BLENDER: Learn how to create utility knife from A to Z | Marwan Hussain | Skillshare
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BLENDER: Learn how to create utility knife from A to Z

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.

      The intro

      2:04

    • 2.

      Before you start

      1:36

    • 3.

      Adding the reference image

      10:03

    • 4.

      004 Start modeling the handle

      12:36

    • 5.

      Creating the low poly shape of the handle

      19:43

    • 6.

      Using Bevel to define the edges sharpness

      19:50

    • 7.

      Finishing one side of the handle

      9:05

    • 8.

      Creating metal plate under the handle

      16:54

    • 9.

      Creating the handle ring

      16:21

    • 10.

      Creating the plate holder step one

      19:44

    • 11.

      Creating a crack for the blade

      20:53

    • 12.

      Creating the nail nick

      9:24

    • 13.

      Creating the release button

      14:26

    • 14.

      Using bevel modefire on the nail nick and the release button

      11:51

    • 15.

      Creating the blade and mirror the nail nick

      12:43

    • 16.

      Adding holes for the pivot circle

      14:37

    • 17.

      Creating the lock button hole

      13:15

    • 18.

      Creating the screws holes

      21:58

    • 19.

      Creating the lock button and the screws

      10:51

    • 20.

      Adding new holes to the grip blade

      16:01

    • 21.

      Working on the other side of the grip and make it ready

      21:03

    • 22.

      Creating the pocket clip

      13:18

    • 23.

      Fixing some shading issue using Data Transfer modifier

      11:56

    • 24.

      Setting up the scene and adding an HDRI image with a light source

      15:18

    • 25.

      Creating a material for the ground

      7:20

    • 26.

      Creating material to the handle

      12:34

    • 27.

      Creating radial brushed metal material

      19:06

    • 28.

      Creating brushed material for the blade and the blade holder

      20:25

    • 29.

      Creating material to the pocket clip and for the screws

      20:52

    • 30.

      Adding edge wear for the handle

      16:37

    • 31.

      Adding edge wear for the other parts

      22:24

    • 32.

      Adding Blender logo to the blade

      13:24

    • 33.

      Preparing the environment and the lights to render the first image

      28:10

    • 34.

      Render the final image

      15:56

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About This Class

Class Overview:

Hello everyone, my name is Marwan Hussein, I'm a 3D artist, and I have been in this field for 10 years now, I would like to welcome you to my new Blender course, in this course we will learn how to create a Utility knife from start to finish using Blender 3.3

What You Will Learn:

in this course, we will focus on modeling, and we will learn how to create hard-surface modeling using simple easy techniques,

in the modeling section, we have a lot of tools makes the modeling process faster and easier, we will focus on that to get a nice-looking 3D model without any shading issues.

after the modeling section, we will learn how to create simple nice realistic materials for the knife, I'm not going to unwrap the model but I will teach you how to create procedural textures and I will teach you how to apply these materials on the objects without unwrapping them.


after that we will learn how to create a nice simple scene to take the final shot for the knife, we will learn how to create soft lighting with a nice camera depth-of-field effect to make the final result looks more professional.

After that, we will learn how to use the compositor to post-process the final image and we will use Photoshop as well in case you want to use photoshop for post-processing.

Why You Should Take This Class:

If you are interested to create products with nice real presentations this course might be useful for you.

If you want to learn hard-surface modeling this course might be useful as well

If you are looking for short straight-to-point courses this course might work for you.

Who This Class is For:

This course is for anyone who wants to use Blender to create hard-surface modeling and get realistic render results.

If you are a beginner you should know the basics before you start, because it might be a bit difficult to you to follow me.

Materials/Resources:

I will leave the resources inside a section I will call ( Resources )

