Blender for product designers | Kamel Altohamy | Skillshare
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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction to the course promo

      0:50

    • 2.

      Rolex: What about the project?

      1:02

    • 3.

      download blender and set up our workspace

      2:47

    • 4.

      Rolex: Modeling the case

      10:20

    • 5.

      Modeling the dial

      11:48

    • 6.

      Modeling the hands

      18:04

    • 7.

      Modeling the crown

      7:37

    • 8.

      Adding Some details

      3:08

    • 9.

      Modeling the strap

      11:45

    • 10.

      Power Generator : about the project

      1:18

    • 11.

      Power Generator: set up the scene

      3:30

    • 12.

      Model the frame

      9:50

    • 13.

      Adding Buttons and details on the front

      15:29

    • 14.

      Refine the bottom part

      15:22

    • 15.

      Modeling wheel

      5:10

    • 16.

      Adding air vents

      7:19

    • 17.

      Modeling the handle

      5:48

    • 18.

      Adding front ports

      9:55

    • 19.

      Adding Labels in photoshop

      8:04

    • 20.

      design labels in photoshop

      6:05

    • 21.

      rendering power station adding materials

      15:37

    • 22.

      adding background in photoshop or gimp

      1:41

    • 23.

      Class Project

      1:36

    • 24.

      Shure interface : Modeling the base shape

      18:27

    • 25.

      Shure Interface: extruding and making general shape

      8:50

    • 26.

      shure: Modeling the bolts

      8:36

    • 27.

      Shure:Modeling the headphones jack port

      5:29

    • 28.

      Shure: modeling USB c port

      5:29

    • 29.

      Shure: design the shure logo

      10:30

    • 30.

      Shure: Modeling XLR input

      9:03

    • 31.

      Shure: finishing details

      10:19

    • 32.

      Shure:Rendering the shure interface

      4:47

    • 33.

      Homework & Class project

      1:13

    • 34.

      What next ??

      1:05

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About This Class

3D Modeling and product design is highy in-demand skill,

if you want to design products from scratch,This is the best place to start
Hello everyone , my name is kamel altohamy ( civil eNgineer), have experience over 7 years in the field of 3D indusrty.

THis course explains the process of modeling, Design and rednering 3 Products from scratch,
we will design Power generator, Audio interface and premium watch
This course targets intermediate users of blender but if you are still beginner you can still follow along

we will not use any paid softwares just blender "which is compeltely free"
and we will use image editor suchas gimp or photoshop to design labels , stickers and decals

Enough talking let us setup our workspace and explain which addons should we activate firstly.

