the same thing
here, hit Control R, hit E, and flip the alignment. All right. What else? All right. Now, these faces we
could inset them. I grab this area, hold, you have to add this
one hold Control, you have to select
this area as well. And after selecting
these phases, I will hit I to create an inset, and I will hit P for boundary. Let's make an inset
goes in like this. Yeah, this result
looks cool. Alright. I will add one egg
loop right here. I just want to support this because I think
I will got problem. So let's add one here and let's make the curvature
looks better here. Just increase the
number of the eggs. Otherwise, this
area will stand out and it will be
sharp and visible. Now, let's tab, and the
result looks beautiful, but the heading is not perfect. That's why I'm going to add
one egg here and align it, Control R and hit E to
align it like that. That will make it better.
It's like to excite. And let's take another look. Alright, it looks like it's sealed It's sealed a little bit. So I will go to the back view, and I'm going to
select these vertices. And I'm going to hit G to the
X and move this like that. But make sure that we
don't have any variation. You can see when I
moved this to the X, you can see here we have
a variation happen. I will hit e to the
y this time and move this inside like this. And yeah, another result is
beautiful and I like it. Very cool. All right. I think that's it
for this video, I will end it here and see you
101. 101 Creating the front sensors: Hello again. Welcome back here. All right here in this area, we have a sensor
we should create, and you can see it right here
according to this image. And we have multiple sensors. It should be installed here in this area underneath
the headlight. So let's take a look. Alright.
We could find an image. Alright from the
front side. Really? Alright, here we
have a sensor as you can see, and here as well. And here we have
one on the side. So let's see how can
we create all of that. And let's start with this one. Let's go to the
right of view and let's check the reference image. Yeah, it's exist right here. And I will grab this guide, the circle here
we have a circle, and I'm going to hit HTD
to take a Cobi right here, and I will take this, move
it out so I can see it. And I'm going to hit key
and move this up here. And let's activate the screen
cast first. Where is it? All right, so this
is the circle. I think the circle
is not perfect. Right click and circle. Let's make this looks perfect. Or maybe we should
rotate a little bit. Let's go to the top and rotate this a tiny bit like
this and from the front, rotate it like that
as to the zero enter, and then maybe right click into circle just to
make it perfect. And let's put this in
the correct place. For example, right
here, I guess, and I will grab this and
tap to go to the edit mode, and now we'll see
what's the next step. So, I think I will grab this face and hit
I to create an inset like that and hit
right into a circle to create a circle like this and just make
it small like that. And I guess you can
subdivide this and use the circle again and make this a little bit smaller and let's
move this right here. So far, everything looks fine. And I will hit I to
create an inset, and I will hit Auto
invert this outside, the same scenario we did
recently and hit I again, lets create second
rim like that. And I will hit I, but this time, I will flip this inside and then hit I again,
I guess, like that. I'm going to grab these faces. You can go to the local
mode if you prefer. And I will hit IT
through this inside. And all what we need to do
is just adding a support glo one here and
one from inside, and one right here
and one right here. And let's take a
look from outside, and let's see what we got. Alright, so this is what
we got. It's very simple. And yeah, that's
it for this one. It's like to excite. And what else? Alright, we could create a sensor right here
in this area as well. So I will grab this and the snub is a swich
to face project, and that's what I
want and active the project in
individual elements. And I will hit you to
move this and hold control to snap it
on the surface. And after snapping this on
the surface, I don't know. I feel we got a problem here. Key and hold control. A, the stamp is not working. Why at seven. Anyway, you can align it manually
if you like. Crab the circle with this piece, go to the top, isolate it, corrup the circle,
go to the top again, and ar rotate this at a bit
like that. Move this out. You can go to the right I guess, and you can rotate the view
like this and align it. And now I will grab this
and go to the edit mode. I will two edges right here in the middle because
I want this to be I want the resolution to be higher, so I
can control that. And I will add one
egg right here, but from the top,
I will edit this. I just want to move
it like this and fix the curvature. All right. And here, maybe we can add one, I guess, from the top as well, avoiding leaving this as flat surface by moving the
vertices a little bit. And if you like, you can add one right here
just to get better results. Now, let's tap out. Everything
is still nice and clean. All right. Maybe now
we can create this. So it could be installed right here in this area or maybe
right here, I guess. And because we have a
curvature right here, I think we will get problem, but let's create and after that, we will fix the problems. I will grab these faces and then I will hit I to create
an inset like that, and then hit rot chose
circle to create a circle. And from just pick a
nice view like this and rotate this a little bit like
that and hit to scale it. And yeah, just check the size and
compare it with the circle. The result looks cool. I don't see any problem here. And I will hit I
to create an inset and hit a to invert
this outside like that. Alright, and I will hit I again and create second
dream goes like that. And then I will hit I, and this time inside, it will be right here,
almost right here. Alright now, what I'm
going to do is I will use the Shrinkra modifier
just to move these new cuts on
specific guide. First, let's make
this edge go sright. I think that's will be
better. Create a goes like this and dissolve this one. I prefer this. I'm
going to select these edges because I didn't
do anything for these edges. I didn't move them.
So these edges are still in the correct place, and I'm going to at P and
then S to separate them so I can use them to
create a guide mes. And now tab to go to the eth mood and now
see grab this for verte C set F and now grab this with the
set F multiple time. At A, you have to enter
recalculate the normal, and now we have the surface. I'm going to grab this
area on the surface. But as you can see, when you leave the
subdivision surface active, the corner will be
curved like that. And I want to avoid this by grabbing the corners like that, and I can go here
and go to the item and book the vertex
crease to one. That will help to
make the corners, even if the subdivision
surface active. And I think we don't
need any miror modifier, D leave the mirror and
leave the sub divicon high. And I'm going to
corrupt this guide, and you can leave it like this. And I guess you can make
it taller git wise, and let's move this up in case we hearing corrupt the corner. I'm not quite sure if
we need to do that, but let's make this
a little bit bigger. And maybe here as
well, it wise and hit out let's move
this away like that. Everything's still
nice. Right now, I will grab this and tap to
go to the mode and now I will select specific faces
to hear and grab them. I just want to target this area. That's all what I want
to achieve right here. Okay, something like that. Maybe do we need
to include these? I think we don't need
to do anything else. Just select these phases,
and that will be it. All right. Let's give that try. I will go to the data here, and I have a group right here.
I think we don't need it. And I will create a new one and assign these pass to this group, and I will go to the modifier and I will add
hearing rab modifier. I will tap out first and
close the subdivian surface, and let's add ring crop
I want this to be above the subdivision surface
because I want to ring rob low poly, and I
will turn this off. And then let's pick the surface, and then let's choose the specific vertices
that we accused. And now let's see the
result before and after. All right now these faces
perfectly snapped on that. Perfect snap on the guide. And now I will apply this because this is the
result that I want here. And this guide, you can move it and put it in the
hrnecrop folder if you like. Hits, and let's move
this to the ring crop. And you can give this a name. If you prefer, you can
call this, for example, Bumber side, maybe sensor guide. And now let's tab and
let's see the difference. Now all these pass. Alright, the result is cool, but we got small
problem right here. We could include these
faces and use them as well. So I will add this and I'm going to repeat that I will add the hearing crab
modifier again. Let's put assign
this to the group, and I'm going to add the
hearing crab modifier again. And I will choose the r the
bumper side and the group. All right. Now, I think
the result is better, and you can uplight and
now let's tap again. All right now this egg looks flat and cool,
and that's what I want. Let's see if we have
any problem right here. Let's activate the step that
we can surface and let's take a Right now, I will add one egg
lobe right here, and then I will grab
these faces and hit E to extrude them and e to
extrude them again. And one extrusion to create an egg lobe
automatically like this, and you can tap out.
And let's take a look. Alright. The result
looks nice and smooth. Alright, that's very cool.
Let's like to excite and Yep, that's very nice. Let's bring back the
reference image. And here we have a sensor
that should be created. Let's grab this and let's go to the front
and I'm going to hit G to move and smove this hold control and
let's nab it here. Alright, let's move this out. And let's go to the front. Let's see what's going on here. Let's change this
to a line rotation. All right, let's turn this off. We don't need this key
hold controller and snap this one. Alright, it's snapped. Let's check the reference image. Yeah, the position is correct. Maybe we can move it
a little bit right here, something like that. And let's move this
forward a little bit. So this is the position
of this sensor. Let's see grab this end tab and let's see what
we have right here. All right, I will add
multiple cuts right here, subdivide it like that. Maybe two, I guess,
that will be okay. And let's see what
else we could do here. Maybe I can grab this
one and double to two or maybe three cuts. And I'm going to grab
these edges like that and right here, let's add one as well. And let's grab the sorry. Let's grab these
edges like that. And I'm going to
redistribute the edges, right click to space, all right down the
distance even. A we need to focus on
this area right here, maybe, maybe we can
I'm not quite sure, but I guess we can slide this
a little bit right here. And add one a here
in the middle. And I guess we can
use this area. And I will hit I to create
an ACID goes like that and circle and maybe
subdivide this. And again, circle maybe
and let's kill this. And it's not necessary to
move it up because there is not going to be
a huge difference. I will accept this space. And this edge, I guess
we can delete it. We don't need it. And what else? You can ing the distance between these edges,
grab them like that. By the way, to
select the age ring, Alt control and click
Control Alt and click. And to add a new selection Holt, he and add this as well. And now, right click
and Cose space. All right now after doing that, I will grab this and
the same scenario hit I to create an inset and
invert this outside. And I again.
Something like that. And then this time, I
will invert it again, I, and then hit O,
and then I again. You know, I will
grab these faces. I'll click and go inside, hit E to extrude, E again. And one extrusion goes like
that, and that will be it. The result is clean and
beautiful. I think we did great. We created almost
all the sensors. I don't know if we
have some sensors anywhere else, but yeah, we created the visible
sensor we can see, and I think that's it for this video and see
on the next one.
102. 102 Creating the front bumper hook cover: Hello again, welcome back here. Some details here, we just forget to create or let's say we didn't find an E showing us these details when we started
creating the rosarys. For example, here, I just note something here
behind this piece. I don't know what this piece is, but I can see
something behind it. And I think this
piece starts from here and extend to
reach this area. This is what I think. It's
almost something triangle. So let's see how can we do that? I will I grab this a loop just to bring the three D
crosser here in this area. So I can add something
in the middle. And I will go to the front. You can start with the
new humtrO I guess you can copy one of these faces, and I think that will
work if you do that. For example, this
one, I think we can copy this one and
then hit P and then. And I'm doing this because
this one is already had a mirror and subdivision
Srinrob we don't need it. Let's go to the front
end, let's tap, to go to the mode, let's
start the journey of editing. Let's kill this to the to the X and this side scale to the Y to make
it flat to the Y. And let's grab this
and let's hit G, and let's move those
up here, for example. And the grab this, let's
move it to the center. And I'm going to move this a little bit right
here and they grab this vertex and I will hit
you to move right here, grab those together at E, and extrog those down here. All so now I got this results, and I guess it should
be a little bit wider, something like that, I guess. All right, maybe we should
move this up a little bit. Yeah, something like
that. Now after that, we should give this a
thickness, hit eight, select all the vertices, and then E and let's through
this back just a little bit. Let's add the support egg loops. You can select these eggs
like that and bubble them. I can troll with B. Let's
bubble them to three like that. And you can add a support
for this bubble just to get better shading and one right here can add
one right here as well. And now I will hit
to move this bag. And you can select this with this piece so you
can see better. As you go to the right end, I will move this bag almost
right here, I guess. Maybe like that, and
let's go to the right. And I'm not quite sure if we could tilt it a little
bit, or it should be flat. I don't know, what's
going on right here. But I think we can
make it thicker, I guess, grab the side, and then again let's
move this peg. Let's make this thick. And
in case you want to tilt it, you can use the here tool and
you can tilt it like that. And yeah, I think
I will do this. Let's go back to Select Box, and let's move this a little bit forward. All right,
something like that. There is no reason to spend
more time. I think that's it. I will have to enter recalculate the normal because the
faces are flipped. And for this piece, I guess we can make some tweaking,
like I don't know, like grabbing this
and hit to the Y Z enter and go to the
right and maybe hear this new age and move
it out a little bit. I guess, something like that. Hit slash, let's grab this with this and let's go to the right. And maybe now we can
align those together. And let's move this
back just a little bit and something
like that, I guess. And what else? Can we make
this a little bit thicker? Well, I guess we can
do that by grabbing this and move this bag. And it's important
to make it tilted on this side so we can hear
this bag like that. Alright, something like that. Let's see if we missed anything
else here. It. The cavar right here, I'm
not square of the distance. Could we move this forward? Let's try to move this forward. Let's see what's
going to happen. I will head you to the Y and move this forward a little bit. Let's take a look from inside. I just want to see if
that's working or not. Well, I guess, yeah,
that's okay to do. And for any reason, if you don't like that, you
can book this bag. I'm not so quite sure
yet if I should do that, but I will leave it
like this for now, and if that doesn't make sense, I will book this bag when
it comes to the material. Alright, one more thing
here, I just noticed. I noticed this area,
I cut right here, and I think this is for the
hook it should be right here. And to do that, we should apply the mirror modifier for this piece and for
this piece as well. So I will grab this and apply the mirror modifier
and they grab this piece, and I'm going to apply the
mirror modifier at Control A. And because we don't Yeah, I think we don't have any
Everything is perfect. We don't need the mirror
anymore. You can apply it. And yeah, now I can
make some kings here. But I will take a Cobi and put it in the cirqua
here and the extra, hit Ha D, to take a
copy of this piece, and then hit and
move this to the extra in case I want to
go back for any reason. And one copy of this one HavD and hit and move
this to the extra as well. And XO, it shouldn't be
visible, and it's off. That's very cool. Alright now, I will go to the front and go to the All this cut is not exist
in the reference image, I guess, so we're going to create a guide
for us right here. And I will put the three
D crossor here first, and I will add plain
and I will change this to five centimeter and align this to
the view like that. And I'm going to take
this out right here. And let's try to put this
in the correct place. The position looks okay. I guess we could move this
up a little bit and tap and go back to select box and decrb the side and
G and move it, for example, right
here, like that, as you can see, and we decorb these and move
them down like this. Yeah, I think, I think
that's what we should do. I think the distance from
this line to this edge, it's a little bit bigger, so I will move this a
little bit like that. And then I will grab
these vertices at control if B to bevel them, let's bevel these to, I
don't know, maybe four cats. Something like that, I guess. And yeah, that's it. Now I will grab this and tab to go to the Edit mode and I
will control to add this one and go to
the front again. I'm going to use the mesh
knife project to project this. And now we have the project. After that, grab this and go to the local mood so
we can work on this one. I will tab and Alright first, we should have an edge to cut this area and it should
go like this, I guess. It should go straight,
and it's almost strite. Maybe this vertex
should be pushed in. I'm not quite sure. No,
that's not going to work. Alright, anyway, it's not a
huge problem if you leave it. And here, I guess we should just slide this a little bit and make
some connection, for example, this with
this one, head K, and this with this
headK' quite sure. I guess we can create an edge goes like that and
grab this with this headK and delete this edge loop. I guess
we don't need it. And this one, it
could be extended, use nF tool and create
a cut goes like that. And after that, I will go to
the phase selection mode, and I'm going to select
these face like that. And I'm going to Alright, I just want to move
this egg a little bit up because I want to avoid any overlapping because I
want to create an inset, maybe a little bit
more like that. And these vertex as we
iwise slide this up. All right now, I will grab
these faces like this, go to the phase selection
mode and select these faces like that. And those. And now I will hit eye to create an inside and I will invert that outside to create a rim like this because this is
important for the shading. And I will hit eye again and invert this inside
this time like that. Something like that, I guess. But let's try to avoid
any problem here. I guess something
weird right here, and we don't need to
insist this area, so I will turn on the
boundary and see where is it. Yep. And here, let's use the age rail just to
avoid this problem. And right here we got
problem as well, actually. We have this nasty stip. So I will undo all of that because I want to
repeat this again. Hit I to create an inset, hit O to invert it like that. Something like this and keep the edge rail active to
avoid this, as you can see. And now I will do that again. By the way, if you
turn this off, you will get a good inset
here at the corner. You can see the result
before and after. So we should fix this area a little bit after you
leave the atrial active. Let's go here, and I
will slide this at any bit like that and slide
this and leave this one. And I'm going to grab
these vertices and right click into space to fix
the distance between them. And again, let's select these faces one more time like that, and I will hit I to create an inside and then
Auto invert this inside like this and leave
the edge rail active as well. And now I will grab this and hickey twice to slide
this a little bit, and this one maybe
slide this up. At controller grab this and Q
space, something like that. All right, that's very cool. And now maybe we could degrab this edge loop and then hit Control B again to
bevel this to two. I write something like this. And I'm going to
select this and then hit Alt E and Q, sorry, hit Alt E and Q extrude face along the normal and this
makes extrusion inside. And I'm not quite sure
how far we can go. All right. As you can see, we can see here
some overlapping. So yeah, something like
this and accept it. And manually, I will move these vertices away to
avoid that overlapping. And this one you can manually move it like this and
yeah, something like this. And let's check this area. Kit wise, let's move this
away a little bit and grab this with this and
something like that. And the faces right here,
we don't need them. Get rid of them and this one
as well. We don't need it. I will add a supported egg loop, one right here and maybe
one right here as well. And maybe one here and
maybe one right here. Now, let's tap out and
let's see now what we got. Alright, the result looks nice. Let's see, is there anything
else we could do here? All right, I will
add one egg right here to connect
it with this one. I prefer to do this and
maybe slide this a tiny bit. Maybe that will help to
give us a better heading. The heading is still nice. I don't see a problem with it. Still okay. And because the surface
is almost flat, I don't see any problem. Well, that's mean
we can't accept this result. It's
like to excite. And now is the time
to cut this area. I will grab this tap to
go to the Edit mode end, old C throw to grab this
and go to the front end. Let's use the mesh and knife
project to project it. And you can use the option cut throat to cut
through everything. And now we have
something right here. You can go to the local
mode so we can edit this. And the cat is
close to this egg, and see if we have any
problem with that. Alright, I don't
see any problem. I thought we can see
some overlapping. Yeah, everything looks nice. Right now is the time to add maybe one egg right here
just to support this side. For example, I can use the knife tool to
create a cat goes like that and delete this one. And I guess we can hit kitwise and mark this one right
here. It's okay to do that. Okay. And here I guess we can add
two edges. Can we do this? Or, that's not going
to work, actually. I'm not quite sure
if that will work, but I want to connect this vertex with something, for
example, this one. Alright, I will accept
that, and I will use an F to again
to create a cut. Maybe it goes like
that. Instead of this Okay, something like that. All right. And now let's see
what else we can do here. Let's see if we can
create a cut goes like this and delete this edge. Or maybe we can e create a cut
goes like that. All right. I don't see a huge problem. All right. Let's make
it goes like that. All I don't see a heading
problem right here. Everything's still
nice, acceptable. Alright, now is the time
to make some insets, and I'm not quite sure if the inset here
will work or not. Let's DC like this. Let's
target these phases as well. And we could select this one. All right now, I will hit
I to create an inset. And the same thing, this should go outside hit O one inset goes like that and hit I again
to create second inset, hit sorry, hit Auto
inverted inside. Alright and keep
the boundary off. It's like I just want to
make a comparison here. Alright, now we
hit the grab this and hit control will
be to level this. At this thickness, I guess, and now we hot extrude this, and let's see how
can we do that? I will turn off sub
divicon surface and the edit mode so
I can see the result. Speak to the phase
selection mode, and I will hit Alt E and Cusicd along the normal
and through this inside. And you can see here,
we have an overlapping. All right, how can
we avoid that? I'm also quite sure if
we can get rid of this. And let's active
the offset even. But that's not going
to make any change. The result is still bad.
I guess now manual, we could fix the corners. All right. So yeah, this is
something annoying, but we don't have
another option. I will grab this and then he que twice to slide
these like that. And I will grab this right here, he kit twice and
slide them like this. And I will grab this and use the key strake and those right here and
use the key stake. All right, that will
be fast. All right. Maybe these two edges we can hit key two this here and
move them down like that. And the same technique. Keystak. All right, this area looks fine, and now's the time
to fix this corner. So grab these together, keywie, move these up, grab those right here, slide this right here. And grab these edges like this. All right. That's cool. And this area, I guess, we
have a mass right here. This face, we don't
need it. Get rid of it. And by the way, even if you
leave this area like this, it's not a huge problem because
anyway, it's not visible. But let's see how can we fix it? Key wise it out, and let's move this like that and maybe
we can move this bag. And what else? All
right, the same thing. Key strike. And
this area as well. And I'm going to delete
this phase first. And let's grab those and then
hit key and let's take this like that and let's slide this like that and
grab those and keystrek. Let's add one a loop right
here to support this vertex, hit K, and one a lob right
here to support this one. Club this with this hit K. And I think it's okay to
leave this like that. It's not a huge problem. It's too excite and
now let's take a look. Well, it's very close. You
can delete this guide now. Yes, that's very cool. And I guess here we just
forget to do something like adding an egg here
and one on this side, just to tighten this
area a little bit. And I feel like you can add
one egg right here and one right here just to
keep the corner carp. That will make it better. And
I think we did that here. Yeah, we did that here.
That's very cool. Alright, I think that's
it for this video. I will end it here and
see you in the next one.
103. 103 Creating the charging gate: Hello again. Welcome back here. In this video, I want to create the charging gate. It
could be right here. In the reference images, I will leave this image, and I'm going to use
it and align it with my three D model to get something close
so we can create it. I will go to the left of view, hit Control three, and let's invoke this image away
from the blueprint. And I will hit you to move
this image right here close, and I will put the three D courser and
change the transform to three D courser
so we can control the image according to the position of the
three D courser. And I'm going to scale
the image a little bit and trying to align it
with the three D model. Maybe we should push this inside just a tiny bit, not too much. Let's go back to the left view. And I'm not quite sure
if we can do that. I will put the three
D cursor right here and align the sharp edge with the sharp edge of the
reference image and keep scaling this until the
rear fender aligned. And let's see if
that makes sense. I think the result is, I
think it's very close. Let's move this back
and let's go back here. Yeah, I think we got a very accurate result
here. All right. You can see according to
the reference I make. If I open it, you can
see the sharp edge. It should be above the gate. And here we have
a small distance. You can see it right here. And we could have that
in the three model. And it's very close
to the fender to the second edge
of the fender. You can see the
distance here as well. And it's far a little bit
away from the rear taillight. And it's aligned almost
the edge of this gate. It's aligned with taillight. So just keep that in mind. And this angle, this corner, it should be facing to this diction to the
end of the tail light. And this one face this edge. Iul go straight to this corner. So we could get something loose. All right now, let's
go to the right view, left view, sorry, and
let's see if that correct. You can see the distance
here is not accurate. This is the edge of
the three D model, and this is the edge of
the gate. It's very close. We could move this down
just a little bit. So I will grab the image and
then key and move this down. Alright, now we're
getting something cool. And now I can see here that this corner is
aligned with this. And this one aligned
with this area, and the taillight is, I think this is very,
very close result. So Alright, what I'm
going to do now, I will create a guide mishit if eight to add
and let's add plane, align this to the view, and let's move this
plane right here. I will tap to go
to the eight mode, and let's grab
these vertices hit you to move this one here
and this one here as well. Creating the guide,
it will help us even more to locate this in bud this in the
correct place. So let's move these vertices like that and those
like this, maybe. Alright here we
could have one loop maybe in this area, I guess. And I guess this vertex Alright, how can we handle that? Key to the Z and let's move
this up here, I guess. Well, m So we do that or there's another scenario I guess I
will grab all the vertices and hit NQ merge as center, and now we have one vertex. I will hit E to
move this vertex, maybe right here and
hit E to extrude it. And I will keep doing that and follow the
reference image. But just be careful
when you do that. One vertex right here, and here we have a curvature.
Wehuld take care of it. Right here, as well, let's add four cats here
and go to this area. And it's easy to go up here. I will glove this
with this hit F, but these vertex need to be
moved a little bit like that, and this one may be as well. All right, here we
have a lot of edges. Maybe we can reduce the
number a little bit. And let's make the distance
E in between these. And maybe those as well. And those right
here, those as well. Maybe these vertex
we don't need it. So yeah, we got
something cool here. Hit two move these out for now. And now let's go back
to the ectiveview and let's make a comparison. Alright, the position
looks very cool. I like it. I like the curvature. The curvature looks nice. If you got any problem, you
can use relax a little bit, but just be careful
when you do that. Here, relax is doing
a good job here. Here, I can see the curvature
looks very cool and here, everything looks nice.
Now we can use this. But I'm not quite sure. Maybe here we use
a lot of vertics. I guess we can reduce the
number a little bit and make it guess reduce it
because I don't know, let's tap by the way, you hit apply the mirror. All right. Because I'm going to create make
a king right here, I will hit heavD to take a cob of this piece
and hit M and move this to the extra in case I want to go
back for any reason. And all right now, let's go back to the left. I just want to see I want to see the
resolution of this piece. Well, actually, we have
a lot of vertices. That's something
cool. I will go to the mirror and hit control
and apply the mirror. And now let's see, do
we have any kings here? I don't see any kings here.
Everything looks nice. And now I will grab
this, go to the left, grab this tab to go to the
mood end. That's very cool. Hold control to grab this,
go back to the left. And now let's go to the
and ce knife project, and now it's projected
as you can see. Now let's try to get rid
of some of these vertices. Grab this and hq twice and mic this one here, for example, and this vertex
milk it right here, and this vertex may be here. This one we can milk
it here, I guess. This one mirk it down. And here we have this vertex. Let's mic it right here and the small right here, I guess. And this egg, I guess
we can delete it, dissolve it. And what else? Maybe this right here,
we can dissolve them. And let's mirrc this one, maybe here, I guess. And dissolve this.
And what else? Maybe this one should be connected right here
and dissolve this one. Yeah, it can throw
and dissolve it. I guess we can turn off
these modifiers for now. All right. Key wise, and let's merke this one here, this one, let's merge it
right here, get rid of it. All right, this
one, it should be married almost right
here, I think. And I think we can create
a cut goes like that. And let's dissolve
this. All right. This one should be
connected with this one, this one with this one, and
dissolve it with this one. And I think we can create cut. To edges goes like that, and we can I'm not
so quite sure, but I think we can
extend these cuts to go like this and this one, maybe. I will look this with this
hit K and this one with this one hit K. Alright. This triangle will
cause some problems, so let's try to get rid of it. Iola grab it and dissolve it. Can we dissolve it? Well, I think we can dissolve it.
Let's delete this one. Well, it's not quite important because if we going
to use hearing crop, I think we will fix everything. All right, what else
we can do here? I will grab this with this
head J and connect them and use a knife to create a cut goes like that maybe
or maybe like this. One cut goes like that. And use a knife
to like to create a cut goes like that, maybe. I think these
vertices, we can crab them Q twice and mark
them right here, and now we have Quad
here and Quadra here. And regarding this area, I guess we can use F
tool to create a cut close like that, and
this with this head K. And what else? This
with this head K, this with this vertex head K, and this one maybe
with this one. Or maybe this with this hit
G. This vertex Q twice, and let's merk it here.
Does that make sense? I will select these
faces and then hit I to create an inset and hit O to
invert the inset outside. A least create a small
rim goes like that. And then I will hit I again
to create a second inset, and this time inside. Something like this.
That's very cool. And let's check the
reference image. I will go up this
edge in the middle, and I will hit control
would be to create a bevel. And the distance should be similar to the distance
we got right here. All right. This
distance looks cool. It's about 0.207. You can type 0.2,
and that will be it. And then go to the
face selection mode, hit XF to get rid of them and leave the area
open like that. Now let's tap and
now let's active these modifiers. Let's
see what we will get. As you can see, after
activing these modifiers, the result looks perfect. This area looks cool. I can see some steps right here
because of the resolution. You can increase the
resolution if you like, or you can't ignore it and
accept something like that. That's very cool. I will grab the surface and tab and I
will turn this off for now. I will grab this edge loop, and then hit P and then
S to separate this out. And I will grab this edge and hit F to create
a phase like that, and then I will I just want to hit Alt
just to move this bag. Should we move this bag? I'm not quite sure, but I will hit I to create
a small inset and then hit Arhould we hit O
or maybe B for boundary. Or something not makes sense.
The inset doesn't work. Yeah, now it's working. Or at least create
something like that. An inset. All what I want to
do here is I want to cover this area and I will hit Alts to push these back a little bit, and then hit I again to create a second inset
goes like that. And it Could we inset this more or maybe
increase the amount. And I will hit XF to
get rid of this phase. I guess we don't
need it. And now I will hit Control R to
add one edge right here and one right here
and one right here. And let's tap and
let's active this. But I don't want
the sharing crop. We don't need it. Just
leave it like that. This will cover the
slice we got right here. And now let's grab the body and let's active
all the modifiers. And let's move this
back just a little bit. Or you can tap actually, and you can create a
cut goes like that. Sorry, not like this. Right, can we delete this face loop, it XF and get rid of it? Alright, that's we'll
move this tiny pits. And let's change the
face orientation. I'm not quite sure
if this is correct. Yeah, we should flip it
because from outside, we can see the red
area or the red color. No, I think that's not correct because solidify is
active. Sorry for that. Right now, let's see if
this results make sense, or we should do something else. Yeah, I think we can accept
it like this. It's very cool. I can see a small ram here, but that's not a huge problem. I guess we can accept this. All right. The result
looks very cool. Now, the door itself, if you want to in case you
want to add more eggies here, that will help to get
better resolution. For example, you can
create cut goes like that. Maybe cut goes like this. And maybe this one
with this one, you can hit K to connect them. That will give us
better results. You can add one H loop
right here if you prefer. And maybe with this, you can connect them
if you like here, this with this one,
you can connect them to create quad
here and here. And what else we could do here? Yeah, I think that's
it. Let's tap again, and let's take another look. Let's grab the surface
and let's turn on the hearing crop and you can see the result
before and after. And the Bibl and the
wild That's very cool. Very nice. Alright, I think
that's it for this video. I will end it here and
see you on the next one.
104. 104 Creating the front camera: Hello, again, welcome back here. In this video, I want
to create the camera. It should be right
here in the center of the grill on the top side. And I don't have a good image
showing me all the details, just this image, and I
have this one next to it, but this one is
not quite visible. So I just want to create something close
to what we have right here, and it's not necessary
to be perfect. I will go to the front and I will put the three decosa
right here in this area, maybe just these vertices and this and bring the
three D coosor over here. You have to add and I will add plain and align this
to the view like that, and maybe scale it like this. And you can create this
out first if you like. So it seems like here
we have a circle, and I can see that this area
is a little bit pushed in. The shape, it should
be like this. Something like that. And here we could have a circle. And I don't know what's
going on right here. Actually, kick this
image. I don't know. Maybe some vertices we could extrude and push
them back and that's it. All right. I will go
to the front end. I will tap to move end. Let's grab the vertices in
move them like that and I will add maybe two cut for now and hit A and scale
everything in like this. And this area, maybe we can
scale this out like that. Okay. Maybe this
area is not enough. Maybe we could move or manipulate
the grill a little bit, but I'm not so accurate yet. For now, let's focus on
this piece, and after that, maybe we can create or make
some room for the camera. And I will grab this entity
and threw those up here, and I will push these
vertices back like that, and it control R to add one edge and let's hit to the
G and let's move this up, and maybe this one
we can move it back just to create something carry like what we have here. And now I will grab this
and hit G and move this in just attend a bit
and maybe this as well. To the Y and let's move
this in like that. Or maybe we can scale
them a little bit. And I will go to the
right view so we can control it better
and activate the X ray, let's grab this, hit E. Let's extrude this bag,
something like that. Let's see in their
perspective what we got. Right now, I will
grab these edges, this edge and that one, and I will hit E and
extrude this bag like that. And it seems like the area on the side, it
should be thicker. I mean, if you go
to the side view, here we could have
something like a wing. So I will grab this
with this and hit E, and then is to extrude
and scale this out, and I will hit E to the Z to
move this down like that. And I guess this edge and this one could be
connected with it. I'm not quite sure of that, but I guess we can grab these and move
them back right here, and I will grab this vertex, Key hold control in
snap it right here. But let's change this
to the vertex snap, and let's turn off
the line rotation. We don't need it. Key hoold
can troll in let's snap this one here. Alright
it's not working. Let's see, maybe because of
the Gizmo or the transform, let's change this back
to a medium point hold control and snap. Alright now it's working
this one as well. And here, maybe we
can create phase, grab this set F, and the
same thing on this side, it F. By the way,
you can add one A, you can delete half and
use mirror if you like. All right now this phase is
twisted, as you can see. I will grab this vertex A
and move it a little bit. I just want to make
this pace flat, and I'm going to delete
half of this at XF. That's will make the
process easier for me, and I will add mirror modifier. All right, that's very cool. This face is twisted as well. All right, let's see
how can we do that? I guess we can put this in. That's Well help a
little bit to make the face become a little bit flatter and maybe the Aswll
we can put them inside. All right, now we
got tine twist. Something like that, I guess.
What we should do next. I will grab this and
go to the front, I will through these out
a little bit like that, and I will grab this
with this hit F to create a face over here
and I'm going to grab these vertices and a key to the why to move this bag
a little bit like that. And I will grab
this with this and these vertices and I will create a hit F to create a face, and then let's add
one H group here, and grab these vertices at F and grab the rest hit F to
create a face right here. And in this area, we
could have a circle. So all right, what we can do is a let's go back
to this image. We could have a
circle right here. I will add maybe two eggs right here so we can
control this area. And I'm going to slide these vertices a
tiny bit like that. Maybe we can add one
egg here in the middle. And from the right to you, we can move it a little bit just to keep the curvature. Or something like
that, and maybe now we could grab some of
these faces and create the circle
or maybe we can use the option here is
called Knife project. We can create a circle
and the project. We have a lot of options, but I think before we do that, this area could be a
little bit flatter, and I guess we could move
this a little bit like that. All right let's go to the front and let's see if we
are ready or not. I will tab and I will apply
the mirror and tab again, and I'm going to select
this group of faces. I guess we could include
this and I will hit I to create an inset like
that and dit Q circle, and I will scale this in or
make it bigger like that. Let's go to the right
end I will hit E to take this out like that. Maybe we should
scale that tiny bit. Something like
this, and maybe we should hit I again to
create a second inset, but that's not going to work. I will hit F to change this
error to one giant face, and I will hit I again to
create an inset like that, and then hit Alt E to extrude along the normal
end this extrude this spa. All right, what I'm creating here is not necessarily to be quite similar to
here to the camera, but we are creating
something close. Let's go to the right
because I guess these vertexes should
be moved a little bit. And maybe we can add
one egg right here just to ph this a
little bit forward. And maybe this vertex
with this one, you can go to the right and just move them a little
bit like that. Y. All right, something like this. I will add a support
A lobe here, and maybe one goes like that. You can hit E to align it
and flip the alignment. And one on this side, you can align it hit E
and accept this result. And what else? Maybe
one A lobe goes like, No, that's not going to
work. Maybe one right here. And let's add subdivision
surface with level two. Let's see what we will have. All right, now we
got this. The result looks nice. I like it. All what we need to do now
is just grabbing this face, and then it's high to create an inset just to make
this area looks tight. And maybe one right here. And I guess we can add
one around this area. And let's active the
subdivican surface now. Let's see if we could
do anything else here. All right. I thought I can add one a clue here. Can
we add one here? Well, can we add one right here? I'm not it sure if that will
work. Let's dissolve it. Alright. Let's see what's going to apen if
we add one here. I think that's not
quite necessary. This result so far looks nice. I can do something small
here like grabbing this face with this
one and ache to hide its end on
this side as well, because I just want to
create one egg loop goes like that and to align
it and flip the alignment. And I want to connect
it with this one. I will use e tool to
create a cut on the side, and it should go like this. And dissolve this one. And
I think we can use mirror. Let's delete half of this
at XF and get rid of it. I'll to bring back these faces, and I will add one H right
here in the middle at J. So we can grab these vertices
at XV and get rid of them. These vertices XV now
we can add mirror. But before add mirror, I just want to grab this
g loop and dissolve it, and maybe this one, I
guess we can dissolve it. This one can give
us better results. I will hit key to move this
a little bit like that. That's very cool. Alright, now, let's add Mural modifier again. And let's put this above
the subdivision surface. Alright, now the
result looks cool. It's weird, but it's nice. And now it's the time to
create the camera itself. To create a camera, I can grab one of these
edges, for example, this one, and I can hit P and then S to separate
this out and I can use it. So let's see from
where we can start. I guess we could tab and select all the vertices or let's
apply the mural first. Tab and select everything, and let's set S to
scale this inside. And I will hit F
to create a phase, and I will turn off
subdivision in the edit mode, and then I will extrude
this a little bit. Like that, I guess. And I will hit I to
create an inset like this and Alta is
to push this out. And by the way, when you
create an inset, if you hit I, you can hold control to move
this out will work as well. Something like that, I guess. Something like this.
Let's check this image. Scale this bit like that, and then I will grub this loop and hit
Kanthrob to bevel this. Make this area smooth and nice. And I will grub this and then hit eye to create
another inset like that, and I will hit Kanthrob to
bevel this one as well. It's like to go to
the local mood. Now let's see what
else we can do here. I will hit XF to get
rid of this phase, and, I guess now we could
decorup this one and then hit KD to take a Cobi
and then Alter S to p this in a little
bit like that. And I will hit I to create
an inset like this. Maybe we could ph this
inside a little bit. Maybe we can scale
tiny bit like that. And hit E to extort this N, maybe. All right. I will leave this area later. I will hit Control
L. I just want to separate this out and I will hit P and then E to
separate this out, and then I will go back to this. I just two time to
focus on this area. I will tap to grab this face and I will hit P and then
to separate this. Grab the cover, and then I just want to give
this thickness. Let's add a solidify and let's
turn off subdicen surface. Let's control the thickness. Alright, the thickness
should go inside, and this thickness looks
okay, point 1 centimeter. You can accept
that. And let's tap again so we can grab the
sharp edges and bubble them. It can troll with B. And let's bubble these
to two like that, and the grab this and hit can troll with B to bubble
this again to three. And let's add the support
to g lobe like that. Now when you tap and active
tab the wegen surface, we should get
something nice here. And, right, this one, you can add pebble right here, and that will make it tight. So now let's grab this and tab, and I will hit LTE to extrude along the normal
give this a thickness. And in case the
normal is flipped, and I will grab this
side and this side, and then hit I create an inset. And then I will grab this loop, alt and grab this one as well, and I just want to bevel this. But as you can see here,
we have a trim problem. If you want to get rid of that, you can go to the view and make the clip start a little bit smaller for
now 0.1, so I can see. And I will hit Control with
B to bevel this to two. And now let's grab this
and hit Control B again. And this side, I
guess you can grab just one edge and it can throw B. Alright let's
grab them together. That's okay. Head smooth,
and now let's take a look. Alright, that result looks nice. I like to go back
and then Alright. What I want to do is I
want to grab this and hit to hide it so we
can focus on this one. Grab this one and hit
H to hide it as well. And let's tap here. I will grab these loops, and I will hit E to
extrude and S to skill extrudN scale to create
a thickness like that. And I will grab this, and
then I will hit I for insets, small ISIts and then hit
Alt E and is extrude along the normal
and let's extrude this almost right here. And I will hit I to create
a second inset like that, and then I will hit I again or R to repeat
that again and again. And from the side of view, after you select this, I think there is no reason
to go to the side of view, select this pace
and let's active the proportional editing
and let's sphere, I guess, and then I will hit Alts to move this out and
make the effect small. Let's put this out. S. Like that, I guess. And now let's go
to the H loop or just hit Control R
to add one he loop here and maybe one right here. For this one, you can
bevel it two and re bevel it can roll B. Add the support H loop, and this one as well, Control B. Let's add three cuts
with support he loop. And this area,
this side as well, less grab head Ctrob less Bevel. Radically head smooth. It's tag to bring back
the hidden object. And let's go to the right
of you and I guess we can grab these and push them
inside if that's necessary. Can we do this or
maybe we can just grab the cover and make it a little bit thicker, let's say, because these phases
could be pushed back the selection to time
and right, select this. And and I just want
to book these phases. Let's see what option
do we have right here? Right here, I'm going to use normal at the
transform orientation because I want to
move this towards the normal and maybe we can
activate the Gizmo. So let's go to the right and
let's see if that's correct. Turn of proportional editing.
We don't need to see it. And yeah, that's what gave
me the correct results. So let's put this diver. That's all what I want
to achieve right here. It's like to excite. Out
and let's grab this. Let's go to the
local mood because here after applying the
mirror, I will apply it. And I just want to do
something right here. I will add one egg and maybe
bivalt to two like that, and I will grab this and
hit LTE and extrude this. I just want to close this area, and I will grab all
of these edges, and then control with B and
All right now I have room. I sight to excite. Yeah, that will help
to close this area. We have small distance
between them, but I think it's
not a huge problem. Let's tap and this
pastill selected, you can pok this
back towards the Rm. And now I will tune the speck
to global, the orientation. And let's go to the right
and select all the details, and I will hit G and move
the speckG to the Y. Even if you have an overlap happening right here,
I think that's okay. In case you want to avoid it, that will be simple as well. A let's see if that's
too much or that's okay. I will hit you to the Y and move this forward
just a tiny bit. At let's grab this and let's see what option do we have here? Let's go to the right of you. Well, I guess we can use them. I have to to create a
trim goes like that diagonally and see to cut through and confirm
the cut and hit enter. And now I will grab
these bag vertics, hit X V to get rid of them. And now let's go to the
perspective to see what we got. So this is nee trim
we got right here. Tap out, and now let's select all the pieces from the
side and the select grill. And now I will hit key to
the Y and move this bag. And maybe go to the
front and it key to the Z and move this up a little
bit to avoid overlapping. And now we got
something almost close. It's not perfectly close, but something nice. Right. Maybe we can I don't know, but I feel these vertices
we can move them back because something here, I just want to fill this
area with something. Head g to the Y, or
maybe give twice, and then alt and move
this back a little bit. That will work. All,
that's very cool. I will end this video here
and see you in the next one.
105. 105 Creating the side and rear cameras: Hello again. Welcome back here. I just want to copy
what I created here, the camera, and I want to put it in the mirror
on the back side. So let's copy all these
details like that. Crab them. And let's
select the grill. We don't need it and the cover itself, we don't
need it actually. We just need this stuff. The D to move them. I just
want to make sure that I select all the
important stuff. Let's go to the front,
and I will have heavD to take a Coby. Like that. And from the right
of you just hit G, and let's move it
close to this area. And now we got to move this
right here. And what else? You can go to the top to rotate
this 90 degree like that. You can go to the right
or to the front to align it with the mirror itself, and you can move it
and put tin blaze. So, it should be
smaller. Let's make it smaller and let's
put it right here. Maybe we can move it
and scale it again. I guess we could put let's go to the local mood so I can
put the organ.in the middle. Right. And this piece as well. No you grab them all. And
by the way, if you like, you can create an empty and
can throw it using the empty, but I think that's
not quite important. All right. And I scale
this tiny bit more and maybe something like that.
I think that's too much. Let's move this up a tiny bit. All right. Something like this. And let's go to the
front and I will hit you to put this inside
a tiny bit like that. All right, one thing
here maybe we can do the lattice is affecting
the circle right here. You can see it's not perfect. So if you want to
get a better result, you should apply
the lattice deform. So I will apply
it and accept it. And I will grab this and go to the local mood and I will tap. And what I'm going to do is
I will select these edges. Including this. Like that. Make sure that you
select everything and then rally and Q circle. That will make it perfect. And now let's tap
out and hit slash. Now the circle is perfect, and the results make sense. And now we can grab the
details again one more time, and we can move it
to the back side. So let's go to the right HeavD and let's take this right here, go to the key to move. Let's put it right here. And from the top, I will hit r to rotate this nine degree. Or something like that.
Let's go to the right and let's rotate this end. I'll line it with this egg and head key to
move it like the hat. Go to the back, head key
to move it a little bit. If you want to book this inside, you can do it hit key, and let's move this inside. Something like that. And one
more thing here we could do. We could mirror this
on the other side. So all right, how
can we do this? Let's select it and
go to the front, at Havd, take all the pieces. And now let's go to the object and
mirror to the global X, and key and let's
move this like that. Let's take a look key to the X. And now it's in
the correct place. Yeah, that's very cool.
106. 106 Simple interior: Hello again. Welcome back here. Before we jump to the
material and rendering, I just want to create
a simple interior. I'm not going to
create any details. I just want a silhouette here. Creating maybe half of the airs and a little bit of the dashboard
with the steering. So let's do that depending
on the reference amicus. Or at least I just want
to find a side view Image so we can see the
height of the cure. So as you can see, this
is the head of the care. Let's start with the cure. I just want to create something close to what we
have right here. I will put the three
decorsa over here, and I will start with the
cube and scale it down. So the height should reach
this area, as you can see, or maybe a little bit
higher, something like that. And I will all right, scale this maybe a little bit
more tap to go to the mode, and let's jump to the X ray try to create
something close. Let's add one edge
goes like that, and let's make some editing,
something like that. Let's hit E to extrough this is to scale this to the Y axis and keep making tweaking until
you get something close. Maybe these we could
move them like that. Or something like this. And from the side view, drop them all and list
as to scale them. And I guess we can
scale these in a little bit or at least
try to find another image. Alright, so yeah,
something close. Maybe those we can
scale them like that. Alright. After that, I will put the inside like this,
something like that. And I will tab and grab
this face so I can use it. I will hit KvD to the
Z and move it right here and scale
this a little bit. And let's go to the right, and then I will let E to
extrude this down like that. It E again to extrude
this right here, and E to move it like that. And let's grab this vertex and manipulate it a little bit. So hit Control R to sorry. Hit Control R to add one
a loop right here maybe, and all right, let's grab
these vertices, all of them. And that one end,
I will hit S to scale this a little bit, and maybe the
abdomen of the care, and maybe those we can can throw to one a right here
and let's slay this and hit S to scale this
something like that. Let's add maybe two edges
like this and scale them away and right, maybe we can add another
edge had Can throb and doubled to two like
that or head control, you have R to duplicate it. I think that will
be better. And what I'm going to do is I will
grab these maybe and move them a little bit forward and maybe grab the head key
and move these a little bit. And what I want to do is just creating something
simple. That's all. What I want to achieve right
here from the side view, maybe we can move this
pack just a little bit. Maybe this one we can move
it a little bit like this. And I will add a
subdivision surface. I just want to see
the final result. W level two, maybe. And let's add some support
Ehlos maybe right here, and I guess one's quite here. Add maybe one right here. And what else? Alright, let's grab these and hit
tputos inside. And Okay, maybe we can add one a lobe
here and one right there. And I'm going to grab these vertices and
key to this and move this up like that. And it's exit, and
let's see what we got. So yeah, this is the
chair, something simple, right click the smooth and
you can from the front side, you can hit heavyduty
take a copy right here. Now we have two chairs. Alright, that's very
cool. Now let's try to create something
from the die board. And as I remember, here we have an image showing
us the car from the top, and you can see where the
die board should end. So from the top, I will put the three decosa for
example, right here, and ape to add play and I will scale it and move it right here, and I will tap to go to
the eight mode and I will glob these vertices
and move them like that, something like this. And maybe this one, I guess, we can slide it like
that and then hit E to extrude this.