Meet Your Teacher

Teacher Profile Image

Marwan Hussain

3D Artist and tutor

Teacher

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

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

See full profile

Level: All Levels

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Transcripts

1. The intro: Hello everyone. My name is Mark saying, and I want to welcome you to my new course. In the blender, we will learn how to create this tool utility knife. In this course, we will focus on modelling. We will learn how to model this from start to finish as overlook, the model looks easy to create bots. It's a little bit challenging because we got a lot of details here. We need to take care of the modelling. We will learn how to create the material, the material section. It will be fun and easy. I'm not going to drop the 3D model. I will teach you how to create procedural texture and make it looks realistic. And the materials section, we will learn a lot of beautiful techniques and we will use these techniques to create something nice and realistic. As you can see. After that, we will add the lights and prepare the environment to render the scene. We will learn together how to create nice depth of field and dequeue. A very simple way to create very nice effects with a camera. And we will learn how to create nice soft light, like what you see right now. And after that, we will take this to the compositor inside Blender to post-process the images and make it looks better. And we will use Photoshop to post-process the other images. So we will learn how to post-process the images inside the blender and inside Photoshop as well. Alright, so this is all about this course. I hope you like it and I will be joined me to learn something new together. My name is Mark was saying, and I made a lot of courses. You can kick them out. And I hope to see you inside. 2. Before you start: Hello again, we'll come back here. Just before you start. I just want to mention something here. You should download that resource files. When you download it and you will find these files inside it. Okay, Here we have the reference images. All the difference I make you sad. We will use in the course and he will have that texture. Okay, How the country take a short downloaded from pulley haven and this HDRI image, and this is the blender look I will use in the course. And this image, I will use this as blueprints and I have the final result here and reference images inside the pure ref tool. This tool is very handy and the beautiful you can download it from pure rev.com for free to use it. So if you want to browse these images here, you got them here. If you want to use a pure, if I advise you to use the PRF. Okay, so that's for the resource file. Just don't forget to rate the course and other comments. It's very important to me to fix any issues in this course or in future courses. Don't forget to ask me if you have any problem. We can put your question underneath any video. You got a problem with R7. So that means say, That's it for this video, and I will see you in the next one. 3. Adding the reference image: Hello again, we'll come back here. Alright, let's get started. First thing we need, we need to add the reference image, and from there, we will start creating the utility knife. So let's go to the folder. I have this folder, I have these images. I just want to use this one. I will drag and drop it here inside Blender to start with this image. And don't forget, I have the reference images and as I said, you will find these projects holder. Alright, so let's take those out for now. And let's prepare the scene. I have the camera and this source of light and this cube. We don't need them now. So I will hit a to select all of these. Whatever shortcut I will hit. You will find it right here. Okay. Just keep that in mind. So hit a to select all of these objects, and then hit X to open the Delete Menu, and then hit D to delete. To delete it, yes, it's a XD. Or you can hit Delete from the keyboard. Alright, I'm sorry, that's lists. You can start from the top. You can start from the front, lifts whatever view you will like, you would like to start with. You can start for me, I prefer the top, so I will hit seven to come to the top view. Alright, from the number seven for top few, one for fronts. The 34, right? Okay. But if you hold Control and hit three, you will speak to the left. If you hold Control and hit one, you will switch to bag. Okay. If you hold Control and hit seven, you will speak to bottom. Just keep that in mind. I will hit seven to go to the top. If you don't have an unbarred in your keyboard, you can go to the View and go to the viewport. And from here we can pick the view that you want to start with. After that, let's open the folder. I will click and drag the image. And we try here inside Blender. That's it. Now we have it. Alright, I want to align this with the x axis. I want the image to be like this. Okay? I want to rotate it. So let's rotate it. To rotate this, you can go to the Rotate tool, grab it. Right after that. You just need to grab this circle to rotate it. For me. Actually, I don't like to use these tools, but I would prefer to use the shortcuts. Okay, let's go back to select box, and now let's start using the shortcut. Because if you teach yourself using the shortcut, your workflow will be faster. To rotate this image. I will hit our after you select the image. And now you can rotate it as you can see. So let's rotate this and align the utility tool or knife to the x-axis. Don't worry about the image if the image goes like this, That's okay. We're just carrying about the utility knife. I will hit key to move this down a little bit to the Y key, to the y, by the way, key to move, to grab it and move it when you hit key, this selected objects that will follow your mouse. If you want to choose the x, you just hit X. To move this to the x-axis. You want to move this to y hat y to move this to the y-axis. Or you can use the Smooth tool if you prefer. Okay? So let's move this just a little bit right here, and let's go back to select box. And by the way, if you don't like to go, if you are walking here in the middle and your mouse right here, and you don't like to go there. There is a fast way to bring these tool here in the middle. Yes, it shifts with a space and you will have it. So for me, I like to use Shift Space and use more headspace to select books, et cetera. Anyways, so now the image is almost ready. Now we need to determine the size. Okay, you can work with the size. This size is very big. It's about two meter or three meter. I know it's very big. And I know the tool is very small. It's about 15 centimeter, but there is no problem to start with the size, if you like. We can start with this size, creating everything, make it ready. And then when you complete the whole project, you can scale it down. And that's it. So we can start like this. It's okay. And we can scale it and make it small and start from there. That's all work as well. For me. I will scale it and make it small and start from there. But before I do that, I want to add a guide. Alright. And before I add a guide, Let's go to the scene properties. This option right here, this one here. And let's go to the units. And as you can see, the unit works with meter. I don't want to work with meters. I want to work with centimeters or millimeters. Alright. For now, let's relate this to centimeters. And let's add the cube here in the middle. To add anything inside the blender. You can go to the Add to open the Add menu. And from here you can choose whatever objects or whatever thing you want to add. If you want to add text, camera, lights, whatever thing. Most of the time we will use the mesh section to add things here. So I will add a cube. Let's add plane. Let's start with plane. Now we have plane. After you add anything inside the blender. On this side here, you will. It will have a menu pops up. Most of the time you will find the close like mine here. You should open it by clicking this arrow right here. When you do that, you will find some options for this new objects that you added. As you can see here, we have the size is about 200 cm or 2 m. I want to scale this down and make it like a reference for me. So let's check the size from 200 centimeter to e.g. 15 centimeter and make it small. So this, this size is almost similar to the size of this utility tool. So let's scale this down and make it small. Let's go to the top view and wireless killing. When you hit S and scale, you can move. So hit S to scale. And let's move this back right here. And scale this even more. Alright? And this move, this just a little bit right here. You can scale it a little bit, a little bit more like this. Pen. There we go. So now we have all been almost to the correct scale. So we can now start from here. I will grab the reference, my reference plane, and I will hit Delete to delete it. Alright, That's very cool. Now we can start from here. I've started that if you like, you can crop the image and you can go to the image properties here. If you prefer, you feel prepared to manipulate the opacity, you can activate it and work with the opacity if you like. Here we have some options. If you want to play with for me, maybe I can guess The year is the opacity a little bit fast for any reason, if I want this, I want the full opacity I will occur and give us back. Alright, so yeah, I think that's it for this video is just about preparing the scene. And maybe we can move this a little bit down like that to the y. And that's it. Alright? Maybe we can take this down a little bit like this. And our model will be right here in this area. And this one will be underneath. It's alright, so that's it. And see you in the next video. 4. 004 Start modeling the handle: Hello again, we'll come back, or at least start from here. Okay, Let's add this up. Let's go to the Add menu and let's go to the Michaelis here. What we have here, we have a plane, we have cube circle and we have cylinder. I want to start from the, I want to tell it from this area. Maybe adding a cylinder or a circle is the easiest way to create this shape. And from here we can extrude some vertices and creating the handle. Okay? You can't do that or you can start with the handle and just throw some vertices following the reference image to create this area. But I prefer to start with a circle and go from that point. I think this is the easiest way. Let's say that. So let's do that together. Let's go to the add. And let's go to the mic. And I will choose a circle. And now we have a circle bots, because the new circle that we added is very huge and big. If I zoom back, I can see it. In this case, I will change the radius of this circle to 1 cm and then hit Enter to make it small. And now it's become small. And always keep in your mind whatever thing you will add. A twelv, follow the position of the 3D cursor. This small circle right here. After that, this can throw all the vertices. We don't want all of these vertices. We want to start low Bali. And after that, we will add some smooth modifiers here to make this smooth. I will not start with 32 vertices. Let's crank this back to the sea. Maybe 12, let's see. 12 works. Let's kill this total bits. But don't accept, don't accept the scale because you will lose this menu right here. Okay? I just want to see what's going to happen. Just hit S and scale. Alright, well, maybe 16, this as 16. Alright, yeah, maybe I will start with 16. I think this will be better. Let's start with 16. I hit this, kill it. Now I can scale it and accept the skill. As you can see, after I accepted the scale, I lost the menu for the, for the size and for the vertices for this circle. Maybe now I can guess more of the knife a little bits and align it with the circle like this. And maybe we can change the opacity a little bit. Something like this. Alright, now we are good to go. So I will select the circle. Before I select the circle, I think I can make the image not selectable. Okay, let's do that. If I miss selecting the circle, I will select the image. And for any reason, if I hit G, I will move the image instead of moving the circle. So to avoid that, I will make this swan or the image and selectable by going to the outliner and open the filter right here and activate this OK. You're right here is called selectable. This option right here will help you to disable the selection for the object. So now I have this one. I will disable it like this. Now I can't select it. I can't. So yeah, let's start from here. Let's go to the top view and let's select the circle. And let's scale it a little bit, maybe even more and maybe move it. Maybe right here. Somebody like this. Let's move this up a little bit right here. That's very cool. The idea is I just want to align this circle with the heap, the knife. That's all what I wanted. I get very nice result here. After that, I want to go to the Edit mode of this object. So now I'm in the whole object mode, as you can see right here, I'm the object model. And the object mode, I can't control the vertices because here we have vertices. Alright? We have vertices. I want to grab these vertices and move them to follow the shape. But they can do that in the occupant mode. To control the vertices, I should go to the motor to edit the circle. So now I'm in edit mode. Now I have the ability to control the vertices. All right, First thing we could do, I guess, is to give this circle a thickness. Okay? Because this tool listed bring the reference images right here. And let's see, let's kick the tool e.g. this, for this image right here. You can see that we have here a thickness. We could have, we have a big circle right here. And we have a small circle right here. So we have a thickness, or we have a thickness, as you can see here. Okay? So it's very important to make this small and less what's right here. I think. It's very important to make some insects and scale those insights to create the circle. Okay, to do this, I will hit, after I select all of these vertices using the selection tool like this, I will hit F to fill this area and make it a giant phase. And after that, I will hit I to make some inserts. So let's make something like that. Alright. I know you can't see, but that's okay. Don't worry about that. Let's make instead like this. If you'll want to see through Z to go to the wireframe. Now I can't control, that's even better. So Alice inserts the circle about here, something like this. Here's your eye, and I will delete the middle face had x. Now I'm selecting the face, so hit X to open the deletes menu and choose phase. You can hit X and F to choose the face. If you notice underneath each ward here, e.g. face. Okay. We have a lion and or the F, that's mean if you hit F, You will automatically choose the face and instead of go to the face. And because using your mouse, so hits x and then f to delete the face. Now, I finished with this. Now I can grab these vertices and move them to create the handle. Alright, so let's start e.g. from here. Maybe or maybe from here. I will hit G to move this one a little bit following the edge like that. And I will hit E to extrude this vertex like that. Maybe we can put one right here and we can hit E again to make another extrusion. And keep in your mind, keep some distance here between the vertices because in the end of the day we're going to use subdivision modifier. Subdivision with the firewall, divide all of these lines and make it smooth. So at the beginning, make it globally. So let's say Club is vertex E and let's extrude one right here, e.g. and maybe another one right here, following the shape of the knife. And let's add e.g. one right here. And let's add this other one right here. And I will tell you why I did this. And let's hit E to extrude. Here. After that, you can eat, grab this vertex and hit Control Shift B, because I want to teach you how to build vertices. And you can Google this and you can rotate the wheel of the mouse to add three vertices like this. And after that, you can grab these vertices and control them. This one e.g. but this one right here, for this, for this one e.g. right here. And this one, maybe we can put this right here, maybe. All right. Somebody like this. Maybe we can move this one a little bit up. Yeah, somebody like this. Alright, let's see, grab this one and let's move this. Let's follow the care of here. Let's put this one right here. Hit E to extrude again. And either E, another extrusion like this. Alright? For small curves, you should make the vertices distance of the vertices a little bits. Shorts are smaller, okay? Because we have a care of with the big curves me that the distance big would the small curve like this, you should have a small distance between each vertex to follow the shape because you don't have another option. By the way. Let's hit E again and let's keep extruding this line and follow the shape. As you can see, we have a big age. So be careful, sorry. So I will make the distance a little bit. Alright, so now I reached this area. As you can see. Alright, now I want to move this one, pill, this vertex. So I want to marriage, by the way, I want to merge this with this one. To do that, you can select this one as a fierce selection and then hold shift and grab this one and make it the second silicon. As you can see, we have a difference in the color. This one is pride because it's the last vertex you select. And this one, it's not as bright as dark because it's the first vertex you select. That's mean. We have, we have an active vertex. This one is the active vertex. So select this whole TFT, call this to make it this one. The active. After that hit M to open the marriage menu. Hit MRI here, and then choose lasts. That's mean. If you hit atlas, that's mean. The first vertex will follow the last vertex, the last one you picked. So it's amen to that last. As you can see now, they're smears. Alright, so this is the first step. Now we got the shape if you got solid mode, because this primitive shape. And I think I will end the video here and see you in the next one. 5. Creating the low poly shape of the handle: Hello again, welcome back. So this is what we got in the previous video. This see what we can do. Let's go to the top. If you had seven and from that I'm bad. And let's see how can we create this shape here. Okay, The easiest way to create this way, we can grab all of these vertices, just select them using the select box and select those over here as well. So I just selected the open area. That's all what I did. And I will hit F to fill this area. Okay, after selecting these hit F. And now let's go to wireframe is C to jump to the wireframe. By the way, if z letter doesn't work, you can. I mean, if it was the letter or the descendants, activate the wireframe for you. You can speak from solid to wireframe from here. Or you can go to the Edit and then Preferences. And here in the key map, I guess you can activate pie menu on a track. Okay, can activate the spine. And when you do that, when you hit Z without moving the mouse, you will have the wireframe toggle or you will have the ability to toggle the wireframe on and off. Okay. But if this one oh, this one off, sorry, this one off. Now if you hit Z, you will grab the pie menu and you can go to the wireframe and q as wireframe. But for me, I activated this option, alright, to have extra, extra tool to manage the wireframe. Now if I hit Z, I can toggle the wireframe on and off. But if I hit Z and move them over a little bit, I will have the payment. Again. It's very nice option here to activate. After you activate this, you can go to the burger icon and hit Save Preferences to save it. And let's use light. Alright, now after grabbing all of these vertices, I will hit I to make some insects like this, but make sure of something here when you make the inserts aware on this area right here and this arrow right here. If you keep pushing the inserts, you will get some overlapping like this. And that's what we want to avoid that we don't want that. So make a small incident like this. After that, manually, you can move these vertices. Okay, So let's start from this one. Hit G, and let's move this one over here. And let's do the same thing for the rest. Following the shape. Okay? Use these vertices to create this small curve. The same scenario here. Okay, grab this one and let's put this bar right here. And this wireless put this here. Maybe we can move this a little bit here. Hit key and move this file right here. This is really cool. And let's move this one over here. Right? Let's move this one over here and maybe this one would be right here. Okay? Now let's see what we can do with these vertices. Let's say crop this, and let's maybe put it here for now. And let's put this bar right here following this shape. And this one may be, we can overthrow it here. And let's see, grab this one right here and this arrow, we need to take another decision. I guess. I don't like to make this. H goes like this and then suddenly goes to this auction. I think that's not good. So in this case, we can. Make a new cut here and this area to make the smoke here. And after that, we will see what we can do with the, what we can do with these edges. How can we get rid of them or cleaning this area? So to create a cat here and this area, I can grab these two vertices and hit K to make a connection between them. Just hit K from the keyboard. And now I have a connection. And maybe I can sub-divide this egg to one or two vertices just to grab those. And then heterocyclic enqueue is subdivided. And when you do that, you will have this menu tool and create a vertices number here. So maybe one. I think one will be enough, I guess. Okay. Yeah, Let's take off the spine and let's put this right here. And this vertex, maybe we can put a three here, something like this. If you want more vertices in this area, just select this and hit Control Shift B to have a bevel and add two here. So now we got an ice cube. And don't worry about these edges, we will find a solution for them. Alright, so this area needs a little bit of fixing, elicit, grab this and let's put this right here. Maybe. I was very cool. Maybe this one we can move it here and this one we can write here. Alright, let's recall. Now let's hit Z. Let's exact of the wireframe mode, and let's go to their face selection. We can pick using these icons, or you can hit number three from the keyboard, nodes from the numpad. So I will hit three to go to the Face Selection Mode, and I will grab this area to delete it. So to delete this, just hit X to delete menu. After that, we need to pick the face. I just need to hit F. So XF delete this giant phase. And now we need to find some solution to this era because it's wrong to leave these vertices like that. Alright, so we need to support them and make some connection. Before we do that, Let's get rid of this line right here and this one as well. So let's go to the edge selection mode. Hit number two from the keyboard, and let's say grab this one and let's delete it. Alright, actually, I don't want to delete it. I want to dissolve it. I want to get rid of this age and keep the face. To do this. You can hit Control X to achieve that. And let's call this one, hit Control X to achieve that. And this one as well, Catholics. So now we still have the face and we deleted the edge the ages. I've started that we want to find the solution to this area. We want to make some connection. Alright, so, okay, in this case, maybe we can use the knife tool. Okay? We need to use the knife tool to make some cuts. You can, if you like, you can go to the vertex silicon mode and you can grab those two vertices. And then you can hit right-click and choose sub-divide. And after that you can increase the number to two like this. Now we have a vertex right here and a vertex right here, and we can connect them. So that's works. Let's see. Grab this with this hit K, this with this hit J. Right? We just connected those. But this error become, become dense. We have a lot of vertices here and this area, but that's not a big issue. We can control that. Alright, let's bring this image right here again. Okay? Alright, now I think we can give this a thickness. I guess. According to the reference images, as you can see, we have a thickness, so we could give this one a thickness. Let's put this tomorrow right here, the image. And let's tap to go out of the edit mode. And let's go to the modifier and then to the modifier list. And then let's choose solidify to give this a thickness. As you can see now solidify, give us a thickness, but it is very big. Let's make the thickness smaller. Maybe 0.0, 0.2, or IQ, that's too much. 0.10, 0.1, that will work for us. I guess 0.1 will be good. Well, no, that's I think that's not going to work. Is 0.15, maybe. Somebody like this, 0.15. After the thickness. We have some details here. Let's bring the reference images and let's see what we can do here. Or this image is nice. Let's make it a little bit. As you can see here, we have some HAPE we need to create. And here in this area as well, we have some hard line here. We want to achieve something like this. So let's see from where we can start. Okay, let's accept this modify. It can throw a to apply the modifier, that's it, except it. And then let's go to the top view. And this is Z to go to wireframe. And let's check the design. For this line. I can see it's right here. But this this line, I can see that actually it's not so quiet visible. But it goes in the middle of the scores like this. So it will be easy to follow. So we need to create a line, goes like that. Alright, and ends here. Somebody like this. I will use the knife tool to achieve this. So let's put the image right here. Maybe we can make this a little bit smaller. And let's see how can we achieve this. List? Select our geometry analysts tab to it. And let's hit K to activate the knife tool. And let's start from maybe, start from here, maybe almost from here using this point, I guess. And let's make a cut goes like this. All right, it should go live, zoom out, go like this. I guess. It should touch this button a little bit. Alright, somebody like this. Alright, one right here. And wine goes almost right here. And then when you make the cuts yes, hit space to confirm the cuts. So now we created this line as you can see here. Alright, so the, the other line, it should be right here in this area. So I will hit K to activate the knife tool again. And let's start from this edge. And here. Click here, and here as well. And here. Okay, Let's go to the top again. Space to confirm that. All right, let's go to the top again and hit K to activate the knife tool. And this mic cuts right here. And I cut here, I guess in one here and maybe one right here. Alright, we will, can throw that later. Somebody like this. For now. I'll see you in the perspective of what we got so far, has Z to go to the solid mode. So far we got this result. Alright, now after adding these acres, I will add one here and the middle to cut this area. So I will hit Control R to add one H right here. As you can see, this egg is, it will stop at that point as you can see here. Because this phase is not quiet. Quiet mean face with four vertices. This one, we have 123456 vertices because of that, the edge loop tool to stop right here. But that's not a big deal. We can hit Control R here in this area and add another edge. After that. I can grab this with this and hit J to make a connection between them. And the same thing for this area, because we have an income right here, not quiet. Scabies two vertices and hit J to make a connection between them. Alright, so now we've got this. After that, let's see, grab these vertices and let's move them to the middle. So let's scrub them one by one holding Shift. Crop them like this. Club, this one and this one. And leave this one, the last one. And maybe we can leave this one as well. Alright, now what I need to do is I want to move those vertices in marriage of them with this line. Okay, to achieve this, I want to do something called sliding. We know how to move vertices, just hit G and move the mouse. These vertices will follow. But sliding. It's another way of moving vertices. You need to hit Key two times, G and G again, and move the mouse down to slide those. When you slide those, they are, they will automatically stop at this line. But we will have problem. We will have two vertices here. They will not be married. Before you slide these vertices and move them down. We have an option right here. It's called auto marriage. Just activate auto married. And before you do anything, just go to the option. Here we have the threshold of the, of the, of the auto american make this very small number, 0.01 e.g. because we are working with a small scale sometime this threshold, without being aware. We mixed some vertices accidentally when we move, when we, when we remove any edge or vertex. And that will give you an example to understand what I mean. Alright, e.g. let us assume that we have very close vertices, two vertices like those. And let's assume that the threshold is 0.5 centimeter. And for some reason we want to move those a little bit. When you move them, they will be married because of the threshold right here. As you can see, I just move them, but they are married. Maybe we can move, grab those and move them, and they will be married because of the threshold right here. But this hit Control Z couple of time. But if I make this very small, 0.01 e.g. if I crop those to move them, nothing will happen because the threshold is very small. That's what I mean. So activate this and put a small threshold, american threshold right here and start merging these vertices. So let's select these vertices again. I will start from this one and hold control and keep picking these vertices until I reach this one. And then hit G twice and move those to this line and measure. So now we have this shape created, as you can see. Now these vertices are American automatically because of the auto American activated. Alright, so what about this one? We will hit key to the zn with his down or not down. Actually, maybe we could see where could we move this this move this back. Maybe a little bit. Something like that. Yeah, maybe something like this. After adding the subdivision surface, this shape or this air will be better. But for now, we learned how to create this small angle here. Okay? So I think that's it for this video. And see you in the next one. 6. Using Bevel to define the edges sharpness: Hello everyone, welcome back. Okay, let's see what's the next step. Alright, so let's start here. Before I move these vertices down, I think I can make some editing to this area because I don't like the topology. These lines. I don't like this results. Maybe I can make any cuts and make it more sense. So let's see how can we fix this. All right, let's go to the top and hit Z to go to the wireframe. This edge right here. I can move it and put it here. I think that's what we better. Okay? And maybe for this one I can make a new cat goes like this. I guess. So I will use the knife tool, just hit K to activate the knife tool. And before I do that, I just want to activate the screencasts, I guess forget to activate. Let's move this over here. And yeah. Alright, so hit K to activate the NF2 line. Let's make a cut goes like this. What I want to cut the whole geometry. We have an option comes with the knife tool, it's called Cut, cut through. If you had C from the keyboard, you can toggle this on and off. So his c to activate cut through and then hit lifted leg to make the cut and then Enter to confirm it. Alright, so now we got this result. Let's move this a little bit, baby right here. Okay, somebody like this. Alright, so now we can get rid of this age, I guess. So let's grab this one. It can throw likes and dissolve it. Let's go to the top view I can. And for this area, let's see what we can do here. Let's go to the wireframe mode and I will hit K to activate. And I've taught I maybe I can make a cut goes like that. It's C to cut through, left-click and then Enter to confirm the cuts. Let's go to the solid. And maybe now we can, let's delete this edge. I don't like it. And this one as well as the city that's I don't want it. Alright, so let's see what we got here. This one, I don't want it. Okay? Alright, So let's maybe we can mirror it to this vertex with this one using automatic. It's already activated. So hit G twice to slide this edge and this mercury right here. Okay? And let's go back to the top of you. I just want to move these vertices and put them into place. Right here. I'm not finished here. We need to make, to make some clean. Here in this area. This edge, I can dissolve it, hit Control X and the smoke this vertex twice and miraculous one here. Okay? Alright, so now we got this result. Does it go to the top? And let's see what else we can do here. Let's move these vertices a little bit. Negative care better. Handle this, check this care of as well. Okay. I can megan, the distance between these edges, even I haven't. Aldon comes default with the blender. If you go to the Edit and then Preferences, go to the admin section. And here you can search for loop tool L double 0, P. Activate this tool. It's called a mish loop tool. And now inside this mode, when you hit right-click, you will find the loop two right here and here we have all the options at comes with a look tool. So I want to make the distance even between these vertices. What I will do is I will go to the edge selection mode and I will grab these edges holding Shift and then hit right-click and then choose space to make the space even between them. So it's just a way of correction to correct the space between the space between these ages. Right now is go to the top and let's try to see the result of this care are still good, I guess. Alright. Alright, now let's see, grab these vertices and let's move them down. Before we do that, I will grab this vertex and merchants using automatic key twice and slide it and welded like that. Now let's go to this vertex starting with this one hold Shift and let's add those as well. And I will do Keith wise to slide that was down in medicine right there. After you do all of that. This age, we don't need that anymore. So I will hit Alt click to grab it. And it can throw an extra dissolve it. And he called this one and it can throw X. Okay, Now is the time to add some Bevel tool. Make this area sharp, similar to what we have in the reference images. And there's these edges as well. Okay, let's see how can we do that? And if we have any topology fixing, we will do it. Temporarily. I will delete this edge and this one. I will hit Control X to dissolve them. To make that topology here simple. Okay, and let's check this area. Let's see. Do we have any type of fixing here? Hey, maybe we can grab this vertex and move this up. Try to pick nice view like this and hit Q to this here. And let's move this up and alignment like that, like this. Alright, let's see what else we can do here. Let's go to the top view and let's make some editing here. Z to go to wireframe List, activate the knife tool and let's make a cut starts from here and maybe ends here like this. I just want to add a new edge right here and this area. So hit C to cut through and then confirm it and hit enter. Now, when you tumble around, you will find the new edge that we got right here. After adding this edge less mixed between those two, the secret key twice insulated here. Okay, Now we got this. And maybe we can add another edge right here to support this area. Let's go to the top. And I will use an f to let K and let's make the cut goes like this. Hit C to cut through and left-click and then Enter to confirm the cuts. And let's see, grab this one, this manually move this a little bit right here and maybe we can grab this and move it here. The slide is vertex a little bit right there. Alright, so we can use the new tool to make this distance here even so I will go to the ER. Before I do that, I will delete this edge right here. I don't want it. And let's go back to the top view. Let's move some vertices a little bit. So let's see carbon, this one, Let's put this right here. Something like this. I've started that. Let's go to this site. And let's see what we can do here. For this area. I think I will accept what I got right now. Okay, maybe later we can make some editing to the topology here. But for now, let's keep it like this. Now let's go to the edge mode and let's start picking these edges. Okay, Let's start picking these edges. And let's give them a nice amount of doubling and don't forget to drop those over here as well. Hold Shift to pick a new edge and then hold Control. And then follow the edges. Something like this. And now let's hit Control B to activate the bevel endless add three pages right here. So I added almost 0.006, maybe seven, something like this. And now I got this result. So this is the first step targeting these shapes. After that, let's target. If I bring the reference image. These shapes has a small amount of buffer link. They are sharp as compared to the edge of the knife. I mean, if you kick this area there before that we have here, it's big as compare to this shape right here. So we have some variation here in the bevel. Okay? We want to put that in consideration. Now I want to check something. If I grab those, by the way, when you zoom in and go clause, you will have this annoying clipping happen. To avoid that, just hit Enter to open this panel and then go to the view and the clipper start make it very small. Click and drag and make it very small number. Now if I grab those and it can throw be, the COs can happen. As you can see, bevel will, I will get some overlapping here. If I double this area. So I will avoid this age and pick theorists until I got here. And let's do the same thing for this side as well. Leave this one and let's select the rest. Hold control and keep cropping these edges almost right here. And now let's give them the purple. Can throw a, b and let's pick nice purple. Let's add e.g. 0.00, 0.04. I guess. Sort of work. After that manually, we will connect these together. So let's start from this area. I will crop these edges and it can throw me to Google them. As you can see, we have some distortion have right here. If that difficult to control and you can manually use the knife tool, e.g. I. Will activate the knife tool hitting K. And let's make a cut goes like this. So I'll just repeat that again. It K, and let's make cut goes like that. And then goes like this. And then hit right-click to add a new egg from here. And then hit Enter to confirm the cats. Okay, Now after that man will, we will move these. Or maybe we can club this one. Okay. We can scale it a little bit. Sick a lot with this and this. Let's move those a little bit. And maybe we can grab those and pick nice if you are like this and hit key and move it. Something like that. And we'll grab this one and this one this age and move them inside a little bit. Okay, maybe we can accept those as well and move them down like this. Okay, now we call this results this achy. I don't want you to grab this with this one. It can throw X and as always, we don't want it. All right, let's make some editing here again. And maybe these, we can scale them. Scale them to this point. You can use the vertex mode and the club is vertices hit key twice, enslave them. That's where walk, something like this. That's very cool. So now we got this results. If I tap out now and if I applied a subdivision surface and go to the modifier list and our subdivision surface. This can happen. Let's add two here and right-click and hit Shade Smooth. Now we got this result. It's nice, as you can see here. We got the hard edge blended with the smooth ER here. That results. It's nice. And you still have the ability to move some vertices if you prefer, if you want to grab those and for any reason, if you want to grab those and move them down, can do that if you want to get better results. All right. And we want to do the same thing for the rest. I will turn this off for now, Kimberly, because I'm not finished yet. But this is the technique that I will use to achieve this. So let's do the same thing for the, for this one. Let's go to the edit mode and let's hit Control R to add H right here, e.g. land. One H right here using the knife tool. Something like this. And let's move those. All. Let's see how can we move them. Try to big nice angle, because it's depend on that. Let's move this a little bit right here and grab those and move them a little bit like this. When I move those, I got some merging having here that's happened because of the auto marriage is still active. If you want to avoid that, go to the option and go to the threshold and make this very, very small, 0.0 001 e.g. alright, now let's see, grab these vertices and let's move them a little bit. Sick Club that was over here. And let's move them a little bit like this. Handle, this. Made his vertices close, he's wise and the slightest one right here, and this one as well. Okay, Now, use the knife to let K and let's make cut goes like that here. Right-click to add the new cuts. And make cut goes here and then hit space or Enter to confirm the cuts. Now go to edge selection mode and grab this edge. And this one hit Control X to dissolve them. Alright, so now we got this result. Let's check this from this angle. Somewhat tweaking I want to do here, I want to grab those and he gets dizzy and move this up a little bit. Okay. Alright. I guess I can grab this egg and it can throw away two bullets to two. I guess I will hit Control Shift R to duplicate the age, something like that. And this one in the middle, I don't want it anymore. And let's see what else we can do here. Maybe we can make the distance even here, starting with this egg and ends here. Let's select the rest. Grab this hold Control and grab this hold Shift to add a new one hold can throw a lot of this when you grab all of these and those as well, look, forgive them. Theoretically again, Q is the loop tool and hit space and go to the top view and let's see the result. Okay, so following the path as very cool. Maybe we can do the same scenario here for those over here. Called can throw land the same thing for this one. And by the way, can you crowd them like that? That's will work as well. By the way, CAFTA are grabbing all of these, right-click and choose space. Okay? Okay, now we just need to move some vertices a little bit to get some care of. It goes like this, e.g. those or we can move them up a little bit. Right here. I can move them down like this. And the same thing for the rest. This one as well, just move them a little bit. The idea here, I just want to make a subtle curve. That's all what I want to do. Now unless you guys can have in fact the way subdivision surface. Okay, this area looks cool. I can now skip it and go to the next one. Very nice. Now we got something close to what we have here. Let's see. Alright, e.g. this image right here. Yeah, we got something close. A nice. Alright. Yeah, I guess that's it. For this video. I will end this video here and see you in the next one. 7. Finishing one side of the handle: Hello again, welcome back. Let's focus on this side. Let's tablet mode. And okay, let's use an F2, let K, and let's make this other cut here. It goes there, and the new card goes from here and ends here. And then it space to confirm that. Okay, and now let's smooth some vertices a little bit. Like a fair thing we need to do. We need to get rid of these edges just to grab them and it can throw it with x. And here, I can't recall off this edge and this one hit key twice in slide, it's right here. And go to the Vertex Selection Mode. Grab this one, it can slide down. And let's see, crop this one. Let's pick a nice angle or view, and let's move this one right here to make a small curve here and this area or that than leave it sharp angle. Alright, so what else we could do here? Let's go to the top and maybe we can move this a little bit forward like this. Okay, we're almost there. Let's activate the subdivision surface and let's see what we will get here. Let's see sites. All right, It's cool, but let's see what can happen in five Americans this vertex with this one. So he key twice and this marriage hits. And let's do the same thing for this one. Alright? We still have nice results right here. Alright, for now we can say that we are finished with the site. I guess. Maybe we can move this a little bit down here and maybe with this one, we can slide this away. Yeah, something like this. Looks cool. Let's go to the site and let's see what we can do here. Almost the same scenario. I will use the knife tool. I make cuts, maybe start from here and add another cut here. And now hit Enter to confirm that or we can IT space, turn subdivision surface Timberlake. And now let's move some vertices around, e.g. from the top view, we can plug this one in with a little bit right here. And now I can grab those and pick nice view and move them e.g. here. And let's focus these vertices and make them close to each other like that. And after that I will grab them. I just want to create a small calf goes like this. So I will move those a little bit with this data cloud with the Mickey. And let's move those over here. We can move them a little bit down like this. I guess. Maybe those I can hit Q twice, enslave them. Okay. This one, I need to move it down, I guess a little bit. And as you can see, this one is a little bit elevated. That will take you to this here and move it down. That's better. Okay, Now let's use the knife tool again. Let's make a cut goes from here, here and there. And cut goes here. And then hit space to confirm that cuts. Let's move this up a little bit. Slide It's alright. And this aqueous don't need it. Grabbed them, Control X to dissolve them. And now I can drop those may be and hit Alt S to move these edges towards the normal of the age. Because we have egg got to come to it from this side and one from the side. So the normal will be like this. The same thing happens here when you use OwlTest. Okay, so, so far we got this result. Let's see if this result need more tweaking like moving these little bits. Now, it looks cool. I will tap out and activate the subdivision surface. And let's see what we got so far. Alright, it looks cool. I like this. So now we've finished with sharp edges. Everything looks cool and nice. Let's tab again, and let's add a bevel to this area as well. So let's hit Control, be making similar to this one. Lists of bringing the reference images. Okay? Alright, don't worry too much about this area because this area will be covered with with this ring. So don't worry about this too much. Just give a small amount of beveling, make it very subtle. And this will be enough. You can turn off subdivision surface suddenly like this, it will rock. The same scenario for this side. I will hit Control Z to cancel that, to grab those together to give them the same amount of buffer link. So grab those and even you can grab this side, alt Shift click to add those. The entire edge loop. Alright, after selecting these edges, now let's give them a bevel amount. Can throw be the smooth muscle a little bit. Something subtle. Almost 0.0 is your eighths or nine Enter. Okay, That's very cool. That's nice. Okay, before now you add the bevel amount to this area and make it smooth. I will copy this geometry. They can either copy. And I will tell you why. Okay, Let's bring back the reference images and let's try to find I have an image right here. Yeah, this one, this is the another side of the utility knife. The hay that we've got here is not similar to the shape of the other side of the utility knife. We have some additional hole here. And this big area that we have on this side here, it's a little bit shorter. Alright, tap out and let's hit Shift D to the z. And let's put this copyright here. Handless mirror this to the z axis, go to the object and go to mute or unmute or to the global z. Now it's mirrored and I will leave it like this Timberlake. Okay, I can hide it for now. And let's work with this. All right. Let's tab to the ethmoid and the bevel that we got here in the middle. It's sharp, not smooth as compared to this area. So let's give it a specific amount of beveling Alt click to grab the entire loop and then hit control V. Alright, small amount of beveling, almost 0.01. That's what be enough. Enter, I guess. And for this one, this side, let's hit Control V. I remember I added zero points. 