follow me on IG

Youtube Channel

Meet Your Teacher

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Kamel Altohamy

Designer & Youtuber , basically Engineer

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Level: All Levels

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Transcripts

1. Introduction to the course promo: Three D modeling and the product design are highly in demanded scales. If you want to design products from scratch, this is the best place to start. Hello, Veron D Welcome. My name is Kam Tami. I'm Rock designer, and I have experience over seven years in the field of three D industry. This course, explain the process of modeling, design, and rendering three products from scratch. We will design by generator, audio R pace, and the bremium watch. This course targets intermediate users of blender, but if you are still beginner, you can still follow along. We will not use any Bit software just a blender, which is completely free. We will use image or, such as game Ocho design, labels, stickers, and DCR. We have talking let set up ours space and explain which addons should we activate 2. Rolex: What about the project?: Under coming here is camel and today we are going to start a new class. Today we are going to model and sign the swatch from scratch. Switch from Rolex, and you will do the visualization modeling design and rendering for the swatch from scratch using the blender software. I will use version 3.6, and sometimes I will go for the blender four to render the swatch. Here is the modeling, and as you can see, this is symbol Watch. Te has some detail, and most of the tail using the shedder. And here is some normal bump. Here is some detail. And now we have this watch in a close up shoot. I hope you like and found this class useful for you. So let's start with how we can set up is to start design using Binder software. 3. download blender and set up our workspace: We will use the blender, as I mentioned in this class, and the blender is store, you can download it and use in any system as you would like. It can run on Mac Linux and Windows. It can run in any system. So if you want to start, the list version is 4.1 and which is a stable version, I think. So you can download it for Linux Mac and so on. And if you have old version of lender, you can download the t version to install second version. But if this is the first time, you can download for Linux Mac or you can download using this team. But if you want to fast option, you can and have windows, just download the installer, which is 411. I will start downloading. Then you can set up easily using it and choose folder in your system to use this software. After downloading, we'll find this interface. And basically, this is the Ok base modeling, scull butting, and so on. We will use the layout and moving now. There's a lot of such as geometn crypting, and so on. You can add a new window, so this may be the image and start to add some reference such as this. But I will open this image in another screen and make this large such as this. Here, I will say we have the screen and after that, I will add the image background and maybe choose another one, which is So let's start the background and add this image and you can move it on the way. You can move this to the reference and the filter then select filter, so you can so you can't select this reference or manipulate. That's our reference, let's see. Our reference is a little bit different, but I will make it as a guide. For us, the case, I want to the guide for the case only. Now we will we will start mod the case. 4. Rolex: Modeling the case: All right. So today, we're going to start on bring the case. The case is very simple. We can start now, and I will start as usual from a circle. And make sure you have the center in the center, so we can select this and move in the x xs, such as this, and move in the xs, such as this. After that, you will we can see the origin, the origin. Let's see move origin. It seems not found here. Orient to the ss. After that I will start from a circle, the circle maybe I 40 is fine. So I will start a circle and B 40, and rotate around x 90 degrees and the scale. Then for the MB, we will say for the MBT, it will be eight, and for this one, and I will delete all these vertic and add the mirror, so the top is like the bottom mirror on the Z. Let's apply the rotation. After that, oil shape or frame. We have here some loop cuts and just a slide slide here, to be around bin 25, and the slide here. Bin 25. After that, I will slide or add loop cut here and other loop cuts here. And route on the z and t on the z, and the move on the x axis, and the fill L et's rode on the Z. And and subdivide. We want to be the same as so side will want to them to be the same. And after that, we have to add some bins. And we have here two vertex. So we want to add here some and these. Then we will we have this curved in our refers, it is not curved such as this. So I will fill and add After that, let's run this base. Then we have filled filled filled and such as this. Let's add the base. Here we are, and Here we have two so I will move that tier and and the x xs and the scale on x zero and dg and the x. That's it. We can select all select all the edges, and the scales and space. That's fine. Then I will select all and extrude on this direction. After that, but first, I want to fill the circle. So let's fill our circle. I will that. And let's select all of these buoyants, and rode the scale, rode the scale. Let's make here as base, and here even spas. Distance is the same and here even spas. And after we can fill that. So I will select all and this may be to this area, and select all of that and scale down. Scale and move on the i. Then I will make that space. Let's see. Let's enable the clipping. I will make that flat scale zero. After that, we can adhere. I think is error because we have it I will delete these faces so we can merge. I will scale scale and select all of these faces. Maybe we want to scale down. Scale shift. We can use the bounding box scale shift. I want this also to be flat on the scale zero, and L et's scale the one scale shift. Let me I will select again another time and move that to be here. After that we can init. Let's add loop cut. And I will rod on this direction. This is large. I will select again. And I will select that and move on the oi, extrude on oi and extrude on the oi. And that's it for now. We can I at Loco here. Now I'm going to define these edges, and another time here. Another time here. Suben surface, and shift in to recalculate normals, and I think we are now done for this, but you can add some loop cuts, another here. And here also, we may another loo cut and another time here. That's it for this lesson. I like this video. In the next video, we will continue modeling in the next video, we will continue and the 5. Modeling the dial: Let's continue our class. We will today make the dial or model the dial. The dial is very simple, we have here a triangle such as this, and we have here also, we have here some cube. And we have here some cube, and you have here some circle cool and that's it for our dial. Let's see how we can moodle that. Simply. I will hear select that in the center and I will add plane. Then o sit around X 90 degrees and move that on the y and after that oil scale 0.1, and after that scale point, let's see, oil scale 0.01, maybe one, and move on the z. Then we can move that here, and that the and the scale and I will exit rod maybe to this distance, After that, I will make some inst. Is a smooth inst and the scale. I blow the scale to make it even and move in the z. And rode in the. And that's it. Here, also, we should have here, I will add add blan and rotate at 90 degrees and the scale 121, scale on X two and move in. You should move here. And the scale and the scale. And exe and extrude on oil and the scale scale shift oil. Alo scale and the scale Ablo scale and the scale shift oil. We can adhere and bevel and double the scale 0.2 0.2 and the three here. That's it. We want one in shift y is 90 degrees and other time shift r shift d d r y -90 degrees. And that's a fine. Also here may be in this area, in this area, ion model here and rotate. So it will be around 30. I will add a circle. The circle will be small maybe 20 and rotate around X 90 degrees and the scale down. The scale scale again and it rod the scale fill. After that, I will exit root an time. And I will solve that and the scale then we will move Zi rotate and rotate 90 degrees two After that, I will after that, I will rotate around rotate around O and I want it here. So I will lead it again. Let's move that here and rotate ad y 30 and shift D y 30. We have two, so we can now add the mirror on x on the x and on the y based on this reference on the C and on the x. That's it. That's it and amazing. Here is the dial and make sure you have them all snapb two here. And that's it. Here we have some sharp edges so we can solve that by selecting all of that and flow. And selecting all of that and s f. And adds, add here S bast, add here S. Add here S if you so we can delete this and here we can add S. Here is the dial and let's see. But we have also the small dial, which is here, have some small detail dial. We will make I think I will make every five degrees. We have 65. So that's it. All right. So shift is co selected, I will add a plane and rotate that 90 degrees and the scale one, and the scale x 0.1 and a scale Z 0.8 move in z. After that, we can select corso selected. Shift the corso selected and move on the z. After that, shift five and will not five, t see All right. I will delete that, into the geometry, and add some detail, I will add some sickness and some sickness and some thickness. We can s that and move to the oi and move that to the oil. After that, I will duplicate around y six and click Shift R. So I will come back and I will join all of that in the eight mode, shift D R six and shift r to duplicate that All right. So we have 36 division. And we have here also all of that. All right. So for the modeling, it's fine. And in the nest class, I will in the next, I mean, I will make the hands. The large hand and the small hand. So see you in the next. Do 6. Modeling the hands: Hello welcome, today we are going to continue the modeling of, and they are going to design and model the hands. Let's start with the small hand, which is the R's hand. I will and select the center by selecting this edge and shift and the cursor selected. And after that, I will make circle. So I will make a circle. Let's start with and I think this circle may be 16 and rotate around 90 degrees and scale 0.1. And after that, L et me I will select all of these parties and on the y. I mean moving in the z. After that, we can duplicate the circle. And select like this. And I want to make this larger by scale. And we can make it, I want it to be scale. Scale. Let's see. Shift is core selected, and I will add another one with another circle with two and the rotate around in degrees and scale. Such as this. And move in Z. And I will hide this one. I think this maybe need to be smaller. A work is fine. I will hide and select that and thetic. T't all of that. And I will connect both connect here and fill and fill. So we can select all of that and fill. Select all of that and fill. And scale. After that, we have we have and scale point and move on. We can a rough scales such as this and the fill. I select all removed two from here, and the two from here and the two from here. And I will add that to be vertex group. And add another vertex here and the scale, rough the scale and the fill. That's fine. This is a sm and I will extrude to this area. But I will add some detail. We want some detail to be here. To be here. And I will add and the scale and move. So I will select the group only here and such as this. And here also. Here also, we will select all of that and select all of that and extrude to the and exe and the. We can add here so surface to C. We want to add some t group here and some edge here. And it's another edge and another edge here for this will be smooth shading and that's it. This is a large ad hand. If you would like, you can select all of that and and move. And select all of that and move on the way. Here we are. We modeled the small and model here, also, the shift is score selected at circle and this will be 20 and degrees and the scale bond one. So scale scale down and scale down and move on the O We have 16. No problem. I think we can start from 16, Destroy 24 and the scale scale down and this will be such as this value. And here we are. We will extrude on the x maybe scale x. And we will scale 2.2 and extrude up to this area, Let's scale, scale z one. Scale z12. Let's add here some edges, here's some edges, and here some edge. I will move that to this area, and this circle I will fill the circle of co. Scale, ero scale, eter scale, and fill. Sh. Of course, I'll add another edge here maybe minus p five, another edge here 0.5, and I rode another time and extrude. But I select three or four. Let's add ion and add this detail. 