Blender: Learn how to create Braven 650 device | Marwan Hussain | Skillshare
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Blender: Learn how to create Braven 650 device

teacher avatar Marwan Hussain, 3D Artist and tutor

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      001 The Intro

      0:30

    • 2.

      002_Starting with the aluminum cover

      43:33

    • 3.

      003_Starting the left side details of the device

      39:09

    • 4.

      004_ Focusing on the right side of the Braven device

      53:59

    • 5.

      005_ Adding thickness for the cover and creating the Braven stands

      28:25

    • 6.

      006_Creating the texts

      37:25

    • 7.

      007_Adding lighting and maker the first render part 6

      31:35

    • 8.

      008 Taking another shot part 7

      20:24

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About This Class


Introducing the Ultimate Blender Course: Master the Art of Modeling the Braven 650 Speaker!

Are you an intermediate or advanced Blender user looking to elevate your 3D modeling skills to new heights? Look no further! Join renowned 3D artist and instructor Marwan Hussein in his latest masterpiece, "Modeling the Braven 650 Speaker."

In this comprehensive course, Marwan takes you on an exciting journey through the intricacies of Blender's powerful modeling tools. You'll discover the secrets behind creating stunningly realistic 3D models as you delve into the art of crafting the Braven 650 Speaker from scratch.

With its sleek aluminum cover, intricate plastic components, and thoughtfully placed buttons and USB port, the Braven 650 is the perfect subject for honing your modeling expertise. Marwan carefully guides you through each step, teaching you how to effectively utilize Blender's native tools to bring this cutting-edge device to life.

But this course doesn't stop at modeling alone. Marwan understands the importance of creating captivating materials to truly make your designs shine. You'll master the art of material creation as you learn to accurately replicate the Braven 650's textures and finishes, from the lustrous aluminum to the smooth plastic surfaces.

And what good is a masterpiece if it isn't properly showcased? Fear not! Marwan reveals the secrets of professional product rendering, enabling you to present your Braven 650 Speaker model in the most stunning and realistic way possible. With Marwan's expert guidance, you'll learn the tips and tricks that industry professionals use to make their creations stand out.

As an experienced 3D artist with a decade of expertise under his belt, Marwan Hussein is uniquely qualified to guide you through this transformative learning experience. With his clear and concise teaching style, Marwan ensures that even complex concepts become easily digestible, empowering you to unlock your true potential as a Blender artist.

Best of all, this course requires no additional third-party plugins or add-ons. You'll dive deep into the native tools and features of Blender, ensuring that you develop a strong foundation in the software itself.

So, whether you're a seasoned Blender user looking to refine your skills or an intermediate artist seeking to level up, "Modeling the Braven 650 Speaker" is the course you've been waiting for. Get ready to revolutionize your 3D modeling capabilities and create stunning, professional-grade designs. Enroll today and let Marwan Hussein be your guide to 3D modeling mastery!