09, I guess. Yeah. Similar to the bevel amount that we added here. Alright, now let's activate a subdivision surface, at least see what we got so far. With Level two. Alright, let's looks nice and clean. Beautiful. We have some pinching happened here. Okay, add the harbor area here, but don't worry about that because at the end of the day you are not modelling a car to care too much about this stuff, you can ignore them. I think general result looks very cool. Okay, so I think that's it for this video and see you in the next one. 8. Creating metal plate under the handle: Hello again and welcome back here listed bringing the reference image because I want to create something new here. We have multiple layers. Here. We have the first layer we just created, and we have another one underneath it. And it's visible right here. As you can see, all of these shapes in this layer. This, yeah, can we create it? Let's put the reference image right here. And let's grab this. Let's start with this one. At this point and let's pick some edges. I will turn off subdivision service temporarily that we'll focus on this edge. I will hit Alt click to crop it like that entire edge loop. And he called this one alt Shift click. To select this one. I think I just need those. I will hit Shift D to the z and let's move the senior copyright here. After. I've taught coping that, now we need to separate it. Hit P to open the menu and choose the first one, selection so you can hit P, P to P, S to separate this. Now is that tab out and let's select the scenario shape. And I will go to the local mode. You can hit slide from that, I'm bad, or you can go to that. Again, go to the View. And here we have the low calorie. You can create it from here. Alright, now before you do anything less, activate a subdivision surface to make it a smooth. And now it's smooth and nice. And apply the subdivision surface to upload the subdivision surface, go to this arrow and hit Apply Auto can hit Control a as a shortcuts. So it can throw a top lights. And now if I tap to edit mode, as you can see, this one is very smooth. After you do that, let's make some connections here with some vertices, e.g. like candy drop those for those and hit F to greater face here. And maybe can't get off those, those as well. And it's F because I want to fill this area if I don't created these faces. If I grab this side with these vertices, with these vertices, I mean the circle with the outer vertices. Now if I hit F, I'm not going to get the result that I want. So at least create face here and face right there, F. And now let's give this side of phase. Grab these vertices with Alt click and then hit F. And now it's Alt click here. All you have to click there. And now with F. Now we got this result. It's very cool. Alright, now let's hit slash to excite all the local mode and let's activate subdivision surface for this one. And this topic. Alright, manual listed G to this here. Let's move this up. And let's give this a thickness before you do anything. Let's use the solidify modifier. Let's go to the Modify List and you will solidify. Alright, now I got weird results. That's because of the normal of the faces. So I will turn this off to see what's happening here. And I will hit slack again to jump to the local mode. And I will go to the overlays and activate face orientation. As you can see here, we have two normal, we have the right one hand, we have the blue one, and that's wrong. We could make this one either red or blue. So to flip this, to flip the normals of these phases right here. It's easy. Tab to the edit mode, go to the Face Selection mode. And let's select these faces. After you select these faces, just hit Shift and Alt and sorry, to open the normal menu and then hit Flip. And that's it. Now it's done. And it's fixed after that tab out. And turn off the face orientation. And now let's activate solidify. Now as you can see it working correctly. Let's kick this killing case. We got some problem with the scale. The scale is not that cool. I will hit Control a and apply the scale. To fix the scale. As you can see, how the scale affecting the the, the bevel amounts. Before I applying this kill, the thickness number here was not thrilled, but now after I applied this killed, I got real results. Now I need to reduce the thickness. Let's make this smaller. 0.1 maybe. And let's hit Select to excite. And let's see what we got. Let's compare the results. And let's compare this to the reference image as well. I think 1 mm, 0.1 centimeter is okay. Pick whatever view, front or side of you. And let's move this up here to this here. Let's move this right here, something like that. And yeah, it's really cool. It looks cool. Alright. Alright, after that is the time to create these shapes here. Let's see how can we do that. Let's go to a top view here and has you to go to wireframe. And let's try to create these shapes. Let's take the reference image out for now. We don't need it. And let's add a plane here, and let's start with plane. The plane is very big. This is about two meter. I will change that number to 1 cm to make it small. And now we have to write here. So tap the ethmoid and let's go to the vertices, I guess want to grab one vertex, hit Shift D. And let's take this as a copyright here. And now let's start with this vertex to secrete escapes, hit E to make some extrusion following these shapes. Okay? Somebody like this, this to grab this with this hit F to make a connection between them. And maybe I can hit Control R and slide this edge right here. This make a small curve here by adjusting these vertices. And let's take another Coby hits, have to figure out another Coby. And let's start from this. This place hit E to extrude these vertices and this try to follow this shape. Right? All right, We're almost there. Now let's pick up those, hit F. And there we go. Another Coby can be quite of our vertex. You like it here, t and let's add one right here. Something like that. Alright, another vertex here, d. Hello, Let's make another extrusion. Okay, so now we create all of these shapes. After that, Let's add some relax. Let's use the relaxed to relax some edges, e.g. as you can see here, the line is not smooth, it goes like this. So using the relaxer is something very important. Let's say garb is vertex and maybe you can crop this one. Hit right-click and choose relax. To make this relaxed, you can hit Shift R to repeat that again, but one, relax, it's cool. Okay, What else? Maybe I can crop this with this one or controlling crop that one. And then right-click and choose relax. Okay, That's very cool. Let's select these vertices over here and let's use a relaxed right-click Loop tool and choose relax, hit Shift R to repeat that again. Something like this. I was very cool. And those over here as well, Let's select this vertex fault can throw up that one, right-click or relax. That's very cool. And these vertices as well, Right-click, relax the archival time and you can correct the distance between them if you like, if you hit right-click and choose space. Okay, let's grab this vertex and hold Control and grab that one. And then hit right-click analysts use relax again. And then right-click and choose space to make the space between these vertices even. The same thing here is to grab those and hit space. Okay? Maybe we can do the same thing here. Space. Alright, That's very cool. Alright, now let's your subdivision surface to make these pieces smooth. Okay? I think in this era we need to add some extra vertices, I guess. Oh, let's leave them for now to tab out. And by the way, delete the plane. We don't need it x, f to the liters. And now we got this. Let's add subdivision surface to this. Now we got smoother results in this area that is of this no, so quite smooth. So in this case we can add some extra vertices here. We can grab those over here or hit Control Shift V. And let's say Club is vertex with odorless add one vertex right here, hit Control R and add one right here. I will select these vertices and then hit right-click into space to make the distance even. It can throw an hour to add one vertex right here. That's will help to make this smooth. This adds three maybe vertices right here. Now let's see what we got so far. Now the area here becomes smoother. You can club this vertex, it can throw me if you prefer, hit Control Shift B, sorry. Let's make this one even smoother. And this one had Control Shift V with two vertices. Something like that. Yeah, now it's become smooth. Okay, let's hit M to hide this panel for now. I think we are finished here. Now I can apply the subdivision surface. And now if you tap it, it mode, as you can see, the result is very smooth. Okay, I've started that. Let's give these a thickness. After your tablet mode, you can now select each one and hit F to fill it like this. You can go to the solid more to understand what I'm doing here. Hit club this one, alt click and then hit F. And now you can give those extrusion. So hit E and extrude those up like this to avoid any face flipping, I mean, normal problem. To avoid any normal hues, you can hit a to select all the faces and then hit Shift and to recalculate the normal and fix the normals here. Now if you go to the face orientation, everything is a blue, that's me and everything is correct. Now top out and move those down a little bit for the Z and just move them. Let's add the blade to the selection hold. You have to crop it. And then let's hit slash to isolate them. And now as you can see, we have some penetration. That's all what we want here. After that. We want to make some term here. We need to cut this. Okay? I'm going to use one of the odd ones that comes default with a blender. Guys go to the Edit and then Preferences. And let's search for all tool B, 0, L. This tool comes default with the blender just activated from here. And to find this tool after you activate it, you should open this panel and go to the edits and open the poll tool. It's right here. You can use the shortcut Control Shift B to access the Bowl Tool Options. And now I want to use the Bowl Tool to create a whole is here to make some trimming. Okay, So these objects that I just created, this obvious are the cutter. I'm going to use these objects to cut this plate. So first thing, pick the Katara and then hold shift and pick the targets. Okay? So this one will be the first thing to select. The target will be the second thing to select. After that. Now you can go to the Bowl Tool Menu. Here we have two section. We have the auto Boolean and we have the price volume. The difference is, if you choose the option that we got right here, you will get the results, but you will lose the control. E.g. I. Will use difference. And now done, I got what I want and that's it. Now let's use the brush Boolean. This section. Let's hit difference, and now we got the same results paths. The difference is now I can select these objects. Let's call it the Ketterle. And I still have the ability to move it around and change the position. So that's all the difference between those. For me, I will, I will select the Auto Boolean and that's it. But because I picked this one, it's okay. After you will get the result that you want, just hit Apply all and it will be applied. So now we got what we wanted here. Okay, That's very cool. Let's hit slash to excite all of the local mode, and let's go to the top. Alright, Very cool. Okay, then, So I guess that's it for this video and see you in the next one. 9. Creating the handle ring: Hello again, we'll come back. Let's bring the reference image and let's see what, what's next. Okay, according to this image, we need to take a copy of the plate. And yeah, we just need to duplicate it and we need to keep some distance between them with the new copy. I think there's this distance about 8 mm or maybe 5 mm. I'm not sure, quite sure. If we assume that this one is 1 mm, so we have 123, 4 mm. Yeah, I guess this one, the distance is about four or 5 mm. Something like this. Alright, so in this case, let's go to the front. If you'd like to go the front or to the left. I just want to see the the hip from the side view. We'll hit Shift D to the z, let's say a copy and let's put this copyright here, something like this. And I will duplicate it four times. Okay, hit Shift R to be bad. And two times. So now we have four pieces. So this is the distance. Now we can hit Shift again to cut other Coby and delete these pieces between them hit Delete, and now we got the correct distance. Alright, That's very cool. Let's browse the images and let's create this ring that we have here. Let's see how can we create it? Let's see if we have this omega is cool. I can start with this image right here. Alright. Let's go to the top and we still have the old gen dot exactly in the center of the circle. I guess. If nodes, what you can do is you can tap and you can pick up a circle and hits. I just selected this circle and then hit Shift S to open the pie menu for the 3D cursor. He was cursor to select it to make sure to bring the 3D cursor exactly the center of this circle, because I want to create a new shape here. So let's tap out. Now. We have the 3D cursor in the middle. And then hit Shift a to add, and I'm going to add the circle here. The circle is very big, I guess. So let's change this to 1 cm, make it small like this. And let's increase the number of vertices to maybe 60. 60 vertices, I guess. Maybe 70. Yeah, I think this will resolve this. Cool. Alright, so that's very cool. Now let's go to the top and let's hide the image for now. Hit S to scale this. Let's move this over here. Okay, hit S to scale this. Somebody like this. I think we need to take this up a little bit key to the z for now. And let's go back to the top. And let's kill it's a little bit more. Let's bring back the image. Let's see what we have here. Now the size of the circle similar to the size of the reference image. All right, we're good to go. Cool. Now let's tap mode and select all the vertices. Just hit a and then F to fill this. And now let's hit I to make some inserts and Z to go to wire frame mode. And let's kill this a little bit. Just keeps some distance between this edge and this one right here. Some thickness, because this, we have some thickness here. Maybe we can scale it even more just a little bit. And when you complete, just hit X to delete this, this big face in the middle. So now, until now we got this result. Alright, now let's see what else we can do here. Alright, now let's go back to the top view and hit Z to go to wireframe. It can throw our two, add one H almost right here, align it with the, with the circle of the handle. Something like this. And let's add another edge right here in the middle. Control R and confirm and then hit right-click to leave it in the middle. Get to the Z. Let's move this up a little bit like that. Something like this. Maybe. Just a little bit, not too much. Alright, let's see what else we can do here. I will it grow up, hit Alt, click to grab these vertices, and I will hit E to the Z, this extra little bits and take this down. And then hit E and then S to mix some insect inside a little bit. I want to create this small egg that I have right here. That's all what I want to do. Then when you compensate that hit E to the Z and take this down. In this area, we have some, we have this H right here. Let's try to create something like this. Okay? So I will grab this edge here and it can throw me to bevel it, give it a small amount of beveling and then go to the Face Selection Mode. With these faces selected, just hit E and move those down a little bit. And let's all be enough. Alright, now let's go back to the edge selection mode, alt click to grab the entire loop. And then let's give this a thickness. Hit e to the z to extrude this to this z-axis to give this a little bit of thickness. And then it's E and then S extrude and scale to move this inside a little bit like that. You can actually scale this even more if you prefer. That's okay. I've tried that tab out and go to the side of you had key and move this one and alignments with the handle. So now let's see what we got so far. Alright. If you don't see the edges and the extrusion you made, you can make some tweaking to the setting here. I will activate the cavity so I can see something here. Here are the type I will choose both so I can see the shadow and the edges. We can manipulate this a little bit. Already. This up here is nice actually. Alright, Now, before and after. Let's increase this a little bit and this one. Cool. So this before and after. Now, definitely we see something Very cool. Okay? Now we need to mirror this. On the other side. We could use mirror modifier. Let's go to the side view. Mirror modifier working according to the origin daughter of the geometry. In geometry you add inside the blender has origin dots. I mean this dot right here. Okay? So if we add a mirror right now, mirror modifier will mirror or this opiate according to the origin dot, the origin dot position. Now it's not correct. I need to move it so I can go to the option and activates origin. And now I have the ability, after I select the object, I have the ability to move the origin dot. Now if I activate the gizmo and move this, the object will not move by, the Oregon dot will move. So I want to put this in the center, something like that about here. And I will leave it right here, Kimberly, I will adjust, adjust this later. Alright, let's see what else we could do here. You remember the COBie that we take from the handle, the spring, this bag and let's see, where is it? It's right here. I will turn this off for now, just to move this up. And let's put it in the correct position. Alright. We think we have some misalignments. I guess. I think that's happened because we didn't apply the subdivision surface for this piece here and now it's okay, the size now. Okay. Alright. Now let's go back here. So let's add the mirror modifier to me or this on the other side. I want to I want to create another Coby like that. That's all what I want to do. So go to them with a modifier list and let's add mirror modifier. Alright. Now, mural work to the x-axis. We want smear or torque to the z axis. So this is x-axis. This is the z-axis. X-axis is don't, don't too benefit us. Switch this to Z. And now it's working very cool. But I want this edge, I want this week, this edge right here. Well, that's mean I need to move this one a little bit down. I mean the origin dots. Okay, the same scenario. Let's go back here to the optional activity, the origin. And let's move this one manually. And let's move this one and zoom in a little bit here. Alright, it's aligned perfectly, I guess. Now everything is cool. When you complete everything, okay? Yes. Go back here and turn this off. We don't need that anymore. Earnest. I will hit Slack to isolate this alone because I just want to work with this one alone. I will tab and I will grab this entire edge loop and hit S to scale it. And then I will hit E to explore this and market like this. Alright, so now I got this results. It's closed. It's not opened. And call this exact now. Alright, That's very cool. If you have a small gap between the blade and this, you can fix it. This is something easy. You can go back and go to Face Selection Mode, hit Alt click to grab all of these faces. And then you can hit Alt S to book these phases out and align them with the plate and then tap out. If you are not satisfied with the resolution for aneurysm, if you think that's a mistake and you want to give this more resolution, you can turn them temporarily and isolate this alone. You can tab and you can grab all of these edges. So let's start with this edge. It just sets, can throw and Alt and click. And let's go to Selection and choose, Select, select loop and select lobe. Where's it? Edge or ink to grab all of these edges. And now we can hit Control Shift R to duplicate all of these edges. Okay? Duplicate these edges. Now we got this result, but still the jacket. Okay, We didn't fix that. Now, but we, now we increased the number of the edges. After that. You can grab these edges. All of them are actually, you can hit Control Alt click to grab all of these ages and go to Select, and go to Select loop. And here's the option circle to make this perfect circle. And now we fixed the problem. If that was a problem, by the way, now it's become very high resolution and very perfect. Okay. Yeah, Very cool. I will stick with this result. Now let's activate them and I'm with the fire and everything. Looks cool. We got some problem here. I don't know. Let's see what we have here. Sorry, the x axis, we just forget to turn, turn it off. So turning this off, as you can see before and after. Alright, watch this area here. When you Before and After, just used the z-axis, and that's it. And by the way, if I go to the wireframe, I can see I think we have some overlapping here happen. I don't know. But I guess we have some overlapping. If any orbital overlapping happening here, you can activate the bisects. Alright, to eliminate any overlap between these two objects. Okay. That's very cool. Alright. Now this has light to excite and let's see what we got so far. The result is very nice and clean and beautiful. So I will stick with this one, and I will end the video here and see you in the next one. 10. Creating the plate holder step one: Hello again, welcome back. Here. Lets you create a blade holder. I mean this part right here. Let's, let's activate or unhide the reference image. And let's go to the top. Let's see what we got here. Alright, I think we can start the handle Coby being some vertices from here. So let's tap to go to the Edit mode, endless, go to the edge mode. And let's see, grab this edge loop, just hit Alt click and you will select it. Hit Shift D to the z to take a copy and you can put through your Timberlake and then you can hit P S to separate it. Now, this one no longer connected to the, to the handle. It gets to the Z a little bit at this point, this right here, the origin dot is not in the middle. I will hit fwrite a click and set origin, origin to geometry. Alright, now become the middle. This unhide, the other details. And let's see what we can do. Let's try to find another image, ISO image. Alright, e.g. this one, as you can see, it is a big piece here. We have, and it's thick. So let's start with this circle. Let's move this up to the roof here. And let's go to the Edit mode. Turn off subdivision surface, select all the vertices hit E. And this explored this down. E to the z. You can start like that. Oh, actually I prefer to use another technique is you go to the top and let's use another technique. First thing, I will give this a thickness, so I will hit E and then S to extrude this out. Something like that. Make it smaller as compared to the handle circle. And now I can grab some vertices and start from there. Let's hit E to extrude this vertex right here. And it's going to extrude this e.g. right here. Let's keep doing that to create this shape. It's EA again, this starts following the shape. The TA can create this area. Okay, somebody like that. And one extrusion maybe right here. And maybe one here, I guess. So I will grab those and hit F to make a connection between them. Than the perspective. We got these results. I can take this up. I have no problem to do that. Okay, so now let's tab and let's see, grab these four vertices. I will hit F to create a face over here. And Buchanan grab those as well. And hit F to create other phase. And now it's about filling this area. Alright, let's hit Alt click to grab this edge loop. And this or I will pick these vertices manually. This hold Shift and add those as well. And I will hit F to fill this. And now let's make some connection between these vertices. Okay? Fair thing. Maybe we can connect this one with this vertex. Hit TK to make a connection. Maybe we can connect this with this hit J, somebody like this. And what else? Maybe we can connect this vertex with that vertex h, k, k. I can add one vertex right here. And I can crop this, or I can hit Control R to add one H right here and connect those with k. Like this. And the club is vertex with this one hit J. What's the LC club this with this one had J. Maybe another vertex I can add right here. Or I can use the knife tool from the top view. Hit K, make cut goes there. And confirm it. Maybe we can slide this a little bit there. Alright, I will use the knife tool again to make cut goes like this. I guess. Actually, maybe I can put it right here. I think. Let's move this vertex and let's put it right here and this one as well. Okay? Maybe this, I can move it here trying to following this curve. Okay? And I can use the knife tool as well to achieve that. Let's make a cut, goes like that. And now it's, let's make the distance between these vertices even. So I want to grab this one and the club, the last one. Let's pick those manually like Beth. Before I do that, let's temporarily leave this edge. Hold this one. And maybe we can merge with this, with this rhetoric similarly. Okay, now let's grab these edges and then hit right-click and choose space. Now, the result, better. This coordinate, this one with this one hit J. This one with this one had k. This one with the new vertex right here. He was knave told me cut. If you want to put the cut in the middle hold Shift and okay, let's put it right here. It's a tensor. And maybe a cut goes from here and it's their rights tells. What about this one? Alright, let's see, grab this first one and then the last one here. Right-click and let's rectify the distance to space. Okay, this edge, I don't want it. But if you delete this edge, you will lose this corner. We have here. This case you can hit X to delete menu and choose limit dissolve. Okay, to avoid losing this corner. What else we can do here? Let's hit K to either cut, new cuts, goes like that. Maybe Kimberly, less. Repair the distance. I can grab those radicals, they can to space. Because we added a new one here. Hey, maybe we can push this one to the end here. No problem. Don't worry about this for now. Alright. Now let's try to find a solution to this error because we have giants and gone. Let's use the knife tool and make some cuts. Goes there. Okay, maybe we can add this right here and leave this one as quiet. And this one has quite as well. Maybe we can grab those and slide them a little bit. Move on to this one, trying to create some space to this pattern that we have here. Alright? We can cut this area in a different way. Okay, We have another option to achieve that. Maybe I can slide this in the middle and slide this a little bit right here. Okay? Something like that. I can make the distance, even if you want, you can do that right leg space. And the same thing here. Grab those Right-click space to see what's going to happen. Yeah, that's cool. Cool. All right, That's very cool. Maybe we can correlate the distance here as well. And here. Alright, that's nice. And the perspective we got this result. Now we can give this a thickness. Okay? I will hit a and then I just want to make sure that I don't have any problem with that face orientation. Okay. Everything is blue from this site and right on the side. That's very cool. That's awesome. Now I will hit E to extrude this down. That's alright. Let's go to the side. If you e.g. and let's move this new shape. Let's put this into place. Hit Q to the Z and leave a small, very small distance here. Then tab, go to the vertices. Activate the X-ray mode. You can hit Alt Z or you can go to the wireframe busy. And let's scrub this side is e to the z, and let's move this one down. Key to the ZA can and let's move it's almost right here. Cool. So now we got this result. All right, I've heard that list had one egg here in the middle and I will be filleted, can throw be somebody like this. Maybe. We have one site thick and I think the other side is not thick. Let's try to find another image here. Yeah. We have some variation in the thickness. Right? Okay, Now let's move these vertices and hold them with the senior age. To create this. Had to create this shape here. So let's talk about those. This add those as well. And all of these vertices, I will hit G twice and move those down. Slide them. Don't forget to activate auto marriage. That's it. Now they are married. The same scenario here. Let's select those vertices and then key twice and move those up right here. When you'll be satisfied, Alt click and delete these guides. We don't need them actually. So let's start with those. Alright, then start with those as well. I don't know, but I think they are not married, not about marriage. And delete the rest. Can throw X to dissolve them. As recall. Notice hits like to isolate this geometry. And let's use bevel to bevel the sharp area. Let's go to the edge mode. And now actually we are in the age. And let's start picking these searches. Writes the sake as well. We can select it. These edges over here. And those silver here as well. Hold can throw blank, keep picking these edges. All right, like this. And yeah, those over here as well. And hold Control and pick this this one over here. And those, Let's start with those over here as well. Okay? Maybe we can add this one. As very cool. Let's add this and these circles inside as well. We forget anything here. Alright, I think we picked all the unnecessary edges. Now I will hit Control V to bubble all of these edges and let's add three vertices, sorry, three edges. That's very cool. Hey, this area I want to add here and here as well. To make this like a curve, I can do that in the top view. Let's see how can we achieve something like this? Maybe by cropping this age that was over here or just those it can throw, we'll see what's going to happen. That's not going to work. We will face some problems here. Because we built all of these edges. So that's now become a little bit difficult to achieve. Let's try to find another scenario. Maybe by using the knife tool. Can make a cart, goes here and hit K can make a cut goes over here. And now I can grab these two edges and manually, I can move them for the both side. By the way, I'm not going to worry about this side because in the end of the day I will use the mirror modifier or tumor or tumor or the other side. So let's hit G to move this a little bit. Somebody like that. And I will use the knife tool to make a new cat goes here. And then you cut, goes over here. And I cut goes through that corner there. Confirm all of that. Grab this with this hit Control X and dissolve them. Okay? This looks better. If you don't like this triangle here. That's okay. We can move this edge, and actually I can move this right here in the middle. There's no problem to do that. The SEC love that vertex with this one here decay to make a connection between them. Like this. Club is hit Control X to dissolve it. And let's slide those a little bit like that. Now is the time to mirror this side. On the other side using mirror modifier. Before I add in numerous mirror modifier, I will hit Control R to add one H here in the middle. And can throw RY here to add on here as well. And go to whatever view you like. Go to wireframe is z and choose faces, face selecting the crop half of this geometry, and hit XF to delete. And now we have half of this. After that, Let's grab the circle and let's bring the, bring the 3D cursor in the middle of this circle for our reason. And I will tell you why. It's Shift S and choose coarser to select it. And now king the position of the origin dots the position of the 3D cursor. Because we want this in the middle, so we can use Mirror, mirror modifier without any problem. Alright, so tap out, go to the object mode and then hit right-click insert origin, origin to 3D cursor. Now it's done. Alright, I've started that. Let's add the mirror modifier and turn off x to z. And let's put the subdivision surface underneath mirror modifier. And let's activate this. Let's see the final results. Let's take this out. Alright, and it's very cool, clean and smooth. And I will accept it. Nice. Alright, so this is its for this piece. And that's it for this video. And see what the next one. 11. Creating a crack for the blade: Hello again, I will come back here. Alright, Central. Now we created the plate holder. This piece right here. We have a small crack here in the middle of this geometry. We need to create lists of bringing the reference images. Let's see what we have. Okay, This check that and makers see week one. As you can see here, we have the plate and display. It should be inside a crack here we need to create us all. It's feasible. It's visible a little bit right here. You can see it. So, okay, let's see how can we create that. Alright. Okay, fair thing we could do. Alright, we have the mirror and subdivision surface still exists. I will take a copy of this of this piece and I want to hide it for any reason. If I, if the technique that I'm about to use that doesn't work in the fire crew and the old Kate, I can go back and use a new one. Alright, I'm always do that. So I will hit Shift D to take a Coby. And when you hit right-click the new COBie, we'll go back to the original position. So now we have a copy above a Coby. And now I want to put this in a new collection, just hit M it from the keyboard and hit New Collection. And let's call this e.g. I don't know, maybe extra. Extra and just hit Okay. Yes. To recognize it. And now I have the new copy right here. Okay. After that, you can hide the extra file. Okay? And now let's work with this. The first thing I would like to do, I will apply the mirror modifier and I will apply the subdivision modifier. I mean, I accepted the result of this result. And now let's see how can we create this crack here. Maybe I can start with with the books are playing. I will hit shift a, shift a, and let's add plane. It is very huge. Okay, I will change the size to 1 cm to make it very small. And let's go to the top and let's move this e.g. right here. I will go to the edit mode. Now I'm in the editor, will just hit Tab. I guess forget to activate the screencasts. Okay. Now we have the mouse, you can see it. Maybe we can make them upsides. A little bit big tech of this. And there we go. I will go to the vertex selection mode and I will move those inside almost right here. I want to use this as a cutter to cut this geometry. And let's move this a little bit right here. And I will move the new plane down here to this he had at this point this right here for now, Kimberly. So until now, we've just created that. And that's all what we need. Alright, let's see if what we are doing, something correct. Maybe we can check the images. Alright, so let's see which one. Alright, yeah, something like that. You can extend the crack to reach to this point. That's all. After that, this new plane, we're going to give it a thickness. So tap out and let's go to the modify our lists from them, modify our second here. And let's add solidify to give this a thickness. And let's change this to 0.1, 1 mm, 1 mm. Is this too much, I guess? So I'm going to change this to 0.05 alpha 1 mm. And I think this, this better. Alright, after that, Let's apply this sort of DeFi. We don't need it anymore. Hit Control a. And let's move this up a little bit because the crack is not in the center. Okay, and now I can make the trend, but before I do that, I just want to activate the wireframe of the holder a little bit. So let's go to the object, data object, sorry, I'll give it to properties. And then let's go to that view board display and activate wireframe. Now we got this. So I will move this new geometry and a lion, this edge to this edge, e.g. e. To the z. Let's move this one almost right here. Something like this. Alright, let's make a little bit of tweaking because I want this the upper side. I want this to be aligned with this age perfectly. And lower side. The side. I want to align it with this age to make the process easier for me. Okay, so let's do that. Alright, let's see, grab this and let's tap to edit mode and go to the face, select this face. And I will use the snap to snap this face with one of these vertices. So go to this knob and activate vertex. Because we want to align this face with one of these vertices. Hit G to this year and hold control to activate the snap temporarily. Hold control and snap this face right here and now it's snapped with this face. And now let say covered his face, had e to the z and hold Control and snap it with this vertex. As you can see now with this, the two sides of the plane now they are aligned perfectly with the edges of the holder. Now, everything is perfect. Now we just want to make the cuts and catalysts. Alright. After that, select the Qatar and in this geometry, and then hold shift and grab the targets. And then hit Control Shift B to omit the Bowl Tool menu and choose difference. In. Now we got it. We got the crack. All right, now let's try to tweak this to make it ready to give us a small amount of babbling. So in this case, let's grab the targets, I mean the plate holder and touch the edge mode. And let's check this area. I just want to move some vertices in case we have some overlapping because sometime as you can see, we have some overlapping care. Alright, to avoid that, I will select this area or I will hit a to grab the whole vertices. But just be careful about that. I will hit m, choose marriage by distance. But keep in mind the threshold right here of this. The threshold. The threshold is big. You will mark a lot of vertices. And here we'll run the geometry, make this number very tiny. I will add 0.001, something like this. And here we have 600, almost 700 vertices removed. Let's check the geometry in case we got the n problem. I don't know from where he got all these vertices to married. Let's check this area. Maybe the software marriage some vertices, yeah, the software married these vertices as well. So that's wrong. We want to make this number smaller. I will hit another, I will add another zero and hit Enter. And here we are. We have 74 vertices married. And that's makes sense. I guess. Now maybe we can accept this result. So now let's move these vertices. I can, Let's see if they are married. They are Americans. We have these vertices and the middle. Sometimes they call it orphan vertices. We want to merge them and get rid of them. So let's say crop them one by one. This part is the most annoying parts. Every 3D artist hate this part. The cleaning. So let's hit key, activate the auto marriage, and hit key twice and slide this vertex and starts numeric this dread disease. So let's start from here at Gateway is arithmetic this one. And keep merging these vertices and make the, the line cleaner. Alright, we don't have a lot. It's not going to take too much time for us to clean. Alright, so let's move this vertex here. And maybe we can hit Control X and dissolve it, by the way, yeah, that's will be faster rabbit and hit Control X and solve it. That will be faster. There's something like this. What else do we have some vertices here? What about this side? Alright, now, everything looks cool. I just want to mention something here. You see this H right here, this diagonal edge that meets this one. It's not correct to leave it like that. Because when you add the vault with these figures, you will have some intersection with this egg and the ball will not work here and this area. And I will give you a quick example just to understand what will happen. We'll look up these edges and it can throw me to the village. As you can see. Here, we have some overlapping. That's what I'm talking about. But check this area. If I add Bevel here, nothing will happen. Everything looks cool because we don't have a diagonal edge becomes like this. And this case, we need to clean that. We need to grab these edges and clean them. So I will select this edge. As you can see when I hit Alt click, it goes around the whole geometry. A quick tip In case you can to grab these edges here because they are very close. You can grab one of, one of these edges here. Because as you can see, it starts from here and go around the geometry. You can block the road. Block the way. You can delete one of these edges temporarily and bringing them back, or let's say hi them, not delete them. So I want to grab this and hit H to hide this. Right now I will hit Alt click. As you can see. Now I can hit Alt click without, without select, selecting the whole edge. This is the idea and then it can hit Control X to the Solver button. Make sure to come up the edges. As you can see, I just deleted this edge and when I hit Control x, It's being dissolved. So now I will hit Alt H to bring the edge back, and now it's clean. Now if I go back to the edges and select those here and hit Control V, bevel will work correctly without any problem. That's what I want. Exactly. One more thing here. I don't like to leave the corner like this without supporting. I will add a color like that. And another, sorry, yeah, H, another H goes to this direction. That's all make or that will help people to work better. Okay, so let's go to the vertex mode. Carb is vertex with this one here the J. Grab this with this hit J. Something like that. Alright, this egg, we don't need to anymore. I will delete it. So yeah, let's do the same thing for this side. Okay, I know that we have edges comes like this, but that's wrong. Let's see what's going to happen if I add Bevel to this area. All right, We will not