's add smooth shedding. That's it for this one. We have the remaining is of course, the second. The second is very semble. I will add circle. The circular will be and rotate around in degrees and the scale 120. Scale. Scale and I think we can start from so this will be and one and one, and this will be and two. I will start from a circle maybe 28, maybe 28 rotate around nine degrees and the scale down two scale down. Scale D and move on the i. Also, we can snap it to be here, and this one will be moved here. Small spice. And we can select all emic and shift in. Let's see. Also will add some We can scale and rotate on the i. Maybe I think it will be seven or six. I will extrude that. Let's select all and the shift D on the z and scale 0.2 0.4, and I will fill from that to that scale. And after that, we can scale and extrude in the z scale 05. Two p two. L et's scale, and after that, I will add the deps, of course, scale y zero, and add some deps which is tiny maybe to this area. First, I will add a bit and deps and some. Smooth shielding, select and shift in after that. And the control to so that we can add here. Here we are. Here we are and and the scale L et's extruded extrude. That's fine for now. We want that, of course, let's see. This is the larger hand, and I call it and three. And that looks okay. The size looks okay, but we can scale a bit. Bit such as this. But we will scale up to this area. And I will move that to be scaled such as this a little bit smaller and moved here. We will now add some score here. Shift score selected, I will add a circle 16 also and scale 11 scale down with it around X 90 degrees and scale down. And the scale up to this area, and I will move to the move extrude on the oi, and let's it scale scale and I will extrude on the o extrude on the oi, and it scale one to nine scale one e and the f control B and L et's add some loop cuts here. Control two and we can scale that and we can move here. We have made successfully all of that, but it should be at some distance. So I will select all that and move on the way. We just to that and move on the way. That's it for this reason, who will like this you to rese you in the next video. 7. Modeling the crown: Let's continue the mode for our roach. We'll design in this lesson the Crown. Let's get started inside blender. So in this lesson, I will select. 362 edges. And I think the width isn't too much for our crown. So I will move that here, and it looks okay now, and I will select this edge, and I will add a circle. The circle may be 146, the scale should be even number and the scale one, rotate around 90 degrees and the scale and move in the y. And after that, I think 140 is too much, so I'll delete and start with maybe even number such as 88 or so 90 and scale 0.1 rotate around 90 degrees and the scale and move in the y and g x and I will rot in the x. And crude the scale. I think c we will ec now in the x and exude scale scale extra scale and fill. That's it. Let's add some edges here and some edge here, another edge here, and that's it. You select all of that. Let's add scale extra scale, and you select all and the move on oil. Scale and x, then I select all of that and select inverse shaker select and rode on the x normal, and using the individual scale scale xx, and that's it. Now we can we can add some edge here and that's it. For now is fine, but I think also we can dissolve this edge. 80 will be fine for now. Instead of 90, 80, I think is fine and the depths here is too much. But I will use that and we may change that later. But let's continue. Now, we are going to add the x logo here. You can find image and model from scratch, but I will All right. Oil board il il port is CVG and here. Let's see. So we have that. I'll rotate around 90 degrees and we can rotate around the Y. Let's see. I will rotate around the Y. Let's rotate 90 degrees around the x, and I'll got the logo here. Of course, we don't need all of that. I will sever it by selection and move to that rash or any timber collection. After that, I will hide this one and move that to be on the x axis, and here it will be 24 geometry trogion, and 1.01. C. And the point of four and move around the x axis, and we you can now scale a scale set or into the geometry and the scale. Just select maybe this one and add circle osphere, this opere maybe 20, and scale 121, rooted around 90 degrees. And I will delete all of that and move here, and after that, scale on the x and x on the. Then shift d r x, such as this, maybe 40 maybe 30 or 38, and that also here another time, shift d rx minus e, and that's it. We have now modeled the crown, and if you find this dips too much, we can add 80. But from large distance, it will not be that visible. In the next video, I will add some detail here, so it will match our reference. 8. Adding Some details: All right. So let's continue our class. Today, we're going to continue the modeling of the ach. Here we have the tar collection. I have added an aspere For the sphere, you can duplicate. Let's say, I will add here. I will hide and the start from scratch. I will add an sphere, make it maybe 40 or 30 noblem and make it smooth and the scale 0.1. If you want, you can rotate such as this, and move as you'd like. And I will move here. And after that, I will scale down a little bit, and move here. After that, I will put the cursor here in the center at the center and and I will select all and duplicate shifty D R Y and based on the cursor, it will be rotated. I have calculated it, of course, as I mentioned, 68 degree is 40. We require 45 from this detail. So after that, then shifted the Y. And after that shift, I will add a lot of copies, so we have 45 copies from this circle. That's fine. I will select the watch and add Bollin from this cutter. I have named it to be cutter, and you can as you'd like. And you can choose read this collection to B cutter, and of course, we will hide from the rendering. That's it for how we can add this detail. And I think that's it for this lesson. We can add bevel here. And add some detail, and that's it. Let's make it three and don't forget to add to the edge spirit. We don't have any so don't have any of the sharp edges. This is very handy and helpful for us. And I think we are now done. In the next bard, I think we can hide now the reference, and this is called Rolex Lugo. In the next debart, I will add the strap, which is metal, of course. 9. Modeling the strap: Hello, Welcome. Soles continue to H lift in the previous part. Today, I'm want to add and demdel the stra W is metal, of course. Firstly, you will enable the reference. And this is called, of course, the front reference. And after that, I will add here a cube. You can start from a blan or cube, but bf at this time, I if the blan I will move it to be here. And of course, I will add mirror fair, so we can mirror that on the x axis based on the watch. So I didn't name it, of course, so we can name it. And here, we have to move like this. For the right edge, I will move from the x xs and based on this reference, I will move here and let's move it to be here. And selecting, duplicate separate by selection and trot on the x. And move in z u. I will move that also on the direction, and select and move and on the and. Of course, we can add here edge and move that on oi. And of course we will add here and move that on oi. Let's add sob surface. I require sob surface here, and adding edge here. And here also and here and here. A will be smooth shading and for that three and here also, we will add three. It looks fine, but I think this will be large or taller on the axis. That's fine. We have the fist step. For the second step, we can I saw I saw we can let's see see. We can select that and duplicate around the Z, and I will move that to be here and select all and scale on y 90 deg, on zero and move in the y and G on y. And we can move that to be here. And of course, we can move that to be here. For this one, we can scale on the and move. Again, it's move that to be here. We have made some progress, but I will join. We can see. That's fine. I will add an array on the z 1.1 and not on the x. Bz rotation. That's fine. The same here, we will add COVID selected and olizer rotation. We can say here it will be five and it will be five. For now, we can also move that to be here. And move that to be here. We have made one, and I think I will make that snap to this direction, so we can select all of that and move on the i. They but we can move it to be here. And we can move that on the direction on the direction. And that's and the move on zo. And here also we move Zo After making the top part. We can select all. I can select all or using the mirror, of course, we can add another mirror, and this will be based on the base, and of course, it will be using I'll select that and the Cott selected and select the bos and add this Cott selected. We have model the watch. That's fine. Let's make the crystal crystal is very simple. We can select that shift score selected. And after that, I will add a circle and add some circle or sphere as you'd like, but I will start from a circle and rotate around x 90 degrees and the scale up to this area. Then we can move it to be here. So I will scale down and scale scale and move to this direction. And the move to this area, and rough the scale, scale, rough the scale, and select all scale y zero, and the move in this direction. And scale down and the fill. We can move on the y such as this, and move again on the such as this. And the scale. Sh a smooth control too. Let's see. I think that I will call it glass or crystal. Listen in the next video, I will show you how we can start uploding the material. And of course, we have tiny detail here. You can add as you'd like by rusing shift Scores selected, and that will be. Here, I will add, I will add a circle and that will be 20 maybe and scale 0.1, and I will move, and I will exit rod on the Z. X scale, xor scale, and the z and x scale 0.9, scale 0.7, and xor scale and the fill. That's it for this listen. Of course, we can add here. And the move and z. Add the smooth shedding rotate -45, and the move here, rotate and scale boe seven and move to be here. That's it for this listen. Of course, you can scale by Z Z and make it such as this. Of course, we have now done for the modeling bard. And in the next video, I will show how you can start adding materials and adding shadows, of course, in the Shad. Make sure you are using the cycles. Of course, you can manage your file by selecting go and call it M strap or strap, and after that, you can add the strap to the watch collection. I hope you will find this listen useful for you see in the next video. 