Blender: Create The Rolls Royce Spectre from A to Z | Marwan Hussain | Skillshare
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Blender: Create The Rolls Royce Spectre from A to Z

teacher avatar Marwan Hussain, 3D Artist and tutor

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      1 The Intro

      1:59

    • 2.

      2 Befor you start

      2:30

    • 3.

      3 Adding the BluePrints

      10:14

    • 4.

      4 Modeling the Grill

      47:45

    • 5.

      5 Starting with the hood

      23:58

    • 6.

      6 Starting with the fender part 1

      41:31

    • 7.

      7 Modeling the Fender part 2

      30:08

    • 8.

      8 Modeling the Fender part 3

      31:13

    • 9.

      9 Modeling the Fender part 4 focusing on the front side

      50:54

    • 10.

      10 Modeling the Fender part 5 focusing on the front side

      28:06

    • 11.

      11 Modeling the lower grill details

      30:48

    • 12.

      12 Modeling the lower grill details part 2

      37:25

    • 13.

      13 Modeling the lower grill details part 3

      42:14

    • 14.

      14 Adding more details to the lower side of the bumper

      23:38

    • 15.

      15 Modeling the grill ribs

      25:30

    • 16.

      16 Modeling the middle ribs

      18:21

    • 17.

      17 Fixing the mesh problems

      11:57

    • 18.

      18 Creating the guide mesh

      30:55

    • 19.

      19 Focusing on the back side of the guide mesh

      29:08

    • 20.

      20 Focusing on the back side of the guide mesh part 2

      35:37

    • 21.

      21 Starting with the roof and defining the sharp edges of the car

      31:39

    • 22.

      22 Adding more details for the guide mesh

      28:57

    • 23.

      23 Adding thickness to the door

      22:19

    • 24.

      24 Starting with the door handle

      35:58

    • 25.

      25 Adding thickness to the rear fender

      36:24

    • 26.

      26 Creating the back light hatch

      9:04

    • 27.

      27 Creating the rear end panel above the rear bumper

      12:07

    • 28.

      28 Creating the trunk

      16:13

    • 29.

      29 Creating the rear window

      11:31

    • 30.

      30 Creating the roof

      9:09

    • 31.

      31 Craeting the windshield

      10:50

    • 32.

      32 Creating the LED head light

      37:49

    • 33.

      33 Creating the headlight frame

      14:38

    • 34.

      34 Starting with the headlight details

      36:26

    • 35.

      35 Headlight details part 2

      30:10

    • 36.

      36 Finishing the headlight wall

      18:53

    • 37.

      37 Creating the headlight lens

      17:52

    • 38.

      38 Crafting a Grill Cover

      18:39

    • 39.

      39 Working on the door panels part 1

      39:58

    • 40.

      40 Working on the door panels part 2

      17:24

    • 41.

      41 Creating the door handles

      41:36

    • 42.

      42 Adding details for the door handle

      28:08

    • 43.

      43 Starting with the door frames

      27:25

    • 44.

      44 Creating the long door frame

      27:52

    • 45.

      45 Modeling the rear window frame

      7:16

    • 46.

      46 Starting with the taillight

      13:41

    • 47.

      47 Modeling the tailLight frame

      15:06

    • 48.

      48 Modeling the tail light details

      43:01

    • 49.

      49 Modeling the TailLight straps

      15:42

    • 50.

      50 Creating the tail light covers

      35:46

    • 51.

      51 Creating the splitter

      41:52

    • 52.

      52 Starting with the Sill guard

      43:19

    • 53.

      53 Modeling the Sill guard steel frame

      26:32

    • 54.

      54 Modeling the rear bumper

      27:17

    • 55.

      55 Rear bumper steel frame

      35:27

    • 56.

      56 Define the rear bumper sharp edges

      29:04

    • 57.

      57 Creating the second part of the bumper

      33:53

    • 58.

      58 Creating the blinkers of the rear bumper

      29:26

    • 59.

      59 Modeling details underneath the rear bumper

      31:10

    • 60.

      60 Working on the buttom side of the bumper

      37:34

    • 61.

      61 Working on the buttom side of the bumper part 2

      17:18

    • 62.

      62 Prepering the rear fender to create the weel wall

      31:34

    • 63.

      63 Creating the weel wall

      39:53

    • 64.

      64 Modeling the floor of the car

      30:11

    • 65.

      65 Modeling the front weel wall

      22:30

    • 66.

      66 Starting with the wheels part 1

      33:26

    • 67.

      67 Modeling the wheels part 2

      35:04

    • 68.

      68 Defining the edges of the wheels

      40:34

    • 69.

      69 Defining the edges of the wheels part 2

      32:29

    • 70.

      70 Finishing the wheel except for the valve steam

      27:06

    • 71.

      71 Creating valve steam housing

      20:59

    • 72.

      72 Creating the valve steam

      11:45

    • 73.

      73 Starting with the tires

      40:34

    • 74.

      74 Starting with the brake rotor

      21:50

    • 75.

      75 Starting with the disk calipers

      38:36

    • 76.

      76 Defining the disk calipers' sharp edges

      48:59

    • 77.

      77 Finishing the disk caliper

      31:04

    • 78.

      78 Duplicating the tires and put them in their places

      10:52

    • 79.

      79 Working on the windows

      40:36

    • 80.

      80 Starting with the windows

      14:22

    • 81.

      81 Creating the doors window

      20:43

    • 82.

      82 Modeling the side mirros

      57:01

    • 83.

      83 Working on the side mirror part 2

      51:32

    • 84.