work. Okay? But as you can see when I added the bevel, this H goes to this direction. Alright, so this is how it should be. So it's ignored this direction. In this case. I can help it and I can add, it goes like that and make bevel walk in the correct way. So grab those two vertices, hit J and make a connection here and delete this one. Now if I club those and hits B2B bullets, as you can see now everything looks cool. The same scenario lists repeated here, and grab this with this hit J. Sorry, this with this one, hit J. What's going on? I can't do that. Yeah. Yeah, that's right. We could add a vertex here and this area, alright. Seems like we have some problems here. I will move this one timber or Lee right here. Or maybe let's see what scenario we can use to fix this area. Alright, so I will hit K to activate the knife tool and I will make cat goes from here to here temporarily. And I will move this vertex and align it with this vertex right here. So I will turn off the automatic because I don t want to merge them. So turn this off, hit G, and don't forget to activate the vertex snap and hold Control and align this one right here. Timber me. Okay, Now, let's see, grab this vertex, one of these vertices, and let's move them. Not this one. Alright, we want to pick the next vertex. Let's go to the wireframe and let's see if we can't be kids. Yeah, I think now I got it. So this is the problem with this vertex. Okay? What I will do is I will grab this vertex with the new one and j two merge them. And how I can hit U twice in slightly to an American here. But now I want to activate the automatic. Okay, that's it. Now I fixed the hue after that. I can delete this edge. I don't want that anymore. All right, let's see if we have any hue here, any overlapping edges or vertices. Okay, everything here, it looks cool. Now, all what I want to do is add the voltage over this area. Okay? So yeah, let's do that together. Before we add the devil in case you want to make this thinner, this area, this crack, you can go to the face mode and select this giant phase. And you can hit P to the Z and take this up, or you can grab both of the side and hit S to scale for the z and put those together to the center. The z-axis, but make sure to hit S to the z. Something like this. Alright, Now the results, it looks cool. Except for this area we have some overlapping, it's very easy to fix. I will grab this one and move it down the middle. That's will be enough. Let's see. What else do we have any problem here? Alright, so we don't have any problem right here. Alright, now let's go to the modifier. Let's add bevel modifier, this tab to the object mode, and let's add double. Okay, now after adding that bevel, Let's take these images. We don't need them anymore for now. A fair thing we could do now is to change the limit method to wait. And let's change the amount to zero points, 1 cm. By the way, you can change that. You want it to millimeters, that makes life easier for you. And now we are working with them at the meters. Okay, now, tab to the edit mode and let's pick a specific edges here. Let's see, crop those edges that we want to level than the AQ that we want to bevel, crop them manually. You would think that control method just leave a small amount of, let's say, just leave some distance here and pick another edge and one you use the cancer all methods. These edges between this distance will be picked. The same scenario until the auricular first point. Alright, so after you select all of these edges, just go to the mean devil, wait and crank this up to one to give this above all. And now we should see some bevel as you can see. Alright, now this big, these edges inside and it's kept them bevel as well. And those over here, this edge here as well. And we have those over there. Alright, I think now we are finished. I guess. Yeah, that's very cool. Alright, now let's kick the amount of the bevel. As you can see here in this area, we are about to have some overlapping. So just keep that theorem by 1 mm is too much. So I'm going to change this to 0.5, K 0.5, or maybe even the chambers two points. One, Let's see what's gonna happen. Is 0.05. What's going on here? Let's add another zero here. 0.0 is zero. I don't know. Seven. Alright, so as you can see, is very, very small level here we got. And let's add two segments. If you want to add more, you can add more as okay. To make this smooth, Let's tab out and let's turn off the wireframe. And let's see the results. Alright, third, so it looks cool, that looks cool and we can accept this result. Let's see what's going to happen if I add weight is normal here. Or actually we can go to the cadence. I can't activate harder than normal and activate auto smooth here. This option will help to get rid of any bad shading, as you can see here before and after. I will show you this before. As you can see, we have some problem. And this is after. So it's helped a little bit. You can use it has very cool. Now we created the crack. The results still awesome and cool. Alright, so that's it for this video, I'll see you in the next one. 12. Creating the nail nick: Hello again, we'll come back here. Okay, in this video, we'll create the nail Nick, this small bars right here. Alright, so let's see from here we can start, we need to create this on one side, just one side here. And that's it. Alright, maybe we can start with a circle, our cylinder to create this. See where the 3D cursor, the cursor is right here. I will hold Shift and right click and move the mouse here to move the 3D cursor to the senior position above this phase or surface. And I will hit Shift a to add and maybe we can add. Yeah, let's start with cylinder. It's very big. I know. Let's change the radios to five millimeter and depth to five millimeter as well. And let's increase the number of the vertices to maybe 80, maybe 90. Suddenly like this I guess. And let's go to the front or to the side. And let's rotate this cylinder like that. This year to be guts. Sorry, not like this. On the opposite side. Something like this. And let's move this up a little bit like this. And let's see what we got here and the perspective. Let's move this over here and take this down like that. Okay? And now we need to maybe rotate this to the z-axis is a little bit dizzy. And maybe we can move it right here after the Z a little bit again. Alright, That's very cool. Now, I will change the position of the 3D cursor to the base of the cylinder because I want to scale this according to the 3D cursor. So activate the vertex snap and then hold, shift and hold Control and snap the 3D cursor to the base of the cylinder here, or maybe maybe right here. I think that's what will be enough. Yeah, that's very cool. Now when you scale, if you scale, the scaling is still happen from the center out. But if we can get that from that transform pivot points, if we switch this to 3D cursor, now the scale we'll walk from this point out. Okay? So hit S, as you can see now, let's go to a solid modelling scale. This make it big pair. Let's see what we got so far here. Let's select the Qatar, the cylinder hold Shift, grab the targets, and then hit Control Shift B. And by the way, keep in your mind something you will lose the bevel if you, if you used the few, use the auto Boolean this section. So in this case I'm going to use the Boolean. As you can see now we have the nail, the nail neck. Now you can scale this even more. Sorry, can just grab the cylinder and scale it's even more to make this better. And you can push this deep, or if you like, you can rotate this to the x-axis, but cannulas to local. The transform orientation to the local Android dated. Because we want to rotate this to the local x of the cylinder itself. Right now Let's hit RX. Rotate this a little bit like that. And it is still small, I guess. So I'm going to scale it even more and make it very big. If you'd like, you can move it inside a little bit like that if you prefer. And let's see what else we can do here. Alright, so that is how it looks cool. Maybe we can move it to the x-axis a little bit. Maybe right here, because according to the omega, the distance here is small knots, so big. And we need to maintain that as well here. Okay, let's see, let's hit G from the top view and let's move it a little bits like that. And maybe we can push this deep inside a little bit, I guess. Or maybe we can rotate this, the x-axis, R to the x. Something like that. Okay. Let's take this out a little bit and rotate this to the x. Something like this, I guess R to the x again, rotate this to the x axis. But keeping in mind, don't try to rotate is too much. Let's go to the top of you and let's hit G to move it right here and maybe, alright. Maybe we can scale this even more, make it big. And let's move this Manuela again. And let's put this right here. Alright, I think that's this result is, okay. Let's make some quick comparison. Maybe we can scale this even more a little bit and move it inside a little bit, not too much. Alright, let's go now to the top. Alright, now the result looks okay for me. But I got a small problem here. The vertices, the segments now they, they need to be increased to get better results. That's will be easy to do actually, I will leak rub that Qatar and tablet is more towards like Katara. And I just going to make some tweaking here. Let's go to the face, hit number three. And you can have all of these faces. And you can't grow up the faces or you have another option if you prefer. So I will go to the edge mode and hits Control Alt, click to grab all of these edges. I think they call it shrink. Select a few, go here to the select loop. It's called a drinks. That's what I did here. And then hit Control Shift R to duplicate these edges on the both sides. When you do that, I'll move the mouse up or down to have these edges duplicate it. It's a little bit annoying, I know, but alright, Now we got it after that. Make the distance between these ages even. All what you need to grab this edge and the upper edge, this one. And then hit right-click using the Loop tool add-on and hit space to make the space even. Sorry, not like that. You can use circle on this time. Alright, now it's better. Tub outs. And now we made it more smooth here, as you can see now the result looks better. All right, so that's really cool. I will accept this. So now we've got this cuts. After that, you can move the ball, the Boolean modifier above the bevel. Alright, move it above here. And now you can target these edges and give them bevel weight. But if you go to the board, you will lose it by the way. So in this case, if I use the weights, sorry if I use the angle, I can do that. But because I'm using the weight, that's a little bit difficult to achieve. So in this case, I will apply this, but not right now. I will apply that later. For now, let's try to create the release button for the plate. Let's see how can we create it. Let's go to the top. And let's go to the wireframe. As you can see, this is our result and by the way, you still can't edit it. The cylinder, you still can move it and rotate it if you like. In case you want to make this 100% similar to the nail Nick we have and the holder. Or you can do that. As you can see now if I scale this a tiny bit, I can achieve the results and the reference image. Let's move this a little bit. Alright. Now we got it. Alright, so that's it for this video. The next video we'll create the release button. This one here. Okay, See you on things with you. 13. Creating the release button: Hello again. Welcome back here. Let's see Korea the release button. Okay, let's go to the top view. And I'm just going to move the 3D cursor inputs right here. All what you need to do is hold Shift and hold, right-click and move the mouse to the point. That was one you like, e.g. right here. And let's add a new object. I will hit Shift a to add and I'm going to add a cube. The cube variable changed the number right here off the size. And his E to go to wireframe. And now I can see there are lists button. I will try to create something similar to this one right here. So let's start. Let's tap it more than go to the vertex selection mode, hit number one from the keyboard. And let's make some tweaking here. I can move those with those right here. Can crop though centi, those up. Grab this point smooth, disappointing, e.g. right here. And the crop this one and put it here. Move this one here, move that one, e.g. right here, and we can add a new edge to this area too. Move the senior age almost right here, something like this. And all what we need to do is we need to make some beveling to make the corners smoother. So this Tumblr that Let's see what we got into perspective. That's all what we got. So let's start with this corner. I will go to the age and the club they say hit Control V to before this age. You can make this smooth. Add more edges here, just rotate the wheel on the mouse. Okay, something like this will be enough. And this one we can bevel it as well. Money-related can throw away and developed. If you want to make the befall radio small door to increase the number of the edges. Okay. And what about this area? I will look up those together and hit Control V and move all of them. But before I do that, I will delete. I will delete this edge. I don't want it, so I will hit Alt Click going to grab the entire Aikido. I will cancel this h and it can throw X to the sulfates. And now let's scrub this with this. I deleted this edge because I don't want it. That's all. I will look up those I had controlled and Bevel them like that. Okay. Something like this. And what about this one? The same scenario. Something like this. Okay. As you can see now this goes deep inside. They come with three, hold Shift, grab the targets, hit Control F to B. And I will choose difference and the barrage body and second, because if I don't, I will lose the bevel effect that I got here. Alright, this one, I don't want it, I don't know this from where CMS okay. So yeah. Alright, now let's do that. Let's grab this hold here. The godless it can throw, you have to be and then just hits a difference. And now we got the whole. Let's move this up a little bit because I don't like this to go deep. Something like this. It will work. Yeah, that's really cool. Now is the time for the pattern itself. Let's take a copy of the catalog itself had helped e to the z. And let's take a copy right here. I can't see the object. I can go to the object properties and scroll down to the viewport display and change the display us to solid so we can see it again. And I'm going to make some changes here, like reducing the number of the edges here. Maybe we can grab those and delete them and slide this one had gateways and puts it in the center and this one as well. I don't want that many edges here because I want to use a subdivision surface here to make this smooth. So there is some edges here and make it low Bali. That's all I want to do here. And this area as well. The same thing. Alright, now let's make the distance even for these corners. Okay? By the way, if you want to make this easier for you, can, you can go to the wireframe, crop this side and hit X to delete it all and focus on this area. So as the club those heterocyclic into space to make the space, even. Those as well. Ignore those. Let's go here. And to space and your Oswald, same thing. Alright. And now we can give it a thickness, hit E to extrude, take this down and give it a little bit of thickness, and that will be enough. Alright, so this is the first step. After that, I will hit Shift a and add another cube. And I will move this cube up right here and skill to the x-axis. And scale it to the y as well, to the z, sorry, scale it to the y and make a towel. Go to the top view and let's see what we got. It's killed us to the wire. Again. Maybe we can make it thicker. And after all of that scaling, hit Control a and apply the skill. And now let's tablet mode and go to the agents and grab this edge with this one, hit Control V to bevel them. And let's add the three edges right here to get a result like that. That will be enough. Alright, I will use this as a guitar. Let's go to the top and let's rotate this a little bit like that. Hit key and just move this over here. Align this with the, with the site, the rotation or the angle. Alright. Now let's take some COBie security and let's make some copies here. Hit Shift R after you make the first Coby has kept out to repeat that again and again, until you reach this distance and this will be enough. Alright, now, grab those together and then hit Control J to make them one piece and move this, these catheters down here and grab them hold. Skeptical of this geometry hit Control Shift V and tools difference with the brush so we can control them and move them. So grab this, these Katara is and move them up a little bit to get a result like that. Something like this. Maybe this result looks cool. I guess. We can count on this or maybe we can move this inside a little bit. Yeah, I know I will accept this was on that will be enough for me. When it will be satisfied. It can throw a and apply this geometry as image to get rid of the scatter and so we can delete it. Alright, so now let's work with a button. Let's see what we can do here. Because this one is low poly and we need to add a subdivision surface to this one. We need to make a lot of work here. All right, we need to make some connection between this, between these vertices first. So let's start to elicit, grab this one had key twice and markets. Make sure to activate the auto marriage. And maybe we can grab this point and make it right here. And what else? Alright, so here in this era we got a lot of narrating here. We need to do that, a lot of work for you to do. You can use either method. We can go to the wireframe. We can treat us to face and come up with these faces. Okay, grab all of these phrases using these points. And this one as well and this face and hit XF to delete them all. And now we just end it with this shape. So now let's go to the edge mode. Hit Alt click. The idea is grab the entire edge loop. That's all what I want to do here. Then hit E to the Z and X through this down. Like that, something like this. And to make this straight line, just hit S to scale this to the z-axis and then has zero Enter and done. Alright, you don't need to add a copier, don't fill this area. There is no reason to do that. All right, now let's see what else we can do here. After that. Maybe we can grab these acres, all of them. Let's go to the vertices and see what we can do here. I want to grab the entire edge loop and we want to give it a default. So we'll see how can we achieve that. Go to the face, this face and keep hold control. And they kick these phases until you reach the end here. And now I will go to select. And let's move this a little bit right here. And then let's go to the Select loop and choose boundary to cap the boundary. Or you can crop the boundary in a manual way. When you do that, you can befall those can throw be eligible for them. Okay. But make sure of something because sometimes if you do that, you will get some problem. As you can see here in this era, bubble doesn't work. So I'm going to cancel it because here we got some, something like Make sense. This edge, we don't need it. I will hit Control X to delete it so we could make some cleaning here. All right. Do we have any problem here? Seems like we don't. So I'm going to use that control method. Right? So let's see, grab this edge, holding control until you reach the fairest points. This one. Now done. Now let's try to build those I can hit, can throw, be to the full-time. Right? Something like that. I guess. Well here in this area we have this edge annoying us, so I'm going to delete it. Write this one as well. I will delete it. And what else? Try to avoid all of these edges. We don't want to repeat that bevel again. Alright, What else? Actually, I can grab these edges as well and delete them. Okay? Maybe those can cause some problems for us. Alright? This part is annoying. I know that this is the 3D modeling. Let's delete all of these acres. Alright, I think now we're finished. Let's go to the face and let's pick these faces quickly. Holding control. And now let's go to the select and choose lobe and choose boundary. And let's give them another bevel, it can throw be. Alright now before his working without any problem, let's check the results. Alright, now let's see what's going to happen if I add a subdivision surface to this. So let's go to the modifier Alice as subdivision surface. And let's right-click and choose Shade Smooth. Alright, now, it's looks cool. I guess. If you are like you can tap and hit Control R to add an H right here, but does not dunk to work. In this case, if you want to cut other and it goes like this, you can use the knife tool if you'll go to the front, e.g. you can now use the knife tool, hit K and make cut goes like that. You can hit a to make their costs right and see to cut through. Then left-click to omega cut and thorough Enter to confirm that. Alright, so now we've got an H right here. After that, when you hit key twice to slide it, you can hit E. And alignments have the alignment works on the orbits cited F to flip that alignment and move this up. Something like this. And let's see what we got so far. Do we need this edge right here? I will delete this one. And maybe delete this one. Because in some problem here. Yeah, now the result is cleaner. If you want to increase this to two, That's okay. Always very nice. So I'm going to use this as a button. So move this insight. I think it's fits. You can scale it and make it smaller or if you prefer. That's okay. Let's see what we got so far. Everything looks cool. About to now is already and looks very nice. And yeah. Now all what we need is adding some bubble here to this one into this whole mural right here. And that will be, it's alright, so that's it for this video. And I will see you in the next one. 14. Using bevel modefire on the nail nick and the release button: Hello again and welcome back. Let's add the vault with the nail Nick and butter or less. Let's see, crop the plates. And you remember we have a boolean for the this button and above all, sorry, a boolean for the NIC, nail and Nick. I don't want those. I don't want to apply them. So let's put those yeah, Let's apply this one. It can throw light and light. Now it's applied. That's one was for the nail neck. Now, if I move this one, I think yeah, that's not going to affect anything. You can delete the cat or without any problem, crop the plate and hit can throw light and apply this one as well. Now if you move this one, now you don't think this. So. Yeah, that's very cool. Alright, What else? Now let's hits like to isolate this and maybe now we can add these edges to the bubble. So tab and let's go to the edge and let's drop all of these edges manually like that. And let's add those. All. What we need to do is we need to go to the bottom here and give them mean bevel weights. And it creates this to one to see some bubble. If you didn't see and Bevel here that we need to make some tweaking. This one as well. I'll grab all of these pages. Alright, something like that. And create this to one right here. And this error, we need to make some tweaking, as you can see, this diagonal egg, the same scenario where he talked about that. We need to give this small room. So I will grab this one because this edge, because it's very close to this one, to this edge. And that will delete that hit Control x and maybe this one as well. I don t think that's here. This area I can add some support. The age goes like that as a support. Alright? So it can make cocktails like that if you prefer or maybe like this. Let's all work as well. Let's go to the vertex and let's see what we got so far. That's very cool. The result looks good. What else? Let's check this site. Alright, we have a diagonal edge goes through this life that we need to get rid of it. So in this case, I will look up this vertex ID key twice and disliked it and make it there. That's what would be better. Or maybe let's try to smile right there because I can see that I have some very candid bevel this area, not smell to this area because of this. They are kind of this age. But if I move the direction there, I will fix that variation. So let's make cuts, goes there from here. That's points and hit Enter. And you can delete this one. You don't think that anymore. That's will be better. Alright. Let's see this. This area as well. If we need to make some cleaning, like grabbing this vertex and market here, Keith wise and marriage, this file right here, something like that. Okay. Alright, seems like we don't have a lot of cleaning. Maybe grab this one and move it and make it here. Grab this one in markets with this vertex. And yeah, I think that's it. I guess. So now we have some default here and this area, okay. If you want to the bevel targeting those alone, you can add another copy of this pitfall and you can target those using the vertex scrub method. I will teach you how you can do that in case you don't like this salt of this bevel, if you want to give it more believable, Let's save that. So yeah, let's Colby this bevel modifier. Yes, it duplicate. You can hit Shift D if you like. Now we haven't or Copy, close this one. We don't need that anymore. Let's tab and let's see, grab the senior ages. Grab those. And after you select all of these edges, a clean the bevel, the mean bevel weight zero, this one. Okay, so now we don't have any beveled weight here. That's mean this modifier or i'th here is not affecting those editing we made here. Okay, after that, now let's select these edges. I can. Manual like that. And let's select those over here as well. Okay? And we can fix these edges over here, I guess. Okay? Now after we select all of these edges, now you can go to the Object Data Properties and go to the vertex group and add those as a vertex group. Just hit this plus. Now we have a group. So we need to assign this new edges or vertices that we are picked recently. Just say the sign. Now. They're assigned. Okay. I've told you assign those. Go back to the modifier and change the limit method to vertex a group. When you do that, and I would tell you, you should pick the vertex group. So I will choose this new group that I just added. And now this second bevel is just targeting. This is aqueous. So now I can control it's even more if I prefer. This, make this number smaller. Let's add here one. Let's see what you will get. As you can see now I can make them bigger. I can control that even more. Let's add 0.1, e.g. is what we will get here. This turn this off. Let's see. Alright, bevel, a few mega number, big, old, got some overlapping problem. Let's make this smaller. It's zero or one. E.g. is hero e.g. five. Alright? Alright, this amount of beveling looks cool, but I can't accept it because as you can see here, we have some shading problem here and there as well. If we if we can fix this, I will accept this amount. If I can't, I will make this amount here very small. So let's see how can we fix this area. Okay. Alright, I think we can't do that because we got a lot of acres here and this area. Let's turn this off and let's see what we, what we got here. We have double edges here. Now we don't. Alright, let's change the number to something small like 0.04. Lists like this one to see why that seven. Alright, as you can see by moving this edge, I can solve some issues here. Okay? But at the same time I can cause some EQ or the I will accept that small amounts. E.g. 0.030, 0.02. Maybe you'd see something like this. And maybe we can get rid of this air hit Control X to dissolve. It's okay. And change the direction of this age, maybe to the middle with K. Cat goes like that. I think that's what would be better. That's really annoying. Let's move this vertex a little bits and centered here. As you can see when you move this, That's affect the level of civil works. Alright, so what about this area? Maybe we can slide this a little bit until we kill the artifact here. Let's kick this area. We got some work here to do. I will hit key twice and slide this one down. This one as well. To give the bevel and more freedom to torque here. Let's go to this side and let's see, do we have any problem here? Alright, seems like we don't have a problem here. On this area. We got some weird goes like that. Create artifact here. Maybe we can add an a. It goes like this. Maybe this will help to fix that problem. A little bit. All right, everything looks cool and clean. Let's tap out. Alright. Maybe we can add H right here just to kill some artifact here in this area, hit K. Alright, I think that's cozy and your problem here, so I will ignore it, can throw this here. Let's see what's going to happen if I waited normal to fix the problem. There's not going to help. So I will delete it. I will accept that I got here this diagonal egg, maybe I can delete it. Okay? I know that we got some problem here, hitting problem, but it's not so it's not huge. We can ignore it. So, yeah, I will accept this result. Alright, now after you do all of that, now you have the ability to apply the devil. Because actually you don't need it anymore. Thus, all world what we need to do here. So I will apply the first one, hit Control a and apply the second one and accept the results. And yeah. Okay. So that's it for this video and see you in the next one. 15. Creating the blade and mirror the nail nick: Hello again and welcome back. This time let's create a plate. And it will be something easy to create. Let's go to the top of view and let's go to wireframe. And let's start with plane. Maybe we can sell the plane. But before I add the plan, I just want to do something here. I will tap and grab this face and this face. And I will put the 3D cursor between these two phases. So I will hit Shift S and corso to select it, and it will be in the middle exactly. Pop out. And now let's create a plane. Now we got it. I added the 3D cursor in the middle because this should be in the middle, exactly in the middle. I just want to make it a life easier for me. Let's tap to the edit mode and go to the vertex at number one from the keyboard. And now we can start by moving these vertices. Let's put those inside and outside. Okay? Maybe we can move those right here and those key and this move those over here. Alright, something like this. Let's see, Club those and let's move them. And they perspective. You can determine that it can move this inside almost right here. And you can use the knife to let K and make cuts goes like that. Hit Enter and delete this face XF to delete it. Alright, so this is the first step. After that. I will give this a thickness using a solid. If I go to the modifier, modifier properties and then open the list over there modifiers, Alice, other solidify. As you can see, solidify works from one side, work just to one side. As you can see here. I want the swirlify work from the middle out. For the both directions. I can darken. To do that, I should zero out the opposite just as zero and then hit Enter. Now, the thickness will work for the post side. We want to add maybe 0.1. Alright, so maybe we can have 0.3. Alright, 0.3 looks cool. I guess. Yeah, it looks cool. Right after that. Let's tab. I just wanted to make some tweaking here. I just want to move these two vertices a little bit away from the plate holder. So key to the y. Move those to the y a little bit and just keep some space here. All right, now, we're already, I will apply the salt defy that sets for the solid phi. And I will hit, can throw our after I switch to edit mode, tap it can throw out. Let's add maybe right here because the top to see where should we put it? Yeah, exactly why there. And now I will add one H here in the middle as well. And smirk these vertices through this age and the middle activates vertex or you don't need to digest, activate automatic key twice and club is here. And you can go to the local mode, hit slide from the bad. And the crowd is vertex twice in. Take this here and this one as well. The same thing for this one, G twice. Sorry. And now you can delete this AQ, don't need it anymore. Control X and solve it. Alright, let's tap out and see what we got so far. We got this sharp result end. That's it for the blade. Actually. You can do anything else. Alright, one more thing here. We just, I guess forget to do the nail neck. We got right here. I noticed that we have another one on the other side and we need to do this. So let's see how can we do that. Let's grab this and let's go to the top and go to data. Go to wireframe. As you can see, we have the same topology for the both side. So in this case, I will hit C to open the selection, select and switch to face. Or before you do that, just hit the three and then go to selection. It's C. And the Start select these polygons and the wireframe mode. So let's select all of these polygons. Just be careful. Like candy, grab those as well. Those are here. Make sure not to leave any polygon or any phase. So yeah, I think those face, I think I picked all lens surfaces for the both sides. And D, deselect this big giant faces here and then we're done. We don't need them. As you can see now we selected these phases. Alright, after that, after doing that, I guess hit P and then as two separate this, these faces. And now I will tap to edit mode. I'm sorry, I select the senior geometry and I will delete this half. I don't want it hit XF and keep that half. Alright, because we still have the origin.in the middle I'm going to use mirror modifier to mirror this on the other side. But we can see that we have some American because the marriage a threshold here is very high. So I'm going to keep this 2.1. Okay? Right, That's very cool. Alright, let's see how the results. Alright, cool. Now I will apply them here. I'm with the fire and now I all Americans this bike with the plate holder, add them together and then hit Control J to marriage them. Now they become one piece, but the vertices still not married. In this case, I will tap it a order you don't need to add a guess. Go to the top view and just select this area. Because we worked here in this area, you can de-select some faces if you prefer. After you select this area, just hit em. Alright. Did we bevel these edges without being old stuff? That's weird. It seems like we bevel these edges as well. For this mistake. You can, you can ignore it. It's not a huge mistake because this face almost flat or you can clean it if you tap to the View tab out as you can see, still a smooth, we can see some silhouette here. If you want to clean it, you could go to the edge and pick those one by one and try to delete some edges. But that will take a lot of time actually do that. Okay, So yeah, let's try to clean some of them. I tried to make the results better. That's not going to work. So manually, let's see, grab some aqueous and dissolve them that will help a little bit. To clean the make the results clean are listed. And it seems like we could do that for the other side, but I have a faster way. I can crop one face from here and one face from here. I hit Control L to link select, to select those back. And then you can hit P to separate them to open the sprite menu and then hit S to pick the first selection to separate the silicon or the selected faces. And you can do this same scenario. We can delete this half tab. You can pick whatever face or vertex or edge and then hit Control L to activate the link, select and delete all of these phases at XF to delete them. All right, Before you mirror or this one, if you can. Who can explain this further? That will be cool. So let's see if we can do that. Alright, needs a lot of folks. Because I'm recording, I don't want to spend too much time here. I will leave it like this because silicon, I will accept that. Now I will mirror this on the other side, the same thing and use the z-axis. And let's add here 0.1 or is use a number to avoid any merging and hit Control a to apply it. Now we'll grab this new geometry and blade holder it Control J to make them one piece and tap. Now let's just hits a, sorry. To select all of these vertices. You can grab them all you can't or you can just smaller group of these vertices. Alright, so these vertices, almost all the vertices that we want to marriage. So I will hit M anomeric by distance and make it, or keep the number here very, very low. So as you can see here, almost all the vertices are married. And now this geometry is already a step out and let's see the heading. The heading looks cool. But let's delete this edge. Maybe this edge causing some heating problem. Alright? Maybe this one as well. Maybe we can fix something here. This America, these vertices get wise handless marriage that was over here. And maybe we can make those over there. Okay. The result looks cool. And yeah, alright, now we just finished with the plate, and that's it for this video and see you in the next one. 16. Adding holes for the pivot circle: Hello everyone and welcome back. Here. On this circle we should add the three holes. Alright, so as you can see here, we have three holds. The suffering that reference MH back here and just put this file right here is go to the top view and go to the wireframe. As you can see, these are the holes. So let's see how can we create them? Can we start with the cylinder? I will hit Shift a and go to the Mesh. Second nature the cylinder. And I'm going to reduce to 40 vertices. Or maybe therapy. And I will just scale this down and make it small and let's compare the size. All right, now that size looks cool. Something like this. And according to the reference MH, it should be above this line here. So let's move this a little bit right here. Okay, Somebody like this and just move this up. And I think it is a big thing. We need to make it even smaller, as you can see here, it's small. So let's put that in consideration. Let's make this smaller, something like this. And we can move it right here, some clay that hands Kayla to the z-axis so we can have some depth. Now, let's, looks cool. This result. Okay, so now we have the first one. I've tried that Let's duplicate these cylinders. Let's go to the top view. And I want to work according to the 3D cursor, but I want to put the 3D cursor in the correct position. I will select the circle, and I will pick one of these edges. As you go to the agent would pick one of these acres, just pick a circle and then hit Shift S and then bringing the 3D cursor in the middle of that circle. And that's it. I just created a new pivots to these cylinders. Alright, after that, I will duplicate these cylinders according to the position of the 3D cursor to a cave that I should change that transform pivot point to 3D cursor. And then hit Shift D to take a Coby and then hits are after that, hold control and rotate this to 120 degree. And then just hit Shift R to have another Coby. There we go. Now we got those mirror modifier still exist here. But before we apply that and cut this area, Let's bevel these edges. So let's tap it and mode for this geometry and let's pick all of these acres. And before I do that, I guess going to take a copy of this geometry just in case I will keep it right here under the extra file here. So I will hit Shift D to the cocoa bean and then it's m and move to the extra. So now we have the same object here. You can hide the folder itself. I'm always do that. In case I want to go back and use the ordinal one, I can't read it very easily. So this tab now, and let's grab these edges and those over here. And let's give them a bubble. Or maybe before I do that, before I do that, I just wanted to kick this area. I don't know of this. We have a sharp angle here or brown. Let's try to find. I think it is difficult to determine that, but I think this area is round, not sharp. That's been I can't grab these edges and those over here and the vole them hit Control V. And let's add some edges right here to make this round like that, something like this. And now let's start over and let's pick this. And I guess the same thing for this edge right here. Alright, I think we need to grab this edge and it can throw, be ambivalent just to two edges like this. Even this one, it can throw the end the velocity two edges like that. And now I will start picking these edges again. Or maybe this one as well, control being developed to two. Okay? So it seems like we need to do that for all of these edges. Cut up this, yeah, this one and this one, I hit Control V to the field m2 edges like that. Just a little bit of chamfer in here. I did. And now let's start over. Let's pick all of these edges again. And let's give them very small amount of beveling. Okay. Hey, this one and this one as well. After that, it can throw me to befall them. Elizabeth will those and add three acres and make the buffalo amongst very subtle, very, very subtle. Now we got something cool here. Alright, so now I will pick this one and bevel it as well. And maybe we can add four H's here and make this smoother. Okay? When you do that and when you combine all of these stuff, now you can use this as a Katara to cover this area. I will hit right-click to make this smooth shade smooth. And I was become smooth. After that, I will add the weight normal to make this better. As you can see, I added this modifier, but it tells me you should activate the auto smooth to get better result. So go to the object data properties and then go to the auto smooth end, activated. As you can see here we had before and after. Now, it looks cool. Alright, now, let's use those as a Katara. I will occur with the first one and the second and the third and hit Control J to make them one piece. And now I will hit Shift and grab the targets and hit Control Shift B to open the Bowl Tool menu and choose difference. Now we got this results. Right-click k, the smooth. And let's activate auto smooth again because we lost it. Here sometime when you make some cut operation, you will find enter under the geometry data here we have clearer costume split normal data, clear the old data or the normal data and the start over. Okay? I will, by the way, when I use the first option, I lost the modifier. So if you want to, if you don't want to lose it, you can hit control the travel time and you can use the second option. So I will grab those, hit Control Shift B, and I will choose this option. I did that so I can benefits from the mirror modifier. Now if I move this one above them, you're, what's happening is now we have the Boolean effect and then mirror and then wait to normal. So now we've got the same effect on the other side. Okay, now, let's see what else we can do here. Alright, weighted normal now is not going to work because I just have 11h here. And this area, I need two bullets. I have an H right here. I want to be valid if I double this age, weighted normal will work. Okay? So after that I will apply the Boolean effects. So now I got this for the both sides. And I will tap and sit, grab this and delete the character. You don't need it anymore. Now just say grab this geometry and tab. And now we just need to be these holes. So select all of these holds like that. All of these selected then go to the Select ensured select Loop Ventures boundary to select the outer edges and then just hit Control V. And let's see, a bevel works here. Alright, It seems like it doesn't work because we need to make some cleaning here in this area. So I will cancel that. And now this time to make some clean here. Let's open this menu right here just to see the view. Reduce that number. Make it very subtle. And I was living start. Alright, here we have very close vertices. I can grab them and hit em ensures marriage by distance. They are malnourished. And maybe we can make this F9 key twice and merge it here. Something like this. Or actually we can delete this edge if you want. Or you can change the direction. Maybe you can America there and the club, this one and delete it. You have a lot of options. This one you can make it e.g. right here. And this one, you can merge it here, maybe. Let's see the side to see what we got here. Do we have any problem? I think we don't have a problem here. Maybe this one I can make it here and leave the rest. What about this circle and see what we got over here? We have the same problem. Keith wise marriage, this one here, this one here maybe. And you can make this one right there, or if you prefer, that's okay. We argue this vertex key twice and splits right here. And maybe this one we can make it here. We have two vertices here and get wise and budgets. As cool. Now let's go to the third one here. See what we have. The same thing. How do I get wise? And let's marry this one. This makes us more right here and this one right there. And it seems like we miss some problem here. Let's try to use another technique. I will grab those together and they'll pair frame mode and I will let them introduce married by distance to make them