10. Power Generator : about the project: Hello, everyone welcome. Here is Camel. And today we are going to start a new chapter. We are going to start a new class, and you will design this bar stata from scratch. As you can see, this is the station that we will design. And of course, we will design only the outer frame, the overall designs of ship. Not 100% the same exact, but we will make our unique design. We'll try that. And after that, we will bless that on a scene such as this or on external scene, such as this. We'll do the rendering the promotion, and you will see how we can design that from scratch. We'll see how we can design these images from scratch. Once we have modeled the bar station, portable bar station, we will bliss that on exterior. We will also see how we can do commercial rendering such as this. This will be complete cores from scratch and you will not use any adds. We will not use any external just moding tools inside blinder. Before we start, I will show you how we can set up your workspace to start the modeling inside blinder. 11. Power Generator: set up the scene: Before we start modeling, we will activate some adds. You should go to the reference and every thing every click. Every button, you can assign shortcut such as this change shortcut. So if you can assign a shortcut to the menu search, you can click and assign shortcut, and after that, you can change shortcut. Then we will go to the reference and adds. First, you can increase the scale for the interface, you can make it larger, the ticket and so on. But I will stick for 1.05. And after that the input will be eate button mouse, and I will save the references. Then I will go to the add add on the tab and activate, firstly, activate I two for modeling, and activate loop tools. We'll use that a lot. After the activate nodrngular, here, just activate and act and we will use that in the shed or adding materials. You need etc object and extra curve. You can use that. It will be helpful for modeling. And I think that's it. Of course, I will activate the scaring test so that you can show everything eres. And after that, just save the reference. Here, some atoms, external bed addons. We will not use everything is three, and everything is fine. So let's get started. You can use 4.1, four or 4.2. Everything will work as the same tools. Let's get started and see how we can sit up our layout. Here is the product, and I want to show you these dimensions. Firstly, we will make a cube of 14.1, 14.7, and 18.6 inch. These dimensions are in inches. Mm hmm Okay. And that's fine. So let's start by adding a cube. If you want to change dimensions to be inches, you can go to the metric system in the scene tube units, and the metric will be in burial, and length will be inches. After that, you can add an a cube, and this cube will be 14.7. And for the item, it will be 14.21, and here 18.6. 14.1, and that's it. The 90 degrees and move in the Z, and we can make something. We can center that. Shift is course selected, and sit the cursor. After that, but the cursor in the center and shift is selection to cursor, so we snapped that correctly in the center. That's it, and you can move that to the fences and if cube dimensions, and that's it. We'll start modeling in the next video. 12. Model the frame: All right. So let's start the blockout of our product. So if you have only one screen, you should have reference. You can add the reference here. But we have only the front view. You can add reference here. That will work fine. And if you have a respective image, you can add here split and add image or and add another reference here maybe this reference. And the scale down scale out and so on. If you want to add the image here. No problem. Here is the at liner roberts, and here is the image or. You can add here the reference. That's fine. If you have second screen, you can open the reference in other screen, and you can also the BF the result was to add the reference. That's it. All right. So we have the reference here. I will move to the references. And I will duplicate this queue and move to the design. So we have this this ship. And in the reference, we will we will scale based on the cursor. That's And we will scale and we will scale. And move on the oi. I will move the reference on the oi and for the reference, I will enable the select filter. I will decrease the and I will the Let's increase the bit. L et's choose our base. We don't need that now, and we will deactivate the selection for that, so it will remain a static, and I will select some vertices here. So we will do something. I will select all of these vertice and B. Control B and control B and add care such as this. And for the top. I will select each of the ints and join. I will join here and join here. Join here and join here. Join here. Join here, and join here. You will join you will have guns or no triangles. This is easy process. I hope there is a script to connect each of these elements, and we should have also one here to join and another time join here. And another M. We want other H to be here. That's fine. Instead of doing the same here, I will do something bitter, I will select this and maybe add here an MT and this will be MBT EM center. I will center. And for the base, it will be mirrored around the Z. Based on the EM center. That's amazing. If you want to add the cliving, no problem, you can add the cliving and emerge and app. So you have all one unit. That's fine. That's fine. And you can select all of these ice control shift, and add an extruion, again, select and add anion and control t. I think the ext is too. We'll not add a lot of details now. As so as to a continuous the blockout. We have here some vents, and now we have here so This is the front, of course, and I will add loot here. Let's see add lout here, and another loot here. And two lo cuts here and the scale on the Z. And after that, I will say look to oil. We can select that. So let's do something. I want this to be curved. And this s to be curved. So we can select here. So I will select all of these three edges. To be honest, this is maybe like a live stream. I didn't start modeling that. So I model it with you for the first time. And This will be helpful also so that you can check how I solve problems, how I can deal with topology. And that will and that will help you to learn a lot of new techniques and a lot of new habits. And I think we will select all of that and there's E normals and rode on so EY and Y and Y. That's fine. If you go to the southern surface, you can see that you do the job we for this one. Of course, when we add here F op cut, you can see that you deal with this issue. So make it three or four, you'll see that you have here my stolgy. We didn't use any external addon. Here, we will add all these elements. And in the next video, we will add these details, you can see a screen and all of these bortes and so on. See the next. 13. Adding Buttons and details on the front: All right. So we will add the details on the front. Basically, we will add here a plane, and I will scale down a scale down and move to the cutter collection. So in this cutting collection, I will make it red and you can name it CQ or anything and or x degrees and move it to B maybe here, and scale down. Scale down. After that, I will add an array, add an array for this and add three may b14 and add ext to this area, and here we will add the or CB. We can try fast. It didn't work. So we can move that on the i and try to add some detail. At hide and for that we will try. I will stick with fast. And let's continue adding it tail. We'll add here circle. And I will use 25 out it around X 90 degrees. And scale to this area. I move it here, scale, extrude scale and fill, then move in the y and extrude in y. And it smooth and di split. Here we have to move it in the cutter and it Cut. One, and add the f cut and height. It works. But of course, after adding the edge split, it will fix all of that, but I will add later. If you want to add whole, so you can apply the med fire. But I don't want to add the med fire now. So let's continue. L et's cide the spit for now. We have here some bordes and so on. Here we have also so we can the plane rotate around x 90 degrees and the scale such as this, and move on the x axis and the scale on the z and the scale on x. Let's see scale and select all a the scale and control shift then then we can move on y and extrude on y. And after that, we will add bullying and we will move that to cut maybe cut two. And add cut two and height. That didn't work. Now it's working. But we want to have this detail. No. So shift is score selected, I will add another cube. And cut three, and I will add b to the cut three Of course, we will have it like this. I want the cut three to be shared, so we'll add three, first and select and on the i. That's Ole to this. We hide that work is fine. And for the reference cube. We don't want to that now, and I will hide that. Let's see what details else we have. We want to the screen, and the screen can be added like this. I will add here a cube. Rotate rotate around x 90 degrees and the scale. And move on the z and the scale on the x, move on the x, and the scale on the x such as this, the scale. Control shift TV. And move on the Y sit a few times sit and I will exit to this area. I will I call this bird cut for screen. Here we are. You can now add another bul cut for screen and side. Of course, we can fat. That's fine. For now, we can go for normals and troy it smooth. It's fine. H and I will choose brit. Looks okay. You can activate cavity here cavity for both so that you can have some details such as this. Let's continue. We have also some bortes, one, two, and some U UCB, and UCBC borte. Again, we will add here or X 90 degrees as the scale and the scale scale on the z and shift d on the x and here, and I will add a blan move on the z that x 90 degrees. And all the scale control shift TV. Let's first scale that on the Z. And b A two scale control shift TB and make a tiny such as this, and you will join. Join all of these. And the control L on the x is and we will on and on. This will be called cut CB, cut UCB. And I will move to the cutter, then we will. I will add cut and fast We have here some buttons. We have one, two, three, one button here. So we can move that to the cutter. And I will start again from scratch at three buttons. The same bruises. I will add circle maybe six and scale scale circle rooted 90 degrees and move in the direction. And I will select this and scale down and rude and the x x. Shift cursor selected, c into the three di cursor. Select all, shift on the x control x, and move in the x direction. Merge at c, merge at c. And then fill and fill. One, two, three, we have here 512, three, four, and I will duplicate around the xs and will duplicate here. And then I xtrude on the oi. Extrude on the oi and extrude on the oi. Then we have sad smooth and control T. We will name it F two cut buttons and I will move that here. L. That's fine. That's fine. I will move that on the oi. And that's it. Then I will move here and bullion and buttons. Let's try to move that to the cutter. And that work is fine. O right. That's it for the fronted tails, and I will of course edge it so that we can have some nice detail. In the next part, we will add here the legs or the bottom part tails here. And of course, you can add here some. So you have no. Thanks for joining me in this lion video. 