Something like this. And I will hit E to extrude
this maybe right here and keep doing that until
you reach the other side. And by the way, you can use
the mirror if you like. I guess we can do that. Go to the or go to the
and mirror to the X axis, and hit Key and let's
move this right here. Let's add one H right here in the middle X V to
get rid of them, and I'm going to add mirror modifier. So
let's add mirror. And the Origin dot is far away. So in this case, I will hit Control A and apply the location of this piece,
and now it's in the middle. And now we grab this and
move these to the center. If you have an overlap, just activate clipping to avoid this. And now let's focus on one side. So let's move these
artic Cs close to the hood and this one as
well. Something like that. And now these vertices who
be pushed and they reek. Maybe, yeah this area, I guess, something like that. And we're going to move
this in so this one, it could be moved like that, and this one as well, and this one like that. All what I want to achieve
here is just a silhouette. And now I will tap just
hit G and move this in. And now they are right here. Alright, it seems
like we could grab these and move these
up a little bit. Just try to avoid
any overlapping, having with the windhield. That's very
important. And right, this one, I will move
it up a little bit. Maybe this one and this as well. We have a lot of images
showing us the dye board. So let's try to
find one of them. So this area you can see
it's a little bit elevated. Well, that's mean, we
could grab this vertex and move these up like
that. Something like that. And this one, due to this, let's move this up here. All
right, something like this. And now I will grab
the side I will hit E to the Z and extrude
these down like that. And from the top, I guess we can hit G and move them
like that a little bit. Let's take this image
and put it right here. All right, because
we are using mirror, we have this area elevated, so I will tap out a lie mirror because
we don't need that. These should be you can
scale them to the Z, or at least sec up these's
to the Z here enter, make them flat, and now I will grab these vertice easily due to the Z and
move them down like that. And as I said, there
is no reason to focus too much about
what we should do here. I will extrude this
down and maybe we can hit you to move it like that and scale it a
little bit like this. And we can sorry hit and
extrude it like this. I will manipulate the
view a little bit because it's a little bit
difficult to see here. Let's go to the view and
control the focal lens. Let's make it smaller
like that, 30 maybe. So we can see better. Let's bring the
reference I make. You can bevel this
area if you want. And I guess we can grab
those Q Z and move them down and grab this and then
and move it like that. All right, what else
we could do here? Alright, I will
grab the vertices. Maybe. And I will hit E
and extrude them down, and then you can book
these in attend a bit. Well, maybe this vertex, I can extrude and extrude
this again one more time. All right, now, let's select this and I will hit F to create a phase right here and one right here, grab those together, hit F, and those as well.
Something like that. Maybe we can grab these, all of them in hickey or at lets see if
that's necessary to do the same
thing on the side. Well, the fastest way is to
grab these faces like that, and including these
and I will hit HTD to take a copi
like this and go and mirror this to the X axis
and move the sp here and you can align this so here we
have the tie who'd be close. Grab them at and Mica center and this as well,
Mica at center. That's very cool. And
this one as well, grab them Mica at center. And now I will grab these
together and then hit F, and they grab those right
here hit F two time, and those will hit F. All right. Let's add subdivision
surface quickly. It's not make sense, I know, but I just want to create
a shuette as allll. Let's add a support a loop
here and one maybe right here. And what else? Maybe
one right here if you prefer. Maybe one here. And hit A, you have to to
recalculate the normal to avoid the problem that
comes from the normal. And for this area in the
middle, if you want, you can extrude these faces in if that's important,
or you can ignore it. Well, it's not going to
take a time from us. It's nothing. So I will maybe this one with
this one is not connected to K. All what I want to do is just
grabbing these together, and then we can go to the local Mutate E to the Z and extrude
those right here. And let's select these together, hit E to the Z, and extrude those right here and
align it with this. And then you can connect
these vertices at K, or you can create a
phase like that at F. You can use the knife tool as well to
create a cut goes like that. And the same thing here is
to grab those all of them. At F and use a knife tool to
create a cut goes like this. C roll R to add one support
a loop goes like this, and you can take it using the knife tool to
take this direction, and I can dissolve this one. And I can do the
same thing here. Use a knife tool. Create
a cut goes like that. Okay. And this one hit M at
Center, and this one as well. Can throw to at, support the loop here, and
maybe one right here. Alright, something simple. So
what else we could do here? Now we have the dye board, and we just need to
create the steering. So let's make a symbol, add the three decors are
here, and you have the end, let's add a circle
and let's king the size to maybe 20 centimeter,
make it small like that. And from the right view, I will hit R rotates like that and move it a
little bit forward, and check the images. I just want to see if the steering will be visible
or not from the side of you. So we find anemic. Well, it's not quite visible, by the way. That's weird. Yeah, it's not going
to be quite visible. It's something small and simple. All right, after doing that,
what else we could do? I will hit H D Tacobi
and scale this as well. Try to find Ming az string. And yeah, I will grab this Nap, and I will hit F to create
a face and E to extrude it like that and Croll
B to be billets. Just something simple. And this phase I grab it hit
Alt S and it is deep, and you can hit I to
create an NST and alt and then hit E and
that's something like this. And what else? All right, so I guess I can grab
these three faces, and you can go to
the local mode. Let's go to the right, and yeah, we could grab those as well. As you can see, this what I did. And I'm going to
hit Alt E and Qs. Sorry, CtrolZ and do that. All right, Alt E and Qs extrude along the normal to
extrude these like that. And we could scale these to
their to their posi hands, so I will ting this to individual and scale
this like that. Something like that.
Something simple. All right. That's very cool. I will go back to the
median and hit S to the X and push these
away like that. If you want, you can move
to the Y a little bit. It's okay. And now let's grab this and
give this a thickness. Right click and let's convert
this first to a curve, and let's go to
the curve robertis right here under the humor tree, and let's control the depth. That will help to give
this a thickness. Something very simple. U to the Y. Alright
that's not going to work. All right. I just want to book this one in or you can leave it actually. It's not quite
important go this. Sorry. Smooth. And now we
have something simple here. Now, if you make a render, if you want to make the windows
a little bit transparent, we can see something
from inside, and right now, let's go
see what else we can do. Maybe this one we
can make it smooth. And, yeah, I think we care about the rear
side a little bit? You must not quite sure.
If we should do this. Let's bring the
reference images, and let's take a look
for the rear side. All right, I found this image. Let's see how can we
create something symbol? I will grab these two sets, and I will hit KvD
and move them to the back Key to the Y or
somewhere like that, I guess. All right. And right after that, we could create something
to close this area. So to achieve this, maybe we can grab one of these faces at Kv D to
CBD like that and both in the middle I will hit Key and I will create
something very basic. Let's put them right
here and I guess we can S X zero enter
and this one as well. S the Z zero enter,
this one as well. I will separate this, hit P, and then as
to separate it out, and I just want to focus on it. Hit control, I
apply the location because I want the organ
dot to be in the middle, and then I will add
mirror modifier. Now, right now, we
have the already. And I will tap to grab this side and hit key
to move it like that and activate the clipping and then push this back
to the middle. And then I will grab this
and move this behind the hears like that,
something like that. And I will grab this edge, and then I hit key to the Z
and move this down like this. Something like that,
and move this towards the chair and it E to exclude it and extrude
this again like that. And one more time, maybe. Alright. Let's see grab this edge and let's
extrude this back. Let's extrude this again, and I think we will have an
overlapping haber right here. In this case, very simple. Just to grab this and
push it back as well. From the top, maybe we
can make some kings here. Let's add two cuts, maybe or three, if you like, and I will grab these and move them close to this
edge of the trunk. Let's grab this one and move it. And let's see what
we will get here. Alright, something
like that for now. And it controller to add one support a loop here and maybe one
right here as well. A let's see what else
we could do here. Is there anything else
you could do with? Yeah, something
simple like that. Alright, I think that's
it for this video. I will end it here and
see you on the next one.
107. 107 Fixing some problems: Hello again. Welcome back here. I just want to fix some
problems we got here. When I created this
charging gate, I didn't target the outer edges to give them a bevel weight. I will grab this and select vertex edge anything and then hit Control to
select the linked vertices, and I will hit P and S
to separate this out. Now let's select this and go to the local mode and I will
tap to go to the mode. I will select the
outer edges like that. And let's go to this panel. And here we have the
mean bevel weight. Let's add one right
here so we can target the outer edges and then tab out, and now
let's take a look. Alright now we can see the
result of the bevel modifier. All right, one more thing
here I would like to do is I want to select the
outer edges again, and I want to extend
this a little bit more. Get wise, and let's
move these down, and then it out and
move these out. Make the distance smaller. Something like that, it
will be better. All right. And regarding this area, this small piece should
cover the spirit of ecstasy, and I just did something
and it's not correct. I will hit egg to hide
this, and you can see here, I created a small
leg goes like that. And the cover of the spirits, it's above it right now. All right, this
cover should go in and you can see this small leg. That's will prevent
the cover to going in. So instead of that, this piece, it should installed
on the cover itself, it should go like this.
And I want to king that. So I will tab and stern of the hearing crop
and subdivision surface. I will grab these vertices, and what I'm going to do is I will heatwise and
alt and move this. Let's see if we can move
this away on the other side. Yeah, we can do that
actual. That's very cool. Just move this away like
this, and that will be it. By the way, if you grab these
edges and hit git wise, they will they will snap
right here with this edge. But if you hit Alt,
you can go beyond it. This is the idea.
And then you can add a support egg loop right
here, and that's it. Now we'll stab and
active all of this and hit Alt edge to
bring back this piece, and go to the local mood, so I can make small change here. What I'm going to do
is I'm going to add a small A lobe right here so
we can extrude these faces, corrupt them a Alt E, and Q extrude along the normal,
let's extrude these out. Then these face we don't need them except,
get rid of them. This small edge or small
extruded right here, you can keep it or
you can delete it. It's up to you. You can add
a support a lob right here, and now we got this
result. All right. This is what we should get.
This is the correct result. All right, that's
it for this video. I will end it here and
see you in the next one.
108. 108 Fixing some problems part 2: Hello again, and
welcome back here. In this video, I just want
to change something here. I didn't notice that from the beginning when I
started creating the car, but when the time comes to create the borders around the windhiel here
we have a border, and I can show you if
I bring this image, you can see here we have dark
borders we could create. And all at least try
to find another image, it's not visible right here. But here you can see these
dark borders, we could create. And when I kick this image, I just noticed something here. The aches of the the edges of the roof is not quite similar to what
we got right here. If I go to the top, you can see the cavature here is not similar to what
we got right here. The cavature here
is almost flat. And here as well, we
have strong curvature. Well, should we fix that? Actually, it is something optional if you want
to fix it or not. It's not going to make
a huge difference, but in case you want to
create the interior, I think this area
it should be fixed. Otherwise, you will get
a different results. But for the exterior, it's not a huge deal. What I'm going to do is I will
move these vertices back, and watching this video
is something optional. If you want to watch
it, if you want to ignore it, that's totally okay. If you get a result like this, that's fine, and that's
beautiful, and that's it. If you want to fix it,
go ahead and do that. And I just want to
tell you that you are not going to
face a problem like that because I will share
with you the final result, blueprints of this car. Alright. To fix this problem, I should embod this image, and I will open the folder, reference images folder, and I have this
image from the top. And as you go to the top, and I will hide the
blueprints because I don't want them anymore.
Hide them like that. And I will embod this image, just click and try and
let's put it right here. And I will rotate
this nine degree at R and rotate this nine degree. And I will hit you to move
to move this right here, and I will put the three
decors right here at the corner so we can align
the corner with the corner. Bring the image, move it
and align this corner, put it on the three
D courso like that, and let's check
the other corner. All right. So this is the corner of the three D model and this is the
corner of the image. What I'm going to do is
I will scale the image a little bit according to the position of the three D coursor. Change the transform to three D courser so we
can scale from there. Let's scale this a little bit. And as you can see, it's
not perfectly aligned. I will hit the rorotate
this tiny bit like that and scale this one
more time like this. Maybe art rotate
it a little bit. And you can see the difference. So this is what
we could do here. All right, to make the
process easy for us, I can create a guide. I will grab these
vertices in the middle, so I can put the guide here, and I will have the A to a, and I will add a path. And let's scale this path,
make it small like that. And let's move it
and align it with the corner as well,
right here, maybe, and skill you can scale to the three decorsa
or kings to bonding, and let's scale this
until the end of the age. Be aligned with the
corner like that, and we should get the
same result right here. And then I will tab to select these vertices
so we can control them, and I will move
these to the Y and just watch the dark edge. It should be aligned with
the reference image, and now it's perfectly aligned. So that's
what we want to do. We just need to
create a guide first. So the guide is ready
or something like that. So this is the guide. You can
move this up a little bit. And there are something
if you want to do. You can just tap and grab these edges and hit
key to the Z and move these and align the
guide with the surface. That will help you a lot
when it comes to move the vertices of the
windshield and the roof. Key to the Z and let's Alright.
Why that doesn't work? Key to the Z, and let's see
what's going to happen. Again, I don't see
any overlapping. Maybe this is the
nature of the bath. Yeah, it overlaps
the geometries. Anyway, and here I think
we have a small gap. That's totally right. I will grab this and hit G to the Z, and let's move these down until
the bath hit the surface. Alright, so now the path is almost aligned
with the surface, and now is the time to move these vertices and align
them with the path. That's all what we
should do here. I will grab the three of them, and I will tap to go
to the edit mode, and I will move these vertices and align
them with the bath. So to do that, we can go to the top and make one of these
vertices the active. For example, I can use
this one and make it the active and align the active
vertex to this edge. And I'm going to use He Snap and that
will be it, I guess. And I will hit G to move. And I will hold Control to
snap the active vertex here, but it's not going to be snapped because we didn't choose
the active elements. One more time, hit
G. And by the way, before you do all of that, I just want to do
something here. I will select these pieces
and go to the local mood. That will be better. And I'll select this and tap again
and the same thing, it key, old controller and snap the active
vertex to this path. Well let's see if
that will work. Can we do this? Or
it's not snapped. Well, maybe that's because the path is not changed to make. In this case, I
will grab the path, and I will hit heavy to this, just take Kobe to
use it later, maybe. And I will grab this and
hit rat click and cose. Convert to mesh, and now
it's converted to Mish. And there is an option
if you want to use. You can from the
tab if you like, you can go to the Face of projects and use project
individual element, individual vertices and tab
and grab the whole path and then he key to move
hold control to snap it on the surface of the roof. And let's see if this snapped. Yeah, now it's
perfectly snapped. Well, if you do this,
if you do that, now we just need to snap
the vertices on this path and we will get a perfect
results because otherwise, if you don't do that,
you need to grab the vertex that you want to move and move it to
the Y like that, and then move it to the
Z just to align it. And that's not going to be easy. So now I will grab the
frame with the roof with the windshield and go to the top and make one of
these vertices active. For example, this one, you can choose this one in the
middle if you prefer. And let's go back and
choose Egg Snap. All right. And this one sweetest
to the active element, it to move Holt and throat
to snap. All right. Alright now snapped. Alright,
let's do that again. Go to the top, key, snap. And yeah now the
result is perfect. Let's say grab those right here, and the same thing. I just want to use one of these. Let's see which one we snapped. We snap this one, this edge. And I think we should do
the same thing for this. I will hit key, make
this one the active, key, hold control, and snap. You can do that from
the top if you like. Like this. Alright,
that's very cool. And now we see grab
this. Let's make this one the active and go to the top. And he to move. Alright. Hi you to move
to the wife first, and then gee and snap. And let's grab those,
make this one the active, key, hold control
and snap right here. And the same thing for
this, go to the top. Make this edge the active. Sorry. Let's move to
the Y like this first, and then key and snap the same thing for these
edges, key and snap. Grab those right key and snap. Let's snap it right
here. Grab the. Let's make this one the active. And snap this one here as well. And the same thing,
those vertices, G and let's snap this
one here, I guess. Yep, perfect. Those as well. You can see we have a variation. By the way, if you like, we
can fix the variation first, we get right here, and then
you can move them together. If you want, you
have this option. And now you can grab them
all and make this one the active and go to
the top and move it first to the white and then
you can start. All right. That's very cool. Let's
do the same thing here. Let's make this one the active, maybe or sort of this one
and snap it right here. And let's see if we have any
variation. Yeah, we have. I will grab this one
and make this vertex active and hickey
and snap it here, and I will grab this and make this one the active and
then key and snap it there. Right now, let's tab out, and let's take a look.
Let's go to the right. And you can see the result
is so beautiful and nice and we don't
have any problem, and we did that quickly without
spending too much time. Alright, let's like to excite. And with this guide selected, the one that we copy
let's select the image, and let's put the three
decosor over here, and I will go to the X ray so
I can align the rear side. I will hit key to move this and align this corner with
this corner like that, and I will check this side and I will
change the transform to three decosor to
use a three decosor as a B vote point and
scale and see the result. Or something like that. And now I'm going to align the second line with the
reference image. So let's say grab
them together first. And let's go to the local mode. Let's go to the
top. Grab this one. If you want it, you
can duplicate it. And then I just want to put do we need to
put this in the middle? The three D cursor?
Well, not so quite sure, but I just want to scale
this to the median point. Like that, I guess. And you can hit key and move
this right here. Even if this side is not
aligned perfectly, that's okay. And I will step
to go to the mood and just keep watching
the dark line. It's a little bit
difficult to see it, but it's right here. I will hit key to
move and I will move this and align it with
the windshield like that. All right, so this
is the dark line is aligned in a good way. And the result looks fine. So this is what we got.
And let's hit to excite. Now, let's see what's
the next step. I will hit key to the
Z and move this down, and I'm going to align this
edge with this corner, head key to the Z. Yeah, you can put it in the middle. And right after doing that, we can go to the herring crop. I will activate the
herring crop just to select the guide mesh because I want it and select this
edge with the guide mesh. All right, I will
turn off the hypol so I can focus on
the guide Mish, grab this edge, grab the guide mesh, and
go to the local mood. And I'm going to change this I will hit to the Z just move it up just a ten bit so you can see it. And I'm going to change this
to a mix, and then, sorry. And then I will tap to project these
vertices on the surface. So active face project, go to the top, and this is
what we got, as you can see, I will hit to move and hold control to snap these vertices
on the surface. And now they should be
snapped. Let's take a look. And as you can see, it's perfectly flashed out against this against
the surface. After doing that, you
can hide the hearing rob an hide the hi poly and it's like to exit
from the local mood. And what we want to do, we should snap these vertices to this edge, and that's it. Grab these surfaces, and you can include this edge as well
and go to the local mood. And let's ching
the snap to edge. And this one you can
tune this to the active that transform
and you can tap. If you tap and you
notice the guy selected, you can pick them one by one. All right now, what
we will do is, let's see if we have
an H in the middle. Alright, I didn't select
this one in the middle. Yeah, here we have one H in the middle, and
that will be helpful. I want to focus on this vertex
in the middle to use it. So make this one active and
then snap it with this it ey, hit key to the Y,
just to move it back, and then hit key, hold
controller and snap it. Alright, now, let's grab this, and let's see where is the middle line. I
think it's right here. Hit key to the Y first just to move it
anyplace and then hit key and hold controller
and snap it. And let's do the same
thing right here. All right, so this
is the middle, or at least snap this first. I will hit key hold Ctroll
and snap this one here, and I will grab this
and make this one the active and snap
it right here. And now I will grab them all like that and make
this one the active. I just want to make the
process easier for me, and I will move this right here, key hold Ctroll and snap. Let's do the same
thing here. As you can see, we have a variation. Grab this hit key. After you make this one active, hit key and snap it here. Hand grab this with this
had key hold control. Sorry, make this one the active. Keyhole control and
snap it right here. And now we grab them all,
make this one the active in the middle so we can
snap it with a guide, key to move, keyhle
control and snap it. And as you can
see, everything is perfect. The same thing here. Alright maybe we could from
the top, I don't know. Let's say grab this all and
scale these two the eggs. And let's make this one active. Key hold controller and snap
right here. Make this one. The active one hit key hold controller
snap this one here, grab them all, make
this one active. Move it back to the Y and now
key Holt controller Snap. Crab these as to
the X zero, enter. All right. And let's snap
this one with this one. Align them together. That's all what I want to achieve here. And this one with this one, and now grab this, make
this one active, go to the top, hike to
move this back, and snap. The same thing here,
we can do it actually. Let's grab these. On the top, I guess, as to the you enter. And you can hear
them a little bit. Just attend a bit like that. And I guess we can
do the same thing here. Can we do that? I'm not quite sure,
but let's move these a little bit with this
one and include it. All right now, what I'm
going to do is I will make this one active and hit key
hold controller and snap it. And this one as well, I guess
we could do the same thing. Hit key hold controller
and snap right here. Make this one the active key
hold controller and stabbed here. And this one as well. All right. That's very cool. I. All right now, let's take a look and
let's see what we got. I can see here we
have a waveness. Let's see why that's haven. Maybe because of these vertices are not perfectly snapped. Let's see grab again and let's see what variation do
we have right here. Well, here we have
small variation. Let's get rid of that problem. And I think here as well, Keyholt control and snap small writer's see if we have something
like this anywhere. Let's go to the right and
let's take another look. Right now the result
looks fine and cool. And, this egg goes like that. And I think one of these I have a small
problem right here. One of these vertices are not aligned perfectly
with the guide. So let's try to get
rid of this problem. Yeah. This is the problem.
And let's check the rest. Let's kill these to the Xs
and this one is snapped. Grab those, kill them to
the g, and those as well. And everything else
is snapped perfectly. All right now, let's go back
and let's take another look. Al right now the
result is perfect. And the egg looks very cool. Well, after doing
that, you can see here we got a variation happen. If you want to avoid that,
you can grab these edges, all of them like that. And you can use the space
option right Q space. And even this egg, I guess this egg looks
select them and space. All right. I think that's not
going to affect anything. I mean, using the site and fix the distance
between the edges. That's not going to
make any problem. And here, I think we
could do the same. I will grab these edges. I think we can select
the age ring like that. Control Alt click,
Control Alt have to add. I think this will be faster. And after that, right
click and Que space. And hit slash and
maybe now is the time to go to the windshield and let's see what difference
we got right here. All right, the same scenario, let's grab these edges like that and try to
click and ue space. And now let's take
a look and let's see if we got any
problem anywhere. All right here we
got slide problem. I think we got just a tiny
overlapping a right here, and it's something easy to fix. Let's see what's going on
exactly here. All right. Let's check the rear side. I just want to see the distance. All right, one more thing
here, I just want to fix. I think this one we should
move back. All right. So we just need to keep
the distance between these edges. Let's
move this pack. Rub this one and move
the speck a little bit. And this one as well. And I guess you keep
a small distance. Or something like that. And
everything else is okay, I guess. All right. Now the result looks better. Very cool. All right. I think we did great here. Now you can delete these
ages the guides we created. We don't need them anymore. All right, that's it
for this with you. I will end it here
and see you in the next one. Thank you.
109. 109 Modeling the windshield borders: Hello again, come back here. In this video, I want to create
the wind killed borders. And as I said in
the previous video, here we have a borders
we could create. And this image, I think it's cool image to see this stuff, but it's not quite good. It's not going to everything, but I think here we
can do something when if you open this image, we have it right here in the
reference images folder. I think we can go to the
I think here we have an option called Edit Ms
are quite here, Edit fold. Yeah, I think this
option can help us. Or not this one, I
guess, somewhere here, Edit amiga, we can manipulate
the color a little bit. In the adjustment section here, you can manipulate the contrast, and that will help
a little bit to see some details and you can manipulate the
exposure, I guess. No, that's not going to be good. The brightness is
not going to work. Let's see the head. Maybe you can increase the Jado to 100. All right. Yeah, now I think
we can see something here. And you can say, Hey, we have the safe option. You can save this Azure Copy, and I will save it as a copy. I will call it, for example, top image or score two and then hit Save All right. After doing that, I will replace this image
with the new image. You can see it right
here. So this is the old. And let's go here and click
the new one. It's right here. Click any track above this
one and it will be replaced. Let's move this one
And I will select the windheld and the rear window and grab the image and
go to the loctal mood. And let's try to align the windhel of the
image with this one. I'm not sure what if
that will be perfect, but let's give that try. Let's change the transform to three dcursor to scale
according to three dcursor and let's align the corner
to the corner like that. And let's check the side. The site is, perfect.
That's very cool. And now I think we
could scale this a little bit more but yeah, as I say, it's don't
going to be perfect. It's a little bit
difficult to control it. Well, this is not
a huge problem. In this case, we
can follow the hap, and then we can project the
vertices on the windhiel. Let's go to the top and then let's put the three D crosser anywhere. For
example, right here. And by the way, you can I think we can copy the border
of the windshield. I think that's okay to do. Let have D to the Z
and let's move this up here and then hit P and then
it's to separate this out. And as you can see, it
will be ring cropped. But that's okay, select it like this and delete these modifiers. We don't need them anymore. And now we ended
with this. Go to the tab and let's take a look. Let's see what we have here. After that, I will hit
s2z0 and and flatten this and move it up. And then I will
create these details. So let's tap to
go to eight mood, and I will grab
one vertex hit HD. All right, leave the
one in the middle. Let's grab this one. Let's put this one, for
example, right here, and through this one here, let's make one extrusion
goes like that. And one extrican goes like that. So this vertex will
meet this one and hit E to make one more
extrgen goes like this, and one goes like that, I guess. All right here, extrude
this vertex like that, one more extricant like this, and one like that, hit E again. And one extrusion
goes like this. All right. The distance
should be even. Don't forget that. All right. And what about this area? Well, I think we can or we should follow the
reference again. After that, we can move
these vertices later. So let's have three cats right here. All right. And it's not so quite
clear to see the border, but I think it's right here. Let's have one vertex here and one right here just
to meet this vertex, and then one more extrusion
here and one to the middle. And after that, I will
grab these and move them down like that, maybe. And here we have a vertex, and I guess here we can add one vertex to meet
this one here. All right now, let's see
what else we can do. I will grab this vertex and
hit E to extrude this here, and one extrusion goes like
that and hit E like this. And now make connection
between these. I will grab those
and hit F to create a face and the same thing here. All right. And here we have three vertices. I will grab this
one with this one, grab them all actually, and then hit F to create
a big phase here. Let's create a phase right here. And what about this area? Grab these, all of them, hit F. And let's hit F to
create a phase here. All right. So yeah, let's grab those, all of them, hit F. Grab dose at F.
All that's very cool. After that, we can edit this area by adding
an X ray vertices. For example, right here, we can create a new
cut goes like that. And here, you can create
a cut goes like this, maybe you can connect
right here if you like. Maybe this corner we can create a cut goes like this. Okay? And we will fix
all of that later. Maybe this one we can create a cut goes like that, I guess. And for this area, let's
see grab those right here, hit F to create a
face over here. Let's create a face like that. Well, that's not
going to be perfect. Let's have one
vertex right here, let's grab those hit
F. And this area, let's hit F, including this one. And let's use an F tool to
create a cut goes like that. And maybe one cut goes like
this and then like that. All right, so this is what
we got. That's very cool. Alright, now let's go to the
top and what I want to do is I want to shrinrb this
on the guide mesh. So with this one selected, I will turn off the
hypoly and turn on the shrink crop so I can shrink rub this
on the guide Mish. The image, we can move
it down just a little bit so we can see Alright,
where is the hi poly? Sorry, we should
do something here. We should select this one and grab the guide mesh see
if we can catch it. Let's go to the local
mode and I will select the roof and send it
to the hidden object, hit Alt slash, and there we
go. Now I will select this. And from the top, I just want to project this on the surface. Let's go to the right. It's
a little bit difficult to see can grab all of these
vertices like that, it to this, move these down close to the
surface like that. And I will add shrink
rab modifier above this. And I will choose
the surface and king the method to project. All right, project to the Z
axis. See what a problem. Let's turn off subdivision
surface for now. As you can see, we
didn't get any results. In this case, just grab
the geometry and then move it down due to the
zen, it will be ring crop. All right. Now I think we can tap
to go to the mode. I just want to make
small kings here. Or at least see what options
do we have right here? First, maybe we can create
small inset at the eye, but we will get
some overlapping. That's not going
to work for now. I will use a knife tool to
create a cut goes like that, and I will delete this edge, and I will care this area a little bit by
moving this like that. And let's see what
else we could do here. I will slide this a little
bit and this one as well, just to tighten this area. And here, as well, we could do something regarding this area. All right. I will create a cut. Maybe it could go like that and move this a
little bit like this. And what about this? But I guess you
can dissolve this. It's not necessary to leave it. And what else we can do here? Maybe you can slide this
like that, tiny bit. Slide this one as well. All right regarding this area, maybe we can add
support egg loops here and there as well.
And maybe right here. And one support the eg loop here and one on the side,
and one on the side. And you can reduce the
number of these edges. Let's create a cut right here and right, let's see
if that will work. Let's maker the smell like that. And I guess can we I'm cerquit
sure if we can do this. Or at least you grab
this one and delete it. And I'm going to
select this egg, and he key twice and
mark this one here, and the grab this
one and he key twice and slide it a tiny
bit like this. And one more egg
look right here. All right, I'm using these
egg to support the corners. That's all. Okay. Well, that's very cool. Let's put the sub divan surface and then in the shrink crop end. Let's active this. Or, actually, I guess you can put it above it.
That's okay to do. That's very cool. And after that, I will
hide the shrine crop. And this is the so that we got. I guess we could
flip the normal. Tap it A. A, something weird
happen right here. I don't know what
is it. Let's go to the top and try
to move this vertex. Just move this a little bit until you get rid
of this problem. And it seems like we have
the same problem right here. Hit A and then M and
Merc by distance, let's see if we have any
vertices could be merged. All right, let's see
what's going on here. Let's go to the
top and let's try to manipulate this
area a little bit. Just light it until this
problem disappeared. And now let's bring back the high booli. It's
like to excite. And maybe now is the
time to use the offset, Scrab the windshield with
this piece and Alright, let's use the offset to push
this a little bit inside. Let's zoom in here. I'm
going to use the offset. Ring this down. All right. Let's see
if that will work. Let's see if we have
any problem right here because I'm not getting a
perfect result, I guess. So let's zero out this, and let's see
what's the problem. All right, if that doesn't work, you can apply the Shrinerb
and accept this result. And let's try to tab and
select all the vertices, and let's use the alts instead, or maybe we can
do something else like rehrnrb this on the guide and use the offset
without the projection, or you can hit Alts, as I said, let's move this down on the
other side like that. I think that will work.
Maybe a little bit more. It's alts. We got some problem right here,
something weird having. The result is not perfect. Let's undo all of that. And I'm going to speak to the phase selection
mood. Maybe that's why. And then I will use the tie. And I'm still facing some
problems right here. Some of these vertices
still linked with the windshield I don't
know why that's haven, but let's see
what's the problem. I think here we have the Blertseas or
something like that. Let's go to the local mode, and let's see what's
going on right here. At A and then he N to
recalculate the normal. All right, that's weird.
What's going on here? At A and then MN
merc by distance. All right. That's totally weird. Maybe because of the subdivisen
surface, let's delete it. And let's see what
we have right here. All right, hit A,
H N. That's where. Or at least tab out and let's add another subdivision surface, and I'm facing the same problem. Maybe we could change the
heading to head to smooth. Maybe that's why. It's fixed, but that's really weird
to have this problem. Alright, I'm going to use the ring rab modifier again to hern rub this
on the guide Mish. And I will choose
the guide Mish. That we fix all the
variation here. And then it like to
excite and I will grab the windshield and
grab this one as well, and I'm going to use the offset to ph this on the other side. But make sure that the offset is moving all the vertices.
Move it like that first. And after you make sure that
everything is work fine, just focus on the corner, lift and ph the
offset at ten bits. All right, 0.25 maybe. We have a small distance
here, 0.2, one. All right. At 0.21 maybe. I think that will be okay. I guess we can slice
some of these vertices. Let's see if that will work. Attend not too much. Right here, something
have not make sense. Maybe by sliding this in, move it attend bit to
get rid of this problem. Right now we got this
result. All right. It wasn't easy to get this but. Anyway, we're done here. And here we have some
overlapping heb right here. That's why you can see some glitching
heaven in that area. Let's try to increase this 2.2. And maybe we can
slide this again. And that's it. All right. That's it for this video. I will end it here and see
you in the next one.
110. 110 Modeling the rear window border: Hello again. Right now is the time to jump
to the rear window. Okay, let's do the same thing. Let's rob the rear
window, and let's tap, and I will select
the outer edges. Hit Alt click, grab it, H D to the Z, and let's take a copy right here and then hit P and then S, and it will be hearing crop. We don't need all of these
modifiers, let's delete them. We can keep the
subdivision surface, but you can turn this
off in the edit mode. And now tab hit A S to the Z ZRnter, flatten
this to the Z. And now let's work on this. So I think now we should try to align this
with the reference image. Let's see grab. All right. I just want to move this above the image like
that so you can see it. And then I will move
the image and align the corner with the
corner like this and maybe put the three
dcurser over here and then scale the image according
to the three dcursor sorry. Rub the image, go to
the top and scale it. All right, something like
that. It's not perfect. I know that, but I
think we should, I don't know scale this bag. I will accept this
result, and I will try as much as I can to
get something close. Let's tap to go to the mood. Let's go to the vertices. All right, I will grab this
vertex and then hit he D to take a Kobe and let's
move the V over here. And I will hit E to extrude
this to the center like that, and grab this and extrude this next to this one
and keep doing this. Something like that. Right now, maybe we could decrab these and then hit E and
extrude them like that. Something small like this. And I will grab this with
this and connect them. Maybe we could move
this just a little bit. This vertex at F. And I will grab this
vertex with these right here and then at F to
create a big face. Now let's select
those as well at F. At F multiple times. Sorry, grab these
two vertices at F multiple time to fill
this area with faces. And the edges here
are not strip. I will grab these
and then hit's tune this back to median as to the
Y enter and make this flat. Key to the Y and let's
move this back a tiny bit. Actually, you can grab
them like that and hit as to the Y U
enter, if you like. Right now, I will
select these right here and I'm going to
extrude them a little bit, something similar to
what we have right here. You can see the amount
of the extrusion. I'm going to take this
and move it right here. The amount should
be almost right here close to this edge. Select these vertices
and then hit E, go to the top and let's extrude them,
something like that. It will be okay. And now it's
time to work on this side. Let's tie just to slide
this a little bit. And I will hit E to create
an extrusion goes like that, and I can grab this
with this and then hit F to connect them. And here we should have
a small curvature. I only grub this with this and
then let's select dissolve them at F and decrb
the rest at F. Let's add one cut goes like that as a
support to this corner. And I guess you
can dissolve this. We can make this area ar
using another technique. In this area, as
well, I guess we could hit twice to this one and slide it a little bit
because here we should have a small curvature. And one more thing
here, I guess, we could hit twice to slide
these and hit to align them. I want to All right, it's alt I guess. I just want to align
them with this side. And now we got this
as you can see. Let's move this image up and
the grab this G to the Z. And I'm going to ingroup
this on the guide, but maybe we can increase
at some edges right here, maybe maybe one in the middle. I guess we can use it later, or maybe this will help
us to get better results. And let's go to the top
because I don't know, I feel that this area
needs some tweaking. Let's grab this and queue space to make the distance even. Maybe we can use the relax.
But that's too much. Hit key twice and
slide this back. Something like that,
it will be okay. All right now, I will
turn off sub div surface, and I'm going to use
Hrin crab modifier and use the guide to
Shrinkwrap this on the guide mix and we want
to use the project method, and now it's Shrinkwrap,
as you can see. Okay. The result looks cool. I like it. You can
apply this now. And you can use hearing
crab modifier again. Sorry. And let's choose
the guidemec again. And this one will be underneath
the subdivision surface. And for the corners, you can grab these
vertices and can increase the vertex crease
to one to make this harp. That will be better. All right, I will grab the
rear window with the border and go to the local mouse so we can put this
on the other side. Let Zoom in here like that, and then I will use the
offset to push this. But you can see here
something happened. If you got a problem like this, I think we could change
this to outside, and then I guess we
can use Alright, let's change this to
inside this time. Yeah, I think now we can
use the offset option. I think we got perfect results. I like to excite, and let's
take a look. Well, it's nice. One more thing here I
would like to focus. I want to select this piece
and go to the local mood. I want to kick the face
or Al we t the flit. I will tap at A and then
it's Alt and N Qs flip. It's like to excite and yeah, the result looks very, very cool. That's very cool. After doing this, you can I grab this image and delete it. We don't need it anymore.
And we got very cool. We were fizzled. Alright, I think that's
it for this video. I will end it here and
see you in the next one.
111. 111 Adding the Spirit of Ecstacy: Hello again, and
welcome back here. I just created this model. I used the sculpt mode
inside the blender, and I created the
spirit of ecstasy. And I'm not going to cover
how I did this because this course is not
talking about sculpting, and I going to import
it and use it. So and by the way, I will leave this model
with a resource folder, or you will find it
with the car itself. So let's select it like that, and I will hit
Control C to COVID. And let's go to the Rolls Royce. And here I will hit
Control V to best it, and it's right here
in the middle. I will hit G to move it, and let's put it right here. And I just want to
go to the extra. Let's open this folder so we can see the images
that we got right here because I want to
compare it with this image. Let's go to the front, and I'm going to scale it like that. Scale it a little bit more. And let's hike and
let's move this down. And I will put the image
behind this so you can see it. Or you can grab the model
and put it in the front of the image or
something like that. Let's move this down like this. And the result looks nice
and the size as well. Alright. Let's go
to the side view. Or there is no
reason to do that. Let's turn off the extra, and let's take and move the
spike. Almost right here. And now is the time to
create mix some tweak to the the cover of the spirit and king
it to something else. We could create a platform for this something similar to this image or this
one right here. And to achieve that, I
will grab the cover, and I will hit F two to king
the name of this piece to, for example, spirit cover. And then I will hit Sift
D to take another copy, and I'm going to king the
name of the second copy to spirit maybe platform. Something like that. And I'm going to select
the spirit cover. And I'm going to hit to move
this to the new collection. Let's call this spirit of a C in case we want to hide it. And I'm going to hide it for
now, even in the render. And now's the time to make
some tweak on this one. I will open the extra because I have this image I want to use, and it's still in
the correct place. And this image, I will move it back because I don't
want it for now. I will grab this piece
with this image, and I will go to the local mode. So we can make some change, go to the top and let's
check the alignment. The alignments still perfect, and that's all what we want. And I will grab this vertex and bring the three de courser
over here in the middle. Tap out, and let's add a circle. Let's change the vertexes
to 12 vertex maybe, and the radioster maybe ten
centimeter or maybe five, even three maybe,
something like that. The number 12 looks
a good number, and maybe we should scale
this just a little bit like that and move this
up a tiny bit. I'm going to project
this on the surface. So grab the cover and then
tab to go to the Edit mode. And one important thing
here I would like to do. I will apply mirror because I think we
don't need it for now. Tap hold control, grab the
circle, go to the top. And then go to the meg
and Q Knife project, and now it should be projected. But I'm not so quite sure if this circle is perfect or not. I will stick to the
phase selection mode and hit XF to
delete these faces. And I'm going to merc
some of these vertices to the corners of the circle. For example, starting
with this one, wie and Merc and the
same thing for the rest. This one we can merk it
right here. All right. And here, here, maybe we can
create a cut cost like that, and I can dissolve this
edge and maybe dissolve this one and even this
one, dissolve this one. Alright, this one Q
twice and merge it. This, I can dissolve it, I guess, and use an ethyl to create a
cut coast like that. All right maybe here, Qwie and mic, this one right
here and this one as well. And this one, I
guess we can mirc it right there and
this one right here. And you can dissolve
this and mic, this one may be here, I guess. And this one there. And
the same thing for those. So this is the
result that we got. After doing that, I
will hit Alt click to grab all these edges. And I'm going to use
the circle just too perfected and get correct
roundness. And now it's nice. The result now looks
very beautiful. And I'm not squaure. Maybe we can increase
the subdivision level. Let's hit subdivide and
let's see if that will work. I'm not squa sure. I
just add the new edges, and I'm going to
heterrtNQ circle. And I just want to connect these new vertices to new edges. For example, this
one with this one instead of leaving this
edge goes like that, I can connect it with this one. And maybe this one
with this Alright, this one, you can merk
it with this one. So this is what
I'm trying to do. And those together it
K. To right here it K. Let's connect this with
this and dissolve this one. Let's use the knife tool to create a cut to connect
those together. And maybe this one
with this vertex, I guess, and delete
this, delete this one. Sorry. You hit connect it
first and then delete. All right, use a knife tool to create a cut goes like that. And this one, I think
we can delete it. And I guess we can connect this vertex with
this one right here, I guess, and then maybe this one with
this one right here. And let's see if we need these vertices. All
right, we don't. Use a knife tool to create
a cut goes like that. And maybe we can king the
direction of this egg. And in this case, I can connect this with this area,
and I can delete this. Use a knife tool to create
a cut goes like that. And one cut goes like
this and delete this one, we don't need this.
Even this one. Use the knife tool to
create a cut code like this and delete
this and this one. All right, this egg,
we don't need it. And one cut goes like that. And one new cut goes like
this and delete this one. Alright, now the result looks
perfect. It's very cool. After doing that,
according to this image, you can see here we
have a small bulge, and let's see if
we can create it. I will hit Control plus
two grow selection, and I will add these faces
to the selection as well. And I will grow the
selection just one time, and I will hit Alts to push
these up just a little bit. Something like that,
maybe a little bit more. I'm not quite sure. Let's see if that
will work. All right. The result looks
nice, but I will hit minus to ring
the selection end. I just want to I don't know, maybe we should
grub this egg and move it away a little
bit to the middle maybe and hit Alt and inflate
a little bit. All right. That will give us a
smoother result here. And I think that's what we want. Maybe above that, we
can grub these eggs and hit twice and move
the in attain a bit. That can give us
even better results. I will hit you twice to try to put this in the
middle or you can hit Control Alt click
Control Control, Alt heft to add and right click and space to put the
edge exactly in the middle. Alt is to push this
out a tiny bit, and the roundness now
become very nice. All right here, I will
grab this and hit F to create a face so I can
extrude this diagonally, hit E and extrude it, turn off subdivision
and the edit mood. Hit Alts and All, I will end with that and
I will keep this one off. I will hit E again
to extrude it. Something like
that, deep inside. And I will grow the selection
to create an inset. But before you make the inset, I just want to move some of
these vertices or edges away. Like that, slide them, and then go to the face
Control Bloss hit I for inset, and then hit O to
invert the inset outside or let's say outset
or something like that, I guess, and then I will hit I and then O to invert
it inside like that. And I guess this age
iconic gravity hit Control would be and bevel
it to three, I guess. All right, it's okay
to add four, I guess. And then I will grab
this and I will hit X F, or I will hit I to
create small Inset and delete this and go to the
g selection mood hit two. I'll click. Then let's go to
the face and ces grateful, and the result looks very nice. And I will add one a
lob right here just to support this area.
And let's tap out. And the result looks very
nice. I like it somach. Let's like to excite and
let's see now what we got. As very cool. I like it. After that, I will hide the extra. We don't
need it anymore. Let's grab the ecstasi and the spirit of ecstasi and I will hit arterotated
and I'll line it. And I want to put
exactly in the middle. I will tab and grab the circle, alt click, and then Hs
and Cursor selected. Tab out, grab the spirit had
HTS and select it to Cursor. And now it's perfectly
in the middle. But what about the size? Let's bring this right here. I just want to
make a comparison. Well, the result is very close. I guess we could go to the right and move
this in a little bit. Something like that. And I
think we can make this bigger. I'm not quite sure
if that makes sense, but let's make a
comparison with the badge. All right, making this
figure is not going to work. So in this case,
I guess we could manipulate this a tiny bit. Let's go to the
phase selection mode and let's grab these faces. TK throw plus multiple times to grow the selection like that. And I'm going to scale these
towards the three D courser. Let's change this
to three D courser because the three
D coursor is in the middle and let's scale the circle. Something like this. And if the hole pushed
in a little bit, hit key to the Z and move it out because that's important. Maybe we can do that
from the right view. I will hit key and move
this a little bit and align it with the
surface like this. Or something like
that. Maybe the spirit I can scale at a bit. Yeah, it's a little bit big, but the result looks perfect. Looks very beautiful. And when you zoom in here, you can see here we
have some bad shading happen inside the wrinkles. But if you want to avoid it, you can increase the
subdivision level, add subdividan surface, and this will help to
reduce that effect. But that will be
too much for this. If you have a close
shot, you can do that. If the shots that
you are going to take are a little bit far, ignore the subdivision
surface and turn this off in the render.