here. And this market, the small right there and those silver here. This one with this one here, this one with this one. Now after you do all of that, now you can pick this face again, because these phases have a different smooth. I can use the chef team thought if you hit Shift key will open the select similar. You can find it right here and there are the Select menu. Here we have the selection or you can choose flat smooth to pick these new holes. And let's isolate this geometry. I just want to make sure that I didn't select anything else accidentally. And I just forget to kick these holes on this side. But it seems like we don't have a wicked problem here. Alright, yeah. Now let's try to fill those again. Let's go to Select and cause boundary. And alright, so we have another problem here. I seems like here we have doublet vertices. I didn't notice that, so I will mark those. Alright, now everything is okay. I can have the key and curious flats smooth. And then go to Select and then go to boundary. And now let's bevel those again it can be. And make the bevel Ahmad subtle, not too much. Let's tap out and let's see what we got so far. We don't have problem there. Let's go from this side. We've got some shading problem and that's happened maybe because this age we didn't bevel it. I can select the anchor points. I hit Control P to bevel it to three edges, maybe. Something like this. Alright? If you have a shading issue on this side, it's not a big, big deal. You can ignore it by moving some edges. Maybe that's what help a little bit to fix something here. Alright, I can ignore it. I have some ways to fix those, but I don't want to spend time on something not visible. Or at least see what else we have here. 17. Creating the lock button hole: Hello everyone, Welcome back here. Let's see, create the lock button. Go to the Tobii few and easy to go to wireframe. I just wanted to see what I have here. Alright, so if I follow the reference and make, I'm not going to get correct results. Parts, list or the cylinder Alice, how can we control the 3D cursor is right here. Maybe I can move it and put it right here. Just hold Shift and right-click and move the mouse. And now we have the 3D cursor right there. Hit Shift a to open the menu and go to the mesh section. And let's add the cylinder. Now we have a cylinder right here. You can manipulate the radius and the depth if you wants. And for the vertices, maybe we can start with a 1010 vertices. And I got the result like that's okay until now we just add this. Before we go any further, I just want to put the whole utility knife and a new collection. I will grab all the details and I will hit em and create a new collection for this one I call, I will call it utility. Okay, and hit Enter twice to put all of these inside. Why collection? Just to organize it. And after that, I want to make trim here and this area. Before I do that, I want to take a copy of this geometry in case I want to go back for any reason. So I will hit Shift D to take a copy and hit right-click to move it back to the same place. And then I will hit M to open the menu for the collection, and I will move this to the extra. Okay. I've turned that now I can start, but before I do anything, let's go to the top of your hand and let's reposition this button. Maybe we should scale it a little bit and move it like that. Maybe something like this. The result is close. So for me I will accept this. I will hit S to the z, scale it like this. Maybe I can take a copy in case I want this Coby to create the button itself. So I guess I'm going to put a copyright here because I scale this, I will apply the scale link is scaling sometime making some problem, causing some problems. So, alright, let's start from here. I will use this as a cutter to cut this. I will turn off subdivision surface for now. This fault here of the club, this geometry hit Control Shift B to open the Bowl Tool. And let's choose the France. Now we have a hole here and this area. Alright, let's see what else we can do here. Should we accept this or we could do something else? I've talked to still have the ability to move the new cuts or wherever you want. I will accept this results. Okay, now I need to apply this. You have a new modifier added automatically for the Bowl Tool. I will hit Control a to apply it and delete the character. You don't need it anymore. That sets. Now let's select this geometry and let's go to the local mode. Because here we have a lot of work. Let's tabulate it is mode. And now we need to make some reconnection here and there to make this makes sense. Because now if you tap out to activate a subdivision surface, as you can see, as you can, There's nothing here. It's not make sense at all. So that's not going to work. So we need to make some reconnection. They start with this vertex. We can connect it there by moving this vertex after you switch to vertex mode, gateways activate or the turmeric. Don't forget it. Okay, hey key twice, and let's move this bar here. So for this one, this one, we've finished with this one. What about this one here? We can connect it there with this, with this, it's ek. Now we have the quad here, quads, a polygon with four vertices. Okay? What about this one? I will drop this with this head k Omega connection. Right? I have a triangle here. I know that, but that's not done. It's not a huge problem because this face is a flats. So don't worry about that too much. This edge right here, I can connect it with this one at j. And you can delete this one. It can throw likes and delete it. Alright, This vertex, you can merge it with this vertex. And this vertex you can make it with this one as well, it k. And you can delete this and this. It can throw legs and dissolve them. Alright, What else here we have. We have this vertex Keith wise and merge it here. We have doublet vertices key twice N rejects this one, marriage it here as well. Alright, so what else we could do? Hit K to activate and I've told my cat goes there. And now we can delete those security. We don't need them anymore. This vertex, we can make it with this one and this one with that vertex j. Now we can say that we are finished with this side. After that, we can go to the other side. Alright, let's go to the other side. So this vertex with this one, we can merge them and delete this one. Hit Control X to dissolve. It's this one with this one hit J. This vertex maybe with, with that vertex at k. This one sheet, why is saying move it here. This one with this one at j, this one with this vertex. And this vertex there, we can break it there. This one with this one. I guess. Yeah, Would this one had J? This egg? We don't need that anymore. I mean, this one can delete it. Now I will connect this with this, it Jay. And connect this vertex k twice. Make it here. And this would, this may be a j. Alright, so what about what we should do here? Do we need those? I think we don't give them, I guess. And temporarily maybe I can delete this one, Kimberly or I will leave it. Alright. I just wanted to check what's going to happen if I bevel this it control V. Bevel works correctly. Now I will grab this, these edges or this side and go back to the Alt Shift to add the edge loop. And now I will hit Control V to the vote them. So let's purple them to maybe four H's here if you prefer. Make it smooth a little bit, not too much. And now we got this. Very cool. All right, let's see what else we could do. Let's activate the subdivision surface and you see the result. The result is very nice. I will hit, after I select the geometry, I will, Let's right-click and choose Shade Smooth to make this smooth. Okay? That's very nice. Cool. Alright, so here we have some pinching here happen. Let's go to the top. And this year, if we can solve this area, little bits by removing some vertices around it. Let's move this a little bit like that. Maybe we can grab them all like this and move them something like this. Okay, the C13 cards and the perspective. Alright, it looks cool. On this side we have the same problem. So we can go to the top view on and make some tweaking to these vertices to maintain the roundness. We can move those a little bit. You can put your eyes on this. Alright, this silhouette here. See what's going on. Everything looks cool. I guess we can move those away just a tiny bit, not too much. Alright, so I don't want this tube to look so tight. Alright, That's very cool. Let's tap out. And now I can accept this. It looks cool. Alright. To be honest with you, not so much. So let's try to find some way to let's create a guide hit Shift E to the Z. And let's take this guy up at S2 disease. You're Enter to make this flat and hit P and then estrus or practice. Now let's see, grab it and let's grab these vertices and delete those and delete those, not all of them. I guess. I will keep this one in the middle and grab it, right-click and choose circle. Go to the top. And I will use this as a guide. Okay, now we have the guides. Let's select this geometry and let's tap so it's more than Lucy. How can we maintain the roundness? Let's go to the vertex. Alright, so all what I want to do here, I just want to align this circle with the roundness of the hall with a circle that I added. Maybe we can start from here by moving some vertices around. Before I do that, I just want to see the distance between the circle and the hole here. We need to keep this distance. So if you go right here, you can see the distance now become big. Alright, so that's me. We could move those little bits like this, and we can grab those over here and move those a little bit like that. Grab those over here. And by the way, you can create the smoothness of the circle, make it very smooth. Now let's pick up those key and let's move this a little bit like this. Let's see what we got on this side. Okay. Something like this. And for the other side, don't worry about it too much because it's hidden. There is no reason to spend a lot of time trying to fix the other side. Just care about the area, the visible area to the camera. Okay. What about those over here? Maybe we can move them a little bits. And the yeah, I think we just need to move those tiny bit like this. And let's see what we got so far. Alright, now the circle looks better. And for this side, as I said, I will ignore it. So now we've got something called here. Well, that's very nice. And after completing this, now we need to create the screws that we have here. This holds as well, but not in this video. And the next one. So that's it for this video and see you next time. 18. Creating the screws holes: Hello again, we'll come back and reference image. We have two holes here. Let's start create them. Listen like this. And let's go to the top of view tab through the edit mode. I'm sorry, you don't need to type it in the most. Sorry. Let's put the 3D cursor right here. Hold, Shift, hold, right-click, and let's move this over here. I forget to activate this Screencast, this activated fan, this small bits here. And let's close this panel. Let's move to 3D cursor a little bit right here, and then where's the screencast? Oh my God, that's weird. Okay, come on here and you go. Alright, now, now let's add a cylinder. It you have to add, Let's add this in the right here with, with ten, right? This is actually almost not quite sure. Maybe that's too much. All right? Ten vertices. All right, I think that's too much. Maybe we can reduce this to to six, something like this. So I will delete this. Hit D again. Let's add another cylinder and let's change this to what about aids? Yeah, we can start with aids this year is going to happen. All right. So we still had a subdivision surface. I will turn this off Timberlake and I will hit S to the z to make this tall. And then hold Shift, grab the geometry, hit Control Shift V. And let's choose difference with price. Now we have the modifier added automatically. And let's tap. I just wanted to see where this exactly applied. Well, we can make some tweaking here before we accept the result. If you go to the top view, I want to rotate this and align, align these vertices, this one or this one with a line. So grab the cylinder and the wireframe mode to crop it like that. And that's our this rotators. Something like that. Maybe we can move it a little bit and align it like this with a little bit of rotation. It can move it again right here. All right, We just need to rotate it a little bit more. And that's will be enough. Right after that, we need to add another cylinder right here. So the Edit mode, when you grab the whole vertices of the Qatar hit hefty and take another copyright they are to make other cuts this area. And the same scenario, just scrub this and rotate it and align it with the edge. And let's move this a little bit right here. There we go. Now if you go to the perspective tab out, now as you can see, we have two holds here. One, you'll be satisfied with the result. Apply the, apply the the ball, the Boolean modifier. And now it's the time to make some tweaking here. I will select this geometry and hide it like this and tab. And here we have some work to do. Alright, let's start creating some, adding some edges here to support this. E.g. we can start with this one, merging this with this hit gay. And here we have some marriages as well. Very thing with this, with this vertex key twice and slides. And this one as well. Gee, and key and slide the same marriages rights. What else? We can hit Control R to add one H right here. Something like this. And we can club this with J. And another H right here in this area may be an MC cuts. We can connect them like that. The same thing here. Maybe we can add one H right here and connect those together. Maybe this one with that one, and this one with this one, it K. And actually to be honest, I think we can mark this there. All right, what else we could do? Alright, cool. For this area. What about this? Let's select this with this hit J married, UM, this with where we could move those. I will use and I've told to omega cuts and maybe we can make a cut goes like this. Timperley come up with this, with this a, j, this with this. Vertex hit J, this one with this one, it j and k to activate. And I've told I make cut goes right there. Alright. Now let's go to the edge to grab all of these acres so we can give them a bubble, but not right now let's finish this area as well. The silicon, these vertices e.g. and make a connection between them. Hit J, it can throw an hour to add one H right here. Can throw off to add one a try there. And let's make some connection between them. Okay? That's very cool. And here we have very close vertices. Let's merge them together. And the same thing here, Keith wise and merge them. Let's go to this side. Let's do the same thing. Grab those marriage within those here at k. This one with this one. This one, this is j. This vertex with the word alright. Hit K to activate. And I've told them maybe we can make it there and delete this edge. That's what will work as well. Let's see, grab this side and this side and the swivel them together so it can throw the Too Good To Go them. Nice bubble with three H's. That's what we'll be. Okay, make it small. And let's see, Club this side now, grab them like that and hold Shift to add new edges using the control methods to add this. And now let's give them a specific level similar to the pivot that we have here. We have a little bit of roundness. So let's add four edges here to make this tight and sharp. And now we got something. Alice activate subdivision surface. Now I got this result, but I have something happening here and here as well. Alright, let's see what's, you know, we can use to get rid of this pinching here. Okay? By grabbing some vertices and merge them, maybe that will help to get rid of some venturing here. The same thing for this area and grab those key twice and those vertices together like this. But that's still not perfect. In this case. What we can do is either way, let's hit right-click here at this moment to make this smooth. We can grab this circle. I have d to the z, they are Coby, and then it's P as two, separate it out, grab this tab again, hit a to select everything and then to the Z and hit zero Enter to make this flats. And now go through the vertices and delete these vertices. I can relax and increase the number of the smoothness for this one to make it smooth. Now, when you go to the top, I can use this as a guide for me. Now let's tab and smooth some vertices a little bit less. Yours can happen. Alright, if that doesn't give us what we need, Let's try something else. Let's try to delete these edges and let's see what's going to happen. Because of this egg is we have this pinching having here. So let's go to the edge at number two and let's select those, dissolve them in those as well. Let's go to the other side as well here and grab those and dissolve them. Top outs. Now we got something but we lost the sharp edges right here. And this area, I will turn off subdivision surface. And let's see what scenario I can use to make this sharp. Alright, in this case, we can add extra acres to the circle. When you do that. This method can help a little bit. So now what I will do is I will go to the face mode, hit Alt, click here to grab the entire face loop here. It can throw up last couple of times until you reach this point, this phase. And the same thing for the other side, I guess. Alright, now let's hit Control Z to go back and manually I will, I will add those using the Alt Shift and click, sorry, I'll have to click here. That's not going to work. I will add those manually holding Shift and keep clicking this. Alright, after you add all of those, now hit Alt H, sorry, hit Shift H to isolate this phase. Because here I want to add something. Let's add some edges here. Alright, so to do this, to add edges in the middle. For each phase, I can pick these edges. I can hit Control Alt and pick those. And to add another egg is here. Hold Shift and keep clicking here until you add all of these edges. Like that. After that just hurts, right-click and your sub-divide. Okay? And you can add two here, or if you like. After that, you can grab these. Alright? So we missed these, these edges here. It seems like we have some vertices. Yeah, we have extra vertices right here closing some problem just for this side and this side. Alright, in this case, I will connect those manually using the knife tool hit K and let's make cuts, goes like that. And the same thing here. And here as well. Here. I thought that's confirmed with these cuts for this to this area, Do we have any problem? Seems like we don't have any problem here. Let's go to the face mode and let's select these edges that we added. And let's add those. And those here. That's very cool. Now let's go to the top and I'll all what I want to do is I want to scale those out from the center out. But when you scale these, just be careful, don't use the z-axis. Now if your scale, those as you can see, because the scaling working to the old Archean and the z as well. You will have, this will go up and we don't need that. But if you hit S and cancel the g, you can scale them and get better results. To cancel axis unit to hit Shift Z. I mean, if you want to cancel the Z-axis, just hit Shift, Shift Y to cancel Y, Shift X to cancel the x. Now let's go to the top here and hit S to scale and then hit Shift Z or Z. And let's kill this a little bit. Let's bring back the roundness of this shape. Something like that. All right, now let's see what's going to happen if I hit Alt, if I hit Alt H to bring back the other pieces. So now we got this result and we have a lot of vertices not connected to anything. But let's give this a try. I will bring those back, connect them, e.g. hit K and maybe we can connect those over here. Let's see what's going to happen if we do that. I just wanted to test that. So let's connect this one right here and this one as well right here. Alright? And this vertex, we want to slide it a little bits inside this one as well. The same thing for this side. Gateways and slide. This slide is vertex a little bit key twice and over that a little bit right here. Now let's see what can happen if I activists subdivision surface. Alright, now the result looks cool, but not so my circle, why it's cool, because we have some heading a hues here and the shape is not so quiet route, I guess. I think we need to tweak that even more. I, we have some techniques here we can use. Alright, to achieve better results. Let's turn of subdivision surface for now. Alright, if we have a problem like this, we can fix that manually by moving these vertices and align those to guide what we have here. So this is an option we have here. I think this one is the best option, so let's try to do this. Let's move these vertices and align these vertices with a guide, Hickey and smokeless a lens with a guide and grab those vertices in G. And let's move this way. And let's keep doing that until we get a perfect circle. You do all of that. Now, let's see what's going to happen if we activate subdivision surface again. Alright, now result looks better. All right, after that editing, the result looks very cool parts here in this area, if you noticed, we have some waviness happen here. That's happening because of the scaling. We did the first time. To fix that. We just need to grab these in your vertices and move them down a little bit. And that's it. So let's pick nice angled like this and then it got up. Those practices are key to the Z and move them down. And that's what they're worth. The heading looks cool until now. And the result looks okay in case you want to bring the heart, the heart shading here in this area, you will need to change the connection. If you prefer. You can use an app to learn, make new cuts goes like this. The CEO is going to happen. After that, you can delete these. I just switched to edge mode. And the corrupt fame and hit Control X. You can do the same thing here. Hit K, and this mic cuts, it goes like this. And delete these edges. Alright, Very cool. All right, after finishing this hole here, Let's go to the spine and let's do the same thing. Select this and turn off subdivision surface. We don't need it for now. Alright, I've heard that I want to add aqueous here, so I'm going to select these faces, all of them. And I will add these phrases as well. The group. Alright. After that I will hit Control plus two times to go to the selection. Then I will hit Shift H to isolate this alone. Okay, now, I will hit Control R and R, two edges for each side. Here and here as well. Alright, in this case, I need to delete these edges. Timberlake hit Control X to dissolve them. Let's add two H's here. And here, Oswald Control R. And here. And even here. Let's delete those edges here. Control R and let's add two H's here. Use the knife tool to extend this edge. And the same thing here. Okay? What about this side of the same scenario? And this one? Alright? After adding all of these edges first go to the Face Selection Mode and start selecting these faces. After that. Let's kill those to get around shape. Let's go to the top and then hit S. But when you scale this, keeping a reminder to disable the z-axis, when you hit Shift Z, you will disable it. So hit S to scale to t2, cancel the x axis, and try to make this round and nice, something like this. Okay? Maybe these vertices as well, I can manipulate them a little bit. Okay? Now I got this shape. Let's hit Alt H to bring back the other pieces. And here we got some bulge, goes like that. We need to move these vertices down a little bit. I will select these vertices manually like this. And just pick a nice Angola, Hey, key to the Z and move those down a little bit. And now we got something. Alright, That's very cool. Now, let's use the knife tool to make cuts. Goes there. The same thing for this side. It kay? Alright. We have X-ray EKG here. We don't have vertex here, we don't need it. I can grab this with this had three legs to relax this one. Okay. That's it. I guess this tab out now, L is actually a subdivision surfaces. See the final results. Yeah, it looks cool for nice. And here as well, everything that looks cool. Head slash to excite and you can delete this one, we don't need it. And yeah, I think that's it for this video. I will see you at the next one. 19. Creating the lock button and the screws: Hello again. Welcome back. Let's see Korea, the button and the sucrose. Let's start with a baton and maybe we can start with this, would this cylinder, or maybe with this one. Let's see what we got here. Alright, maybe I can start with this one. So I will tap and select all of these vertices. And by the way, if you delete this fuel, if you had a circle and you would delete it, we can start over. You can add a cylinder with 12 vertices, okay? And we can start from here. Okay? Let's zoom in here this two or three cards. Alright, let's tap the More than two phase. This phase just hit E to explore this a little bit endoskeleton side and then hit I to make some insects like that. Go to achy, grab these two edges, hit Control V to befall them. Let's add three acres here. And this face, we don't need it at x f to delete it. Alright, so before you do, before you delete that, I just want to make sure of something here. Okay. He just wanted to see what we have exactly right here. Alright, let's take this manually inside right here. And I guess we could extend it a little bit, move it down, make it taller. And let's move it right here temporarily. And let's see what else we could do here. Let's try to find another image. I just want to want to address number seven here. Yeah, I got it. Should be like that. I'm going to draw two. It should be like this. Somebody like this, right? So I'm going to take this face and move it up, make it shorter, and make some inserts and extrusion. Let's do that together. Let's hits like to isolate this e to the z. And let's move this almost right here. And then I will hit I to make some answers like that. And I want to extrude again. But if I, if I extrude this e.g. here, I want to extrude this again to create something like this. And I want to make this the size of this new extrusion similar to the sides. Alright, to make that perfect and to make this easier for us, I can grab these faces. I can delete this face first, hit x and then f to the liver, and then crop this faces at e to the z, hold control and snap those right here. That, but when you do that, the normal will be flipped automatically. If you go to the face orientation here. As you can see, these phrases should be blue, so we need to flip them, just hit Alt and choose flip. And there we go. After that, you can merge them. Let's turn off fairs orientation. Now let's go to the vertices you can always write this is alright, hit em and then choose marriage by distance. And now they are married. They are married automatically because we activated auto America recently. And now I can grab those, hit E and extrude those even more and hit F to fill this. All what I need to do now is just add some edges here to make these corners tighter. Grab those, hit Control V to make some bubble and make the bevel very subtle. And let's see what can happen if I activate subdivision surface or at subdivision surface with level to articulate here the smooth. And it is very cool. If you want to make this tighter, you can add support loop to this side. And this side to make the heading better, entitled, I will hit tab to go to the edit mode and I will hit Control R to add one H right here. And then I will hit Control Shift Alt to duplicate this a to both sides, up and down. And by the way, you can, you can be valid. This ad right here Control R and one year as well to make this fair tighter. And here are the same thing over here. Alright? Maybe one H right here and one here. Alright, this area as well, you can add some supporting heel up right here to make this tight. Okay, now, as you can see, the shading is very sharp and that's what I want. The citizens likes to anxiety. And now let's make some tweaking tab and go to the vertices. Go to wireframe basic lab the side. And let's move those down a little bit. So e to the z. Somebody like that. Somebody like this may be very nice. Okay, Now let's create this grows here. Let's see where's our reference image? Not this one. This one right here. Alright. We have the 3D cursor, I guess, the middle or not. Let's tab and let's pick any edge. Right? Let's see, grab these edges as you have the S and bring the 3D cursor exactly in the middle. And let's add a cylinder here, a, and let's add the cylinder right here. Okay, I will increase the number of vertices to maybe 50. And I will start from here. Okay, so let's move this a little bit. So maybe right here, something like that. Maybe we can make this a little bit smaller. It's like to isolate it top. And actually, Paul, what we need to do here, just add beveling here or Control B. Let's add two like that. And let's take all of these areas as well and give them bevel, three acres. Somebody like this. And we want to create this shape here. So let's see how can we do that. Hit Shift a to add another cylinder. And let's add six vertices here at the center. And then scale. Let's make it small like that. Maybe we can scale out a little bit more like this. And then my control, I apply the scale tab and hit Control R. Let's add some edges here. Alright, one by one. Alright, something like this. And now when you complete, grab all of these aqueous and then hit S to scale them, and hit Shift Z to cancel the z-axis. Three gets a shape like this. When you complete it, just hit Control V to bevel this. And let's give them nice amount of beveling. And now let's see, grab the head. It can throw away to the vault them as well. Alright, now we got this shape. Hold Shift, grab this. It can throw chefs, be enqueues the friends with the price. And let's put this deep a little bits. And now we got this shape. Very cool and easy. Alright? When you be satisfied with the result, you can hit Control a and apply visual geometry to make to accept the result. Now, grab this and deleted so we don't need it anymore. Alright, after that, Let's select this and isolated. I just wanted to kick something here. Write it like hey, this mouth. And as you can see, the result is not cool. So I'm going to tap and the crop all of these edges and keep them at before. So crop them one by one like that. And then hit control V to bubblegum. Let's add the three or four of you like. Alright, because it looks cool, I don't have any problem. Let's grab this side as well and this bubble, It's alright, Very cool, Very nice. Cool. Now let's tap out and let's try to find the solution to this shading. Fair thing. I will delete this face. I don't want it hit XF. And then let's add weighted normal way that will help us to fix the kidding. But as you can see, it tells you that you should activate the auto smooth here. So keep that in mind. Activate the auto smooth here. And now it's become very cool. Head slash to excite. And then let's go to the top view. Hit Shift D to take a Coby. And let's move this copyright here. Make sure to put this exactly in the center. And now we got something cool here. Very nice. I'm going to select those and just move them up a little bit. That's will be better and more beautiful. So I think that's it for this video. And see you in the next one. 20. Adding new holes to the grip blade: Hello again and welcome back. This video I want to focus on displayed. I want to add the hole right here and one here as well. And I want to make this as smooth ER, because if you check e.g. this area here, you can see the edges a little bit jacket and not so quite small if I want to make this motor, alright, To achieve that. So I will isolate it. And let's type the ethmoid can hit Alt click to grab the entire face loop like this. After we switched to face and just hit right-click sub-divide to sub-divide the spaces, and then go to the edge. Alt click to grab this entire edge loop and hit Control likes to dissolve it. Now switch back to the face at number three from the keyboard and then hit Alt click to select the entire face loop again. And then heterocyclic endures, look tall, I don't end it relaxed to relax this. Now it's relaxed and has becomes more thorough. Okay, After that I will hit right-click and choose here the smooth. And as you can see this, it's ruined. The healing is not good. I will activate the auto smooth to bring back the good hating. And now it's better. Now it's become smoothness sits like to excite all the local mode. Let's make some cuts starting from here. Go to the top, you have the a and let's add a cylinder here. Alright, it is very big. Let's change this to two millimeter. And here let's add two millimeter as well for the depth and for the vertices, I think I will accept this number of vertices. All what I want to do is scale this a little bit and it adds to the Z and make it taller like this. And let's move this a little bit right here. People can make it smaller and a little bit. And now we got this. After that, I will let you have the crop this or before I do that, maybe I can take a copy and boots right here. Can throw a I'll play the scale first, go to the top, grab the sacral, Shift S, and then bring the 3D cursor right here, this cylinder here with D they could copy and then adhere to S and Q selection to cursor, to move the cylinder to the position of the 3D cursor. Now we have to, you can carve them together. It can throw the CEJ, make them one piece if you prefer. Now hold here if the crop, this control here to be. And let's choose difference to make the cuts. And now we got it. Right-click here the smoke again and activate or this month. Alright. Record. Alright, after that, Let's fill this area with something. So in this case, alright, we have weighted normal here. I think now we can use the screws to make some editing to them. So let's start doing that. Okay, Let's grab these edges. Ellis hit F to fill this, hit I to make some answers like that. And let's hit E to extrude this new phase we got. Because that's almost right here. Alright, it's a little bit big. Let's move it down. Let's go to face Alt click to grab all these phases and I'm going to scale them. But don't scale them to the z-axis, hit S to scale and cancel the z-axis, hit Shift C, and scale them a little bit like that. Now I will take this face up key to the z, almost right here. And after that, Let's bevel, these edges can throw be. Let's add the three if you like. Something. Cool. Okay, Now we are done here. I will delete this and replace it with a new one. Select this list to bring the 3D cursor over here, you have to ask ourselves is selected and then delete it. Select this one here. If D take a copy right here, you have to ask selection at the coarser and done. Alright, for this blade, maybe we can create our, sorry, we can add a bevel to make the edges smooth. So I will select it and add the bevel modifier here. Or it's, it's all right here. And let's change the amount to maybe five millimeter, 1 mm, 0.1 or 0.05. Make it very subtle. If you want, you can add two segments here and you can activate the harder normal in the shading section. To make the shading better. It's like to isolate it and let's see, let's check it in case we cannot solve the problem for any reason. Alright, it looks cool. Alright. I will accept this result. And I think we can reduce the amount of the volt 2.0 to maybe make it very subtle. And Yara, Alright, so that's very cool. Now I will replace this with this one. Fair thing, Let's hits, right? Sorry. Yeah, I just want to take a cobia and replaced with this. But before I do that, let's make sure that I added all the unnecessary Cats. Alright, e.g. here I need to add a hole in this area as well. So I will crop the button, bringing the 3D cursor off right here or hit Shift a to add another cylinder. Move the cylinder down to this position and scale. Let's make it bigger than this beam. Then hit S to scale it a little bit as to the Z, make a towel, right-click, make it as smooth, and then activate the auto smooth for the Qatar. And there we go, hold Shift, grab the target, can throw hair to be. And this time choose difference here because I don't want to lose them modifier. Because if you pick the first option, you will lose all the modifiers here. So it can throw shift B and then use the friends from here. Now we should have a hole here in this area and yeah, that's right. After that you can hit Control a and apply the Boolean. Like bats, and everything will be called. Delete the Katara, you don't need it anymore and you can select to isolate this to see the result. The result looks promising and nice. Alright, That's very cool. I forget to activate the screencasts rights. Is there anything else we can do here? So bringing the reference image and I think that's it for this one. Yeah. Alright, I have a shaft here. I want to add the end of the knife. Alright, but I just want to locate it. See what should I put it? Actually, we have two of them. One should be right here and one there. It's almost right here, something like this. Or let's say right here. And it is just a cylinder. So I think we can add right now it's not going to take time from us to do. And I guess we can start with this, are bringing the 3D cursor over here. Shift a and let's add another cylinder. I will increase the number of the vertices to 40, make it smoother or a little bit, and scale it a little bit this year and let's move this down, align it with a blade. You can go to the any view front lift and tap to control these vertices just to move them down a little bit. Key to the z. And let's move them down and align them like that. Right. Now you can move it and put it in the correct position. From the top view, maybe we can deter, determine where should we put this almost right here. Alright, that's right, cool, I guess. Right-click Hey, this mortar and activate auto smooth for this one. If you want to make this thinner, hit S and cancel the z and scale up a little bit to the x and y. Alright? What else we could do here? Alright, this one, I think we should, this should penetrate the plate so it will be easy to do. I just come to adhere to take a cobra right here. And then all three of the crop that Qatar Control Shift B and then choose difference. And after that, go to the modifier and apply the Bowl Tool Boolean modifier and delete this. We don't need that anymore. So now we have a whole scale it and cancel the z to scale to make it, to make a thin a little bit and then tap to grab these vertices up. Key to the z. And let's move this up a little bit. Maybe we can scale it a little bit more. At S, cancel the z and the scale that back rights, That's right, Go right now is the time to take another Coby and ports right here. So in this case, alright, How can we mirror this? It will be easy to do. I will select both of these species and tap to edit mode. E.g. I. Can grab this face and this face and put the 3D cursor in the middle. Of these phases, you have the S and cross or two selected. And now the 3D cursor, exactly in the middle. If you go to the side of you, is you can see it's elemental tabs. Alright, now delete this, we don't need it anymore. Select the split half d. They are Coby and live within assemblies. And now I want to mirror it on this side, but I want to use the 3D cursor as a Bigfoot points. In this case, you should go to the transform pivot point and industry that's to 3D cursor. And then it can throw em to activate the mural and then just hit z to determined the axis, and then hit Enter. And there we go. Now it's done. It's exactly the correct position. Alright, That's very cool. What about these pieces? We can do the same scenario. So I will grab those and then hit Shift D, take a Coby Control M Z Enter. Now we got those exactly the same material, but we could make some editing here to cut this area. I told you before that this side right here is not similar to this side. Okay. Because of that, I didn't add it above all to this area. You're a member. So we need to add the salts. All right, let's see what else we could do here. I think we have a beam here as well. We need to add. So maybe we can cope with this one, but after I make this a little bit taller. So let's see, grab these vertices, hit E to the Z, and let's move those down right here. And yeah, let's go to the top view and hit Shift D. And let's take a coping with this Coby e.g. right here. I guess. According to these images, I think it's exactly right here beside this. Right? And I don't know, but I think it's thick and I make it thinner, I guess. But it's not a big issue of we want to make it thicker. Alright, so let's start over. I will delete this and I will scale this a little bit. Just hits this, hit S to scale it. Cancel the z-axis. But just remember, now we are working according to that 3D cursor. It's really this back to bound the worst. Because if you don't feel it as, as you can see, how scaling working according to the position of the 3D cursor. So let's read this back to bounding box. It STFT, make it thicker. And lists like this with this tab. And let's select these circles. We just created both of them. And let's learn how to help. Can we scale those in the same position? Hit S, and cancel the z-axis. And you can scale them. By bats. As you can see, it's something easy to do. Let's see. Yeah, very cool. That's great. Alright, now I can take, can you Coby here, here if D, and let's put this in Jacobi almost right here. Somebody like this, I guess. And maybe I can make it taller a little bit. Sorry after you duplicate it because I want to cut this area. So Shift D, take another copy, hit S to the Z, make a tall like that. And now let's make a new trim. Select this one, select the whole. You have to grab this control here. If we choose a difference, apply the, apply the Boolean modifier. The same Qatar hold, Shift, grab this side, can throw heaps, be curious difference, apply the Boolean and then delete the caterer. We don't need it anymore. So now we got a new hall and it's clean and tidy if you want to check it. Everything looks cool. All right, That's very cool. Alright, now we can see that we have some details here and now that I've become looks better. All right. I think I will end the video here because I don't want to make this video too long. And I will see you in the next one. Goodbye. 