Meet Your Teacher

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Marwan Hussain

3D Artist and tutor

Teacher

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

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

See full profile

Level: Intermediate

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Transcripts

1. 001 The Intro: Hello everyone. My name is Marcus and I'm a three-day outstanding blender teacher with over a decade of experience. In this course, we will learn how to create the present 650 speaker device from start to finish using Blender, we will learn how to model from scratch, how to prepare the material, how to set up the environment, how to render it. This course is for intermediate and advanced blender users who wants to create highly unrealistic, accurate product designs. If you like it, you can join me now and let's get started. 2. 002_Starting with the aluminum cover: Now we start with the new scene. I want to delete all of these. I don't want them. I will hit a. Before I do that, I just want to activate the screencast. Okay, It's n. And now whatever pattern I will oppress, you will find it right here. Alright, I will hit a to select everything in the viewport, and I will hit X to open the Delete Menu, and I will hit D to confirm that we'll start with the front view. I will hit one and add two plane here, Shift a to add in. I will add the plane. After you add the plane here, a menu will pop up, just open it from here. And here we have an options regarding the plane. Here we have the alignments. I will align this to the view like that. And now it's done. The size of this device according to the USB ports we have are here. It's not so big. It's about 15 centimeter or even 20. So I will change this to be 20. I will go to the unit setup here in the skin properties in our teaching this to centimeters because I want to work with centimeters. Or if you like, you can work with millimeters. And let's change this to 20 centimeter. After scaling this to 20 centimeter, I will take a Coby maybe right here. And I will put this in new collection, just hit M it from the keyboard and hit New to create a new collection that will call this device. After that, I will hide that device for now. Let's focus on this one. Alright, I want to start with these halls. So let's see how can we do it. I will tap to go to this mode, and I will add one H right here using Control R. Yes, it's Control Alt and hover over here. When you see this line here, just to confirm it and heterocyclic to live this in the center. The same thing here, Control R and do the same scenario. I will go after that to the face mode, hit three from the keyboard and grab these hit, I, make a small insect like this to get our answer like that. Okay? Somebody like this. Alright, after doing that, I want to use the Bowl Tool to convert the secret to a circle. But if you don't have this bowl tool, you should activate the other one that comes with the blender because you go to the Edit and then Preferences. And in the other section, search for pool tool. Sorry, notable to loop tool L double 0 P loop tool and activate it. After doing that in the edit mode, when you hit right-click, you will see it here. Now I will use it. After you select these faces, heterocyclic enqueue a circle. Now, that's all help to convert this to circle x, f and delete this. We don't need those x to augment to access the Delete Menu and F to choose faces to delete the phases. And now it's done. Alright, That's very cool. Now I will duplicate this multiple times. Trying to create this pattern. I will start. I will change the transform pivot point to the active elements because I want to start with, I want to use the active vertices to help me to create the pattern. In this time menu, I will activate the snub vertex and I will activate the center for that switch to the vertex. So I will make this one the active. Just hold, shift and click and click again. As you can see now it's become brighter. That's mean it's active. Vertex. Hit Shift D to duplicate. After you do that. And hold Control N star, this one right here, as you can see now is duplicate it and snap here. Shift up to be that multiple times. And now we got this. Now you can grab all of these. You can hit a and make this swan active, heavy bleeding, a Coby. And I will snap this one right here. Now, I got this after that. Grab those, all of them, and the X-ray mode, that will be better. Then let's make this one the active. So I can snap this here. Hold Shift to make this one active. Click again, Shift T, hold control and status bar right here. And now you can, as you can see, now we got this pattern. After doing that, I will merge all of these vertices together, activate automatic, or you can hit a to select all the vertices and then hit M to open the marriage menu and choose American by distance. Let's will help to merge all these vertices together. We have this vertex. You can get rid of it. Just hit X and then V to delete the vertex. Okay, now I want to select punch or vertices. And the selection should create a path from when you duplicate it. So just be careful. I will link rob these faces, and I will include those who can go to the face mode three. So let's include this here and include this one and this one as well. And this one and this one, this phase as well. Kay, like that. So now we got this shift D to copy this one right here. So this is what we want. I will hit P to separate this and then S to surprise us that P to open the separate menu and choose selection to supply the selection. I will tap out. So now we got this. Now, if you duplicate this multiple times, you will create the pattern. And this is the easiest way to create a haphazard like that. Now if I e.g. if I tab and go to the vertex and let's select club all these vertices. I will make this one the active, and I will activate the automatic. So we can mark these. When you duplicate this, I will just shift the cobe this to this direction. As you can see, I have a battery. And if I grab all of these, and if I make this one the active Shift D, As you can see, I can shift our multiple times. And now we have the pattern. So this is the pattern units that we should create. This. After that, we don't need this. We can delete them it real quick. Okay, I will put this right here, and let's start from this point. I will tap to go to the edit mode. And now let's create our password. Hit a to select all these vertices. Make this one the active. Just hold, Shift, click and click again, and then have the hold Control to snap is small right here. Now, let's duplicate this multiple time shift R again and again until you create these holes, you can count the number right here. We have 13 holds. Here we have nine. I will hit Shift D. Make this one the active, sorry. Make this one active, share with d. Let's take another copy here. Or this number looks okay. I've started doing all of that. Hit a to select all of these. Maybe this one, the active head heavy to their Coby hold control and stab it right here. And then you can hit Shift to add multiple time to create this like that. Even if this become long, don't worry. Okay, accepted. Now we've got this. After that I will unhide the device. And this is the size, as you can see. Now we could scale this. Alright, in the front, grab this and hit S to scale it and make it very small like that. Alright, so it's 20 by 20. I will scale this to the z. So let's kill this to the z like that. I want this to take the hip of the device and I think maybe we should kill that a little bit more like that. And I think this will be enough, something like this. If you want a numbers, that's okay, we can do that. E.g. you can go to this side menu and go to the bottom. And here you can control the x and y and z. So x and y, because it's 2D and the y, we can change this. Sorry, Let's see what we have here. We change these two centimeter, alright, centimeter. I will change this to ten maybe or maybe ten or maybe eighths. Yeah, eight by 20. And let's move this up right here. And now I will look it up the same skill to even more. And he'd key to align it like that. Maybe it's killed us a little bit more like this. And let's put this one right here. You can put the origin dots right here at the corner so we can control this mesh from that corner. To do that, just tap after you select this pattern. And they grabbed this vertex and hit Shift S to bring the 3D cursor over here. And then tap out. After that hit right-click and choose Convert to set origin, origin to 3D cursor. That's will help to bring the origin to the projection of the 3D cursor. And after that we can scale according to their position of that coordinate. Okay, just keep in your mind to leave some distance from this point to this point because this area should be beveled. As you can see, Pebble Creek, this point. And we have this distance, so we need to get something close. Well, that's mean we should change the position of this corner. It should be e.g. right here, and it should be moved from this points around here, maybe. Then after that you can scale it. So let's kill this, like that. Something like this. I guess it will be okay. After that, we should delete some holes from here tab and we are in the x-ray. Already. In the X-ray, I will grab these vertices, I guess, and I will hit X to delete the faces. And now we got this result. It's not so 100% accurate. I mean, there was, this holds the rectangle, but that's okay. We can fix that later or we can ignore it. Alright, Now we got this. After doing that, now we should grab these vertices and extrude them. Alright, now I will hit Alt, click on these edges to select them like that. This part, it's a little bit annoying, but we could do it. So let's pick these ages like that. Write something like this. For some reason. Blender doesn't pick the edges. I don't know why it keeps selecting these. Just like that. There is another way to do this. You can use the cancer or method. Just keep holding control and that's will make the process a little bit faster after selecting these edges, as you can see. Now, I will make one of these H, the active edge, e.g. this one that activates, and I will flatten all of these selected edges to this Activate. Just hit S to the Z and zero Enter, and that will help to do that. I will do the same for the rest. Grab this. Rob these here. I've started that hit S to the x is zero Enter. Now it's done. The same thing for this side as z zero Enter and now done. And let's start from here, or it can throw lane, sorry. Okay, let's do that. Rob these agents. Let's add, sorry. This here. Keep holding Control and select this as to the x zero Enter. And notice that we have an a problem here. I think we got some problem here. Alright, so let's avoid this GSA club is vertices hit J to reconnect this here. And I guess I can, I think we can select these edges and get rid of them. Just hit Control X and delete this vertex. That's okay. By the way, most of these vertices, you can dissolve them or you can e.g. marriage at center to get rid of these. Okay? Just set m and choose Merge and Center after you select these vertices, okay? Something like that. Center, those as well. And for these right here at the corner, just say key twice in New York here. But make sure to activate automatic. When I hit G twice, I will slide the H like that. If you Hickey alone, you can move with budget-wise. You will slide. After that, push it to the next vertex and it will be marriages because auto America is activated. So let's do that here. M and merge and center. And here we have multiple edges with tried to get rid of them like that. And I guess these vertices, they should be merged here and get why is America more air crop those over here with M N Merge and Center and heat wise turmeric those right here. And on the other side, if you want to clean our result, Let's do that twice. Bookstores gateway is push this as well. And the crop those AEM center, center. Okay? And those as well. And this right here. Alright, now, G twice, sorry, c twice, Mary Kate, why is marriage? If you want to do the same thing on this side, go ahead and do it. Or if you like, you can ignore it. If you aren't even faster way you can use married by distance after you select all of these vertices, e.g. I. Will grab all of these vertices like that. Now hit the M2, open the marriage menu and choose marriage by distance. But just be sure not to select these vertices. I just made a mistake right here. I just want to exclude this survey, Alt Control and keep deselecting these vertices. All right, Now it's done. After that hit M and Jewish American by distance and push the distance a little bit until you merge all of these together. Four or maybe five. For me, it's worked as very cool. Now I got to clean our result and the same thing, it should be done on the site. Voltage of the endless add these the same thing and marked by distance and done. Well. But now after doing that, I will select all of these edges on the side and these ages. Because I want to put the origin.in the middle. I want to put the origin.in the middle because I want to center the pattern in the center of the rectangle of the device. As you can see, I guess selected these outer edges and I will hit Shift S and two is to select it. The 3D cursor will be perfectly in the center after that tab out and then hit right-click and set origin to 3D cursor to move the origin dots from this point to the center right here. Now I will align this to the center of the device. Just select the device and hit Shift S and choose color swatch selected. And now select this pattern and hit Shift S and Q is selection to coarser. Now we just move to the bathroom a little bit. After all of that, now we can select the pattern, the extreme mood, maybe tab. And now I will grab all of these ages like that and start with this side key and extrude this up and snap it with this corner. And I will grab these hedges, or maybe let's start with this side as well, E and X through this and hold Control and stamp right here. Let's focus on this side as well, Alt click and rabbits, and it's e to x through the 12th cancer. Let's stop this right here. Alt click here. E, extrude hold Control. And now we've done the guy, we don't need that anymore. You can delete facets. Okay. Let's exerts of the X-ray mode just hit Alt X. And now let's take a look. In general, the result is beautiful, but I think the holes are big. L little bit, maybe we should make them smaller. I will tab and I will go to the selects up here, right here. And let's see what we have here. Here. We have in the selects, all by, here we have non manifold, just love this so we can target the holes after that hold Control N, Let's de-select this ages like that. And after doing that, we could go here to the transform pivot point and we could change this to the individual origins. So we can scale these to the individual origins, hit S and scale those together like that. It's just a little bit, not too much. Right now after that I will tap and I will hit a to select all of these faces. And I will hit Shift D to take a Colby. Just move this. Colby a little bit on this side, and this will be something like this. And now I will only cover up these edges and grab those y here, and then hit right-click and choose a break to break those. And the same thing on this side, the color up this. Let's touch with those right here. Hold control and grab this. And let's see, grab those over here. After selecting these edges. The same thing, right-click and break. You can hit Alt click few like to cut up the a club and hit F to create a big face here. And that's okay to do that. The same thing here, alt click and then hit F to credit big face. After doing all of that, now is the time to bevel these edges like this and then hit control V to bevel them. Alright, so as you can see, I'm trying to bubble this, but I'm getting something weird as you can see here. Well, that's because of the face orientation. If I tab out and go to the overlays, and if I activate face orientation, everything is blue except for this one is sprayed. That's mean this phase, it should be fixed to fix that tab, to go to the Edit mode a to select all the faces, and then hit Shift and to recalculate the normal. Now everything becomes blue. Tab out and then go back to the overlays and turn off face orientation. Grab this and Tab again. And now let's pick these edges again like that. Then this pebble them. Just be careful when you build this can throw me to bevel. In Toby. I think there are T therapists try 30 year 30 centimeter. I think this number is good, or maybe 35. 35 looks cool. And for the segment, Let's see how many edges we could add here. Three or maybe four, maybe I think for OB, okay? Because we will use subdivision surface to make this even smarter. Okay, this result looks cool. I will accept it and I will add Support H loops for these corners to get even better results. These edges will make the shading looks even more professional. Let's add one right here and one here as well. Maybe one over here. And maybe one right here. Okay. Actually thing we don't need these, face it for now. I guess we don't need them. Let's see what we can do with this. Let's delete them, hit x and then f to get rid of them, tap out. And now I will add a subdivision surface. And that's we'll make this nice and smooth. Right-click Hey, this mode to make this events motor. That's very cool. I think we can increase the number to two to make this even smoother. But let's see if we really need to do that. Oh, it's for close shorts, we need that. So I will increase this to two. Okay, now it's become super smooth. I will make some changes here. E.g. the mat cap, I will choose another one, e.g. this one. I think this one looks better. And the options here I will activate the cavity and the type I will switch this to both. I guess want to see the holes better. Now when you activate the cavity, you can get better results. Maybe the rate, we don't need this to be so high. Somebody like this point for this option right here can define the edges, will highlight the ages. I don't want that. Now this result looks better. Now, even if you zoom like that, the results vary. It looks very cool. Okay, So this is the first step. After doing all of that, I will apply the subdivision surface just said can throw light and light. And now it's done, it's applied. And I want to give this a thickness. I will use solid defy to do that. Go to the modifier as solidify. And now we have something here. Hit right-click into shelf-life. So we can see the thickness here. Even thickness activators. And I just want the arm. Well, this option right here, it will delete the faces, the interfaces you can see before and after. So I just want their ems. Thus it, the thickness will be 1 cm. It looks cool. 1 cm. I will accept this and then hit Control a to apply this. After that, I will tap and go to the edge selection mode alt click on this edge loop. This a little bars will alter, you have to click because we want to put these acres in a little bit. Okay, to do that. By the way, when you zoom, you will have this view cuts. If you want to avoid this, just open this menu here and go to the view and the clipper start, just change this to 0.01, maybe make it very small. Now you can zoom in, as you can see. Now I will slide these edges. I will hit key twice. And instead of pushing this, lack of that hit Alt and push these and make this a little bit thicker. Maybe something like this. It will be okay. Let's take this side. Alright, I think the result is flipped on this, so I will cancel what I did here. I will, I will focus on one side, k key twice. And let's push this inside like that. Maybe even more, I guess key. And then Holton put this inside a little bit. Okay, It looks cool. This result. Now I will go to the right of view. I want to pick this, these edges and I will give them the same Extrusion. I'll click and go to the to the left, I guess. Yeah, left. And then he key twice to slide this and hit Alt and move these like that. Thank you. Them this same thickness as a record. Now I will hit E to extrude this inside like that. And the same thing on the other side, I will hit Alt click to grab this H and then a T and posters to the x-axis like this. Here I guess we could I don't know. If this error should be flat or notes. I think it should be flat. I guess we have another level we should create here. I will hit Control R Total, sorry you're not here. I want to hit Control R to add one H right here and extrude these faces. Go to the face Alt click crop. These faces hit Alt E to open the extra menu and choose extrude along the normal and extrude these just a tiny bit. Let's do that again. Alt E extrude this extra, these, a little bit like that. Maybe these phases, I can pick them and move them a little bit here, E to the X. Okay. I think that's correct now. And then the same thing on the other side can throw our to add an H. And let's move this a little bit right here. Go to the face Alt click, and then Alt E and extrude along the normal endless six through these a little bit. Something like that. You can go to the right to check the thickness. Maybe we need a little bit more, so I will change this to two. Maybe two maybe or 2.1, I guess. Sorry, 2.1 to 0.03. I think that's accurate. Record. And after that, we should create this piece of plastic. Will select these faces. And I will