14. Refine the bottom part: All right, so let's continue. We will make now the bottom part. To be honest, this tutorial met overall of 2 hours, 90 minutes, two 2 hours, around 1.5 hours. So let's continue because we have the left to is exact the same as the right. I will model only the right part. So I will add the mirror, and based on the EM center, we will have this we will have G on x, cliving, and g on x, and that's fine. We'll add here. Let's shift score selected. I will add now so I delete all of these parties. All of these verte and add here about the cursor here, and I will spin, A E spin, 90 degrees and maybe one, two, three, may be six, or let's see. We will need one, two, three, four, five, I think we need six, and I will select to all. We can we can delete that and move this part on the y on the y. Maybe here. Shifts to selected and has been nine shift score selected. A cursor here. Been around this vertex. And it's been 90 degrees, and that's it. This is fine. And I select all of that and move to be here. Maybe and select all and the scale based on the cursor to be here. That's fine. We want to close this area. And merge around the center. That, will merge around the last and we will fill here, fill that. And we require some edge here fell and fill. We want also one edge here, fill and an edge here and fill. And also we require some edges. Maybe here. We want. Let's see. One, two, three, four, five. We need here one. Control F. Let's slide. And I will b here is three and fill. I will fill and fill now. And here we want to three and fill. Three now. And I think for this, we can add some loop cuts here and try to fill all of these gaps. And we want here another on So we can. Let's see. We can fill that and the hide this phase or delete this for now and cuts are three, fill all of that, make sure you have the two add activated, and now we can fill see fill and fill and the remaining this will be filled. I this isn't the so surface. If you don't like that, we can turn another one. I will do it and try so that having the same now. I will fill all of that and fill of that. And try to fill. A center in the field. Let's see what we have a slide, s that. We want to slide. And for that, we want it to be curved also. All right. So we will scale based on this one so I will scale that on the y based on this reference based on the active. So scale zero here also. Scale zero. And here also scale. Scale. Scale zero. Scale zero, scale y zero. Scale y zero, scale zero. Scale zero, scale y, zero. Serve that. And we can now scale that on the Z. Let's see what we have. And we want to border here, so And on the space. And I will in the ex direction such as this. And I think we are now done for this board. So it's come back and select all of these points and Alt E or x on the x axis bit. And for this one, we can make it smooth such as this. This isn't the stolgy, but. You can have more time and enhance it. Let's see, we have it on both sides because we have the mirror, so I will move the mirror on the first, such as that. And we can now select all of that and I will now add circle. Add circle. Circle maybe sect and the scale and the scale. And we can move that to be here. Of it to be here. I don't know that to be here. And move the tobe here and move that tobe here. I will select all of this and mix circle and you can rotate based on the bonding books such as this and the scale down. I think we can make it and it and rotate. Rotate a bit. L et's rotate it again and move on the z, and scale, scale, and that's it. So we have made one leg, and I think the other leg is symbol only. Add here circle and you will add that in the next video. 15. Modeling wheel: Com. So I'm going to continue our plus about the arginor, and you are going to make here, we will model the wheel. And I will put the cursor maybe here. And I will add Torus Akon, but Taurus, of course. And here dimensions and I will make it maybe here 28 and the 16 and then scale root it around 90 degrees and the scale. That's fine. And I will delete that and delete, delete all, and maybe de some edges, and I will scale shift x, shift x, and scale x 0.9 and c shift scale shift x, and scale shift x, We will fill that and fill that. Let's see. We will fall based on that, and make sure you have that you make sure you have the wheel here in this area, and you can scale based on the x such as this, and you can now a sub surface, and that looks fine, maybe two and three. We will add some detail, and I will add here circle and circle the circle will be 16 only. And rotate around 90 degrees and move in the x xs and scale. That scale scale based on the cursor, in the individual origin or the bundle box, I will scale down like this. Let's add loop cut here, another locut another lo cut here, and another lo cut here. I scale and the move in the x xs. We can select all and move in the x, and I will add some thickness ti, such as that. Let's add G on x. I think we don't need that, but we can add locut here and another lout here. And it and it sis scale. Circle maybe rooted. All right. So we have one wheel and we can duplicate that wheel based on the EM center. So I will add the mirror and EM center and add mirror EM center. All right. So I have made the w, and now I'm going to start to add the details here so that we will make in the next video. 16. Adding air vents: R. So let's continue our class the generator, and we are going to make some cut here. So basically, you can add I will add here. I scale on y, and here also, I will scale based on the y. Scale y zero, and move on the y. Zi and G G and add heres B and make sure you have that scale zero, and we can add loop cut and other loop cuts here. I want to add lot here also. And I will select all of these faces and another face here. And that will be make variant selection. We have this opening. Now we are going to add the vents. Before that, I will select all of that and and start to select all and shift to the eran selection. I will select all and the bridge loop. Then we will fill and add few cuts here and start to add all of that. Now we will select all and bridge loop and add here. Add loop cut here, another loop cut here. Now we are making even spits and even and oil quads, and we will add here to loop cuts. Other time, we will fill. That's fine. Let's see see. We will add the origin to geometry, and after that, I will scale based on shift x and add some space such as that. Basically, we want this base in the middle. I will move that on the i so that we have even space. And I think that looks fine. We will add iffy. Of course, we don't need all of these boolins, and I will add only solidify on the other direction, and maybe point maybe 0.2. And after that, I will add cutter, which is a blan rotate around y 90 degrees and the scale one, scale y, such this and move on the y and the scale on and move here. We require ten. I will make one and after that, I will duplicate or add the array. So I will make an extorsion on the x and move on the Z, and after that, I will add an array based on minus two. And of transformers and c the iometry, and we will make it zero here. And I think -1.6 looks fine. Around the 12. And I will add bin and this is move to I will rename cut 11, then we will add cut 11. Let's hide this one. And fast looks fine. And I will choose a cut this one and add some basing maybe -1.8, and maybe 14. And add I will move that and select all of these points and move on the y, and select this point and move on the y. And side, and we have now this for the cutter, I will mirror around AM center, and it looks now the same. That's fine and in the Next video, we'll add the details here and all the bars after that, we will go here and add some and so on. In the next video. 17. Modeling the handle: All right. So let's continue making the arginor, and today to add the handle of this arginor. We can start from up. Or you can start from a plane and rotate around. You can start from a circulo boolly, maybe eight or 12. But I will start by using this blan and move in the z and extrude in the x. Shift selected and set into three cursor, mirror, and after that, you will move here. I will move here. And enable c living and move in. Also enable cleaving and move here. And that's fine. We can add Luca here. And move on i and the exit root here, we can move all in this area. And basically, I will add up the surface. We require here and another he and some loop cut here and the brisk control will be. And the maybe up cuter. If you don't you can scale, and scale on z, shifts to selected and adb cuter. That looks fine. We can select this part and duplicate sever selection, and trot z We can add loop cut in this area, and another loop cot here, and thether loop cat here. And we will move that maybe I will choose that I will duplicate and sever b selection, select at all and faces along normals and may move in and move that. Scale on Y, and that's it. So we made the handle, but we will select all and extrude ongonrmals, and ex ongrmals. Here also will extrude ngonrmals, and another time. So we made the handle, and if you want to make it longer you can, of course, and I'll move that all these words, I'll move here and maybe So we made all of that. You can easily add using all these bolts. I think it's easy using the fire. But that's it for this liston, in the next video, we will see how you can add all the details and all the botes, of course. 18. Adding front ports: All right, telephone.com, so let's continue our class about the station. So basically, I have applied the Mer modifier and here is the outer frame. And after that, I will you can add this bit, or you can add to smooth normal. So that looks fine and I will and after that, Let's see see. I will add here and circle and in the circle, we will say one and maybe 24 and t x 90 degrees and move to be here and the scale scale up and scale. Basically, I will I will rotate like this and move that to be here and scale. And basically, so I will move that to be here. And like this, the same thing here applies here. We will move that in this direction and apply some edges here and exit the scale scale down. Then after that, I want to move it here and let's scale up and fill. Then I will extrude all these elements. I will extrude another time and another time. And that's it for this one. Anyway, we have done that. I think we have to make also these bots for bar. So let's add a plane and til this 90 degrees and I will scale scale and move here and the scale y and we have to add here a board. Just to make one and you can duplicate and you will select and the scale on. We don't need that and we don't need that, and we don't need that phases and move on y. And the scale on x. Then we can select all of these elements and y. That's a fine. Let's make something. I will breath here the snapbing two vertex and D on x on time and shift. That's amazing. We have made all of the borte we can select all and to the details or Borte We have to call Edwards. All right. We have CBC and you have here UCB. We have CV and CBC and some buttons. And here is the LED screen for the LED screen. A second. And here you will make something. I'll go to the Cutter collection, and because we have a screen. I duplicate both and shift TD on Y on y and here also, the buttons will be duplicated on y. And I will move all to the Abortis front. Let's side our cutter again. For the abortis front, we can make it maybe this. Again, again, for this one, Oil scale on y 0.1, maybe set into geometry, scale on Y 0.1, and the move on y. Move that. This one will be sm and it sp and move on. And this one also will be moved on the i like this. We have the buttons. Of course, we can sever it by loose bird and select all after reassign the origin and enabling individual origin and make it slightly smaller, maybe bind e scale on the that fine. And that's fine. I will call it keen, and I will call it button. And that it I will save and make a new file. In the next video, I will show you how you can add Lugo and so on, and you rab this so you can use and add some materials and some pictures. I think we are now done for the modeling. If you have the time, you can add here some detail, but the same proces, add opening and you can add opening here. And so on. I will show you the image for the back So here is some images details and some images. We will try to simulate this image and from a scratch. I'll do my best for in the rendering. But here is the image for the bart, which I mean in the back part. As you can see out of bart handle, and so on. In the next video, we will see how we can if ra and add Lugo and so on. You in the next bar. 19. Adding Labels in photoshop: Hello, even welcome so today. We want to see how we can add the materials. So the materials is very simple. And I mean by materials, the stickers and so on. And the material itself is the plastic. All materials is the plastic, and there is some glass on the front. So let's see how we can add the materials and the stickers. I have the front view in Fu, so I will image cro so here is the image, and I will scale it size. Now it's 70. So I will say bacent by sent. So it may be 2000 or 2,400. So 2000 by 2000, so we can have good detail. What we will make. So basically, I will add it to the top and obit and here we have a ture. And we will start to add the log and so on. We will