So it's up to you. I'm going to select this
with this and move them to the Spirits collection. And now, in case you want to hide or bend the spirit cover, you can just select it from
here and it will be here, and you can turn off the spirit and the
cover and the render. The platform, so this
is the platform. I can hide it in the render
with the spirit of ecstasy, or if you want to unhide
them or a bend them, turn this one off and those on. So it's up to you. Alright,
that's it for this video. I will end it here and
see you on the next one.
112. 112 Illuminating the scene using HDRI image: Hello again. Welcome back here. Modeling section is
almost finished. I don't think we need to
add anything for now. We had all the
necessary details, and now maybe we can jump to
the lighting and materials. And for any reason, if we
want to update something, I will add a specific
video for that thing. Alright, now, I just want
to illuminate the scene. I want to add some lighting, and after that, we
should render the scene. I always like to use HDR image. HDRI stands for high
dynamic range image. And we use the
HDRI to illuminate the scene because the HDRI image itself has some lighting. And I'm going to show you
an example right here. I always like to use this image. It's very beautiful. And my recent courses, I always use this one to
illuminate the scene, and I'm going to
use it here again because I like the lighting that comes from this ATR image. And you can see here the
windows and this open area, it's casting a good
amount of lighting, and that will help to create nice soft light and
realistic and the same. And this image is abc image. We are not going
to use this Image, but we're going to use this C XR because it has a
lot of information, as you can see here,
the size is bigger. So right, to do this, I'm going to sublet this
Window 22 windows like that, and I'm going to change
this to header editor. And now we are in
the header editor. I will hit end to get rid of
this panel and I'm going to open the Scrncast so we can see what button
we are pressing. And after that, we could change this option to world because now we are
in the object mode, we are dealing with object, but I want to deal
with the world, so I will speak to the world. And here you can
see the two notes, the background, and the output. And in the render, let's go to the render setting. I'm going to change
the engine to cycle. I want to render with cycle, and the device is
switched to CBU. I would like to change this to GBU combute and in the
preference images, I will hit a four to
open the preferences. And in the system, I will active the
NVDA, the GBU here. If this was just
active this one. And after that, save the
preferences and facets. And now I can access the Q view. And I don't think we need
to kink anything here. Maybe in the Viewboard we
can activate the denoise. And yeah, I think
that's it for now. Alright. After doing that, I will click and
drag this image, the HR image and butt
right here like this. And you can see that the node is not the correct
node that we want. I'm going to change
this to another node. I just would like to
mention something quickly. Just go to the edit
and then preferences. And here we have in
the addon section, one of the addons, and
it's very important. It's called a node wranglar
type WR and you will find it. This addon will give you
extra important shortcut. We will use them in
the head or editor. So it's very important
to activate this one and then save the preferences. This node is for
the normal images, but I want to add the
environment node, and I'm going to show you here. It could be this one right
here, the environment. So to do that, I will grab this and then hit Shift S to change. And let's go to the
texture section and let's choose
environment texture, and now it's being changed. Or you can go to the open and search for the AXR
image and right here. That's will work
as well. This no, we don't need it anymore.
I'm going to delete it. After that, if you grab
this and block this to the background in the color and if you hes it to
go to the render, we could see
something right here. So let's give this a bit of time and now you can see
now the lighting that comes from the XR image, and that's very cool. You can increase the
strength to two maybe. I just want more lighting and you can control
that from here. Well, so far, that's
so beautiful, but I don't want to
see the environment. I just want the lighting and I want to hide
the environment. But there is an IC trick here
we can use to achieve that. I will grab the background node, and I'm going to hit Shift with D to duplicate
this like that, and I'm going to
hit Control ft and hold right click
and move the mouse from this node to this node to create the mix shader here. All right now we have
the mixed header. And now we have the both of them connected to
the mixed header. And I want to control the
factor with the bath node. So he A to AD and I'm
going to search for the bath or this is the bath
or let's say light path. And pick the first option and black it to the factor here. Now you can see that the
HR image is not visible, but the lighting that comes
from the HRI is still here. If you want to
control the color, you can go to the
second background and make this
darker if you want. And I like to do
that. All right. Now I can say that we are
ready to add some materials. So this is how to use HDR
image to illuminate the scene. I will put the three Dcursor and the center
head shift with C, and I'm going to add plain. Well, this is not
quite necessary, but if you want to add something underneath the car,
you can do that. And maybe we could
move this down just a little bit e to the Z. Let's put this behind sorry underneath the tires,
something like that. And yeah, that's
it for this video, and I will see you
in the next one.
113. 113 Materials Chrome and Wheel wall MT: Hello again. Welcome back here. All right, now's the time
to create the materials. And before we start, I just would like to
it that I'm going to use a blender four. It's released. All right. It's not official releasing, but it's candidate release or release candidate right here, you can see it on the
bottom left side. So I want to use this
version because it has a new principled BSDF
and I just want to try it. So, right, let's start
with the chrome material, and I just want to mention
one more thing here. I created a full studio
for the rendering. It's something optional
if you want to try it. Let's active this. All right?
This is what I created. Okay. And I'm going to show you a reset renders
that I made here. I just made this render
inside this environment, and it is nice and
beautiful. I like it. And it's something optional
if you want to use it or ignore it. All right. And it will be there
if you want to use it. It's exact. And let's start
with the crew material. This is the rose royce, and we need to apply the chrome
material for the grill, and this stuff right here
underneath or in the bumber and on the spirit of HTC, and maybe the wheel and the
handles and the frame here. So let's secret the
chrome material. All right. Let's select
the grill first, and I will hit to new. And by the way, just click
and track right here, the corner here to
suplit this Window 22 and tune this to
head righty, sir. And don't forget to active
the node wrangular. It will give you
an extra shortcut. Just type WR, and you
will find it right here, Nongular and active this and save the
preferences from here. Alright. Let's hit, select the grill and hit to
create a new material. I will hit to get
rid of this panel. Let's change the name
to chrome material. T material. And I just want to hide
the studio for now. And the environment is ready. We added the XR image, and you remember that
in the previous video. And now, it's easy to go to the render and let's
see what we will get. I'm rendering this with cycle. In this setting, I just active the denise to avoid
the noise effect. I will like to isolate this
to go to the local view. And here, let's
make some change. The base color, you
can leave it white. Because this is a
piece of metal, I will book the metallic to one, and the roughness is too high. That's why the reflection
is not quite visible. So let's change this
to I don't know, 0.01, maybe, make it
very, very subtle, or you can even add a zero. Alright, let's bring
the image right here. I just want to see if this
fully reflective or what. If this has a small plu, we can achieve that by maniplating the
roughness a little bit, but I just want to
kick all of that. Let's try to find another image. I'm not so what
we can kick here. Well, I must quite sure, but I think the
reflection is clear 100%. And you can see the
edges are sharp. So yeah, you can leave
it like this. It's okay. In case you want to add
an extra layer here, you can increase the roughness
to something very subtle, for example, 0.05 maybe. And as you can see, the result become a little bit blurry, but you can go to the coat
and increase the weight, and that will bring back that will add an extra layer
of reflection above this. And this is something optional and you can add
some roughness in the texture inside the roughness, if
you want to control that. You can control this one
as well. The weight. Let's add maybe 0.6. All
right, something like that. The reflection now it's
visible a little bit, but it's not quite sharp. And I think this is what
we should achieve here. Or at least it's like.
And now I want to apply this material on all the pieces that you'd
receive this material. And according to these images, we could apply this on the frame that we have
right here on the door handle on the badge and this area. So
let's do all of that. I will go to material review just to make the process
a little bit fast, and I will start selecting
all the necessary pieces. They grill these pieces inside, and I'll have to add
this piece here and the door handle and what else? All right, this is
a frame, I guess. Volt have select this, it Control L and
use link material. All right, so now we link all of this material with
the grill material, and let's grab the bags and
this one and this piece right here and the rear piece
Volt hit and selected, and then old have to grab
the grill Control L, and link materials.
A that's very cool. The frames as well, this
one in them right here, don't forget to include them, the spirits as well. Of grab this control
link materials. All right, so this is
the chrome material. And in case if we want to tune that letter for any reason, we can manipulate the material. For now, I will
accept this result. All right now, let's see create materials for the wheel walls. Let's grab them and I will it to go to the local mood and let's hit to create
a new material. And let's call this wheel will die or underscore
empty for material. And right, I want these
pieces to be black, so I will choose a
black color. All right. The value 0.003, maybe.
Something like that. And I want to add some bumpness, some htenmation on it. Alright, what I want
to achieve here, I want to create something dark and because I don't want
this area to be visible, if I want to take a close shot to the higher in the wheel, I don't want to see the details here because
we have nothing here. That's why I want this to be dark and not quite reflective. But I want, as I said, I want to add some
heightened formation, some bumpness and I can achieve that by using the
noise tickers here. So let's hit if a two C for noise tickers here.
And it's right here. Because I actived
the node wrangular now I can review this node. If I had control Hf left
click I can see the result. Well, I want the ticket here to be upli on the surface
in a correct way. All right, in this case, I will add a new
node right here. It's called texture coordinate. Let's sit CO,
texture coordinate. I want to apply this texature on this surface with this
option is called object. This is the best option if
you don't want to UV or rap the object itself. Now, if you alg this to
the vector right here, that will correct how this
applied on the surface. And now I can increase the
scale to something very small. For example, let's
add maybe 500, 500. It will be a good
number, I guess, and maybe we can increase roughness a little
bit and the details if you want to add more details here or something like that. And I want to apply this or connect this to the
normal of the principle. And this is the normal. All right, to achieve that,
we need to add another node. It's called bump because this is a gray scale result from
black to white information. And bump map or bump
sorry, bump node, it will transform
this information to a normal information. Hit HTA to search for bump. And let's put through,
block the normal to the normal and block the
factor to the height. And now I will hit Control, click on the principle
to review the result. Let's give this a bit of time and let's see
what we will get. All right, so now we have some information,
height information. Let's increase the color a little bit so we
can see the result. All this is the information. If the effect is to sit wrong, you can manipulate the
distance to reduce it. Let's add 0.01 maybe. All right, 0.001. Make it very subtle
because very strong. To understand what's
going on here, I'm talking about the distance. Alright, the result that we're getting right
now, it's like this. We have a peak, and
we have the valley, and we have the surface. So now the bump node right
here, now it's pushing. It gives us an illusion. Pushing the surface like this, targeting the white
area of the noise tick tubo heads up in the dark
area tubo head down. If you manipulate the distance or if you make the
distance smaller, you will make the
tip of each spike. It will make it smooth. For example, of this sharp,
it will be like this. And the same thing
to the valley. And when you make
this even smaller, you will make the results
even softer like that. So this is what distance
do or at least, let's say, I think this
is what distance do. And I think the distance means the distance from
this tip to this tip or maybe the distance from
the surface itself to this tip and vice versa
or something like that. Anyway, when you
make this the small, you will get smoother result. Alright, so this is what we got. Let's make this even smoother. Let's add zero here. I want to see what's
going to happen. Alright, let's
chink one to five. The result looks cool and nice. And if you want to add
some roughness here, some variation and
the reflection, we can use the noise
texture as well. I will hit heavD here. And yeah, I will use the object, and I will plug it right here. And by the way, because
I'm using the object, there is no reason
to leave all of these notes or sockets visible, so I will hit Control to hide everything and leave the object active because I just
want the object. And I will control
hypticlick so I can see the noise stickers here and I'm going to king
the scale to ten, maybe, make it
smaller like that. And I will phones to something
high, for example, 0.8. And the details or details at five
looks cool, I guess. And there's no reason to
manipulate the distortion, let's leave it as
is, and then I will block this to the
roughness like that. But I think that's not
going to be enough. As you can see now, we have some variation in the reflection that's visible right here. If you want to control
that even further, you can go to the search
and search for the curve, CR RGB curve. And you can block it right here. Now if I push this down, you can see I can make
this more reflective. And if I push this up, I can make it even rougher. So you can control
that or you can delete this point and you can
control it like that. You can take the white point down towards the black
and make it darker, and that's what make
it more reflective. So yeah, this is up to you. I will push this
almost right here. I think this result looks okay. You can control the dark area. You can just move it a
tiny bit if you want. And you can review the
result, by the way. If you move the dark area up, you can see it will kill
the dark spots here. All right, let's hit Control. He to click on the principle to review the result, and
this is the result. Or at least hit
and I just want to apply this on this one as well. Let's grab it and search for the wheel well enter,
and now it's alight. And I think now I can
alight on this as well. Grab it hold, you have
to grab the wheelwa and hit Control L and
link materials. Or you can select it and go to this arrow and
choose the wheel. All right. I'm not
quite sure if I can apply the same
material on this piece. Well, maybe we can apply it. And if I don't like
that for any reason, we can king this Control
L and link materials. All right, that's
very cool. I will applight here as
well on this piece, and I will appl here as a test. Let's applight for now and later we can see if
we can keep it or not because I don't want this
error to be visible that much. Or let's see what
else we can do here. Yeah, I think that's it. And
I think behind the grill, we could cuse or at the surface and give
it the same material. And you can king the
name of this material to another name if you don't
like the wheel wall material. But for me, I can recognize it. Right now, this area become
dark and that's what I want because I don't want
to see anything from inside. And I think we just apply this material on all
the necessary pieces. Maybe this one, this piece, maybe we can give it
the same material. The zoom in here.
Yeah, that result looks nice and beautiful. All I know this piece should
be a little bit smoother. I mean, the height information, maybe we can king that later. For now, it's not quite visible. All right. I think that's it for this video. I will
end it here and see
114. 114 Creating multiple materials for multiple objects: Hello again. Welcome back here. In this video, I want to
create a material for this reflective
plastic. All right. So as you can see,
it's so reflective, and I think it's
made of plastic. So let's try to create
something similar to it. I selected this piece, this part, and I
gave it a material, and I changed the name to reflective plastic
empty for material. Let's start working on that.
I will go to the local mode, hit slash from the Nan Bad. LSZ to go to the Render. And for the color, I will add
something dark dark gray, let's add, for example, 0.01, let's see, all right. No 0.00 0.001. Even if you use the I don't want to use the fully dark
color, let's at 0.002. All right, something like this. And for darkness,
0.5 is too much. Let's add 0.1, and
let's see the result. I can see some reflection, but it's blurred a little bit. And after that, I will use the coat.
Second, let's open it. And I want to add another
layer above this, a layer of reflection. So I will book
this to 0.9 maybe. And as you can see now, we have an extra layer
above the roughness. And that's what make the
result looks so beautiful. All right, something like that. And you can accept it like this. If you want to add
some variation in the roughness, go
ahead and do that. For me, I think this
result looks cool, and if you want to
increase the roughness, if you want the
reflection to be blurry a little bit, 0.2 maybe. It will make the
result looks nice, so it's something up to you. All right, I will
accept this results. You have two open 0.1 0.2. You can kill the
roughness if you like. But if you kill the roughness, there is no reason
to use the coat. Let's apply this material
on the other bats, so I will alight on this piece and this one as
well. Select them like that. All right, this
frame hoold heptic rabbits and this one as well. And the rear bumber, I guess, let's bring the reference
images and let's see We should light on
this piece as well. Okay, something like that, and then hold have to grab this one, and I will copy the
material from this piece, the active one to the other. So hit Control L
and link materials. And now let's easy
and go to the end. I want to see the result. Let's check the reflection
from a close distance. All right, the result
looks very nice and it's close to what we see here, and we have the ability to manipulate it and it's
something easy to create. Let's check the rear pumper. Yeah, the result looks nice. All right. I think these pieces, they should receive
the same material. I'm not quite sure, but
I just want to kick, is that correct or not. All right. Where are the images
that covering this area? As you can see here, I'm
talking about this area, I think they should
receive the same material. So I will grab these
pieces as well. And then what about this inner? Yeah, just the, the frames
have to grab the pumper, for example, Control L
and link the materials. Let's go to the bender.
Alright, that's very cool. Did we miss anything here? All right, this area,
as you can see, we have an overlapping
heavier here. It's not something
important to focus on. You can ignore this. If you
don't want to ignore that, you can ph the surface
a little bit up. I guess, if you
want to avoid that, that's something simple to do. Just select these phases. Control blaster grow selection
and maybe one more time, and then just hit G to the Z and move this
up at ten bits. And I think that will do it. Maybe a little bit more,
something like that. And I just want to see if that
will affect anything here. Yeah, something like that. And as I said, it's
not quite important. You can ignore it
because the camera will not catch this area. Tap out and yeah, put it on. Yeah, now the result is awesome. And one more thing here, I think the frames of the taillight, they could receive
the same material. If we the images right here, you can see this
frame is reflective. So yeah, let's apply the
same material on the frame. Obit Holt, you have
to crave the bumper because we apply the
material on the bumper, Control L and link materials. Alright, that's very cool. Let's create a new material
and let's call it shadow. I just want to add it or a light for the straps
that we created. So grab these straps and I will hit new to
create a new material. And let's call this
material shadow. Empty for material. And right, what we
need to do here? I want something dark black, and I will push the rock
or roughness to maybe 0.8, something rough because I
don't want to see anything. I just want to see a black
line here between the panels. That's all that I
want to achieve here. And in case you take a shot and you see something behind
the girl, for example, you can apply the
shadow material on this area to not
make it visible. One more thing here
I would like to do. I want to apply the
same material that I create for the Bumber the plastic, the
reflective plastic. I want to add it on the on the headlights
or the LED light, this piece and maybe this
piece, let's grab this one. All the grab this, control
L and link material. And for this one inside, I think we can apply
the shadow material, select it and go
to the error and let's search for shadow and let's apply the shadow material because this piece it shouldn't
be visible that much. And yeah, Al what else
we could do here. All right now maybe
we should start with another easy material
to create the rubber, so I can apply it
on these frames. So select one of them, and let's tin to
create a new material, and I will call this Rubber. It's empty, hit Enter. So here we could add. All right. All right.
What we should do here? It's very simple to create this. What we need to do
is just picking something dark dark gray. Let's add 0.005 maybe,
something like that. And it should be rough a
little bit. And what else? Yeah, I think that's
its do anything else, something simple,
something rough and easy, something like that. And that's what work. As you can see the heado material
that we added right here, let's prevent this
object to be visible, and that's what we
want to achieve here. All right now, I want to
apply the rubber material on the rubber pieces. So here, for example, or at let's go to the solid. Here we have this piece let's see what else
we could do here. All right, this one as well, bold heptic robbit
added and this one. And this one right here
and this piece right here. Hold Shift and select this one, hit Control L and
link materials. And not just that, we hit up
light on this piece as well. Let's search for our Rubber Mt. And on this one as well, grab it and let's search
for our U and up lights. And let's see if we missed
anything else here. But All right. I will change the material of this piece to the
reflective plastic. So let's search for it. I think that's
would be better to make this piece reflective. And what else we could do here? Do we have any rubber
material here? All right, this
piece, this frame, we could give it the reflective, the reflective
plastic as well. But. All right. Yeah. Let's create a material
for the mirrors, select it. It will be something very easy, you need to create a material. And then let's call this
mirror empty, Enter. And all what we
should do here is just push the roughness
back to zero, and let's see Z right
on to see the result. And I will push the
metallic to one. Yeah, something like
that. That's very cool. Oh Don't forget to apply the rubber
material on this frame. So let's search for the rubber. And here we have
this frame as well. It's made of rubber, so let's search for the
rubber. That's very cool. And what about this piece? I think I will add apply the reflective Alright
plastic on it. All right, that's
very cool. And one more thing here, I
just want to check. You remember the mirror that I added here and now it's of, I will delete it
because it will be visible in the render if
you leave this icon on, so I will delete this mirror. I don't want it to avoid any problem when
it comes to rendering. Let's creates the
dark metal material. I want to up light
on the wipers. So let's grab this arm first, and let's go to the local
mood as go to the render. And let's hit to
create a new material, and I will call this
darks c dark metal empty. And what we should do here? The value, I will change
the value to 0.01 maybe, maybe 0.005, something
dark like that. And the roughness, the amount
of roughness looks cool. If you want to make
this more reflective, let's take this down
just a little bit. Or I can use the noise texture to control
that. So let's do that. Shift A to add and
let's add search for the noise texature
and let's search for texture coordinate CO.
And let's block the object. And I will hit control H
to hide everything else. I just want to make
the nodes small. And here I will hit Control to click so I
can see the result. So this is the
result. The skill, let's change the skill to
something like maybe one, and let's increase the
roughness to something high, maybe 0.9 and add some details. Let's add eight maybe. As you can see, we have a lot
of details here. All right. And now I will apply
this in the roughness. So apg this to the roughness. Control heft to click,
and you can see here we have some
roughness right here. I will control this
roughness even more by adding the curve,
search for the curve. Sorry, this note. RGB curve. Let's block this right here, and I will take the white value towards the dark so I can make this even more
reflective like that. Maybe like this and I will take the dark area
a little bit up, so I can make it a little
bit rough. All right. The variation endorphin
still here still exists, but it's very subtle. And the result looks nice. Above that, maybe we
can add another node. Let's close this one. At let's
move this up a little bit. I will hit Hvid to
take the same noise, and I will block
this to the vector. And I will chang
the detail to two, and darkness 2.5, and I will increase the
scale to maybe ten. All right, ten? No, not ten, maybe 100.
Something tiny like that. Well, I think that's too
much. Let's add 50 maybe. I will add bump node so I can translate the
noise information to height information
using the bump. And let's block this
to the normal and the factor to the
height and height. Control, the click on the principle so I
can see the result. Or as you can see,
it's too high. All right. I will manipulate the
distance as 0.001. Make it very subtle. And as
you can see, still powerful. Let's add another zero here. All right. I think we need to manipulate that a little bit more.
Let's add 10 here. I just want to have very, very, very subtle effect,
and I think we got it. As you can see here, we have
some height information that's will make the result
looks more realistic. Yeah, something like that. Cool. Let's go to the solid
now and it's too excite. And now let's target
all of these pieces. All right, this one, this piece, and I think these pieces and this arm right and
this one as well with the joints and this one and this one grab them like that and this
one as well. Sorry. Hold heifts and make this one the active control L
and link materials. I just linked all of these object material to
the material of this piece. And I think this frame we should give it rubber material or I'm sa quiere, to
be honest with you. But I think we should add
rubber on this piece as well. I will add the rubber material, and in case I want to king that, I can do that very easy. So let's search for the rubber. And I should apply the rubber material for
this piece as well, and I guess for this one. Or sorry, I think
this piece should receive the reflective
plastic, I guess. So let's search for
the where is it? Yeah, this one right here. And this one as well. Yep. And maybe I can apply the
same material on the frames. I'm not quite sure if
that's what I should do, but for now, let's accept that. Let's go to the Render. Yeah. I will accept this. Alright, I think that's
it for this video. I will end it here and
see on the next one.
115. 115 Creating the wheels mateial: Hello again, and
welcome back here. In this video, I want to create
material for the wheels, and it could be something
similar to this result. So let's try together
creating that. Let's put this image right
here and let's select the wheel. All right. Let's go to the local mode, hit Z and go to the in. I will hit tow to
create a new material, and let's call this Well
dye empty for material. And the base color
leave it white. Maybe we can drop this
down just a little bit. Metallic book this to one. Roughness, let's add 0.2, maybe it will be good 0.2, or maybe 0.2 or 0.25. And in the coat, I will book the
weight to one to give it an extra layer of reflection. Let's give this a bit
of time to be rendered, and let's see the result
together. All right. The result looks
nice, beautiful, and it's close to
this one, I guess. If you want to increase
roughness, you can do that. Let's add 13 maybe. And I'm not quite sure
if this middle area has the same material
because I can see that the reflection here
is a little bit sharp. Well, let's alight and let's
see what's going to haben. I will select those both
and hold her to grab this to transform the material from the wheel to
the middle area. Control L and link material. Yeah, something like
that. If you want, you can give this a
specific material. This is something optional. All right. And now let's create a material
for the middle area, and we should have or
put the logo here. So let's go to the
material review. It's slightly too exciting.
I will select this. I will sublit this Window 22
so I can ace the UV editor, and I will tap to go to the Edit mode and hit
a select all the faces. And here, hover over hits A, select all the faces. And you can hit U two
times to rob this. Or you can go here to the UV and hit ROP, and it will be up. And now we have this up. After this, I will create a new material for
this middle piece. And let's call this rolls, Royce and Androsc wheel, a logo just to recognize it. And let's see create the
dark tickete or material. Let's put this to
something dark, and I will crank up
the metallic to one, and darkness 0.4
maybe we can add, and I will crank up the coats. And now we have
something looks cool. And I want to make the
letter right here visible. In the project folder, I will leave these images
inside the ticket share folder. I'm going to use this as
a mask. I will invert it. Click and dragon and
let's put it right here. When you onboard this, kick
the color space, it is SRGB. We don't have any color
information right here. Open this list and cs nonclor. And because we up this, I want the sticker
h to be applied on this piece through the UV. So I will hit Control Not wrangular will add mapping and coordinates. Mapping,
we don't need it. I will hit Control
X to dissolve it. And now we have the UV
blocked here. All right. After that, I will hit
Control H to click, so I can see the result,
and this is the letter. And here, tab so
we can fix the UV. I will hit r rotate this
until I get something strip. You can go to the right view
and you can add a guide. For example, maybe we can add a cube and make it
very small like that, and move it next to
the letter right here. I just want to see the
alignment, and now it's perfect. This cube is just
a guide, nothing. And now I want to
scale this a little bit and watch this keep
watching this area. The distance from the
letter to the end of the circle should be very
small, something like this. And the same thing we
should have it right here. Everything else now
looks beautiful, and, yeah, that's all
what we want to do here. Let's bring the guide
next to the letter. We don't have any tilting. I will accept this,
delete the cube. We don't need it. And now
let's go back to the material. All right, how can we
use this as a mask? So this is the principle PSDF. I will hit heavD to
COVID right here and I'm going to push the
cutter up and hit Control, hey click so we can see
the result of this. And now I will use
this as a mask. Let's put this right here and let's make this
a little bit bigger. I will mix between
these two materials. I will hit Control, heat, right click and move the
mouse from this to this, and no wrangular will add
a mixed header for us. I will plug the color to
the factor right here. And yeah, now we have something. The result looks
nice. All right. After that, I want to add
some height information. I will use this image, click and drag and at
least put right here. It's called Rolls
Royce, Logo gray. And the same scenario, the color space,
switch it to none, and I will flag the UV to the victor right here because
we wrapped this piece and I will add a bump note and the blacke to the normal here and black to the
normal right here. And now I will black the
color to the height. So we can see some heightened
formation right here. And now, as you can see, we have some heightened formation. Alright, the result looks cool. If you want to control the strength here,
you can do that. That will help to get a
little bit smoother edges. You can see here, the edges
are not the edge looks harsh. You can manipulate the interpola right here to maybe closest. That will help to
make it smoother. Yeah, the result looks
very, very cool. Alright, the
material right here, I'm not quite sure if I should accept this
or maybe change it, but I don't know. Maybe we can come back here
later because I can feel that this area looks more reflective as
compared with the wheel. Maybe because the wheel
has a lot of details, that reflection will
not be visible. Yeah, something like
this. I'm not square. All right, now, let's apply the materials that we create
here on the other pieces. I will select this wheel and this smart right here
and this sm right here. We have to grab this Control
L, and link materials. And let's select these
pieces, this one, and this one and the
same thing here. And then after selecting
these, go here, hold add this Control L
and L link materials. And this piece in the middle, grab them on like that. Go here. Hold have to add this Control L, and I'm going to copy the UV
map for all of these pieces and then hit Control L again
and choose Link material. And now let's check
this. The result here is perfect.
That's very cool. And here the result looks
nice, but it's flipped. All right, to flip this back, if you have a problem like this, you can go to the modifier
in the edit from the edit, you can search for the UV verb. And in the transform, just go to the scale
and change this from positive to negative. Let's add minus one and
that will help to flip it. And here as well by the way, I guess, you can select
this Salt heft sick of this one and you can go to the modifier and
use COVID selected. I think that will be
faster. Yeah, it does. Alright, so this is how to create a material
for the wheels. All right, that's it and
see you on the next video.
116. 116 Disk Brake material: Hello, again, welcome back here. In this video, I want to
create a material for the valve steam and
the disc brake. All right. For this
part, I can copy the material from
here to this part, grab it he to grab the wheel, control L and link material. And for this one, we can
give it the rubber material. Let's search for
the rubber. Sorry. And this piece, I
think we can apply the same material
that we use here. So grab the salt here
to grab this one, Control L and link material. And for any reason, if you got white results, I will hear what I
mean. Let's stop here. All right. So this is the UV. If you get a white
result like this, that's mean the UV is
inside the letter. So move it away to the black area like
that to avoid this. And I will apply the same
material on this piece as well. Grab it hot. You have
to grab this one, Control L and link material. And I want the Rolls Royce
logo to be visible right here. So I will tab and go to the UV and hit acelet
all the UV here, and then hit you two
times to arrow it. Go to the right view and let's align this to
get better results. Hit artrotate and the
scale make big like that. And yeah, I think now
the result looks cool. Tap out. That's very cool. And now let's apply the same materials on the other pieces. So I will grab these cups
like that and add this. And this one right here,
hold chef to select this one as a last
All right, part, select and then hit Control
L and L link material and Control L again and use CUV map. And let's see what we got. All right. So let's try to flip this bag, hold grab this piece, and let's copy the
same modifier, the UV verb we used. And that will help to flip it. And the same thing right
here, grab this salt, you have to grab this one, covey the modifier to the selected. And let's apply or at least select the
salt to grab the wheel, Control L, and link material, and let's apply the
rubber material on this. So let's search for the rubber. Enter, and this one, let's give it the same
material we added right here. Control L and L link material. That's awesome. And the
same thing for this one. And this one, let's give it a R Control L and
L link material. And let's jump to the
side, the last piece. And this one, the Rubber.
That's very cool. After doing all of that, now
I can start with disc break. Select this and go to the
local mood like that. I will create a material, and I will call this
disc break story here. All right. Here, I want to use
the noise tick issue, and I want to achieve a
radial effect on the disc. So let's start with the noise. Ticks here and let's
put it right here. And I just want to review
the noise ticks here. I will hit Control Heft and lift it click just to
review the result. I will hit Control with T to
add mapping and coordinate. The mapping, I don't want it. I will hit Control
X to dissolve it, and I will block
the object here. To the vector sockets. And I will increase the skill to maybe 50, something like that. And to achieve the
radial effect, I can search for the gradient, take here and let's
plug it right here and king this from
linear to spherical. And now we got this result
as you can see here. That's very cool. Well, first block this to the base color. I just want to see the
result on the base color. Control click so you can see it. I will push the metallic to one because this
should be a metal, and I will reduce roughness
just a little bit. And if you want, you can
add more effects here. I will hit heavty for the noise. I just want to duplicate
it right here, and I will control Heff click just to
review the tickets here, and I will block the
object to the vector. And then I will reduce
the scale to maybe ten, and I will increase
the details to six, and that rough is 2.7 maybe, make it a little bit rough. All right. And maybe
now we can mix between this node and this node. I will hit Control hift
and right click and move the mouse from this node to this node to add
a mix right here. I will put the vector to
one just to see the result. So now we got this and I will use the blend mode to blend
between these two textures. So let's change this to overlay and let's see
what we will get here. Now you can see we have
some variation here. And that's what we
want to achieve. I will block this
to the base color. I just want to see the result. Control to review the principle. All right, so this
is what we got, and I can control that further. I will hit A to search, and I will add curve RGB curve. Let's search for curve. And
let's block this right here. And now I have the ability
to make this a little bit darker by taking the white
point down towards the arc. Something like that.
That's very cool. I just want to review this. I just want to see it. Well,
maybe let's close this one. Maybe we can use the same
result in the roughness. So let's add another curve
or before you add the curve, let's block this
to the roughness. And let's review the principle. I just want to see
the result first. So this is the results. Let's control that even more. I will hit Hefe to CR
and I will search for the curve. I'll give
you curve again. And this is the result,
as you can see, it needs a bit of tweaking. So here, what we can do is, I want this to be
more reflective, so I will take the white
area down like that, and that will help
to achiep this. Maybe a little bit
more like that. Yeah, something like
this. Let's review this. So the white edges that
you see right here, that means this area
will be rough and the dark will be
more reflective. At here we should do something. We should invert the
information because the dark lines they should be rough as compared
with the bright lines. I mean, now, if you
review the tickers here or let's review
the principle. So these edges should be rougher as compared
with the white. This is the goal. In this
case, to achieve that, you can invert these and that will help to achieve what we want to
achieve right here. So let's review the principled. All right. And now I
will take this value down to make this
more reflective. And now we got
what we want here. All right, this amount
looks cool. I like it. And to make everything
make sense, we just need to add
height information. Let's add bomb and let's
blg it to the normal. And I will take the information from this noise stickers here and blg it to the
height right here. And let's review the
principle again. All right now we have
some height information, but that's too much. Let's reduce the
distance to 0.001. And I think that's too much. Let's add zero. And here, the one, I
will change this 23 maybe or something like that. The result now looks cool. Well, above that, I will go to the material here and
add another slots, and I will add a new material. And here I will tap to go to
the E mode because I want to select certain pass
Alt click to grab these. And I just want to hit Kan thro Blast multiple time to go
to the selection. And again, maybe to
include these phases, control minus or
something like that, or maybe let's grow
it again, like that. We could do the same
thing here on the side. Maybe manually, I will
select these phases. I'll have to click to
select the face loop. Sorry. I think we made
a mistake right here. All right, something like that. And with the phase selected, I will select the
disc brake material and assign it to these, and they are already
assigned, by the way. I will hit Control, I to invert the selection and select
the second material, and I will hit assign to assign the second material
to the selected phases. And now I can tap out
and king the name of the two maybe I don't know, rough metal dash empty and let's work on this
material a little bit. So let's push the
metallic to one, and I will add a noise
tickture right here. Control pt click
just to review it. Control to add mapping and coordinates. I don't
want the mapping. Control X to dissolve it, plug the object to
the vector to get better results and increase
the skill to 50 maybe. You can go beyond
that to maybe 60. And let's add more details, and let's increase the roughness 2.7 maybe and make it rough. And I want this in
the base color slot. So I will search for curve RGB, and I will block it right here and block this to
the base color. I just want to
preview the result. So this is the results. We have some blockiness, and that's what I
want to achieve. If you want, you can
take this value down to make this even darker,
something like that. And I will close this. I will add another curve. So I can control the roughness. Let's block this to the
roughness and block the factor to the coal right here and let's
preview the result. If you leave this white, that means it will be too rough. Let's preview the principle, and let's see if
that makes sense. I will increase the
dark area a little bit. Maybe these down
just a little bit. Or something like that.
I want this to be rough. So get rid of the dark
spots by pushing this up. And yeah, now it's
become dark. All right. Above all of that, we just need to add some height information. Let's add bump and block
the normal to the normal, and I will block the factor to the height so we can see some
height information. But as you can see,
that's too much. In this case, I will reduce
the distance to 0.001, and now we got this result. Maybe we can increase this two, three, make it a
little bit stronger. And if you want this to
be a little bit darker, you can achieve that by
taking this point down. That will help to
make it even darker. So here inside, we have
this kind of metal, and I saw a lot of disc
brakes as this effect. So yeah, we just
want to achieve it. Right now, to excite, and I will apply
the same material, the metal to this piece. So grab it and then let's go to this search and
let's search for the off. Let's apply it right here. This is the result. If you want this to be a
little bit smoother, you can make this unique and you can call this
let's delete this number. And let's call this rough metal two empty, just to recognize it. And all what we need
to do here, I guess, is to manipulate the strength
to tune this to maybe zero, two, and make it very subtle and get rid of the
pluton is a tiny bit. I guess, something like that. And maybe we can manipulate
the roughness a little bit, make it more reflective. All right, select it and
go to the local mood. I think that will be
better. And let's see how can we get rid
of the blockiness? All right, let's
go to the scale. I think we can manipulate
it a little bit, let's add maybe 200,
make it very small. Yeah, I think now the
sot looks better. Let's see what's going
tab in if we this to one. That's very cool. Maybe we
can make this a little bit darker by taking this down
a tiny bit this time. H All right, I will accept this
result. Let's exit. Now we are in the cycle render. I just want to see
the result in cycle. I'm not so quite heavy with it. Let's try to manipulate
this a little bit more. Let's
start with this one. I will make this dark. That will make it a little bit darker. And the roughness, I will
manipulate it a little bit. I will move this down. And that will make
it more reflective. Maybe a little bit more.
Alright, something like this. I like
the resulting Op. Now let's go to the
material review, and this is what we got. That's very cool. All right now we could
apply the same material for all of the disc brakes. So let's start with this one. Hold Hey grab this, Control L and link the material and control L
and link the object data. And let's see if
that will achieve what we want to achieve here.
And yeah, that's very cool. And the same material
here, grab this, hold grab this one control
L and link material. And what I want to do here, let's select the other pieces. Let's start with this
one. Hold it grab this. Hold have to grab this one. Control L, L link material, Control L, L link object
data, and let's check them. That's very cool. And
this one as well. All right now grab this,
Alt to grab this piece, and let's copy the
material from this one. Alt to grab this, Control
L, and link materials. That's very cool.
Alright, we finish here. I will end this video here
and see you in the next one.
117. 117 Creating the car paint material: Hello again, and
welcome back here. Alright now, in this video, I want to start with carpins. I will select the hood, and I will create a new
material for the hoodtinu. And let's call this carpint. Empty. All right. Let's start with the base color. For the base color, I
will add some notes here, and I will use a specific
technique for the color. And after adding the
nodes, I will explain. Let's start with
the layer weight. Just type L and you will
find it in the search bar. Here we have the layer weight. The layer weight, it
will act as a mask. It will give me white and
black color information, and I will use this as a mask. And I will search
for the color ramp, and I will block
the frenel effect with the color ramp right here. And let's review the result. I will hit Control hipped click just to see what
we have right here. And as you can see here, we have two colors the
white and the black. But here, the idea
is the layer weight, it will create a mask depend
on the view of looking. I mean, now you can see the far faces has
the white color, and the faces pointing towards the camera
has the dark color. I will flip this information. All right. And as you can
see now, I just flip this. If I push this
towards the white, you can see now the
effect becomes strong. And I want to use
this technique to achieve a specific effect, and I will leave this as an option if you want
to use it or ignore it. But for now, let's change the
linear to B subline because I want the effect to be smooth and B subline
will achieve that. All right. Now let's
see create the color. I will add RGB color right here, and I will mix between the color Rum and
RGB using the mix. Hold can troll hit and hold right click and move the
most from here to here. And here we have
it. So as I said, this one is acting as a mask. That's why I will plug
it in the factor here. And in the color, you can
couse whatever color. I will unblock this
for for a minutes. Let's add two colors right here, for example, red and green, and you can see by using the layer weight and the
color rump as a mask. Now I can put two color
on one surface end, and this will depend on
the view of looking. Let's select these two
pieces and let's give them the same material control
L and link materials, and you can see the effect. So this effect is something optional if
you want to use it, but I don't want
to achieve this. I want to achieve
something else. I want the far area to be dark and the close area to
the camera to be brighter. So in this case, let's like
the RCB color right here, and you can choose
whatever color you prefer. And after that, I will add, for example, hue and saturation, so I can control the value. Let's put this right here and
let's black the color here. And let's move this one right here and the black to the color. So by crank down the value, I can keep this effect. Now the far area become dark and the closer area become brighter. And as I say, this is
something optional. For me, I like this
effect, so I will keep it. And let's add one
re rod here so we can get better connection. All right. Just hold ft and
hold right click and move the mouse to create the rod.
Or something like that. You can put all of these
nodes in specific frame. Just hit the A to open the Sir
menu and go to the layout. And let's add the frame.
Let's put the frame anywhere. Grab all of these nodes and click any drag
inside the frame. And this frame is controllable. You can hit in to open the side panel and you can
call this, for example, base color, Enter, and you can give it a specific color
if you prefer. Something optional it
in to close the panel. Alright, now I will
black the color to the principal PSDF and I will hit Control to
click just to review it. This is the result. Let's
go to the local mode. And for drougness
let's tune this 2.3, and the metallic
lets put this to one because it
should be metallic. And in the code, I will crank this up to one because I want an extra layer
of reflection. That's why I crank
this up to one. But here we have something. The reflection, it shouldn't
be smooth like this. We should have an orange peel. And the orange peel,
it should be applied on the side surface more on the side as compared
with on the top, sorry. I mean, the top area
of each surface, it should receive less
orange peel effect. So let's see how can
we achieve that? I'll firstly start
with the noise, research for noise texture.
And I will hit Control. You have to click
just tube review it. And as you can see, this is how the noise up
light on the surface. It's not perfect. We can see
some striking right here. That's why I want
to apply the noise on the surface and
using the correct way. That's why I'm going to add
the Tixture coordinate. Yes, hit Control T
and Mab wrangular will add texture
coordinate for you. Mapping, it's not
important for now. I will hit Control
X to dissolve it, and I will block the object
to the vector right here. Now as you can see the
noise uplight perfectly on the surface without UV
rubbing the surface. Because I don't want to
see all of these slots, I will hit Control H to hide the rest and
keep the object. All right, after doing that, let's change the size of
the noise for maybe 200. It's something optional. And after that, let's black this to the
normal of the code. So let's search for bump and like the factor to the height and the normal to the
normal of the clear code. And let's review the result
of the principal PSDF. And let's give this
a bit of time, and you can see now we have
some height information. And the noise sticker is here, I don't want any details. Let's make this smooth.
And yeah, that's it. All right, here in the bump, I will change the distance to 0.001 maybe just to
make it very subtle. All right, that's very cool.
Well, as we said recently, we want the orange
peel effect to be more visible on the
side of the surface. All right, to achieve that,
let's search for the normal. And I will block this
block this with geometry, geometry node and circular normal, and let's
put it right here. So I just added a geometry node and appl the normal
with the normal layer. You can hide the rest at
Control H to hide it. And what I did here is, let's review the
normal at Control. You have to click two
time just to review thee and the normal
node is just a mask. It will give you a mask and
you can control this mask. For example, if I click
the ball and move it now you can see the mask. It's become like this, the side become dark and this
one become bright. And we have the same thing here. So what I want to achieve
is I want the top area to be dark and the bottom area and the side
area to be bright. So we can make the
orange peel here, less citron as converted
with the side. Hover over here and let's reset
the normal hit backspace. And then let's Use
black those together. Sorry, is mix between those. It can roll, you have to click. And let's create a mix here and I'm going to
use this as a mask. And let's make this one dark. And let's preview the
result. Block the dot. Don't forget that. And as you can see here,
we have a mask. But the result is
not perfect yet. I want to control the keller and I want to flip
the information. I want the top area to be dark. In this case, you can use the map range or the Keller ram, by the way, you can use the
map range or the Keller ramp. Let's put them up right here, and all what I want to do is I just want to flip
the information here. Let's add one here
and zero here, as you can see,
now it's flipped. And now the maximum color, the value of the dark
of the white color, I will crink it back just to
make it dimmer like this. You can see how
can I control it. Something like that. And
now let's go back here. And now I just want
to see the result of the principle. All right. As you can see now,
the orange wheel is visible on the side, but it's not quite
visible on the top. And you can control
that even more by manipulating the
value right here. Let's add maybe 0.7. And when you do that, you will
make the side even dimmer. Let's add 0.5 maybe,
something like that. I just want the effect
to be very, very subtle. And I think I achieved
what I want here. All right, now let's
have a new frame. Let's put this inside the
frame, grab them like that. Sorry. And let's put
them in this frame, and let's move through here. And let's hit in to
open the side panel, and let's call this and the
label orange peel, tender. And if you want to give it a
color, go ahead and do that. Even this one, I think I can change the color of
this one to something very not saturate color, something like that. I
think that will be better. Alright, so now we just created the orange peel and
the beige color. After doing all of that, let's
start creating the flick. And to create the flix, we could start with the Voronoi. Let's search for the Voronoi. Tick here and let's
blug it right here. And let's search
for coordinates. All right, Tixture coordinate, click the vector and drag
and leave it in the space, and let's search for coordinate. Tixure coordinate, and let's
block it with the object of the Tixre coordinate.
Let's put it right here. And I will hide the rest
head control X to hide them. I don't want to see them. Let's make this one
a little bit bigger, hit to hide the side panel. And I will review the color
of the Voronoi hit Control. You have to click two time just to see what we have right here. And let's tune the skill to
5,000. Make it very small. And you can see now we
have the Voronoi effect, and we have a lot of
colors right here, and each color
represent a duction. So if I want to manipulate
the direction of these flax, I could use the normal of the flex just to help these flakes to take
a specific direction. And if these flakes take specific or
different directions, they will reflect
the environment and then we will have
the flex effect. So let's see how
can we keep that? So here we have the Voronoi. And let's search
for the geometry. And let's put it right here, for example, and let's
search for mixed color. And I will black the
color of the Voronoi here and the normal
human rate here. All right, something
like that, and I will mix between them
using the linear light. Let's add a glossy SDF, and let's block the
result of the linear and the normal of the glossy
and let's see the results. So now we have the flex effect. And now what I did
here is I changed the normal of these flex
and as you can see, each one of them has a
different direction. And you can control the
strength of this effect using the factor right here,
as you can see here. So the strength you can add, for example, 0.07 maybe,
something very small. And you can go beyond that
if you like, 0.08 maybe. Just make it stronger
a little. All right. In the color of the flakes, you can use the output that comes from the
mix of the base color. So let's hit Kit A and let's add a re rot right here
and let's black this here and grab the re rot with it and let's covey another point right here and let's
black between them. And let's block
this to the color. And now we just have a
nice color for the flakes, and roughness is very important
to control it as well. So in the roughness
let's at 0.0 maybe one. And as you can see here, we have very nice flax effect. And if you want to make
this a little bit rougher, go ahead and grab the glossy and let's duplicate
it like that. And let's plug the normal
here, let's preview this. Let's have another re
rot it heavty I guess, or just plug this
right here, like that. Let's make this a
little bit rougher. You can see how can
I control that. So let's add maybe
0.05 or maybe 0.1. Yeah, I just want to make
it a little bit rougher. You can see now the difference. And I will mix between
those using the add header, head control hip and hold right click and move
the modes from this to this, and the grab this one, head
hits twitching the node. All right, that's
not going to work. In this case, let's
add the node. Sorry, let's add the
add header here, and let's black this here, and the Mara here. And let's delete this
one. Control hept click gets to
review the results. Now, I just mixed between
those both of them. And if I hit MTM with this, you can see the
difference. All right. So this is how to
create the flak spots. If you want, you can make the flakes a little bit dimmer because I don't want
to see all the flakes. I just want to
make the effect of the flakes a little bit less, not strong and
separate like that. In this case, let's
search for the gamma. Let's put the gamma right here. Let's search for color. And I'm going to block the color of the Voronoi
here in the gamma. And let's see the result. Nothing having
right here, but if I increase the number here, I can make the result
a little bit dimmer. Let's add, for
example, blive here, and I will apply this to
the factor of the mix. And I will block the color
of the mix to the color of the glossy for this one
and this one, like that. Let's bring this re rot and
let's put it right here, and let's block this
here and the color B. And color A, it
will be the dark. So now we just made the
flex a little bit dimmer. And now let's see the results. And now let's block the adher to another
adherHD to duplicate here. Black the output of this
node here and this one here, and now let's see
the final result. So this is the final result. And the result looks nice, and all what we need
to do is just kick it. And for the color, if you
want to control the color, here we have this one,
the color master. If you want to king it,
everything will be kinked, even the flakes because the
flakes color controlled by the output of the mix color that comes from the
setup we did here. For me, I will choose gray, let's make that saturation, zero, and let's
manipulate the value. Let's make it dark,
something like that. And the result looks cool
and yeah, nice, beautiful. If you want to
control the flicks, you can go here and
manipulate the factor. It's something optional.