hit Shift D to take a couple of them like that in radical actually the covalent sample is in there, we'll hit P and then as two separate it. And now it's separated. Tab out the endless cycle of the scene. You Coby and tab and go to the H Alt, click on these edges, and I will hit F to create a big face like that. And with this face selected, I will hit key to the x and moving these and hold Control to snap these edges. Now these two phases are aligned. Now switch to the Face Selection Mode here the three and the grab this face. I will answer this a little bit. I make a small sit like that. And I think we should we should answer this again. I like this and I will hit Alt S tuberculous inside a little bit like this. Maybe. It's something like that. If you want to fix the distance between these edges, you can do that for the corners. E.g. you can focus on these edges, I guess. Okay, to do that, after you select this, right-click and choose space, that will make the distance even. This is something optional, you can ignore it if you like. Let's focus on this area as well. That's very cool. Okay, here we have a lot of acres. We don't need them anymore because this egg is straight and flat. And here we have a lot of ages. We can get rid of them, gets sick. Most of them like that. Just be careful because I will hit Select to isolate this and go to the left or to the right. And let's select these edges. Halt have to enter at least like that. The same thing on this side. Let's add those. After we select these just hits. It just go to the Select and select loop and close loop. After we grab this, hit Control X and dissolve them like that. We don't need them anymore. Even these edges on the side, you can hit Alt. Shift click to grab this and hit Control X and dissolve them. And those over here like that and hit Control X to dissolve them. We got this nice and clean result right here. If you'd like to mirror this. If you want to fix one side and mirror, Let's go ahead and do that. That's something nice and simple. And all what we need to do is just to find the middle. The middle area here. Do that so you can e.g. sorry, you can crop this age and maybe this H right here and bring the 3D cursor between them in the middle of it. You have to SN to select it. And now this is the middle area. And if you'd like, you can create an H in the middle to cabinets to, to go to the right or to the left. And then it's k to activate the knife tool and make a cut hold Shift to make the cut in the center and then C to cut through and confirm the cat head space. And now we have a new cuts in the center. After that, you can delete half of this and the X-ray mode drop-off except for get rid of it. And then after that, you have the ability to fix one side and whatever you will do here will be reflected on the other side when you use then mural with the file. So now first let's count the number of the vertices according to the selection. We have 22. And let's see, oh, how many vertices we have here. We have 22 as well. So that's mean. The number is equal. Okay, in this case, I will look up these edges like that again and fix the distance between them to get even better results of those over here, when you combine, hit right-click into space to fix a distance between them. And the same thing should be done all this side. Grab this over here. Right-click it into space. Now whatever we did here, it will be reflected on the other side. Just add mirror modifier. Alright, so now I will tap and grab this H right here, and I will hit Shift S to bring the 3D cursor in the middle of this age tab out and then right-click. And let's change the position of the origin dot to the position of the 3D cursor. Right-click insert origin, origin to 3D cursor. Now we can add a mirror to the, I think, to the y terms of x. Here's y and lipids. Alright? Something. I think we should apply the rotation first. Because, okay, let's go to the objects properties. And here the viewport display, I will activate the axis. Alright, so this is the y and the z. We should working with the Z naught e to the y. But to fix this, you can hit Control a and apply the rotation. That's well, fix everything. After that. You can go to the modifier and use the y directly without any problem. And now it's done. It's like to exert and let's make a comparison. Let's see. Everything is in place and I take the face orientation before you go any further. So this piece should be flipped, tap it a captain, the fluids. Now the result looks better. After doing all of that, I will take another copy and move it here on this side, just selected and then hit here with the n. Let's move this over here. And mirrors. To mirror this, you can go to the object and go to the mirror and mirror this to the global x, I guess. Yeah. And then he can move this in the correct position. Right here. You can go to the top and kick the can make a comparison between them. Let's move this over here. If you want, gets even better results. You can tap to go to the add mode, select all the vertices, all the vertices you should speak to the vertex mode. Then you can make one of these vertices that active and stab. It's e to the x hold control and stopped right here. Alright, That doesn't work. Let's go here and we should choose actor, sorry, just switch this to the active that transform it with zero point and make one of them be active. This one, e to the x hold control and start with this one. And now it's aligned. Top ups facets. Now it's perfectly aligned. Record. Alright, let's check the site. It seems like we got some problem with the mirror. Maybe some aqueous should be moved. To avoid this, you can Alt click on this edge and hit S to the S to the y-axis. And then zero. And third, to flatten this H to the Y. Alright, that's will help to fix it. And to avoid overlapping claims, activity clipping. Now, after doing that, grab one of these Hs and try to move it to the y. Alright, if you activate the clip, that's what prevents have a gap right here. I will turn this off for now. When I hit key to the y, as you can see we have I can move this age to open the door, to close it or to close it, but I will have an overlapping. Now if I go to the wireframe mode and move this, as you can see, we have some overlapping. But when I activate the clipping, this egg will snap to the center of monkey and move. And as you can see, it will be snapped like that. I want to do the same thing for this side. So let's go here and grab this top, grab this edge. And then it's, as you can see, we have some overlapping. First I will hit S to the y is zero enter and I will activate the clipping hanky now and move this to the center. And now it's fixed. I think that's it for this video. In the next videos, we will start with the details. 3. 003_Starting the left side details of the device: Hello again, we'll come back here. Okay, Let's continue modelling the brave 650. Proven. Proven. I found a new images showing us what's going on on this side. That's something cool. So let's see what's the next step. Let's focus on this side so we could create these details here. There is something that I didn't realized until I downloaded the new images, that the speaker is not thin like this, it should be a little bit wider, as you can see according to this, a image right here, it's almost like a square. That's mean we could fix that. Fixing this, that's not difficult. It's very easy. Just select all the details. And then you can go to the left or to the right, hit three, e.g. and just tap to go to the Edit Mode and switch to the vertices. I will select half of this, go to the X-ray and the top half of this. After that, just all these vertices a little bit to the y. Alright, something happening here and we'll see why that's happened. As I think we have mirror modifier still here. Let's apply it. It can throw light, just hover over here and hit control a top lights, and thus will be now go back to the right or to the left. And select all of these pieces and tap to go to Edit Mode and switch to the x-ray analytic Rob half of this and I will hit G to move. Let's move with, I think we could move these vertices right here and I think that's the correct size. Something like that. Okay. And now tap out and anxiety of the x-ray. And now let's go back to this area and start adding these details. So here we have 32 holes or three holds, a small one, and we have this rectangular shape. So let's start with the rectangular shape. Inside the blender we have this tool we can use to create. This will help you to create objects, to create a timber Lee ground or grid on the surfaces. So e.g. I, a few. If you click and hold, you will find multiple options here. I will choose the Add Cube and hover over here. And let's click and drag to create this box. It's like 3D mice. And credit cube goes like that. When you complete hit Shift with space and go back to select box. That's it. Now let's, let's check this. By the way, I can import these images here and I think that will be more accurate if we bring this image. If you have an image like this, you can import it and you can kick the proportion of the geometry of the result that you made. Now, I'm going to import this image right here inside the blender. So let's go to the left or to the right. I want to focus on this area. So this is the lift, I guess can throw a three and yeah, that's correct. Now I will bring this image. Click and try again. Listen ports right here is very big. It gets hit S and scale it like that. Now let's make a comparison. All what we could do is just put this right here, e.g. the scale, Let's until the edges are aligned with our geometry. And that's almost it. But I like to scale this according to the position of the 3D cursor. Because if I scale now, scale will work from center out. And that will make the process a little bit difficult for us. So in this case, I will move the image, e.g. let's put this right here. And I will put the 3D cursor over here or here, e.g. is hold Shift and with the 3D cursor here. And now I will change the transform we would point to 3D cursor. And now when I scale is killed, we'll walk according to the physical server. So let's kill this at tiny bits until this area or this part of image aligned with our mesh. Now we got the size correctly. Now if I hit Z to go to wireframe. Now I can see where should I put these details? As you can see now, our boxes small as compare it with the image. That's mean we could move it right here, e.g. and Tab to go to the ethmoid endless, make it bigger or a little bit by moving these vertices like that. And because now we have the image already. Now let's create the circle tab out. And I will put the 3D cursor over here, end here. Maybe it's Shift a to add in. I will add a circle. After you add the circle, rotate the circle to the view like that. And as you can see, it's very, very big. So just zoom in here and let's change the radius to 1 cm or make it very small. And this increase the number of the vertices to 50 vertices, I guess to make this super smooth. Maybe 16 if you like, and manually scale it like that, and that will be enough. Let's move this a little bit like that. And you can take another Kobe feel like right here. And I think this should be bigger or what? When I scale this, as you can see, scales still work according to the 3D cursor. I want to change this back to Bounding Box. Now let's kill this like that. And for the small one at the end, Let's put this model here and scale it like this. So we can see the positions of these circles. Now, as you can see, everything is cool. I will live image or before we hide the image, let's focus on this area because I just want to match the level with the bevel of the age. As you can see, this is the bevel tab to go to the end, I will select these corners and I will hit Control B. To bevel this. Let's add multiple edges right here. And let's go to the left, sorry, and let's make a comparison. Okay, the results make sense. Here we have 0.14. Maybe we can add 0.13, would be, make it smaller a little bit. And I think that's it. Now let's go back to Solid mode and let's make this a little bit taller. And I will use this as a catheter. And by the way, when I moved this face, this face, when I move this phase, I got some merging happening right here. That's because of the automatic is active. This option Sometime cause us some problems when you remove some vertices around. So just keep in your mind when you activate it, go to the option. And here we have the threshold of the automatic king. The threshold to something very tiny, like 0.01 becomes very, very smooth. Now let's hit Control Z. Now when I move this again, these vertices will not collapse. So let's make this taller like that. And I think that's it. And the image, I think we can hide the timber live for now. And let's put this deep inside, hit G and let's push this maybe right here. Okay, Somebody like this. And I will cut the surface. So in this case, I want to use a new add-on. Let's activate it together. Go to the Edit and Preferences. Let's search for bowl tool this time, be double 0 L. Okay, this is important when it comes to train or make Union or this stuff. It's fast, faster than added, modify or right here and make the operation. So I will activate this end users to access the Bowl Tool. You can open this menu and go to the edits and open the poll tool. You'll find all of the options right here, or you can hit Control Shift B to access the Bowl Tool. And this case, I want this to be the cutter and this surface should be the targets. So select the Katara hold, Shift, grab the targets, and then hit control shift P and QRS difference. And now we have this whole after that. Let's tap and let's see, grab these edges like that. Okay? And hit E and extrude those back. You can push them back to the x like this, and you can hit F to fill this area with face and assets. What about this? Here we can use another scenario to create these holes. I will look up these circles together. Can go to the wireframe. We'll leave it as will be easier for us to pick these. And I will move this out just a tiny bit like this. And go to this, go back to solid. And I will hit Control J to make them one geometry and go. Maybe we can just take them out so we can control them. Alright, I will select this and the surface and tap today that. So now we are in the edit mode. And I will add these hold control and pick, pick these circles, and just pick correct view. E.g. I. Could choose the left view. Because I want to project these on the surface so it can throw three to go to the left of view. Now, take this out. Now go to the Mesh. And here we have neighbor projects. Just choose this option NEF project. Now we just have projected these circles on the surface. And thus all after that tab out, let's focus on this. And now I can go to the face, select these faces like that and putting them inside E and push these deep inside like that as the key to the x. That's it. That's very cool. Okay, Now, maybe we can see, Let's start with the easiest one. Maybe this button right here. So let's start with this. I only grab this circle, go to the H and select the circle. And let's bring the 3D cursor over here and I will add another circle. You can just copy these vertices. Hit kept the end. Taking this right here and then hit P. And then as two separate it, I think that's where we fast or tab out. And let's focus on this one. I will bring the origin dots to the middle of this. He says radical x so we can scale it correctly. Set origin, origin to geometry. And now we have the origin dot here. And I will turn off the gizmo. Okay, the axis. We don't need this. And from the left view I will scale this just a tiny bit like Let's make it smaller and then the whole somebody like this, it will be okay. And I will tap and select all the vertices or older ages and hit F to create a big face. And then we'll extrude this like that. And explore that one more time like this and just scale it like this. And I think this will be, it's now go to the face. Silicon with Ecolab is hit XF and get rid of this. After That's it. Control L after you select one phase to select the linked faces, and then hit Shift Enter to calculate the normal incus regard problem with the normal. When you'll be satisfied with G. And let's move this inside and it should be like this. So this is the first part. We've finished with this one. Here we have this button, we should take care of it and create this. I'm going to do is I will tab again and grab all of these edges like that. Go to the H, Alt, click alte optical. I can keep doing that until you select all all the acres heavy to take a copyright here, p and n as two, separate it out to tab out, club this right-click again to geometric to bring the origin right here and turn off the axis. And it should be smaller. So let's move this inside and scale it like that. And let's make a comparison. You can go to the left, feel like maybe we can scale it a little bit more like that. And that's what we do. Now. Tab and hit F to fill this. And after that we should fix through this a little bit like that. Because through this again like this and hit S to scale this are either very cold. Now is the time to create this pattern right here. Thing is battery. Or I'd go to the left. And let's see how can we do this? I think we can use the image itself in this case. But it is not clear image. We can see something here. Alright, to do that, I can cut up one of these vertices and hit Shift D to put it right here, e.g. it's easy to throw this over here. And maybe we can extrude this over here. And here and stop it with this one. They cut off this with this hit F. And let's hit Control R to add one vertex here. It can't hold Shift V to the bolus to two like that. And I will look it up this city to throw this up the curb, this hit X to delete the edge. And we should, I have another H cutting this area. So let's see how can we do this. I will hit Control R to add one vertex y here and one vertex here as well. And I will move this up here and take this one down here. I will look it up this with this hit F and I will hit Control Shift V to Buffalo. These are sorry, you don't need to connect them to be and Bevel them like that. Okay. Maybe those I can move them down just a tiny bit. Now, I will grab this, this edge. And this edge. Now we'll delete them, hit X to delete the edges again. And now we've got this with this hit F, This will this hit F. After that, I grab all of these vertices. It can throw Shift V to bundle them together like that. And let's increase the number of the vertices. Make this smooth and nice. Alright, that will cancel that because this area is the sharpest area we have here. I will target those first. It can throw, you have to be endless painful these now I will select the rest. Can throw TFTP, something like that. It will be nice. Now, hits P. And then as two separate these assets, we've finished. I will take this out here. Let's move this out y here. And let's go back to solid. Fill up this tab to go to Edit Mode. Just rotate the view a little bit so we can grab these control and add these. Go to the left. And then let's take this y here, go to the Mesh and then projects knife. Now it's project, as you can see, the top outs club this tapping with these phases selected, just hit E and push those deep inside a little bit. And now we're done. All right. What's the next step? Now I will add a level of modifier above this level. The scale in case we got problem with this scale and increase the number here. 23 vertices, if you like. I think we could have a variation. I think this area should receive a smaller level as compared with this and this. So we could take care of that in this case. Here we have the limit to angle. I will change this to weights. We'll work with the weights, working with the wave. That's mean we should target specific ages and give them a specific weight. So to do that, we should go to the atom right here. And the edit mode when you tap targets, the edges, e.g. these edges and those y here, we will pick them like that. And we should give them a specific weight. So go here to the mean devil, wait, and let's add e.g. for these, how many we should add maybe 0.3 for. Now for this area, 0.3, 0.3 is not going to work. Points to maybe one. Alright? Let's accept 0.1. End the amount here. It's too much ten centimeter. Let's add one or this add 0.1, 0.1, 0.1. Maybe. It's something not make sense happen here. Let's try to fix it. The amount that I added here is not good number, so I will reduce it to 0.01 maybe. Now it's become very, very small. 