21. Working on the other side of the grip and make it ready: Hello everyone. Welcome back. Here. Now is the time to add halls on this side. Let's see how can we do that. I also liked this side and this side And it's like to isolate them. And I will tap for each of them and let's see how can we do something like this, right? So let's try to understand what we have done here. Okay? We still have the 3D cursor in the middle. That's something cool. I'm going to use it. And I will turn off subdivision surface for now for each of them. Alright. Okay, to keep something like this, what I'm going to do is I will take some faces from here, take some faces, Coby, some faces here. Starting with this one, just select these faces. Alt click to grab the entire face loop here and maybe we can add those to the group manually like this. And this one as well. It can throw a plus two time to crop entire area and another plus to grow the silicon right here. And I could do the same thing for this side. So I will hit Control Z couple of time. Okay, Let's do the same thing for this side. Let's wrap this. All. You have to click Alt, you have to click to add those. And Alt click right here, sorry. Add those manually. Don't forget that. Those over here. And let's say grow the silicon together. And now we've got these traits are selected. That's very cool. I will hit Shift D to take a copy of those and leave them in the same place. And then I will hit P as two separate them. After that, I will shrink this to a 3D cursor because I want to use a 3D cursor as a billboard points. And then I will hit Control M to activate the mirror and then just give it the axis is z. Then hit Enter. And now I get this new copies exactly the correct place. After that, I will tap to select this and I will delete these faces. It XF to deliver and grab this face as well. And this one hit X to delete them as well. To replace these rates with these new faces that we are copied from the side. Alright, now is the time to make some merging. I will drop this one and this one hit Control K to make them one piece. And let's start with a little more to make some editing. Here we have some merging we want to achieve. Alright? So manually activate or so lets readers to vertex snap key hold control and starts snapping these vertices after you activate auto married here. And we could do, I think you could do that for all these vertices g old can throw on this tab is right here. Okay? What about this one right here? Hold control and establish here. Alright, we can snap this to anything here, but we will find some solution. You can isolate this one alone to make their life easier for you. Writes, this slab is vertex right here. And so let's hit Control R to add one H here and the middle, and move it a little bit. And let's make this one to this edge. And this one here, I think it's married or no. Alright, What else we could do here? I will move this a little bit and mercury right there, and this one as well. But before you do that, just add one egg here. And we already do this one right here. And that one here. Okay. Another can throw out right here. See where this will go. Yeah. Okay, Call me like this one here. And marriage this vertex right here. One H right here. This vertex as well. Very cool thing that we've finished here. Except for this site. Sick of this vertex here and move it here. The smugglers together, maybe we can use distance. And right here is the threshold to 0.01. Alright, that's. I'm not going to work. Let's use two. Yeah, now it's working. And this one here, mercury here. And right here, grab those. All of them by distance done. This vertex E and radius right there. Alright? What else? We have here? This same scenario. We will repeat this here. So it will be easy. You may already do this over here. Had a support edge to this area in this one right here. The same thing for this crop. Those all of them married by distance. He enlists America. This one here can throw out to add supports H here. Crop is vertex key and I get there. This one. Marriage. Alright, what about this side? A little bit of editing and we will be, we'll finish this. Marriage and marriage. Support a globe here. Maybe we can add right key and merge this. Alright? I think now we are done. Alright, now Alyssa, bring the reference images here and let's see what we should do. As you can see here in this area. The shape, the open area here is not, goes to this. To this end. It's reached this area, and we will have another hole here. Okay? So we want to do something like this. I'm not going to use the reference image. So let's see how can we do something like that? Alright, so that the air could go like this. By the way. That's all what we could do. Something like this. Maybe we can move this vertex and merge those together. This vertex, this vertex. And at a club right here to support this new geometry that we are about to add here. So, yeah, let's start doing that. Hit Control R to add the support H club here. And let's select this face maybe. And that one. And I will hit right-click and choose approach to break between them. Yeah, something like this. Okay. Alright, let's see if we put that all actually not, that's not all. I will add one edge right here and I will crop these faces and it right-click and choose brick faces. And from the top view we can make some editing here. Like moving these vertices a little bit, slight them like that. And maybe slide those in the wireframe mode. A little bit as well. Hold Alt case, something like this. And maybe these vertices hit Key and maybe we can move them a little bit. Right here, I guess. I'm not going to slide them this time. I'm going to move them. Something like this. I guess. After you do that, I will select this edge and bivalent hit Control B. And maybe we can add four edges and make this around this area around, hit Control X to this egg to delete it. Now we have two vertices needed to be connected to something. We will care about those later. But for now bliss to what whatever necessary thing that we could do here. It can throw be to add maybe three edges right here. And maybe here it can throw be to add three edges to make this round. And here control V to add three edges. Delete this edge, this edge. And now it's the time to make some connection and grab those together, hit J. And on this side as well, delivers, grab this with this hit J to make some connection between them. And what else? Let's delete this edge and the club is with this hit J. Grab this, with this one, hit J to make connection and delete this edge loop. Okay? What else? What about this area? Alright, for this area, the slide is a little bit to twice, and this slide is so far here. Club this with this hits j. Can throw likes, crop this with the set J. Same thing here. We could do something to displace. Heat wise. Slide this over here. Alright, I think I can make one of them, the scrub, jay. And let's see what can happen. The same thing here or let's say crop e.g. this one and this one is j. And let's make some editing here. I just want to move some vertices around like this to get better topology. Let's move this one as well, right here. Okay? Alright, that's looks promising. Crop this with this hit J does make connection. It's better. And maybe we can slide this a little bit. Like this. Summer cleaning. Alright, should we do something else? Can we make this a, go around this geometry and connect here? I think we can do that. Let's add one H right here and delete part of this. And the club this with this hit J to marriage them. Something like this. And now you can crop this with this one. Hit J key twice, and let's move this around. You can actually crop those if you prefer. I can crop them and choose relaxed or relaxers are coupled. Time to relax this even more. To get better roundness here. And I think, yeah, that's it. Now, let's bring back the other pieces because I just want to see how much level I should to create here or add here. It's very a little availing here we could add, so it's not going to be too much. So negatives tab, and I will start picking these Hs, those over here as well. It's like to isolate it. And let's pick these as well. And this side here. And that will spell them. It can throw me. Let's give them a nice amount of beveling. And now let's check the bevel in case we got any problem here. Oval here is not going to go to this direction. That's not correct, goes like that. But it's something easy to fix. Let's check that our area. Okay. Everything looks cool, I guess. And on this side we have an a problem. By the way, we still have the ability to control the bevel here. Right? 0.070, 0.08, I guess. Yeah, something like this. Top outs and now this activist subdivision surface and let's check that apology. Yeah. It's clean and nice. All right. Very cool. For these halls. I don't see any bad kidding. Everything looks cool. Even for this side. Let's activate spheres orientation. I just want to see if what if I have any Flip? Normal here? No, we don't. Okay. It's lead to anxiety and cool. I will hide this image. I don't want to see it for now. And one thing I just want to make in here, but it's activated a subdivision surface. I think this whole as we have here on these heats, these should match the hole right here. The hole that I created for this heats. By the way, you can ignore that's not a big deal, okay? But it's not something difficult to fix. It's very easy. I can Coby H from here and I can use it as a cutter to cut both of these heats to have something more beautiful. We can do that together. And I told you if you don't like that, you can ignore it and you do a cube so many beautiful layer. I will hit Shift D to D C to crop this vertices. Alright, I picked those vertices from here, and then I will hit P as two, separate them out, grab this and apply the subdivision surface and this tab. And let's see the smoothness. Very cool, very nice. If you, if you like, you can make it a space even if you want. Or you can ignore that. As something up to hit F to fill this, hit E to extrude this up right here. And now we got a new keto right-click here, this mortar and activate auto smooth here, makes sure that this catheter is not flipped. So I will turn off, sorry, turned on first orientation. So the color is blue, That's me. That's something cool and correct. Now, I will pick the Katara and these two heats and hits like to isolate them. Okay. As you can see, we have an open area here. We need to hide it, so it will be somebody raised to do, let's see, grab those together are endless. Tattoo it more to go to the top view and grab all of these vertices and the scale them hit S, but cancel the z-axis and scale them. Scaling working according to the 3D cursor. I don't want that actually. It's really this back to bounding box. Hit T and scale them a little bit. And he can move them like that. I want this hole to be exactly in the middle so I can delete it. Alright, That's lists. Top out. Alright? And I think we can mark these two heats. Yeah, I think it will be better to merge them. So I will grab those together, hit Control J and make them one piece. So now they become one piece hearing one bevel modifier up. After that. I will scale this a little bit smaller. I will exert all the local mode. I just want to make this a little bit smaller, not too much. But let's put the 3D cursor, sorry, the origin.in the middle of this Geometry, right-click and set origin to use symmetry. Let's go to the top and see where its origin daughter. Yeah, it's almost in the center. I will scale this tiny bit like this. I just want to see some edges from here and here, That's all what I want. And maybe we can move this slightly bit here, right? Maybe we can scale it to make it a little bit. Not too much. Because somebody like this, or maybe you noticed here we leave some space here. Maybe we can do something like this. Okay? And yeah, so I'm going to use this as a Katara crop, this hole to help pick up the heat, it slash to isolate them. So this has a voltage of the caliber target Control Shift P and Q is difference with brush. And now we have the Boolean modifier control I end up light done. That's it. Now you can delete this one. Now we got something very cool and nice. Alright. Yeah, very clean and beautiful. Alright. I just want to check something in case I want to align this. I have some something here. Maybe I can move some vertices and align them to hide this. It's not so quite necessarily, but let's see if we can do that. Just want to grab these vertices and move those around a little bit like this, maybe. I think that will be enough. Okay. Somebody like this? Yeah, something like this. Looks cool. Alright, so I think that's it for this video. Let's bring back the other pieces. Yeah. Yeah, that's it. And see you in the next one. 22. Creating the pocket clip: Hello again and welcome back. When I was working for summaries in Blender crashed and I lost all the work. And I rebuild all of these, all of these details. Again, and I reach this point. You might find some differences here. A few compare the result of the course with this result. So that's okay, that's happening because as I told you, I lost the work. Okay, now we need to create the bucket clip. It's something could be right? It should be right here. Holding this utility knife to the bucket or to the, to the built lists of bringing the reference image. I just wanted to see is this one right here. Alright, and I have this image, I can use it as a reference and make it to start creating this. Think, alright, first thing, we need to create this on this side here. So this side is the bottom side. I will switch to the bottom view. It can throw seven, and there we go. I have the 3D cursor over here. I will hit Shift a to add plane. The plane is very big. I will change this to two millimeter and make it very small. And I will move it temporally right here. It can't move it right here. Maybe we can scale up a little bit. For now. I want to move this up a little bit right here, above the shape or above the 3D model. And move this here. And let's make some comparison here. So this, this piece to start from this point and ends here, we have a small distance between this edge and the start point of the clip. And the area here is a little bit bigger. So let's try to to maintain that Laura described something similar to what we have here. I will just kill this a little bit and move it. Splits right here. Killed even more. So this size looks close to what we have here. I can start with this. And for our aneurysm that naughts, I can scale it even more. Let's start from here. I will tap and go to the vertices. I want to grab these two vertices and move them over here. Thing that they could reach this area almost right here. And when you do that, sorry, you just go to the bottom. Scale this a little bit because as you can see here, this area is wide and this one is narrow. So I will scale this a little bit like that. And that's it. So now we got this result. After that. If you look at this from the side of you, you will notice that at the beginning it starts flat and then go up and down, and then go up. So we want to create something It's exactly like this. In this case, I will hit Control R to add one H right here. So this area will be the flat area and another edge right here, or you can leave it in another one would be right here, a stance on this area. Right after that. You can grab this H and H key to this and move this up, integral of this one, e to the z, and move this up as well. Let's go to the bottom again. Alright, after that, so let's make this area around. Okay. I can't grab these two vertices and hit Control Shift V and bevel this to four vertices. And activity clam overlap to avoid any overlapping happened in this area. So now we got this round shape. After that, let's go to this site and lisp if all these vertices as well hit Control, Shift P to buffer them two or three edges like this. Okay? Alright, so now we want to create this open area here in the middle. So let's see how can we do that? All right, I think now we can go to the face and select these two faces and hit I to insert to make some Insert I guess like this. And after that, I can slide these acres had key twice, enslave them. Almost right here. Somebody like this, and then crop this face with this face. Or before you grab anything, maybe I can grab those as well, enslave them forward. And now grab this with this hit X to delete them. Now we ended with this result. So now I will click crop this vertex, this vertex. And let's try to reveal them to see what's going to happen. Alright, I think we should start with this one, with this site. It can draw here to be the bullets. You can move a lot like that. And after that you can clean this area or you can give it a thickness and developed later. If you accept this result, you will need to clean all of these vertices because we don't need, we don't want all of that. We just want the care of here. By the way, cleaning this area is now something difficult. You just speak to face it, grab those and it can throw likes to dissolve all these vertices and starting you just add an H right here and one here. That says, now you can grab these and it can throw likes to dissolve them. And those are over here as well. Dissolving. That's all. That's all. So it's not going to be something huge. Let's grab this vertex and this one hit Control F to be endless purple, this one. Alright, and go to face, grabbed those can throw legs. Use knife, tool, make cut goes like this. One goes like that. And confirm the cat, go to the edge, grab these unnecessary edges. It can throw X to delete them. Now we got this result as you can see here. Well, what we need now is to give this a thickness after we bevel this area. Because if you go to the side, if you have some we have some some bevel here in this area. This area is, It's not has not sharp here. We have some care of goes like that. So we want to create something similar to that. I will hit Control V to add a bevel here. And select this with this one it can throw be to add Bevel right here. And here as well can throw be to either pitfall. That sits. Alright. Now after that, I will hit a select all the vertices and hit MAN married by distance in case we have some close vertices. Just try to merge them. Alright? Now is, now you are ready to give this a thickness. Alright, tab out and go to the modifier. And so defy, let's add 0.1. 0.1. Looks cool for me, is very nice. But before, I think before we do that, we can do something. Let's turn this off temporarily. We just need to make some connection here because we want to use subdivision surface. And because I'm going to use subdivision surface, I can't leave this vertices without any supporting because I'm only going to get good results. So let's start doing that. Let's start with this vertex here at the middle. Use the knife tool, make cut hold, Shift to make the cuts in the middle and then hit Enter to confirm it. And let's make a cut goes. By the way, you can focus on one side. And I've taught that you can give a ten minute or so. Yeah, maybe we can use mirror modifier. And I will grab this with this, his gay make a connection between them and hit K to activate. And I've told to make cut goes like this. And one goes like that. And wind goes like this and hit Enter. Alright. Actually, there is no reason to use mirror modifier. It's, it's easy to make these cuts. So use the knife tool again. Make cut goes like that and one goes like this tensor. So yeah, we are almost done. Let's activate the soul defined now. And that's very cool. Heads can throw light to apply it. Now it's the time to target the sharp edges and give them before. So go to the face, Alt click face motif number three, articulate to grab the entire face loop. The outside and the inside as well. Hold Alt Shift and the inside faces. After that, Let's move this out. Go to the Select enqueues, select boundary. When you pick these boundaries, just hit Control V to bevel dose. You can. Alright, let's add the 34. Now. The size is big a little bit. In this case, I will change this to 0.005, maybe make it very subtle. Maybe I can add four. I will add two ambassadors. After that. I will add support a globe here and here to support this result. But let's see what we got so far here. If I, if I add subdivision surface, Let's add to a level. Looks cool. I will hit right-click and create a smooth to make this very nice. So let's go to the side of you. And let's move this up. Okay, somebody like this, align it like that. Go to that, to the bottom of view as well. And we need to rotate it like this, something like this. And maybe we can push this back a little bit. Alright, let's see what else we can do here. Maybe we can grab this side. And I don't know, but let's try. I will move this here and move those in the wireframe mode crop is vertices. And let's move those over here. Something like this. And now it's looks better. When you do all of that. Now you can copy one of the sucrose hit cavity and the Coby would try here, scale it, make it smaller because it's not so big. Hit G. And let's move this over here and hit key to the z. And let's move this up. Because somebody like this, and we need to make this shorter. So let's go to the side tap. And easy to go to wireframe, hit G to the C. And let's move this a little bit. But before you move it, turn off automatic because sometime when you move something automatic, merge these vertices and causing some problems. So let's move this wall right here, and that will be enough. Now, it looks for a cool. Alright, in the bottom view, control seven, Let's select this one, hit Shift D, and let's take another copy of this book, this Jacobi right here. Now we got something nice and very cool. So, yeah, I will end this video and see you in the next one. 23. Fixing some shading issue using Data Transfer modifier: Hello everyone. I will come back here. Before I go to the next step, I just want to make some fixing here regarding the shading and whatever thing we have here. Let's start with this one. I will isolate this. You remember when we created this, we lived this shading problem. The easiest way to avoid this shading problem you can, you can speak to face and select all of these faces around the circle. And then you can hit I to make some insects. Okay. And when you do that after that, delete the outer edges. We don't need them anymore. And then it can throw likes. Now if you tap out, as you can see now, the shading a hues are gone. Why? Because we added an extra H and these shading, a huge surrounded in this area. So I'm not going to be visible. We can replicate this here on this area. Okay? We can go to the face and select this face, this, all of these phases. And you can hit I to make some insert here as well. And that's it. Now if you tap out, now it's become clean and nice. Let's do this for this one as well. The same thing. Alright, so we are finished here. We have some problem here, I guess I think I actually didn't accidentally deleted the wrong age. So I'm going to hit Control Z couple of time to bring back these edges and let's start over. Alright, let's pick the Savior's hit Control X, Control Z. This big these manually just be careful. Can throw likes, pain. Now, awesome. So we are finished with this piece mirror modifier. We'll fix this side. This shading here, I here, don't worry about it because it's hidden. Okay, Now let's go here and let's see what's, what we can do here. This area, we have some shading, a hue here, this nasty shading, and here as well. And here, you can use the same technique accurately. You can make some insert here. And you can do something else. Alright, let's try something else. I will pick one of these faces. I want to grab these phrases on this side. So I will be quiet and hit Shift D key to open the select similar enqueues, normal. As you can see now, I picked all of these faces and maybe I will add this one and it helped here and do the same thing. It was a normal deselect this edge or face, sorry. Deselect this in our face and deselect this one. We don't need them. So as you can see, I just selected those over here. After that, let's go to the object data properties. And here we have this little applause. Just hit it and it created a new group and then hit assigned to assign all of these faces are vertices to this new group. Assign them like that. And that's it. You can give this a name, double-click it, and let's call this e.g. can call this heading just tokenizers. No, that's it. Alright, now I will pick one of these phases, e.g. this one and hit Shift a to add plane top, sorry, bringing the 3D cursor here, first half this and coursework to Selected Shift a. And let's add plain killed the plane if you like, make it big like that. And I just want the plane, but I don't want to see it. So I will switch here and go to the viewport display and this regular display as two pounds. So the plaintiffs still there, but I just see the edges of the plane. All right, after that, let's go to the modifier here and let's add. Data transfer. And what I want to do is I want to transform the data from the plane to this geometry to kill this artifacts. So it tells you where is your source? My source is my plane, this one right here. I want to COBie the shading from the plane on this surface. After that's which option we could pick. We will pick face corner data and activate costume normal. After that lists three this to this option projected phase. Interpolator it. So now as you can see, we clean this area, but if you have problem, we don't want to target the whole face. This here. We need to go to the vertex group and till this modifier that you should pick a specific area. So now, as you can see now, this modifier taking the heating from the plane and apply it on this surface and this surface. Alright, but we got a problem here on this surface. Let's try to solve it. Because this, because this plane has one dark in one phase, darken this side taking the wrong, this side, I mean this side of this geometry, taking the wrong normals from the plane. In this case, we can give this a specific modifier and we will specific modifier and maybe a specific plane as well to correct the heading here. Alright, to do that, just go back here. And let's go to the face. I just want to, I want to remove these faces from this shading a group. It's very easy. Just pick whatever view and switch to wireframe and grab the side. And just hit remove, to remove this, this side. This side right here, still exists, the hidden group. Our problem is here and this side, alright, anyways, Now tap out, as you can see, this side is released. Okay, but now we need to create another shade, another group here, vertex group. So tab, grab one phase, hit Shift key to open the select similar and choose Normal. And I will hit this plus, and I will call this e.g. shading to enter and assign. These vertices are these phases to this shading. Hit Assign, and now they're assigned to you about. Now let's go to the modifier here, and let's duplicate this one. Now we have a duplicate here. After that, I will cope with this plane hit Shift E to the z to take another copy, e.g. right here. And I will work with senior COBie. So select this, go to the second modifier and I will delete the old source and I will replace it with this in your plane. Now, right? I will delete the shading because as you can see here, this second modifier, working with the fairest shading, a group. We don't think that we want to work with the second heading groups. So let's read this to two. And we still have the same problem. To solve this, just select the second plane top to this. Hit Alt Enter to open the normal menu and flip it. And that's it. Now this done this side. Now it's become clear, clean. This side as well. Now you can't grab this one and it can throw light apply because geometry to make sure to apply these modifiers and delete these two plants. And now we have something very nice and clean here in this area. Okay, before I end this video, something here I just want to mention regarding this clip, if I hit Select to isolate it and go to the top, if you e.g. this error right here, it's not so quite perfect circle because we have some stretch goals to this direction. When we apply the subdivision surface. But to fix that, we can tap and we can add a support, a club here and here to bring back the roundness. So let's try and let's see what's going to happen. You see this distance here. Keep your eye here, and let's see. And you will see when I add H right here, how this can help to fix this issue. Hit Control R and let's add the edge right here and one right here. As you can see now it's gone. The same thing you can use here. And one here. Alright, to eliminate the stretch. And now we got very nice circle here and nice circle here as well. Okay. Now let's hit slide to excite. And that's it. 24. Setting up the scene and adding an HDRI image with a light source: Hello again, welcome back. Okay, now, let's create a material to the utility knife and Lisa, prepare the environment or its first thing I want to do, I want to add some kind of plane here. It should be like this. As a background. I can start with the plane at the plant right here. And I can tap to edit mode and select this edge e to the z to x through the top like this. And I can call this h hit Control V to be valid. And let's add some edges here to make this smooth. And maybe I can scale it a little bits. And I will add some edges here. And this area in case I want to make this like a, like a cylinder. And I will show you what I mean. I want to bend this. I wanted to be like this. Something like this. Alright, like a hollow cylinder. I can use the, the symbol deform modifier to keep that. First, I want to add an empty here to use it as a pivot point for the modifier. Let's add the modifier first into his band. And now I can bend this as you can see. But now bending, working on the x axis like this, as you can see, I want this to work on this z-axis. We got what we want almost. But you can control that by adding an empty. And I will show you what I mean. Hit Shift a to add and let's add an empty here. And let's select this plane and the origin will be the Mt, just to leave it empty. Now, if you remove the empty, this will affect the result of the bend modifier. Let's spin this a little bit like that and hit right-click. Make this smooth. And that's it. If you don't like that, turn this off and make it flat like this. So there's something optional. Alright, I've started that. Let's add a camera here. Hit Shift a to add and add a camera. After, after you add the camera, this, pick a nice view Like like this. And then aligning the camera with this view. Yes, it can throw an alternate zero. There we go. Now, this camera aligned with this view, if you want to control the camera farther, go to the View, and then go to the navigates and choose walk can have vacation. When you do that, you can use the WASD, like you are playing a game, you can go back and zoom in. And if you rotate the wheel of the mouse backwards, you can make the movement slow and nice. So now as you can see, I can control the camera or like playing a game. You can go up using E, you can go down using Q. So after you frame the camera inputs and the suitable position, left-click to accept that position. And there we go. Now we have the camera and the correct position. The camera, It's speak a little bit, I can scale it. Scaling the camera is not going to change anything, just the size of the camera. I like to keep it like this. So this is the first thing I've heard that lists oblivious of you to two views like this. And three, there's two shader editor. Close this panel, you can hit N. And I will change the mode from object to world. Because here I wanted to do something. After That's I want to add an HDRI image here to eliminate the scene. So let's hit Shift a to open the administrators go to the texture and I will choose environment texture. Let's put this right here. And let's go to open. Let's search for the ticket shared folder here you will find an old industrial hall. So I will open. This ensures that our image, alright, now we have the HDR image. I will apply this to the background. And now if you hit Z to go to the render, you should see something here. Let's give this a little bit of time. And now I have some lighting coming from this HDRI image. If I cut the connection using control and right-click, I will lose that light. Alright, so now we have the diameter. After adding the HDR image, now, it's the time to add some materials to this, to the scene. So let's start with the ground. Let's bring this back to Object. And I will hit New to create a new material, and I will call this material ground. Hit Enter. And let's change the base color to something dark. Something dark. Maybe we can reduce the roughness a little bit. Alright, let's add some roughness to the ground. Let's hit Shift a, and let's go to the search bar and let's search for mass grave MUS, not a mass grave diggers Europe. And now we have it. I want to preview this ticker. Sure, I just want to see what's going to happen if I apply this on the ground. I haven't all done. It's very important to activate. I just go to Preferences and go to the admin section, a lit, search for node triangular. It just hits, just type. Typically our habits. No triangular, it gets activated. That's it. This are done when you activate it. It will give you the ability to use some useful shortcuts that will make your workflow faster and easier. Alright, now I want to preview this. I will hit Control Shift. Left-click on this to see that take a shower and how it will be applied on this plane. So now we got this result. I will change the scale and make the scale smaller or like this. And maybe we can add some details here a little bit and manipulate the dimension to get something like this. And let's see what else we can do here. Maybe we can increase the number of details a little bit. Until now I got this result. As you can see. Alright, now we need to make some change to the black and to the dark color here. Let's hit Shift a to search for curve C. You are cubic curve like this. Over here. I want to use the snot to control the black and white, the calories that comes from them as grave texture. So fair thing here we have two vertex or two vertices. Alright? If I take this e.g. down, that will affect the white color. It will make it dark. And if I take this up, That's what effect the dark color and make it almost gray. So this variation is useful for me to use it and roughness slot. But let's make this a little bit, make it settle. You can grab those together. This one. Hold here, the grab this one, and you can move them. So until now I got this. I will apply this to the roughness. And I will hit Control Shift click on the principal PACF to see the result. As you can see, because I did that. Now I have some variation. If you want to control this further, you can hit Shift a to add another curve, C, you are cubic curve. And let's plug this right here. Now you can, can throw the final result that comes from here. Let's make this, take this down. And as you can see now we have some little off roughness on the ground as will make the render looks like a nicer. So yeah, so this is the very thing. After that, Let's add some lighting here to make, to make the scene looks better. I can control the HDR image here. And if I take this up, I can make the light looks stronger. But I don't like to crank this up. Let's go back to the object mode. I want to create a new lights here. So let's see how can we do that. Here's zero to switch to the camera view. I will change this editor to 3D. And let's add some lighting hit Shift a, and let's go to the light. I will choose the spotlight. And I saw what I picked here, Shift a and go to a light. Spotlights. Now we got to hit key to take this up a little bit, hit S to scale it. It's big. I don't want this to be a big. Scale it down, make it small like this. After that, let's go to the light properties here and let's see what we can do. Fair thing. Let's try to point this towards the knife and the spec. A nice position. Let's move with this e.g. right here. Alright, we have that camera here. We have the lights on that side and the front or almost in front of the camera. Let's change the position of the light. And let's put this e.g. right here from the top of your PPE, we can address them. That's even more. I will put this right here. Okay? And let's use this small ball here. Hits, left-click on this end, moves towards the knife to point the light towards the knife. Alright, That's very cool. Let's tweak this to cycle that render engine. Because we want to work with cycle. As you can see now, we have some lighting comes from the light source. And this is the result of the lights. If you go to the light properties here and if you increase the size of the light, the radius, you will make the light looks smoother. And maybe I can change this to a character something yellowish or bluish. We can control that. And I want to control this cone shape. If you go to that beam shape here, you can control that. This is the blend. When you make the way you manipulate that blend here to have some distance between this circle and this circle. You will control the sharpness of the lights. So if you make the distance between them, the light will be soft and vice versa. So let's increase the size of the sport, make it big, and let's change the size of the plant and make it small to get softer light. After that, you can control the power of the light from here. If you want to increase it. Let's see what's going to happen if I add e.g. 50. Alright, now we got this results. Let's go to the Render Settings here and let's activate the noise and the viewport. All right, very cool. Oh, Canada result looks nice spots. I don't want the lights to be at that far. I want to make it close and small and this same time. So I will hit G to move the lights and make it very close. Somebody like this. And I did this because I want to see some shadow here and this area, this area. So let's make this small entity and move it here. And I will go to the Properties trying to change the size, their ideas. But if you change the radius that this will make the light sharper. Let's see, how can we control this key? And let's move this right here. Let's reduce the number of the power to maybe ten. For now. As you can see, we have soft light and this area now become dark. And this is our goal. We don't want to eliminate the far distance. The far areas here. Alright, so I think that's it for this video. After that, we will start adding material to the utility knife itself. And let's see what we will have here. So that's it. 25. Creating a material for the ground: Hello everyone and welcome back here. A small change here I want to make, I want to change the material of the background. I downloaded images or materials from the Internet from poorly haven.com. I downloaded the concrete and the dark coat and slapped tiles. Let's start with a concrete. I just want to make the ground like a concrete. I think that will make the results more interesting and beautiful. So let's start doing that. I will select the ground. Don't forget to sublet the window to two windows. And this is the material that we created for the ground. I Ola grab these and hit Control X to dissolve them. I don't want all of these nodes. Let's go back to the folder. I will open the concrete texture here we have some textures. We have the diffuse, we have the displacements, we have the normal MAP AND, OR for normal map. And here we have roughness. Let's start with a diffuse to click and drag. And let's put this right here. Now we have it. Diffuse color should be connected to the base color like this, and that's it. Now it's connected. Let's check the ticket taker. I will hit Z and go to material preview. So I can see the result of that texture. As you can see, it's a bit large. Let's go back a little bit. Don't worry about the stretch happening right here. Okay, Because camera will not catch it. If you want to fix it, something easy. Alright, let's fix it. It's not going to be complicated. Lists sublet this window to two, and let's change this to UV editor. And I will tap to the plane we created. Select the whole plane and just hit U two times, u and you again to our robots. And now it's erupt and down as you can see, everything looks awesome. I will tap out and close this window. You can put your mouse right here at this corner and click down like this to be married. Now let's go back to the knife tool. As you can see the material, it's a very large and we need to tweak it. So let's do that together. You can grab the node of that texture on it Control T, because we activated Node Wrangler nor drank grow will create these two notes that ticket short coordinate and mapping. And now you can control the scale if you want. From here, we have a scale to the x and y and z. I want to control those together. So in this case, I want to add another note to control the three of these options. Hit Shift a, and let's go to the search bar. Let's search for value. Value. We'll do that for us. So let's connect this. Because the number is zero here. Material is too much citrate. Let's add e.g. here five, as you can see now, it's better. We can change this to maybe 20. Now it's become better. We can change this to therapy to see the results. With 30. I think 30 is looks cool. So maybe we will stick with this number. Alright, so now we have this mapping and tickets your coordinate to control the scale. Now let's bring the other maps we have diffuse, it's, it's right here. Now, there's good. We don't need to use displacement by the way, normal map is enough. So I will click any track to add the normal map right here. But keep in your mind something for the diffuse color space, leave it as RGB. But for the normal map and darkness, change the color space to non-color because we don't need any color Infinium information. Now I need to connect this one with the normal, but not like this. It's wrong to connect like this. We need a note here between those. So let's search for normal. Normal. Not this one. Sorry, we need the normal map, Shift a to search and the search for normal map. And let's put this right here, connect this one to the normal, and connect the color to the color. Right? Now we should see some normal. As you can see, we have some height information. And that's something cool. All right, so now we've got the normal after that. Let's control that roughness. Let's go back to the folder, grab the roughness, click and drag, and let's put this right here. The same scenario, color space should be none. And let's connect the roughness directly to the roughness slaughtered like this. Now we should see something. Alright. Now we have some roughness here. You can control the normal map, you can keeps 2.5 to make the effectiveness and don't forget something. We changed the scale because of that normal map is not working in the correct way. Let's change this back to one. The scale of these two images are very big Y, because we didn't connected those through the mapping. Because you remember, we changed the scale right here. So in this case, I will connect these together to get better results. And now the result makes sense. Now when I go to the value to change the scale, I will control all of these nodes. So let's go here and change this to 40 to make this even a smaller. And now it's okay. That's very cool. Let's go to the camera has zero. And now we are ready. So I think that's it for this video. After that, we will start with a material to create the materials for the, for the knife. And incase, you noticed what I have here, I guess to sweep this tool with Blender file because I did something here. It should be right here. This could be activated the scene view layer, every layer. Alright, so that's it and see you in the next video. 