All right now, I just want to like to
excite from the local mood, and I want to apply the
material on the wrist. So let's select this
and this grab them all and hold you have to select the hood and hit control
L and link materials. Let's select the mirror as well. Control L link materials.
Yeah, that's very cool. Alright, now after
doing all of that, let's create a frame here, and let's secre up
all of these nodes. And let's put them
inside the frame like that. Something like this. At least have one
re rot here and let's move this like that, and another one right
here, it to move it. And if you want, you can change the
name of this label to flakes. All right. And you can give it
specific color if you want, for example,
something maybe blue. And yeah, I think we are done. I will make a quick
render for this result. I just want to see
how this will be and just to decide if we
want to tweak this further. So I will make a quick
render and I will be back. The render, as you can see, is finished, and the
result looks awesome. I like it so much.
It's very beautiful. Alright. The flex
effect is there, but it's a little
bit hard to see it. And actually, that's what
I want to achieve here. Unless if you put the
camera at close distance, yeah, you can see
it if you do that. But now the result looks very beautiful.
I like it so much. And just I forget to mention, I just applied the same
material here on this piece. And I note that
here in this area, we got some problem
with the shrine crop. We will fix that later. And yeah, I think that's it for this video and see
you on the next one.
118. 118 Creating the tires material: Hello again, welcome back here. In this video, I want to
start with the tires. Let's select this one, and
let's go to the local mode. I will hit the end to
get rid of this panel, and I will hit create
a new material, and let's give this a name. Let's call this tire. Empty for material. Let's open the UV editor, and I want to rap this. I just want to create
the sidewall texture. So let's tap to go
to the Ed mood, and I will select these phases. I'll click AlypticClick,
to add this as well, and those right here. And here in the UV, you can see I just
selected these phases. I selected these in the
Viewbard and now they are visible here
in the UV editor. I will hit A to select all the vertices in
the UV editor as well, and I will hit U two times. And now we have this rod. After that, I will invert
the selection control I. And now we have these phases. The select them hit A, and I don't want the
rest of these phases, so I will hit S to scale
them and zero enter and scale them to
be like a pint, let's put this in the
middle right here. So after that, we
want to add texture, and in the texture folder,
I will leave this image. All right this
tire side texture, and I will click any
drag and right here. I will hit Control hilt click to review so you can
see it right here. At Control I to invert the selicon and here zoom out
so we can see the result. And I will grab the UV and
scale it down like that. And you can see the
results right here. Write something
like this. You can scale this a little
bit more if you like, if you want to put
it in the center. Yeah, that's very
cool. Now, let's tap out and make sure that the rest of the tire
has the gray color. That's why I put
this in the middle. Alright, so after doing this, let's start with I will cut
the connection of the image. I don't want to see it for now. Let's black the principle.
I know it's there. So let's start with the
base color. All right. For the base color, I will
use the noise tick here, so let's hit H to A, and let's make this one big. All right, maybe
this one smaller. Alright let's search for noise. And here we have the noise. I will hit Control Ht click to preview the
result on the tire. And as you can see,
this is the result, I will hit Control T to add Mapping and texture coordinates. Mammic is not important for now, I will hit Control
X to dissolve it and I will block the
object to the vector here. And now we have
the noise texture. I will king the scale to 20. Or maybe 50. And
now we got this, and let's increase the number of the details to seven maybe
just to add more details here, and the roughness maybe 2.7. I just want to
increase a little bit. And distora maybe we
can manipulate it 2.6. Yeah, just a little
bit of distortion. Then I will change this
effect to be radial. I will add a gradient, search for gradient texture,
let's put through here. At least plug it in
this area and you can see if I change
this to spherical, I will have this effect. But I don't want this
effect to be like this. I just want to tweak it and
manipulate it a little bit. I will add mixed
color color mix, and right now we
got this All right, I will be the block this. Let's move those right here. Let's block this one here, and then block it to
the vector like that. And you can see we
got the same result with this color being added. And I will applck the object
to the color A like that. And now we have both of them. I will now I have the ability
to control the factor. So the idea is, if I
push the factor to one, I will have the previous effect. And if I push this
bag gas a little bit, I can get the normal
result of the noise here. I just want to the ideas, I just want to mix between them. So let's add maybe 0.85,
something like that. So now you can see this effect. And I want to use this in the roughness and
in the base color. All right, let's
move this Emic right here and let's scrap those
and move them like that. A, let's block this
to the base color, and I will control he click
just to see the result. And this is what I'm
seeing right now. I will control the colors
right here using the curve. Let's search for curve. And let's put this
one right here. And I will take the white
value down like that just to make it dark and
you can see this result. Yeah, the result looks
nice. Something like this. Maybe a little bit more. Alright, the result looks nice. And now it's plug to the
base color. All right. After that, let's see how
can we create the roughness. I will plug this
to the roughness. As you can see, it's
too reflective, and I want to manipulate
that using the RGV curve. I will hit heavty to
take another copy here, and I will block the
factor right here. And then I will book
this back to one and block it to the roughness so
I can recontrol it again. So this is the result.
And then right, let's try to take the white value down just
to make it more reflective. Maybe a little bit
more. All right. Now we can see some
reflection here. Let's preview the result. All right, maybe a
little bit more. All right, something
like that. Sorry, we had black this to the color
instead of the factor, so we can see the result. Let's push this bag. And,
yeah, that's very cool. Now we have something here. The reflection looks
nice. All right. Above that, maybe we
can add another effect. Let's use the magic
grave text here so we can add an extra
layer of roughness. Let's hit Shift A to
C for mass grave, U. Yep, this one. Let's hit Control ft, click just to see
the result here. Left click, by the way. And now let's see what values
we can add right here. Let's change the
skill to maybe 30. And before you do all of that, let's apply the object
here. To the vector. Let's add re rot, hold, hold rot click and move the most to create a re rot and
let's move this one here. I just want to king the darken of these
lines or connecting. And for the details, maybe we can increase
this to maybe seven. And for the diminion,
let's king this to zero. Maybe we can manipulate
this a little bit. Or there's no reason to do that. And now after all of that, let's mix between the mass
grave and our GB curve. Hit C troll and heft and hold right click and move the
mouse from this to this. And now we have the
mix right here. I will put the factor to one, and I just want to
see the results. You can try and test
these plane modes. For me, I will use
this blend exclusion. And that's what give me this
result, as you can see here. And I will plug this
to the roughness. And I'm not going to accept
this effect like that, I just want to
control that more. What I will do is I will
add a math right here so I can control the strength that comes from the magic grave. Let's search for math, and let's black it right here. And I will king this
option to multiply. And let's multiply this to 0.2. The idea is using
the multiplier, now I can determine
the strength. Now if I make this one visible, you can see now if I multiply
this with a small number, I can reduce the effect
of the mass grave. As you can see now,
the black area or pluckins become softer. And that's mean
in the roughness, these dark blockiness, they will be translated
as a reflection. And when you make
this soft and settle, you will make the
material rougher. As you can see now, we have effect comes from
the mass grave. And the result looks good. Alright. Alright
now, maybe we can start with a side wall texture. Less hair for bump. And let's block the
color to the height, and I will right, I will add a re wrote
one right here, maybe a KvD to copy it, and let's add one right here. I will connect this to
this and this one to this one and this one
here and the normal. And now we have the side. Wall texture is here. So the first thing, the color space, I
will change this to non color because we don't
have any color right here. And after that, the
distance, let's as 0.001. Let's change the distance to
something small like that. And when you zoom
and you can see the result is a
little bit pixeltd, you can change the
interpolation here to cubic. And that will help
to smooth this out. And if you have any
repeating happening, you can change this
two clip Alright, so far, the result looks cool, and I can increase the strength
here from one, maybe 23. I just want it to
be more visible. But the tire techs here
is not quite perfect. I can seear It's smooth. I just want to add an
extra layer of bumpiness. So let's search for noise. I have a to search for noise. And let's put this
one right here, and I will grab all of
them and move them here. And I will grab this re rod and have the
to take a copy right here, maybe, and let's connect
this with this one. Maybe we can add another
re rod like that maybe and block this to this. Something like that. It can click left click just to see it. And right, I will change
the scale to 2000. Make it very, very
small like that. And the details, let's tune
this to 1.6 maybe. All right. And the roughness let's
tune this 2.6 and yeah, I think that's it. All
right, that's very cool. And now I want to mix between
these between the image, the result of the image
and between this node. So I will hit Control hit
right click and move the moss from this to this to have
the mix node right here. And the end result or
the result of the mix, it could be connected to the
ten formation of the pump. And now we can see them both. Now, let's preview
the result here. All right now, I can see
the bumpness that we added with the sidewall texture. But I want to control that. I want to control the
side wall texture. The strength of the
side votes here. So I will add a math here. Let's search for math. And
let's plug it right here. And I'm going to king
this to multiply. And for the strength here, maybe we can king this to zero, 001, make it very
subtle like that. And from here, from
this multiplier, I can manipulate the strength of the pumpnessO let's say the
strength of the texture. So let's multiply
this by 20 maybe. And now we have it again. And if you increase the
number here to maybe three, you will increase them
too, both of them. All right now, the
bumbess of the ti become very nice and I
like it. It's very cool. And I will boy the
factor to one, and I will add the noise
stickers here to the sidewall. So let's change this to add
right that's very cool. The result become nice? Yeah, very nice. I like it. Let's move the
Smara here, maybe. And now is the time to
add an extra effect here. I just want to target
the tiro trait, and I want to add some
darts here above it. So let's start with
mass grave text here, and I think we can
copy this one at VD, and let's put this
one right here. All right. And I
just want to see the results and let's block the object to the
effector right here. All right. And I just want to
king the information here. King the scale to maybe ten, make it smaller, and the
details maybe seven. Leave is seven and else.
Yeah, I think that's it. That's all what we need
to king right here. All right. And then I will
add the gradient texture. You can, by the way,
you can grab this one. Hit hefty, and let's use
it right here. All right. And I will plug the object to the vector right here and
let's preview the result. As you can see, I don't
have any information here. After that, let's add
the map range so we can control the gradient texture. Let's put this one right here. All right now, I will
change from minimum 20.5. And as you can see here,
we have something, and let's change from
maximum to all right, 0.52. Let's change this 12.59
maybe. All right. And as you can see, we
got some kind of a mask. And let's change the values here to let's manipulate this. Let's take this back, and maybe this one we can book
this one, two, two, maybe. That will help to
create a mask here. But as you can see, the effect is not targeting
the middle area, and I will explain to
you why that's happened. Because we this to spherical, we have a sphere here inside, giving us this effect. I mean, now, if I
hit f A to add, let's add UVsphere
and let's kill this. I just want to put this in
the middle of this tire. So let's put it right here. So the effect is like
that. It's like a sphere. So the sphere now
represent the dark color, and the rest will be white. So you can see here the
sphere is hitting this side, that's why it's become dark, and it is reaching
this area as well. Now if I scale it, you can see what's going
on right here. So that's why what
I'm going to do is I will scale this to
the X axis like that. And if I do that, I will now I can target
the middle area. So let's delete the sphere
and let's grab this. Alright to do that, we
could have another node. Let's search for mapping. And let's put it right here. And I will scale this to the
X axis, scale this to zero. And now I have this
middle area targeted. So let's go back
to the map range so we can control that further. All right. And to maximum value, maybe we can point
this two. All right. Yeah, let's change
this to three maybe. And the minimum value, let's see what we
can do with it. All right, zero point
-0.03, I guess. And you can see righter in the viewpoint. The
result looks cool. So this is just a mask.
This is the idea. I just want to create a mask. All right. And now we
have the mas grave, and now we have this
result of the mask. I will mix between them
using the mix color, hold control, and right click and move the mask
from this to this. And now we have this result. And right. I will king the mix
blending mode to darken. All right. And now,
as you can see the magic grave targeting the mask that I
create right here, and it's eating a part of this solid mask to
get this result. And right after doing that, maybe we can change the color of this result to something
like a dust if you want. And not just this, you can
control the factor here. If you control it, you
can make the effect less. So let's add 0.12 maybe. You can 0.2, I guess, something like that,
you can control it. Let's add another mix color. And it's a black it right here. And I will put this in the
factor, use this as a factor. And the first color,
it should be dark. And the second one, you can
pick whatever color you like. If you want dust, make
it a little bit dusty, put it towards the yellow color or if you want to add
any color you like. So yeah, just something a little bit towards the yellow.
That's what do it. And you can control the
strength of the result of the of this mixed color
using the math if you like. And right now let's see
how can we do that? So this should go
to the base color, and we need to mix between
the RGB curve with this one. So Holt can troll heft, right click and move the
most from this to this. And now we have another color. All right, I will change
the blend to lighten. Where is it right here. And now we have the result
of the RGB curve with the result of this mask
of the mask grave. And now let's lock these two of them to the paste color and
sub review the results. Alright, that's very cool. The
effect here is too strong. If you want to control it, you
can add a math right here. This what's right here.
Let's tune this to multiply. If you multiply this
with a small number, you will make the
effects subtle. You can see here, you
can kill it or you can make it very, very subtle. Not just that. You can use the factor here if you
want to reduce it. Can see here what I can do. Or something like that.
One more thing here, I would like to mention
that this area, it should be rough,
node reflective. And I can see now if I orbit, can see here we have
a lot of reflection. So let's see how can
we control that. I will add mix color because I want to mix between
this node and this node. So let's block this one here and block the results of
this node right here. And let's block that
to the roughness. And let's put the factor to one. All right. I will hit Kent
hept glis to see the results. Alright, I will ink the mix to lighten. All right. And let's search for math and let's plug it right here and let's tune this to multiply. I just want to make
the effect that comes from this note a little bit stronger by pushing this, and you can seee now
it's becomes stronger. And now I will preview the principle
and this error could be rough. And, yeah, it does. And if you want to make the
side the side of the tire, I mean, the texture that
comes from this node a little bit citronga you can
book this a tiny bit. That will increase the effect of the noise texture
that we add here. And let's take another look. I just want to see if there
are anything we missed here. I'm not sure quite here, but I feel the effect here is a little bit
strong, the bumpness. Let's go to the cycle render. I just want to see the result. And one more thing here, maybe we can act just increase the viewbard
subdev level to one. Let's go to the cycle render. I just want to see the result. Let's zoom in a little bit. I like it. The
result looks cool. Maybe we can make this
a little bit brighter. Yeah, it's very nice.
That's very nice. I just made a quick render, just to see the result, and
the result looks beautiful. As you can see, it's very nice. Alright now, all what we
could do here is just copy the material and of light
on the rest of the tires. So let's do that now. And all right so yep, I will select this tire
and this one and this one, hold you have to
grab this one and make this one the active
hold you have to add this. Control L, and let's use CobUVmp and then control
L and link materials. Let's go to the material review. I just want to see the result. The result here looks cool.
We don't have any problem. And let's check the
side, and I think it will be flipped and
yeah, it's flipped. All right, to fix
that, just to grab the tire and go to the modifier, hit a to search and
let's search for UV. Rub this one and let's open the transform and change the scale from one to
minus one, I guess. And yeah, that's what fix it. And this one as well, grab it, hold hefty crabs tire and go to the same modifier and
Kobe to select it. And that's what fix
it. That's very cool. All right. I think that's
it for this video. I will end it here and
119. 119 Creating the Disk calipers material: Hello again, we'll
come back here. In this video, I want to create a material for the
prey calipers. This piece right
here. Let's select it and let's see how
can we do that? I will copy the same
material or the carbon. I will copy it and apply it
here on the prey calipers. So selected hold, you
have to grab anything, any parts of the body, and control and link material. And now I just added the carbon
material to the calibers. Let's go to the local mood. I just want to see the result. Let's go to the material
review, and this is the result. The scale is too small.
Let's apply the scale. I think that's because of the scale because as I remember, we added the plane and we scaled the plane to create this. I will hit Control A
and ala the scale, and you can see the difference. I will let's maximize
this and I will hit this number right here
because I want this to be unique for the break calibers. So hit this number right here and let's give
this specific name. You can call this
break calipers Empty. All right. The first
thing I would like to do is just make
some change here, some tweaking regarding
the orange peel because the strength
is too high. So where is it? This
is the orange peel. And I will change the
distance to zero, four maybe. Just make it a little bit subtle. And yeah,
something like that. And one more thing
here. Let's make the color dark like that. All right. And right, I will select all
of these nodes, and I'm going to duplicate them at cavity. Let's
take a COV here. And let's grab out, put those together, hit key, and let's move them right here. And this one as well, hit
key and move it right here. And for the second material,
let's up light first. I just want to see
it. I will make it white or let's this up here. And you may ask why I'm
doing this because here on the calibars we have this logo of the os royce, and
it should be white. And I'm going to
create two materials, and by using the mask, I can keep something like that. So let's open the
folder of the images, and I will use this image
right here as a mask. This one here. Click any
drag and put it right here. And before we do anything,
we could arab this. I'm not going to
Arab everything. I'm just going to
arab specific area. Let's tap to go to the Atmosph. I just want to see
the typology of this. M. So Alright. So if we add
subdivision surface, this area is big. I mean, I'm talking about
the phase right here. If you add subdivision surface, the algorithm of
subdivision surface will create a strike
goes to the center. And that's what deform this area and will deform
this area as well. And if this area
deformed with this one, we will have some
problem with the UV. I mean, if you add the
R letter here, okay? This side of the letter and
this side will be deformed. So to avoid that, I prefer to add two or three edges right
here around this area. To fix that. So let's
add two right here. And let's go to the beatifier and the array, I will apply. I don't want it anymore.
Let's tab out first and let's hit Control A
to apply the mirror. I said array. I mean
mirror. I don't know. Anyway, let's create
two edges here as well. And I'm going to grab this head k to use a knife tool and
create a cut goes like, Alright, let's see if we can
hit Control R here again. Yeah, I think we can do
that. And here as well. And I'll connect between those head and
this with the head K. And the same thing
for the side. Head k. All right, sounded
like that. All right, these eggs, I think we
can get rid of them. Q twice, and let's marry this one here, and
the same thing, I guess, Q twice, and let's marry them right here. All right, this area as well. This with the head
K, and this with the head K. Grab
those heat twise. Sorry. And let's merry them
right here. All right. And those as well, it K and hit K and grab those heatwise
and let's marry them. Alright and here on this side. Alright let's do the same thing. I will spend a little
bit of time right here and it's not going
to take too much time. I call this with this hit K, and this with this
hit K. And those hit K and hit K with this one hit K. Alright. All right. Yeah, it's active. I thought the automs
off. That's very cool. All right. After
that, I will Alright. Here we have
Subdivgon Level two. I will reduce this to one. I just want to see
the wire frame, and I just want
to turn this off. Well, I think I will accept
the level one and alight. That will give us
better results. And let's try to
do something else, and let's see if that
will work as well. And now, what I'm going
to do is I will select this area and target those as
well because the R letter, it should be right
here in this area. And now these phases
selected right here. They are right here
in the UV elitor. All right here, to select
these pass here in the UV, just hit A and then hit U
two times two Arabs here, hit and again, and
it will be raped. So now we have this area Arab
and I just want to see it. So the image, the name
of the image is RR logo. I just want to add
it right here. Let's search for RR
logo right here. And now we could see
something this head control, you have to click
just to review this. And I'm going to move these vertices and
now we can see it. You can scale it if you
like. That's okay to do. Alright, that's very
cool. But here we go, we got another
problem in this area. To avoid that,
just hit Control I to invert to select the rest. And now the rest of the UVs right here
visible. A to select it. It is to scale and zero
enter to make it very, very small and move it away from the white area to
the black area here. Anywhere, for
example, right here, if you like, and tab out. And now we have this results. Now I'm going to use
this image as a mask. I will mix between
these two headers, control right click
from this to this, and let's block this
one in the factor. Let's get Control h click. And now we got
something looks nice, with the subdivision
surface active. We have a little
bit of deformation haber right here,
and here as well. Let's see how can
we get rid of it. Let's go to the
advanced setting of the subdivision surface and
just try these options. Let's see which one
of them is working. Sometime, if you got
a problem like this, the options here helps to fix. All right, so you can see
here keep boundaries. If you une this to keep corners, will fix it a little bit. So yeah, I will, the result looks very cool and nice
and I will accept it. All right. Or at least I like to excite
from the local mood, and I want to add the material
to this part as well, and this one, and we will
give them a metal material. And I think I'm going to use the same material I used here. So the name was
dark metal empty. And by the way, I just want
to mention something here. Let's hit home to bring
the material here. I just forget to crank
up the metallic to one. The result looks nice, but
it's plastic not a metal, so I will puck this to
one to make it a metal, and it should be a
little bit darker. I will manipulate the black
value here a little bit. Let's add 0.00. Let's change this
to one, I guess. Just make it a little
bit brighter, dark gray. Now, let's say to excite. And the name is
dark metal empty. Yeah, let's add the same
material here. Grab this. Let's search for dark dark
metal empty right here. That's very cool.
Now we have it. And let's apply it on this nut. Hold hot to grab
the bipe, control, link material, and
the same thing on the side, yeah. All right. Now we could apply the same king we did here
on the rear calipers. So to do that, I will grab this and hold h to grab this
one, go to the local mode. And select the salt
here to grab this, a Control L and use Link
Obj data. All right. But before you do that, just go to this one and
alight the mirror. All right, apply at Control A. And now everything is Obliight. Hold her to grab this,
Control L, link Obj data. All right before you do
that, head Control A, apply the skill of this
object, and do that again. Control L link Obj data. And that's where flip this, and that's okay to do.
We can't fix that. You can see now the
material is COVID here, and I think here we can ing the advanced setting of
the subdivision surface, ing the UV smooth to keep
corners to fix this problem. It's like to exact and about
the problem right here, what we do is just go to the object and go to the mirror
and mirror this to the Y, and it will be snapped back. Select this and let's
give this dark metal. This one as well, dark. Grab this and let's see here
we got the letter flipped. Well, I think we can
flip the UV bag. Let's try to add the UV warb and let's
see if this will fix it. And the transform, I
will add minus one, and yeah, that will flip it. So yeah, you can
use this technique. It's like to excite and I want to achieve or
do the same thing, apply the same information
here on the side. So select this,
apply the mirror, and Hold Shift, grab this, hit Control L and
link Objec data. And we got the same problem. I will hit Control Z. I just
forget to apply the skill. Grab this Control I apply the skill, and let's
do that again. Control L, and it
will be flipped. That's okay. Grab it. And let's go to the
objects, mirror, mirror to the Y, and I will grab it and go to the
local mood because the R letter will be
applied here on the side. So because the organ dot is
perfectly in the middle, I will mirror this on
the X axis as well. And now we have the rotor
here. So that's very cool. In the same scenario, select this dark metal and
this one as well, dark metal. And this one as well, grab it. Control A, apply the
skill, apply the mirror, and hold you have to grab this, Control L, link Opia data. Right, and let's mirror
this to the X axis. Objects mirror, mirror
to the global X. And let's add the wb UV wb, and the transform king the
scale from one to minus one. That's awesome. And
I grab this pipe, dark metal and this one as well. That's very cool. And
yeah, we finish here. Alright, that's it for this video and see
you in the next one.
120. 120 Creating the Badge material: Hello again, welcome back here. In this video, I want
to focus on the badge, the Rolls Royce badge. And all right, let's
start with this one. Let's select it and we have the chrome material
empty, applied on this. And I will make this material unique because I want
to make some change. So let's hit this number
right here and let's call this Chrome badge, RR badge empty. And let's delete the 001. Alright, so now this
material become unique and let's see how can we add
Rolls Royce logo right here. And let's bring the
reference IMCs, just want to show you
what I mean here. Alright, this bag, I mean, but I just want to
find a bigger MMC. And yeah, we want to create
something like that. So you can put this C
right here, I guess. So to do that. Alright, I want to import a
new C right here to use it. Let's drug this one as a mask, this one for the
height information. All right end right badge mask. Let's search for this one. Yep, this one. I will change the color to none because we don't have any
color information, just black and white image. And I will duplicate this node, hit HD to take a copy and let's
put this copy right here. And I'm going to
change this to black. So let's click and choose black color,
something like that. And I will mix between this
and this Control heft, right click and now we
have the mix header here. And I will use this one
as a mask right here. He, let's give this a time,
and as you can see, now, we have something, but it's not quite ready because
we could rap this. I will turn off the mirror
for now because when I orbit, I can't orbit around this
object because we have another one on the
other side and it will make the orbiting
a little bit hard. So temporarily, I
will turn this off, and it will be active in the
render, and that's okay. When you render, you
will see a result. So I will tap to go
to the edit mode, and I will select
these pass and I will hit Control plus to
grow selection two time to have this result. As you can see let's
go to the local mode. And as you can see, I think we can add an extra
a loop here just to make this area looks
tighter to avoid any distortion when
it comes to rapping. I will hit I for inset, and let's create a small
inset goes like that. And now these selected faces, let's select them
right here as well. Or with these selected faces, without gone care, you can go to the UV and hit RP and
it will be up here. Now, let's select
the up vertices and let's maximize
this a little bit. Head key to move and
let's move it on the bad. Let's center it first. And let's scale it a
little bit to the X axis, and let's check the height, and we scale this to the Y S to the Y because the V has
X and Y, just X and Y. And now we got
something right here, as you can see, that is
not like school already. Alright, we got another problem. I will hit Control I to select the rest and the
rest of the UV here, it's just a dots. I will move them and put
them in the white area. So hit key to move them in the white area to bring back the reflection
here and then tab out. And now we have this. All one more thing here I
would like to fix. Let's see if we can fix it. Let's hit Control eye
to inverticlecon. You can see some of
these vertices are in the in the black area. And I just want to
make a comparison. Let's see if we have, we have a black line
covers everything. So that's mean what we
did here is correct. And it makes sense. I
will accept this result. Maybe we can go to
the subdivision here and make some tweak in advance, these two keep corners, see if that will
affect anything. One more thing here
I would like to fix. I just want to get rid of this second egg we got right here. Let's
see how can we do that? Let's tap to go to the egg mode, and I will hit I to
create inset like this. And keep in mind that
the new faces should be inside this silver line, you can see here in the UV. And now I will select
the outer faces, and I will hit S to scale
them and zero enter to make them just like a dot and just put them in
the white area as well. And that yeah, that will achieve the
trick, something like this. And the result looks nice. Now all what we should do here, we need to add
height information. So let's see how
can you do that? By the way, I just want
to mention something. The image that we
added right here, it's already well
plugged as a UV. I mean, there's no reason to add mapping and texture
coordinate to bug it with the UV because it's already a block to the UV. If you got any problem
for any reason, just add the texture coordinate
and blog it to the UV. And I will do that. Right now, it's the time to add
some height information. All right. So I'm going to use I'm going to use
this make a heft A, and let's search for bump. And let's put Y here
and block this to the normal and block the
color to the height. And now we have some
height information, and we got another problem here. Let's change the interpolation
from linear to cubic. That will help to smooth
the problem a little bit. And one more thing
here, the strength. Let's change this 2.6. Okay. And the distance
to 0.001, maybe. Something like that,
and still nice. Alright, let's see if
we can control this. Alright, let's change this too. Sorry. I think we can
take the strength 2.4. And the results still nice. Let's try to use another
technique, let's this 2.8. Make a strong and
let's make this small. It's a zero, zero. So here we have four zeros. Maybe we can delete this one. Yeah, now the result
looks cleaner. Yeah, we have the
heightened formation and the result looks nice. And even if you book
the strength to one, I think that's not going to make any problem. Oh,
that's very cool. It's like to excite. I
just want to take a look. And yeah, the result
looks so beautiful. Now let's apply
the same material on the badge here. Okay. Let's select it and
tab to go to mode. Mirror modifier, I
will apply. Control A. Let's get rid of it. Tab and
let's select these faces. And let's hit Control
plus to grow selection. And maybe Control
plus one more time, and I will hit I to
create a second inset goes like that just to make this area a little bit tighter. All right, something like that. And what else? All right, I think now we can rob this. Let's go here with the phase
selected Hover over here, hit A, select them all here, hit U two times to rob it, hit key to move it, and let's
align it with the image. Let's make this one big, and let's scale this
to the X first. Something like that, and scale
this to the Y as to the Y. This time, I will put the UV in the white area as
well as to the Y. And as to the X, And
yeah, now we got this. So it's control space. And I will apply the same material of the
bike so se like this, hold hefty grab this, control L and link materials. And let's see if we
have any problem. Yeah, we have a small problem. What we could do
here is we invert the selection hit Control I to select the rest of the
UV and here selected, hit S zero to make
it like a point and put it anywhere in the white area, not
in the dark area. And that will do the trick. Or at least go to
the rear badge. Let's do the same thing. Let's tab and let's
select some faces here. It can troll blots to grow selection and maybe
one more time, I guess, that's right. I will hit I to create a small inset just to
make this tighter, and you can select the new phase as well,
just to go selection. And after selecting
these vertices, hover over here and select the pass that we just selected in the three
d view board and here, a T two time, or as I said, you can go here and hits Arab. But it tells you here
in the bottom bar, it tells you that the
scale is not correct. So stab out, grab the badge, control A and apply the scale. Lets tab again, and
let's re arrab this. All right. Now the
result is better. Let's maximize this
and let's align this. It is to skillets, and let's move it in
the middle right here, and I will strike this
to the X axis and keep the boundary
inside the white area. And now I will apply the
same badge material, so tab and let's see
if it's right here. We call it RR, as I remember, badge empty as right, and let's tab again, hit Control I to
invert the selection, and let's slay the
rest of the UV, let's put it in the white area. All right, that's
very cool. All right. That's nice. Let's see
what else we could do here or at least activate the mirror of this
one because that's it. So you can see it
on the other side. And the result looks very nice
and beautiful. I like it. By the way, it seems
like we forget to add the rubber material
for this max. So select it and hold hipped slate this one to cope with the
material from this, control and link materials, and it should be applied here. That's very cool. All right. I think that's it
for this video. I will end it here and
see you in the next one.
121. 121 Starting with the badge light mt: Hello again. Welcome
back here. All right. In this video, I want to
start with the lights. For example, this
light right here and the tail light
and the front light. So let's see how can we create the materials
for these parts. And before I actually
start doing that, I just want to fix something. You remember the badge. We have mirror modifier
added right here, and when this be mirrored, I will get a flipped
result here on the side. So to avoid that,
just apply the mirror and accept this result and
let's select this one. Alright, so now, what
I can do is let's tab and let's select
Sorry, grab this. Tap to go to the it mode. And I just want to
select all the faces. But while that doesn't happen. All right. All right, Control A to apply the mirror first, and then tab. And I just want to
select these phases and let P and then as to
separate it and tap out, go to the material review, and let's select this, and
let's give this a UVU, and let's go to the trans at least tune the
scale from one to minus one. And yeah, that should fix
it. And then yeah, done. All right. After
that, let's focus on the badge light and let's
bring the reference images. I just want to take a look here. So I'm not going to
create something 100%, similar to this. I'm going to create
something close. So let's see how can we do that? Let's sel this and let's go to the local mode and Alright, Let's tap to mode. I just want to kick this area. All right. I will add a second loop here because I want
this arrow to be tight because if I add a texture right here and after the
subdivision surface, this area will be
displaced a little bit. We will have a
nasty deformation, and that will
affect the texture. So by tightening this area, by adding an extra loop, that will make it sharp
and looks better. All right. I want to
select this inner area, so I will go to the phase
selection mode and hit Alt click to select this phase
loop and then hit H. Or maybe this one hit all right let's see which
one we select, sorry. All right, I will do
something else like grabbing these faces and adding those as well
to the selection, and I will hit Control plus
to grow selection like that, and I will hit I
for NSEtTcretNSt, because according to
this reference EMI, the ticket here is not
quite snapped to the edges. We have a small distance here. So yeah, we should
consider that. I will hit Control minus
to hearing the selection, and I will scale this
in just a little bit. Something like that then. Yeah, I will add my edge
here. I guess, it should be. Or something like
that. And now let's select this phase
loop, divide it. And now select whatever
phase you like from this Control L to link the
selection or select linked. And yeah, now we
got this selected. So I want to give this a
specific material. All right. So in general, let's go
to the material second, and I will hit to create
a new material here. Let's call this. You
can call this pattern, a glass material maybe.
So let's call this. And let's hit Enter, and I will create another material for
the outside select faces. Let's hit this plus to add a new slot and let's hit
and create a new material, and let's call this clean. You can call it
glass empty as its. So let's start with a pattern. And well, the first thing that I want to do here is
taking the roughness down. I don't want and I
push the transmission to one because it would
be should be glass. So that's important to do. One thing here I
just forget to do. I could invert the selection and assign the second material
to the rest of the faces. So I will hit Ctrol with I to
invert selection like that, and I will select
this new material and to assign this material
to the rest of the faces. All right. Yeah, that's very cool. Now I will Alt to bring
back the other faces. And I think I select these phases and assign the
cleaning glass to it as well. So it assign and
now it's assigned. So the cleaning glass, we will take care of it later. Now let's focus on
the patterning glass. The first thing that we can do is using the Voronoi
tire so search for Voronoi let's put
this right here, and I will hit Control T to
add mapping and coordinate, and you can block the object. And I will let Control
have the click just to review the result. I will increase the
scale to maybe ten. I just want to see
something here. All right here, there are something maybe we can do
it now or maybe later. Well, the question is, should we use the UV
instead of the object? Well, yeah, for me, I will use the UV because I will
rap these faces. Alright, let's go to the Rp
let's remove this image. I don't want to see it for now. And let's select these faces. All right, like that. It control BLS two time to include this and
have it over here, and then it's A to select the faces that we just selected in the
three D view board. Then here, it's U two
times if you want, or if you like,
you can go here to the UV and hit RP now it's ROP and here we
can see something. I would like to rotate
it something optional. I will rotate like that
and put it right here. And now we can see
the varniti results. Now I can tap out. I will
just go back to the material. Let's make this one smaller
a little bit and Alright. So the fair thing and
the Varnotix here, we don't need any random here. Randomness. Let's set this here, and this is the result that
we got from the Vernoi. I will change the
option here from F one to smooth because you can see
the results of the Vernoi. I want the colors here
to be more smooth. So let's change
this to smooth one. That's make it smoother. I or something here happen. We just what I will do is
something nasty happen here, I will tab and grab these faces in the X
ray and I will hit X, I have to delete it because when I tumble around the view, it will be a little bit
difficult to handle. So I will delete that one
and remerror it later. So now we got this
result, as you can see. The scale, we can
change this to 20 maybe or no, that's too much. Let's add maybe 13,
make it smaller. And now I will citrate this to the state this to the
Let's see which one. Yeah, you can straight this to the X, just as you are here. And now we got these
spots as you can see. So after doing that, I will grab the Voronoi and then
with the mapping, grab them like that
it heavy to take a Cobi and black the UV here, and I will spit this to one and e the Y to zero just to
strike this to the Y axis. And I will show you if we preview this,
this is the result. So after doing that, I
will mix between those, grab them like that,
and move them back, and I will hit Control,
heft right click and move the mouse from this node to
this node to have the mix. I will push this to one
and I will multiply them. So now they are multiplied, and now we got this
results, the battery. I will add bomb and
I will hold halt, hold right click, and
move the mouse like this, and the node wangular will block it in
the correct socket, and then I will block this to the pump and sweach
it to the height. And let's review the
material itself. I just want to see the results. And now we have this,
as you can see. The set trength is too high, Let's change this to
something subtle. Let's change the
distance to 0.002 maybe. Alright, that's too little. Let's king this 2.01. And here you still
have the ability to king this to F one if you like. Right. Right now, let's go to
the second material. Zero results. Let's go to the material. Second, let's go
to the clean and let's take the roughness back to zero and let's go
to the transmisson and let's put this back to one. And yeah, I think that's it. Let's go to the cycle render. I just want to see
the result there. So this is the
result that we got, as you can see, et's try to go back to the battery, and I just want to see what's going to have enough
whisk readers to have one instead of smooth. This vitel that we will get, it's sharp, but it's
still nice, by the way. So it's up to you if you want to accept this or if
you like to king it. From a far distance, the
result looks so beautiful. Let's go back to the
material review. Alright, now we got this. Well, I just want to
mention something if you want to see behind the material, you can go to the cleaning
glass, and as I remember, we can we in the setting, I guess, and we
can kink Alright. There is an option.
I think it will be visible when you
speak the render to EV. So let's go back here and yeah, this one right here in the
setting, the blend mode. All right, so the blend mode, as you can see, it's opaque. We can king this to
Alpha Alpha clip. But that's depends on the
Alpha we can get here. So if you put this
to smaller than 0.5, we can make it
transparent like that. And you can change this to
the Alpha hat if you want. That will give us better result, and you can control it
from the Alpha here. So yeah, there is
something optional. And when you want
to render back, I think we should
put this to one. Let's give that
try and let's see what's going to happen.
Let's change this to cycle. Let's go to the render. Yeah, just keep that
in mind that we could push this back and scycle
because we don't need it. All right, that's very
cool. Let's like to excite. And what else we could do here. I could add mirror modifier, crop this, go to the modifier, and let's add heft to
S and let's search for mirror, and that will be it. Now, it's mirrored on the other side without any problems. Maybe we can apply the same
material to this piece, so I will select it and
go to the local mode and I will turn off
mirror for now. I just want to focus
on this piece. I just want to tap to go
to the mode and I just want to see if we can do something or change
something here. I don't know, I feel that we could select these faces
and extrude them up. Yeah, I will do that. But before I
actually doing this, I will select this pace
in the middle and hit Control bls to grow
the selection, and I will hit I
to create an inset here just to have
another phase here, and then I will grab these two pass and
then hit E to the Z. And let's take
this up like that. All right. And then I will
grab these faces like that and control be to develop maybe. Well, I'm doing this just to get a better result when it comes
to glass because this frame that I just added will make the shape looks thick
or something like that. It will give it some depth. That's what I want to achieve. Now let's active the
subdivision surface. I just want to see the results. And yeah, maybe
something like this. You can add an extra a loop here if you want just to
tighten the corners. That's something we can do here. Let's add yeah,
something like that. And for this area, I guess you can add one A
lo as a support and assets. And now we can apply
the material on this, and it's like to
excite and grab this. I will give it the
clean glass material selected and search for
glass empty material. And that will be it. Now
let's go to the sit render. I just want to see the result. Yeah, something like
that. I like the result. Let's go back to solid. Alright, I think that's
it for this video. I will end it here and
see you in the next one.
122. 122 Starting with the tail light part 1: Hello again. Welcome
back here. All right. Maybe now we can start
with the tail light. So let's select
it and let's give it a material. All right. We call the material that we
alight here, clean glass. So let's give the
color clean glass. You can search from here
or from here. It's okay. Clean glass material, hit
Enter, and now it's alight. And nothing here to do, actually, apply the
material and that's it. I will grab this
and hit to hide it. And here we have
this inner frame. I will hold her to
grab this and give it the same material,
link materials. That's very cool, now's the time to create a material
for this piece. So let's grab it and let's
go to the local mode, and then I will go to the
modifier and turn off mirror in viewboard because I just
want to focus on this. So right, how can we do that? Let's bring D reference
images for us so we can see what
we could do here. The headlight and where
are the tail lights. It's right here. You
can see here we have this rough material we could create and everything
else, it could be smooth. And we have this
letter right here. So we need to UV all of this, and we need to add
second UV layers. So that's what we're
about to do here. Let's put this mic right
here so we can see it. And after selecting this, let's continue to
create a new material. And I will start with
the crotches right here. And let's tap to go to the mood first and let's
see what we have here. So all right. This area that we could
focus on, it's right here. I will add a second
loop here as a support a just to make or get
even tighter results. And now, what I'm
going to do is I will select this phase loop and
then hit just to hide it. So I can select the rest and select whatever
phase from here, or just hover over here on
this area that we want to target and then hit L to
select the linked phases. And after doing that and after you select
this successfully, hover over here
and then hit A to select all the vertices in the the UV editor of the UV and then hit U two
times and now we got this rot. I just want to
rotate it like that. Something like that for
now, let's say, for now. So now we got this arroP. And here, if you go to the data, you can see in the UV section, we have just one layer. So let's keep it for now. And now I want to create
a material for this. So let's start with
the noise, the noise. Noise tickers here and
let's put this right here. And I will hit Control T to add mapping and Ticktro coordinate and we'll hit Control he
just to review the results, and I will plug this to the
UV because we just au this, you can see the tickere or the noise texture is
applied on the whole faces. I wanted to targeting
this error. So to do that, in the three D view word, hit Control I to invert
the selection. And here, hit A to
select these faces. And it is to scale and
then zero and then enter to make the
holy ve like a dot. And that's what we
want here. And I will take this out for now. And now let's go back here and let's change the scale to 300, maybe, make it very small,
as you can see here. And I'm going to
increase the details to ten and increase the
roughness 2.83 maybe. Just make a two
off. And distortion if you add, you can add three. And after that, all right. I will use add mix node here. Let's search for
the mixed color, and I will put it right here, and I will block this to the B, and I will block the
coordinate here today, and this one will
be plugged here. So what I'm going to
do here, by the way, before doing that, we
use citric the material. To the Y, by the way. So I will push this back to zero so we can see the B result, or you can block it for now
temporarily, like this. Let's swing this to zero. And now as you can
see it citrate. All right. And
then I will so you see you understand the
scenary what's going on here. I just track the material
from the mapping, and I will plug this back. And if you book this to one, you can see the mix will show us the result that
comes from the mapping. And if you put this bag to zero, the mix will give us the result, the normal result of
the noise ticket here. All right, now, what
I'm going to do is I will mix between those. So All right. I will change this to maybe 0.95 maybe, something like that. Yes, a little bit of
stretching right here. That's all what I
want to achieve here. And by the way, we need to rotate it. So let's see if that's
what I'm quite here, but I just want to
straight this to X, and I think X will be better. So straight this
to X instead of Y. And now we got this. All right, let's increases. Let's see if that's important. Yeah, something
like that. 0.966. Alright, that's very cool. Now I will block this to the normal. And in this case, we need
to add the bump node, let's search for
bump and alt hold alt and hold right
click and move the mouse from this to this,
and it will be plugged. And the same thing here and
block this to the height and control left click
to review the principle. And here we could see something, and now we have height
and forma right here. I will push the roughness back to zero and killing
the metallic to one. And let's go to the
material review just to see what we got here. The strength is too much, so I will change the distance to 0.01 maybe, make it smaller. All right. Maybe we
can go beyond that. Let's make it even smaller. Let's add one here. And yeah, this
result looks cool, and we can compare it, for
example, with this one. It's very, very close and nice. Yeah. So yeah, I
will accept this. And the rest of the
object doesn't have this rough material,
and you can see it. As you can see
here, we don't have any heightened formation here. Let's call this light, rough die empty
casterognizs. Yeah. Something like
this. Alright, now, let's do something else. We have the Rolls Royce
logo is added right here, and it doesn't have the
scratches we got right here, and we could create this effect. So let's see how can we do that? Alright, fir thing that I would like to do
here is inverting this image and click A dragon and let's
put it right here. And All right, first thing here we could do is change the color space to none because we don't have
any color information. And let's change
this bet to clip because in case we want to scale or if we want to scale the UV, it will be rebetd, so just avoid that by changing
this to clip. And I will duplicate
this material to two materials like that, and I will mix between them
like this hold control he, right click and move the mouse from this node to this node. And node wringular will
give you a mixed header. And now I will put this
right here, the mask. And I will black the color to the factor because we
want to control the factor. And as you can see here,
we have something, but the result is flip. I want to flip this bag. I will click and swap this. Just put this one as a top and
the top one as the bottom, the bottom socket, and now
we have something here. So yeah, that's very cool, and the result looks nice, but we want to control
the R letter alone. And that's why I'm going
to add a new UV R here, so I can keep this. I will hit this plus
to create a second UV, and whatever thing that
I'm going to change here is not going to king
the first UV UV map. So let's select
the second UV map. And I just want to select
some face from here because I want the letter to
be applied here on this area and select this hit U two times
just to arrow it. And now I can can't roll it. But to see the result, first, let's make the EC visible right here. Let's search for it. RR two time and you'll find
it right here. All right. And the second thing, I want
to tell Blender that now you can control the second UV
by using the UV map node. So let's add UV map node, and let's blog it right here, and I will change
this to second UV. And now, if I grab
this UV and change it, I can now just control
the position of the logo. So let's go to the right view and I just want
to rotate the UV. I want the R to be like this and scale it
make it big like that. And if you keep the
clip on repeats, the material will be
repeated like that. That's why I swig this
to clip to avoid that. And I will hit key
to move this down. And when you move
this down, this one will be elevated up. And let's make the logo small,
something similar to this. We could scale the UV a
little bit more endless. Yeah, I think
something like this. Do we have another image? You can see from this image how small this could
be? I think we got it. I think we got
what we want here. The result looks nice and
beautiful. Very nice. This is the best way
to control that. And it seems like here
we have something. Alright let's see
what's going on here. Right. Well, the rest
of the UV, I guess, let's go back multiple
times and I will hit control I to select
the rest of the UV, grab them all, and then
hits, don't include this. Let's select this area, hit is, and then zero enter. And let's put this
in the black area. And now we got this nice result. In the R letter, it should
be a little bit darker. In this case, you can go to this material and make
it darker a little bit, and you can see
how can I control. That's very cool. And I just want to see if we can control the
height information. I will board this M right here, the gray one, and
let's put it here, and I guess we can block
it to the displacement, and the displacement here
will act like a bump. So let's add the
displacement node, and let's block this here, and I will block the
color to the normal here. And then r I just
made a mistake here. We could block this to the height just to see the results. And we could blog the second
UV here and the Victor. And here we can see some
height information. And if you want, you can invert
this to minus minus one. And it will be pushed in
instead of pushed out. All right, the new mic
that we added right here, we could clip it, so I
will king this to clip. And there's something else
here. Another problem. Alright, I think if you want to avoid this problem
of the frame here, I guess we can king
the clip to tent. Yeah, I think that will
work, and I think that's not going to make any
another problem here. One more thing here I
would like to do is I want to rotate this
texture a little bit. So let's tap and Control L
just to select these faces, and don't forget we have one of the faces
right here is hidden. That's why I can select
these with control L. And then let's rotate it
here. Let's go to the right. And I just want to rotate the scratches to be
aligned with the letter. Just set R to rotate the UV. Sorry, don't rotate the
UV of the of the letter. I mean, the UV 001. Let's go back to this one,
and let's rotate this. All right, something like that. Now the result looks nice. And let's see if we can
make anything here like the interpolation to Kubec just to make the result
looks a little bit smoother. And yeah, I think
now it's become smoother. That's very cool. I just like to excite, and I just want to check
the other side. Let's go back to the modifier and let's activate the mirror. Well, everything
here looks nice, but the letter is flipped. In this case, I will apply the mirror modifier.