0.05, maybe. This number looks fine for this area. Yeah, This one looks okay. What about these edges? Crop these edges like that and just select them like the attendees. We could give them a specific quotes, even those right here. Drop those and let's add maybe 0.1, 0.1 for this arrow, it looks cool. You can increase the number of the edges. And this will be after that hit right-click and choose hit auto smooth. And to get better heading, as you can see, the heading is garbage. Go today heading and activate harder than normal. And now that is, it looks very cool. If you are not satisfied with the results. Alright. I think we should any phrase level of the level when we bevel this. But okay, it's so far, it looks cool. We got something here and not make sense and an OH has gone on here. F then to recalculate the normal line case, we got a problem with the normal. Let's turn this off. I just want to see what's going on here. Let's go here and activate face orientation. Alright, see we have some that shading. Let's see maybe that could be fixed by the by moving this up for an increase in the number here. Yeah, that's correct. We can increase the number here to maybe one, maybe yeah, 31. Okay. Let's go back here and activate that level. Yeah, That's very cool. That's nice. Now we can see that we are finished with this button. Now I can put this inside. We have problem is hide the image. Alright, so we can say that we are finished with this one. Let's jump to this one because it's easy to finish it. I want to copy the level from this one. To do something like this. Select this first and then hold Shift, grab this. Okay? And now we have the boulevard here. You can open this arrow and choose copy to select it. Now if I select this, I have the devil here applied. But as you can see, we don't see any result here because we didn't add it. Waits for these, for these objects. I will tab and go to the edge. I will select this with this and go to the team here and go to the mean, the volt with I will add 0.1. Hit Enter. We can see something. This n increases. Alright? Maybe we should apply the scale, I guess, yeah, we should apply the skill. Tab again, endless ads, 0.1 or 0.05, maybe somebody like that. Let's tap out sporadically. Kate auto smooth. And now the result looks very cool. Maybe we should make it even smarter. Tab, and this 0.0 hates maybe. Alright, now that is how it looks better. The Odeo Jack, I guess. The same thing. Just tab and go to the age, Alt click, Alt Shift click to club this hip. Move this out right here, maybe p and Ben is to separate this top outcrop, this right-click or kin to geometry. And turn off axis. I don't want to see it. Go to the left scale, this just a little bit like that. And then tab, select all the vertices, hit F and then hit I for insert. Let's insert this a little bit like this and then hit XF and get rid of this area. Can throw an art to add two edges like that. It's rotate the wheel and add to. And then I think we should drop this k and scale of I guess like that maybe and Alt Click on this one. I scale this down like this. Alt Shift to crop this and key to move this to the x-axis out like this. When you complete this, hit E and push this deep inside, I'll click on this one and it's E and push the steam inside as well. I will hit Select to isolate this so I can see the result here. I will look it up those together and hit the x is zero. Enter to align them together. And manual I will move them like that. This distance looks cool. I guess. Let's make a comparison here. Does that make sense? Or maybe I think we could make it even thicker by, by selecting these phases. Alt click in the crowd the selection control plus like that. And maybe I should hit S to scale, but cancel the x. The x. And the scale is two, the y to the z. Why? Somebody like that? I think it will be okay. Now let's hit slash two isolated. And I will look up this area and it's f after you switch to the edge mode to fill it. And this area as well, just move it a little bits like that and you can leave it by the way. I think we can scale this up a bit like that. And right-click hit auto smooth. And now let's see. That's makes sense or not. I can't see the H right here. It's because of the Oh, the smooth number here, I will make the angle a little bit smaller to 17 maybe. And now we can see is I will apply or add assemble or you can add a new bevel modifier if you prefer, just add Bevel like that. This two points, two centimeter looks okay and increase this to three or four H's. And this activates harder than normal to get smooth nice results. And I think that sets G. And let's move this insight. Maybe right here. I think we should delete this circle. Let's get rid of it. This circle related to this cover. Okay? Is there anything else we could do here? Okay, Now maybe we could focus on the USP. Well, in this case we should create this small rectangle inside. I can tab and I can take this face hit Shift D and move a try here for now, and I will hit E to explore this a little bit like that. Let's try to find another image. I just want to understand what's going on here. Exactly. Right. I think it's simple. All what I don't want to do is just to grab this face and then a tie, for instance like that and move this out e to the x and take this out here. Maybe we can scale this, make it wider. Maybe we can move this back just a tiny bit. That's what we're after, That's Control. L. Just detach this one, hit P and then S2 spreaders. And let's focus on this alone. And I will bring the origin DO to the middle of this Geometry, right-click origin trigonometry. And I think we could move this inside g to the x. Let's push this deep inside like that. From the left, I think it should be a little bit thicker. So you go to the x-ray. And let's let's make this a little bit thicker. Maybe we could move it a little bit to this direction. That's very cool. What else we can do here? Here inside we have some bends, I guess we could call them. And I guess we could have an age, go around this area. I guess. I will select this and hit Control R to add one H. Maybe you're right here. Should be, I guess. I will bevel it it can throw be two pivots like that. And let's pivot to, to maybe something like this. And I will go to the face and then hit Alt D and tools extrude along the normal. And let's explore these inside. And now we got this result as you can see. And I think that's it. That will be enough. What about these pens? For the pins? I can take this face at the end, COVID like that, and then hit P. And then as two separate this tap out to grab this Allison bringing the origin to the middle of this face, right-click origin to geometry as to the z scale that's like that. Or that, or you can leave it like this, tap it can throw off to add three acres, I guess, and can probably to bevel them like that. That makes sense. It Control I to invert the selection and hit XF to get rid of them. Sorry, First you should switch to the Face Selection mode and then hit Control I to invert and then hit XF. And now we ended with this. I want to make sure that the distance that we got right here between these spins is correct. Well, here we should have two server, not three. Lesbian, we should delete this one for at least we can copy it or just move it on this side. So yeah, let's stick with this one. I will move this as you go to the front. I think we can push these spheres like that. And I will look, grab this and this, and I will hit S to z. But I want to change this to individual origins so I can scale these four there. For their origin as to the z like that. And I guess we could have an H right here and one HY here as well. And the Rabbi's together hit you and let's move those forward like that. And we could hit key, I guess, or maybe another age is probably at least two to grab this with this head key to the x and push this back. Rub this, and I will hit G and which these out just a little bit. And move them back or just move this back to the endless. This may be alright here. And after that maybe we should give it a thickness or before we do that, let's focus on this area up this end, I think we should start. So let's put this right here. And it's heavy to take a Coby and let's move this over here. You have 2 h to time. Now we got this result. We shouldn't have the same thing. Can throw a lot to add a here and here and here, one here. And let's scrub those together. It's key twice and let's live is over here, control V to level them to two. And this select those key and move those back maybe right here. And we could grab these and just take them out. Key to their why. We should give them a thickness all of them at a, select them all and then hit Alt E and choose Extrude phases along the normal. Let's give these a bit of thickness like that. Something like this. Let's focus on these Control L to select the link to aqueous. And from the left, I guess we can move them just a little bit lag, that's towards the surface. And maybe here we can label them. With these egg is selected. I can hit Control V and level them. Yeah, we can add the three, I guess, and activate harder than normal. Now we got nice smooth result. And for this y here, we can detach comparison, crop them, Control L to select the link, the edges, and then hit P and then as two separate them. And now let's focus on the salon. Maybe we should take them out just a little bit to the y like that and then tap. Select all the edges, can't help it to move them like this and activate harder than normal. Rights as very cool. Anything else we could do here? Alright, maybe we should target this hand. We could hit right-click and choose auto smooth and give this interval. And this one as well. So let's focus on this one first. Let's add the VL here. And let's add 0.1. Or maybe point to. And are the normal. Right-click hit auto smooth. Maybe it should be smoother, I guess so let's add 0.5 and make it even smoother. And for the, for the copper here, we could have a double. Let's add another level. Let's add two acres or three if you want. Let's change this to 0.1. I will hit Select to isolate this because I think we got some problem here. Okay? What we can do here, Let's change the amount 2.3 maybe. As you can see, even if you go above 0.3, I can see end result. That's because the clamp overlap, overlap here. Turn this off and you can go 0.5 if you'd like, or even more. But keep in mind, if f clamp overlap prevents people to work. As should be, That's mean we have some intersection, let's say, or overlapping happening between the vertices. We could find this issue. Because at that point, That's mean we have an artifact. But it's not so quite easy to find this, pardon me? I think it's right here. I guess the EQ is right here, I think. So. What I mean is this area is very close. To avoid that you can Alt click on this face and hit X F to get rid of them. Yeah, I think this is how to solve it. And when you'll be satisfied with the results, go to the shading and activate harder normal. And now we got the spots. I just want to make sure that everything we did here is makes sense and correct. Well, I think everything is okay. Nice. Very cool. All right. I think that's it for this video, and I will see you in the next one. 4. 004_ Focusing on the right side of the Braven device: Hello again and welcome back here. This jump to the side. We still have the reference image there. I guess it was unhide it. And yeah. Alright, now I will duplicate it or you can just move it and rotated. I think we can move it and rotate it because we think here. So I will hit G to move this right here, and I will rotate this, I guess. Do we need to rotate it? I think we don't go to the right and let's put this right here. And let's move this like that. And let's make a comparison. These patterns that could be on the, on that site, the site. I mean, they could be right here. Okay. Now let's see the information of the image. That's mean we should flip it, can throw them to the syllabus. It can throw them to the y integral M. That doesn't work. You can go to the object and go Mirror, mirror this to the y, and that's it. Now you can move it like that. Go to the right is Z, and go to the wireframe. Let's move this n value, this. Let's align it. Just hit G and move this until this be aligned with the object. Something like that. That's, looks cool. That's alright. I think we can take the same circle we created right here and move it there. So I think that's what be easier and faster. Start selecting all of these edges, hit Shift D and move the senior copywriter. As you can see, it's right here and now, and then hit P and then as two separate this out. And I want to bring the origin.in the middle of the circle, Right-click origin to geometry. And the same thing, turn off axis. Let's go to the, alright, Seville and Z to go to F9. Key to move this over here, align it here, D to take another copy here. And you have to have to repeat the last sip, the copy ink to take another copy right here and it should be smaller. So scale this a little bit like that. Shift D to have another one maybe right there. And let's kill this. Let's move this over here. Maybe we could just scale it a little bit. And maybe we can make tweaking here like extruding these lag of that. And I will let grab these vertices, including this one. And I will even this one will hit X to delete these vertices. And as you can see, I ended with these results. And I think that's it. For now. Now we have them tap out, grabbed them like that, hit Control J, make them one piece. And then go to solid color up this cover top. And then we don't have mirror modifier. That's cool. Old can thoroughly grab this and go to the riots in the project. Just go to Mesh and then add projects and our project, as you can see here. After doing that, let's focus on the circles. Grab this with this, with this and hit E and push those insights like that. So here we have three buttons. Okay, let's see what options do we have here? Alright, I will hit Shift D to copy these out. And let's work with them. Let's change that, transform both point to individual origins so I can scale them. Their origin go to the, to the right end is killed us a little bit to make it smaller than the whole like that. And let's make the tweaking. We could extrude them like that. And we should extrude them again, I guess just a tiny bit and scale them. And this will be now these phases on this side, we don't need them, grabbed him like that, hit XF, get rid of them. Are these patterns now, they're already all what we want to do is just adding these details inside. Alright, so what we have here. Yeah. I think the spot-on for receiving calls, I guess, something like that speaker, a speaker phone device here. So we could create this. Let's go to the right. I just want to see if this MHC clear or not. As you can see, it's not so quite clear. We want to create something close to this one here. I will make this small. I don't know if I have a better image here. I will just stick with this one. This one right here. And I will jumped with a vertex and grab one of these vertices at the end. Let's put this right here. This make us symbol e to make one extrusion goes like that. And by the way, sorry, we can do something else. X V to delete this, and I will call up this, hit E to extrude it right here. So notice through the hip D to copy it, it will be better. I will hate to extrude this. Maybe you hear. One extrusion goes like that. It may be one goes like this. And one goes like that. I guess. Now crop this, hit E and extrude it, maybe right here and this one as well. And I will move this leg that I'll try to create some kind of curve here. So I will add two vertices here. And let's move this right here and this one as well. Okay? Maybe I can move this a little bit like this. Maybe this one, I should put it like that. Or I should have a vertex here as well. Alright, I will make this one the active vertex, and I will check that transform to the active. And I will hit Shift D to Coby and then hits go to the machine mirror or a mirror or this to the Z. And now it's mirrored, as you can see here. The select all of these vertices and scale them like that and rotate this a little bit. Before you rotate this. Let's make some tweaking. Something like this. Let's move this over here. And what you form beliefs, it's p and then as two separate it. Now let's work with this. Alright, let's see what we could do here. I will tab and select certain vertices like this right here. And I will hit Control Shift B to bevel done. I just want to make this area sharp. And this area I guess crop these Control Shift V to bevel them. And after doing that, Let's add subdivision surface to make this mortar. And nodes become smooth, as you can see with level one looks cool. I will hit Control a to apply it. And they will tab again to see if the result is 0. So far it looks cool. If you want to fix the distance between the vertices, I think we can do that. Let's see what's going to happen if we didn't like the result, we can and do that, right-click and to space. And now the distance between the vertices, even in the results still cool. Go to the right-hand, rotate this a little bit like that, and hit G and move it into place. And let's make a comparison. Let's save the size. Looks cool or not. The size looks cool. I feel it is. Yeah, it makes sense. Now I will project this on the surface. So let's see, grab this. By the way, as you can see this, these patterns still attached to the, to the cover. So I will tab and crop them like that and the X-ray mode and hit P and then as two separate them and forget to activate the screen casts. Sorry for that. Now I will, I will project this on this one. Tap hold Control Acropolis. Go to the right and then go to Mecca and the projects. And now it's all connected, as you can see. After that, go to the phase angle of this entity and push this inside the relevant bits. And done. Now we have this first icon done. If you want to scale it so you can scale it and displace hit S, but cancel the x-axis, hit Shift X and scale it to the y and z. What about the next one? It's just the plus symbol to do. So let's go to the, let's go to the rights, and let's do that. So my thing, we could drop this vertex D and let's put this right here. Maybe k. And I will hit E to extrude this up here, and maybe this one I can move it down like that. And what else we could do here? Alright, I think we can extrude this and move this here and hit Control R to add one egg in the middle and here as well. And I will look up these edges and hit Control V to the vault them. Now I can delete these four phases, hit XF, get rid of them. Now we ended with this one. I will put the 3D cursor right here in the middle. And now I will select these four phases. And a chef this and course are selected. That's will collapse the result. After you will be satisfied with these results, you can scale it and make it bigger or a little bit and then take it out. It's p. And then as two separate topic on this tab, or you don't need to tap because we already have the 3D cursor here. I will bring the origin dot to the middle of this Geometry. Right-click origin to geometry. And now we just hit Shift S and silicon to coarser, and now it's becoming the middle. Alright, now I will use it to project it on the surface. Club this tab controller corresponding form the right if you just go to the Mesh and projects, and now it's, it's projected. Go to the face. This hit E and put this inside a little bits. And now we've done here the third one, symbol as well. This key to the Z. Let's move this over here, grab this tab, and go to the face club is phase. You have this cursor to select it, tap out to grab this one. Shift S selection to coarser. And now it's becoming the middle G to move this out just a tiny bit, top and go to the feast and select this face and this face, x f and get rid of them. Now we ended with this color up this tab hold control the globe, this go to the right. And the same CNR, you go to the machine, the project plan F projects. And now grab this and extrude this a little bit. And the color of this one and delete three, don't need anymore. All right, so now what's the next step? Now we should hit right-click and hit the auto smooth to make this smooth, and we just need to add a bit of a Lloyd. I guess we can use the same bevel weight. We add three here on this one, I guess. So. Yeah, I think we can do that. We add point 1 cm. So this can throw light, apply the scale in case we have a problem with the scale. And I think it's flipped. Yeah, tab hit a to select all the faces, shift and to recalculate the normal. And now it's fixed. So with this one selected, go to the modifier and add a bevel. And we added 0.1. And hardened normal should be active. And I will control the the bevel weight from here. For the edges. I just want to kick this back. How much we gave this? Well, this age, we added 0.1 here and here. And for the battery we added 0.05. Okay, let's go here and let's use the same numbers. Here. Tap, crop these edges like that. And let's add 0.1, the same number. And here we could add. So let's turn this off temporarily. 