26. Creating material to the handle: Hello again and welcome back here, let's say create a material to the handle. Let's say like this and let's add the new material. And I want to make dislike plastic. It's not necessary to make this similar to the reference images. But I prefer to make this like plastic. It maybe we can create another material like metal. I want to make this orange color. So this big orange color like this. Somebody like this, similar to the blender logo. And we want to add some roughness here. Okay? So this here, Can we do this adding gravitons here? We can use a texture map or we can use noise texture or a mass grave texture. Let's start with mass grave. I will hit Shift a to strike for mass grave, just hit MUS and you'll find it here. I want to preview the texture on the handle. I all had cancer or Shift-click to see it. Alright, it's citrate a little bit. I can fix this by adding mapping and texture coordinates. So I will hit Control T, keeping all my to activate nodes, rain clouds. So you can do that a black objects and instead of generated object will help to apply this. Not as grave to be sure, will help to apply it correctly on this object. Even if you didn't have UV map. So block the object to see better results. After that, Let's change the scale to e.g. 20. Alright, to a little slit, change this to 200, or maybe even more. And after that, we need to add some details. Keep in your mind details, make your computer is slow, so try to control this and a good way. But if you manipulate this slider, you can see anything. You will need to take that diminish and down. So let's take this down to a very low number, point-to-point three. And now let's entries the details. Now as you can see, we have some default. Zoom in a little bit. Very cool. I've tried that. Let's choose the option FBM. Let's change this to multi fractal. And now we have something nice here. So we can start from here if you'd like, you can increase the details or the woods, but not too much. 0.6, 0.7. That's something we cool. Now I will use this as a roughness, but we need to control it even more. We can add a mixed texture mics, TV. And we can block this to the roughness. And here we have two color, the black and the white. I can control the black and whites by manipulating these two colors. So I will use this as a factor. And now I can manipulate those. I will control shift click to activate this. Now because we don't have any variation here, we can't see any variation here as well. But e.g. if you make one of these dark, now, you can see something here. So let's manipulate those little bits. Maybe we can make this brighter or maybe darker a little bit. This is one of the ways to control this. We have another scenario if you don't like this result. Alright. Now let's connect the prince of the SDF. So we can see. Now we should see some roughness, but it is very subtle. And the extreme angle we should see something and now we have something accurately what it's not so quite clear. If you want to control that even more, we have another option. If you hit Shift a to Sierra Club for curve C, you are until you find are cubic curve. And let's plug this. And let's plug this into the roughness. Alright, now, the roughness is very harsh. If you take this node down, you can affect the result of the magic grave texture. Now, I will show you what I mean. I will hit Control Shift. Click on this to preview it. Now if I take this dot down, that will affect the brightness or the color of the mass grave. And if I take this dots up, I will make the dark color. Upright or a little bit. So you can control that by using this controller here. So I will take this down a little bit and make them almost even a little bit. Let's apply this to the roughness and let's see what we got so far. It looks cool. Let's go to the Render Settings and let's switch the render from eBay to cycle. And let's activate the noise and the viewport. Render. His Yan is go to the render. If you want to cut a small error or Android, you can hit Control B and draw an error like this. Two are under it. And instead of rendering the whole of you, that will make the process faster a little bit. Or at least try to break an extreme angle to see what we got so far. Now we got something here. But because we activated the D noise, we can see the roughness clearly, but we will ignore that and we will check that later. For now, let's try to create some height information for this. We add, we want to add some bumpiness. Let's move those a little bit up. By the way, I left this here, if you want to use it, it's another option for me. I will leave it right here. Now let's add some height information. I will hit Shift a, and I have two options here. I can use another texture map rights, or I can use the magic brief itself. So I think we can use a noise texture. Let's try it. Let's search for noise and outliers. And pick the second option. And let's add now between the noise texture and the normal map, we want to add a node right here. It's called bump. So let's search for bomb and add it right here. Because this gives me black and whites color. I should plug this tool, the bump and then to the normal part in the previous example. We had a normal map. Because of that we added a normal map, this one. So just keep in your mind that we have a difference. Notes here. Let's delete this one. I don't want it. And let's plug this to normal. And like the factor to the heights. And before we do that, I just wanted to see the result here. First, let's see if we connect this to the scale, hot desert to the vectorial, what's going to happen? Just wanted to see, I think now it will be very alright. Yeah, maybe I can control that, right? I thought that I have a value of node right here, but I don't. So let's change the scale to something for 500. And let's add some, alright, let's add some details and increase the roughness. So now we have some roughness. Creates the details a little bit so you can increase the roughness, but keep in your mind, roughness will make your computer a little bit slower. So now we've got this lets us can happen if we plug this to the bump and let's see the result. I will activate this. I just wanted to see what will happen. As you can see, it's a very rough. So I have a controller right here, I can control that. So let's add 0.1 and let's see the result with 0.1. Alright? We have something here. I think it's too much, so I will change this to 0.05 and make it very subtle. And I can change the roughness 2.5 and the details 2.5 as well, make it all right, I think that's too much. 0.7, 0.6. Alright, it's too much. But I can still control that by using this strength here option. So let's change this to 0.01 and make it very, very subtle. So now it's become subtle. As you can see. And this is a scenario if you want to add a bumpiness here, if you don't like that, if you want to add the bumpiness, you can go back here and you can ignore that roughness and push their skill, e.g. 3,000 and make it very dense. Let's change this to maybe 6,000. Alright, that's still, let's change this to eight. Something like this. And you don't need any details and any roughness. Let's change this to ten. Now it's makes sense. And now let's see what we will have here. We could see some bumpiness, speculate if we increase the strength here, Let's change this to 0.05 maybe. And now we have some bumpiness. This another scenario if you'd like It's alright, promptness. Make more sense in this scenario, I guess. Some subtle bumpiness. Maybe we can, we can change this to 0.03. And because it's very subtle. Now let's go to the Render Sacramento. 27. Creating radial brushed metal material: Hello again, welcome back. Let's see, create a metal material for this part, for the space. Select this first and let's go to the material section. After you supply the window to go to the New button right here and hitting you. Now have in your material, alright, we want to create a price metal material here. First thing we should do, here, we have the metallic slider. If you crank this up to one, That's me in this material now it's become metal material. If you will leave as zero, means it's plastic material. So I will crank this up to one to make it like a metal. And here we have the color. The base color will affect the result. If you make this white, it will be shiny metal material if you make this dark, totally dark. So let's see what we got so far. I will hit Z and go to the render. And let's give it a certain cutoff time. As you can see now we have some metal. If you crank this down, it will be dark metal. Here we have the roughness. We could control it, but I will control this with the nods. So let's see how can we create all of that. To create a radial priced material. We issued this starts with tickets to your coordinates, notes. So I will hit Shift eight to four coordinates C or. And here we got it. Let's put this right here. This talks with this one. And I need a vector math. Let's hit Shift a to search for vector math. Let's put this one right here. If you open this list, you'll find a lot of options here. I want to choose the distance. So let's pick that distance. And let's plug the object to the vector right here. Alright, Victor, math with distance option will achieve the result that we are seeking, the radial approach. But we are not even here. We need to use the noise texture. So the way to search for noise and all high noise texture. The second option here, and the black of value to the victory right here. I will hit Control Shift. Click on this one. I just want to see the results right here. And I will hit Z to go to the material and review. Maybe this will be a little bit faster to see what we got so far. Alright, so now we got this result is not so quite clear. Alright. Let's add a color arm this time to make some contrast. Because the outs come here we have from the texture noise, the colors between the black and white, almost subtle. So I will use color ramp to make it more contrasty. Half-day to search for rum. Color ramp and plug this right here. Can throw here to click to activate the color on this book. This a little bit. Alright, we don't see an effect that's mean that that's the band on the scale. Let's crank this up to 200 and let's see what we got so far. We can see something. Let's crank this up to 1,000. Alright, so now we have some radial effect here, especially if you make this a bit dark. This, crank this up. Yeah, now we have some radial blur effect. Alright, let's see how can we use these combination of nodes. Let's move those a little bit right here. After all of that listed like this to the base color. And let's see what we got so far. I will apply the principles based EF. And here we have something like this to the roughness as well. And let's cut the base color. Just timber already. I just want to see it that often is how it will rock art. We have something right here, but the result is not so quite good. We need to control that even more so first thing, let's preview the color ramp, hold Control, Shift and click. As you can see, the contrast is a bit high, so I will reduce that by taking this back a little bit. Okay, just make a subtle, alright, after that, Let's plug the principle of PACF and let's see what we got so far. Alright, so this is the outcome. We still have the ability to control that. Okay? If you want to enter a stamp, the effect even more, you can log this to the normal. By plugging this to the normal you will address and everything. So I will hit Shift a to Z Eric for bomb. And let's put the palm over here, like the pump to the normal. And let's move those. I just want more room here and plug the color to the heights here. And now we should see some height information. Let's give this a bit of time. Alice CO2 will go so far. As you can see, the scratch here are too large. That's mean we need to make those smaller. Let's see how the scale effect that I will crank this up to 2000. Alright, bike bringing this number, the scale, we can get better results. So let's change that to four. Alright, let's increase those even more. Let's add 5,000. Alright, now we got this, we got something here and let's change this to six. Oh, that's very cool. For now. Let's change the distance to 0.2 and the strength to 0.2 as well. Now the effect is at all. Alright, but I can control that even more. Let's add to 0.01 and make it very, very subtle. Alright, now we're getting something here. Let's mute the bump, hit em. I just wanted to see the result before and after without bump and with the bump. So I will hit M to mute it. It's giving me a very subtle effect. Let's crank this up to zero. That's 0.0, maybe four. All right, here we got something after that. Let's control that roughness. I will hit Shift a to search for a curve, RGB curve. And let's plug this right here. As you can see here in the RGB care of we have two points. This point and this one right here. This point up here represent the white color and this one represent the black color. If I take the white color towards the black, I will make any pride error here, dark, and vice versa. If I take the black dots here to take it up, I will make any dark area more brighter. So let's crank this, take this down a little bit. And let's take this up a little bit until we get something nice and subtle. Alright, now we got something here. The result looks okay. Now we have the radial effect here. Let's go back to the bump and let's see how that's affected. A bump. I will cut the connection of that roughness because I just want to check the Bumble on. Hold can throw right-click and copy this. And let's see the Bumble on how it works. As you can see the slices you see right here, it comes from the bump. If you are happy with this result, that's okay. If not, you can crank this up a little bit less. Crank this up to 0.07. Maybe. This result looks, I think too much. Ellis, take this back to six. Alright, we got some bumpiness here. The results, okay, and acceptable. I will crank back the roughness. In cycle. As you can see, the results looks more beautiful. Let's apply the same material on the button right here, and let's see what we will get. Okay, let's select the button right there. We didn't name the material. Let's give this a name. Just go to this bar right here and give it a name. Let's call it radial, priced middle. And hit Enter. Right now Let's see crop the butter right here. And let's go to this arrow and let's search for this new material. And let's go over here. I just wanted to see the results. I will see this two material preview so I can see better. Alright, it looks okay. But here on this side we can see some historic and I guess it's applied on this side normally. But when it comes to this side, the material is citrate to this direction. We need to find a solution to fix this a here, right here, we see how can we fix it? The easiest way to achieve that effect, you can go to the vector math node and crank this value to e.g. 50. As you can see, we can increase the side effects parts. If we do that, we will lose the effects on the face here. And as you can see, the effect become settled layer on that face. Let's crank this up to 100. The result looks better as you can see, but we are losing the product methyl on the phases here. For this piece, everything works fine. But if we duplicate this material and apply the different material on this side, maybe we can get better results. You can use this as a shortcuts. But if you don't, you can create a new material. There is another way to achieve that. Let's zero out this number here, and let's have more space here. Let's search for mapping. The second choice here. And let's plug this over here. If you add the mapping, you can go to the scale to the Z and the crank this up, e.g. to 100. And as you can see, we got a very nice effect here, but we lost the top price metal effect and it's become very subtle. Lists reduce the scale to 20. We fix it, but we lost their effect over here. As you can see, for the epic. For the big circle here, the effect is very cool. Now it's become subtle and very nice. Part for the button right here is not, I don't know, maybe because the scale is the scale. Before we do anything, we have some very I can, I will hit Control a and apply the skill. Maybe that could help a little bit. It's helped a little bit, but it's not enough. Alright, let's duplicate the material and give this piece as specific materials so we can control it better. So now we have number two, as you can see right here, that's mean this material that's applied onto objects to this one and this one right here. If I hit this number right here, I will make this material unique for this object because this one is selected one. So select this and hit this number right here. And we just need to change the name a little bit to radial price of metal. And just type bottom button. Yeah. Just broken as to Bhutan and that's it. Now let's see how can we do this? First thing? I will believe that bobbing, I don't want it. Or you can zero out the z-axis or sorry, just a number one, and that's it. Now, we got the effect back here. Let's kill of the effect is not enough. Maybe we can change the scale here and the noise ticker start to maybe 1,000 to make this radial even smaller to maybe ten. Let's attain here. Now it's become very small. After that, let's go to their materials second here. And here we have a little applause. Just hit it to create another material slot and use this arrow to pick the same material for the baton. And here we have the same thing. Now I want to apply the second material for the side faces. This hits like to isolate this geometry alone so we can focus on that. And let's see how can we achieve something like this tab to go to the edit mode. And as you can see, we are still, we didn't apply the subdivision surface. Alright, I will accept that. Let's go to the face and let's pick this big, these faces and the middle. And I will hit Control Plus couple time. Alright, let's manually pick these, go to the wireframe which is z, and this hold Shift and pick these faces. And maybe those as well. Let's pick any side, any view you would like to choose and hold, Shift and add those as well. The group. Are these faces as very cool. Now let's go back to the material. And as you can see now, I am on the material, material number two here. With these faces selected, hit assigned to assign the second material for these phases. After you assign all of these, top out. And let's go to the material preview. And here we will can throw all this material even more. You can just play with the z-axis list at ten here. Now I got what I wanted, but this material still affect the first one. In this case, just make this unique material and go back to the first material. And let's add number one here. Alright. Now as you can see, we have the two effects, but here on this face, we got some problem. It's easy to fix. We just want to include these races and apply the second material for them. So tab again, and let's add these phases, Alt Shift, click to add those and maybe those as well. Let's go to the second material and hit Assign to assign these top out. Now we can figure that out through are looking for, for the first material if you want these circles to, if you want to, effects on the site to be dense, just go to the x, y, z here, grab them all, click and drag and move the mouse to increase the less kill until you get the result you are, I'm happy with. So now the result looks fine. Let's excited slag to exert from the local mode. And let's check the first results. Alright, it's looks cool as well. Let's see the psych or under what we will get the zoom here a little bit and hit Z to go to render. And let's give this a bit of time. Alright, we getting something here. If you are not so quite heavy like me, you can make the effect stronger. Let's go back to the material review and Let's start with a circle. With this big circle here, I will increase the strength to 0.1. Let's see what we get if we do that. I just want to make this stronger. Let's add 0.2 and the CO2 will get, I think that's too much, 0.1 or less. That will be okay. The same scenario with this one. We have two material, we could give them the same number. Let's start with this one. Let's add 0.1. Alright, this for the surface and this one for the site. Hey, let's add here 0.0, sorry, 0.1 to enter. And now it's become even stronger. For any reason if we don't like that effect and the final result, we can delete easily. Alright, so now we got metal and that's it for this video and see you. 28. Creating brushed material for the blade and the blade holder: Hello again and welcome back here. This, it creates another brush metal material for this geometry. Alright, maybe we can use that reference image and keep it close here. And let's select this one and let's add a new material right here. Let's give this a name. Let's call this metal. And that's it. If you don't see the material, just hit the home button from the keyboard to frame material. Crank up the metallic to make this like a metal. And his, he to go to the material preview so we can see the results right here. As you can see now we have some metal material. I will hit Shift a to search for noise. Noise texture. Let's put this right here, hit Control here to collect, to preview the result here. I will add mapping and texture coordinate to control the result here, I will hit Control T. To do that, you will need to activate Node Wrangler and preferences here. And the odd ones, section two. To activate the shortcuts, I will use the objects and plug it here to that vector. How this be projected on the surface? I want this to be projected on the surface by using the opposite option of Pterodactylus can throw the scale. Right. Now we can see some noise. 600 maybe. Alright, now if you go to the scale, you can control the scale and you can squash it like this. You can pick whatever direction you want. For me, the x-axis is working fine. So I will use the x and maybe why? You can try that. Let's see, what's the x can do. Lists. Let's crank this scale back to 3,300, sorry. And lists, and increase the x-axis scale. Now we have something here, as you can see. Well, I will use this and the roughness, the normal map. So let's move those a little bit right here. And let's plug this into the roughness and I can throw that later. Let's apply the principle be as df to see the result. Okay, now we have something that is out there is no sir, quite cool because we have the results. Cut that comes from that texture is a bit contrasts. So I will hit Shift a to search for color RGB curve, how cubic curve. And let's use these nodes to control that. So I will take this down a little bit and take this up to make this a little bit rough. When you take this up, you will make the dark color brighter, and vice versa. When you take this Daniel, make the whites color darker. So let's take this up a little bit. Something like this. I think it's makes sense. So I will I will accept this result for the normal, I will add a bump map. Let's search for the bomb and like it's like the normal to the normal. And bring another note here, I will use mix RGB, and I will plug that color to the height here. And I will plug the factor or to the, to the factor right here. So I will activate the mix here just to see the result over here. Let's pick the color one and let's make this dark. I want the result to be a little bit contrast before it goes to the pump. So now we got something. Let's plug this. Alice, what we got, the bump is strong. I can control that and reduce the effect a little bit until I can get something nice. Well, on this side we don't we don't want too much bump. Something subtler rock at all. What I want here, just the effect of the lines. 0.0, maybe 30.08. Yeah, something like this. Let's see what we can do here. Maybe we can make the effects smaller. I will apply the texture control shift click to preview this, then will execute here. If you want the effect to be stronger, you can manipulate the y axis. Let's make this very small number, like 0.1. Alright, let's see what we got here. And the principal, PACF, the CEO, is going to happen if I reduce the x axis scale to maybe 50. I just want to see big lines here. And now we got something. Alright, Very cool. Now we got something bots. On this side. We don't, we don't want these lines to go like this. We want, we want them to go like that with the geometry. So for that, I will create another material. Okay, let's go to this plus and let's hit it to add another material slot. And the slot I will pick the same material that project metal. And I will make this unique. Just hit this number right here and change this to Material. Material and their score to just to organize it, you can add whatever name you like. I've tried that. I will select this geometry and isolate. It. Just hits like to isolated. Or it can go to select to view and local of you and talk a lot. Toggle Local View tab to the edit mode. And now let's start doing that. I will pick the, the, the light in the middle, just Alt click. I think. Let's see if that works or not. After that, I will hit Control blast to grow the silicon. Silicon a little bit more. Or at least de-select those this week to face at number three. As you can see, I'm right now selecting all of these phases. It can throw a plus again, one more time and one more time. After you reach this point, I think now we could pick the rest manually. Just going to hit, can throw blasts. Just one more time to grab those Oswald. This line. And I will maximize the viewport hit control space to do that. And manual I will hold Shift and add those. You can hold Shift and add in your face and hit control shift click to add the area, e.g. let's start with this one. I will hold Shift to add this. And then I will hit Control. Shift to click here to add, sorry, sorry, let's do that again. I added this one already, hold Control Shift and let's add this. As you can see, I selected the whole area, I'll just do it again. All you have to add the new one, this face right here, hold Control Shift and add this. Let's do that again. Hold Shift to add the new one here, hold Control, Shift, endless, pick. I think we could see which one we should pick. This one right here. Well, that's cool. E.g. this resume here and hold Control Shift click. Add the new face. Control Shift, click here. And this corner as well as hold Shift. And out of this manually, I think now we added all the unnecessary faces. Let's start here as well. Let's add this face right here. Hold Control, Shift and click here to add this area. And let's do that again and again until we select it. All, all of these interfaces. This one. Let's go over here, hold Control. Shift click here. Okay. Let's add this. Let's go here. Hold Control. Click. And alright, this one. Let's go here, hold Control, Shift and click this. After you select all these phases, I will hit Shift H to hide the rest and keep those, these big faces. I don't want to select them. So I will pick this face, hit H to hide this and this one as well hit H and the crop the rest. Alright, you can hit Control Z couple of times. Just want to break those. Who Z to go to wireframe. And in the wireframe, I think you will, you can pick these. I can see better and pick these phases in the correct way. So hit H to hide them. We just want to hide those as well over here. Alright. I will hit eight silicon, all of these faces and these faces that I wanted to give them a specific material. I will apply the model to, to them just hit Assign. And now this is material assigned for these phases. I will hit Z to go to Materials Review. I just wanted to see what I got so far. The result is cool. Now I want to go to the to the mapping and resets of the scale. Just grab the North and hit backspace tourists it everything in. Now let's manipulate the z-axis to get what we want. Crank this up. Now you can tap out and see the result better. That's very cool. All right, now we got something here. Very nice. Let's hit slash to excite. And let's see what we got so far. Let's apply the same material for the blade as well. Selected. And let's go to this arrow and let's choose the project metal. But I will make this unique because I think it should be darker a little bit. So I will hit this number right here. And this changed the name underscore. And let's tie e.g. blade. Just to organize it. Let's go to the base color endless. Manipulate this a little bit, make it darker. Taking this down. Something like this for now. And I think we should make some kinks here. The C crotch should go to this direction, I guess according to this image. Let's see how can we do that. Let's go to the mapping here. And instead of adding the number 50 for the x, I will add the same number to the y. So let's add 50 here. And let's say this one. Let's add one here. Now we got what we want. And it will reduce the x axis scale to a point to maybe to strike this even more. And now we got something for these geometries. I will creates a specific material for them. The same scenario that we did here. We will replicate that they can hear. Let's go to this little plus and let's hit it to create another material slot. And let's pick the price metal underscore played C. Whereas with this one and I will make this unique. I will call this. After I make it unique, I will call this blade Yesterday. Organize it. And that's it. Alright, now let's select this. It's like to isolate the, I think this will be both are endless tap to edit mode. And let's pick this face and that face as well. And I will select the second material and assign this material to this, these faces. After that, let's manipulate these. The scale here. Now I will reserve the scale or you can receive the whole node, just select the node and hit backspace. After that, let's crank up the x-axis to maybe 20. Let's see the result here. And let's reduce the, the, the y-axis to point to. And now we've got something. Very cool. Okay, After that, Let's hit slash two exits from the local mode. The result now is very nice and beautiful. What about the heat metal we have here? Let's see, create a new material for this one. Let's add the new Ellis Calvinists. He is, you can call it whatever name hits home to bring the principles here. Crank up the metallic Tuan. And plus hits like to isolate it. I just want to focus on this and maybe we can add some noise to share. Hit control shift click to see the results. I will add mapping and texture coordinate. Hit Control D. Don't forget to activate node triangular and the preferences. And I will use the projection type from object according to the object, like this here. Crank up the scale a little bit, e.g. to 20. Let's start with 20. Alright, It's not enough. Let's change this to I don't know, 200. Something like this maybe. And let's add some details here. Let's increase this to three. Now we have some details here, maybe four. Don't increase this too much because it's effect that under, and we can give this a little bit of roughness. We have some, some variation. I will use this and the roughness. And maybe I can add color ramp. Somebody like this. Let's make the effect stronger like that. Now, let's make the effects at all. You can use the color ramp to achieve that. So you can pick e.g. this top and go to the color and reduce the color. If get here. Let's crank this up a little bit and let's go to the white now. Endless, reduce the white. You can go beyond that. If you add another node, e.g. if you add a curve here. So I will apply this to the roughness. I just want to see the effect here. Hold Control, Shift click to activate the principal. And let's see what we got so far here. I can see some roughness effects. Let's add a curve here to control that even more. Plug that are cubic here, right here. And let's see what we got so far. Let's push this up. Now I can see something. Let's go back to the color ramp and maybe we can throw the black color here. Let's see what we can get by using that. Make the subtle. Let's go to the white. Alright, let's see what we can do here. B, we can make this darker a little bit. Something like this. It's, I think this will rock hits like to excite. One more thing I would like to do here. I want to apply that plastic material on the other side as well. So select this geometry hold, Shift, grab this, hit Control L, and choose link material, tooling that material. Let's give this a name. Let's call this plastic, if you like. Hit Enter. And there we go. Alright, I think that's it for this video. After that, we will create material for the screws. Okay, and the pocket clip. Right? And so that's it for this video and see you on the next one. 29. Creating material to the pocket clip and for the screws: Hello again, welcome back. Alright, let's create a material for this course. Let's start with this one. I don't need to create a new material. I can cope with the same material that I created to the to the bottle right here and used here as well. So let's see the material. We gave it a name, Rachel Brice metal button. So I will select this one and I will use this arrow to add this material. It's right here. I will hit Slack to isolate this and his Yan go to material preview. That itself is called butter. I'm getting the same problem on the site. I will do the same scenario I did for the button tap to go to the edit mode. And let's select these side faces, all of them. We can start from here. It can throw basketball, attempt to grow selection until you reach this area, I guess. Get something like this maybe. Alright. Now let's create another slot here and let's bring the retail price metal this series, it's 001. And hit assigned to assign this for these faces, India, I think we should fix the, the name and instead of this number, maybe we can add underscore site just to recognize it. And that's okay, That's very cool. This tab out and hit slash to excite and lists. Add this same material for this one. Grab this hold here to grab this one, hit Control L and link material. Select this hit Select to isolated Lend-Lease fixed the problem. Tab and let's see, grab this face canceled last couple time to go to the selection until you reach this area and then go to the second material, hit assigned to assign it. Let's tap out and I will do that for the rest. Let's select this one and let's copy the material hold, Shift, grab this control L, link material, select this alone. Slack to isolate. These faces. Can throw up last couple time. Okay, one more here, and then assign the second material. Alright, let's excite and let's pick this one hold here of the club. This can throw l, make Material. Tab, select this phase can throw up last couple of times and assign the second material. Alright, This excite from here, and let's see what else we could do. Select this one and let's give this the radial part metal material, the site one. And done. Very cool. We have another cylinder here. Let's give it the same material. The site one. And yeah, that's very cool. All right, now let's recreate material to the clip. And don't forget something we should add the material for this course as well. I will hide the ground Timberlake rabbit and hit H to hide it. And let's see, grab this one. And let's apply the same material for this hold Shift, grab this sucrose to copy the material from this to those. And then hit Control L interlinked material. I will select them. It's like to isolate them. And let's see what we could do after that. Alright, tab for both of them. Grab this face with this phase, can throw lots, couple of time. Okay? And maybe two times. And let's pick this material, hit Assign. I've done this excites. Let's grab this enlisted creates a unique material for this hitting you to create a new material. And I will call this clip empty for material. Hit the home button to bring back, bring the principles and the frame It's this should be almost black, so let's choose a black color. And let's crank up my talionis and we need to control the roughness. So I will use the you can use noise fixture or you can use mass grave. Let's try mass grave. That's MU has sent. Grab that Musgrave texture right here. I will isolate this so I can see it and grab the node and it can throw T to add mapping and texture coordinates. Right? I want the projection to be applied according to the objects. And hit control shift click to see the result. Let's crank up the scale. I can see anything. Let's change this to 500. Alright, maybe even more we showed to crank this up to 2000 AD. Some details here and let's write, let's crank this down that Dominican two small number here and crank out the details of fluids. Now we have something here. 2000s, I think it's too much. Let's add one. This time, I will use care of hits, Shift a and go to the search bar. And let's search for curve like this right here. And let's take the y value down a little bit and take the black value up. Alright, now I will plug this result in the roughness, and I will plug the principals as well. I just want to see the result over here. Now we have some nice roughness. It's cool. There is no, I don't need to manipulate this. Roughness looks very cool. Alright, after that, I just want to add some effects to that clip. I want to create H and where effect targeting the sharp edges. Let's see how can we do something like this? All right, First thing, there's a lot of way to do that. The way that I find its work. It's by using the bevel and the geometry nodes. So let's start doing that. Hit Shift a to search for the bevel. And let's add the bevel right here and let's hear it for geometry nodes. Let's put that geometry node right here. I will add a vector math to mix between those. And I will switch this to dot products and Lisp like this vector right here and block the normal that comes from the geometry to the vector right here. I will hit Control Shift click to see the results right here. Alright. After that, I will use the map range, hit Shift a to search for the map range. This one right here. Let's plug this over here. After adding them up branch nodes, I just want to explain what is this node? This node is similar to the color ramp. If I add color up here. Alright? From minimum means fits this top right here. And from maximum means this right here. If you increase this number, that's mean you are pushing this forward. And if you manipulate this, that's mean you pushing this to this direction. This one, and this one represents the color for each stop. The two minimum means the color of the first top and the two maxima means that the color of the second stop here. Alright, so I will use this first thing I want to mention here, the effect of the age and where you can see it and the material, material review, you should go to the Render and you should this week that render engine to the cycle. Now we should change the number of the radius to a small number, 0.00 to maybe make it very small. And here lists Kinga from minimum to point 9.2, minimum, 21.2, maximum is zero out this one. All right, as you can see now we have the effect, but it is a trunk and maybe we can control that even more. Let's go here and let's change this to 0.001. Maybe even more or less as 02 or something like this. As you can see now we create the mask targeting this tiny area. I will use this mask to add some bumpiness here to make this result more interesting. So my mask now it's ready. Let's, alright, let's move those little bits here. And I will create. A noise texture, if you like, and link it to the normal hit Shift a to search for noise. The noise texture can throw shift click to see the results. I will hit Control T to add mapping anti-Castro coordinates. The projection I want it according to the object. And let's change the scale to 1,000 2000. After that, let's add a color ramp. Search for rum. Like this right here. Let's make the color more contrast. Something like this. We could change the scale even more to maybe, I don't know, eight, or maybe even more. This tried to add ten. Heartless, see what we will get if we plugged these. Let's bring those over here. I will hit Shift a to search for bump. And let's plug the normal over that bump to the normal right here and the color of the ramp to the height. And let's blog the principal over here. As you can see now the effect is strong. Maybe we can invert the result here. So after that, I will use this mask to make this bevel just to be appear on the acres. To do that, I should use mix, how UB hit Shift a to search for mix. And now we can throw out here. After creating the mics are QB, I will connect the result to the factor right here. And I will plug the color ramp to the color to here. I will hit Control Shift click to see the results. Now I can see something less. Connect the mix RGB now to the out, puts to the height here. And let's activate the principal's control shift click. All right, now we have some age and where here, but maybe we can control that even more by adding color ramp here. Let's see how that will affect the result. I will hit Control here to click to see the result of the color ramp. And let's see what we can do. Maybe we can make the effect thinner and maybe stronger. Let's go to the color here and let's kinda number one to number two. To make this even lighter, you can use another map range if you prefer to give you the same result. Maybe we can change this to three. Make it even whiter. Alright, now the effect become very strong at the edges. Hello, Let's see if that works too. Let's go to the mix and let's see the result. This blog, the principles. Alright, let's go back to the color or maybe we can make the, the effects a bit smarter by taking this back. Because I think we lost the effect that I can't see, to be honest with you. But I think I will add a light here. Just want to see the effect even better. And let's move this slide, e.g. right here on the side. Let's zoom in a little bit. Hard as you can see here, we have the effects still exist. Here. And here. Let's see how can we can make this stronger. Maybe by taking this bag, we can make the effect stronger. Now we have some agent where here. What about this area? Now that's very cool. One thing more here, I want to mention, you can use the same mask up light on new material and you can mix the two of them. And I will show you what I mean. I will hit Shift a to search for principled be STF. I will crank the metallic to one. And many believed that often is 2.3 maybe. And let's hit control shift click to see the results. As you can see, this is the results. I will mix between this material. Would this one using the mix material node, hold Control, Shift and hold right-click from this one to this one. No triangular, we'll create the mix shader. Alright, I've taught that. Let's move those a little bit right here. That's very cool. Alright, here we could, you like the results? So let's plug this over here. And the CO2 will guts. After that. Let's go back to the pigs and let's change this color from white to black. Now we have the effects are, as you can see, the black colors come from this material. And the whites color that we have on the x comes from this material. All right, now what I want to do is I want to cut the bump from here and the blog, It's right here to the senior material. Hello, zoom in here a little bit. I just wanted to see the result. Alright, this imperfection should go inside, not outside. If you have a result like this, you should invert the bump node to get correct results. Okay, now I will change the base color of the metal material and make it a bit darker because it's too bright. And let's see what's going to happen if I change the scale from 10,000 to somethings smaller, e.g. five. Let's see how that will affect the result. Let's see the colorRamp. Right? Let's put those together and make the effects the trunk little bit. I think we could crank the skill up again to hates. All right, then let's like the mix shader. Now we can see something rather than so. I think that's it for this video. And I will see you in the next one. 30. Adding edge wear for the handle: Hello everyone and welcome back. Here, in a previous video, we created a can wear for the bucket clip. We created this mask. I want to use this mask again on the handle. I will grab all of these notes and hit Control C to copy them and select the handle. And here it can throw v. Let's move them a little bit up and move them right here. I just want to see the result on the handle. If I apply this, I will hit Control Shift click and his Z to go to the Render. And I just want to render a small area I will hit can throw be to eclipse some error like this. As you can see, the mask is working, the result looks fine. Maybe we can control the radius right here. Let's see what we will get if I increase the number of e.g. if I came to the two to five, maybe that will help to increase the effect a little bit. Let's check the result over here as well. Arthur, everything looks cool. Okay, that's mean the mask is working and now I can use it in case I want to add some bumpiness or add whatever thing. Okay, let's go here and let's see how can we use this mask. I will create another principle via SDF, hit D to this one, and let's put this one right here. And I will make this a little bit darker. Something like temporarily. I will fix that later if I didn't like it. And I want to use this mask with some height information blocked to this material. And I want to mix Material with this one as well. Mixing those, I can use the Node Wrangler add-on. Use the shortcut Control Shift and right-click from this to this node triangular added the mix header for us. That's something very cool. Alright, now let's oblige the mixed header. And I will like the color from the color ramp that comes from the age and where nodes like adhere to that factor. And let's see what you will get. All right, As you can see now we have some dark color comes from this material. If I changed this material to sampling rate, e.g. you will understand what's going on or maybe something black just to recognize it. Alright. I don't want this result to be smooth like this. I want to break, to break this line. In this case, I can use mass grave node here and let's mix it with the nodes. Hit Shift a to search for mass grave type MUS. You'll find it here. Hit Control Shift click just to see if the results are its first thing we should do, we need to add mapping and texture coordinates. We have those over here. I will take the texture coordinate, hit Shift D. Let's put this right here and Lisp like the object to the vector here. And let's change the scale to something big 500, maybe, something like that. And let's manipulate the details and take the dimension two small number. Now I have some details. I think scale is a little bit too big. I will reduce the number. Maybe 200 or something like that, or maybe 300. And maybe we can use color ramp here, hit Shift a to search for rum. And let's put it right here. And let's make the contrast strong. Something like that. Maybe. Now I want to mix between the mask and the color ramp between those two nodes. I can hold Control, Shift, right-click and move the most from this to this and not triangular. We'll create a mix RGB for us. Now we have it. I will plug this to that factor so I can control the factor and leave this file right here. And let's see the results from the mix. Now we got something. I will change the y to the black of the killer one. And now we got something. We predict the smooth line and now we all bonds there. So I will use this results and black it to the factor here. That's what I should do and block the mix shader as well. And now we have some variation and the age. Now, if you prefer, you have two option. You can assume that we have a paint here. And the second material is metal. You can assume that and you can do it. Now. We made it like a metal. Or you can hit Control Z couple of times to bring back the color. Alright, sorry, let's hit Cancel headsets to block those back. And let's click and drag the color and width right here. Or you can make this a little bit darker and the keyword that variation. After that we need some height information. And we can use the result from the mix and plug it here as well. So let's do that. I will hit Shift a to see Eric for bump. Let's put the bump right here. Plug it to the normal and what else? Now I want to make some kind of connection goes like that. I want to add a rewrote here and one here as well. Okay? If you hit right-click and sorry if you hit Shift a, you can go to the layout. And here we have the railroads suggests adults, we can use it to change the