Just tap out first. I crop the mirror at Cthrol
A to apply and I will tap. And I want to go
to the second UV and let's select these faces. And what else? I guess we can mirror
those and assets. So let's go to the UV and
gor and mirror to the Y, I guess, sorry, not to the Y. To the X. Yep, that's it. And I don't know
if we could move this forward or backward,
something like that. Now the result looks nice. Very cool. Alright. Now you can hit Alte to bring
back the covers, and, yeah, I think that's it for this video,
I will end it here in
123. 123 Tail Light part 2: Hello, again, welcome back here. Right now, let's try to create
a material for the straps, and I will go to
the modifier and turn off mirror for
now temporally. And let's select this and this. Alright, I'm thinking
about COVID, the same material that we
got right here on this. So after you select this, hold it and carve this, control L and link material. And now I also select this
and go to the local mode. And let's go to the
material review just to see what
we got right here. And here in the
material section, we could have the two materials, the pattern and the clean. So let's start with the pattern, and I just want to
go to solid mode just to see the humetry. And let's turn off subdivision
surface and the edit mode. We don't need to see it.
And let's take a look here. And we want to Uvub this. And if we do that, we will got some problem if we didn't
add support ec loops. So what I want to do now is
just just get better result. I just want to pushing these edges or let's say realign them G twice and
the set E to align them. And let's move this close to the edge to the
end of the strap. And what else? Maybe this one, I will leave this MR right here. I mean I'm talking
about this edge. And I will go to the view because I'm seeing some
clipping when I zoom, I will king the clip starts
to 0.01, so we can zoom in. All right. I will add a
second egg loop just to get even tighter results
for the UV to Arabic so let's add one
egg here close to this one and one on the side. And one here. And the
same thing on the side. First, let's grab this, I'll click key twice, and let's hit E to align it better, and let's
move it like that. And I will add a
second agilbra here. And now you can go
to the F Selecen and select all of these
phases like that. And you can grow selein just
one time Control blots. And then let's
remove the letter. And here you can have
over here, hit H, select the faces that
we just select in the three d view board and
hit U two time to rob it. And now we have this up. And let's do the
same thing for this. I will grab this a loop and
then key twice just to sorry. Qy twice, and then
hit E to align it, and then let's
move it like that. And let's add a second a
lob and one a lob here. Let's get rid of this panel. Let's hit N. And I think we
can maximize this for now. Let's hit Control R. That's very cool. Now let's
go to this side, grab this. I'll click Key twice, and then hit E to align
it and hit Control R. Or, sorry, I will hit Control Z, Key twice, hit E to align it, and let's
move it right here. Let's second a right here. And that's it. Now let's
see grab these faces. Control plus two gro
Silcen one time. And then here t AM MU two times, and now it's R up. And
the same thing here. You can add one and hit Control. You have to to
duplicate it like that. All right. And this
one hit Control X. After you select the loop,
just to dissolve it. We don't need it. Control R. Let's have one loop right here, and I guess this one Q twice, hit E to align it, and
let's move it like that. And this one Q twice. And let's move the
close to this one. And let's go to the
bottom side here. Halt click All right,
you can align it. Yeah, let's hit Q twice and
then hit E to align it. Control R to have a second loop. And now I will select these faces, starting
from this one. Hold control grab this. The grow selecting
just one time, Control bloss and
then let's over here, hit A and then hit Q
two times to arrab. And now I will
select all of these. Now I want to do or before
you select the phases, I just want to fix the
Arab results, okay? So now we have all of these
faces, as you can see. All right, let's grab those. So this is the first
one. And those as well. I control black to
grow selection, and now you can see
them right here. Let's go to the UV
and let's bake them, bake and don't rotate them. It's okay. All right. I just want to separate
them. That's all. Now let's try to get better view because
as you can see here, we have some bending having here and we want to avoid that. I want to guess it right straps. So let's start with this one. Alright, let's select. Yeah,
let's start with this one. So I just selected
one phase right here, and the pace that I just
selected is right here. I will grab these vertices
and hit right click and auto oe align auto just to
align it and this one as well. And this side. And this one. Now we got perfect square. All the edges are aligned
perfectly to the grade. And then I will select the other faces and
hit Control blast to gross selection just to
include small phase loop here. And you can see now the
variation that we got right here that this phase is
aligned with the grade, but the rest of the
phases are not. So I want all of these
pass that are not perfect, I want them to follow the phase that we rectified or fixed. So this model here, this phase, just make it active,
and then here we have a nice opens called
follow active quad. That means all of these phases will follow the active phase that
we just fixed here. Go to the UV, follow Active
quad and then hit Okay, and now that's will make the
phases perfect like that. After this, move it
right here for now, and let's go to this one.
Just select one phase. And here, crab the
vertices auto, auto, and Auto and this
one as well, Auto. Now let's select
these phases again. C throw blast to
grow selection one time to include this phase loop, and let's make this
phase the active one. And the same scenario,
go to the UV, follow Active quad,
and then hit Okay, and now this one is finished. Let's move, for
example, right here. Let's do the same
thing here, select one phase, grab these vertices, auto, auto and same
thing for those. All right now, let's select
this grow selection one time, make this one the active, go to the UV, follow
active quad hit Okay. That's very cool. All right. After doing that, now let's, I just want to
check the pattern. Let's go to the material review, and then I will
select these phases. Start again, start with this. All you have to add those as
well. And those right here. And now I will troblast just to grow
slicen for all of them. And then I will go to the material properties
and assign the pattern, glass to them like that,
and now it's assigned. Now hit Kantrol to
invert the selection, and now let's assign
the clean for the head assigned, and
now they're assigned. Maybe we can apply the scale in case we got
a problem on the scale, we don't have any problem, by
the way. That's very cool. Well, now, if you want
to see a results here, you can scale them like that. Scale the UV if you want, or you can scale the material
itself if you prefer. But if you manipulate
this material, that will affect
all the material. So you can make a
single user or unique. So let's select it, and I will hit this Cora
here just to make it unique. And then I will
change the name for pattern glass, taillight maybe. Empty for material and you
can delete the zeros here. And after doing that, now we can go to the to the scale here,
and you can control it. Alright, I will add a value node so I can control
the scale here or here. Let's hit 820 for value. And I will this Let's add
number 13 first for now, let's block this here and
block this one there. And now we can cancel
them together. Let's add re rot hold it, hold right click and move the
most like that in one here. And maybe one here and maybe one here just to get
better result here. Now, let's change
this to maybe 100. And yeah, the result looks nice. 100 or maybe smaller. Let's add 150. You can go beyond
that if you like. Maybe 200 quite here. 200. I will still this number. All right,
that's very cool. All right, the middle
strap it should receive a different material
according to this image. So we should do that. I will tab and select
whatever phase here, hit Control L to select
the linked phases, and then hit P and then to
separate the selection. And I will make the material
of this one unique as well. So let's go to the pattern, and let's have another unique pattern or this
one in the middle. And let's call this one middle.
You don't recognize it. All right, Pattern glass,
taillight, middle material. So let's take those and
let's have them right here. So this one light, and the rest, you can king the
name of this one, teilight R for red, red, empty. And I'm going to king the
color of this material to something red just
to recognize it. And if you want some light, you can go to the and increase
the strength from here. Now, let's go to
the saca render. I just want to see the results. Very cool. Let's go
here and let's active. Yeah, it's active, sorry,
the subdivision surface. Let's check the mirror, as well. I don't see any stretching here. Everything is tight
and looks nice. Let's activate the mirror for the for the rate set up as well. And very cool. Very nice. That's very cool. Now I just bring back the cover,
and let's go to cycle. I just want to see the result. The result looks awesome. Let's select the rest trap
because maybe we can give it a little bit of emission effect. So let's change the
color to something red like that. Okay. Then let's increase the
strength to maybe one. And that will make
it more interesting. Very, very, very nice. All right. I think that's
it for this video. I will end it here
and see the next one.
124. 124 Rear side lights material: Hello, again, we'll
come back here. Let's finish the other lights, and let's start with those here. Let's select them, and
let's go to the local mode. And let's go here
to the modifier, and I will turn off mirror in the viewboard and
keep it in the under. And I just want to kick
the kick the Cumor itself, have to go to the mode, and right here, I guess we can do something like grab this face and grow the selection two
times like that. And I will scale this a
little bit like this. I just want to make it thicker, and that will affect
the result when you add when you add
the glass material, the glass material, it will
be more realistic and nice. If you keep thin like that, it's not going to be perfect. So yeah, I just want to make the walls a little bit thicker. And I will target these edges after selecting these head control would be to bevel them. Let's have, for example, three eggs here and you
can add a support a loop, not here, sorry, one here. All right. And on this side, I will add one
support a loop here, and I will select these faces, and I will create a
battery right here. It's better to have
a second a loop here just to tighten this area. So let's grab this face, hit Control plus two girls selecting just one
time like that. And I will rob it, have it over here
and select the faces that we just select in
the three D Viewboard, hit A and then hit U
two time to Arab it, and now it's robed. And now I will give this piece the same
material that I used on the that I used here
on the tail light, let's hide this cover,
select this, hold, you have to grab this, Control
L and link the materials. And after adding the material, let's go to the local
mood again so I can add the material, the battery material to
this phase in the middle. Let's tab, and after
you select it, just go to the
material properties and grab the battery
and hit assign to assign it on this and
then hit Control I invert it and grab the
clean and hit assign to assign it on the wrist. And tab out. Let's go to the material review to see the result, and
this is the result. I will tab and hit Control I. And I think we can scale
this and make it smaller. You can control the UV
better than go here and king the parameters
of the value, and that will affect everything. So I can scale the UV
and that will be faster. Let's scale it a
little bit more. Well, a pattern like this, I think it's very nice and
looks nice, beautiful. Let's go to the psycho render
just to see the result. Alright, there we go. One more thing here I would
like to fix or change. When you go back
to the cachornda, you can see that
the pattern is very close to the base or
to the bottom side. And I just want to have
some depth All right. Tap and let's select this phase. And let's zoom in here. I just want to see these edges. It can throw blast
to gross selection multiple time until you reach
this phase, the last one. And I'm going to move this up, and that will help to
give us some depth. You can see now the distance
here become too high, and that's what I
want to achieve. So let's tap out and let's
go to the cycle ender. All right, that's
better. Looks very nice. It's like to excite, and I think we just
finished with this one. You can activate the mirror, you can leave it because anyway, it will be active automatically when it
comes to render because we just turned this off in the three D Ve board,
not in the render. Well, maybe now we can create
a material for this one, just to grab it and then tab
to go to the mode and let's turn off subdivi surface and the edit mode and turn
off mirror for now, let's take a look before
we go and do anything. Alright, I want to create a second loop just to
tighten the corners but. Just keep in mind
that this cover has a slight curve here. So I can't add an E
loop goes like this, and one like this because that will tighten the area here. Well, instead of
that, what we can do is we can select these faces, starting with that one, hold
control here, NC like this. And I guess we can hit I
to create a small inset, very, very small, and then hit Control blasts just
to include it. And then here in the UV, at A, select the selected face
a three Divi board, and here hit U two
times to rob it. And now we got robbed. All right. And then tab out, and let's give the same material that we
added to the middle strap, hold hey crop this, Control L, and sorry, not the white. I mean, the red Crab
this Holt select this, control L and link materials. And now let's go to the local
mode again and let's tap. With the pace selected All
right, something here. I just want to kick the images
before we go any further. I just want to make sure that what I'm doing here is correct and we have no problems. So where is the rear pumper?
Yep, it is right here. I think we should leave a small distance according to this. You can see we have
a small distance. And yeah, I guess we can
or we should do that. So I will hit Control
minus and then hit I again to answer this and leave a small
distance like that. And here we got some overlapping.
Let's try to avoid it. Something like that, twice, and let's slide this, and
let's kick that side. Alright, we don't have
any problem here. Maybe we can slide
this a little bit. And you can go beyond
that if you like. You can slide these
a little bit more. And you can use the
Nef too to get sit right cut if you care too much. All right. And on this side. And for this side, I guess
we can use a knife tool. I think that will be faster just to add one a
close like that. And grab this kit wise, market here, this one market
here, this one market here. And let's get rid of the rest. All right, something like this. And then I will select
these faces in the middle, including those, and I will
hit I to create small inset. Something like that,
I guess. All right. But we will got one problem
here in this corner because this corner it doesn't
have a simple a lobe here. You leave this corner
without an H right here. The curve, after the subdivision surface,
we will have a curve here. So if you add one H right
here, everything will be okay, but if you didn't, this curve will be straight
to go like this. So instead to be like this, it will be straight like that. Well, to avoid this, I guess we can use this H loop. Or maybe we can add another
one. Maybe one right here. But we don't need the rest, so let's delete from here and delete from here and
crub the rest and remove. I'm not quite sure if the
typology itself will be okay, and maybe in this case, we can tab out just to see the result of the
subdivisan surface. Well, here we have some
problem with the heading, but it's not noticeable, especularly if you give
this a glass material, you're not going to
see this problem. So yeah, you can accept this. And from this side, it's not a problem if you have this effect because as I said, with the glass material,
these problems will not be noticeable. Well, now we can now select
these faces in the middle, grab this one hold control, you have to grab this or this and control plus two
grow selection just one time, and now I will go to the material
properties and select the battery and hit assign
to assign those here, assign the red material to these selected pass
then I will hit Control I to invert
the selection and grab the clean and
hit assign to assign. Alright. Now, let's tap out and let's
go to the material review. The size looks cool. I have no problem with that. All right. And cycle, the
result looks nice, but the clean glass material, I think it should
be red as well, in this case, because I'm not
so quite happy with that, or at least this area
behind it could be dark. The result looks nice, but I think we can make
some tweaking. Let's go to the material review and go to the local mode
after we select this. And I will tab just to select these faces and
including this one here. And maybe we can add
those as well to the selection with
click Alt click. And I guess we can
hit H D to take a COBE or I guess we can create a new material
gas for this one. I don't like to take a copy of these phases and give
them a specific material. So I prefer to create a
new material for this. So let's hit this
plus to add new slot and let's hit to create
a new material for this. Hit the home button
so you can see it. And let's have something dark. And croftness is not
quite important. You can't make it
rough or you can't leave it 0.3. If you
like, that's okay. Just add something
dark and that's it. Nothing else here we could do. You can change the color to
something reddish, dark red. Well, this option is
exist, and you can use it. And yeah, I think after that, you can after I create the
material, you can assign it. And now it's assigned here, and you can give
this material a name like dark taillight
or I don't know, a reflector, dark red material. I will type light empty just to recognize that this dark red
is for the light. Yeah, something like that.
Now, let's go to the cycle. Alright, maybe now
we can maniplab this attain a bit until
we get something cool. All right, seems like
we could make it red. Let's exite from the local mood. Okay. Alright, the result looks cool. If you don't want this
to be quite visible, you can select this and you can go to the clean glass material, and you can make it unique
for this strap light. I will call the strap light
just to recognize it. So I will make this
material unique. All right, I will change
the name of this material to clean glass strap light. Now I will control the material and make
it dark a little bit. If you make this a
little bit darker, that will give us better results regarding the border here. And you can make it a little
bit arc you can, by the way, turn of the strength of the emission as zero here if you want if you don't want that. That's very cool. Let's see here if we need to
do that as well. I am thinking of change the clean glass material for this light as well and
make it unique first. So let's grab them and
let's hit this number right here and let's change the
name to Alright clean glass. So it's not going to be clean. Alright, let's call
this tail light. Traps. And here I will make this
small red because, yeah, I think it should be. We like that. And you can control that using the saturation
if you like. So yeah, you have this
option if you want to use. You can get less saturated, and that will make it
even more beautiful. All right, the only thing that
we could fix here is this. And before we do that, let's go to the modifier and
let's activate the mirror. All right. And now
let's grab this. Go to the material review, and let's see what we got here. And go to solid for now, and I just want to
give this more depth. Do we need to do that? Gauss
a little bit of depth. Grab the heat control lost multiple time until you
reach this phase right here, and let's go to the right
you go to the X ray, and I'm going to move these
phases diagonal Well, it's not going to be easy to
do that, but in this case, we can add one egg
loop here and I'm going to snap the
vertices to this new egg. So right. To do that, the same scene I
grab this phase, can throw blast multiple time
until you reek this one, go to the right,
go to the X ray, speak to the vertex
selection mode, and I will make
this vertex active one and king the right. The snub is squeak to
vertex. That's cool. Queuing that transform
to the active element. And now I will move this
active vertex to this one. G hold control and the
snub is small right here. Or something not makes
sense having here. Let's see what's going on.
Let's turn off the face. Active the vertex,
select whatever think and then select the vertex
to turn off this one. G hold control and
let's try that again. Alright, that's not going
to work because, yeah, it seems like we have
some variation when you the edge is not quite strip. The idea is very smart idea, but if you do that, you can see here we
have some variation. And I guess we can
go beyond that by merc these vertices to
get rid of this problem, crab this one hold
control and snap it, and this one as well. And I think that's all
what we want to do here. Let's go there and
let's see if we have any problem. We don't
have any problem. If you want, you can hit A and then M and Mirc by
distance if you like. Here we have two
vertices merced. That's something cool. And yeah, we just move this a little bit. And I did that just
to have more depth. You can tighten this area as well by adding two
edges right here. And now let's right
now, stab out. It's like to excite, and I will copy the same
material that I added here. Or before I do that, I just
want to make sure that, it's not right. It
should be white. So I can copy the material
that I applied here, holdf crop this, control
L and link the material. That's very cool. Now let's go to the local mood
after you selected tab, and I will select these phases, grow the selection, you'll
reek this pace, for example. And right after that, we can go to the
material properties and assign the pattern
to these phases, it assign, it controle to invert the selection and assign the cleaning glass material
for the rest at assign. And now let's go to the cycle render just
to see the result. Right. I don't see
any pattern here. Let's go back to the
material review and tap again and control blast multiple time until
you grab this phase. And we don't see any material because we don't have any UV. So here, hit A, select the selected phase in
the three D view board, and hit two times
just to rab it. And now we have something.
You can scale this, make it small, so to make the pattern a
little bit bigger. And you can go beyond that. Let's check the middle area.
Everything looks nice. Alright now, if we go
to the cycle render, we should see And,
yeah, it does. It's like to excite. Alright, I will end this video here and see you
in the next one.
125. 125 HeadLight materials: Hello, Aga Well, come back here. Let's focus on the
headlight. All right. Let's select this one
lets the cover, okay? And let's give this a
new material, a new. And let's call this
headlight dark headlight, dark cover. You can, just dark
and that's it. Dark empty for material. All the headlights
of the spector, it should be dark
because the priority, it should be for the LED
light, not this one. This one I shouldn't
be that much visible. You can see all the images here. All the image here
shows you that. You can see this one
is dark and this one is always most of the time on because this LED light giving the car
aggressive look and nice look. So yeah, let's take the roughness back to zero,
open the transmisson, book this to one, and
let's change the value to maybe 0.4. Okay, 0.4. And I will edit that later. I will hit egg to hide
this and let's start with this frame. Grab it. I think this frame
should be black. So I will select it hold to grab this material that
we added here, reflection plastic and hit Control L and link the material. And for this area, I think we could have dark chrome material,
something like that. So let's create a new material. Let's call this dark chrome. Head lights empty for material. And let's take the
roughness back to zero and king the value to 0.4 maybe or maybe even
darker, I guess, 0.3. And let's rink up
the metallic to one. And I will apply
the same material for these two pieces as well, grab the multi to grab this control L and
link the material. That's very cool. All right. And by the way, you
feel like you can cope with the same material
to this frame, this option is
working, if you like. All right, let's select
these two pieces and I guess we can give them the clean clean glass
material, I guess. That's okay to do. Or you can give them the same
material that we added for the headlights, the dark one. And for this, I guess we can let's go to the modifier
and I will turn off Mirror and the three D
viewboard and I will go to the local mode because here we could have the same effect that we
added on the taillight, and we should have the Rolls
Royce bad here as well. So I will tab, and then I will select these pass
including those here. And I will Control plus two gross selecting
just one time. Well, before you
gross selection, I guess we can add this as well. And those right here,
grab them all like that. And then hit control plus to
gross liking just one time, and then I will hit I to create an inset because I
want this to be harp. And then I will grow the selection and
then tab out for now. So with this selected, I will go back here and apply the same material
I applied here. Let's hide the cover, gravi
it at H, and select those, go back here, l hefty grab this, control L, and link
the materials. And now they should be linked. Grab this and let's
go to the local mood. Alright, now, let's tap. And now with these faces selected, I think we can arrow them. Let's go here and we have
one UV. Alright that's okay. Hit A select them. I'll hit U two time to arrow
them like that, and then I will hit
Control I to invert the selection to select
the rest and hit A here, and then hit S zero, Enter. And let's take this
dot outside for now. Hit Control eye to invert
the selection one more time. And Alright, I will infer
the selecting for a reason. I will hide everything in the
edit mode because actually, I don't I'm not going to
select these phrases again, so I will hit to
get rid of them. That's will make the process
a little bit easier for me. And I'll select this because
I just want to rotate this so at R and rotate
them nine degree like that. And now we got what we wanted
here. That's very cool. So we just fix the UV for this material,
this one right here. And after that, we
could add a new UV map here to add R letter. Now let's add second
UV, let's selected. And now let's select
this phase as well. All right. And now we have
those for the second UV. And you noticed before
I add this layer, this error was red, and now it's become normal. So without adding
this layer of UV, this one will be
red, and this color indicates that we have
a problem right here. We have a name of the UV is not exist
here for this object, so just keep that in mind. And now I could bring the logo, it RR two time and this
one. Now we got it. And now what we want
to do is just align this But yeah, right. So let's move this
right here first. Or I just want to
align one of them. And because I want
this to be small, so I will rotate this
100 degree like that, and let's align
anyone of these so I can see the letter
anywhere and I will scale them all of them
together like that until you have the letter until you make the letter at
the scale you like. And then after that,
just move this away like that and let's
select them one by one. Control L, and let's start
with the first one hit, and let's move it and
just put it right here and now let's check
it. Let's see where is it. So it's right here. All right, the letter is in
the correct place, I guess, or if you want,
you can move it down. Let's go to the second one. Control L. Let's move it And let's check it.
Let's see where is it. Yeah. Perfect. Let's
go to the third one, Control L. Let's move it here. And let's see where
is it. Alright, as we cool. Very nice. Let's go to the last one.
Grab it hit to move it, and let's put it above this one. Now, let's tab out. And now we got this ready.
Everything is perfect. I like to excite, and
let's take another look. I'll take to bring this cover. And now let's go to the psycho render just to see the result. The result looks nice. The headlight is dark, and that's what I
want to achieve here. Now let's go to the LED light. Let's select this one,
and let's give this the clean glass material, and let's hit hide it. Let's go to material review. Let's grab this All right, this the inside area, let's give it dark the
dark chrome headlights. All right. Yeah. And I'll
select these pieces. And let's give them
a new material. And let's call this LED light. And let's go to the emission and let's
change this to maybe three. So they emit some light at
AltaC to bring back the cover, and we forget to give a
material for this piece, hold, you have to
grab the grill, Control L, link the materials. That's very cool.
This one as well, grab it hold to grab the bag. Control L and link material. Alright. That's very cool. That's very nice. Alright, I will end this video here and
see you in the next one.
126. 126 Windows and interior materials: Hello, Vigen. Welcome back here. Let's add material
for the Windhel. Selected endless, hit you need
to create a new material, let's call this wind heel, WindheldEmpt for material
or Diemty centra. Let's rectify the spell here
wind Yeah, now it's correct. Alright here, what we want to do is let's go to the transmission and
let's book this to one, kill the roughness, make
it a little bit dark, maybe 0.4 0.45,
something like that. And I'm going to select all of these pieces to crop
the windheld control L, and link the same material. And for the border underneath the windheld selected and create a new material, and put the metallic one, put the reference to zero, make it dark, something
like that, 0.006. And, yeah, I think that's it. And let's call this wind healed por door T for material. And let's select the rear
border, the small right here, and let's grab let's search for the poor Wind healed, this one. Wind healed border. Alright now, let's go to the sit corndar just to see the result ZN G We forget to apply the material
for this piece, grab it hold head,
grab the windshield, control L, and
link the material. The result looks cool, but
let's jump to the interior. I will grab these pieces
and then hit to hide them. Let's focus on the interior and let's pick what
everything here. Let's create a new material, and let's call this interior. Die empty. And let's try to have something
dark and put is 2.75. And I think that's all
what we could do here. It's just a silhouette, grab this piece, hold to
grab this, Control L, link the material, and the
same thing for the steering, control L and link the material. And one small thing here
I would like to fix the rear set is penetrating the the wall, or the wheel wall. So I just want to fix that. I will select this and
tap to grad move the end. Let's go to the right and I
will grab these vertices and move them a little bit forward
like that to avoid this. And I think we should do
that again, grab like that. I think we fixed that. All right. Yeah. This part as well. The same thing. Let's tab
and go to the X ray and grab these vertices like that
and then key and move them. Maybe a little bit more. So hit key, and let's move this. And I think that's will do it. Yeah. That's very cool. I'll take to bring
back the other pieces. And did we missed
anything here? All right. The cameras, let's select this I will give you
the same material, the reflective plastic,
Colt have to grab this, for example, Control
L, link the material. And I guess this cover as well. Holt you have to grab this,
control, L link the material. And this piece here,
we can give you the clean glass glass material, and you can grab
it and hit the Ho hide it just to see
these inner details. And I guess now we can create a new
material for this piece. Let's call this camera.
Empty for material. Well, let's try to cure something dark and
a little bit rough, and I think that's it. Yeah, something like that.
I'll take to bring the cover. Let's go to cycle just
to see the result. I like it. It's very beautiful. So here we have a
camera as well. Let's for the reflective
reflective plastic and grab this one serc for the clean glass material and grab this hit
egg to hide it. Grab this and s for
the camera material. Enter, and then let's hit I'll take to bring
back this piece. I just want to check
the other side. Alright two. Rub this plastic, grab this one. Let's search for the clean. This and egg to hide it. And let's search for
the camera material, enter, and then it Alta to
bring this back, the cover. I mean, and the charging
gate have to grab the body, Control L, link the material. That's very cool. And the sensors here hold
have to grab the rear bumper, control L and link the material. And I think we finish. All right. Sorry. The
last one, this one. Let's search for the stick. All right, heat egg to hide it. Search for camera. It's I'll take to bring this
bag, grab this. Let's search for the clean clean glass material,
and that's it. That's very cool. All
right. That's very cool. Alright, now, I'm going to
render this very quickly. I just want to see the result without starting with
the final render. I just added a new
blader right here and I'm going to give
this any material. You can call this ground
empty for material. And I just want to
have something dark. If you prefer, you
can make it a little bit reflective,
something like that. And I'm going to render this. And when the render is
finished, I will be back. Everything is nice, but I have a problem
when the wind heel. The borders that
we just added for the windhel I don't know, there's something that
makes sense having here, some problem with
hearing crop, maybe. So let's see how can
we get rid of that? Alright, let's
select the windhiel and I just want to select
those, both of them. I'd like to go to the local mood and let's select this border. I just want to see
why that happened. I will tap first and see
what's going on here. We have this blue egg. Let's try to get rid of it.
We don't need it anymore. I mean, the crease,
like we got right here. Be sorry, the weight bevel
weight. Let's a zero here. Let's go to solid, I guess. And let's select this
piece and All right, we have the hearing rub or what? Yeah, hearing rub and
subdivigan surface. I will cring this back
to one and I will apply the subdewcan surface because I just want more resolution, but I got a problem right here. I will do that and I
will subdivide it. Sorry, that's not going to work. We could apply mirror first. It can roll to apply it. And let's apply the
subdevian surface. And let's apply the
hearing rub, I guess. And after that, I
think that will work. So let's add another subdivision
surface with level one. And let's see what
problem we have here at the corner, the tab, and I will hit key twice just
to slide this a little bit, and that will help to
get rid of this problem. And here, I guess we have
the same thing twice, and let's try to move it to
the left or to the right. And that will help to
get rid of this problem. And now I think that we'll fix it because now we just uplight the hearing car modifier and the vertices are not
going to move anywhere. It's like to excite. And let's make another render. And for the ground, I think I will make this a
little bit rougher 36 maybe. Okay, something
like that. Maybe we can rotate the
camera a little bit. I just want to create
a test render. I will render it, and I will be back after the
render finished. The render is finished and
the problem is solved. Everything looks
nice and beautiful. And yeah, I think we finished
the material section, and it's very cool. The result looks
nice. All what we could do after that
is just to render it. Alright, so, yeah, that's
it for this video. I will end it here and
see you in the next one.
127. 127 Simple rig part 1: Hello again. Welcome back here. Before we come to the andar, I just want to add
some controllers so we can move the car, for example, if we want to
move the whole vehicle. So far, if I want to do that, I hit A to select everything
and then move it. But I just want to
add some empts, and I want to add
some controllers for the front wheel so we
can rotate the wheels. And let's start doing that. So first thing, let's put the three D cursor
in the center, just here the S NQS
cursor to the word. And then let's hit if A to
add and I can add cube empty. And let's go to the right
view and is scaled like that. I just want to I
want this to cover the whole vehicle
and move it up. And I just want to align with wheels with the tires like this. And now it's covering the truck. So now if I grab this, I can move the whole vehicle, but not now because it's
not linked to anything. Let's go to the
collection here and I will hide the tires. I just put the tires and
wheels inside the hi poly. I just want to hide them, so I can select the whole a vehicle like that and lift and the crap the empty and
hit control with P and Q set parent
and v transform. I I don't want to move anything. So now everything
is linked to this. Now, if I move everything will
follow up because we have a ring crop object and the
ring crop folder right here, this should be sticked
to the empty as well. So I will hit right
click and Q where is it? Select objects and
now everything here, it should be selected. Hold have to grab this. I can troll B and
the same scenario. Sit parent and keep transform. Now if I move R seems like
there's another problem. Let's make this one active.
I think we could do that. So let's hit right click
and select object. And now our ID spice selected, hold you
have to grab this, Control B, or set
parent transform. All right now, I will hide this. Now let's grab this. Right
now, work that's cool. So now if we grab move the car, everything will follow
without any problem. But the tires, we should do
the same thing for the tires. So let's unhide those. And right, something here I would like to do before we go any further. I will take this collection
out just temporarily so I can select it easily.
So it's right here. Now hide the high
polly and right, this one, it should
be in the hi Bolli, by the way. All right. Let's select this. I just pause the recording
just to find this, and I found it inside
the spirit of Ecstasy. And after that, I will well, could we move it,
and I will grab the spirit and put it in the hypoal as well because
it could be there. So let's put it there.
About the tires, I think I will leave them not connected to
anything for now. So now is the time to create a simple relationship just to turn these tires. All right. To do that, I will start
with the armature, so let's add
armature right here. And you can hit F two
just to king the name of this to root maybe. And let's tap to
go to the isthmus so we can control it or CV it. And I will change
the transform to active elements
because if you don't, for example, if you keep this bunding when you
grab this to rotate it, it will rotate from the center. But if you swing
this to the active, when you select it, it will be rotated according to the
root of the armature. And that's what I want here. Alright. After that, let's
copy this multiple time. I will hit Drag Cobi. And now we have this Cobi and I will move it, for example. Maybe we can put here
for now temporarily. And what I will do is, from the right
view, I will hit R to rotate like that hold
control to snap it. And let's rotate this 90 degree. And I want to put this in
the center of this tire. I will tab out and
grab the tire and because the Origin
dot is in the center, as you can see here,
I will heft S and move the mouse down to QS Cursor to select it to put the
three D courso right here. And then I will grab the
bone and tab again and select the boon and then hit heft S and Q
selection to cursor. And now we have the
span in this place. All right, tab out
and grab this tire, heft and cursor to select. Grab this boon, tab
again, grab it. He D, take a CV right here, have the selecting to cursor. So now we have one bone here and one right here. All right. Now, these bones
will be responsible to turn the tires to the
left or to the right. All right, let's go to the top because I want to
copy another bone. I will hit hav D to take KB and right click to leave
it in the same place, and I will hit R to rotate
this 90 degree like that, and I will scalt because
I want this to be small. So this bone I will use it just to turn the tire and make
some variation here. And I will grab this one and go to the top
and do the same thing. H D, Jacob, right click to live in the
same place and then hit R and then rod
control to rotate it. But I will go a variation
in the scale in this case. You can hit to open the side panel and see
the scale here, I guess. So now if you scale it's you
will see some differences. So the length here is 53. Let's type five, I
guess, five, sorry. Not five. Let's add 50. And here as well, grab
this let's type 50. That's very cool. And one more thing here,
let's go to the top, and I will grab the roots on and hit D to take
a copy right here. And let's go to the
right, let's rotate this nine degree
as well like that. And I'm going to use this
bone just to turn the wheels. And I will hear what I mean, and I will take another
bone right here. And I'm going to use this bone. For example, if I move
this son right here, these wheels should follow the position of this
armature or the spa. If I move to this direction, these wheels should follow it. And when I make the relationship
between these bows, you will understand what's going on. So let's start doing that. The fairest thing, I want
to give these a names. So let's start with
this one right here. I guess we can give it a name. So let's hit F two
and let's call this, for example, steering
directing maybe. I guess. And let's select
this one and let's call this hit F two and let's call this maybe steering, something
like that, I guess. And let's grab this
one right here. All right, so this one is responsible to turn the wheel to the left
or to the right. So you can call this hit F two, let's call this wheel master. And score front, F T for front, and score L for left. And let's go to that one and
let's give it the same name. By the way, you can
just tap, sorry. Hit F two Control C,
take the name, go there, hit F two and hit Control V, and let's change this to R, ft R for right, hit Enter. And this one, it will be responsible for
turning the tire, but not the disc brake, okay? So this one maybe
we can call it. Let's call this tire
rods for rotation, and score F T for front, and score L for left, and then hit Control A, Control C to CB the
name, then hit Enter. Let's go to this one and hit F two Control V and let's ching the l2r capital R
and then hit Enter. Alright. That's very cool. So in the edit mode
of the armature, we just copt the
bonds and we just put these bows in the
correct position, the position that we want. And then after that,
we gave them a name. We did all of that in the
edit mode of the armature. When you go here, all of
that done in the edit mode. So here we have the Bows mode. In the Bows mode, we will create the relationship
between these bows. So let's start doing that. Let's jump to the Bows mode now. And when you select it, you can see the
color is different. But now I want to
select the object here. And if you can do that, now I have the ability
to select the bones but not the object, and
I want to do that. In this case, you
can go to the edits and turn off L object mode. Just turn this off, and now
you can select the object even if you are in the
bows mode of the armature. And now what I want to do is let's hide the bonds because
I want to start with this. Yeah, I just want to select almost all the objects, I guess. And I don't want to select the I don't want to
select the break, so I think we can
do that one by one. Let's select this hot he
to clop this and this. And this cuz well and
let's say ki just move. I just want to see
what isolate it here. And this piece, I guess, and this ring, All
right. That's very cool. I just selected all of these. And now let's make
this one visible, and I will link the
selected to this bone hold hept the crop
this Deselect, this one, hold, control
and deselect it. So this one is active. C troll with P and Qs bone. Well, now I just linked
this object to this boon. And now if I rotate this bone, all of these will follow it. And we don't need to
rotate it to all darken. You can go here and the item
when you hit and you can open this panel you can
lock all of these axes. We don't need to control it. I will leave maybe the Y axis. If you want to see the
direction of the bone, I guess you can go here. All right. And the
viewpoar display, you can make the axis active so you can see where this,
when you hit, you can see. So we need to leave
the Y rotation active. Let's go to the Y and
leave this one off. And now if I hit R, I will have the ability
to rotate it. All right. Now let's do the same
thing on the side. Grab the tire, wheel I grab the valve stem and these
details and this one as well. Now let's hit Q to move it. The disc and this small part. All right. That's very cool. Tip grab this bone,
D select this one. It C throll with
P and Q is bone. That's very cool.
That's very cool. And now I will select the disco brake with all the
details of the disco brake. I'll write this part,
and if we miss anything? You can move it just to see
if we miss anything here. After that, you can link this to this paw or you
have to grab this bone, Diselect this one, at
Control B and Qsp. Let's do the same thing
for the side to call this. All right, hold, you
have to grab this bone, this is like that,
Control B and link bones. Now if I rotate this to the Z, you can see the disco
break following this. But I want this bond to
follow this bone as well. I mean, I want this
to follow this one. So how can we do that? Well, to do that, you can tab to go to the edit mode back. I just went back
to the edit mode. And then I will grab the son, hold hefty grab the spon and hit Control P and keep offsets. Well, that's mean this
boon will follow the spa. All right. This one
will follow this one. But we did that in the mode. So let's grab this
one, hold, grab this, can throw B, and keep offset. And now let's try that.
Let's see what's going to happen if we go
back to the boys mode. Hold tab and go
to the boys mode, or you can go here and
swich to boys mode. I will grab this to move it, and you can see now this bone small one is
following the big one. Now if I rotate this, this one, it could be rotated without affecting this one.
So this is the idea. Let's say grab this one and
let's lock all the axes here and let's keep the
Y and the rotation active so we can rotate this. All right, let's just kick that. That's very cool. All
right, so we finish here. Now we just need to
create a relationship between this one and this one
and this one in the middle. So we want these bones, this one and this one to
follow this one in the middle. So if this bone
goes to the Zarken, these should go to
the Zarken as well. So let's see how can we create
a relation here like this. Alright to do that, we can go to the bone constraint and add
one of these constraints, and it's very simple. Just add copy rotation. We just want to copy the
rotation, and that's all. So when you add the constraint, it will tell you
what the target. Well, here we could
choose the arm cure. AR, where is it? I just want to see where is it? We call it maybe
the root, I guess. So I guess we call it the root. That's why we, we king the
name to root car root. And so this is the target. And then after
that, it tells you which one you could follow. I will tell you that you
could follow this one. And then in the bone second, let's search for this one, and we call it steering. So let's search for the
steering. All right. And now let's hit r2z,
just want to see. And as you can see
now it's following this without any problem. But here we got something. The target and the owner
is swich to world space, and we want this to follow this on the local space,
not the world space. So it's very important
to king this to local, both of them. Let's try that again, r2z, and now, yeah, it's following. So after doing that, I just want to copy the constraint that I
added here to that one. So select this one, you'll grab this
one and then go to this RO and use
COVID to select it. And now, this one, you'd
have the same in for. Let's try that. That's very
cool. That's very nice. All right, so that's nice. After that, I want
this one to follow this one. All right. So let's see how can we do that? Well, let's select this, and let's go to
the st constraint, and I will choose dump truck. So this option, it will achieve or give me the ability to achieve
what I want to do here. Let's choose the roots. And in the bone, I
will choose this one, and we call it
steering direction. So let's go here. Let's
choose steering direction. And now, if I move this one to the left or to the right,
this will follow it. Even if I move this down, the tires will follow
it, but I don't want this to go up or down. I just want this to
go left and right. That's why I will lock
everything and keep the X axis, I guess, active according to the dark in that visible
right here, the X axis. So now if you hit key to move, it will be moved to the X axis. Sorry, not rotation
in the location. And that's amazing.
That's very cool. Now, let's bring the car, the high poly, where
is it? Where is it? This one. And let's
see grab this one hit key and you can see we have nice rotation
happening right here. All right. I can see here
we have some overlapping. Don't worry about
that because it's not going to be
visible to the camera. In case you want to solve it, just to grab these
vertices and scale them to the center or push
them to the center. If you put this bond to the left or to the right and
if you want to reset it, just hit Alt e and that
will reset the location. Alright, that's very
cool. Alright, now we want to do something here.
So this is the root. I want this Alright, here we have something. You have the if you want, you can link the cake to
the root and you can grab the root to use it to
move the whole truck. Alright? Because now the truck is linked to this big queue. And right, I just want to add or create some kind of controllers just to move everything,
even the bones. So let's see how can we do that? I will grab the cake, hold heft. Alright. I grab the bone.
This one, the root. Let's do it again.
Grab the cake, grab the bone, and then
hit Control B and Qs. So now I grab the root,
everything follows. You can see now tires or the bone of tires
are not following the belt. And we just need to fix that. So so far, we just made these
bones following this one. If you move now these big bones, this one and this one, the tire will move with it because
it's linked to it. I mean, now I grab this and if I Can you see now the wheel and all the
details moving with this one. If I grab this one just move it. I can't move it
because it's locked. Let's turn this off for now. I can see the tire and the
brake is moving with this one. So what I want to do is I want now these big bones
to be linked to the roots, and we can do that
in the edit mode. So let's hit tab in edit mode. And now I will select this bone, hold hypo grab this,
hold hypo grab this one. Control L. Sorry, Control B and use keep offset
parent and keep offset. And now I will select this and select this hold
hyp to grab this one, Control B and keep offset. Now let's go to
the bow right now, if I move the roots everything
is moving with wood, but not the rear tires. So regarding the rear tires, I'm not quite sure if we
need to add any bones here, but adding bones to the rear tires is not
something difficult. It's very simple. So yeah, I guess you can do
that in a simple way. Since the rear disc are
not moving anywhere, I will link them to the roots. So this is the first
thing that I will do. Or, by the way, if you like, you can make the
rear tires rotating a little bit because in the
real rolls Roy spector, the rear tires are
steering a little bit. So I don't know
if you know that. But here in three D,
you can ignore that. But even if you want to
create something like this, it's something not difficult. It's okay to do. And I
think I will do this. Let's see how can we do that. So first thing, I will go to the Edit movie I
want to copy new bones. And I guess you can grab
these bones and use them. Alright, so let's grab this one, hit HD, let's start
with this one. Let's move this one right here. And about grab this hits and Cursor to select it just to put the three D
coorsa in the middle. Grab the step heft S and
selecting to Cursor. And now it's in the center. And I will grab
that one, hit heat, and let's take a CV right here. And let's do
the same thing. Tau to grab the tires
Cursor, select it. Grab, selected HPT,
and select the Cursor. After doing that,
just change the name. That's very
important. Hit F two, and let's change the name too. Tires we copy this
from the front, so I will change this to
B K for bag All right. And let's call this. Yeah, I guess bag lift. That's it. And let's
go to this one. And let's do the same
thing, hit F two, and let's call
this P K for back, and R for right. That's it. All right, so this
is the first step. And after that, I think
we could Alright. I will copy these paws
as well, so grab them, hit HD, let's take a CVI.
Let's move them right here. And I will do the same thing.
Let's start with this side. So about there's no
reason to tap out. The three D Cursor is
already in the center. Grab this HTS and
select him to Cursor. And now we have it
there. That's very cool. At least change the
name of this hit F two and master wheel
Master P K four back. R R, delete this number, Enter. Let's do the
same thing here. But, I grab the tire, cursor select it to put
the curso in the center. I grab this bond Heft is selecting to Cursor,
and now it's in the middle. He to change the name to master BK BK and lift leave
the Enter. All right. And now we need to create a new relationship
between these. So I will grab this holt
hit to grab this bone. Head C throw B and keep offsets, and the same thing for this one, grab this hold grab this one. Control B, keep offsets. Right, that's very
cool. Now let's go the mode and I just
want to take a look. So let's grab this, had it. And you can see now these bones, those as well are
following. A big home. Now, what we need to do is just link this object to these bones. So here, I just want to select the tire
with the wheel and with valve steam
and these pieces. I just want to make
sure that I selected the correct object and the
disk and this small one. So these should be linked
to this bone grab it, Control B and Right now, they could be linked,
that's very cool. And the break, it could
be linked to the big one. Control B and Q. Now, if you move one, you can see the
brake, follow it. That's very cool. And now
if you rotate the tire, the brake follow tire. That's very cool. Let's do the same thing here on the side. Grab the tire, wheel, elf steam, and these rings and disc
and this small one as well. Key to move them. Just make sure you select the
correct object. All you have to grab
this Control B and one let's go to the brake. I have to grab this big one.