0.050, 0.05. Think that's too much. Something that makes sense. We have here k is 0.0, maybe one, make it smaller. Zero-one. That's where pumping must make sense. Let's see what's going on here. Sorry, sorry, sorry, I didn't change the limit to wait. This is the problem. Because of this one. I forget to three this to it. And now we should have a correct result. And the ad does. Let's check if we have any artifacts, any problem. Actually, we don't have any problems here. Maybe this area, we can manually Bible, it's this one and this one. To get even better results with Control be like that. Maybe everything else looks fine so far. Maybe this area and this area can throw a B2B bullets. And maybe even this area. And this one can throw be. Everything else looks fine. Okay. What about this area? I will grab the sages like that manually. Well, actually we should. Let's go to the x-ray and lipstick. Love them like that. This will be faster. Yeah, like that. And we added 0.05. Okay? And here we could 0.1, I guess. But I think this Eric could be smoother. Okay, I will grab those right here. And I think even these corners, we could drop them like that. By the way, if you want a faster way, you can hold Control, Alt and click. That will help to select all of these edges. And I will hit can throw V2. The voltage is like that and make this here as smooth. Now let's see what we will get the results. It looks cool so far What's humbling not make sense here. We could fix e.g. this East Acres Hi, can grab most of these and dissolve them. And maybe I can kick the direction of this age like that. I guess that will give us better shading. So go to the vertex selection mode and the club this for this hit K and delete this edge. And I think the same thing for this area. We can do the same properties. You can hit K to activate. And I've told Lending Club this and you can stamp it there and delete this age. Now let's scrub all of these edges like that. And let's add 0.05 tensor. Alright, we have, we have an overlapping or something that makes sense because as you can see, I'm I'm not receiving the correct amount that have that I have right here. In this case, go to the geometry and turn off clamp overlap. When you turn this off. Now you can see where the problem exactly, As you can see the problem is right here in this area. So all what we could do is just kicking, kicking this area and see why that's happened. I will hit M to select all of its vertices and I will hit M to open the marriage and marriage by distance. Or that's not going to work because the vertices are very close. Let's change this to 0.01 to enter nothing marriage. I saw that we have some overlapping. Let's see why that's been maybe because of the face orientation. Now we don't have any problem with that. But for some reason we this area is not it's not pivot correctly. Maybe if we have another AIG here, it's J. Maybe this will help. Let's activate the bevel and edit mode. And maybe a fly connect this one with this one had k. Maybe this one with this one. This is 0.5. Select all of these ages like that. And let's add 0.5. I don't know, maybe the amount is too big. I will hit Control Z multiple time. I just want to understand what's going on here. I will grab these faces and hit Control Plus to grow, and I will hit XF to delete it. Let's delete these and let's start over. Let's see. Where's the problem exactly. Okay. Let's go to the age and the curb all of these acres and let's add zero here is zero this area, I will hit E to extrude this bag like this. As you can see, this, these vertices marriage because of the automatic. So the amount here should be even smaller, 0.001. And now I will hit E to extrude those like that. And now let's target this, these edges like that. And let's at 0.05, I guess. And now everything looks cool so far. This tab and the sick of this area, and I will hit F and I will add 0.05. Alright, now the result looks better. And I think we can say that we are finished with this one. Let's jump to this one tab. And these ages, I think we don't need them. Can throw X, just grab the corners and hit Control V to double them like that. And let's get better connection. Pull up this hit Control x. Actually this connection looks cool. These TV piece right here. And grab these edges like that and 0.05. And those over here, as well as 0.0, 5.4, these edges, I'll click Alt Shift click and those as well. 0.1. Alright, done. Now grab these and move them in place. Okay. Now let's see what's in this tab here. And I will grab this and extrude this n, maybe right here. And we could have another circle templates right here. And I think we can take the same circle we got here, e.g. these acres gets sick, loved them like that, and then hit Shift D and move this circle right here and go to the right. And let's scale. It's scaling working according to the active. Change this to bounding the scale this down like this. And let's move this over here. And you can scale it a little bit more and then hit P and then as two, separate it out. And let's select this as focused on this area. How can we create this? Spot-on should be easy to create. Just tap, hits a and F to fill this E to throw this back there, maybe. Now grab this hit I to insert this inside a little bit like that and hit E to extrude this insight and S to scale this after that. I think that's all what you should do. Right-click k, This one. Sorry, autosomal. I think we are done with this. What about this one? What we have here? I don't know. Maybe it is charging ports or something like that. Yeah, I think this one is for charging. So now let's select the entity and books this deep inside like that, e to the x. And this purpose even more shifted to take that face COVID like this, go to the right and make it smaller. Like this. Maybe. I insets, make an insect goes like this. And then after that hit E to extrude this deep insight, you can throw our two, add one H Control V to the villa to lag this. And with this selected hit E to the X and take this out like that. I think that's it. Now we can grab this H, hit E and push this back just a tiny bit. Moral rights. And inside this we could have a beam that will be easy to create, so Control L and then hit P. And then as two separate it corroborated can move this inside e to the x. But let's bring the origin dot here. Right-click origin to 3D geometry, origin to geometry. And now we have it here. Let's move this one inside like that. And done. Alright, now with this face selected, I will sorry, tab and go to the Face Selection Mode. Grab this. The 3D cursor over here, and I will go to the right tab, right-click. And let's create a new circle here. Align this to the view and let's change the size to point 1 cm, make it very small. And I think that's maybe we can make it smaller like that. And after doing that, I will tap and hits a to select all the vertices of the senior circle. And I will hit F to fill it with face and E to extort it after that. And can throw me to bevel this to two like this. And I think that sets up this edge with this edge it can throw be again to make this even smoother. And on that side we have a face. You can crop it and hit XF to get rid of it and the X-ray mode. And now we have this P. It looks cool. Right-click, hit auto, smooth end. We should give this above all, but this one in the middle, we don't need to give it a bubble because we already beveled of this. But this one, we should give it a bevel and it will be something simple. You go to the bevel and add Bevel. And let's add points 1.1. And it creates this to two and activate harder normal. And it's become nice and smooth. If you want to go beyond 0.1, you can add 0.3, maybe make it even smarter. Now becomes more threatened. Nice. But I feel we should make this thicker a little bit. And I think it's easy Alt click to grab these phases can throw a plus. Yes, One time, I guess it's Alt. Sorry, IT S to scale and cancel the x axis. Shift X to cancel the x axis and scale it and make it a little bit thicker. Like this, I guess. These phases, maybe we can move them out a little bit. And maybe this edge I can a key twice and just push it like that. And this one as well, twice and push it like this. Alright, this result looks better. Very cool, Very nice. Now with the cover itself, we should take care of it. Alright, I will rob to end. Sorry, we didn't created this. Okay, so sorry, this is the charging upwards. But what is this volume down? I don't know what to do this, so let's create this one. Okay, Let's see how can we do that. It will be symbol go to the right again and X-ray, I will put the 3D cursor over here and hit Shift a to add in. I will create maybe plane. Align this to the view. It's too big to meter. I will change this to 0.1. As you can see now it's become small. Scale this a tiny bit like that and move it into place. Scale this a little bit more tab and go to the vertices, hit one of these vertices, this move those over here and those over here as well. And the crop is vertex and this vertex hit Control B, sorry, Control Shift V to level them. Build them like that. And that will be it. I will use this to trim this area or you can project it. Tub, outcrop this tap and hold Control E club the single plane. Go to the right end. Let's use the naval projects mesh and I've project, and now it's projected up this face, hit E and push this deep inside like that. That's after that we should add the details here. The question is, how can we create these details? Versus C, grab this one and delete it. We don't need anymore. Let's go here. And here in this area with this face selected, I will put the 3D cursor in the middle chapters and coarser to select it. And I think we should have a cube here in the middle, top out half-day and let's add a cube. Let's change this to 0.1. And as you can see now it's become small. As to the z scale like that. And heat to move this maybe right here, I guess. Maybe we can move this back tab and let's grab this face. Let's move this out, maybe right here. With all of these edges selected, hit a, select them all, and I think we should hit Control B to befall them. But as you can see, bevel doesn't work correctly. Because we scaled this 3D format tab. I can throw a scale tab and try again. Now scaling working correctly. Let's get a result like that. And after that, Let's rebuild these endless add three or four H's here. And now we got this result as you can see, tab again, and let's focus on this side. Grab this face hefty and lists out as to the z scale. It's like that. Maybe. Let's move this one over here. Let's move it here. It's P. And then as two separate this, and let's focus on this alone. Right-click and bringing the origin. But here, I will add one H right here. Ambivalence with cancer would be to two like that. Maybe I think this will be enough. Maybe we can add another H right here, and I will maybe add another eight here. I will look it up this face, this face, and he can move it a little bit. It's a to select all the faces, hit Alt E to open the export menu and choose extrude along the normals. And let's give this a little bit of thickness like that. With these faces selected, go back to the right and let's move attain the align it with the surface like this. You can push this to the extra little bits like that. I guess we can go to the age. You select all the ages, hit can throw it in the vault them nice purple like this. Grab this and hit Shift D to duplicate this down like that. And had to add multiple times to read duplicate it. And the center these, let's try to put them in the middle. De-select the cover. I can select this accidentally and key to the z. And let's move this down here. With this selected here D to take these on the other side like that. And just go to the object and then mirror or a mirror or this to the y. Go to the right. And let's align this with this object like this. I think that's all base. Alright, so now we finish here. I think now we could focus on the cover itself. Crop it radically, hit auto smooth first. And let's give this a bevel. Alright, pivotal 0.1, I guess with we can kick this one. We added 0.5 with four segments. We can do the same. Apply the scale first. And now let's add 0.5. And we added four segments and we activate the heart, the normal. Because we apply the scale, the face flipped, we need to flip this back and fix it. Tab hit Shift N. And that's it done. Very nice, Very cool. Results so far it looks amazing. Writes. One small thing here. We could create small lights right here is try to create this. I will go to the right end. I can grab one of these circles, hit hefty, scale up like that. We can go to the wireframe so we can see the position of this scale up a little bit. And then it's P, S to separate it. I want to project this small circle on the surface. Okay, so grab this top. Alte controller club is fine. Go to the right hand. Let's do the same thing. Okay. Go to mention to snap project. And now it's projected up this hit E and extrude this inside like that. With this face selected hit Shift D. And let's move this over here. And then a to B as two separate tab article up this and right-click. Listen, bringing the origin dot here in the middle. And now we have it. Scale this a little bit. And then tap and select all the vertices. And it's through this packet, ie. Somebody like that I guess, and go to the age cannot be say just hit Control V to the building. Just like that. And timeouts, we have already applied. Let's change this to 0.1, maybe 0.05, maybe. That's still too much. I guess. This one is 0.01. Alright, this amount looks cool. After that, put this inside, maybe right here. Tab hit Shift, Enter, recalculate the normal because it's flipped. And I think that's it. You can scale up a little bit to fill this area. Here I can see some artifacts, maybe because of this age goes diagonal like that. Maybe if we keep the direction to go like that, we can get better results. So let's see why should we connect it. Maybe we can use ferrous, maybe we can conduct some vertices between these hit gay. And maybe we can connect the vertex from here and from here and k to get better results from this one with this one hit J. And we can get rid of this one actually. Yeah, that's all be it. All right. Let's see if there's anything else we could do here. The only thing that we could do here is just grabbing these acres and the Waldheim. Because I'm not so y satisfy with this results. After grabbing these aqueous just said can throw them LSL multiple edges like that and make this as smooth and round like that. This edge is wrong to leave it. We don't need this. Here. We have this H, We don't need that. We can dissolve this and keep this one here. We can delete those together and just leave one of them. Let's tap out. Now the result looks better. And what else we could do here? Let's try to target these ages and maybe we can make this a little bit less. I want, I mean, the devil amounts, we can make it a bit bigger here. So we are using the angle. The angle maybe we could change this to wait. Yeah, I think I will change this to weights and I will give the specific weight. But with this one selected, Let's start with this one. Let's give this may be 0.1. Okay, This amount looks cool, smooth and nice. You could tap out as you can see the smoothness, It looks great. It's something like this. We can increase this to four if you like, if you want to add more edges. Let's see what else we could do here. But so quite cool, but I think we can bevel these edges to get even smoother results. Okay, I will grab this end dissolve. It's what I should do. The same thing for the rest of the ages. Feel like you can ignore this. This result is still nice and beautiful. So we added points. One here. Let's target, this is as well. And let's add 0.1 as well. And this h goes diagonal, as you can see, we could change it, just changed the direction. Let's create a new one right here and delete this one. Get rid of it. As you can see now the bevel, it looks better. The same thing for this circle. Let's add 0.1. And for these packages you can add 0.01, make it's very tiny and small. The same thing for these edges. Point 1.4, those over here. Okay, 0.1. And for this circle as well, Let's turn off clam overlap. So here we have problem. Let's see how can we fix this. I will hit slash to isolate this. I want to work on this area a little bit. Let's see why that's happening. That's happening because of this h goes diagonally, a fully connected new one here, it will be better. So let's see what's going to happen if we do this, I will use then I've told it can make cat goes like that, that will look like this age after we switched to the edge selection mode and hit Control X to dissolve it. And even this age we created, one goes like that. It will be better. Use knife tool and let's do this. Create one there and club this, hit Control X and solve it. As you can see, and I was fixed. Here we have something not make sense because of this age as well. Okay, hit K activate knife, tool and red cat goes like this and delete this. The same scenario for this area. So any diagonal line deleted and create a new one. This one as well. Let's create one goes like that and this, all this control X. Now everything looks cool except for this area in the same room as you can see, the same problem solver to solve this tab. Anything else we have here? Something and not make sense here. Maybe we can kink the direction of this and delete this one. And for this small light, maybe we can give this 0.050, 0.09, 0.1. Sorry, we should activate this. And it is more, so is 0.05 will be okay. It starts to excite. And now let's check the results. Okay, it looks very nice. Now we should have the same thing on the other side, but before we go there, let's target these ages as well. Alright, I will use the control method called control and keep selecting these edges like that. Let's add these hand we should these as well. I'll click after doing that lists at maybe 0.1 as well. That makes sense. Alright, 0.0. Hi, 0.05. It looks cool. Let's go to the site and let's do the same thing, hits left to isolate this one. And let's change this to weights. And I will tab and go to the bottom here. Let's select these edges like that. Include these over here. These are like this and the selling this one. Let's add this one. And this one right here. And I will add 0.1. And the double amount was, I remember was 0.5 centimeter. Point 0.5. Let's check the column overlap is of parts may be because of the scale. Because of the scale apply the skill. Let's isolate this endless change. The direction of these lines. E.g. this one, we can connect it right there and delete this. And with this one we can connect it there. And you can delete this one or leave it. Maybe this one we count connected, maybe right there. This one we can connect it right there. And here we have something weird. Let's connect this with this with us. We'll help. Maybe we can connect this there, I guess. What else? We can connect this one with this one. I can change the weight here to 0.05, just make it smaller and a shift. And to recalculate the normal case, we got a problem. Something weird here happening. I don't know what this is. Right? Why that's happened. Everything else looks cool and nice. Let's grab these edges. After you select them. Let's add this right here, and let's add 0.50, 0.05, I guess. Now let's focus on this area. Let's see why that's happened. Maybe we should, sorry. We could change this to 0.01. Let's see what's going to happen. We still have the same problem. If that doesn't work, can throw, grab that face and hit Control Plus to grow the selection. It's x f to delete these vertices. Now we can start again, but love them like that. And then it's E to extrude this inside this div and then hit F to fill this. Now we got another result parts. All what we could do is just maybe delete this edge. Maybe on Next and your age right here, I guess that doesn't work. Or maybe we can connect a new one, maybe here, and dissolve this one. Something here should be fixed. Let's delete this face. I can slide this a little bit there and there. Alright, we have the same problem. Let's delete these control plus gets rid of them and let's recreate them. The same problem. I will dissolve this one. And maybe we can recreate one. They're still have a problem like this. As you can see, whatever thing I'm doing here is not fixing this issue. You can grab that face and it can throw a place to grow selection and you can hit I to insects. But when you insert, just hit 0 to invert the selection outside to create a new ordering goes like this. New circle and then tap out as you can see now, we fix this area, what we moved the problem here. Let's delete this face. Maybe that's can help to fix and I will recreate this. The same problem. Okay, let's use the knife tool to create multiple cuts goes like that. Alright, That's helps a little bit. Indiana is fixed. Now I can go beyond that and make this a little bit bigger. 0.0, maybe three. And make this big us becomes, let's see what we can do for this area. I will use a knife tool and create categories like that. And that's, it's, it's like to excite and there we go. Alright, I think that's it for this video, and I will see you in the next one. 5. 