add here group for all this because we will place three log here and all elements here, and you have here some detail, Jace. Let's start by the bottom bird. We will add a button. We will add bottom around maybe radius to be 50 bx and start. I think 50 ix is lou, and I will say 90%, and I will make it here. Basically want it to be white, so I will make a stroke of white to be here. Five and fill. Let's it here and maybe scale it by 80, and I will type here. A carrier 2000 plus, maybe the font to be source Sb. I like this font, but we will call it il and it will be regular. And I will call it white. Control T, and make it e, and that's it. You can control t or using this tool to make it smaller, and I can now this to be in the middle. I will call it lower. This will be one image. Let's see what we will get now. We have here some ts. We have the label for each board and UB CBC and so one. Let's continue. You will add here ticks. I will add here Test. Test will be D C 1210 A, and let's make it or 24 and here, bower. Bower and lower to be here. And after that, We have here US CBC. I will type B A t T 18 ot, and the max. Let's move it to be here and the control. Move that here and CBC not to CBA, and 100. Let's continue. We should now maybe line or octangle, let's say we have line of x and the line from here to here, and this line may be four or five line from here to here, and I will make the color to be white, and after that, I will rests and delete. Is in type here. Each is 112 volt 20 and beer total 3,000 B so sine wave. I think we should have some font maybe this one. This looks fine. Maybe five or two. Let's see see. And maybe smaller move it to be here. Let's see. So I will continue adding it age here and we'll add the log here. The logo should search for J. You should get that log in B. G, and you'll find the logo as BG. 21. rendering power station adding materials: Hero under come. So we have finished the modeling for bog tro. And in this video, we'll start rendering. Before rendering, we will add lighting, and so on. So we have Ba drop for the sud render, we will start for the sudor render, and we should have backdrop. We don't need the reference anymore, so I will hide this reference collection. And this we called back drop, and I will move here. And in the S and in the Y. And trot and the z, move on i control and after that, we will reverse control B s loop cuts and the scale x such as we will add camera. This camera will be mean camera. Man camera, and four calen will be 90 and control at zero, so that we have the camera here, and I will make the dimension two square and view to camera to view, then it will be such as this. If you go to rendered view, you will see that you have a black scene, no lighting it. Solids add light first. I will add here and Solids add area. I will add a light now and this area will be here and 100 and yellow. Then we will have a blan scale two and flight. And emission color will be blue Sterns quadratic and smooth one Sterns five. Rotate, and we should have I will scale that. A H, I will scale that and the bot here, and B three, and we will add here another light. It will be, and it will be disc, and rotate H and it will be such as this, and rotate. So that we have this printer. For the back drop, I will call it drop and pas color will be gray or something like this. For the arginel, we will of have multiple colors. So the color itself is black, I will call it body, gray or black blastic the color will be something such as this. And maybe here and apicult two and the roughness 0.3. Let's decrease maybe 12, and we have some clear coat 11 and 11. And basically, Basically, we don't need clear code. But for the normal map, we will make a bump and the noise tie control T factor to height amp color ramp and 0.15. And here 15. A and the tail will be eight. Let's troy the color ramp and see the effect. We have this so basically, we will say that we have a scale of object, maybe a scale of 250. Clocks. Let's inc to be hundred and the stern maybe be 21. I will increase I will increase this maybe 600, and again, we have now a little bit of bump. It looks fine. Also, I will decrease to 0.4 or five. Amazing. Little bit to also. All of this will be also the same body gray. But we have here a blastic. Oge blastic. It will be this orange but lighter color. And I will make some adjustment here. So I will b the extrude pises along normals. And after that. Let's move on the x. And after that, I'll move on the and move on. So scale scale shift X, not working. Scale shift x. And that's ever sloop cut Here. That's fine. And This will be a little bit orange like this. And here also, we have to be orange and for the wheel, or the outer one will be gray, and the inner will be plastic. That's it. All of these botes will be the same gray and buttons also. Control materials. Okay. You can make the blastic glossy blastic, if you'd like, los blastic. What about the glossy elastic? It will be of course black, and I will make it black and the roughness will be maybe 0.1. No metallic, and this 0.4. And all the buttons will be this one. Control L link materials. For the screen, we have the screen, so I will move on the and you project from view, and I will call it en. I will image ture and go to the UVs and you have the screen here and in the UV. I will choose to be here. It looks fine, but we can project from view or apply the scale first and the project from view. Then go back to editing and move here and the scale. And after that, this will be the screen, and the screen will be exit. So at principle, PCDF, risk control shift, and join with maxi shader. Alpha will be here, and this will be black blast, glocblastic. Roughness will be zero and very secular. We have this risk control, and the outer will be a body gray. Or maybe to be here. That's fine some difference. I select oil and shift on y and by selection. This will be the roughness will be zero. So we have made the sheet of glass here, and we have here the screen, and here is the render Handle, of course, the same same body, but he orange. We want to render that. Of course, we can add HD, so try to add MHD or O. I will throw here some on or we can try the studio. Will make it black, and after that, After that, I will choose the background and allow catcher in the setting sampling as the same 1,000 and performance to 56, not 1,000 or four K. But for the film, it will be trans so here we are. We are now ready to render. Let's do test shot. 22. adding background in photoshop or gimp: After rendering you have this image, which is transparent, of course, basically, I will open the image in foot sop. So let's see. It has been opened in the chub. I will add the new layer in the bottom after making these colors default. So you can fill with the background color which is white, of course, and here we are. Shadow is too too much. You can decrease in blender by moving the bland or you can add it here by adding the mask and using the brush to soften this using a black color, of course, and we maybe 25. But I like it in the first I like this result. So we have made this white background, and it's the same as the reference. But you can add more detail. So this is the reference, and this is our umber. It's similar. You can add here some details. Screws here. You can make the handle bigger. So that's it for this tutorial, and your homework will be in the next video. H 23. Class Project: As usual, there is homework and the class project to any course on skill here. And here in the Object and the sources, you will check this download resources, and you will find homework and reference images and direct files and so on. You will download the homework, and you will find many images that you should follow, or you can search on Google for Bart Bart station. Here, after you will search, you will find this board bar station. And there is more, and here is more. So I made the Jakari the same to let you know how you can and how you can model a product from images from reference images. But don't try to build a new idea based on these pages. I will leave reference for these images and the resources. Try to make a new idea, a new shape, new colors, a new staar, the new logo. Try to build your own bar station, and I thank you will create a more creative bar station, which is suitable for outdoors. Thanks for fahing this class, see you in another class on my skill Bag. 24. Shure interface : Modeling the base shape: Hello com. Here is Camel. As I've mentioned before, we will model and sign in this class, audio gear audio equipment, such as microphone, audio face, or Bamfi, Audi faces, microphones and so on. And I will start with the so this product. So I will start first chapter with this model. It's easy, but I will do my best to make it the same exactly with the same detail. So here we are, We have here the view. And this is aud pase, digital audinar phase, works with only one microphone, it works with dynamic or condenser. Here is the product that we will design. And I'll try to make this shot also, the same exactly, but maybe different scene, and also. As you can see, it's photographed, it's real picture, but we will design the digital version. Here is the product that we will make. We have here the front and you have here the top. You can open this image in Adw Food chop. And after you open this image, you can slice by Control R, and you can see that this is edit Coby and start to add to a new file. V Control shift. You can click on Z and remove, and we have here and re file that we can save So I'm here in the blinder and I will start with the front. So I want to exaplain something. Here's the photo. As you can see, it's simple cylinder circle. But we will first design this board this front so that we can see how many vertex. We'll den the most detailed side, and after that, you can add circle based on vertex of that. Let's see. So I will start in the side view in the right and add reference and the ground and this one. You can scale one to five, and here we have border so Here is the view right reference, and in the design, I will start to add circle. But let's add here circle first. I will start to add circle of maybe 16 and rotate around 90 degrees and the scale. Then I will rode on the and scale on z. And here. Also, we can we can shift here the center. No problem. I will duplicate on the X. I mean on the and control MY and move on. We forgot to enable screen catacs so that you can see each bras. You will find here. Here also we have circle so I will add later, but let's add here also circle shift is co selected and shift is selected and add circle. The circle may be maybe 16 and rotate around 90 degrees and the scale move in xis and scale. Also So I will make here circle. Let's add here circle of 44 maybe 14, rotate around 90 degrees and the scale move on the i and the scale move on the i and move in the z, move on the i. And des edges Shift is costed brisk Control L, shift dY, control M Y and move on the direction. At center and here at center. Here, the image is so I will decrease the so that we can see a reference. In the setting, you can change the vertex color if it like. And we will join all of that, but we want here circle so shift score selected and add circle the circle maybe 12 maybe 12 and around 90 degrees and the scale. We don't need we don't need that I will I will fill and here also, I will I will fail. I will feel that this is very simple. We can connect each but. I will start by connecting that. We have here 12 from here to here. Let's say one, two, three, four, five, six, seven, and F here, one, two, three, four, five, six, seven, eight, 19. So we can decrease that. The shift is selected and add circle with No 16, but now 20 maybe or 24. Let's at 24 and rotate around y 90 degrees and the scale scale. And after that, I will delete this word. And control shift is selected, G on Y control and G on y. All right, Let's continue. Well fill, and after that, let's fill this vertices. And fill these vertice and after that let's fill fill these vertice and I am filling these words. We have made that and select these tics and the ex scale and on the wandering wx