You can deselect this one. Control B and B. Alright,
so that's very cool. All right now,
everything is ready, but we just have one problem. If you grab this bone just
to turn the wheel to move, you can see the front wheels are following this
bone in a correct way. But the turning of the rear wheels are
so bad and so strong, and we want to king that. I will hit Al key
to rest this one. And to change the effects, you can select these
bones one by one. Let's start with
this one. And here we have the influence. So the influence is one. That's means it's affecting
by the other bones 100%. I just want to
king that to maybe 0.11, make it very small. For this one and for this one. So now let's grab this just to and you can see now these are turning in a very
strong way while these rear wheels
are turning in, let's say, 10% of
the front wheels, and you can control that. You can go beyond
that. For example, if you like, you can select
this and you can this too. 0.15 that's what make the turn a little
bit stronger 0.15. But we got one problem. These tires should go
on the opposite side. So to do that, we
could invert this. So let's invert the X Yeah, I just want to guess. Let's turn X axis. Yeah, just invert the Z
for this and for this one. That's will give us
what we want here. So it's just a little
bit of tilting. That's all. It's
very, very subtle. And now, if you grub this spa, just took this to T here, we got nice result. But I don't know why the
bond movement is heavy. Alright, I will hit Alec this. Alright, I will end
this video here. I'm not finished yet, but
I will end this your here.
128. 128 Simple rig part 2: Hello again, and
welcome back here. All right. Now let's
go to the next step. We just want to organize
everything here. We want to give these bones some shapes and
hide some of them. And I just noticed that if I grab this and go
to the bows mode, it's a little bit difficult
to move the bone. And you notice that, and I figured this out. That's having because we linked the cake or the full
car with the roots. That's why. Now, if
I grub the root, sorry, I grab the cake, and then it's lt P, and if I clear the
parent and keep them, that will bring
back the smoothness of the movement of the bones. And you can see now. Alright, so now let's keep this unconnected. And now let's go
to the next step. So here, I just want
to king some haps. For this bone, I just want
to add a circle right here. And for this one, I just want to add some arrow goes like that
and arrow goes like this, so we can control it without
seeing the bone itself. And that's all. So let's start doing that and maybe the
root, I can give it a hap. Let's start with the root because it will be
the easiest one. So hit it A, sorry, go back to the
object mood first. Hit hit a to add and I
will add plane here. And the plane is
not in the center, I will hit hits and move
the cursor to the center. And now the A to
D and add plane, let's take the plane
maybe back here. I will scale it make it a
little bit big like that. All right, something
like this, maybe a little bit wider than the car, and I will hit CtrollA and blade scale and
tap to go to the mood. I will grab the vertices, hit Control if
just to veil them, and just create a
small taper like that. And maybe these
vertices in the rot, we can move them and scale them to the center,
but not to the active. I just make some variation here. So I will replace the roots
with the shape. Okay. And I will tab and
grab this pace, and I will hit g
and delete lipase, and I just want the
edges. That's all. Alright now to replace that, you can grab the one and go
to the voice mode, grab it. And here inside the
bone, I guess, Data. We have the bon properties, I guess, the viewboard display
see what we have here. You have custom objects inside the bon properties underneath
the viewboard display. After creating the have it's right here after
you select the bon, just use this eyedrber and pick the have that will replace
the bond with the hap, but as you can see,
it's not perfect. To fix that to fix the
direction, just tab. Select what we create here in the edit mode
and just rotate it. For example, I will rotate
this to the X to the X, so I can get the correct
results on the bone. Old control to
rotate is 90 degree, and you can see now I
have something here. And if you move
this, for example, to the left or to the right
or let's say to the Y, you can change the
position of this. So I just want to elevate this up just a little bit
and align it with the tires. So the best way is
just to zoom in, I will zoom in here just to
see what's about to happen, and I will move this to the Y. So just zoom here and
hit key to the Y, and I will move this and align it with
the tires like that. So I just moved this by the way. And if you want, you can scale this to
the Z, if you like. Make it a little bit big,
and I think that's it. So this is the first hap. And now we just need to create
a second hip for this one. So let's tap out, go to the opiate mode, heft to add and let's
add another plane. And I will move this M right
here so I can E is better. Let's scale it a little bit, and I will tap and
add one egg here in the middle and I will crop this and extrude them like that. Crop this with this or
this edge with this edge, hit E and this and
scale these out. Crab this vertex with this one, Q twice, and merge it like that. Crab maybe those if you want, can scale them like this, this one as well.
You can scale it. Maybe those you can move
them back at and bit if you prefer or you can leave. Okay. And now I will
select these phases, and I will hit F
to change this to one phase and then hit X
and Q delete on the phase. In that phase, we don't
need it. It takes F and get rid of it because
now I can use mirror. And let's see if
we have an A here in the middle, we
don't very cool. So grab this and let's add miror modifier and the
edits and the Qmtrisor and let's add mirror and hit Control A to outline miror and the scale maybe just
make it smaller, Ctrol A upla the scale. And now I will select
this bow and go to the Bos mode. Let's
select this one. And let's go to the
bond properties and the custom object,
just pick the arrow. And now that we replace
it with the arrow. That's very cool. And now we just need to add
circles for this. So start working on that. Go back to the object, have the A to add and
let's add a circle. And let's change the
vertices to maybe I don't know, maybe what. Eight, I just want this to
be very symbol like that. Maybe scale it a little bit. Can roll a apply the
scale, grab the bone, go to the pose, hold tab and go to the
pose, grab this one. And let's choose this circle, and now we have it, and I
will grab this to rotate it. And when I rotate this,
this one will be affected. So the first thing I
want to rotate this to the Y R to the Y nine degree. And that's sorry. Something wrong I did here. We rotate this in
the dit so tap, grab all the vertices
R Y, nine degree. And yeah, now we need
to rotate to the Z, as you can see, it's
not rotated correctly. So R Z nine degree. Right now we got what we wanted, but it's a little bit in, so I will move this to the Y, and that we'll push
this out a little bit. Alright, so now we got
the controller for the wheels or for the tire. And that's very cool. That's nice. So now we change
this bone to a circle, and we need to do
the same thing here. Grab this, Custem,
crab this one. That is very cool. Crab that. Custum, crop this one. And the same thing
for this. Grab this. And cure the circle. That's very nice. And I
always go to the object. And these haps, you can grab them and hit them to
create a new collection, and you can call this hap and you can hide this or do whatever thing you
would like to do. For me, I will hide this, okay? Sorry, hide the
whole collection. Right now, everything
is already, but we just need to
do one more thing. You can see these bones.
I don't want to see them, but I just want to
see the controllers. So we just need to
hide some of them. All right to do that, you
can keep this in the data. Here we have this area.
We can control that. So let's select the
armature or the bones and hit tab and go
to the Bose mode. And let's select these bones
that we don't want to see. So let's grab them like that, and let's create
a new layer here. And So these are
assigned right here, but I just want to select
the rest of the bonds. Sorry. So we need to see those, and we need to see this and this and this one and this one. After you select these necessary bonds that we need to see, just go to the bone
number one that we just created here and it's assigned to assign
this right here. And you can hide the rest. And you can give this
a name, for example, you can call this roll, I guess. All right, that's very cool, so. Center. That's very nice. Everything now is done and
the result looks nice, but we just want to
make sm ching here. Can see this darken, it can go infinitely, and we need to control it. And this something optional. But I will teach you
how can you do this? Just go to the constraint after you select
this paw and I will add limit location just
to limit the location. And here, it will give
you multiple options. So I want to limit the
location for the X axis. So to do that, I will
active the X and active the X and the minimum
and the maximum and change the outer
to local space. And in the minimum X, I want this to go 1
meter and the minus. Let's add -1 meter. 100 centimeter, let's say, and here, 100 centimeter. Let's give that try and now you can see it will
stop at the point. And you can go beyond that
by king this, for example, at 150, I guess,
and here as well. And now we see what's
going to happen. As you can see, now the
distance become greater. So yeah, that's very cool. Reset it key to reset that. And that's amazing.
Alright. We did great. And after that, if you like, you can link the whole car or vehicle with the
roots if you like, so we can move the root and all the
details will follow it.
129. 129 Rendering making the first render: Hello, gain welcome back here. Alright, after finishing the rigging
section, the symbol rigging, I just want to mention
that I just turned off most of the modifiers in the viewboard just to make the performance a
little bit faster. It's very simple turn off
this icon for the viewboard. Okay. And I think you note here that I added a new collection environment
one and Environment two. So let's learn together
how can we render this? But I'm not going to use the studio in Environment
one and two for now. I just want to render this in the easiest way using
the HDR images. So let's sublt this one do
to two first like that, and let's change
this to head editor. And now we are in
the head editor. Sit into hide this panel. And I just clone two colors. I make quick test just
to see the colors, and I like this tone here. And all what I did here, I just I got a by from
the RGB like this, and I king the color
to whatever color and I just copy the color. As an instant, just click it and put it right
here and that's it. You can call this as Clone. Anyway, let's go speed
this to the world, and I just want to
hear what I did here. So this is the original
HTR image that we used, and this is the output. So I will hold halt and move this one just to
disconnect it and move it. And let's black this
one right here. And let's go to the Render
just to see the result. Actually, you can see that
in the material review. All right, so if you can see the result of
the environment, the HDRI that we used here, you can go to this arrow
and turn on the scene word. If this off, you will see the HDR images that comes
default with blender. So if you activate
this, the scene will receive the lighting from the TRI we are
using right here. And we use this DRI to eliminate the scene
to create the materials, and the result looks
very beautiful. So let's try to let's start with the symbol render how to render
this in a simple way. And after that, we will use the HR and make
that I added right here. So, let's start with this one. First, let's add a camera here. Now we are in the collection. Let's hit HT and
let's add a camera, and we got a camera
here in the middle. Just hit G and take
it out for now. And if you want to look at the scene from the eye of the camera, you can hit Control. It gets easier
because it's active. If you see this triangle filled, that's means the
camera is active. All right? Anyway, a zero. And if you want to
control the camera, you can use the Tilda
key during the escape. And when you press it, you can move the camera to the left or to the right and you can
control it like playing a game. Now you can use the W
ASD and it's very nice. Sorry. So let's
frame the camera. So the BU to move forward
is to go backwards, D to go to the right, and A to go to the left, and you can hit Q to go down
and R, sorry, E to go up. So let's just choose
a nice angle. Something like that, maybe. And I just created
a ground here. It's something very simple. I just added the ground
just plain and that's it. And I'm not quite sure. Yeah, I just gave this
a simple material. So the ground here, you can go to the
object properties, and you can see here
in the visibility. I made this as a
head of catcher, you will understand
what that means. Let's go back to the
world and I will make the color a little bit brighter like that, so
you can see something. And I will hes and go
to the render cycle. All right. Now we can see the hedo but we can't see the edge
of the ground. So this is what head
of catcher give us. Well, if you select
the ground or any blane you can use and
use that as head of catcher, that will help to give you the hedo and it will
hide the ground. But if you turn this
off for this object, the ground will be visible. So this is just something
optional if you want to use. For me, I will
leave this one on, and I will make or use
a dark color here. Maybe a little bit. Actually, you can make this
a little bit brighter. And you can choose whatever
color for the environment, by the way, keep that in mind. For me, let's leave this
black and white color. And let's go to the camera. Let's take a look. Alright. If you like, you can
increase the power here, maybe you can add
three if you like, make it a little bit stronger. And as I said, you can tune
the background here as well. So you have a lot of options, and this is the simplest
way to under the scene. And if you don't use
the head of catcher, you can make this off. I just want to see the ground. I will use another
type of ground. The three D cursor
is in the middle, that's something
cool, and I will go to the ground and just
turn off this one. I just want to use
something else. Let's go to the
material review just to make the performance
a little bit faster and I will have the A and let's add a new plane and let's
scale it like that, and let's scale it to
the Y as well and the X, make it a little bit
wider. And Tyler. Control A by the skill, and then let's grab this egg, E Z, let's screw this up. I will grab this
head Control B to bevel it increase
the age is here, you can rotate the mouse
and tab outratically, auto smooth or head smooth. You can go now to the camera
and you can use this one. And you can scale this to
the X and make it a little bit wider, I guess. And you can rotate this according to the position
of the three D courser, tune the transform
to three D courser, and now you can rotate
this to the Z like that. That's very cool. And you just need to move this down just a little bit and then need the tires, something like that. All that's amazing. All right. And now
we can give this a specific material
in the object. So let's create a new material here and let's pick this dark, something black like that. And you can control
the roughness. And we can render
this like that. If you like, you can add,
for example, a roughness. Let's check for sorry, noise, not a roughness noise. So let's add the noise
texture right here. It can throw to add mapping and coordinate and block
the object right here. And you can block the
factor to the roughness. Okay, I just want
to see the scale. Let's change this to maybe one, make it big or maybe two and increase roughness a little bit and increase the
details to maybe seven, make it even rougher. And you can control that even
more by using the curve. So search for curve, CR, QB curve and let's blug it right here.
Let's review this. I just want to take
the white value down. I will crop this point and move it down and make
it darker and the dark value up and try to balance between them until I get something makes
sense and nice. Let's see the result
of the principle. So here you can see here we have subtle variation hav array,
you can increase that. So you have full
control, by the way. If you want to make this
a little bit rougher, you can encrop those and
move them up together. All right. That's
really cool. Let's move this down tin a bit. And now I can render
the scene like that, and the render will be nice. So let's take a shot. I just want to see what's
going to happen. So the ground is ready, and right, what else
we should do here? All right. First, you
go to the camera, I just select the
border of the camera. Why I can't select it? Yeah, go to the
camera properties, and I will change the focal
length to 80 millimeter, and I think that will give
us a better result and then hit the tilda key and Zoom bag
gets a tiny bit like that. All right, something like this. If you like, you can
rotate the wheel just a little bit by moving the spa. And just one thing
I would like to mention here. I just
forget to do that. If I rotate the wheel, let's change the
transform to median. If I rotate the wheel,
everything looks nice, but the logo shouldn't be
rotated with the wheel. I just want to link this logo with the
bones of the brakes. Alright, to do that,
just select any bone you like and go to the bows
mode. Don't forget that. Just read this to bows. And then go to this
layer and make it active and select the logo. It's lp to clear the link or the parent and Q clear and keep transform
to clear it first. And then with this one selected, hold to gup this big bone, and diselect this, it can roll B and Q bone. Ways
give that try. Now, if I rotate this, if I move this to the
to whatever direction. If I grab this rotated. That's great. Let's
reset this hit lg and let's do that for
this as well grab this. Alt P, clear, keep transform. Select it, hold the
grab this bone, can throw P and L link bone and the same thing for this one. Grab this Alt P, clear, select this
hold grab this bone, can throw P, Link bones. The same thing here
of this Alt B, clear the confers, and then crop this salt
the crop this one, get roll B, and link the bone. And now let's give that try. What I will do here, I just want to rotate this
and see this. All right. This one is in the
correct position, if I rotate the
wheel, that's great. And this one is in the
correct position and the wheel rotating without any problems. And
this one as well. That's cool. That's amazing. So now, if you want to make some
turning, you can do that. Let's turn this on
the other side, and then I will make some
variation here in the rotation, like rotating like this and this one just rotate a little bit to whatever dark and always go back
to the camera, and the result
looks nice so far. Beautiful. And let's see if we could do
anything else here. All right, something like that. All right now, let's go
to the sec calendar. I just want to see the result. All right, so this
is the result. Let's hide the bones. I don't want to see them. And the result looks
amazing. Very cool. All right. Now
maybe we can render this and let's go back to the, I just I want to
see the color here. You can tune this to whatever
color. Maybe silver. We can try the silver. It's
a little bit brighter. Okay. All right, this color
looks nice. I like it. So let's try that. And
let's go to the solid view. And, right, that's very cool. Let's go to the Render, and I just want to make
it very simple here. So for the device, I will use QBU instead of
CBU because my QBU card is my card is a little
bit better and faster. And in the sampling, here we have viewbard and
here we have the render. So in the render, I will active the noise threshold or it's already
active by the way, and increase the max
symbols to maybe 1,000. And the minimum,
you can make this 300 as a minimum and
leave the D noise active. And nothing here, by the way, I would like to change
everything will be the same. And for the size, I will render this with
two k. All right, or maybe full 80. Let's change this to 100 just to render
this with full 80. And yeah, just symbol. And after that, you can go to the render
and render theimage. I will render this and I will be back when the
render is finished. I just forget to
do something here. I didn't give the new ground a name. So let's work on that. Let's call this ground
two. Round two. And let's grab it and move it in the ground second
and the camera as well. Let's put it in
the ground second. And the ground one,
the original one, I will hide it in the Render. I don't want to see it and make sure that everything
is hidden in the render. All right. Maybe this hip, we can put it in the hip
second as well, I guess. It's something
optional. So yeah, I think now we are
ready to render this. All right. So yeah, let's go to the Render and I will
hit Render Image. The render is finished and
the result looks amazing. I like it so much.
It's very cool. So let's save the image. Go to the image
and then save us, and you can save it here. For me, I will call
it render two, maybe and then save image. And I will leave this as BNG because in case you want to take this
two photohop and make further editing
in the color, so it's better to use BNG
and then save the image. At least try to take
another shot. Please exit. And let's hit the Tilda
key so we can control the camera and let's take a shot from another angle,
maybe from the back. As I said, I'm moving the
camera like playing a game, using the hot key WASD. So let's take a hot
from here, maybe. And I just want to
rotate the wheels. Let's change this
to three D viewbard because I don't want to see it. See, I mean, the head editor. So let's hit and let's
move this on the side. Maybe we can move the camera a little bit lower like that, maybe. That will be amazing. That's very cool. And let's
rotate the environment, according to the three D Cursor. Hit R to the Z, and let's
rotate this like that. One more thing here,
maybe we can use inside the camera setting, select the border of the
camera and let's go here. We can use the depth of field. It will give us
very nice results. But it's not going to make a huge difference
because the background, it has consistent color. But anyway, I will use it and I will teach you how
can we use it. So first thing, let's
activate the depth of field. And I'm going to use
an empty here and put it in the middle of the car. To tell the camera that this is the point that
you should focus on. A three D Cursor
is in the middle. That's something cool, and I
will hit the A and go to the empty and add an empty and make it big guess to see
it and hit F two and let's call this focus Enter. And then let's select
the camera and let's go to the focus. Object and let's pick the empty, and now the camera will use
this empty as a focus point. And you can go to
the material review, and I think that
will be visible. All right. And now let's render this image, and let's see what we will get. If you like, you can
go to the render and view render and you can che this from this
slot to another one. For example, you
can start with one. And now, if you render, the render will be
done on slot one, and the slot it will
be there and exist. So this is something
optional if you want to try. All right, let's go to the
render and render the image. The render is finished, and the result is very nice, but I think the rear side of the vehicle is
out of the focus, and that depend on the
position of this empty. If you move this empty
and put right here aligned with the back
surface of the vehicle, you will make this
area in focus and everything almost out focus, they say, so just
keep that in mind. But I just want to
do something else. I'm not so quite happy with environments the result
looks nice so far, but I think this area, it should be a
little bit darker. It's something optional,
but I just want to add something small, and it's something optional
if you want to use it or not. So let's do that together. I will grab this background and hit Alt R to
reset the rotation. And then I will open this simply this window 22
and king this to UV editor, and I will tap and
select all the UV here and then hit you two
times just to arrow it. And it tells you the
scale is not okay, so tab, you can troll A, apply the scale and here, tab again, hit you two times, and now it's raped correctly. So just rob it and that's it. Now let's close this. And I think we need it or not. All right. Let's
change this to you. Sorry, here the editor. And
let's go to material preview, and you can go to the
local mode like that. And I just want to darken
this wall, make it dark. In the end, it will be nice. I will far and it
will be far and dark. So to do that, let's
start with gradients. Te here and I will hit control, you have to click
tube review it. So as you can see, this is
the result of the gradient, I will hit Control T to add mapping and
texture coordinates, and I will block this to the
UV because we just rap this. And if you want the dark
color to cover this top area, you can rotate the UV. So here, just tab and crab
the UV head to rotate it, and you can see just
rotate thist degree like this or something like
that, and tap out. And one more thing here,
if you'd like to do, I will put a three decosa right here in the middle of the
H and I will add an empty. If you like, you can
control this empty, can use this object coordinate. And pick this empty. And now if you move the empty, that will affect the results. But I think we should like the object. And yeah,
that's correct. So now if I move the empty, that will affect the heading, and you just need to rotate
the empty in the correct way, hold Ctrol and rotate like that, and you can move it
down if you like. You can scale this
to the Z to make it smooth and smooth this
up and hit S to the Z. Scaling working according to the three dcursor
change this back to bonding as to the Z and you
can make that even smoother. All right, so it's
something optional. All right, so why
I'm doing this? I want to use this as a mask. Let's add a Keller rum. I want to get even
smoother result. Maybe we can use
the piece of line. I'm not quite sure, but
let's see if that will work. Okay, something
like that, I guess. And right now, I guess we can
use this in the base color. So let's see what's
going to happen now. We like this to the base color. All that we'll give
you two colors, but we will lose the white
color we got right here. So in this case, you can hit HD to take a copy of this material
and mix between them, hold control and right click and move the mode
from this to this, and no drangular gets
a mix header for you. So let's bring this
new mask here and let's blugt here and the factor. And I will make this one a
little bit darker and rougher. And you can see here we
have some differences. And you can go to the rear Alright bicular if you
want to control the IOR, if you want to make
this even darker, you can take the IOR
level back a little bit. Let's move this one down. I just want to king the color of this one so you can recognize it and see
what's going on. So this is the material, too. It covers this area
and this material, the top one to cover this area. That will make this
a little bit darker and a little bit nicer. So it's something
optional, by the way. I will hit Keto g just
to bring back the color. And by the way, this side
is not going to be affected by the noise tick here that
we added here in roughness. Alright now, let's go back and let's rotate the
environment again. It's like to exit
from the local mode, and let's go back to the camera, grab the ground and let's put the three D
courso in the center. You have the S and
cursor the center, and let's rotate the
environment again to the Z like that. And now you can see
this dark color. But before you rotate
the environment, I just want to do
something here. Or the empty that we just use, I just want to link it with the ground to grab the ground, can throw B and sit Bar
and keep transform. Now if you rotate the ground,
the empty will follow it. And now this empty will
still affecting the ground. So yeah, let's go back to the camera hit zero
and grab the ground, hits to the Z, and let's
rotate the ground like that. And you can see now this area become darker and you can
go beyond that if you like. Lets change this to three D
view board or maybe this one. Alright, and now maybe
we can hit G to this and move this. You
can control that. All right. G to this. All right, maybe
something like this. And I guess what else? You can control it from here
if you like. All right. I just want to change the
color of this material. I just want to see
the difference. All right, so this material is still there.
That's very cool. I thought this one will
cover it, but it's not. Let's go to the
render, psycho render. So now it's become darker, and now you can see the result before and
after a like this. So this is before
and this after. And it is just simple effect. If you like it, you can use it. If you don't, you can ignore it. You can make the transition a little bit softer
by scaling the speck And you can move it down. And one more thing
here, you can do is you can king this bag from
sublind to linear, if you want to make
it a little bit harsh the effect like that. Let's crank up the roughness. I just want it to be darker. Maybe we can make it a little
bit smoother. I don't know. Let's this bag at ten a bit. Or I guess we can take
the roughness bag, so we can see some
lighting here. Let's grab the empty
and it is to the z end. Let's kill a tandy bit. Right. Yeah,
something like that. I guess, the scars
is a little bit. And it's something optional, as I said, It's something up to you if you want to
use this or ignore it. I will make another
render, but this time, I will move the focus empty and align it with
the rear side of the car. So he's key to move, and then he'd he Z to cancel the Z axis and let's move
this to the X and Y. Let's put it maybe e, something maybe on
this wheel. All right. So the focus point, I guess
it will cover this area, and this side, it will be
out of focus, I guess. Let's go back to the camera
and let's make Canada render. I think I will change the dimension to two k. So
let's go to the output. Let's change this to 2048. And yeah, it's after that, you can make a new render. So let's render this again and let's see
what we will get. I will speak the
render to solid, the viewboard solid and then go to the render
and render the image. Or you can view render and
if you want to override it, go ahead. I will override it. So let's go to the render
and render the Image. The render is finished, and the result looks nice. I like it. But what if we gave the rear light or the tail
light some lighting, I guess. So right, let's go to the let's go to the
render sac render. And I just want to
select, yeah these traps. And uh All right. Where's the materials? Let's go to the
material and let's select the pattern. I guess. And I guess we could increase the mein a little bit
maybe I don't know, maybe eight, I guess. That will be okay. I think so. Eight. But that will
illuminate everything here. I think that's okay to leave
these lluminated Okay. All right. Let's try to add 20, see
what's going to happen. Let's go back to the camera. Alright, I think this number
looks nice and right now, I will make a new
render with light on. So let's go back to solid. And let's go to the render
and render the image, and I will override
the last one. The render is finished and the
result looks so beautiful. All right. That's amazing. Okay, let's save this image. Let's call this under
three maybe hit save. Let's excite. And I just
want to go to the material. I just want to see the ground if I can make it a little
bit more reflective. So let's select it,
and let's go here. All right. So this layer, it's affecting
this ground a little bit. So in this case, what we can do? I think by moving this up, that maybe could king
the result a little bit. But why I can't see the mask
and this option as well. All right. You see where it's
empty, the empty. If you move the empty, you can effect that as well. Or you can do something else like changing the roughness a little bit by adding
another maybe RGB curve, let's search for RGB curve. And let's put it right here. Let's move this down. And that will make it more reflective,
as you can see here. All right, let's take another
hot from different angle. Let's go to the camera zero
end let's move the camera. Maybe you can take
a shot like this. It will be nice and amazing. Something like that, I guess. And I will rotate the background to the three
decuarter hit R to the Z. Or, by the way, let's try to add a new empty
here so we can control it. Instead of going
here and ing this, I will add maybe sphere,
if you'd like to add, maybe cone right let's hit R to reset it
if we can do that. Or let's go to the
side of you and hit R to rotate like that. And I just want to make
it big so we can see it. And now I will link this background to
this empty hold hept, the empty Control B and link or set parent
and keep transform. Now if I rotate this, right, the ground will be affected. And one more thing here,
I would like to do hit to open the side panel, and I will lock
everything and keep the Z active, the Z rotation. Now, if you hit R, you rotate it and I'm not going to
get crazy rotation. So, yeah, that's something
we could do now, let's go back to the camera and it end to get rid of this panel. And let's take a look. I will grab this new empty and
hit arterrotate it. Can hit art dizzy by the way. I just want to
cover it like that. Alright, this shot will be nice. And one more thing
here maybe we can change is the position
of the empty. So let's go to the
three D vibard here and let's change
the empty position. Maybe we can put it right
here in the middle. And keep in mind that
you have the ability to change for the setting here, if you go to the FIT, if
you increase this number, you will get a harbor results. So let's change
this to maybe 2.8. Let's change this to well, 3.8. You can change this to four. If you change that, you will put the whole vehicle in the
focus area of the camera. I will rotate the rear
tire a little bit. But let's change this to
bonding to rotate this. Just a tiny bit. And here, everything looks nice. Maybe now we can
take another shot. So let's give that try. And one more thing here I would like to do
is I just want to change the resolution of the resolution of the final render to
my screne resolution. So let's change the X two, five, 60 and Y to 1440. Something like that. And
yeah, I think we are ready. So let's render this again. Let's go to the render
and view render. And let's go to the next lot and exact and let's go to the render and
render the image. And when the render is
finished, I will be back. Alright, this render
is finished, as well, and the result looks pretty
amazing. I like it so much. Look at this area.
The dark area looks. It's beautiful and
looks the smoothness that we got right here.
It's really amazing. I like it so much. Alright,
so let's save this one. Now, let's call
this rounder four. Just hit this plus and
then hit Save B&G, and what else we can
do here. All right. This time, let's try to
create a closed under. Let's go to the material review, and we are in the
material review. I will hit the Tilda key so I can control the
camera and leaves here to take a closed
rounder to this area. Something like that, I guess. And I will rotate
the ground like that and make this a little bit bigger so
I can see the results. All right, so after that, we could put the
focus point here. So yeah, this one, the
empty is called focus. I will skill at
emic small I guess, and I will ing the
snap to surface or to face so I can snap
it on the surface, and then hit key to move
it and hold control, and it will be snapped
on the surface. And the focus point it will
be applied here on this area. And you can focus on the
spirits of a CSTC if you like, or maybe this area,
something like that. But All right. Is there anything else
we could do here? Maybe the wheels. I just want to see what's going to happen if we rotate this. Well, I guess we can
make small kings here in this constraint, the limit, let's change
this to 200 centimeter. And this one as well.
Now, let's head to move. All right, that's very cool. That will give you
more angle here. And you can go beyond
that, if you like. Alright, let's
take another yotta and let's see what we will get. Let's go to the render
and view render, and I will tune this two, three, and let's go to the render again
and render damage. This one is also finished, and the result looks very cool. It's very nice. I like it. Cool. Alright, I will end
this video here. I'm not going to make any
post processing for now. I just what I'm going to do
is just keeping these images, and later on, maybe we can use Photocop to make the
post processing. But for now, I will end this video here and see
you on the next one.
130. 130 Post procesing using Photoshop: Hello, again, welcome
back here. All right. In this video, I want to make some post processing for the images that we rendered
in the previous video. Let's open the images
so we can see them. And above these images, I made a new renders and
we're going to see them all. For example, this one is
new and this one as well. I'm going to embody
this in Photoshop, and we will learn how to
make simple post processing. So let's start with this one. I guess this one is nice, let's grab it and
let's put it inside. Alright, click Any drag and
let's put inside Photo hub. And by the way, I'm using
Photo hub 25.3, as I remember. And you can what I'm
going to do here, you can do it in the
old versions as well. So let's click An Drag. Let's put this one right
here. Now we have the image. So what we want here, we want to go to the filter, and here we have
Cameo row filter. That's all what I'm
going to do here. I will use the camera filter. So let's add this one, and this will take you
for another new window, and here we have all
the parameters to use. So here we can use the effect
here, the effect section. We have the texture
and the clarity and dehaze and the vignettes. So let's start with texture. I just want to attend bit. This will help to make the orange peel effect a
little bit more noticeable. Or something like that. And it will give you a little
bit of contrast. Cleritys very nice. Can use it. It will help
the image to stand out and it will increase the contrast between
the black and white. It will give
you very nice. It's almost like you're
bing image. All right. Dehaze, it will darken the
entire image a little bit. But it will keep the white area white without changing
these white spots too much. I pull back in the dark area. So now you can see now
we have something nice. You can manipulate the
light second, the exposure. I don't want to manipulate the exposure because the
exposure looks nice. For any reason if you crank this to any darken and
if you want to reset it, just have a rover
on this arrow and doblic click on it,
and that's will reset. For the contra, if you want to add a little bit of
contrast, you can do that. You can scroll down
to open the details, underneath the details,
we have the harbon. Can you bring this up
just a little bit. We give some harpness. And if you want to
open multiple lists, you can hold control
to do that. A click. Or at let's see what
else we have here. The Vnet effect it will give you a dark border
around the image. When this like that to the left, you can see that if you
move it to the right, it will give you the
opposite effect. You can extra the castiny bit, and that will give us nice
shadow around the image. And now the image is already
nice and you can see here. If you click this
icon right here, you can see the effect
before and after. This icon. So before and this after. All
right, very nice. I will head to Okay
and accept this. In case if you want to
brighten this area and make it let's say brighter and
has a little bit of glow, you can do that using
the brush if you want. If you hit B from the keyboard, you can act the brush, and you can create a new
layer and make the brush a little bit smaller
by holding alt and right click and move the
mouse to the lift like that. And you can draw
start from here, and hold hipped and want to click right here just
to draw a line like that. All right. And after that, you can go to the filter
with this layer selected. You can call this, for
example, Light Light. And now you can go to
the filter and use the bluer you can
use one of these, for example, aggression blure
blurre this a little bit. Let's use this one and you can increase this just at tiny
bit just to blur this out. You can see now that will
give you the glow effect. You can go beyond
that if you change the blend mode to
sichrine for example, ten that will make
it like real glow, say, we have multiple open. For example, sechn looks nice. And if you draw here
on the Emic itself, you will get a glow effect. And there's another way
if you want to use, you can hit Dlick on
the layer itself, and you will access
the layer style, and here you can
use the outer glow, if you want to make semi glue. That will give us
a specific effect. And you can increase the opaicity from
here and what else? You can change a
lot of things here. I mean, you can ignore the blurre filter and
use this technique as well. After sorry, we could
select the effect itself. And here we have the
opaicity of the glow, and here we have the
noise and the size, if you want the size
to be strong or big, let's say, and separate. If you want to
separate the effect, make it a little bit expanded. I mean, you have this option. And here we have counter, multiple options here we have, but I don't like to use them. I just want to make a symbol. And you can control
that. Let's increase the opaicity a little bit. And what else? In
the blend mood, it's all already swich to
screen, and that's correct. That's what we want
here. So, yeah. Now we have the lights active and we have a glow
around it, and it's very nice. And you can target
a specific area. If you have a highlight, for example, if you want
this area to be highlighted, just use the same brush and use the white color
and just bright this area. But the bright is very strong. You can go to the opicity here and move this
back, for example, to 14 maybe and make the br a little bit bigger and
click multiple time until you make some
glow right here. You can see how
nice the effect is. Maybe some glow above
the spirit of ecastsy. Let's click here
maybe three time. You can see now we
have a little bit of glowing and the
result looks very nice. Maybe let's see where
could we add some glow. Maybe around this area, if you'd like to add some glow, but that's too much, I
guess. Something very tiny. And here you can add if you increase the
bower of the pry, you will get stronger effect. So it's very nice effect. If you want to strengthen
the effect of the light, you can draw again above that. That's will make
it even stronger. You can see now I'm holding Kift and click
here and click here, and that's will help
to create a line. All right, so now we
understand this technique. Now let's bring another image, and let's see which
one we can use. Maybe this one. I
like this image, or maybe we can use
image from the bag. Alright, maybe this
one we can use. I will import this
one and put it inside Photoshobla that just to click
any track and put through. So I'm going to use
the same technique. I will go to a filter and
then go to Camero filter. And let's make some kings
like increasing the contrast. I want the image to have
a little bit of contrast. Highlights. I'm
not so quite sure. Maybe we need a little bit
of highlight because I want some sharp
edges to stand out. I guess as well give
us a nice result. Shadow. Maybe a little
bit of shadowing. We can take this done just to
make the whole environment a little bit darker without affecting the
highlight, by the way. Let's go to the effect
because I like this area. I will, by the way, don't forget to open
the effect from here. Okay? And let's take
care a little bit. That will help to
make the surface and the reflection on the surface to be a little bit stronger and clear t bring this
up a little bit. Right now we are
getting something nice. Dehaze will darken
the whole image and leave the highlight
and that's something cool. All right, this effect
looks very nice. Vinatetrnpg just to have some dark hollow
around the image. And the sharpening
is very important here under the details, hold control open this. Let's put it sharp
sharp maybe 40, 38, something like that. The result looks so nice. I like it. Alright, now
let's accept this, ado. And now let's go
to the next step. Well, now I want to add
some lens flare here. I will create a new
layer, hit this platter, and you can call this Iiglo
or inseflare Alright, so here we have the
color of the bro. It's right here on
the side. All right. I want to change this
color to the color of the rear tail light. To do that, you can hold out and sample this color like that
because it's all and click. And you can choose the right
one, something like this. Then make the br a little bit smaller create the
opt a little bit, let's draw this area like that. Can you draw like that and make another draw like this
on this area as well? And here as well,
let's draw this area. And this one as well. And those right
here, let's make it smaller and let's click here and then hold
here and click to create a line between
the two clicks. And after doing that,
you can double click on the layer and go to the
outer glow and you can chang the glow
color to something red you can control it using the size and
all of these effects. Just want the size to
be a little bit small, not so big, and that's it. I don't want to change
a lot of thing here. I will accept that
and I will go back to the filter and go to the blur and I will
choose motion blur. Motion blur, it will blur whatever thing you want to
blur to a specific direction. And you can determine
the direction using this circle right
here or this wheel. For me, I want this to
go diagonal like that, and I will increase
effect and you can see, now we have something here
Alright, something like that. The result looks nice. And if you think that's
a little bit strong, you can go to the
opicity right here. You can see it
right here and you can make it a
little bit smaller. I will decrease the amount do something let's
say makes sense, something like that,
maybe 48 or 50. And now we have a nice
effect right here, but I think we could increase this cat a
little bit to 75 maybe. And yeah, it's very nice. And if you want, you can approach this top area and make a darker, but
it's already dark. I like a somach It's very nice. Alright, let's
bring another Emic. I like this one. This close
hot is very beautiful. Let's apply the
effects of the filter. All right. Filter
and came effect. You can have the and by the
way, as you can see here, we got the effect up
light automatically because because it stored the information that
we did right here, the chain that we did here, and now it's right
here, as you can see. Why that's been Because we didn't choose the
effect from here. We chose it from here. This is the idea. If you want to start from
Scratch, open it from here. And now we can
manipulate that is under the effect second and a little bit of clarity
with Das a little bit, with a little bit of carbing you can go to the second
hold control to open it and read the
contrast a little bit. With a little bit of
highlights, let's try it. Let's get darker,
something like that. Maybe not too much. Maybe it should be a
little bit brighter. So we can see something here. And now we got something here. It's very nice. Very cool. Alright, so I think
that's it for this video, I will end it here and
see you in the next one.
131. 131 Using different HDRI image and make a new render: Hello again, and
welcome back here. In the previous video,
we used this HDR image. I will show you here
which one, this image. And the result was very nice. All right. And now I want to try to use another HDR images. And I downloaded some HR
images from hdrhvn.com. You can go to this website and you can
go to the HDRI section. And here we have
all the categories, and just scroll and
see which one you like and just click
on it and open it, for example, if I want to open, maybe this one,
just click on it. And you can access the
resolution from here. I always prefer to use High Resolution
because it will give you or let's say the reflection that will be applied on the car,
it will be detailed. That's why I always use the
higher resolution here. And because it will be too big, as you can see,
the size is huge. I'm not quite sure if I will
share with you the images and a project folder because
it will be too huge. So just go to this website and download the HDR images
that I'm going to use, and I will share with you
the names of these images. So All right. So here we have the ticket here coordinate
with the mapping, and here we have this HDR image. It's already blocked. It's called a skid ban 16 K resolution inxR and it's
block to the background, and I will block this to
the output like this. And I will hesitate to
go to a material review. I just want to see the result. And as you can see now, the TRI is working and
the result is very nice. And you can see how the car is floating above the ground and it's not stick
to the ground. What I want to do here, I want to add the plane
underneath the car, and I want the shadow to
be casted on that plane, and I don't want the plane
to be visible, right? And if you do that,
you will have the feeling that the
car is on the ground. And I create a circular
plane like this, okay? And inside cycle render, if you speak to cycle, we can achieve that effect. But before we go there, just select the plane
and you can go to the object properties and scroll down under
the visibility. Here we have this option right
here is called hedocaer. If I go to the cycle, I will hesitate to
go to the cycle. So just to understand what's
going to happen here, I will turn this off and I
will turn this off as well. Right now we are now we are rendering this
ambiguous cycle. And with this ground selected, if I turn this on
as you can see now, the ground, it's been hidden, but the hedos cast
it on the ground, and it will give you the feeling that the car is on the
ground, does something cool. And here we have
this glossy option. Just keep in mind
to turn this off to prevent the
reflection that comes from the ground to be applied on the surface
of the object. I mean, the car itself. So just turn this off. Alright, so already
the result looks cool, but if you look at the object at an extreme
angle like this, it's not going to be make sense. As you can see, it looks like it's a huge
car on the ground. So if you want to create
a shot makes sense, you should look at
the object from above like that just to
get something looks nice. So this is how to use the haddocatcher this
with the ATR image. And we can try
different HDRI images. I will go to the folder, and here we have a lot
of Images we can use, and you can copy the
name of these images and circ them inside HDRI haven. If you, you can use the circ
bar just to achieve that. So for example, I will try
this double click on it. And here we have the second one and the result looks nice. Right now, you can put the
camera in a specific place, just to make the
result make sense, and you can take
a shot like this. But as I said, you can't take a shot from an
extreme angle like that because just see the car is
at the size of the building. Alright, let's try
to use another one. For example, maybe
this one, I guess. Alright, this is the new image. As you can see, the result
looks very beautiful. I like it. And you got the idea. Right now, I want to
try something else. I want to see what
this note capable of. I will move these a little bit here so we can
have some space, and I will block
this in the middle. Alright, this node is
very beautiful node. This node, it will stick the object or the
car on the ground. And you can control the size. You can control the offset of the ground if
you want to move the ground to the
left or to the right. But the only problem
that we will get here is this effects here
around the aoramg. It will break it a little bit and sit track
it a little bit and we should hide it if we want to take our
under using this node. You can effect that using this setting if
you try the size, if you want to make the size
a little bit big or small. For example, if I
increases to seven, maybe that will affect it
and give us a better result. I will sweck the render to material review just to make the performance
a little bit faster. And you can see now we
have the same result but the shadow catcher is
not working in an even. In this case, I can hide the ground because I
don't want to see it. So let's make this a little bit bigger, and now you can see. So the size, it will affect the ground and you can
make it big and small. And that's very important
because the brick size, it's very big as
compared with a tire. So that's important to manipulate
the size a little bit. But the problem is
when you do that, when you strate the ground, we will increase
the effect here. That's having here
in the middle. So just be careful
when you do that. And now the result looks nice and now we can take a render, you can see here the problem. Sometime you can
use the offsets. Sometimes the offset fix
this problem if you want, if you want to
take a render from a specific angle, for example, if I go to the camera and if I want to
render them from here, I could manipulate
the offset just to get better results like
this, for example. Now the result is not perfect, but it looks nice. You can see this lamppost
is a little bit better. Now this area is a
little bit citroc. If you want to take a
hot using this node, you could take this
twotocpe and hide all of these problems. So let's go back just to
understand what's going on here. All right, right, this slider right here so far is
not giving us any kink, but I guess this one we can
use it sometime if you want. That's what That will tilt the ground a little
bit to a specific drakon. So that's what the
slider do here. For example, can
take a hot like that without distorting the
far area like this? Can see what's going to
happen here if we do that. So you can manipulate it
until you get something nice. And you can use this
opion as well to till this to the opposite diction. And here the offset, we talked about the offset. And you can put the ground down or up using
this opia right here. It's a very nice
opian by the way. Alright, let's add zero
here and zero here as well. So let's try to
use another remig. Let's search for. Let's
see which one we can use. All right, let's
go to the kid ban. Right now we are
in the skid band, and we have the same problem
that we can see right here. Ar at least try to make
some tweaking here. Using the offset, maybe that
will help a little bit. The offset will help if you want to take a hot from
a specific angle. But there is another
technique here. I just use this technique in
this specific environment. I created a wall All right. You can render this
using this wall. I will scale this down
just a little bit, make it smaller because the picking effect is not that high. You can now render the
image without having any problem because I just hide the problem with this wall. And this wall is just a circle. It's just a uma tree
with some thickness, as you can see, and texture, similar to the texture
of the ground. That's all. So this is the
environment, as you can see. So this technique is
working if you want to take hot at specific angle, and even if you want
to create a video, you can do that using
this technique, and the result will be very nice Imaging the cameras go
around the car like this. The result will be nice. But this technique
is not necessary to work or alight on
all the AQR images. Let's try this one.
As you can see now, the result looks nice and you
can't use this wall here. It gives us nice result, by the way, but it
does not make sense. So I will hide it here. And yeah, the result
is already nice. And I will teach you how can we get rid of this
problem using photohop, but we could isolate
the environment, and we will learn that together. But now I just want to try the different environments
we got right here. All right. This
environment is not quite works here because just keep in mind that
if you want to try any environment
from the website, you could choose environment
with a far building. We could have an area some
space around the object. For example, this ADRImage
doesn't have that much space. That's why it's a little
bit difficult to use it. But we're going
to use it anyway. Maybe this one or maybe
the other images. Alright, let's give
this one a try because this one it will be the
most difficult one. I will go to the camera and
try to take a hit like that. Let's try to minimize
the effect using the the offset we
got right here. I will offset this a
little bit just to fix the picking that
we got right here. But we did that, but we got more breaking
heap right here. All right. If you want, you can try this one, this option, but it's not
going to give us what we want. Maybe we could move the ground
down just a little bit. Alright, yeah, I
think that's it. I will accept the problem
that we got right here, but I will fix them later. So let's go to the ground
and let's make it active in the render and what else we
could have active Alright, I think just the ground and
we don't need the wall, turn this off in the render. And now if I switch
to the cycle, I should see some
shadow catcher. Maybe I can rotate the environter and go back
a little bit like that. All right that's very cool. Let's try to tune the
color of the body. And I stored these colors right
here. Let's try this one. All what we do here is just use this color and butt right
here and it will be applied. I just want to see the
results in a different color. So now I will render it and I will use the same setting we
used in the previous render. If you like to king
the resolution, you can use this preset here. You can choose whatever
one you like from here. For me, I will render this with four K. So
let's change this to four K. And what else? The render setting here, I'm not going to change anything. I will use this setting
with QBU compute, and I will speak
this to cyca first. I just want to see the
ground if this works. Let's make it visible here. Alright, that's very cool.