      84 Adding some details to the side mirror cover

      16:39

    • 85.

      85 Creating the windshield buttom cover

      27:57

    • 86.

      86 Starting with the wipers

      28:10

    • 87.

      87 Modeling the wipers part 2

      46:01

    • 88.

      88 Putting the wipers in place part 3

      17:46

    • 89.

      89 Adding rubber frames between the panels

      25:14

    • 90.

      90 Closing the gaps between the panels

      25:42

    • 91.

      91 Fixing the TailLight

      7:08

    • 92.

      92 The spirit ecstacy hood gate

      19:12

    • 93.

      93 Modeling the front Rolls Royce badge

      14:54

    • 94.

      94 Modeling the side badge part 1

      11:16

    • 95.

      95 Finishing the side badge part 2

      30:10

    • 96.

      96 Starting with the rear badge

      28:37

    • 97.

      97 Rear badge part 2

      14:05

    • 98.

      98 Modeling the license plate light source

      42:18

    • 99.

      99 Modeling the license plate light source part 2

      14:34

    • 100.

      100 Creating the rear sensors

      30:37

    • 101.

      101 Creating the front sensors

      16:26

    • 102.

      102 Creating the front bumper hook cover

      23:04

    • 103.

      103 Creating the charging gate

      16:58

    • 104.

      104 Creating the front camera

      25:19

    • 105.

      105 Creating the side and rear cameras

      5:13

    • 106.

      106 Simple interior

      22:37

    • 107.

      107 Fixing some problems

      3:52

    • 108.

      108 Fixing some problems part 2

      25:34

    • 109.

      109 Modeling the windshield borders

      22:06

    • 110.

      110 Modeling the rear window border

      9:08

    • 111.

      111 Adding the Spirit of Ecstacy

      17:13

    • 112.

      112 Illuminating the scene using HDRI image

      7:13

    • 113.

      113 Materials Chrome and Wheel wall MT

      19:29

    • 114.

      114 Creating multiple materials for multiple objects

      20:48

    • 115.

      115 Creating the wheels mateial

      10:53

    • 116.

      116 Disk Brake material

      20:37

    • 117.

      117 Creating the car paint material

      24:26

    • 118.

      118 Creating the tires material

      30:04

    • 119.

      119 Creating the Disk calipers material

      16:11

    • 120.

      120 Creating the Badge material

      13:52

    • 121.

      121 Starting with the badge light mt

      16:57

    • 122.

      122 Starting with the tail light part 1

      18:01

    • 123.

      123 Tail Light part 2

      15:06

    • 124.

      124 Rear side lights material

      22:59

    • 125.

      125 HeadLight materials

      10:35

    • 126.

      126 Windows and interior materials

      11:26

    • 127.

      127 Simple rig part 1

      33:06

    • 128.

      128 Simple rig part 2

      11:30

    • 129.

      129 Rendering making the first render

      44:07

    • 130.

      130 Post procesing using Photoshop

      17:52

    • 131.

      131 Using different HDRI image and make a new render

      26:03

    • 132.

      132 Studio Render part 1

      44:58

    • 133.

      133 Studio Render part 2

      30:10

    • 134.

      134 Studio Render part 3

      28:17

    • 135.

      135 Dark Environment render part 1

      23:28

    • 136.

      136 Dark Environment render part 2

      26:55

    • 137.

      137 Dark Environment part 3

      4:04

    • 138.

      138 New round environment render

      25:26

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About This Class

Rolls Royce in 3D: Mastering Exterior Modeling, Materials, and Rendering in Blender"

Embark on a journey of digital craftsmanship as we delve into the art of creating the iconic Rolls Royce Spectre in the dynamic world of 3D. This course is meticulously designed to equip you with the skills needed to expertly model the car's exterior, craft stunning materials, and achieve photorealistic renders using Blender.

What You'll Learn:

Advanced Exterior Modeling Techniques: Discover a new modeling approach that sets this course apart. Unleash the power of the ShrinkWrap technique in Blender to achieve flawlessly smooth surfaces, capturing every curve and contour of the Rolls Royce Spectre with precision.

Procedural Materials: Elevate your creations by mastering the art of procedural materials. Learn to generate realistic textures for every part of the car, from the sleek body to intricate details, using Blender's powerful material nodes.

Versatile Rendering Strategies: Explore multiple rendering methods to showcase your masterpiece. Dive into the world of HDRI images and 3D Studio Environments, mastering the techniques to produce breathtaking renders that bring your 3D model to life.

Blender 4.0 Light Linking: Stay ahead of the curve with insights into the latest additions to Blender 4.0. Harness the power of light linking to precisely control how light interacts with your model, unlocking new possibilities for realism in your renders.

Post-Processing in Photoshop: Elevate your renders to the next level using industry-standard post-processing techniques in Photoshop. Learn to enhance details, adjust lighting, and add that final touch to make your Rolls Royce Spectre truly stand out.

Who Should Take This Course:

This course is tailored for 3D artists, Blender enthusiasts, and automotive design enthusiasts who aspire to master the art of creating high-quality, realistic 3D car models.

Prerequisites:

Basic familiarity with Blender's interface and tools is recommended, but the course is structured to accommodate intermediate users.

Join us on this creative journey and bring the Rolls Royce Spectre to life in the captivating realm of 3D modeling and rendering. Let's sculpt, texture, and render automotive excellence together!

Meet Your Teacher

Teacher Profile Image

Marwan Hussain

3D Artist and tutor

Teacher

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

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

See full profile

Level: Intermediate

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Transcripts

1. 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.