scale on y to this area. And This shift is selected, and I think we can now make an extrusion here, extrude on Z to this area to this border, and the same thing here, s control and extrude in Z. Because we will add another border, so not too much, and here also we will scale bid on oil. And fill and fill, and here also, we will brise Y. Let's see. We want circle to the le maybe here as a border add here and the f. I will add circle maybe maybe 40 and a 90 degrees and the scale. I am feeling that here and fill Also, I'm exit rooting and root it and fill here, and we have here and we have five so we may a I think 40 is too much but my problem. Let's select all of that. And extrude move in the scale zero and move here. We add cut and fill. Add an cut here and the fill. The same thing will be applied here. Also. We can use mm fire, but Mbrobm. Scale, the oil cut here and fill and fill. Let's again select. And we can I will move that on the o here on the border, and move on the oi, so that we can snap it on the curve. Move on the oi, like this. And move on the o and move on the oi. Also, we can move that here and move that here. And the move that here, and then move here, and then move here. So we saw that towards the border. We have done that and we can fill this gap and also and fill. Again, we can fill that here and we can move that and snap to the circle. I am going to slide all around the circle, and here also, I will slide two above, and here also I will slide. I'm going to slide that here. We have here to extrude and the other time makes ext and the fill. And here make an extrusion. We fill that and add an extrusion to fill. Here also we can extrude or I make an exit here and other ex and other ex. Maybe selecting all by selecting all and move that here. And again, I will arou rotate move here, and after that fill and fill and after that, I will exit route and fill subdivide filled filled. And extrude here, extrude here. Extrude here and move that to this area. It's not perfect silk, but I will select all the edge all the edges here, and an ex like this and after that, I will make it perfect circle, or we can we can two we can try to sphere. C again to sphere, and scale again to sphere. Now it's like a circle, and I will select all of that control shift and make it even space, and all of that here also. And make that even space. We don't need the reference anymore. So it has been a lot of time to make this but the process. I want to slide or move that. So we don't have any over. In the next video, I will show you how you can add all of these details. Thanks for watching this video. 25. Shure Interface: extruding and making general shape: Hello Norcom. Today, I'm going to make these details and basically, I will fill here, and I will fill here, eh scale and fill. Before fill, we can join. We want all quads, so I will join some bes here. We are now done for all quads, as you can see all quads, and the same thing here. I will ins and here join. B here, join. Bre, join, and now I'm going to join here and join here and join here. This can be joined like this. No problem. Scale. And now here also, we can etch scale. And the field. I will join. I will join. I will join. And after that, I will join I will join I will join as in We can select all and scale on x in the top view. I will add another reference which is here. And in the x direction. Then I true. I will extrude to this area, shift in, and I will add here and another time. And control and after that scale, and scale shift x. All right. Then we can extrude scale 0.99. Scale point maybe seven or 65, and I think we can scale scale up and extrude on the x. And add. Other time we will add pair. As we can we can delete these faces. Such as this, and move on the x, and we can move on the and move on the and move on the. That's And we will select all and three so that so select il here vertex group assign and here also assign and here also as and here also is control and assign. When we select all of that, when we select all and remove this deselects. We can see that we have now select We can try something different. We can try to select all of that and all of the other ties that you don't want. All of these vertices. And also shift and deselect all of that here also. And here also. You can now extrude on the x on and time. This way, you can have a smooth surface instead of using bullion. It takes some time, but it's perfect, and when you add here three or four, you'll see that it's very smooth. You can add loco here in this area. But as you can see, this is very smooth. And when we add here, after blocking the scale add some thickness, it will be fine. Maybe 0.5. All right. So in the next spart, we will add the screws here. 26. shure: Modeling the bolts: Hello, come. Here is the third video, and we are going to design the artis in the back side. We have H hitphone Jack. We have here also screw and we have CBC. And the button or light. This may be button for the 48 volt, which is the voltage for condenser microphones. So let's go to our scene. And after that, we will add some screws here. So we can select maybe and maybe selecting loop cat here. Select one, two, one, two, and move on the oil, and after moving on the oil, We will select four and I will delete, then we can make it circle and move on the o. The same thing will be applied here. We select four. And move on the o, add a loop, delete these faces and make them circle and move on the o. Ete move here. The sib we can scale nine and scale that also 0.9, then I select the box and and extrude on the x, extrude on the x and extrude on the x. Then we can fill, or control bs, shift, and fill each faces separately. We can join. We can join. Let's join and join that also. Amazing. Here also we will join. Let's join this sport and I will join this part. This the verte vertices, I will join. That's fine. We can add bolt. So we can add bolt. I will add a circle of 123, maybe. I will try 16 and the scale one around 190 degrees and the scale and move on. In select all and shaker de select and extrude scale. We can scale down such as this. Let's select all and citru scale. Make sure you don't have any duplicates, and select, and these faces. I will extrude another time and fill. Rude the scale, then we have all of that separated, and I will extrude rote and extrude on the x extrude on the x, rode on the x. X scale and rode on the x. We have made one bolt. We can add no son surface, and scale x and intrude on the x that then we can move on the x direction, and the scale. We have made one bolt, and here is M that we can move to the reference. Reference collection. Then I will call it bolt and call it is or body. Using this point, we can add here an EM center as usual, EM center, and I will move on the x direction. Then add mirror on the scale shift X. And the scale shift x, scale shift x such as this. That's fine. We will add here to the headphone jack, so select and the scale shift x. We can scale shift x, and it then it route, rote and time route. That's fine. Here, we will add the headphone jack and we will add that in the nets. 27. Shure:Modeling the headphones jack port: Had. So we want to make the headphone jack. The headphone jack is very semble. We will add first, we will but the cursor here. Shift score selected, and I'll add a circle. The circle may be 20. And I will rotate around the oi direction 90 degrees and the scale. And the scale. Then I will move on the X direction. Then we can control shift to B. I will remove this select all and true scale, and delete these phases. I will scale on the zero scale on the zero, scale on the zero and scale on the zero. Then move on the x direction and true on the x extrude on the x and rote. So surface, select and breath shift, then a look cut here, another look cut here. Look cut here, and another look cut here. Then will make it shade smooth and you can scale up. We will add the metal bar, same thing. I will add circle. After that after that I scale, I scale, rotate around the y, 90 degrees and rotate such as this ad this edge and exit rote on the y. Then add Luca here, Lucas here, and there is fill. Select all and scale x zero. Then we can fill, select all and the scale. Then we can delete those two phases, and we can select that scale zero and scale that zero. Here we are. This is the metal bar. I will move on the x direction, and and the scale on z, and rod on scale on, z. Scale on zero. Scale on zero. This is a metal part. We can now, root. And we, we move on the x and select all and the scale down and I'll add loop cuts here and add scale zero and scale z zero. That's fine control B. And I'll move on the. And this is the Had. It's very simple and easy to make. I then the video, I will show you how you can model the CBC. 28. Shure: modeling USB c port: Everno come here is Camel and today, we are going to continue or design about the sure interface. So I think it's shorter, so I will select all and move on the x direction by this distance. L et's see what was the CBC. C is very simple. I select this one, and there is shift d on x and seared by selection and select all. Sit shift selected, select all and scale scale, and scale. Scale on scale on y. And the scale. Then I will move this board and this board which is here, I think we will CBC. Control bus and will move on the x direction. Then for CBC, I'll move in the x direction and on the x x such as this sect il and will shift in and here we are easy to make and I will scale up and the scale such as this. For the CB, we will have and scale scale on and the scale on and. And move on the x. Then we can move that here. Blo the scale at bevel, and this will be 0.1, and alo the scale. That's fine. Scale on y. We can select all and shift on the Z and separate y selection is urgent to geometry and the scale on one and move that here and move that here and we'll add mirror around the Emi or center on the y. Here is the BC and that's it for and that's it. I will select all and move here because we ex then we can move in the direction. On the x on the x direction. Here we are. So we have bolt and Hon CBC, and that's fine. If you want, if you'd like, you can decrease this HPon ja, decrease the side scale shift x 0.8, and scale shift x and that's it. I like this video and the next video, we will see how we can add the logo on the top. Thanks for watching this listen to you in the next. 29. Shure: design the shure logo: Hello, everyone welcome. Today, we're going to add the sure log, as you can see. You can add it in the shader tor or od aor or materials as normal map or bomb map. But I will add as real geometry so that we can control the dips, and that will make it real. I have modeled the S and H, but I will model from scratch, because I missed the recording. I will add here blan and add the blan here. Delete this edge and move here, move this vertex here, and this vertex here, select all and extrude on the x, look cut here, another loop cut here. Of course, we need some look cuts. Then we can delete pases That's fine. After that, we will duplicate h d on the x and extrude in the x direction, and add loop cut here, then g slide to here and debris true scale x, and we can add loop cut here. Am. I will dead this edge. Again, this edge and the fell and the fill. We can fill all of that and the fell here also, and fill again. And another time, I will add here some vertic. You can make its base even and here also breath control shift to B and move here. And fill and the fill. Select all and we shift in. As we can add loop cuts here and another loop cut here. Then I will add two edges here and here and there. Then another time. Some loop cuts here will define the edge as well. You can also add here even base, and here also evens base. That's fine. We have the s and u. Let's again select this edge and duplicate along the x xs, and duplicate along the x axis may be moving here and on the x. Add loop cut here, and I will select this phase and delete. Add loop cut here, another loop cut here, and another loop cut here. Let's try to add and I will exit root in move here. You will slide that ipil. This is symbol but it's time consuming? Instead