005_ Adding thickness for the cover and creating the Braven stands: Hello again, we'll come back. On this side. We have two pieces of rubber. Let's see how can we create them. I will use this icon to create a small rectangle right here. Something like that. I guess. Let's go back to select box. And I will try to put this in the middle tab to this geometry. And let's see, where is the middle area? Will, I think it's a little bit difficult to find it or to define it using these acres. But in this case what we can do is I can hit sorry, lists. What they can do is I can pick maybe one H from here and one H from here. Maybe this egg, I guess. Maybe this one. And I can put the 3D cursor in the middle of these two edges. And this will be the middle area. Tab out and cut off this hit Shift S and cross out selected. And now we have this box in the middle. Move this down right here. Let's move it here. I think we should start from here. And we can scale it and make it bigger or little bits, can throw a and apply the skill tab. And I want to target these ages of the four of them. Control Alt click to select the age rank like that. Can throw me to the VL endless bubble this, and let's smooth them like that. And after doing that, I guess we can trim this area. Let's move this a little bit right here. So how can we trim this? Before I trim this, I will take another Coby on this side. Maybe it should be right here. Grab this with this hit Control J and make them one piece. And then let's hold Shift, grab the cover, and then let's go to the pool tool and choose the friends. Now let's take a look. Let's see what we got so far. Everything here looks cool. After that, I will select this and hit right-click and choose hate auto smooth. And now we should add the bevel. So let's see how can we do this. Let's select this and hit slide to go to the local mode. Just isolate it. And before you do that, something it's optional to do. We gave this a thickness, but I think it should be a little bit more thicker as compared with this image. That's a little bit thicker. And what we got right here is not thick. So in this case we can tap to go to the edit mode and we can go to the select and go to this option selected. Whereas it's, yeah, this one it selects all by traits. And choose non manifold will help select all of these ages. As you can see now. After doing that, we could make we could scale them to the middle. But let's de-select this, I guess first. These edges right here and those Swahili as well. Alright? So when you'll be satisfied with the results, go to the right. And now I will scale this to the middle, change the scale to bounding box and hit S to the, to the y and kill those together to the middle. And now as you can see, these holes, okay, It's become a little bit thicker. You can hit S to the y again, if you like. Something like that, looks cool. Yeah, that makes sense now. Alright. This tab again, and with these selected, I will hit can throw blast to grow the silicon one time like that. As you can see it, Let's go to the Face Selection Mode. And I got these agents selected, or sorry, faces selected. And after that I will go to select it and go select loop and choose boundary just to target the boundary to get a result like this. And after doing that, I will add a level here. And I will choose weights, not angle. Endless. Go to the ATM and let's give the specific weight. Or it's so e.g. let's add how much? Alright, let's start with 0.1 or these faults. 0.10, 0.1 looks cool. Or maybe too much. Well, the amount here is too big. I think we can accept the summit, so okay to add ten centimeter, I know that's too much, but we can control it from here. So 0.05 maybe, we'll be cool. Let's compare it with this 0.05. And let's add one segment, two segment here. Alright, two segments auto few won't go beyond that. You can add three to make this even smaller. Alright, so now we got some really nice here. This tab out and this check the Wireframe. Everything looks cool. By the way, we can access the wireframe from here under the viewport display just activate wireframe. But we're not finished here because we could target these edges and give them a bevel weight as well. So let's see, grab this and this. Let's select this over here and maybe those here. You have to click. And let's add 0.0, maybe eight, or maybe you can go beyond that. 0.1, maybe. Put entwined, looks cool to tab out. That is what looks cool. Tab again. And now it's the time to target these edges. This one and this one. Those over here. Let's add 0.05 as well. Alright, what about this area, this tab here, and see if we can do that. I'll click. You can use the control methods. Select one H hold control and keep selecting this. There is another scenario if you want to try, you can go to the Face Selection Mode and the crop, e.g. these, this face and hits. Let's include this one. And it can throw a place to grow the selection one time. You can, by the way, you can grab this face loop. Just hit Alt click and the color of the face tool. Let's see if we can do this. All right, Start again, Club this salt here because this can throw a plus to grow selection, hold Control and deselect this one. And the syllabus as well. As you can see now we just have this selected and now go to select the end. Liu Bang changes to boundary. So we can, so we can target these acres alone. As you can see, I will give them a specific level weights, maybe 0.1 as well. I guess we can do that. Alright, so 0.5 maybe here in the novel properties and under the queue metropolis turn off clamp overlap so we can see the final result. Here we have something not make sense plus 0.10, 0.1. Looks cool. Parts. Let's see if we have any artifact here. This tab out first, and let's take a look. Alright, here's some seems like we have some overlapping happening here. Let's tab and let's try to avoid this problem. I will hit G twice N matrixes for ethics right here. I think that's what help. So I get twice and marriage it here. And here as well. Keith wise analysts marry this over here. This one as well. M N marriage at last. America at last. This halting of the club, this marriage at last. And now maybe we can jump to this side. And this area is very, this is very close to the bevel to the edge. So it's better to get rid of it to give the bevel, the freedom to work as should be. So I will let grab this age or this one. And the same thing for these edges. Hold control and the crop, this one, and this one hit Control X to dissolve it. And now, Yeah, Now the result looks better. After that. I think we can get rid of this age. And maybe even this one it can throw likes and dissolve it. Anything else we can do here. I think now the results, this makes sense and even better. Okay? What else we could do here? By the way, these edges, you can delete most of them if you like. And key can just keep this area. But I think that's now it's not necessary because we are finished. And the surface looks clean and nice. Right? Let's see what else we can do here. We have some artifacts. As you can see here. Let's see what's, what we can do here to fix this area. Maybe we can delete this age. For now, Control X and dissolve it. And maybe this egg as well, we can get rid of it. Control X and dissolve this one as well. Alright. Now I will grab this face here. Switch to the face, can throw plus to grow the silicon and I will hit I for insert. Let's make some insert like that. Hit 0 to invert the inside outside so we can get a result like that and confirm it. Now let's tap. This new age will help to make the shading looks even better. Some tweaking here we should make. And let's see. How can we get even better results may be by deleting this age. We can get something. Let's see what's going to happen. Maybe even this edge I can maybe deleted. Very nice. It's all nice and clean. Let's jump on this side. And as you can see, we still have the same problem. Tab again here. And let's go to the face, select this face in the middle. Let's try to grab this one. It can throw a blast to grow selection. And now let's hit I for insert. Insert works inside, hit auto inverted. I can't see any of the C1. That's heavy. Hitter I again. Alright, if that becomes a little bit difficult to control, I think you can hit Control Plus multiple time to grow the selection like this. And I will hit Alt H two. Or you can hit Control I to invert and then hit H to hide all of these phases so we can stick with this one. I think that will be faster. Let's try and let's see what's going to happen. I will hit I for insert this over this bag. Just a tiny bit. Small amount of incidence. I think that's too much. Let's make it smaller. I will extend this result. I think this results is good. I can see that we have a problem here. So I think we can get rid of this age. Head can throw X and dissolve it after you select this one. That can throw X and C, we have any problem here. You can dissolve this one, I guess. I guess we can do the same thing for this. Here we have multiple ages, kids, get rid of them. Even this one if you like. And here I guess we can get rid of this. Now let's tap out. Let's see what we got so far. It looks cool. We have an artefact here. Let's see what's going on here. Alright, it's Alt H to bring back the other faces. This see what problem do we have here? What is this H or something not make sense happen here? I don't know why that's happening. It's tried to pick this edge and get rid of it. Can throw X and dissolve it so we don't need all of that. Tab out. And let's see now the results. Okay. Activate hard, the normal. Alright, something new we got right here. Let's try to fix it. Does dissolve this one. And let's use the knife tool to create ketones like that. And I will jump to the edge and the club this ache and dissolved. It can throw likes. Anything else. K on this side, I can grab this vertex over here and a key twice n marriage this one there. I guess that will help. Alright. I will use, and I've talked to create characters like this. That's very cool. I can see some problems here. This tab, and let's see what that seven. Okay? Some tweaking here we should make like merging these to make this area even smoother and nicer. So key twice and marriage. This fine teeth wise marriage. Alright, now the cumulative become heavy. So let's see if we have a solution for That's what I suggest is we can tap and we can delete most of these ages. E.g. if you go to the edge selection mode, you can grab most of these edges like that. Like this maybe. Now we can up, sorry, just switched to the age. First. Let's do that. They can call up these edges like that. And after doing that, Let's take this out. Let's go to Select the end, to select loop and loop. As you can see now we got this result. Now, the front we can go to the wireframe is z and de-select this hold Control and deselect these edges right here. Just be careful when you do this. Let's do that again. I can throw and de-select this H like that. And after that, you can dissolve these agents, hit Control X and get rid of them. Okay, and now let's tap out and let's see the shading, that swirl effect of the kidney. As you can see, the headings taught coal and the geometry become lighter. So you can use this trick here as well. We have a lot of edges we don't need, we can delete them. E.g. let's scrub those over here and I will go to select and loop and loop. And you can go to the front and go to wireframe is z, hold Control and deselect this, sorry, de-select all of these like that. And from here, I guess we can I think we can de-select those over here. Like that. Maybe those as well. Let's see what's going to happen if we delete this, hit Control X and get rid of them. Okay, Let's tab now. How about still nice and smooth? Well, that's mean we shouldn't do the same. We can do the same thing here on the side or on this side. So I will grab all of these ages or most of them like this. Go to Select, end a loop and go to the front. And let's de-select this and the wireframe. Hold Control and deselect these ages like that. Before this age. Before these edges. Reach this point, before the novel area, you can select them and delete them. Just want to make sure that I selected the correct. Okay. I think we should do that and add these or exclude these ages. So it Control Z to undo that. And I will go back to the frontend, go to wireframe, hold control and select this diesel like this. Okay, yeah, now I can hit Control X and dissolve all of these ages. Now the the mesh become a little bit lighter. Now let's see if we have any artifacts here. Here, maybe we can merge some vertices and I think that's what will help to fix the artifacts we have here. Key twice and lists live is vertex. This one like that. And let's give this a bit of time and now done twice here as well. Okay. Tap. It has very nice. That's cool. Now I want to copy these phases, starting with this one called his face bolt here they call this one as well, have e to the z. And let's move this down. After you move these down, just write them p and n as two separate them. And let's focus on these new faces tab, and let's go to the vertex selection mode. And let's see if we have any vertices we don't need. Okay? Because it looks cool after you select all of these vertices, hit E to the Z. Let's extrude this up here, I guess. Something like that. Hit a to select all the faces shift to enter the calculator normal Tab key to the z. And let's move this into place like this. But I think it should be smaller. Or sorry, something wrong we got right here. I will hit Control Z multiple time to undo the extrusion. Let's go to the France. I will need to eat to explore this up. Like that. Now hit a select all the faces, shift N. Now Tab key to this, and let's move this up here like that. Now let's take a look. Now the result makes sense. So this is the, the legs, let's say it's likes to excite and now we have everything in place. One final thing we should add right here, we should block the view here, just add plane behind them. So in this case, I will hit Shift a to add and I will add. Maybe in the front view, we can do that. Shift a and the side plane. Align this to the view like that. And it's very small. As you can see here. Let me get to pick like that keeps killing this. Let's put this e.g. right here and it should cover as always, holds and gear. Let's move this here in the middle and is killed this like that. And can throw, lay apply the skill. Let's move this on this side, maybe right here, one right here, and one on the other side, I guess from the toe view maybe we can see that. Let's take a covariant, let's put one over there. If you'd like, you can bind them together. We can go inside so we can catch him, this one as well. That can hit Control J to make them one geometric. Very nice, Very cool. And then just save the project. Alright, I think we are finished with the modelling, so we should jump to the text string. I will end this video right here, and I will see you in the next one. 6. 006_Creating the texts: Hello again and we'll come back here. Now is the time to add text and textures. And we could run the right. Okay, so let's start with the private logo. Let's try to create this. In the Images folder. I have this text here, and I have the text with the number. So let's pick one of these images, e.g. I think this one looks cool. I will go to the rights or France and I will click and drag them again, but try your scale it because it's very big. Killed like that. And now I want to follow the text. So you add the image anywhere you like, go to the image properties. And here we have the opacity. If you'd like, you can reduce the opacity a little bit. Go back to front end lists at plane here. And let's activate screen casts. Have to add to the end. I will add plane. Okay, It's y here. So okay, let's move this over here. Well, before you move anything, just align this to the view to scale and this momentous right here and scale it like that. The Zoom N G to move and scale again. And let's start from here. Okay? By the way, if you'd like, we can use the image itself, just flip the colors and you can use the alpha. We have a lot of multiple options here if you like. So for me, I will stick with the polygons way. So I will track the letters here and let's see what we can get tab to go to the edit point and they started doing that. Let's extrude this y here on this, see this here and this one right here. This right here. Or if you'd like, you can stamp it with this E to extrude this over here. And one works freaking goes like that. Maybe this one we came up with a little bit, sorry. And key to move this not extrude. Maybe this one we can take it here. Grab those City and extrude those over here. And from this vertex to this vertex we have, we should have multiple edges here over axes. I will bring the 3D cursor over here, Shift S and cursor to select it. And now it's perfectly in the middle of this that we'll use the spin. And we want to rotate this to y, I guess, and just click and drag to create the spots. As you can see, I selected the two vertices, We don't need that. One of them will be enough. Click and drag like that. And you can specify the angle from here, 180. And that's how we can reduce the number of the steps. Maybe I don't know how much we should add here. If you want to make this super smooth, that's mean. You shouldn't add a subdivision surface after that. E.g. if I increase, this tool may be 20. If I accept this result, that's being I will not add subdivision service on this text. So just keep that in mind. I will accept that and let's see what we will get to the end of the day. So I will accept this and I will look up this and make this one the active. And that will kick this to the active elements so I can cope it from the active vertex, have the end hold Control. And let's put this over here. It seems like we have some distance here. Alright, that's simple to fix. It, make it this one active and hit S to scale until this vertex meet that one. Like that. And now you can make this one and G hold control and stamped right here and now it's marriage. After doing that, I will look it up this and then hit Shift D to they have Coby like that and leave it in the same place. But I will change the transform pivot point, the 3D cursor. So I can scale this according to the 3D cursor like that to have this results. And now you can go up this hold Control and sorry, change this back to bounding key hold control status over here. And we can do the same thing here. Goes over here. And before we do that, let's bring the 3D cursor over here first. Grab these vertices. Change this to 3D cursor because I want to scale this according to the position of the 3D cursor Shift D to date, to COBie, S to scale, and scale it like that until this vertex for each this area. Or maybe we could make it a little bit smaller like that. And manually I will key and move it. But before you move with books, this bag, so we can stop it correctly. Okay, make this one the active interactive elements, sorry. And stop it here. And now let's delete unwanted vertices in G hold Controls tab is right here and delete the rest. Starting from here, hit X to delete the vertices and those as well, the x, v. And now done. Alright, now maybe we can grab this with this hit F multiple times to fill this area with, with faces. And this with this, that's F multiple time to fill this area with face as well. For this area, I guess we can fill it randomly, I guess. Okay. Alright, we have this triangle. Drop those, hit F. Let's move to the next letter, D. Take a copy and let's move this over here. And the crop this half d. And let's move this here as well. Now grab those, hit F, These hit E and X through this theorem, crop those hit E and X through this, overhear, those as well E and extrude this here. Or I guess we can extrude them right here for now. And again, and extrude this right here. Alright, this one, we can move it a little bit like that. Rob those, sit them down. And we should have a circle right here between this, maybe we can Coby the vertices we have here. And we can stop this vertex right there. We'll make this one the active and key hold Control stopped here as to scale, but scale according to the active vertex. Scale like that until this one meets this one here. Now, manually classic love this G hold Control is Sam's right here. Or this way, cool. And now we could duplicate this shift D. Let's have €1 scale. Let's make it big. Like that may be an achy and let's move it over here. And let's stop the vertices. So this one should be right here. And this one, G hold control and stop this one here, stop this here. And I will fix the distance between these vertices Starting from this one. Keep holding Control and D grab this until you reach this vertex. And then right-click and space. And this one man will, I will move it, sorry. When you complete the club this with this hit F multiple times to fill this area. What about the a? You have to take a Coby and let's copy this here. Here with D to take this one right here. Those together, Let's select those. He threw this right here. This one E through the whole control of stamps here. And what else? So maybe I can club those hefty. And let's move this up here. Scale this like that, I guess those scalars. And we should have a care of here and this area. Alright, How can we do this? Well, maybe we can grab hold of this HFT and let's move those over here. Maybe somebody like that, I guess. I will look up these together, right? Sorry. It S and scale them like that. Hold can throw stamp this one right here. Grab this with this hit F. And now we got this. If you want this to be a little bit three lux crop these vertices, right-click and choose. Relax, relax them a little bit. Shaft are to do that again and again. Now it's relaxed a little bit. But I think that's too much with AMA. So quite happy with this group because we could move some vertices, okay, manually. I will do that manually. I don't have another choice. Let's move them like that. After you moving the color of the ferrous and Ls and realize them again. Shift R to repeat the relaxed again and again. And I think now the result looks cool. If you want to space, make the distance even. That's okay. I'll do that. Right now. Shift D again to take a Coby G hold Control stamp, this one right here. And I will scale, It's a coordinate for the active. Like that, I guess. And I can scale it to the x until this meat is vertex. He hold control, stop it here. I will grab these vertices that have the Jacobi on the other side like that, can throw em and mirror. That doesn't work control and doesn't work for you. You can go to the Mesh and mirror, and mirror this to the to