The result looks nice. Maybe we can make
some tire rotation. Let's go to solid
and I will grab this and I will tap to go to the boys or you can go to
the boys from here. And I will select this spa and G and rotate the wheel
just a little bit. Let's go to the
camera. That's what make the result looks
more interesting. And after you if you are heavy
with that, just render it. I will render it and I will be back when the
render is finished. Just go to the render
and render them. Alright, the render
now is finished, and the result
looks so beautiful, but it's not finished yet. And now we should take
these two Photoshop just to blurre out the background. And you may ask me why I didn't use blender to
blur out the environment. Well, actually, you can't because the RI image
is not three D, so the camera could targeting specific area and
isolate the background. That's not going to happen in the R image because HR Image
is just a two D image. That's why you can't even get
even if you target the car, the ground area it will
be blured as well. So in this case, we can use Photohub
to achieve that. So now what I'm going to do
is I will save this image, and then I will
take it to Photocop and open it there just to
make the poster processing. Right now we are
inside Photoshop. So the first thing
that we can do is go to the filter and just select the image first and then go to the filter. And let's go to the
camera raw filter. And in the new
version of Photoshop, we have this new features
called Lens Blur. I will open it and Uplight, and let's give this a little
bit of time to be uplied. This new feature is
very nice and it can isolate the background
and plur as you can see now without needing
the camera of Blender. Now we can keep that
inside Photoshop. And as you can hear,
the ground is in focus, and that's so beautiful. And the far area are out focus. And the beautiful thing
about that any floods here, any problems are gone, and they are not
visible anymore. And if you want to
see how this works, you can make the
visualized depth active. And photo hub will create
a range of colors, starts from specific color
from the warm colors to the, the warm from the warm colors to the cold colors, let's see. And the objects it will be a specific
ring in these colors. For example, you can see the closest area
to the camera is this fender and it has
a specific color as compared with the rear
fender or the rear bumper. And you control that from here. If you move this slider to
the left or to the right, you will king the focus ring. And you can see the focus
range. It has slider. You can make it small if you want to focus
on a specific area, for example, I want the focus just to be applied
on the fender. So I will the focus range small just on the warm or hot colors. And now, if I turn this off, you can see this area is in focus and
everything is out focus. And you can king the fo it's light you focus on
the rear of the car, just move everything far away. If you want to put the
environment in focus, just move the environment. Now the environment is in
focus and the car is out. So this op is very
nice, very beautiful. For me, I will target
the car, who car. I will open the
visualized depth. And now I can see that this
color should be included. That means we do a little
with your All right. And yeah, that's almost
what we need here. The images are very nice. And here we have
a lot of options, for example, the blur amount, the strength, strong
or something subtle. And here we have the Bouquet. You can use different
pouquet but the important slider
is the blur amount and the focal ring. And I think you can
use these icons just to if you click on
specific Blaze, you will make this
place or area in focus. For example, if I want to click on the background,
it will be in focus. So this is just a fast way to choose whatever place
you want to focus on. Right now, I will put the front area and the
rear area and focus. All right, so we could increase the focal range a little
bit. That's cool. All right now, let's move
on to the maybe we can open the light section so we
can see what we can make. Or at least try to use the contrast to increase
the contrast a little bit. And now the become has a little bit of contrast that will make it
more interesting. The highlight a little bit, as we'll focus on the highlight
area and increase it. And the head, if you want to dim the image a little
bit, move the head of. And here, the effects
open is very important. The texture will make
the texture looks more standout and clean or
let's say, clear, sorry. The clarity is important as
well, increased a little bit. And that will make the
details stand out. The vignette will give you a dark hallow around the image. In the detail section, we can increase the
harpness a little bit, and that's will make the
details looks more clear, especially the ground
because it's a HDRI image, and it is very important to reveal the details
of this image. Now when you increase
this slider, we will get even nicer results. So just keep that in mind. And you can see now the ground, the result become even better. All that's very cool.
That's interesting. Maybe the curve, we can
make some change here if you want to increase
the highlight a little bit. You
can control that. And if you want to
illuminate the image in general and focus
on the bright area, you can increase the
lighting, the head of, you want to make the image
a little bit dimmer, but I think that's too much. It's not imported to
increase the HDO amounts. So I will put this back. All
right, that's very cool. So after that, you can accept all of these
change said, Okay, and you can see the result
before and after if you hit CtrolZ and CtrolHZ the
result looks very nice. And one more thing
here, I would like to focus on this area. It has a little
bit of highlight, and I want to get rid of it using one of these
protic on the toolbar. It's called Porn Tool. So let's use it. And here we have the options. I will use the ado, and I will approach this area. You can make the br
small and big if you hold alt and right click and move the mouse to
the left and to the right. A let's control the exposure, make it smaller, just to make the effect look
subtle and not strong. A leprse this area a little bit, just to make it darker. And here, I think we don't
have any tweaking on the side, maybe here, just a tiny bit. And yeah, that's very cool. Now the result
looks very nice and so beautiful and maybe
now we can save it. Look at the details. The details looks amazing, and the reflection looks so
nice. I like it so much. That's very nice. Alright, I think that's it for this video. I will end it here and
see you in the next one.
132. 132 Studio Render part 1: Hello again. Welcome back here. In this video, I want to
try new environments. And here we have this one. It's called the studio. Let's hide this one. So this is a new environment. I just want to try and it
will be a dark environment, and it will be very nice
to use it for dendo. And inside the studio, we have collections
here for the lights. Here we have second roof, if you want to activate it. I have this second just a
frame here with a light. That's all. And what else? Here we have spot lights. All right. Studio lights if
you want to activate them. And here on the
ground. All right. And what else? We have the lights for these spots if you want
to use them as well. For me, I'm not
going to use these, but I will leave them as an option for you if you
want to use them or not. So I will turn off
the second roof, call it, and the spotlights. I don't want them,
and the curtains, I want them, and the studio
lights, I will hide them. And I will use this
studio as it so let's let's see from
where we can start. Alright, here we have
more than one camera, and I gave them a
name and a collection because I want to
add for each camera, we should have a
specific lighting, and I'm going to add all of the light source inside
these collections. Here we have this camera and this one here and
this one right here. And I'm going to show
you, for example, this one, I will Control
zero to activate it. Alright. And I have this camera, Control zero, and what else? We have this one
here, Control zero. And we have that
one, Control zero. So these are all the
cameras we got right here, and I'm going to use them. And let's see what else
we got right here. And we have this
environment as well. This is something optional if you want to use it if you like. It's very nice environment. And I used this for my previous course for
the Gib gladiator. This calls right here. If you want to check it out,
it's very nice course. So I use this environment
to render the ib gladiator, as you can see right here. All right. Let's exit from here. And let's turn this off and
let's activate this one. And this 1 second or let's say third environment
we got right here, and I used this environment
to render the ib as well. And this one of the renders, as you can see right here. And it's something optional as well if you want to use it. So now it's exact from here. And let's turn this off in the viewboard
and in the render, and I will leave the
studio on the viewboard. So let's get started. One more thing here, I
would like to mention that I'm going to
use the new option. It's been added to
blender four point oh. It's called the where is it? Under the heading, let's select anything here
under the heading, we have the light linking. This option is very nice option. We're going to use it
and depend on it just to get nice, beautiful lighting. So yeah, let's start with
this camera, I guess. I will let Control
zero just to frame it. And I will hit the tilda
key underneath the scape, and I just want to move
the camera a little bit to the right to the left. Something like that. Yeah,
something like that. And, yeah, that's very cool. And I will sublit this
Window 22 like that. And for this one, I will leave it for the render result to see what's
going to happen. I will zy and go to render. I just want to show you what
we got right here so far. As you can see here, we
just have the car and the front LED light and
some hidlelight the wall, and the tail lights are
active and nothing else. That's all. So now we start
building the light here. Let's go to the
camera and I will leave this one switch
to the render, and I will hit Control B just to create a render on
because I don't want to render the I don't want
to render the whole window. I just want to render this area, and that will make the
performance better for me. So it Can throw would be, and let's cover the camera, what the camera see like that, and that
will be it for me. And here, let's start building
or adding the lights. Let's try to create light
using plane and emission. I will sublit this Window
22 so I can access the Hedroditor and what else? Let's change this two objects. And let's put the
three D courser, for example, right here, and then let's hit Chapter eight to add and I will add plane. And now we have plain. Let's give this material, hit new to have a new material. And I will hit key to this end, move this up just attended
bit so we can see the result. And what else? Let's search for the gradient
note gradient texture, and I will hit Control T to add texture coordinate
with mapping, and I will block the
object to the victor. And I will go to the material review so I can
see the result right here. Let's give this a bit of
time. And this is the result. I will hit Control HT click just to review
the result here, and I will change
this to spherical. You can change this to, I guess, to quadratic You can try another options like
this one, quadratic sphere. It will give you a result almost similar to the spherical, but I think this one is better
because it's more smooth. So I want to use this in the Alpha because I want
to use this as a light, but I don't want to see the
heart line of the plane. That's why I'm going to plug this to the Alpha right here. And let's lick the material, and let's go to the emission. And let's increase it
just a little bit. Alright. And here,
let's try to review it, and you can see the
result right here. So this type of lighting, it will give us very nice
and smooth lighting, and you can see the
results right here. How smooth is this? So after doing that, I will sweach back to solid so I can control that and I
will go to the camera, and from here, I will
control everything. And if I want this window, I can expand it so I can control the strength and color and
whatever I think here. All fair thing let's
strike this a bit. I want this to be
striked like that, and I will had to the
Z to move this up. I don't want the camera to
catch the source of light, so I will move it above
the frame of the camera. And here, as you can see, we have something, and the
result looks already nice. And you can rotate
this to the y, just tilt it towards the
car just a little bit. And that will give us
very nice results. Maybe we can move this a little bit away from the
frame of the camera. And very cool. Now we have something here. All right. So the light
so far, as you can see, it's giving us very
nice silhouette here, and you can see the side mirror the side windows are covered with this soft
light, it's very nice. I like this effect. And you can see how the light
here is fading in. It's very cool. So
everything here is nice, but that's not enough. For example, this area, it could be supported
with a light. Here, we could have
some lighting and the rear bumber and what else? The tires, the rim of the tire. And the front pumper as well, and the roof of the car itself, it should be illuminated
a little bit. So let's take this
as a first step. And by the way, you
have the ability to scale it if you hit S to the X and X again to
scale it to the local X, you can make this a
little bit wider, and that definitely will citrog the light to
cover a bigger distance. And I will move it away
from the camera as well, so I will hit Key and
move this up All right. And don't forget the strength, we can control it from here
and the color and everything. So after doing that, let's try to add
another light source for this frame right here. I will put the three D coosor over here and hit heft and let's search for Alright sorry, before we add this before
we add the second light, I have one problem right here. I want this light source
just to cover the car. I don't want this light
to hit the ground. So far, the result
looks so cool. But here we need
to try something. I just want to see
if that's enough. The strength of this light
looks nice for me. I like it. If you increase the strength, this light will
illuminate the ground, and I don't want this
light to hit the ground. But so far, the
lighting looks cool. I'm not going to do
anything right here. I'm not going to
use light linking and make the light emitting just on or affecting the
body of the car alone. But this new light
that I'm going to add, I will use it just to
illuminate this frame. So let's learn how
can we do that? I mean, I will use the
light linking here. So the AT AD and let's
add an area light, but just make sure that all of that should be
created in the camera. Let's see where is it? This one. We call it cameaO and
this is the collection. So just don't forget. Let's bring this one, hit and let's move this to the came one, and let's make it
active in the render. Alright? So here we should
have the camera the plane. And if you like, you
can king the name of these two whites plane. DenarO plain light anyway. So yeah, the three D
Cursor is right here, and now we are on the camera one or side camera and I
will hit Shift A to search, and I will add an area
light, and it's right here. Let's move this a little bit
and stretch it like that. And I will rotate
this towards the car, hit R to the Y, and let's
rotate it like that. And now you can see what
this slide doing here. And let's move this bag. So the results so
far looks so nice, but I don't want this to
eliminate the ground. I just want this to cover
the car or affect the car. Well, in this case, if
you want to do that, here we have the high polly
inside the hypol collection, we have all the
details of the car. Everything is here. So
what I'm going to do is I will hit right click so
I can select all the car, right click and
just select object. And now all the car, everything regarding
the car is selected. And then I will hold Hft to select this light to
make it active one, and hit Control L to
open the link menu. Here we have the SNEU option, link receivers to emitter, and I will use Include. Well, if I do that,
what that's mean is, I will make the lights affecting the car alone or whatever thing
I selected here. All right hit Control L and go to this option
and use E Clude. And now this light is just
covering the car alone. But for me, I don't want
to select the whole car. I don't want this to
affect the whole car. So in this case, what
I'm going to do is I want this light to cover
just this small area, this frame right
here. All right? All right. I just
want to make sure that this light is
affecting the ground. Alright. So yeah, now I will select this and
select this frame, and maybe this one
we can include it in the rear bumber after you select them halt
heiftGrab the light, hit Control L, and
use and include. And now this light is just targeting these
selected objects. So now you understand how
can I make this light affect the whole car or affect a
specific part of the car? And that's so powerful. And as you can see here, we illuminated this area, and the result looks so nice. Alright, that's
very cool. The next step that I would
like to do here, I just want to illuminate this the tire a little
bit, the top area. I just want to create a light
just to target this area. And maybe the disc, I guess, I just want to create
a light just so I can see a little bit
of the disc brake. So to achieve that, I will add another area light
inside the camera one, H A, and let's add
an area light. And I will move it right
here, one right here, and let's move this away
here and move it up here, and I will rotate this
toward the wheel R to the X, to the visory. Now, this light is
illuminating everything here. But as I said, I
just want this to illuminate the disc
break and the caliber. So let's select the disc and let's select the calibers
and these details. And yeah, this n. And I will hold Shift
to select the light, and I will make it active
one, the last one, and then hit Control L and go to the link receivers to emitter
and include All right. And in this way, now
we have the ability to make this light targeting
these selected objects. And as you can see,
the result looks cool, but the light is a
little bit strong, so I will go here and you can control it from
here if you like. I just want a hint of
lighting. That's all. And maybe I can rotate
the wheel just attend bit, and I will hit R. So I can see the
Rolls Royce logo. That I added on the calipers, it will be something nice. Alright. Now let's take a look. I like it. It's nice. If you want to make this
effect a little bit weaker, you can kill kill the light. That will make the light a little bit smoother and
weaker, and you can see that. In other result looks very nice. Alright, that's very cool. I will take this I will
duplicate this light. Hit Alt D instead of
HV D. If you hit HV D, this COBI will be independent. I mean, whatever king you
will apply on one of them, the other one will
not be affected. But if you use Alt D instead, you will have instance Coby. So let's have one
copy right here on the rear wheel and let's move
it a little bit right here. And it could show
us a little bit. But as you can see, this light is not affecting the rear side because this light is just affecting what we
selected right here. So what we could do here, we could go to the
rear side and select the disc with calibers
and all of these details, and we could go to
the light, hold alt, hold heft and select this one as the last object and it can troll L and Q include to
include this as well. And now we have
something right here, and the result looks very cool. Now we can see a little bit of the disc. Alright,
that's very cool. After that, maybe we can
illuminate the tires a little bit and make the lighting right here
a little bit stronger. Alright, in this case, I will
put the three decoder over here and hit Shift eight to at and I will add an area light, and I will move this had key and let's
move it through here, for example, and hit R to the Y and rotate towards the tire. And now you can see how
strong the effect now become. And I will do
something optional, but I think we can strech
it. I'm not quite sure. Maybe we can put this one, this light in the middle and we can straight it like that. Let's see what's going
to happen if we do that. Well, I guess we can
stretch it and make this light affecting both tires. So I will select it
and make this black, so I can see the effect
before and after. Yeah, it's nice effect.
I will accept it. I will select this tire, Holt, add this tire, and then
let's select the light. Hold have to grab
the light and hit Control L and Q clude because I I want this light to
affect the tires alone. And one more thing here
I would like to do. I want to select the tire and go to the material properties. And here, under the specular, we have the IOR level. If you Alright, yes. If you take this down, you will make the tire or the material a
little bit darker. So maybe we can use
0.2 instead of 0.5. And if you want to make the
light a little bittronger, just select the light. And you can hit F two,
and you can call this one area tires just to recognize it. And you can increase
the bower a little bit. Let's zoom in a little bit right here and see what's
going to happen. And yeah, now the
result looks very cool and yeah, looks very nice. I like it. Alright.
That's very cool. Now, let's go back just to
see the result in general. That's very nice. All right, one more thing here
I would like to do. I just want to make this area a little bit illuminated because here
we have a sharp edge, and I would like to illuminate
this area a tiny bit. So in this case, we can put a new
light right here. So I will hit Shift A and
let's add an area light. And let's move this
up a little bit, and let's flip this, go to the object and let's go to the mirror and
mirror to the Global Z, and I will strike
this like that. And as you can see this light now has the ability to
illuminate this area. Maybe we can strike it
a little bit like that. And as I said, I just want this to affect the body,
not everything. So I will select these
parts of the car, and maybe we can add the mirror, the side mirror and
maybe this part as well. And then where is the
light it is right here, hold you have to grab this light and hit Control L
and use any clute. So now this light is just
affecting this area. And now you have the ability, if you want to rotate this
towards the Y a tiny bit. Alright, something like that. Yeah, I like this effect. As you can see now, we got
this sharp edge defined, and the result looks nice. Alright, that's
very cool. I would like to add a light
for this badge. I just want to illuminate it. So I will put the three
D cos right here, and I will add a new light, to A, and let's
add an area light. Let's control it from here. Let's hit you to
move it right here, use this ball and move it
towards the badge like that. And you can move
the light there. I want to change the
angle of lighting, grab this ball and point
it towards the badge. And let's take a look
and let's see if this angle looks
cool or makes sense. All right, it's not I can't
see the details right here. In this case, I will
go to the transform and change this to
three decoser so I can use the three
decoser as a B vote point, and I will rotate
this toward the Z until I see the
Rolls Royce badge. Alright, something
like that, I guess, it will be very nice.
Cool. I like it. I like this effect.
So in this case, I want this light to
affect this badge. So what I will do
is I will select these parts and then
go to the light, Holt you have to grab it, hit Control L, and and include. And that will include the badge. So let's hit F two and let's ching the name of
this one to area. And there's core or area light. There's a core, but
just to recognize it. And right, the badge
is a little bit illuminated as compared
with the panel itself. Everything around it is dimmer, is dim or dark. So in this case, I will
selate the light and go to the color and king
the value here. I don't want this to be strong. All, something like this, I guess it will be
okay to accept. All right, that's very
cool. That's interesting. All right. And this
area in the middle, maybe we can illuminate it a little bit by adding
an area light. Sorry. Here, we could do that. So I will put the
three decosa right here and add another area light, and I will scale it like
that and sit freak it. So just to be a little bit softer and I will move
this right here maybe. I just want a little bit
of lighting right here, and I will rotate this to the Y. But it's not according
to three de courser. Let's wig this back to
bounding box to the Y, and let's rotate
this at any bit. And I think it's a
little bit citrog, so I will change
this to maybe three. The idea here, I just want a little bit of
lighting right here. That's all what I
want to equip here. And this light is giving
me almost what I want. And the result looks cool. Instead of leaving
this area fully dark, I guess now we got something cooler and you can see the
result before and after. And it is something
optional if you want to leave it or accept it. For me, I will accept
it. It's very nice. And right, the front area a little it should be a little
bit illuminated. So let's focus on
the front area. Let's put the three
D courser right here and let's add
another area light. Let's select this collection, and let's add another
area light right here. And let's set R to the X
and rotate this towards the car and scale this
make it very big. And now you can see this light now illuminating the front area, but it's affecting
the ground as well. So let's put this first in a good place or something
like that, maybe. Or maybe we can move it here and rotate
it towards the car. Maybe the angle of the light will give us a different result. If you want to make it smoother, just scale it even more. And this light is giving me so far a nice result.
It looks nice. And I think we can accept it. But I don't want this light
to affect the ground. I want this to be dark. So in this case, I will
go to the hi poly, this collection that covers
all the objects of the car, and I will hit right
click and select all the objects
inside the hi pole. And then Holt, you have to grab this new
light, hit Control L, and use any clute because I want this light
to affect the car alone, and you can see now the ground you can see that the light's not affecting the
ground anymore. And now we got this area illuminated and the
result looks so nice. And now you have the ability, if you want to ing the diokin. Let's put the three D crosso
right here and let's wet this three Dcroso so I can
use it as a ivot point. And I will hit art with
and rotate this in a way until I get
something nice I want. Maybe something like
that because I just want this air to be a
little bit dark. Let's see what we can do here if we rotate
this like that. Maybe something like
this. I'm quite sure. Maybe somebody like that.
And the roof as well, it should be illuminated. So let's add one area
light right here. Let's add one area light, and let's scale it, make
it very big like that. And let's hit to the Z
and move it like that. And I want to scale this to
the Y and make it very tall. And let's move this
bag right here. And maybe we can
rotate this towards the car and king
this to bonding, hit Q to the Z, and I will increase the
power a little bit. And let's kick the results. And you can see now this area
illuminated a little bit. And you can make it softer by
scaling this a little bit. And maybe we can
make it a little bit brighter. I think
that's too much. Let's move this up and down. I just want to see what's the difference here
if we do that. Alright. I think this
position looks nice, as you can see, can
see where I put this. And you can see this
nice smooth lighting right here and you can
control that if you like. I can make it a
little bit dimmer. Well, the result looks so cool. Alright, that's very cool.
Now I want to focus, right, this one is annoying me. Let's go to the
object properties, and let's go to the visibility. Where is it? Sorry, viewboard
display, not visibility. And let's change
this to bonding. Alright, I just want
to king this so I can to avoid the
blocking problem. And maybe we can add another area light right
here for the rear side. So by the way, you can copy what we create right here, by
the way, this one. That will be better
and faster, I guess. Hits HTD instead of AltD
so I can control it along and let's go to the object and mirror and mirror
this to the global Y. And this would illuminate
the rear side of the car, and maybe we can
move it back because I just want to a little bit
of lighting, not too much. Maybe we can scale
it a little bit. Is this light looks nice here. Alright, let's put the
three D courser right here, and I will tune this
to three D coarser. R too s and let's
rotate it a little bit. I just want to see
what's the difference. Well, what about the silhoutte? I think it's nice. But it should be a
little bit weaker, so I will hit and scale it
and make it smoother, maybe. Or something like that, I guess. R to the E. Sorry. Well, I guess this
result looks nicer. Let's see if we rotate
this a little bit more. Or something like that.
Yep, something like that. Alright, now let's see
what else we can do. The tire looks very nice. The wheel looks very nice. The disc here looks awesome. And here what we got. Everything looks nice so far. Alright. After doing that, I just want to do
something else. I want these cartoons to be
a little bit illuminated, so I will put the three
D courser over there, and I will add an
area light there, and I will scale it make
it very big like that. And I want this
light, the big one. Let's scale, let's
make it small for now because I just want
to control it first. Let's select these cartoons. Hold, you have to
grab this light and hit Control L and use any clue because I want this light just to
effect these cartoons. And let's move this up first, give you the Z, and let's sket scale change
this to bounding. Let's make it very
big like that. And let's increase the bo
I don't know, maybe 100. Let's see what's going
to happen if we do that. Now we can see a little
bit of the cartoons. Let's change this to maybe 500. And now we have some lighting. And I don't want
this to be strong. I just want it to be
very subtle effect. Let's go to 600. Yeah,
something like that. It will be very nice.
That's very cool. And not just that. You can see this area. Maybe we can add an
area light right here just to illuminate
this area a little bit. So let's add an area light and it to the Z to move it a
little bit up to the Y, let's rotate it toward this. It has to scale this like that. And let's select this frame. And this one, I guess, hold, you have to grab
the light, control L, and Q and include. This
something optional. I'm not quite sure if
this will work or not, but I just want to try I think that's too much of
scaling. Let's kill this bag. So here we have a
hint of lighting, and you can control that. Just make something subtle. So here we have some lighting, and on the side, we
have fully dark color. Maybe the angle of the light can give us different
result here. I'm so quite sure, but let's try and let's see
what's going to happen. Sorry, I think we made a
mistake right here. R to the Y. And let's make the the
power a little bit bigger. And yeah, I like this
effect. It looks nice. If you skill you'll
make it smoother. And this light it should
be in the camera one, and it's already there. Let's see if there are
anything else we can do here. Well, so far, we just illuminated
this car in a nice way, and the result looks so nice. And the tire is well
illuminated in the wheels. And I guess now we are ready to render make the first render. Cool. So if you are
happy with this results, make the camera One collection active in the render
and in the viewboard. And now let's go to the camera. I will render this with
four K resolution. And in the render setting here, nothing new we have right here. I just increase the samples
to above the 1,000. And the minimum, let's change
this to 500 or maybe 500, 600, if you like, or 550. Sorry, in the render,
not in the viewboard. So I mean the render, not in the view, but
the two maybe 550. So yeah, and active the noise
threshold with this amount. And if you want, you can
use the Dnis as well. And I'm going to render with the view instead of the C view. And what else we
have right here. All right, yeah, that's it. So I will render the scene, and when it's finished before you render,
just save the scene. And after the render been
finished, I will be back. Render and render image. The render as you
can see is finished, and I will take this to Photoshop just to make
the post processing. And by the way, it doesn't
need too much post processing. I just want to add a little
bit of sharpness and maybe increase the
contrast between white and black values. So let's save this image. Just go to save and save
us and save this as a B&G, and then I will open
it in Photoshop. All right now we are
inside Photoshop, and let's go to the filter, and let's go to the Cameo
Raw filter, control shift A. And we're not going to
spend too much time here. I just want to open the effects menu and increase
the texture a little bit, and that's will
make the texture of the cartoons stand
out a little bit, and maybe clarity, that will define the color here or the contrast between
the color here. You can see before and after
when you increase this. I will give us very nice
results, even the ground. Alright, yes, so, something like that, put
this a little bit, maybe 240 or
something like that, 50. And this will be nice. And right, the
vignettes will give you a dark yellow around the image. You can do that if you like. I think that's, I think
that's something nice to add. And you can go to the sharpening
it's under the detail, and let's put this a little bit just to make the image
a little bit sharper. So maybe 30 or maybe 35 will
be a good amount for this. And let's zoom in here. I just want to see
the result before and after. Alright,
that's very cool. So yeah, 35. And what else? Maybe in the lighting here, we can increase or reduce
the highlight a little bit. Or we something optional. Maybe we can reduce
it a little bit. The highlight attend
but not too much. Increase the contrast, maybe. And now we got something
that looks very, very nice. Alright, let's go
back to the effects, and I just want to see what's going to happen if
I move this bag. I think we phed the clarity too much because I can see now that the tire tiesture
it's a bit standout. I think that's too much. So let's let's push this just
a tiny but not too much. Yeah, just a little bit, not too much,
something like that. And yeah, that's very cool. Now we got something very nice. And if you are satisfied with the result,
you can hit Okay. And the color section or
let's say where is it, in the color here, you can chang the color of the
image in general. If you want this to
be a little bit blue, you can book this
towards the blue color, and that's will give
us a specific feeling. If you want to make it red,
you can book this one, the tilt And here we have
a lot of nice opions. If you want to reduce the
saturation, you can do that. If you want to increase it, you have the ability to
do that from the slider. So I think we can
leave it a zero. I don't want too manipulate
these sliders here. And very cool result we got
right here. It's very nice. I like it. If you are
satisfied with the results, just hit Okay, and accept this. Okay. All right. Very cool. Very nice. Alright, so that's it for this video
and see you in the next.
133. 133 Studio Render part 2: Hello again, and
welcome back here. Alright, so now in this video, we will swich to this camera, and I think we didn't
give this a name, and I'm so quite sure. If we put this inside
the collection, let's hover over here,
and I will hit the dot and then I'm back just to
find it. So it's camera two. Alright here, it's
called camera 005. Let's hit F two, just to
change this to camera and there's core two just to recognize it. And
that's amazing. So what we should do now. Let's activate this in the
render and select the camera, the camera too, and it can
roll zero to frame it. And now we have this angle. And what I would like to do is, I just want to rotate
this at tin it. Let's rotate the wheel. All right, something like that. And for the rear wheels, there's something here
if you like to do. The bones that we use to
tilt the rear wheels, you can ignore them if you like, if you anhyde this, for example. I guess this is the bone. If you go to the constraint, you can turn it off this
eye if you want this sorry, if you want this
tire twist right, so just keep that in mind. Alright, a lot of people doesn't know about
the new feature. They added to the rose royce, and maybe when they see the MC, they will say, Oh, there is a problem
with the rear tires a little bit tilted
and it's not perfect. They doesn't know that this feature being
added for the rose roy. So I will turn this off temporarily for the
side and this side. And then let's go back
to the data here, and I will hide the bonds. Alright, so let's go
back to the camera. And let's see the render with the lights that we add
in the camera one. I'm not so quite sure if
these lights will help, but I will zi and go to render, and let's
just take a look. Well, so far, the result
is already amazing. It's very cool, but I think we could make a bit of tweaking. So let's see from
where we can start. First thing, the lighting
right here, I think it's nice. I like it. I don't
want. It's not so quite important
to increase it. Or if you want, you just
select the lighting. Let's make this a
little bit brighter. And that will give
us atronger effect. So something like this, it will be nice. Alright, and above that, I guess we can use
this front light, and we can hit he D to duplicate it and add one right
there on the side, and let's rotate like that. And I guess we can use this one. Let's increase the bower, see what this can give us. So this light, it can illuminate this area,
and that's something cool. Alright. The
reflection looks nice. Let's see what's going to
happen if we scale this down and move this up like that, and I will use this ball to point it
towards the car like that. Alright, so if you do that, you will have the reflection, but you're not going to get
any lighting right here. So let's end with that. Let's try to try a
different scenario. I will copy this light right here and I will
scale it like that. You remember this was a
plain light with emission. So what I will do,
I will go here and make it visible in
case you have problem. About what's going
on right here. So it's just plain. And I
will do we need to flip it? I'm not so quite sure
if we need to do that? I guess we don't, but maybe we can rotate to
the Y like that, and I will move it through here towards the car hit R two
time and rotate it like this. And maybe we can rotate like
that and hit E to the Z. All right, so maybe we can
increase the lighting, but I just want to
make it unique. So it will be a second material, let's increase the power, just to have a little bit
of lighting right here and you can see how this
light affecting the ground. And using this light, it's very nice because you will get a soft
light right here, up light on the ground. But the problem is the light
is too strong, I guess. Let's see what
options do we have to get rid of this problem. Alright, let's kill it maybe and move it back
just a little bit. And maybe we can
put through here. The idea is, I just want
to have a rim right here, a bit of lighting right
here so I can see the side and a little bit of
reflection on the grill. I think that will be enough. So all what we need to do is just putting this light source
in the correct position. So something like that,
I think it will be nice. I think this
position looks nice, but it's a little bit powerful, so I will change
this to maybe ten. And yeah, something like that. But I want this light to affect
the car and the car only. I don't like the lighting
right here on the ground. So I will make this
light affecting the car. And to do that, I'm not going to there is no reason
to go here and create a select this and create a new light link and put
the car in the stock. And I will show you
the second technique. So if you don't like selecting the whole object and then hit Control L and do all
of these things, you can do something else like
grabbing the light source. If it was an aerial
light or animation, anything and then
hit New to create a New and you can
give this a name, light linking for light plane. And a play and I think it's
yeah, we can recognize it. You can hit RR just
to recognize it. And you can put the collection the collection inside this area. Just select it, click
drag and right here. And in this way, this light
will affect the car alone or the scenario that we
used in the previous video, is to hit right click and
select the objects and then hold to grab
the light and hit Control L and include,
and that's it. Or exclude if you don't
want this to be included. So I think this technique
is faster for you. So you can try this or this. Alright, so now let's
see what we got so far. Maybe we can reduce the
effect a little bit. Alright, something
like that, it will be very cool, I guess. The lighting here
looks nice, so far. Or what else we could do here? I'm not so quite
sure, but Alright, this area is wool illuminated. I like it. It looks nice. And Alright, let's see
if we could do anything. Maybe the disc brake. Maybe we can move this
light that we added for the disc brake. So
it's right here. I will put the three
dcursa over here and turn this 23
Dcurser and after you select the light it to the Z and rotate the light towards the disc brake a
little bit like that. I don't know if this light we used for the disc brake
or maybe something. Well, I'm not quite
sure, to be honest. Alright, but let's
move this away. And yeah, yeah, this
one, that's right. This one. All right. It's not giving me the
effect that I want, so I will scale it a
little bit, maybe. Maybe move it here or there. So yeah, I think
that will be it. I just seeing here a little bit of the
disc. I think that's it. We don't need to see too much. And the Rolls Royce logo right here is exist and
that will be amazing. All right. The tire looks
amazing. All right. Maybe we can go to the material of the tire and we
can reduce this 2.1. I think that will be better. So this area, it will be dimmer. This is the idea. All
right, 0.13 maybe. Something like that. Alright. After that, if you want to add some lighting
inside the head light, I'm not so quite sure if that or at least try to see
what's going to happen. So I will grab this cover and
then hit the X to hide it. And I will put the three
decoser over here, and I will add an aerial light and make it very small
so we can control it. Hit R to the X and rotate this 90 degree or
something like that. Maybe just scale
it a little bit, make it wider and
thinner, ke to the Z, and let's move this
up here and rotate it and make it aligned with
the headlight R to the Z, and let's rotate like that. Hit S to the X and X
again to scale it to the local X. I think somebody
like that will be nice. As to the Z to scale it down. Key to the Z, and let's
move it up a little bit. All right. So you can see now this area is a little
bit illuminated, but we don't need to
focus on everything here. We just need to make this light illuminate these parts. Maybe. So in this case,
what we will do is, All right, let's
grab select this. Hold. You have to
grab this light. Control L just to use the
light linking and use include. All right. So now, this light is just affecting these two parts. And the result is very cool. And you can increase the power right here if you want the
effect to be stronger. Let's sit I'll take to
bring back the cover. And let's go back
to the light here and let's increase the power. Or at least tune this to 1,000. I just want to see
the difference here. Well, it's not giving me too mic difference.
I don't know why? Maybe because of the because of the material of
the cover here. And yeah, but I
will leave it them. Alright, let's go back here
and hit egg to hide this, and I will grab this as well, and then hit egg
because this area, I think we can make it
react to this light. So select these two pieces. I just separated
these, the inner area. Hold have to grab the light, control L, and include. So this area as well,
it will be included. Hit Altg to bring back everything,
and let's take a look. Well, it seems like it's not a huge difference,
so let's grab this. I just want to kick
the material of this. Well, here what we got here. We have transmission. Okay, that's very cool. And what else? Maybe we can make it a little
bit brighter. See what's going to happen if we increase this. All right. Well, if you can reduce the
transmission a little bit, and this will make it a
little bit shinier, I guess. Like right, 0.95,
something like that. I I'll take to bring
back the cover. And let's select the light. Let's go to this menu
and I will turn off the mix selection so I can
select the light right here, and I will change this
to maybe 15 what? And right now we are
getting something nice. And what I want to
do is I want to grab the same light and cob
it on the other side. So grab the cover again. Let's active the selection. Hit the egg to hide it, and then I will select this light. And then hit Alt D to take an instance Cobi then
let's mirror this to the X, go to the object, mirror to
the global X. All right. The problem is it's jumped
because the transform swi to three D cours Control Z to bring this back and
king this to bonding. Object, mirror to global X. And now we have the other side, it should be illuminated. And yeah, I'll
take to bring back the cover and we got very
nice soft light here inside. It's very cool. And
in case you want this to be another color, for example, if you want this
to be where is the light. Yep, if you want to
change something red, you can add a red color, green, whatever color you like. And one more thing here. Let's select this light as well. Rob them both like
that, and then hit M, and let's move these to
the camera too. I guess. That is very cool. What
else we could do here? All right, let's activate
the mix selection, and I will select this plane. And let's see if we can
control that further. Let's see what's
going to happen if we reduce this effect. Well, I think we
should reduce it, a tiny bit because it was wrong. Let's see what's
the difference if we use the strength
instead of color. Let's add maybe two or three. Alright, something
like this. Okay, what else we could do here?
I think that's it. The result so far looks
very nice, and I like it. If you want, you can manipulate the material of this frame, and maybe you can go to the specular and king
this to maybe 0.2, three, and just make
it dimmer if you like. Okay, maybe 0.1. That will make it a
little bit dimmer. Very nice, very cool. Al right here, I can
see a sharp light, and I'm not quite sure
from where this comes. Let's check one of these lights. Let's see which one is
affecting this area. Alright, maybe we can
control this a little bit. Well, I think this light
should be a little bit moved towards the car maybe. Alright, here we having
a sharp light wire, but maybe we can hit S
to the Z and Z again. I just want to scale
this to this darken. But maybe we should scale
this to the Y, I guess. No, as to the X
and X again, yeah. Alright, see. How
can we king that? Yeah. Alright, Wilight
is affecting this. Sorry. Let's try to understand what's
going on right here. Well, what about Week
one? Maybe this one? Well, Sara, I think this
is a head comes from the mirror because when I
moved the mirror, it goes. So I thought it comes
from one of these lights. All right, but let's take a look before we go any further. By the way, we didn't see
the light in the frame, so I will move this
to the local Z, G to the Z and Z again. And let's move this up. All right. Alright, here we have
smooth lighting, and I just want to get
a better result here. That's all what I
want to do. And maybe I think we will
spend a bit of time here trying to make
this area perfect. So I will skill this to the Y and make it
very big like that, and that will cover
everything here. And don't worry
about the strength. You still have the
ability to chan that. Let's change this to maybe
22 and make it weaker. And yeah, something like
that. I like the results. Alright, this tire
is well illuminated. And this one as well. And the grill looks nice for me. And the roof as well the
light here is smooth and very nice and this
area looks very cool in the reflection. So
yeah, I think that's it. Now we can make another render. Let's go to the render
and view render. So this is the previous render. I will knee this
from slot one to slot two because
the first render is done in the slot one, and I will render the next
Image and the slot two. It's something
optional. By the way, it's not quite important. And I will go to this solid, and I will render
this mic and when the render is finished,
I will be back. Alright, so this is the
render is finished. Now I will take
this to Photoshop. Alright, I'm going to
use the same technique. I will go to the filter and then use the camera raw filter. You can hit C troll Shift
A instead, if you like. And let's see what
we can do here. I'm not so quite happy with the strength of
the light right here. I think it's a
little bit powerful, so maybe we can go here and reduce the highlight a tiny
bit, but not too much. And and create a contrast And you can reduce the
exposure if you like. But just attend a bit or I will double click
on it to reset it. I think that's not
going to work. And let's go to
the effects here, and let's manipulate
the tickets here. Alright. That will help
to make the details looks more visible and the clarity as well is one of
the nice options. All right, that's very cool. Maybe 50 you can add and 40
for the texture, I guess. And the vignette, maybe just a black hallo around the image with some sharpness. Let's put this to maybe 40. Alright. Well, I think the
result looks very cool. Alright. Everything looks nice, but we just forget to do
something here for the lighting. One of the light, I think it
hits the wall and cut it. That's why we can see this
variation here in the color, because I guess one of
the lights hit this area, so we could get rid of this. And that's alright to fix. I didn't notice that
when I render the image, but we can fix that
using Photocop. So, yeah, that's very cool. I think that's all
what we could do here. I will hit okay to
accept what I got here. And regarding this edge, I guess we can use one
of these spark let's try to use the W one. Alright, maybe we can use
the clone stump tool, and we can clone
maybe from here. I guess I will take
a sample from here. Let's make the bright
smaller and smoother. Just hold Alt and
right click and move the mouse up and
alt and click here. And now you can draw, and that's r one more time. Alright that will
make it smoother, as you can see here, but just be careful when you do that. Let's set controls
because I just want to get even better result. All right, something
like that, I guess. That's very cool. And for this area, I guess we can Hold heft and
click again here. All right, that will help
to get rid of this problem. Just make a softer
and that will be it. And it's not going to be
quite visible. Very cool. All right here in
the wheel area, I guess we can make this
area a little bit brighter, I guess, by using this
tool is called Dutch tool. And let's just click here. And here, the exposure
will be 50 and Qs. The range will be the
mid tones, I guess. And I will pro this area a little bit
just to make it brighter, maybe this area a little bit. Let's make the brac
a little bit bigger, and I will park this area as
well to make it brighter. Maybe this area at tin a bit. That's very cool. Maybe
the tire from here. That's very nice. What
else we can do here? Maybe we can make this
area looks more brighter, but I think that's too much. Just one stroke, and
it will be okay. And the light maybe
multiple stroke here. And for the rear tire, I guess we can do
the same thing here. Just small proxies here
and there, maybe here. All right, that's very cool. Let's see what else we can do. Maybe this area, we
can make it brighter. And maybe this area as
well, just a tiny bit. Alright. That's very cool. And yeah, that will be it. Cool. If you want to add
some glow effect for the front for the head light, you can create a new
layer here and you can hit B to go to the brush and king the
color to something white and make the brush big, something like that or small. And I will make one p here
in this area and you can see it and maybe one here as
well on the new layer. Maybe you can make
it big a little bit. So what I did here, just make small stroke here, like a circle one
click, and that's it. And then I will go
to the filter or maybe we can hit doble click on the empty area of the layer, and we can access the outer glow and change the
color to something white, and we can increase
the size Alright, then the spread,
you can control it. And that will give us a nice
hallow around the light, it will make it looks
more beautiful. All right. After that,
you can hit Okay. And you can make one
stroke right here. But no, that's not going to work. So, yeah, I
think that's it. If you like, you can
create stroke here, one click right here, hold, you have then click
here again to make this area brighter and
maybe right here as well. Alright. That's really
cool. I like this effect. Maybe one click right here
on the head of the spirit, just to make this
area looks brighter. Does that make sense?
Alright. I think that's not going to work. Cool. After that, just go to the file and save us
and save this image. And yeah, I think that's
it for this video. I will end it here and
see on the next one.
134. 134 Studio Render part 3: Hello again, and
welcome back here. In this video, I will start
with the camera three, and it's already right here, and I turned over the camera one and
two and nothing here, and I will start over. I just rotated the
camera a little bit just to make the result
looks more interesting. And then after that,
sweck to the render. Alright, so I will
start with the plane. Let's put the three
decoser over here, and let's start with the plane. And let's move this one up here. And let's hit new to create
a new material for this one. Hit the home button just to see the material,
where is it? And let's add the gradient node. Had control t to add the mapping and t
square coordinator and block the via to the vector. Change this to spherical, and let's block
this to the Alpha. And I will go to the emgingcres
the emiking a little bit. And now we have this
result, as you can see. You can change this
to quadratic sphere. That will make the result
a little bit smoother, and that will give us
a smooth lighting. So I will hit R to rotate this towards the car, hit R to the Y. And I will skill it, strike it like that. And I will move this up and rotate it towards the
car to the Y like that. I don't want this to be
visible on the camera. I will hit S to scale
the make it pick a little bit, but not too much. Then I will hit G and move
it here, for example, you can see this light so far is giving us a very cool result, but we need to go beyond that. Alright, cool. The light is smooth
and very cool. And yeah, it's a good start. Alright, maybe we can we can
copy that and use it again. I will scale it back like
that, so I can roll it. And I will hit you to
move it throw here. And I will hit R two time just to point it
towards a car like that. And all right let's rotate it a little
bit from this angle. Let's put through here, maybe. And I will scale it just
to make it big like that. I just want to
illuminate the side, so hit G and let's move this
one maybe right here at to the Z and rotate it a little bit just to
illuminate this area. And, yeah, it's giving me very
nice smooth lighting here. It's very cool. Nice. Alright now, let's see
what's going to happen, if we grab this one, hit heat to take a Kobe and let's rotate this
to the Y, like that. And it key to this,
let's move this up and move it away as
well. Maybe right there. Maybe we can scale this to the X. I just want to see how the lights
will be on this area. It's not necessary to
accept this result, but I'm just testing. Or at least go to the
material for this one. I will make it unique
so I can control it. And I will make it
very weak like that. I think this light
right here is nice, but as you can see, it will
be visible to the camera. You can go to the
objet properties, and under the visibility ray visibility you
can turn off camera, and it's not going to be visible anymore, even in the render. Okay. And here you can control
a lot of things here. So yeah, it's nice light,
soft light right here. Unless I quite sure if
I will keep it or not, but let's keep it for now. Alright, let's see what
else we can do here. You can king these to bonding. I think that will be
easier to control. All right. Now,
let's grab this one and I will hit vD to take another Kobe and maybe rotate this a little bit
just to illuminate the side. Let's make it small fare
so we can control it. It's altar to reset
the rotation. It's already giving me an ice lighting right
here, by the way. If I keep this position, I guess I will get
something cool here. Let's see what's going to
happen if we strike this. Well, striking this, it will extend the highlight right here and that's very cool, by the way. That's nice. And let's see what's going to happen if we
strike it like that. Alright, it will make
the light look sharper, and that's nice as well. Let's strike it like
that. And cool. Now we got very
nice lighting here. Maybe we can make it wider, a tiny bit, but not
too much. Cool. Alright, now, maybe
we can focus on the tires and this area. So in this case, maybe we can
grab this one and use it. I'm not quite sure if this
will work again for the tire, but let's cop it and
rotate it to the Z, 90 degree like that and rotate to the Y nine
degree as well. And let's move it
here down here. And I will move this back. So this one, it will give me a general lighting
for this area. And if I move this away, you can see the result
before and after. And if you want to be specific, you can add a specific
light for a specific area, and that's what I'm going to do. But maybe if we increase
the bower of this one, we can get something cool, so I will make this one unique. And manipulate strength here. Well, a little bit, but not too much. Well, let's add eight. I'm not going to increase it. I think that's not
going to work. Alright, so after all of that, I just want to see the
result in general. Do we need to use light linking
here and link the light just for the car or we can
accept something like that. I will turn of the X and
Y here on the floor. I don't want to see them. And I think there's no reason to link this to
the car because because it already everything is dark and the ground is not quite
affected by the light. So we can accept
something like that. I will add a new
light right here. Alright, let's add let's add spotlight and I will
hit and move it right here, and I will point this
towards the tire. Maybe we can move it like
that and point it again. Hit right click on the light, and you can adjust the size, click on the size, and
you can adjust the size. Right, click again, and
you can adjust the blend. How do you want to blend it? So I'll zoom in here
just to see the result. And you can hit right click
and adjust the bar All right, move the mouse to the left or to the right so you can
control the power. All right. And now what
I will do is I will make this spotlight
affecting the tire. Select the tire
hold, you have to grab the spot, Control L, and use and cluteT will affect the tire
and the tire alone. Alright, right click and
let's go to the Light blend. Let's see what we can do here. Alright, let's go here to
the properties because I'm not understand
what's going on here. Alright, from here, you
can throw the blend. But I think that's not going to make a huge
difference because we are just focusing on
the tire. So zoom in here. I just want to see
the results so far. Well, the result looks nice. Cool, I guess. Let's go back to this
light and I just want to see how can I make the lighting on the
wheels a little bit weaker. Maybe by taking this
up a little bit. I think that will
give us a difference but we will lose the high
light we got right here. So in this case, I'm quite sure. Let's scale it down. Alright, that will affect
the result a little bit, because I don't want the wheels to receive too much lights. Alright, that's
cool. All right now, let's see what else
we can do here. I will add a new
light right here. I just want this light to
effect this area, this frame, if the A and let's add an area light at G to the Z to move it
and hit R to the Y, and let's rotate this
toward this area. I will scale it like this. Hit S to the Z and scale
it to this as well, and maybe we can move it
away a tiny bit like that. Or at least scale it again. I just want it to be weaker. Right now, I will select
this and this holt. You have to grab this tire hit Control L and use and include. And now this area
become illuminated and the rear rum bar as we
control L and include. And now I will grab it
and make it even weaker. And if you want to
see the result before and after you can make
this fully black. So it's just giving us
just a little bit of lighting because I don't want this error
to be fully dark. In the darkness we
got right here, I think it's something
nice and we can accept it. But I'm not so quite
sure if we need to define the front area, or maybe we can ignore it. Alright, let's grab this. I will let KVD take a Kobe
and make it very small. I just want to see if
we can use this one here on the hood. So let's put it above
the car right here. It just to reset the rotation, and let's scale it a
little bit like that. And let's rotate it in a
bit and move it like that. Alright, that will give us a smooth lighting right
here. Let's move it away. I just want to see the
effects key to the Y. Maybe to this, G. All right, something. Alright,
something like this. Alright, do we need to skillet? Skillet, though, I
just make it taller, so I can illuminate this area. And I'm not so quite here, but I just want to push
it towards the X axis. And that will give us a
highlight on the edge. And yeah, that's
what I wanted here. That's very cool. And
try something else. I will hit heavy just to
take another Kobe here. I just want to have very
subtle lighting here. It art with this E to rotate
this towards the car. And maybe we can make it closer. Alright, maybe we can move it
to the X axis a little bit, just so we can catch this
area as well and include it. So as you can see here, we got very soft light, and it's nice. It's very cool. Yeah,
it's very cool. Very nice. And now
after all of that, we could add some lighting
for the background. And in this case, I guess we can create a new area light and point
it towards the curtains. Alright, I will create an
area light anywhere you like. For example, right here,
and let's move this up. And maybe we can move
it right here and it to the Y and rotate it towards
the environment like that. Let's move this even more up and rotate it to the Y again. Let's make it strike it
towards the Y axis, I guess. And let's increase the bower until you see something
in the background. And now we can see something. In the background. And
that's something cool. A k to the Z, maybe we can move this up a
little bit more. I'm not so quite sure. Maybe we can reduce it a little bit. Let's go to 200. Alright, that looks
nice. All right. This tire needs to be
illuminated a little bit, so let's create a new light
right here for this one. Hit FTA and let's add spotlight. Hit key, and let's
move this right here and let's point
it towards this tire. And let's increase the bow so
we can see something here. Right, something like that.