of modeling from scratch, you can board SVG. But of course, you will remesh as SVG. It has art of triangles and so on. Let's continue. I will add an rogion here and another trogion. Then we will extrude fill and fill. And we have to fill, and we can to cuts. And I will fill, again, this loop two do cut, and it's add here, and I will exit extrude and the fill. And of course, I will move here and extrude in the x axes, and fill. Let's add here four select and the fill fill again, and add to even space scale and it perfectly, so you have a circle such as this. Of course, we don't need these faces. EF and EF and a root cut here and the root cuts here. All right. That's fine. The remaining is litter character. So I will duplicate maybe duplicate on the x direction and true also in the x, and I will move. I will move here, and again again and maybe D it and did it and add cut. Let's slide and move. And again ,'s at this base here, and the other time, I will connect the and lerace that correctly. I traces here at even base. Let's control. I select all and add even space. At even base. And again, we have here select all and the shift in Let's see see, and here also, we'll add even spas. And what's add here also even. That's fine. We have now designed the shore log, I will be like it. So all in Q, it's perfectly for reprinting. You can add it at the go, and the next vid, I will show you how you can it correctly and you will start by the Excel or connection which is on the lift. Vi. 30. Shure: Modeling XLR input: Le France, so we are now going to continue our class about the comment. And we will now finish it by adding the X or input. So if I but the cursor, it will not be in the center because we have some vertex not shown here. So I will but the courser maybe at this circle and shift is courser selected. We have to activate the screen casks. Os I will add a circle. Let's see in the top view we have here and circle and we have the top to be flat to add this ino. So basically, I will go to the circle and a circle may B 24 and rotate ad 98 degrees and the scale and the scale. I will move to the x direction and move it to be here and extrude in the x move in the direction and extrude in the x, and extrude and x, and after that select all. You can extrude scale 0.9, extrude scale 0.8 and f, and after that, we can select all of that. And I want to make an extrudion maybe here, select all of this, but not the three, and extrude scale AE and exude fases along normals. Alta is result is I will select this board. We have to select all of that and move and move on the direction. And I can move that to be here. That's fine. Bert, I don't like We can stick with this design and add here because we will add here and solidify sb. It will work. It will work. So will be 0.08, maybe 0.07. And here we will control. The control two and solid surface. And I can slit all of that and extrude on the Z. That's fine. For now, We can move that to be here, and this is the bottom. This is the bottom we will have shift and s by selection, and some cuts here and will select control. And select all of these phases and extrude. We can select all and an extrugion, and select all and extrude and extrude. That the fin, select all and scale on Y and move on the erection bevel scale 14, And rude again. And here I will move on the X ction. That's fine. Here we will add the Excel input. We have here 24. I will and after that, shift is score selected. The x input, we have here circle. You can search online. We have three such this. So I will put s. I will put circle B eight, and rotate around 90 degrees scale, and here. And shift on and shift to another one here. Then will select all and move on the x direction. Let's see see. We can select that, shift on y, and move that here, and fill, then we select all and fill and the fill We can delete this edge. And we can we can add an edge here. And h We have here 18 so we can it uh scale and add here circle and x scale. We want 24. So I will add loop cuts here and two loop cuts here. So we have now 24, and we have here 24, so we can add this to be circle scale, and you can select all and scale up. 31. Shure: finishing details: Hello here, Camel, and we're going to continue modeling the sure adar face, which is two U. I think, and this is the modern. For the excel arm input, I will select all and make it circle at another one. And we should have here some space, and I will extrude extrude So Let's see again, you will make here base and ad here base and make an extrosion. I will make ex trugion, and make another extrugion. That's a fine and for here also, I will select all and all circle because some seems to be hexagonal. If you want to select all and in the individual origin, you can select and scale, and this can be moved to the other here, select all and extrude. Rode on the x and x time in the x, while using individual origin, you can rode scale, exude scale and fill. That's a fine and all will be Shadi smooth. That's it for this part, and I think we are now done. You can now go and add the materials as you'd like. For the material, the whole body is black, so I will select the body and call it body or body black. And in the shed, I will select it and call it black maybe here. And for the roughness, it will be 0.21 22 maybe start. And of course, we require normal map or bump map. So I will add the noise. We require noise mas grave and Control T. We can add here the three D V, and go back here and add here, let's see see. Here. For the noise scale, first apply the scale and scale maybe 200. I seems stretched, so for the object let see. Loki fine maybe 100. Of course, I will add color ramp, and after color ramp, we will use bump bump and the normal to normal and the color we require color to height. It's. Here is a detail may be it. I will select that and go to this direction. And the roughness will be 0.3. And now use I will use that black with 0.1, S two high 0.5, and like this. If you go 2.5, it will be large a 0.05 or 0.06. Of course, you can decrease the roughness, maybe 0.26. I will go for 13. And metal, of course, will be the same. So we will say this will be metal chrome, and all will be the same. So the color will be yellish, and metallic, of course, and dbcular, 0.6 and roughness 0.4 0.3. And I will copy then bump here, copy and go nowis Now for the metal and the bst. And move here. I will block normal to normal. We will have this object after lo the scale. You should have the shedder. All will be metallic. It looks fine, but but we need more roughness. So I will go here. And maybe 0.1, and the scale will be 200 roughness 0.4, and distortion will be 0.4 also. The scale, I will say 100. Let's see. It looks fine. We made that and roughness, you can decrease to be 25. So all the screw. We must have here and screw. So select this board and add here circle, this circle will be the lower, and I will make it 0.3 so that we can have any issues here. And after that, here is the screws that we have added. Let's see what else we can get. And here also, we will add some volts, and basically, we have We have to add here the plastic. This will be metal, of course. I will choose an metal. But this screws can be black. So black metal. It will be called the black metal. Of course, black, and the metal will be one, and roughness will be bond to 25. Metal will be one. Roughness may be bond to three. Here also it will be metal. And here it will be metal. And this one will be glossy black. Also black here, and the roughness, 0.16 here also. That's fine. That's fine. L et's see see. I look the fine, and what else? You can change here is this to be blastic. I'll select all and select that. I'll select all of that. And select all and I will make it glossy black, maybe glossy black, and a sine. Here we have here to be glossy black. Here also, it will be glossy, but highly glossy. Rough will be boot three, 002, some and. I will select all and extrude and other extrusion and move in this direction. We have here the shore log. Let's see what we will get. It's fine and I like it, and we have now completed it. In the, I will show you how we can render this product and how you can ting. 32. Shure:Rendering the shure interface: T hanks for reaching this class today. I'm going to see how we can add the render. Of course, I will add back drop. I will plain and move to the camera collection. This, I will call it back drop and the scale and move in the Z. And true and the Z and the control B and the scale on x make it smooth. This will be called the back drop or back ground. And it will be di or any color may be diffuse here. I will choose it to be di and this color. What about the lighting? I will choose this scene lighting. Of course, now we don't have any lighting. But I will add firstly the camera and diles the camera here. But the camera here and the square dimension, 180, and is control at zero and move camera to collection, and for the camera, it will be 100. So let's add lighting. Of course, we will move camera to camera. And here we will add first lighting, which is a light, and I will move to be here and rotate. So this area will be 100 and this color. Size will be maybe four and move to be here. And here we have to add the fight, I will add plane and the scale. I will rotate such as this and move here. Is in, I will call Fight will be emission and one strength to B one, or you can choose quadratic from here, full of two be quadratic so that we have smooth, and the strength will be five or six and here we can add another lighting which is here area and root it and maybe 400 and the size will be two. I will move it to be here. That's fine. Of course, we will add I will select all light and move to the camera collection and he the camera for now. I will bar all the elements to one file. So select all and the MT and the control B keep transform. So we can move it to be here and rotate like this and rotate around x x, such as this. So we have nice transition or nice us. Such as this, and move it to be here. This is the first shot that we will make enable the camera and let's add environment and HED RI. L et's choose on each other from here. Looks fine but I want other scene. Let's choose that. Lo fine also. So we can now we can I will make a hello catcher and here fail me to be transient. Let's render our f. Also the body, I will make it more black. Let's see, like this and render our f. E 33. Homework & Class project: So as usual, there is a closer project. So if you follow aon all the reasons in this course, you should take your nega tip and do your own homework. So here is the page, and if you go to here and to the course page, and you'll find the project resources, download the homework, and you will see some reference images. Your homework is to make this premium Samsung watch. Scratch, it's symbol, and you should make it from scratch. And if you have any suggestions if you have any question, don't stay to contact me. After you finish your homework, you should submit your project here, and I will leave feedback for you. If you have any question any time, you can in the discussion badge, leave your ask question or start conversation or share a project, and I will Contact with you as soon as possible. Thanks for watching this class, you in another course. 34. What next ??: So in this class, we focused on the modeling stage. And if you want to learn more about tech sharing shading or animation, you can check my page on skill share. So I'll see what other courses that you can fool along to take your skills to the neckest level. So here is the page, and if you Watch this class, you can go to the blender for graph er, and this is complete workshops, and you will learn more about ti sharing and shading. If you want to take another advanced Breium class, which is this advanced course, advanced modeling of bum products, you will learn more about how you can design welcome tablet or electronics or another products. Here is another future design and jewelry design. You can also follow me on Skillshare or all social basis, so you don't miss any another future class. Thanks floahing this class, you another premium class of blinder.