the x-axis. And make this one the active, if you like, key and snap it right here. Alright, let's make this one the active and hit S and scale to the x. That manual I will key and hold Control stamp this one right here, the key standards file right here. And I will fix the distance between these. Right-click into space. And then maybe relax. Manually. We should move these the first one and the last one and then hit relax, have to add multiple time to get better results. And the same thing for these right-click and choose relax. You have to add multiple time to be relaxed. Alright, now grab this with this hit F sorted. Before you do that, we could make these vertices like that. And the same thing here. This one right here and hit Alt control. It snapped up this with this hit F at multiple time. And the same thing here, sorry. Alright. These vertices, maybe I can just move them a little bit like that. Okay? Okay, so far it looks cool. This one should be easy. Alright, I will select all of these vertices and I will get m in marriage by distance in case we have any vertices doesn't marriage. Now, as you can see, four vertices marriage today, can you Coby, and let's move those right here. Drop those hips. Let's move this right here as well. E to extrude this over here. Grab this one, G, and let's move it here. Those together I get E analytics through this over here. M of the spine, Keith whites had alta events. Slide, It's like that. Okay, This one key twice. And Americans here, if you like. Let's see, create n letter. I guess we can grab this here. It's hefty to take a copy and let's put this right here in the corner of the city and the small dose over here, this extra dose here, Shift D. And let's move this over here, and let's move this down. Move it right here. And we could find the solution for this Small care of, I guess we can club these vertices and let's make this one the active one. Today will be hold control and stamped here. And you can scale it like that. I guess. The smell good. This one. You hold control, stop this here and this one as well. Hold Control, establish one here. And maybe we can use the same vertices or we can Coby new vertices from here. Make this one the active. Then hit the less time it's right there. And the sampling just kill it like that. Right? Club this with this can throw X key, hold Control, snap this one here. And let's see if we have the same number. Here. We have 12 vertices and here we have 12. That's very cool. Now we can fix the distance between these club, the first and the last cent. Maybe we can hit Alt S. Let's see what's going to happen. That's not going to work anyway, right-click and space. And now it's fixed. Let's pick this one here. Or it can throw sampled hold Control stamp this one here. He stabbed here or something. The wireframe would, I will just delete these vertices and hit m n vary by distance just to make any vertex we got right here. Let's see what's going on here. So this one is not attached. Hold control and standards. And now it's merged. Club this with this set of multiple time to fill this area with faces. The number is not accurate. So here we have 12 and here we have, sorry, here we have 11. And here we have 12. Okay? That's mean we could do that. And we should add one vertex here. Let's fix the distance again. Right-click space, this with this at the F multiple times to fill this. Okay, now let's create the e letter. I guess we can take these, grab them. And let's go to the Mesh and mirror this to the x. And let's move this over here. I think we can make this one the active. And here it's just a little bit lag of add, just a tiny bit. Alright, now I will rob those together. And let's move this over here. And mesh mirror or a mirror this to the z. And let's move this one over here. Something like this. I will look it up this with this hit F. And I will hit G and move this over here. And this one as well. Club this hit E and extrude this over here. This would this e and it's through this over here and then hit S to the x zero. Enter. Grab this with this hits here and extrude this over here is to the actual answer. Columbus together it adds to the x is zero. Enter flattening this. And now let's check the size. I will create a guide, just hit Shift D to take a vertex right here, and I will look through the E like that. So now I have an h and I'll look up this H hit Shift D to the Z and have another H right here. Now, all of these letters should be aligned with this edge. Let's start with the B. I will use the b as a guide to the Z and the stamp, this one right here, and this one is all already snapped. Now let's check the arrow. From this side. We should move this and snap them to the H. Just move them a little bit. This one as well as to the z zero Enter and then e to the z. And let's move those a little bit down. And on this side everything looks cool. This one vertex, we could move it down due to the z. And let's move this here. And this one as well. Yes, a little bit. Grab those key to the z and let's move this over here. For the e, everything looks cool except for this area, I guess we can now. I can grab the e letter, all of it and make this one the active and scale according to the active one. The zoom here is S and scale this here. What about the n letter? It looks cool. Then I will hit a select all of these hits them. And American by distance, we have some vertices marriage. Now this guy, we don't need them, cut up these edges after you switch to the silicon mode. And I will hit X to delete them. Now the latter is finished. What about the number here? Maybe I can click and drag and use this image here. But let's tap ferrous and scale this, make it small. Let's move this over here, and now let's track the, track the letters here. Okay? I think we can take a vertex or whatever thing. Okay, so let's start with, with watts. Start with six or five. Okay, maybe we can create a circle and from there we can start. So I will put the 3D cursor right here closer and I will add a circle and a line, the circle to the view and change the size to point 1 cm. Now it's small as you can see, and listen increases to 40 and G to move. And let's move this over here. S to scale the scale up like that. And then hit Shift D, cobia and scale this new COVID like this. And maybe we can take either copyright for the five. And let's kill this a tiny bit like that. Shift D again and scale this inside like this. Okay, this process will take a little bit of time, but the end of the day we will get something. The secret of those together hits this with this set up multiple times until you reach this point. Gateways and this, sorry, G twice endless slide this year. For this area, I guess we can club this with this, this with this one. It's F to create spaces here. And I will grab these vertices like that, and it's X, V to get rid of them. After that, I will hit E to explore this over here. And let's throw this here like that. Something like that. And I will look like this with the set F. And what else we can do here. I think we can grab those and hit F. And they called this one at the Earth to create a face. And for this area, I guess we can cut up this vertex C to E and extrude this year. One is switching costs like that. And this was this hit F. Grab these vertices x and v to delete the vertices. And I think that's, it's now let's focus on this vertex. This vertex. Those that have problems with this hit at multiple time to fill this area. And now we should find a way to connect these together. This would this, I can hit F. And maybe we can add one vertex here and slide this F. We have 1234. Let's add four vertices here. And the glove this for this hit F. And let's select those together. When this hit F. What about the zero? The zero? I think we can grab these vertices for the zero, I guess the end. Let's take those over here. Arthur rotators. Maybe like that. 90 degree. To move on. And let's move this over here. Let's kill this a little bit. Realistic. Another copy here, and let's mirror this to the z. Go to the Mesh and then mirror or through the z. Let's move this up here. Grab this with this hits, this one, this hit. Select all of these vertices right here and then ship the ticker Copy and then S to scale inside. But I will change this to bounding box. And let's kill this like that. Let's do the z. Just kill this a little bit. Grab these four at f, select this and keep hitting F until you fill this area with faces. So now we got that number, that number key to move it. Let's put this maybe right here. You can align the vertex, something like that and just move it. And I will make this one the active so we can scale it, set coordinate to the active vertex. And I will change the transform to active element. And scared like that. If you want to align it better, you can use the annotate whole d to draw like that. Aldi and hold control to create straight line like that. And one here as well, Baldi. Click and drag and hold Control End creates another line like this. After that's what this one selected hit S to scale. And let's kill this until this vertex hit the line. This vertex or the number. Maybe somebody like that. Now move them right here. And now we're done. Now. We don't need these images, just grab them and delete them. All the hold right-click to erase the annotate ends. I will hit G to move this text, then scale it down like that. And move it because we could add one here and this area according to the reference image. Alright, so the top view, maybe we could move it. And what's right here, I guess. And let's move this model here. Let's take this out just a little bit. I just want to see if we have any problem. I think some of these phases are flipped, so I will activate the face orientation so I can see it's like to isolate it. As you can see here, we have this right area tab and the club is vertices like that. And then you can go to the Face Selection Mode. Grab this first vertices together and then all tend to open the normal mu and then hits flipped of lipids. And for this area, grab this face like that, hit Alt and to open their normal and flip it again, the six should be flipped as well, alta en and flip them. Now we fix it. Let's go back and let's turn over their face orientation. It's led to excite from the local mode. Okay, now is really a nice Before you put this near to the surface, I could take a copy up right here and rotate this to the ninth degree like that. Alright, X 90 degree minus rotates and the correct way from the top, we could put this right here. And the scale, let's, let's move this over here. And I think it should be smaller, a little bit like that. And Tab to delete these numbers, we don't need them, x, f, k, tidal them. We just need the private key to the z. And let's move this over here. On this surface. I think we can use the shrink wrap modifier to shrink this on the surface. As you can see, it's above, it's okay to do that. Let's go to them with the fire and let's use a shrink wrap modifier. And as you can see, I added the shrink wrap modifier on the text. I've typed that the targets would be the surface. And now it's aligned. But I just need a very, very small offsets. And the offsets bar here, I will add 0.01 maybe as a distance, just a little bit. And that will be it. For this one, the same scenario. Club this ends shrink wrap modifier in reckless body. Let's add a small offset, 0.01. Maybe it will be okay. Okay, now we've finished with this one. Now is the time to add some texts, e.g. here we have out we should habits texts. And on the other side I think we have n yeah, I think just those. So in this case, I don't know if we could model these are nodes. Let's take a look. Okay, I think we can take the n for the EU and the t, it will be symbol and the 0 as well. So yeah, I think we can model it quickly. So let's take the n at the end. Let's move this right here and lead PM then S to separate it and delete the shrink wrap from. Okay, sorry, I will hit Control Z because I should turn this off. Now, I've taught you it's PNS. Grab this and lead the shrink wrap and go back here and activates. And I'll just focus on this. Please go to the front and this one should be you. Okay. We could rotate it. And as I said, it should be, you know, you you letter. So let's go to where I just forget object and then mirror, mirror through the z and t. It will be simple just to grab this. And let's move this over here. And let's align it right here. That's cool. In key. Grab this. It's E and extrude this down here. You can stop it with this one. Grab this sixth right here. And this one. Or you can grab this, make this one the active, the whole control to get even distance to make the site similar to the side. And let's make sure that these vertices are merged a and then m enriched by distance and done. What about the 0? The 0? I can grab these and copy them here. Take a copyright here, and let's go to the Mesh and mirror to the y, sorry, x. To get this results. Now I will grab those together and hit Shift D to the z. And let's go back to mesh and mirror or as the mirror and then mirror it like that. Okay, Is that makes sense? Smoothness over here like that. Now let's connect them. Rob these together. And before you grab this, Let's make this one the active key to the z hold control and standard here to align it. Now to seek out those together like that. It's those over here at f. And those here, F. Yeah. It's not so quite similar to this one, but it's very cool. Alright, now I will use this G and let's move it right here. Let's put the origin.in the middle, as you can see, it's far right-click and set origin to geometry and now it's n. We here we have some phases flipped. Well, in this case, let's activate face orientation. We need to flip the right area. These faces just switched to face. Grab those right here. Faulty have to add those alt N to open their normal man flip and turn this off after you complete the z and rotate this like that ninth degree. And let's move this close to the surface. Is smooth this out a little bit. And let's move this maybe right here, scale it a little bit, make it smaller. Now let's use the shrink wrap modifier. And let's pick the surface and give this small opposite, 0.02, 10.01. I guess. I think we should apply the skill to get correct results. And I think it's a flipped tab, hit a and then all to n and then flipped back. Okay, now the result looks nice. I felt that we could create the N. We have that. Okay. Well, let's let's turn this off for now. Kimberly, I will have detected a copy that will delete this from the Coby. Let's activate it here. I will change this to n. What we need to do is just grab these, hit XF, get rid of them, and they grab those as well. Hit XF, delete them. And let's use this one here with the ticker Copy here. You have the iconoclastic Coby right here. And it will hit Control R to add an h goes like that. Now we'll look up this age or this age and hit F. And if you want this to be thicker, I guess we can. Okay. We can what we can do about that, this case, I can pull up these together and the z like that. Somebody like this. Alright, yeah, I think that would be nice. Completes this. Put the origin.in the middle right-click origin to geometry. To move. Let's move this on that side. Like that. We should rotate it to the z hold control to activate a snap when you rotate and rotate this to 1.80 degrees like this. And let's go to the right and let's put this in the correct place. So it should be right here. And let's put it this close to the surface like that. Let's use shrink wrap modifier. I can shrink wrap. And ofs is 0.01. And assets. I think that distance is big. We can add 0.003, maybe. Can throw light up like this, kill me. Kids are very, very small. I think that's all what we should add. Now it's the time to steroids. I will select all of these parts like that. And then the fonts, I guess want to put this above the ground like that. And maybe over that a little bit towards the middle. It's also quite important, but let's do that. It's easy to do. Now maybe these images, we can move them out. Alright, That's very cool. Now the result is finished. And I'm not going to start with the material in this video. Let's say that this video will be the last video for the modeling. After that, we will start with the material. I will end the video here and see you in the next one. 7. 007_Adding lighting and maker the first render part 6: Hello again, we'll come back here. Right now, time to render. I will put the 3D cursor in the center of the world. Just hit Shift S and closer to the origin. Shift a to add. Let's add plane underneath this. Something like that will be nice. And the object properties. After you select the plane, go to the display ads. And I will make this displayed as bounds. That blends still there, but it will be displayed like that. And I will render with cycles. So I will have three plus two cycle and preferences. I will activate the system. I will activate my GPU. Present want to run the root cube root will be faster. Okay, let's split this view to two. And let's add the camera, Shift a and add a camera. The camera is right here. I want to frame the camera from specific angle, e.g. let's look at the device from this angle. If you want to snap the camera to the view, hit Control Alt zero and it will be snapped. And after that you can control the camera view section. You can go to the navigation and you can choose walk navigation. If you activate this option now you have the ability to control the camera like you are playing a game. W for forward, as backwards, D to the rights, and a to the left. And you can hit Q to go up. And our sorry, e to go up and Q to go down. If you want the movement to be slower, rotate the wheel of the mouse back, and you all got it, right. So let's put the camera and could the place maybe somebody like that. Yeah. And we could have some lights. Maybe this let's go first to the material overview and let's start with the material. I will change this view to Pedro editor and hit Enter. Get rid of this panel. And with this cover selected, I will hit in you. And here we could have a material. Alright, is there that again, at tenure case something not make sense at all? See why that's Heaven. So we have this selected and we should have them hitting you to create a new material. And new material should be added bots. I don't know what's going on here, why that doesn't work. It's wrong. That's weird. Anyways, now we have a new material added. Let's go back to material and review and let's make some change. We want this to be metallic, push them Italians to one. And let's bring back the reference image. And you can make this off. And we want this to be noisy. We want to add something in the normal. I will hit Shift a to search and I will say for noise texture at the Noise Control Shift Click to see that texture. These shortcuts comes with an add-on called node triangular and the admin section, they searched for no triangular or just type WR. And you will find this node triangular activated. This node will give you extra shortcut to users and the shader editor. Now we can review the, the noise texture. Noise tickets. Sure, As you can see, it's not applied perfectly on the surface. We want more nodes. I will grab this node and it can throw tea when you hit Control T. No triangular. We'll, we'll add texture coordinate and mapping. I will apply the object to the vector to get a better result. As you can see, after that, I will change the scale to maybe 300 and make it smaller like that. And here we have the ability to control the roughness. The detail, if you want to add more details here. And see we have a lot of stuff to control here. And after doing all of that now I want to block this with the normal. I will search for bump map and the black of the normal to the normal and block the factor to the height. Now let's see the result in the principled. Or we should have something. And as you can see now, we got something. But the result is very strong. Let's reduce this to 0.1 and make a subtle, somebody like that. Looks cool. Yeah, That's result. It looks nice. Okay. Maybe we can make it to give a rough. Above this, I will add another layer, hit Shift a to searching, and I will add a glossy be SDF. This is another layer above this one. And I want to mix between this and this one. I will use the shortcuts. Just hold Control Shift and hold a right-click from this node to this node and Node. Wrangler will add mix shader here. And now what we want to do is I think we should reduce the roughness a little bit and we should break the normal of the normal as well. The glossy black this year as well. And let's wait a little bit for the results. Right? That's very cool. And I want to control the factor with the friend L naught. Search for, for now. And let's plug the front nail here. Well, if you want to see or understand what we'll do here, I will hit control, click on it. And as you can see here, e.g. this area is pointing towards us and this area is pointing up for nail will give us a mask, black and white mask. The area that's the area in front of us. It will be dark in the far area, it will be white. Well, that's been for now. If I change this to blue and change this to red or green. Now as you can see, we'll make this glossy be SDF visible on the far area and the area that's pointing towards us, make it blue. That's mean. Make the principle, the SDF visible right here. And this