And let's control the spots. And maybe here we
can throw the blend, and we can see the effect
right here on the rear fender. Maybe we can make it
bigger, grab the tire, hold, have to grab this
Ctrol L and include. And now this slide is
only affecting the tire. Let's take a look.
Let's see what we got. Well, the result looks
nice and smooth. Cool. So far. Alright, now, maybe
we can render this. At least render this and I just want to see how the
result will be. All right. Alright, let's go to the nder and
render damage. The render is finished, but I just noticed something
here in this area. Alright. This is
not a dirt effect. This is a reflection comes from the object behind the car. So if you want to remove this, you should hide that object to prevent it to be
visible in the reflection. And I will show you where is it? The spirit of Ecstasy
statue is right here. That's why we have that effect. But anyway, let's
go to the veranda, and I will save this and inside photohob let's make
the post processing. A right now we are inside photohob and I'm going to
use the same technique. Let's go to the filter and
then select the C first. Go to the filter and then
came your raw filter. And right, let's start with you can sharpen this
image a little bit. Let's push this to maybe 30. T will be a nice
number here to use. And let's go to the effect, and let's increase the
texture a little bit, clarity a little bit. And let's Alright, let's
decrease the number of the vignette a little
bit so we can have a dark yellow around
the image in general. It will give us a nice
effect, by the way. And what else? Well, there's this mic
doesn't need a lot of working or you have the ability to try
these options here, but you are not going to get something
different that much. If you want to reduce
the highlights, you have the ability to
do this if you like. But I think the
result looks nice. Maybe we can decrease
its attended bit. Let's see the effect
before and after, a little bit, but not too much. And so far, I like the
image it's very cool. So I will accept and hit okay. Alright, so this is the
result is very cool. I'm going to use this
called Dodge tool just to make this area a little
bit defined on the tire. And the drawing, you can use
mid tones and with exposure, 50%, let's make multiple procs right here just to define
this a little bit. It's like you're
increasing the power of the light and maybe
here as well. Maybe a little bit wry here, I guess. Yeah, that's very cool. And let's see if we need
to do that for the wheels. Maybe two strokes
here on this area, and maybe here as well, because here we have a high
light, and that will be it. And maybe what else?
Let's see what we can do. Maybe here on the on the trunk, maybe we can define
this edge a little bit more by making
multiple strokes here. That's will make it
more interesting. And maybe this area a little bit just to define this
sharp edge a tiny bit, but not too much.
Just be careful. A Alright, I'm not quite sure. We need to do that here,
but let's give that try. Alright, I think that's
not quite important. Maybe here on the mirror, just one stroke or two
stroke just to make this a little bit brighter and
maybe here as well. And what else? Maybe this area, just a tiny bit, make
it more highlight. And maybe here we can do multiple strokes just to
define this area even more. Maybe here. And maybe this
area. One stroke, maybe. And what about this sharp line? Or at let's ching these two
highlights so we can target the highlight. But
just be careful. I will make it very,
very small like that, and let's make one
stroke goes like that. And maybe I will hit Control Z. I just want to
reduce the effect to maybe 26 and Let's make
one click right here, hold Kift and click here just to draw a line between
these two points, and maybe we can use the same
technique here, I guess, to give us nice highlights, and we can use it here
as well, I guess. And on the handle, as well. All right, that's very cool. And for the reflection here, you can't ignore it. It's okay. But I think one of these
brushes will help to fix this. If you want to remove it,
you can use, for example, the spot healing brush and just make the brush
a little bit smooth, I guess, not too much, and just spe the
reflection area. And this tool will help you a little bit
just to remove that. You can do something else
like creating a new render, and there is no reason to
render the whole image, render this area and you can mix them here inside
PotoHp or merc them. Alright, so this tool so
far giving us nice results, but it's not perfect. The idea of this tool
is just activate it and click on the area
that you don't like, and it will remove it. Maybe here are
multiple clicks we can do just to remove these effects. Alright, something
like that, maybe. Alright. That's very cool. Yeah, something like
this. The results is not quite perfect,
but it's better. Very cool. Alright, now
we can save this one. Alright, I will end this video here and see you
in the next one.
135. 135 Dark Environment render part 1: Hello, everyone, and
welcome back here. And this video I want to
create and you're under, and I want it to be dark. I just want to see
the silhouette of the car and a little bit of lighting. I mean, the headlight. I just want to add some
lighting to the headlight, and it will be very soft. So let's see how can we do that together using the
light linking? Alright, I'm using the
first scene we used. This curved ground. And I just put the camera here. Let's go to the camera
just to see the result, and I will suplt this Window 22 so I can access
the head editor. In the world second, I ignored everything and I just linked the background
to the output, and I make this fully dark. Now, if I go to the render, That's all what I see and a little bit of
reflection, and that's okay. All right now, we'll
start working on that. I will sublit this to
two in case I want to go back to the head editor, but let's make it small, and let's swich to a three D viewpar so I can add whatever I think
I want to add right here. And I will start with the plane. Let's put the three D crosso
right here and let's hit HTA and let's add plane. And Alright I want this
to illuminate the scene. So here in the head editor, I will switch the
type to object, and I will create new material, hit the home button so you
can see the principal BSDF. And here, if you like,
you can king the name of this material to light. Plan. And I will search
for the gradient. Tick here, let's
put it right here. I will speak to the
material review so we can see the result here. All right. We can see because we could use one of these
ATR images here. So just go to this
arrow and turn off CN world and you can use
whatever ATR you like from here. All right. And now I
will hit Control heft. Left click just to
review the results. And I will change
this to spherical, and I will hit Control T to add the coordinate with mapping, and I will black the
object to the vector. And now I got this. If you
want this to be even smoother, you can change this
to quadratic sphere. This will give us even
smoother results. But I want to block
this in the Alpha, right, and I will
let Control H to click to block the principle. And here, in the render,
this should be smooth. Now, if I go to the emission and increase this to maybe five, and if I go to the
render here as well, as you can see now, we
got very soft light, and the result
here is very nice. So now I will use this
one. I will move this bag. I just wanted to illuminate
the roof, as you can see. And let's go to the solid just to make
the performance faster. I will scale this a
little bit like that. I just want to cover the
roof and the side mirrors. So yeah, something like that. But the problem is this piece is visible here in the render. You have the option of taking
this up if you want above the above the frame of the camera, and that
will work as well. But this lighting now it's
hitting the windhield. So in this case, maybe we can
move this bag a tiny bit. Maybe we can scale the gas a
tiny bit, but not too much. Alright, so now we got
in something nice and the reflection that we got
right here on the ground, it's very, very beautiful.
I like it so much. Alright now I want to add some
lighting to the headlight. So let's see how can we do that? The LED light is
already illuminated, so we don't have any
problem with that. But the headlight,
let's work on that. I will hit to hide the cover. And right, I will put the three decos right here so I can add a light, and let's search for light, and let's add an
area light here, and I will make it
small like that. G to the Z, and let's move it up like this and R to the X, and let's rotate this
90 degree hold control and snap it to an nighty. At S to the Z and make
it thin like this. G to move it to
the center, maybe. Scale this to the
X axis a bit and rotate it and align it to the light R to the Z and
rotate it like that. As to the X, but
hit X two time just to scale it to the local
X. And now we got this. Alright, I want this light
affects these lenses, and I want this to affect
the inner area here. So to do that, we're
going to use a technique the new features that comes with the blender four point oh, it's called light linking. And it's not
necessary to go here and do that job
here in this area, there is an easier
way to achieve that. So for example, if you want this light to effect
these pieces, what you can do is just select
these pieces like that. Hold you have to grab the light, make the light active, and then hit Control L and go to the link receiver receivers to emitter and choose any clue. Right now this light is being
illuminated a little bit, and the result looks nice. You can select the
light and control the strength if you go here.
You can make it weaker. For example, I can
add type five watts. Alright, now I will hit Alt to bring back the
other human tree. I will hide the cover again because I want the
light to affect these lenses. So I will select this
old grab the light, hit Control L and Qs include. And now this light effects
these lenses as well. And the result looks
so nice. Very cool. And now I will hit Alt
to bring back the cover, and now it's here and we still have the ability
to see the light. But I want to do something here. I just want to grab this light and cove
it on the other side. Hit Alt D instead of H D
because if you hit AD, now you have the ability
to control them both if you change the
setting of one of them, hit AD and let's take this one right here and
then let's mirror it, go to the object, mirror,
mirror to the global X. And just keep in mind to
speak this to a medium point. Hit ge, and let's move
this inside as well. And now you can see
the light is not affecting the wall
of the headlight. And it's not affecting
this cover as well. It's just affecting the
lens and the area inside. And that's all what
I want to hear. Now, I will hit Altec just
to bring back the cover, and I will select the cover. I just want to see Alright. That result looks so nice. Here, we have the ability
to control the base color. If you want to make it dimmer, you can just take
the base color down, just make it darker,
and that will give you a different results if you want to make the color so soft. And for the car paints, I just ce the gray color here. And yeah, we just
need a reflection. The color is not embard here. In case you want to make a little bit of the
bumber visible to the camera, you can use the same light. I will hit head to copy it
and let's add one right here. And even if you put this
right here in this area, you will get very nice
results, by the way. So let's move it a little bit and let's see what
we can get here. All right, now, as
you can see, we have a little bit
of the bumper is visible in the grill
here, and that's so nice. And the hood so far is
affected by the light. Alright, in this case, I just want to see the
result before and after. Alright, I don't want this
light to affect the hood. So I will select the hood and the fender and I
will hold hefty grab the light and hit Control
L. And this time, I will choose XClude because
I don't want this to affect the hood or the fender. And maybe we can rotate this towards the car, hit R to the X. All right. And now we
can see a little bit of the grill here. That's so nice. And
one more thing here, maybe we can exclude
the ground as well. So select the ground hold, you have to grab the light and then hit Control
L and Qs exclude. And now this light not
affecting the ground. Let's move this up
just a little bit. I think this light is
visible to the camera. Hit g to this, let's
move this up here. Hit g to this, let's
move this down. A, a tiny bit. Very cool. Maybe we can make a
little bit of tweaking to the cover of the headlight.
Let's make it brighter. Cool. Maybe we can make the mirror even more visible to the camera by copying one of these lights, I will hit KFD and
put this mirror here. I G to the Z, let's put it
above the car like that, and maybe we can scale it a
little bit and make it thin. And as you can see now, this is giving me a
very nice effect, but I just want to
include the mirrors. So in this case, I will select these mirrors and holt hit. And maybe the base as well, Holt hit to grab
this, hit Control L, and Q include because I want
this to include the mirrors. And if you don't want to
see this in the render, just go to the object here and go to the ray visibility and
turn this off in the camera. And now here we got
two lines of lights, and the result looks so nice. I just want to move this up. I just want to see
the difference. Let's see if we can take
this above the camera. What's going to
happen? Alright, that will make the effect weaker. Let's bring this down. And now the result looks
better. I like it. In case you want to make the tires a little
bit illuminated, you can copy this one again, hit HeavD and let's
take a copy right here. And I will make it
small like that and then hit R to the Y
and rotate at nine degree. All right, something like that. And then I will go to the front and put this one right here. As to the Z, just
make it square, hit key to the Z and let's move this one here on the ground. So I want this to
affect the tires. I will move through here
and had RT DZ and rotate it towards the tire like that. And now we can see the shotte
of the tire and it's there. I will select the tire. I just want to
check the material. Alright. And the IOR, I will increase
this to maybe 0.3, and that will help to make the tire even more visible here. So as you can see, we have
just a small silhouette. By the way, the result
looks so nice here. That's cool. Alright, let's have another one
on the other side. Alright, let's select this one and let's go to the visibility, and I will king
the two bounding. Alright. And now I will
grab this one hit Head, and let's have a
copy right here. Object mirror to the
global X, I guess, yeah. And let's move it close
to a to the tire. And I will select
this with this, and I will control J to
make them one piece. But I think that will
affect the material. Yep, that will
affect the material. So in this case, if you
want to control those both, I will make the material unique and I will
link those together. So grab this hold heift, grab this one, Control
L and link materials. And now these two pieces
hearing unique materials. And you can call this light
plane tires All right. And now I will select this and
go to the visibility here, visibility, and I
will turn off camera. But before you do
that, I just want to select select the ground, hold to grab the
lights, hit Control L, and Q exclude because I don't want this to
affect the ground. And the same thing
for this plan, grab this, hold to grab this, control L and exclude. Now like this and go to the ray visibility and
turn off camera here and here to avoid seeing
this and and there. Let's try to grab
them like that, and I just want to move
them away from the ground. I will hit S to the Z and
scale them like that. Hit G to the Z, and let's move
them up, just at ten bits. Alright, now we are done here. Well what we need to do now
is just rendering this. I'm not going to
change the settings. I will use the same settings that I used in the
previous renders. And then for the resolution, I will render this
with four k. Alright. That's cool. And yeah,
now let's go to solid. And let's go to render
and render the image. And when the render is
finished, I will be back. Alright, the render is finished, and the result is so beautiful. But it seems like we forget to active or make the ground
active in the render. So in this case, I will
save this one, this image, and then I will make a new
render with the ground. Alright, let's go to the ground and let's make it active and make the
ground itself active as well, not just the collection, and let's make a new render, go to the render and
render the image. Alright, the second
renderer is finished, as well, and the
results look so nice. Alright, we can take this to the compositor or
photoshop, if you like. If you want to take
this to the combustor, you should exit from
here and right, let's make let's change
this to the combustor. And let's active use notes. Let's hit home so we
can see this node, and let's active the background because I just want to see
the image in the background. And right here, we have
the results of the render. And here we have the output. I will hit Control left
click on this one, so I can see the final
results here of the render. And Alright, let's
make this one big. Hit control space
just to make it big. And just move those here. So this is the viewer and
this is the final result. You can, by the way, link
those with the re rods. For example, you can hold the hold right click and
move the most like that. So you can add a re rod and you can just move it right here. And if you want
to add an effect, it should be added right
here in this area, the nodes that you are going to add to king the final results. And whatever king
you will make here, the effect will be applied on the final result
and on the viewer. And we need the viewer so we
can see the king on the car. So what we do here? Fair thing, I just want
to add some glare effect. So let's search for glare and
I will block it right here. And as you can see, we
have the glare effect, and we have multiple
choices here. Let's choose fog glow. And that will give us nice
glow effect on the highlights. In case you want to
add some sharpness, you can search for filter. And let's block the filter
right here and let's change this to diamond sharpen. And as you can see, now we have some sharpening help right here, but the factor is too high. Let's change this to 0.2 maybe. Blender, sharpness is
not a good as Photoshop. That's why I didn't make the poster processing
right here. In case you want to control
the contrast of the image, you can search for
color color balance, and you can block
this right here. All right. The first
up here right here, the first color palette, you can use it to
control the hedo. So if you want to make the
HDO a little bit dimmer, you can manipulate the value
right here and move it down, yes, a tiny bits. And that will make it
a little bit darker. For example, I will add 0.8, and you can see now the
result become darker. So let's 0.95 maybe. And now the result
looks so nice. So, this is the final
result with the compositor. In case you want to
save this result, just hit F 11 and king
this to the compositor. Alright. If you don't want it, just go to the view
layer and After that, you will go to the
original results. If you want the result
of the compositor, just swe this layer to the
composite and save it. Alright. For me, I'm
not going to do that. Let's go back to the view layer because I like to
use Photo hoop, and it will give me
a better results. And yeah, I think that's
it for this video, I will end it here and
see you in the next one.
136. 136 Dark Environment render part 2: Hello again, welcome back here. In this video, I want to
use the same environment, and I want to make a new render using a different angle,
different camera angle. I will leave this
camera right here, and I will hit KD to CBT and just rotate this to the
Z towards the car like that. And if you want to activate it, just hit Centrol zero. And let's put the camera
in specific position. By the way, if you want
to control the camera, just hit the Tilda
key and you will have the ability to control the camera like you
are playing a game. If you don't like
that for any reason, you can go to the view and
look camera to the view. And now, if you tumble around or if you want
to zoom in Zoom out, the camera will follow all the navigation you're
going to do here. So you have a lot of way
to control the camera. So Alright, so for me, I will use the Tilda technique. And by the way, in case if this button
doesn't work for you, you can go to the
view and navigation. And here we have walk navigation, in case
that doesn't work. Alright, so let's let's
try to pick a nice view, maybe somebody like that. I think it will be amazing. All right, something
like that, I guess. And I just want to select the camera itself and
kick the properties. Alright. So it's 80 millimeter
and that's something cool. And sorry, I just want to
frame the camera again, and I just forget
something here to do. Alright after that, I
will go back here to the view and turn off camera
view so I can tubble around. And on this side, the camera
will stick in its position. I'm going to use the
same lights I used here, but I will make small kings like scaling this on the
opposite side like that, and maybe make it thinner, I guess, and just move
it away like this. And that will give us very nice, beautiful silhouette here. And the result looks so nice. Alright, and the
plane we use here, maybe we can let's rotate this to this a
little bit like that, and I will hit this
and make it tall. And I will move it like this. And let's go to the top view. I just want to align it
with the car like that, and I will scale this to this year like that
and make it thin so I can get very sharp, nice sharp line
here in this area. And you can boys in this
in case you want to move this down. You can do that. So as you can see here, we got nice silhouette here. And let's move this up, and let's see the difference. Alright, so this second light
is focusing on the lder. I mean, this sharp
edge and well, it's giving me very nice result, but I'm also quite happy
with this reflection here. So let's see this again. Or let's see what
options do we have here? Can we move this
up? Alright, that we grow in everything
if you do that. Let's move this down here,
close to the ground. Let's see what we will
get if we do that. I will make this one
a little bit shorter. And maybe a little bit wider. All right. And now I got
this area illuminated. That's very cool. Maybe
we can duplicate it. I just want to see what's
going to happen if we use the same length and
move it up at ten bits. Hit heft D to the Z. Let's move this one over here. I just want to define
the harder area. That's all what I want
to achieve right here. Alright. The result is not bad. It looks nice. Or at least
make it a little bit shorter. I will scale it and move
it a little bit forward. Maybe we can center it, move it back just a tiny bit. So now what I did
here, I just made the slide focusing
on this area alone, and now we got a very nice
cool, sharp line here. Alright, that's cool. Now, let's focus on this area as well. H. Alright, I just want to have a small silhouette hits
the rim of the car. So in this case, to keep that, I can move this a little bit, and I guess that will
work, especularly if we scale this to the Z. But I think that's too much. I will grab this and hit S to the Z and
make it a little bit shorter and maybe we
can move this up here. And now it is giving
me very nice results. I will hit G to the Y. Maybe we can move it
towards the Y a little bit. Let's see the difference here. Alright, the result looks nice. I like it. Lo main here just to see it. Wow, I like it so much. And maybe on the
rear side as well, I will grab this one and then hit heavy let's
move it back there, and I will rotate this a little bit hitar
Z towards the car. And it is giving me very nice
core result here as well. Alright, you grab the ground, volt to grab this control A
and let's choose exclude. But I think it's not affecting the ground
by the lighting, but it's affecting the
ground by the reflection. And in the light linking, we don't have this option, as I know, so far, I think we don't In this case, we can get rid of this reflection
effect using photohop. All right. Let's see if we
can illuminate this right, this side of the
car, this frame. I'm not quite sure if this
will be a good addition, but let's try to add a
source light right here and let's see what we
will get. All right. In this case, I guess
we can use this one. I will hit maybe this light, I will hit HD and CBI
here on the other side. And let's make it small like
that and tall a little bit. And now we can see
something here. Well, let's go to the. Sorry. Here, let's go to the right
view or left orthographic. I will grab this plane and
I will scale it like that. And it is to the X and X
again so I can make it tall. And as to the Y and Y again, to scale it to the
local Y like that. And now I can control the musician, where
could I put this? So let's put it any
way so we can just get very tiny rim there or
something like that. Assuming that this
effect will be nice, but maybe we can
move this a little bit more because I'm not so
quite happy with the result. Alright, so now it's giving
me guess a rim here. It's a hint of a rim. Let's move this even more. I want it to be even darker. Yeah, it's cool, I guess. If you want this to
affect the hood, I guess you can move it here. Yeah, I think moving
this right here, it will be better. Or
at least delete thing. I just want to see the
result before and after. I will hit Control Z just
to see the difference. I will hit HD to take
another copy right here. Alright, the result that we
got right here is very nice, but maybe we can
situate this further. I can tap to go to the
edit mode and I can grab these two vertices and then
hit G twice to slide them, and then I can hit
Alt and extend this. All right again, something
like that, and then tab out. Alright, I like the
silhouette. It's very nice. Very, very cool. All right. The question is, what about
the tires and the wheels? Maybe we can create or add a light source just
to illuminate this area, or at least try doing that. And I want it to be
very, very soft. I will put the three
Dcrosser over here, and I will hit TA to add
I will add area light. And I will rotate this to
the Y towards a tire like that and just tilt it a little bit and just move it here first. And then all right let's
see where the hi poly. Here we have the
tires and the wheel. So I will go to the object data properties
and light linking, and I will hit New, select the light that you
would like to use and hit New. And inside this stock, just click and drag the tires. And the wheels and
put them right here. So now this tire is just sorry. Now, this light source is affecting the
tires, all the tires. Even if you move it there, it will affect the
tire because we put the tire collection here inside. Alright, to make it soft, just scale it like that,
and it will be soft. Alright. Something like that. But the result is not exactly
like what I want here. Let's scale it a little bit. I will scale this to the Y.
I just want to make it thin. Alright, as to the Y again. And I will rotate it like that. All right, maybe
from this angle, we can rot it just at end
bit and move it here. All right. And now, maybe we
can can throw the strength. Let's change this to maybe five. Maybe we can make it even
smaller or thinner, let's say. All right, I will move
it through here and rotate it a little bit
according to the view. And you can rotate a tiny
bit towards the tire. So now you understand
what I did here. And let's change
this to maybe one. Alright, so now it's giving
me very subtle effect. And, yeah, it looks cool. If you want to
control that further, you can control the
color right here and book the color
towards the black, and that will make the
strength even weaker. Let's grab this light, and let's go to the left view, and I will hit Hefty D
to take Kobe right there on the rear tires and
let's check the results. Alright, so that's
mean the rear tires are affecting by
this light source, and that's something cool. Let's put this towards
the tire a little bit. And now this light source giving me a nice rim right here. But I think it's too close. Let's move it away
just a tiny bit. You can turn off the
overlays just to hide all of these lines and
keep the render clean. But I just want to zoom in here. Alright, maybe we can
rotate this wheel a little bit so we can get rid
of this sharp highlight. So let's bring back this, and let's go to the Alright, I just want to access the
Bows mode, select the Rmture. And yeah, now I can rotate this at R and rotate the
wheel just at ten a bit. Alright, maybe this
result is better. Select the bone or
the Ctroller and let's go back to the objec
mode. And now let's hide them. Alright, this result looks
cool. Let's go back. Let's zoom back. I just want to see the result in general. So the wheels are visible. The result looks cool, and
we have nice silhouette. Alright. Very cool. Nice tuck here. Nice tuck
here and here, Asbll. Nice tuck right here. Very cool. Alright, and this area, I think it's not quite important
to eliminate this area. You can accept it like that.
And yeah, that's very cool. Now we can render this. Regarding the
ground, if you want, you can select the ground and tweak this to the header
editor so we can make some tweaking to the ground under the the spicular you
can control the IOR, and if you want to make the
ground looks even dimmer. And if you increase
this up to one, it will make it more shiny. So let's push this to
one to zero, sorry. Or, something like this. Alright, I just want to find a way to get rid
of this highlight. Let's see if we have
the ability to do that. What I think is, I guess we can put the
three dcursa over here and king the transform to three dcurser so we can
rotate it just a little bit. I just want to see
what's going to happen if we rotate
it like that. That will affect the result. That's not going to
affect anything. So yeah, I will
accept like that. And in photoshop, we
can fix this problem. Mm. Now, I will render this. Let's go to solid, and let's go to render
and render the image. The render is finished, and
the result looks so nice. I will save this image as a
PNK and I will open it with photohub let's make
some post processing. All right now we are
inside Photo hub. I'm going to use the
camera Raw filter, control, shift, and A. And actually, we don't have a
lot of tweaking right here. All what I want to do here is
a little bit of sharpness, just increases,
just a little bit. And let's go to the effects and maybe a
little bit of clarity. Alright, that we make the
highlight to stand out. Alright, that's very nice. And let's see if the tickets
here will help here. Well, actually it will help, so we can increase this
just a little bit. And I think that's
it. Very cool. Very nice. I will hit Okay and accept
what I got right here. And regarding the highlight
that we got right here, you can use this brush. It's called spot healing brush
and just spray this area. And that will help to hide it. You can make the brush
bigger and softer and practice again just to
get even better results. And if you want to make the highlights on the
ground a little bit weaker, you can go to this
tools called Burn tool, activate and just go to the range and ching
the range to shadow, and let's change the
exposure to maybe 50 and make the brush a
little bit big like that, hold alt right click and move the mouse to the
left or to the right to control the size and up or
down to control the strength. And just brush this area
but just be careful. Don't hit the tires. And that will give us results, very, very beautiful results. And that's almost
what I want here. I want this area to be
a little bit dimmer. And now I got what I want here. Maybe this area we can bracket. And now we just have
very tiny effect or reflection comes
from the ground. And that's amazing. Very cool. I will import the first
emic we rendered as well, and let's use the
same technique. Alright let's go hit
Control Shift A to access the cameo and let's
increase the texture a little bit with clarity and maybe a little bit
of vignette just to have a dark hallo
around the image. And it will be visible here in this area
because everything is dark. And let's go to the details
and increase the sharpness, just to make it sharp.
You can add 40. It will be nice. Very cool. I will accept this,
and I think we can add more effect like adding glow
effect using the brush. Let's go to the brush, and let's make the
brah a little bit big and make sure to
choose a white color, and let's create a
new layer right here. And though BCT is 100, I will make one brush
right here, one stroke, and maybe we can make this smaller one stroke right
here and here as well. And here. And let's
make this even smaller, let's make one stroke
here on this LAD light. One click right here, Aft and click there
to create a line. And the same thing on this side. All right. After that,
the click on this layer, and let's go to the outer glow, and now we can make
these strokes glowing. So let's increase the
size a little bit. And now we have something. Very cool. And then, yeah, after
that, you can hit Okay. I think there is no
reason to increase it. The results so far
looks so nice. Hit Okay after that. And the
result looks so beautiful. After that, you can save it. Before I end this video, maybe we can use the
boring tool again with shadow in the range and make the brush
a little bit big. And we can brush this area, but make sure to select the right layer,
the original one. Let's make this
area a little bit dimmer or something like that. Alright, let's do that again. I think that's too
much. Let's hit antros. And let's go to the exposure. Let's add 20 here just to
make the effect weaker. And now, yeah, now
we got something. Now the result looks cool. Maybe one click here and there right,
something like that. Cool. Just get rid of this here. So it's very tiny effect. If you don't like it,
you can undo that using CtrolZ and that
will work as well. If you want to
control that further, you can duplicate this layer. Hit Control J to
duplicate this one, and you can work on one layer and control the opicity and
that will work as well. For example, I can
reduce it here. And in case I want to bring back a little
bit of the details, we can use opicity. That's we'll bring back a
little bit of the ground, but make sure to delete the upper area of the image
because we don't need it. We just need the lower one.
You can delete like that, and we can focus on
just the ground. Alright, the result
looks so nice. Maybe these two highlights,
we can get rid of them. So let's go back
to the born tool, and let's break this area
here and this one as well. And in the original
layer as well, let's break them,
get rid of them. And after that, you
can save this image, control ls and save it. Alright, that's it
for this video. I will end it here and
see the next video.
137. 137 Dark Environment part 3: Hello, everyone, and
welcome back here. After we learned how to create the lights and how
to move them and how to position the camera, I just made a new shot, as you can see here,
but I'm not going to explain how I distributed the light because I
already did that, but I will show you what's going on here
behind the scene. So for this shot, as you can see here, we
added one light right here, and I citrate this to
the X axis just to get a nice rim nice
lighting right here. And here as well, as you can see here in
this area in this area. And I duplicated the lights, and I moved this to the
X axis just a little bit so I can get a
soft light right here. And you can see the
result is so beautiful. And let's see what
else I did here. I just rotated the wheel
so I can get this results. And I rotated this slide
that we added for the tire. And as you can see, now, we have nice lighting on the tire. And I moved this light
a little bit back so I can get nice
rim above the roof. Alright, and yeah,
as you can see, this is what I did
here, nothing new. And after the render, the
result will be like this. As you can see,
it's so beautiful. Zooming. Very nice. And here we have a new scene. Let's go to the renter
just to see it. As you can see, the lighting
here is so soft and nice. So what I did here, I
duplicated the camera, and I didn't change
the focal length. And I just moved the
camera right here so I can focus on the badge
and the logo here. And I added one light right here just to illuminate
this area and just to have nice highlight on the spirit and on the
logo as well, right here. And what else Alright. And I added this light
right here just to give me a general soft light
above everything. And this one as well. This one gives me this
soft light as well, and you can see the
result before and after. And I made a render for this, and the result
will be like this. As you can see, it's
very beautiful and soft. This is very nice soft
results. I like it. So what you can do here, try to take multiple shots for the headlights,
for the tires, for the badge, for the
tail light as well, and try to distribute these
lights in a specific way just to get a good shot. You can split the window
to two window like what I did here and keep one of them on the render and keep
moving the light to the left to the right up or down until
you get something cool. Like this result right here. And I just wanted to make
this video short because you understand the idea in the first video and
in the second video. So there is no reason to repeat the same process
again and again. And, yeah, that's
it. That's it for this video and see
you in the next one.
138. 138 New round environment render: Hello, everyone, and
welcome back here. In this video, we just need to make new rounders using
this new environment. And I'm going to explain to you what's going on here
and what we have here. So it's very simple
environment I create here. It's just a bunch of circles
and a wall right here and a roof and some pieces
taking this round shape, as you can seee I just make
small distortion here. You can use a displacement
or you can to achieve that, I just want to show you
quickly how I did that. Just go to select
and then select random and then hit Alts
and push these randomly, and you can make a distortion, but not too much, something
like what I did here. And ground. I did the ground
in the same way, similar to this wall,
as you can see here. And if I go to the
material review, let's give this a bit of time. Just added a ticket share and I downloaded this ticket she
from Ticket Share Haven. There are a lot of
free ticket chairs you can download and use. And I use the same tickets
to titare everything here. Alright. And then I
added these boxes, this box, and this box for Fog. And this box, I use this
box for the general fog. And if you go to the properties or
object properties here, you can see here in the display, I just changed the
display to bonds. Actually, it was switched
to solid like Sorry. You can't see it. Just go to the solid view with
just a box like that. But because I don't
want to block the view, I just change the preview
of this box to bounce. So I used this just
to simulate the fog, and I used this box to
mimic the heavy fog. It's cloudy fog, let's say. And I will show you in a minute
how this will look like. So this is the environment. And here we have a camera. And yeah, that's all. All right, for the tires and the ticket here
or the header editor, I just make small
tweaking for the tire. Let's go to the material, and I just made small
tings here just to control the dirt
that we add here. And we used this multiplier, if you remember,
to control that. If I increase this, you can
see how strong this will be. And because the ground is
dirty or full with dust, I increased the number right here just to make
something make sense. And that's all what I did here. And now let's go to the camera. And by the way, I just
rotated the camera just select the frame and you
can hit R to rotate. It's very simple thing. You can go here to control
the rotation. So where is it? This location, this is the
rotation to the Y, I guess. If you want to ignore that, you can zero out this
number and you can add whatever degree you like
here here in this area. So it's very simple. And
now let's go to the render. I just want to see the result. As you can see,
this is the result. And I will suplit this
window to two as well, so I can access the
three D view board. And I just want to
hear something. Now I will hide this
cube in the render. I just want to hear the result before and after we do that. So I just hide the small
cube for the cloud fog, and now maybe we can hide
this one as well above it. So this is the result
without any fog, and this is the
result with the fog. Let's active this one in this. I will hit the
click on this one. Maybe you can change
the name to fog heavy. And this one, the big one, you can call it fog
underscore light just to recognize it. And let's go to the material here just to understand what's going on here,
what I did here. So what I did here is I added the mass
grave ticket shirt. Let's go to the material review. Alright, maybe here,
we can isolate this and let's go to
the display and let's ching this to a
tickshirt All right. I will hit Control.
You have to click for the Magic Grave just
to see the result. So it's very simple. I
just add the mass grave to here with this setting that
you can see right here. And I changed this option
to four D. All right, so we can have the same
texture inside the box. And so we can have
this controller right here if we
want to change that. And now we got this results.
It's very nice result. And after that, I added a map
again texture coordinate, and I switched the connection of the victor with the object. And I plugged this to the density, as you
can see right here. And I added the color ram so
I can control the density. As you know, the color ram start from black and ends in white. It should be like that.
Just give me a minute. It should be like this, but
I just change that so I can reduce the strength
of the density. That's why I move this down
or the value down like this. And I applg this to the density right here of the
principled volume, and after that, I
applg the volume to the volume of the output here. Now, list control,
have the click. Or so let's just cut this connection, and
that will be it. And now we have fog. I guess if we increase this,
you can see the result. And you can manipulate
that using the DUI here. You can control it and have
a different pattern here. All right, let's go
back here and let's reduce the amount here,
something dark like that. And for the big cube,
it's something simple. I just plug the
principled volume to the volume right here, and I used these settings right here without plugging any
texture because it's soft fog. So that's for this
scenario, how I did it. All right, let's go to the
fog heavy and let's change the I just want to king the display to bounding so I can see the
edges of this cube. And yeah, that's it for the fog. And for the environment,
let's go to the world here, just on Hou. Here we have an
cramC but I didn't use the kami, so I
will move this away. And here we have the
output in the background. I just blogged one of the Tixars here if you hit HTA and go to the Tihar section. Can see here we
have where is it? The cities right here. And I just used this one
with these settings. You can't control
the sun intensity, the strength of the sun. You can control the
size of the sun. If you increase this number, you will make the sun look soft. And if I go to the
render right here, I just want to show you. Because I don't want to
render the whole scene, I will control and I will choose this area to be
rendered the camera alone. You can see how the light
is soft here on the edge. If I go here and change this 21, for example, you can see how
sharp the light will be. Here you can control
that if you like. I will change this to eight
or maybe nine just to have smooth edge and
something up to you. The intensity, if you
increase the number, you will make the
sun look strong and the sun elevation it's just
how to control the sun, Bozian the sun, let's assume that we have a
line here and the sun here. If you control or manipulate
this value right here, you will put the sun
in this position or this position until you
make it right here, just to see the lights
or just to make the light above the car. And if you go beyond that, the sun will take
this pattern until the sun will go to the
sunset, let's say. So this is the
elevation of the sun. And the sun rotation, it is just for the
sun from the top. You can change the
position of the sun in case you want it here or you want it here, or
you want it here. And that's all what I did here. Nothing so special. Alright,
now let's go back here. All right, so we already have something
cool here, the results. Looks nice. And after
that, I made under. And for the light, sorry, I just added a light right here, and I used the light linking technique to make this light illuminate these pieces here, and we talked about that
in the dark environment. Alright. That's all
what I did here. And yeah, that's all what I did here with a little bit of
rotation for the wheels, and now we can take a shot. Now, if I take a
shot for this scene, I will get a result
similar to this one, similar to this result, as you can see here
with some editing in the Photoshop or maybe this one. I just made multiple shots here. The shot looks very
nice, by the way. And this result as well, I just moved the camera
close here. All right. So this is how the
result will be. But I just want to
do something else. I want to get a
result like this. I just want to king the
colors just to have a white color instead of this
color that we used a lot. So let's see how
can we king that? I will select the body of the car and let's
go to the object. And here we are. I want a white color. I will use this color right
here and black it here. I just change the color, and I will push this to the white. And if you do that, you're not going to get a white color. It will look like a silver. So to change that, you can go to the principal and ignore the
metallic like that. Now we have white color. And if you want, you
can make it a little bit darker because otherwise, it will be too bright. So just manipulate
this a little bit. And now we got nice
white color right here. And you can go farther beyond that if you want to manipulate it even more. And for the wheels, I just want to king the
color of the wheel to something looks like a gold, let's say, and it
will be very simple. All what you need to
do is just change the color to something goldish, like picking a specific color
here, something yellow. All right, something like that, you can check these
numbers and manipulate it. All right, so this
is for the wheel, and you can pick this area because this is silver, and
you can do the same thing. So let's go to the wheel,
and I just want to copy the same color right here. You can have it over here
and hit Control C and go to the silver and hit Control
B to best right here. And that will replace all the silver pieces
to something gold. And for the badge, I guess
you can do the same thing, scrub this let's see how many materials
we got right here. It's just one. Alright
that's something cool. And right, let's go here. Head Control V to
paste the color so we can have a goldish badge. All that's all what I did here. Now we can take another
shot for this result. Cool. Very cool. You can see here we
have a dark area. If you want to control
that or get rid of this, just select the small cube and scale it just to fill this. And the same thing
for the big cube, you can scale it even more
just to separate out the fog. But I think that's happened because of the rays of the sun that
comes from the sun. That's why you have
this area darker and that's natural, by the way. Alright, maybe now we can go to the world so we can control the environment
because I feel that the intensity
now is too high. So let's change this 2.7 maybe. Just make it a little bit
weaker. Something like that. And maybe we can go to the Alright to this box of
the cloud, fog endless. Make a little bit of tweaking here, let's see what
we can do here. Like grabbing this color and
make it a little bit darker. Otherwise, if you
go crazy like this, you will make it too foggy. So something like this,
right, that will be nice. And now we can make
a render for this. And if you make andre, you
will get a result like that, like what I get here after you take this to photocop
and make some tweaking. And by the way, I just add
small grab right here, but I didn't like
it, by the way. I feel that there is
no reason to do that. But this is the result after
I take this to photocop and make some tweaking with the
pie we talked about that. And I just rotated the
camera a little bit. Let's go to the solid, and I just control the
camera and move it from the bag here as you
can see, something like that. That's all what I did here. Let's give this a bit
of time to be rendered. And I take another shot for this and the result
become like that. And the result looks so cool. Very nice. So realistic
and beautiful. And here we got
one of the shots. It is a dark environment, and the results
very nice as well. And I'll go to teach
you how to do that. And by the way, I just want to show you what I get here because the
images are right here, and I just bring the GibiGladiator from
my previous course, and I put it right here
with this mad color, and the result
becomes so beautiful. And I changed the
color to white, and the result was so nice, as you can see here.
It's very beautiful. This is just a test for this. Alright, now let's go
back to this image. Let's see how can
we create something like this? All right. The first thing that I did here, I just king the position of the camera and we can king it from here
if I go to the camera. I can king the position to, I don't know, es go there maybe. And if you want to
reset the camera, just go here to the item and select the camera
first to see where it. Yeah. And just azo here, and that's what be hits
to hide this panel. And I will put the camera in a specific position,
something like that. You can move this down a little
bit. Somebody like this. Hm. That's very cool. And you can king the
focal length if you like. It's up to you, by the way. All right, let's check
the image again. The tire, as you can see, it's
taking another direction. So let's do that
something very simple. Let's grab the controllers that we got right here and
let's go to the bows mode, hit tab and go to the
bows had gey and move this to this direction.
That will be it. All right. And now let's go to the world and what I did here. Alright, so I don't
want the sky. I will cut the
connection right here, and as you can see,
it's fully dark. And after that, I
will I just want to select this circle
because I want to put the three D Cursor right
here in the center of HTS and Cursor to select it. I mean, to the selected vertices and hit T A to add and I'm going to add light and Aera light, and I will change the look to a disc and scale it
like that, make it big. And let's increase this
to I don't know, 500. Let's see what we need here. You can go beyond
that if you want, maybe you can add
five I think that's a cool number to start with and change this to
something blue like that. Or something like
this. And if you want, you can go beyond this number. Let's add I don't know, 3,000
because if you do that, you can make you can affect the fog if you increase the number, but
I think that's too much. Thousands too much.
Let's add 1,000. And let's go to the object, and I just want to select this cube so I can control
that a little bit. What I want to do
is just control the fog right here.
Let's increase this. So we can see some fog
here in this area. And now we have nice fog. Maybe we can control the color of this light a
little bit. I don't know. Let's see what we will get or something even stronger
maybe, something like that. It will be nice and you
can control the strength. So what I want to do here, just want to simulate the
moon color, let's say. Let's go to this cube again and let's see if we need
to control that again. And you can king the color of the fact or something
blue if you like, because you can control
that by the way, if you cuss red or
whatever color. So you can go to
blue if you prefer. That will make the result
looks even more interesting. But I think that's
too manipulate the state in a little bit. Yeah, that's very cool. Let's open the image again and let's see what
we got right here. The light right here
is very simple. I just added one
light right here, and let's see together,
how can we achieve that? Let's go back to the car and let's put the three D costar right here so I can add a light, hit K, and let's
add an area light. I will scale it like that and
rotate this to the X up to the X or something like this. And I will move
this a little bit forward and scale it even more, make it small and
rotate this to the Z, I guess. All right,
something like that. Let's move this hand
wood through here. Scale it a little
bit like that to the So the idea is just put this light
in the correct position. That's what we could do here. If you want, you
can push it inside. And you can grab the cover
of the lighting and control the Alpha just to
make it transparent. I just want the light
to go through this. That's all what I
want to achieve here. And now you can control
the strength of the light. And if you go crazy, you can
see here we got this result, but the light is a
little bit separated. It goes to it goes to this
direction and this direction. Well, it is nice, by the way, but if you want to make the light a little bit pointy,
goes to one direction. You can go here and here you can change the
spread of the lights. You can add ten here. All right. As you can see
now it's become like a beam. You can go maybe to 50. It will be separated a little bit, as you can see right here. So it's up to you.
You can try 70 maybe. And when you do that, the
light will be a little bit stronger so you can control
the power here as well. Just keep that in mind. And
now we got something cool, and I use the same
technique here. I just copy this light and
put it here for the LED, and I got a result similar
to what we have right here. And with some editing
with Photo hub, I got this result.
It's very nice. So yes, that's all
what I did here. Very cool, very nice. All right, I think that's
it for this video. I will end it here and goodbye.