phenomenon, it's a realistic, and the final is a scientist who discovered that phenomenon. I will give you another example so you can understand what's going on here. Let's assume that we have a lake water. And here we have a human standing on the lake. So now we have one standing right here. If he looked down and he can see his fits. But if he looked at a far distance, e.g. here, he can see what exists underneath the water because whatever thing we have here, it will be reflected on his eyes. But if he looked down like this, he can see what's going on underneath the author. So this is the final effect. Alright, now let's change this to surrealism in here, and let's take the saturation back to zero here and here as well. Maybe we can make this a little bit darker, I guess. Too much. Maybe even this one just a little bit. Now we have something here. What about the plastic? Let's select this and let's create a new material. Let's turn this. Let's change the color to something dark. And roughness. For the roughness, K. Let's add noise texture here. I can copy the noise that I got here, Control C. And let's go back to the plastic, hit Control V to paste it right here. And like the normal to the normal, we should get the same results. Now we got this. Increase the roughness. And let's see what details can give us here. And maybe the scale, we can change this to maybe 200, maybe 1,100.50. Let's see what's going to happen if we do that. What about the strength? The Cen X3, the strength make it stronger a little bit. Okay, 0.14 maybe. Okay, let's see what's going to happen if we drink bag the details. Let's add ten. I think the result looks cool so far. And the roughness amount looks cool. And I think we can apply the same texture on these patterns. So the scrub these patterns, even this one and this piece, Alt Shift too big, the big piece of plastic. And then let's go to this era and COBie material to select it. Now we have the same material of light right here. That's really cool. Let's go to the side and let's pick these piece as well. This one, I guess, this one right here. Hold Shift, grab this and go to this arrow Coby material to select it. Alright, let's see what else we can do. Maybe we can reduce the strength to 0.5. Sorry, zero points, one. Make it very, very subtle. If that makes sense. Let's see, create a copper material. Let's call this plastic. Or you can call this black plastic M for material. And for this one we can call it aluminum or aluminum at a here and empty for material. Okay. Anything else we could do here? Okay? So let's create a copper material, select the spins and elicit unity creating material. And let's call this copper. We want the metallic. So we want this to be metal. So I will crank up this tool one. And I don't want this to be tore off the color. We could change this to something like that. Maybe. Let's take a look at these one by one. Hold Shift, grab this copy material to select it. The same thing for this side. Club this together. All three of the crop, this Coby material to select it. And the same thing on that side, or maybe this one as well, multi-ethnic or up one of these. And then Coby material selected. Let's jump to this side. Let's pick this with those over here. Hold, Shift, grab one of these, and then Coby material to select it. Now we have material applied here as well. What else we can do here? Maybe we can make it a little bit darker. Something optional, and you can make it a glossy if you like. And I think that's what the result looks fine. Right? So anything else we can do here? We could create a rubber material here. I think we can use the same plastic material quality of the crop, this and COBie material to select it. And this planes we have here, I will isolate them. I just want to check the face orientation. So here's Z to go to solid and then let's, yeah, I want this to be blue and that side should be blue as well. So I will flip this one besides grab this face hits alt N and flip. Now it's blue on this side and two on this side as well. Tap out and that's it. Let's turn this off. Slack to excite. And now let's give this a specific material, Robert, and let's create new material. And you can call this, I don't know what to call it dark empty because just dark material. Make this black box that often is to one and assets because we don't need to see anything inside. Alright, now let's go to the camera and let's see now what we got so far. I will change this back to 3D view port and I will add a light source, the southern area light, like the key to this here. Let's move this up, see to go to Orlando to see the result. Now we have something. One thing that we just forget to do, we forget to the text material and this will be something fast and symbol. Let's change this to Hello editor and hitting you to create a new material. And I will call this text material. And just make it white, something like that and make it a little bit rough. And I think that's all bits. So after doing that, Let's pick this and I think it should be dark according to the reference images. So, alright, this one is wide and this one is dark. Okay, so we could create the two material. For this one, I will call this texts whites. And thus it's that should be applied here. On the outs, are on the in and out. All shifts at this one. And the color of this one as the last selection and then Coby material, sorry. Yeah, coating material to select it. Okay, That's very cool. Now this one should have the whites. That's right. Very cool. This one, we could give it another material. Let's call this dark text empty or material. Let's make this dark. Let's take a look at what we got so far. Looks fine and cool. I think we should move to a little bit. Let's move this over here. What about the ground? Okay, Let's go back here. And because we are working with cycle, I will make the ground a chain to the ground through selected to shadow catcher. As you can see here. And now you have the ability to change the color of the background. If you are in the header editor, you can go to the object and tweak it to or old. And you can control the color right here to make the background white and everything. Now it's white. Or if you like, you can a dark like that. You will have multiple options here. So now what we could do, I guess we could add another light source trying to get a better result. Shift a to add, and let's add spotlight. Maybe you cannot here, S to scale. Let's make it small. G to move it right here. And let's use this poll to pointed towards our geometry. We can make clothes. Club the same point it towards the geometry. Allison increase the power here. So we can see some lighting. Maybe 150. And maybe we can hit Shift D to take another Coby on that side and use this ball and pointed towards the device. And let's change this to something blue. If you would like to get or to add another color. I think we can add just 50-year, make it very subtle. And I will change the. Device and the renderer to cube. It will be a little bit faster and activates the noise in the viewport. Let's see, grab this one and I zero out the power. I just want to see what's going to happen if we do this. Alright, Very cool. I think there is all this awesome. What else we could do here? Let's grab this and I think we can add 100 and it will be enough. Alright, let's take a look. Let's try to make some changes here. I'm also quite happy with the results. Maybe we can, I don't know, maybe we can reduce the lights strength or manipulate the materials are little bits. E.g. I. Can make this darker a little bit because that's too much, I guess. And here in the glossary should make this wider. Something like that. And let's grab this. And I just want to change this to 50 K, maybe 80. Secret love this slide and let's increase the light. I just want to see what's going to happen. Oh, that's too much. We can reduce it to five and we can add another light source somewhere, e.g. this one, we can just move it up like that and pointed towards the device. Somebody like that. Let's move this away. Just want to see the difference before and after. Let's grab this and let's move this away. Let's increase this. Maybe we can change the direction of the slide scale and make it smaller a little bit closer, hence, its closest one. I will click and drag these two points, their device. Maybe. Maybe we can move it right in here and scale it even more. I end with like that. Alright, what about this one? This slide is not make sense. I will move it and put it right here and pointed towards the device. I think we should change the strength to maybe this time to 20. Something like this. Can we duplicate this one? Let's see what's going to happen if we duplicate this and point this one to the device as well. Listen, increase the power a little bit. That is delta is washed out. Adding a light right here is not going to be good. If you'd like to have more contrast, you can go to the render settings and scroll down to color management and activate the curve. And here you can control the care of to get something nice if you'd like. But we can do that in Photoshop or we can do this in the compositor that comes with the blender. You will have two options. Either you use this here or I don't know whatever. You can go to the combustor if you like. I will ignore the St. I will make thunder. Let's take this out and I will hit Z to the solid Z and go to solid like that. And let's go to the outputs. I want to render this width for k. So all what you should do is just change this to 200 and that's it. In the setting, I will turn off noise threshold. I will walk. With samples. And let's add e.g. 500s assembles. It will be okay for this symbol projects. And I will run the key BU. I think that's, yeah, that's what we faster. And when you'll be satisfied to render it, to render this, go to Render and Randall damage. When it's finished, I will be back. Render is done. And this is the result. Okay, Let's exact from here. And what we have here. Okay, Let's close this one. And I will change this to the composter. And I will change this editor to image editor. Just choose the render results from here. Here we have it. Okay, here we could activate the use node. Now let's add whatever thing we want to add here or we could add when you hit Shift a, go to the color in here we have bunch of options, e.g. color correction or cut out or bonds. You can use this one. You can manipulate the shadow area, make it darker a little bit like that. Now we've got something nice, as you can see. It's very cool. Very nice, very beautiful. Let's see what else we have here. What we can add, the color secure, we can add writing contrast if you'd like to control that or RGB care of you on this to make this even darker. This result looks very nice. So this is a good way to preview our products. If you want to make this a little bit sharper, you can filter and the filter section like this right here and change this two-carbon box sharpen. And you can cancel the factor, can add 0.1 maybe. I think that's too much. This reduced this to 0.01. Make it very subtle and we can see before and after, just focus on the age and the club. The note hit to M2 muted. Can see before and after. It is not so huge effect, maybe we can change this to three. Alright, now the effect become very subtle. But if you saw any dark spots on the highlights, you should reduce the number. Okay, so far, now the result looks very cool and beautiful. So I will accept this one. And I think that's it for this video. And the next video we will take another. See you next. 8. 008 Taking another shot part 7 : Hello again, we'll come back here. I want to take another shorts from a different angle. Let's read this to 3D view board. And before I do that, here we should have a lights. So we should have a source of light right here. In the material section. Go to the shader editor. And I will create a material for this. So let's go to the material properties. And this material, I will call it glass or green glass. And let's go to the render. I just wanted to see the final results. This push the transmission to one because I want the light go through it. And that will change the color to something green, maybe maybe consultative, it's a hint of green. And I will tab here. Okay, and I will grab this face and hit I to insert in the sense of this maybe right here. Okay? Now, with this face selected, I will create another slot here. And this slot I will create a new material that we'll call this light enter. And I will assign this load to the selected face, just hit Assign. And now this new material will be assigned guests on this area. For that tab out. That's it. Alright, That's very cool. Now this material, I will change this to lights or emission. You can hit Shift S to switch this principle to emission, go to the texture and change this to a mission, sorry, to the shader and choose emission. That will change something green. And crank up this to ten Maybe. As you can see now this become emitting light to excite. And here we have something nice and beautiful. Alright, so after that I will hit zero to go to the camera. Let's go to solid for now. Hits. You can go to the View and then navigation and walk navigation. After that, use the WASD to move the camera and the most as well. And the small the camera on the side. It's cute to go down like that. Or if you want to go up, just go a little bit like this. And let's take another shot from the single Z to go to the render. I just want to see the result before I render it. We have higher reflection here on this because of this slide, maybe we can kingdom position of the slide and rotate it in the same time. We can change this to 3D view port so we can see the result. This point, this towards the device. And for this one I think we can move it there. And three-pointers. Okay, something like that. And what else is go to the shader. I feel we should do something here like making this a little bit rough because it's not reflective like that. The surface is not smooth like that should be enough. Let's add 0.3 maybe here to make it rough. Somebody like that tells us we should do here. I think everything now is makes sense. One more thing here, I just want to do the solid. I noticed that this letter right here is not perfects. Then we could scale it a little bit to make it smaller. And I think we didn't give it shrink, Rob no, we gave with but I feel it's not stick to the surface. We could make the offset a little bit smaller, zero point, add another zero, and let's change the one to five, maybe make it maybe the distance even smaller. You can change the five to four. Now the distance is very tiny. You can go further if you like. Now let's tick to the surface. Let's kick this one before we render it. I think we don't have a huge distance here, 0.003. Let's change this to two. And maybe the same thing for the for the six, I guess. I think this one is stick to the surface, solid zero here. And that's perfectly, let's stick to the surface. Let's go to render and let's see if we can see it or not. We can see the full letters. What about this one? Let's zoom in here. We can see the N letter. That's cool. Maybe the color of the letters, we can just make them a little bit darker. Like that. A little bit brighter. Somebody lives, I guess. Maybe a little bit more brighter. Okay, now let's go to the camera hasZero. Let's see if we forget anything. Okay. It may be now we will take we can take another shot. So let's I will change the resolution to full AD. That's what be faster and I will run that. Let's just go to the right frontal damage. Now the render is done and I got this results. As you can see, this area is full black. And that's because the because of the combustor. You can see the difference here. Okay, let's see how can we fix this. Let's show you this to the image editor. So this is the result of endless changes to the combustor. Let's mute this set M. This one enemy with this. So we can accept one of these. You can make this a little bit brighter, Something like that. Now the result looks cool and the light looks cool as well. So, so far, that is how it looks nice. You can add a light source right here to eliminate this area. That's okay, but in general, that is what it looks nice. Let's hide this smooth, this, sorry. See the result before and after this. This. Alright, so far is very nice and beautiful about the lighting. You can do something else for like. Let's try to use another approach. Let's delete all of these lights. And the 3D cursor is in the center. As something cool. I will hit Shift a to add and I will add a circle. Make it a circle big, like that. Something like this maybe. And tab go to the vertices. The vertices hit E to the Z and extort them like that and hit S to scale those. Now we got this result, as you can see, e to the z. And let's move this up here. Let's see, whereas the red and the blue area, who is the fittest orientation. Okay, so the inner area is the blue area and that's what we want here. Let's turn this off. And the shader editor, I will add the new material for this. I will keep this to the emission Shift S. And let's go to the header and choose emission of small right here. It should be replaced by Antonio ways has ZL is equal to the random. Let's see the result now. So I will use this as a light source and I will encourage this to maybe 25. As you can see now we have lighting from everywhere. I think that's too much. Let's change this to ten. I guess ten will be nice and you can scale it and make it big. Key to the z. And let's take this up to the z, and let's take this up again. Zero to go to the camera and let's see what we got so far. Okay, So this is another way to eliminate the scene. That is what looks nice. If you want, you can delete some of these faces and leave some of them from the top of your maybe I can crop the group from here and maybe caught up from here, I guess. And I can delete group from here, hit F to get rid of them. And you can leave the rest is going up to the render. And let's see what we got. If you'd like, you can go to the background or the world and make this darker. Something like that. If you push this to the dark side, carotid going to get some nice results. But it's still an option. If you want to do that, try it. Let's go back to the object. And let's change this to 20 maybe. Alright, now let's take another one there and let's see what we got. We go to the Render ends are under damage. All right, Now we can go to the combustor. Sweetness to the image insert and this one to the compositor. Let's make this a little bit darker. Yeah, it's very cool. Maybe this one we can make this darker. Nice. You can change the background itself through like, let's take another example. Let's go back to the 3D view boards and hope you have properties. I will turn off the head or catcher after I select this. And I will leave this plane, I will add a new one like that. And I will tap into crop this age and hit E to the Z and X through it like that. Grab this, hit Control V to the village. And let's make this nice and smooth. Now about right-click Shade Smooth to make this smooth. And I will go to the shader editor and sweep to world. Let's make a change the color to the default, just hover over here and hit backspace. That's right. Or maybe it should be like that. Something like that. Let's go to the Render Alice, your typical data. So that maybe we can make this bigger. I guess. We can control the strength of the emission. Maybe we can take this to 15. And for the background, maybe we can give it a new material. Something dark if you prefer. If you'd like to render this with dark background. You can do that. Let's rotate this to the z, the camera, right? You can add some reflection if you like. And what else we could do here, I guess we can. Let's make this the light source a little bit smaller by deleting some of these polygons. We can, sorry, Let's pick these two polygons and the middle. Like that. Can throw I to invert x f to get rid of this. And let's go to the window and now grab them and scale them to the middle, not to the active elements. Let's go to the camera. Let's see what we got. Now let's change the strength for a little bit. I don't want to illuminates the whole area. Somebody like that, so it'll be nice and cool. And one more thing here, I think we can change the strength of the emission to maybe five because I think tends to match or even three maybe. Okay, yeah, something like that. I think this random will be nice and cool. If you want to increase the strength of these light source, you can do that. Maybe AT. Alright, now let's take another short Alice here that results go to solid and go to the Render and random or damage. The render is done. And now we should go to the combustor again to make some tweaking. So this is the final image with the combustor effect. Okay, let's mute this hidden, this one as well. Let's enemy with this. Let's tweak this one. Let's see what we can get. So here we have the mid tones and here we have the highlight. I can increase this up. Sorry, smooth enemy with ferrous. So this is the shadow areas and it creates this just a tiny bit. Now we got something nice and the highlight, I think that, that's too much. Let's take this down just a tiny bit. Now let's take a look. That is how it looks. Nice. Very cool. Alright, so I think that's it for this video and that's it for this course. And see you in future courses. Goodbye.