direction of this connection lines. So I will use this. There's a fast way if you want to add any reward to any line, you just can hold, Shift and hold, right-click and move them out a little bit on the line. And now we have our roads. Okay, After that I can grab this one that I created, G and move it right here. And now I can make a connection comes from this line to this three roads. And from this three row two, the height like that. So now we have some height information. Let's zoom in. I just want to suggest to see that results. The result is no. So quite clear. This check another angle. Let's check them mask or maybe let's check this area here, low-carb area. Okay, so let's go back to the mask. I just wanted to see the result of the mask again. Maybe by increasing their scale, we can decrease the effect a little bit. So let's add 500 again. Right now it's increased a little bit, not too much. Now we have something here. You can manipulate the color around here. That's what effect the results out of it. And we can manipulate the color ramp here as well. That's what effect the results a tiny bit. So let's see what's going to happen. Fly. I could take this bag. This, what's going to happen if I take this towards the black? Now that effect, I think it's become a little bit stronger. Especially if you go back to the bevel and increase the radius 5-9 maybe, or at least see what's going to happen if I liked the mix shader control here to click. Now the effects is more visible. Let's see the result from the bump I will a blog of the bomb to the material outputs hit Control Shift click. As you can see, the bump goes out and went to invert it. You can use this button right here and invert the results. Now the result is correct. If you want to make this even more sharp, you can go here and push this white color a little bit as become sharp, little bit. As you can see. Let's say like this material. All right, now we are getting something, but I just want to reduce the effect a little bits. I can change the color and make it brighter or just a little bit, and thus will do. And for the height information, I will reduce this number 2.5. And I will bring back the ground, hit Alt H here. And now we have this. That's very cool. Now I will use the same mask I created right here to apply it for, for all the parts here. So I can crop the holy group and hit Control C. And for August, e.g. I. Can grab this end here, hit Control V naught, all the nodes being COVID. So I will repeat that again. Let's go back here. Those like that hit Control C. Let's go here, hit Control V. Now we have them. I will hit Control Shift click just to apply this and see the result over here. The result is not so quiet, good. So let's see what we can do. Let's reduce the effects, something like that. And let's duplicate this material. Hit Shift D and let's put this right here. I will make this darker metal. It can throw. You have to click just to see if the effect here. Alright, now it's become a little bit darker. I will, I will mix between this material with this one. Hold Control, Shift and right-click and move the mouse from this material up. No triangular. We'll create the mix shader for you. And now we have it. Alright, now I will use the mics nor the end blanket here to the factor. And as you can see, we have some variation here. This change the color of this one and make it darker a little bit as well. And I will use this. I will make the same scenario. I will plug the result to the bump here to make some height information. Shift a and let's search for bump. Plug the normal to the normal. And let's add a rewrote here. Hold Shift, right-click and move the mouse. And now we have one. Let's add another rewards right here. Let's go to the layout and I3 are lists of black dots through this dots. And let's plug this to the heights. And this, a blog that bump to the output node can throw shift click just to see the results. Alright, inverted. The result is correct. Let's change the strength to 0.5. Make it subtle. And let's plug this again. All right, now we have, we have some height information and we have some variation in the color. That's very cool. By the way, you can block the same roughness. I think that's way better. I made a quick render just to understand the details. Don't worry. We will learn together how to make our underlying this, the result. Until now, it's beautiful. This stuff we added here made the utility knife looks more realistic. As you can see, we have some dark spots here. It's like something like harassed or there are something like this. When you add it there to your object. That's, we'll make it look more realistic and beautiful. Okay, So I think I will end this video here. And let's see together what we can do to the blade holder and how can we make, we tweak it to make it more realistic, a nice for the bottle right here. In the outliner we should activated because it's hidden in the render and it's visible and the viewport. So we will fix that later. Alright, so that's, we'll do it for this video and I will see you in the next one. 31. Adding edge wear for the other parts: Hello again and welcome back. I just want to mention something important here. For this button right here, the release button for the plate, if I hit Z to go to the render. As you can see, it's not visible here. The button is right here and the outliner, everything is activated, but I still not see it right here. If you have a problem like this, you should go to the objects properties and open their visibility here. And sometime for any reason these turned off. I don't know why I didn't come to this area, but I don't know why these turned off. Just activate all of these options for the camera or diffused glossy trans transmission, etc. And now it's reasonable. Okay. Alright, let's see what's the next step? The next step I want to add some darkness or h n where for this part, all what I need to do is copy what I did to the circle, grab all of these notes. Can throw. See. Here, are sorry, I just forget to activate the screencasts. Let's add number one here, and let's slide this right here and hit Enter to close this, Let's pick this object and hit Control V. And now we have all the notes ready. Let's hit Z to go to the render, I just want to see the results. Alright, I will apply timber only the color ramp, hold Control, Shift and left-click. We just want to see the mask, how it will work here. I should see black and white, so results. Alright, here we have two material. The mask now applied on the first material, not on the second material because if you go to the material second, as you can see, we have two. Well, that's me. We need to copy the same nodes and applied for both of them. So we can see some result there. So let's go here as well. I hit Control V, and let's apply this over here. Now we have something. And to be honest, I think we don't need to tweak anything. All what we need to do is plug it and create a second material and create this effect. Let's see what we will get. So we have the mixed Friday, I will duplicate the principal had to take a copyright here, hold Control, Shift, and right-click and drag to this material to create a mix shader. Don't forget to activate Node Wrangler. And I will make this a little bit darker, something like this to the middle. You can take it. And I will plug the same roughness for this one to this material as well. So I will click and drag and plug this into the roughness slot here. And by the way, we could do that for the second material as well. So I will maybe I can cope with Smith here and I hit Control C and go here, hit Control V. And it can throw shift, right-click key drag like that. And molecular roughness here as well, the same scenario. Okay, after that, Let's use the mix outputs, applied it to the factor and the black, the mix here. And we could do that for this one as well. It will be something easy. Alright, it's a little bit, I know buds. And the end of the day, it's somebody easy to do. Now as we can see, we have some effects. All what we need to do now is create a bump here. Maybe we can copy this one at the end, this or this right here. Luxuries to the normal. Maybe we can add a rewrote. Go to the layout and three rows right here. And hold Shift and right-click and drag to other rewards right here. And let's plug those together like that. Click and drag. Sorry. I've taught that. Plug these two the height. Let's see, crank the height up to 0.5. Maybe. I will plug the height information, the bump. I just want to see do we need to flip it? And yet we need to invert it. It can hit the invert button. Alright, now we have this inverted. Now I will hit Control C to copy what I have here. And let's go to the second material here, hit Control V. And let's plug this over here. And let's add the railroads here and one here as well. And connect them together. Alright, so now let's see, let's activate this material. The mix shader plugged, but for the first one is not. So I will hit Control Shift click. Alright, now we have something in the viewport. You can't really understand what you have done. Because the render is not secure. It's not clear about when you render it, you will see the effects. In general. Now we have some AQL effects. This is something tweakable. We can tweak it later for any reason if we didn't like it. Maybe we can make the second material a little bit brighter. And this slot as well, Let's make this a little bit brighter. Okay, Now, maybe we can create material to the bottom because we forget to do that. It will be something easy. I will hit New to create a new material and I will call this black plastic. And does it go to the color and make it something dark? And the roughness, maybe we can add some noise here to make some variation. So I will hit Shift a to search for noise. Hit Control Shift click just to see the results. Hit Control T to add the coordinates, you can delete them mapping hit Control X if you don't want it, like the object. Crank up the scale to 1,000. Let's see if that works. Yeah, it looks okay. Let's plug this to the roughness and let's see what we will get. So now we have some variation. Let's go back to the, to the noise texture and let's crank out the details a little bit to five, maybe not too much. Maybe we can give it a little bit of roughness. And I will add a curve for curve like this over here. It can throw here to click, just to activate it. I want to make some tweaking to the bright areas and the dark the area make the roughness results more rough. So I will make the private area a little bit darker by taking this dot and move it down and crank up the dark area a little bit. To make the effect subtle. Now I will block the principled leader she was going to happen if I apply the same noise texture to the bump, to the normal hit Shift a, and let's search for Bump. Let's put this right here, plugging the normal to the normal hand, plug the factor to the height. Alright, It's, the effect is very strong, so I will reduce the strength to 0.2. Maybe. We'll, in this case, maybe we can control that by adding a color Rob list for ramp. Let's move the color rum and plug it right here. Let's see the black and white color. I will let control here to click to the color on PC the result. Let's crank up this a little bit and push the white towards a black to make the result looks more contrast. And this blog, sorry, I thought this connected to this peculiar. I will plug that principle again. Let's push this a little bit. I want to reduce, make the black and white results more, looks more contrast to reduce the effects and make it, apply it on a certain area. Pushed out even more. As you can see now the bumpiness targeting just a certain area. And now let's invert the results. Alright, now we're getting something. In the view port. The results is not necessary to be good, but in the render it will be very nice. Okay, so now we're getting something here. I will come back to this accumulator. Let's check the plate. Now. In general, it looks okay. As very cool. For the plate itself, I think we don't need to do anything bots for the blade holder, I guess we can make some change to the let's see. The scratch we added. I don't know, but I think this crash here a little bit. A strong or so quiet visible. Maybe we can increase the number here to make these lines looks thinner. So I will crank this up to 400 and let's see what we will get. Alright, so this material, I guess, let's see which one. We manipulated the z-axis. Well, that's mean this material effect, the side lines here. So I guess that's wrong to crank this up, maybe we can change the number to 200. Because I want these lines to be more visible. I just want to see the result of this. What's going to happen if I crank this up? Alright, and it's not so quite visible. As you go through the material review. And let's see, grab this alone, hit slash to isolate it. I just want to see what's going on here because I don't see any site lines here. Okay, Let's go back to the mapping here and let's see how that affects. The side lines here describes alright, so I will change the number to 100 because it's not visible in the render. And for the site, I should go to the price material number one and King menu below the x-axis a little bit. Okay, so maybe we can increase this to 100 as well. Now I think the result make more sense. This hits like to bring back the other pieces and let's hit Z and go to the Render again. For the second material, maybe we can make the effect stronger or by increasing the bumpiness. Let's change this to, I don't know, 0.1 maybe. Still not visible the effect here. So I will crank this 2.4. Okay, now I can see some scratches here. And it's makes sense by the way, according to the reference images, this area looks rough era of increasing the mountainous here, it's something acceptable and it's close to the real utility tool. Maybe we can reduce this a little bit, 2.3. Okay, Now it's very cool. Let's go back to this button right here. I just want to add a new layer to this bottom, some imperfection. So I think we can cope with the same notes we added here and paste them on this button. So I will hit Control V right here. And I will hit Control Shift click Yes to see the mask, I will, it will rock. It's a little bit strong idea, so I will change this to 0.50 005. Alright, maybe six. And these nodes, I should copy them again. Hit Control C. We could go to the second material here and hit Control V here as well. And the black, the ramp. I just want to see the effect here. Alright, now, let's see the mass graves because you are or how it will look here. I think we should change the scale a little bit too. I don't know, maybe 1,000. Make it very small for this site or for this material and this material as well. Okay. So right now the rest of I think, looks better. Let's take back the White killer because It's very too much contrast. Let's plug the color ramp. Hit Control, Shift, click. Get something like this. I think it's good results. Let's switch to the second material and plug this or this node as well. Alright, now the effect looks better. Maybe we can scale this even more to 1,200. The same scenario for the fairest material. Alright, now at something cool. All right, after that, I will create a second material. Just copy this one. And let's make some very handy color a little bit, not too much. And hold Control, Shift, right-click and drag like that to create a mix shader. Now, I will use the outputs, the mix RGB output and the blanket to the factor for the mix shader. And I just want to create another bump node here, have D, and let's add this one right here. Plug the normal to the normal and enlist other rewrote Shift a to add rewards right here and hold Shift and drag to add. I rewrote here as well. And let's make some connection between them. Like this to the heights. And I just wanted to plug the bump. I just want to see the effect here. I think we should inverted. It's not so quite visible here, but in the render, it will be visible and make sense. Let's check the result of the mask here and here as well. The render, as you can see, we have some dark line here on the sharp area. Maybe if we go here to the map range and we can increase this number a little bit. We can add another nine here. Alright, so now we kill this black line week. We got here. Let's go to the first material as we'll end this at nine as well here. Alright, let's go back to this material and let's duplicate this hit Shift D and mix, mix between them. Like That's blog this over here. And like the mix shader as well. And let's create a bump. You can copy this one here. D block the normal to the normal. Alright, maybe we can move all of these notes a little bit forward. And you can plug this one. The height directly. Can add a rewrote the entity key to move it like this. And there are as well. Okay, Now after that, Let's check the strength to 0.4. Maybe I just want to see the effects. Let's go here as well as plug that mix shader. And let's change this to points for. Let's go to the second material because I didn't inverted. Now we have some imperfection on the button. Now, it looks more realistic. N nice. If you like. At something optional. You can crank up the bump for the scratch to maybe zero points to maybe or three Hen make it more strong for the side. And for the top area. I think we can use 0.2 in this case. Okay, Now the result looks very beautiful. I just want to check something else. I want to kick the screws here. Just wanted to pick one of them and so many little bits. And let's see what we got here. So far. As you can see, the result is similar to the bottom. That's mean we are good to go. Let's check this bottom as well. Alright, for this one, everything, it looks cool and okay. Alright, so I think that's it for this video and I will see you in the next one. 32. Adding Blender logo to the blade: Hello again, we'll come back here. I just want to add the blender logo for the plate. Let's select the blade and see what we have here. Okay, so we just have this material. Let's go to the resource folder. I will provide this Image, Blender logo. I want to use it. So I will love just to click and drag and put it right here inside the shader editor. And I will hit slash to isolate the plate alone. Or maybe I can pick the holder as well. Because I want to build this and the specific place. Let's go to the plate and let's see how can we do that. First thing, I want to rub this, to add this image on it's rubbing this plate, it will be very easy. Just split the view to 2.3, this to UV editor and Tab to go to the Edit mode. I don't want to see the image right now. I will hit X to delete it. I just want to see the geometry and now we have it. Okay, let's select this face and this face, it's like to isolate, sorry, I saw this alone. And let's see how can we do that together. I just want to add some themes in specific places. Let's start. From this edge. I will add the seam right here, just hit right-click and add some seam here. Mark scheme. The scheme is like you have a Caesar to cut this area from here. Let's add seam here and here as well, Right-click magazine and maybe seam here. And let's go to the side and let's do the same thing. Let's add seems for these edges. And what else? I would cut this area as well. I'd seen we have seen either the end necessary area. Well after that, I will hit a to select all the faces in here in the Viewport. You can select the whole UV and hit U twice, u and u again. Now it's arrived, as you can see. If you open this perineal, you can see the Arab method. I will read this to confirmable. And let's see what we got so far. All right, maybe we can add seam here is not so quiet necessary, but I will open this area as well. Mark seam here and here as well. Hit a again and hit U twice. Alright, now we got, yeah, it's not so quiet important, but that's it. Let's check this killed before anything because I don't know, I'm not so quite happy with the UV plicae. Bring this bag, go to the ATM, and I don't have any problem with the scale. All right, Everything is one here. Let's mean we don't have any problem. This tab again, and let's check if we have any problem. Real rabbits. Alright, after that, let's see how can we make this MAQ visible on the plate? Select the image. And let's hit Z and go to the material preview. Alright, and I will hit Control Shift click Yes to see the result here. I can't see anything. Let's preview the image right here. So this is our u, v right here, and this is the image I will rotate. Let's see which part we could pick. We could pick this side and ignore the side. We don't need this side. So this week to face and clubs face. Alright, and maybe this one as well hit G. Let's move this out for now and let's focus on this side. Hit R to rotate this piece. Hold Control to snap that are taken to the 90-degree like this. And I will hit Q to move this over here. And let's kill this. For some reason. I don't see the image right here. It should be it should be right here. Should be like this. But I can't see it because I'm working on the second material. It's something easy to fix. I will select the note, hit Control C, and go over here and hit Control V. And you can delete it from here. Just hit delete and delete this. Let's go up here. The sublime, the principled. Before you go any farther, let's plug it here. Control shift, click just to preview it. And now I can see it's without any problem. I will scale this a little bit more. And here and the image setting, we have this option is called repeated. I will make this clip because I don't want to see the other images to repeat its logo. And now I can scale this and change the position of the UV. And that will help me to change the position of the logo on the geometry Oswald lists of bring back that other pieces hit slash to excite, tab out. And let's select the placeholder. And it's like again, let's go back to the plate and Tab again with a UV and let's hit G to move this. And let's put this in the correct position. We can scale this even more key handlers for this amber, almost right here. Okay, Now I guess the result is very nice. Now the question is, how can I mix this image with the material? Let's see how can we achieve that. Listen, bringing this image down here. I will make this bigger a little bit. I will hit Shift D to copy this material right here. And I will plug this image to the principal. And let's see what we got so far here. Okay, So this is the result after Blogging of this material. I just want to make some tweaking. I want to create a mask. I will hit Shift D to take a copy from the logo and I will put it right here. And I will add the mix RGB. Let's put the mix right here. I will use the color and drag it to the factor. And I want to preview this node. Hit control shift click to see the result over here. And I will change the color one to something dark. The CO2 will go. Alright, let's see the results. I will use the color to leave the color one, white and color to make it dark like this to get out, It's not like this. After that, I will use color ramp to achieve my goal. Hit Shift a and let's search for rum. And let's plug it right here. And the sick crank up the dark spots until you kill any details here inside the logo. Now I have whites and black mask. I will use this. When I mix between these two materials. I will hit Control Shift, right-click and drag from this to this. And now as you can see, I have a mixture that already, I will use this new mask and black it to the factor right there in the mix shader and block the mix shader over here. Okay, Now let's see. There's gives us a bit of time to see what we got so far. Now we are getting something but need more tweaking. I will add another note here, the search for Invert. Invert the colors here, the black and white and the black earth after the color ramp. And it should go directly to the factory here. Now the result looks beautiful and nice. So let's move these nodes a little bit. Let's see where should we put them? Maybe right here. And maybe we can add some rewards to make the result looks better. And let's use the bump and plug it to the normal right here. Let's add a railroads, something like that. And sorry, this move, this hit G, and let's move this over here. And the same thing for the roughness. Let's use our roughness, plug that roughness to that roughness over here. Maybe we can add somebody wrote. It's not necessary, but I just want to make this organized and better. So now we have the logo already. One more thing here, I just missed it. I want to mention you remember when we are rubbed this plate, to be honest with you, it's not necessary to arrive everything. If you switch to the face mode, Let's go here. If you tap and a few grabbed this phase, you can select this face alone in a rabbit, and that will be enough. You don't need to add all of these themes. But for some reason I just missed that. So all what you should do, just grab one face and come here and hit U twice to be unwrapped and assets. And maybe I can show you and give you an example. I will take a copyright here. And whatever thing I will do to this copy is not going to affect this one. I will tab and go to the edge, and I will select all the edges and hit right-click and a clear the seams that I added. And I will reabsorb it. Hits a select all the faces in here, hit U twice to rabbits. Alright, let's delete this. We don't need anything, but for now, it's you twice. I can throw out a rabbit because it's giving you a warning, tells you that you should add some teams. The idea is, I want to delete the ovary. If that doesn't work, I will go to the object data properties here and go to the UV section and just delete my UV. Alright, now if I tap again, I don't have any over here. So let's do that again. All what you need to do is just select this face and camera here and hits this here. Alright, let's tabs like this. Sorry. Let's add a UV here. Just select this face and come here. Select your face and hit U twice to a rapid, and that's it. You just need to grab this face alone. And you can rotate it after that and bring your logo and alignments and everything. And everything will works properly. Now if I hit Z to go to the material preview, now I have something without robbing everything. Let's move this over here. Maybe we can scale it even more. It can move it. And there we go. Now we have almost the same results without a wrapping everything. So just keep that in mind. Now I will delete this because I don't want it. Okay, so I think that's it for this video and I will see you in the next one. 33. Preparing the environment and the lights to render the first image: Hello everyone and welcome back. Here. I made a quick Render to all what we have done. And this is the results. So far. I took this image into Photoshop and I made some color correction to get this result. And we will do that again with you. But I just want you to see the results so far. I just covered, It's nice. But I think we can readjust the color that we added to this to the handle. I don't mean the orange color. I mean, the second material, I think it's a little bit dark and this effect is too much. So maybe we can adjust it to get better results. So let's see how can we do that. I will split this window to two and I will save us to hate or editor. And let's start with the Handle selected. This is the second material. Just make this a little bit brighter. Or we can cope with the same color like this. Drag and drop it here and make it dark, but not too much. Very little. And for this part, the circle, the same thing. I think we made this very dark, so I will make it a little bit like this. This will be enough. Alright, you can cope with this number if you like 0.36, almost. Okay, now let's see how can we make the final render. How can we render this? I will use cycle to render this. And let's set up the scene. Let's go back to the world moved here because I just want to make some adjustment to the HDRI image that I added. I changed the strength to 0.5 towards one. And I just reduce the effect 2.54, 0.4 if you like. So this is the first thing. And after that, I changed the power of four. This light I added, I changed the power 23 wild. And maybe I can take another copy of that. Before we go any further, I will select the ground and let's see the ground texture. I think I can make this a little bit darker. I will hit Z to go to the render. I just want to see the result. And I will hit Control B to cut small area like this. And I will add a curve here, hit Shift a to search for curve. And I will take this from the middle and bend it down like that. Will make the ground looks darker. Because something like this. And now I will switch to the 3D view board. I will live, I will leave this view for the render and this one. I will leave this view to control the scene. Alright, I think I can take another copy of the slides. I will hit Shift D. And let's put this light over here. I will hit after I say it like that. Let's hit Z again and let's move this. Make it close. I guess. We can hit R to rotate it a little bit. Somebody like this. Alright, let's look at this unit from the eye of the camera, it will hit zero. I want some reflection on this part here. And in order to get something like that, I could move the light a little bit and a line, it's almost with the ground. So I will tell you what I mean. Let's take the light down a little bit and rotate it. When I move the light a little bit down in alignment with the ground like this. Now I got some highlights here. Okay, Let's go to the top. If you hit number seven, I just wanted to see the direction of the camera and the direction of the light. Maybe we can rotate the light a little bit and pointed towards the camera. Maybe that will help to make the effect stronger. The same time if you take this down even more, That's what the ****. A little bit to make the results stronger. But be careful. Maybe I should draw this a little bit to that towards the ground and move it up. I think I'm working with the local. I will switch this to a global. Because somebody like this get the result looks nice, I guess. Until now the result looks fine. One more thing here, I want to tweak, I want to tweak the ground. Shutter a little bit. I will select the ground and I just wanted to see the roughness here. I hit Control Shift click gets to see the roughness. The ground, it's too rough. I can reduce the effect of darkness a little bit by adding another care of right here, I can copy this one hit here with the COVID. Maybe this will work. I don't know. I want just to reduce roughness effect a little bit. That's all what I want to do. Maybe if I take this one and make the image more dark, maybe that will help little bit to make it small glossy. If you make this more glossy, you'll see some light hits on the ground. That's what makes the result more interesting. I will, I can throw here to click to see. So as you can see, this is the difference between this image and this image. This image is too bright, that's mean, it's two are off. This one is not too bright. We can take this even more a little bit. And let's make some comparison. The same CNR for the normal man. Maybe I can increase this number to 1.5. I just want to see the effect here. Maybe I can render a small area. It can throw the endless cut small error like this. I just want to focus on on small area. Okay, so far I got some details here, but I'm not quite sure of these details. Exactly what I want because I should run through the whole image and I've talked about, I will decide, but for now I will accept what I did here. And then together we will decide what we should do. I will hit Control a, Control Alt V to get rid of this window, smaller window we created. And I just want to do that again on the utility is cell because I just wanted to see what I have done so far. Editing we did for the material. I just want to see the results. You remember we made the effects a little bit subtle and that's what we wanted. So let's see what we have done so far. Okay, let's select the placeholder. Okay? This is the first material. Material and this one the second. I'm also quite sure, but I think the second material, It's a little bits the bump of the second material, it's a little bit high. Maybe we can reduce a scratch effect a little bit. As you can see here on this area. It's 0.3. I think we can change this to point to and make their fixed subtle. So far everything looks okay. Now maybe we can do something else. Actually. I want, I want to add the 3D cursor in the middle. It's all already in the middle parts. For any reason if you want to do that, e.g. let's select the plate holder and I will hit Select to isolate it. And I will tab and you can crop whatever circle you like, or aik is here, and hit Shift S and Q is corso to select it. And now of course are snapped to the selected page with the circle. And then you can tab out and hits like to excite of the local mode. I want to add an empty right here, decided and empty. And maybe I can scale it a little bit and move this up. Here. I will connect these parts to the Mt. It can throw be after you club all of these, select the MTR as a final objects or last object and then hit control V and Q will sit parent or objects. Now, if you rotate the empty, rotate this to the Z. Now I have some these parts now connected to this empty and now they are following it. And that's what I want in case I want to close it. Or if I want to open it, this empty will help. So this is the first thing I've heard that maybe we can add another empty so we can control the whole plate. Let's see how can we do that? Maybe I can stop this new empty with this angle here. I'm also quite sure, but I will look up this age and bring the 3D cursor over here, Shift S and cursor to select it. And I will add another empty here. This empty, I will use it to control the whole knife. Alright, I will hide the light and the camera, and I will select the ground and I will go to the outliner and hit the dots next to the zero to C. Whereas the ground should be right here somewhere. Whereas it's this one right here. I will call this ground just to recognize it. And I will hit M to open the collection menu and let's add a new collection. Maybe we can call this ground and the ground inside this. Now it's already there. Alright. Now let's hide the ground. We don't need it. For now. I will select all the pieces. Okay, just let's see what's going on here. Let's go to this eye here and let's hide the lights and hide the camera. We don't want to see it and hide the leave the images the empty, sorry. Do we have an eye for image? I don't know. Let's think that's it. Now what I will do is, now I will select all of these pieces. De-select this empty. I don't want to select this for now. And de-select these parts, because all of these parts are connected to this empty. All what we need to select this empty with the rest of the geometries. Hold, Shift, grab this empty and then it can throw me and sit PRM to this object. Now if I move this object or rotated, the whole knife will follow it. And that's what I wanted. Do we have another empty here? That's where your alright, I will the detach this empty from the parents. We said. So I will hit Alt B and clear parents. I think we added this empty for the grounds to control the band. Okay, so now we have this empty cans rolling everything. And we have this empty controlling the plate holder and all the stuff. Alright, That's very cool. Anomaly. So bring back the ground because I just want to align this better. So I think I can go to the front view and see what we got so far. I will select this empty and hit R to rotate this a little bit. Alright, now this parts here laid on the ground and that's something cool. You can rotate them, they can. Alright, That's very cool. So now this knife laying on the ground in a correct way, but I think we should rotate this to the x-axis. We want to rotate it in that direction. So I will hit R to the x, rotate it like that. Maybe we can't rotate this even more until, I think, until this edge hits the ground. So if we go to the front of your maybe we can determine from that angle R to the x. Maybe local x hit X again, X twice to switch to the local. And now we're cutting something, I think now it's aligned with the ground. So this is the natural way when this knife laid on the ground, I guess. Okay, That's very cool. Let's see what else we could do here. I think that we can make a quick render. For this, we fix the ground, we add another light source and the lighting now become interesting and nice. Maybe now we can make some render here. Let's bring the camera a neither camera and lights and less easy to switch to the camera. If you want to control the camera, you can select the frame of the camera and then go to the view. And you can go view ports, sorry, where is it navigation? And you can go to the walking on vacation. When you activate this option. Now you can control the camera like you are playing a game. If you hit W, a, S, D, you can move the camera to the old direction, e.g. S. To the high courts. They will do forward. D for the right, for the left. If the camera moves fast, you can rotate the wheel of the mouth towards you and make the movement slower. If you want to go up, you can hit E. If you want to go down, you can hit q. So pick a nice angle like this, e.g. somebody like this. Okay, and let's make a quick render. I just want to see what I will get. This is z and let's go to the indoor. I just want to see something before I switch to the under. I wanted the outer area, the far area to be dark and the close error to be to be illuminated. And I got that, I guess. Okay. Alright, it looks interesting. Let's go to the solid again. I just wanted to kick. Is everything okay? Yeah, everything looks okay and cool. Let's go back to the camera and maybe we can do something else here. I want to control the depth of field or the camera. After we select the camera, let's go to the camera setting here we have the depth of field. This will isolate the background and keep you focused on a certain area and that's what they want spots here and the depth of field setting, we have a focus object. We can create an objects. The camera will focus on the position of that object always. So let's see how can we do something like this? E.g. I want to I want the camera to focus on this area right here. So in this case, I will hold Shift and right-click to put the 3D cursor over here. And I will hit Shift a to add e.g. an empty and maybe I can use the plain x. I will use this one. Let's check this, the name of this new empty hidden F2. And let's change this to focus gesture recognizers. Alright, that's very cold. Now, let us go back to the camera. Let's pick this empty as a focus point. Like that. Alright, That's very cool. Now let's go back to the camera and let's activate the depth of field. Now if I hit Z to go to the render. Now the camera will always focus on the empty and ignore everything for any reason. If you want to move the position of the empty for another place, you can do that. And you can snap the empty for the surface of the knife. Alright, to do that, you should go to the snapping menu and change the snap to the face. That will be easier for you now if I hit G to move this empty, if I hold Control, it will snap on the phase e.g. I want to focus on that area, the far area. Just leave it there and give this a little bit of time. As you can see, the focusing shifting for that area. Alright, if you want to focus on the blade, grab that empty Hickey hold control and snap It's on the blade. And we will get what we wanted. The focusing is a little bit extreme. Maybe we can select the frame of the camera again and go back to the focus here. Here we are, here we have the f-stop. If you make this number is small, the depth of field will be very strong. E.g. if I add here one, it will be very strong. If you increase this number, you will make a subtle e.g. I. Can add ten here. Maybe that will make the effect subtle. So far, the result is very nice, but we getting a smaller problem here. You see this area here underneath the knife. I should see some shadow, but because I added the lights, comes from this data, I lost the shadow a little bit. So in this case, let's treat this to 3D view port and maybe we can change the position of the light because it's not benefit us. From here. Maybe we can hit G and move it up a little bit and rotate it again like that. So we can see some shadow here. Now is the result looks more interesting. Now we have some shadow, is very important to have some shadow underneath a utility knife. Alright, so, so far I will accept what I did here and I will make a quick one there to see what we got so far. Let's go to this setting here. And three violent or engine to the cycle. And let's go to that intersection here. If you want to. If you want to use the noise threshold to clean up you're seeing that's okay. But for me, I will turn this off and I will use how many samples I should give for this scene. For me, I can add 200 or maybe 300 assemble. You can add 1,000, you can add whatever number you want here about keeping your mind dots will, takes more time when you increase this number. I will activate the denoise because I want, I want to de-noise the image in case I got some noise. That advice setting here, I think I will leave everything as is. And yeah, that's very cool. I think the result will be I think now we can take a shot. If you don't like the position of the of the focus points, you can crank, can get to whatever position you're like, hot I did. Did we miss anything here? Yeah. I think now we can render this. Yeah. So lists his Yan switch to solid. And let's go to the render and let's render the image. Just hit Render Image and it will be rendered. And before you do that, hit Control S to save the scene. And let's render this after then the render is done. I will be back. Now the render is done. The result looks very, very nice and beautiful. Okay, Now, if you like, you can save the image. I can go to the Mh and then Save As. And you can save it. And here you can choose a file formats. For me, I will use PNG and if I wanted to save it the color depth, I will speed this to 16. That will give you an ambiguous Citroen color depth. That's well, hello, if you want to make some color correction inside Photoshop. And then let's give this a name, e.g. final one. And hit Save Image us. And now it's saved. If you'd like, you can excite from here and you can correct this image inside Blender. Let's tweak the editor type to image. And let's bring the result. The result is zero as it should be right here. Yeah, this one. And let's just break this editorial to that composite compositor. And now we have the image. Whatever thing you will add right here, it will affect the image. Here. And here we have a lot of stuff. We can add e.g. we can hit Shift a to add. We can go to the color section and we can add pride and contrast color palettes. Let's try this. Let's plug this right here. All right. Here we have three sections. The first section, it's for shadow. You can correct the color of the shadow, e.g. if you want to make it a color of the shadow, a little bit bluish, you can crank this up and make its bluish if you prefer to give you a nice effect or if you want to make it Friday, you can do that. So, yeah, this is nice way to control the shadow. You can make it small contrast, if you like, can take this a little bit down, not too much. The second section will help you to correct or manipulate the mid tones. And the last one, it's for the highlights. If you crank this up, you will make the EU will affect the highlights alone. Something nice to do. Alright, if you want to add more nodes, you can hit Shift a and go to the color and you can add whatever Clingo like e.g. you can add RGB curve here. And you can use this to make some, make them looks more contrast if you like. Alright. Let's do much. Because somebody like this, you can hit M to see that result before and after. Okay, somebody like that. It's just give me a subtle effect here. We can, you can make this image, it looks sharper if you like. You can go to the Filter here and add a filter. And you can see this through the box carbon. And now the result become sharp, but the effect is the factor is high. So I will change this to point to maybe make a subtle and I think it's still high. Let's change this to 0.1. And let's see the result before and after. Let's zoom in a little bit, hit M to mute and unmute. You can see what fits for you. Alright, somebody like this looks cool. Alright, I will accept this result. And after that you can save it. Okay, so let's go to the Mh and Save As and I can save this as a final tool. You can hit this Plus and Save, save it with depth 16, or you can save this as a CABAC. Have this was your final tweaking. Save it here from this bottom. Alright, so I think that's it for this video. And see you there. 34. Render the final image: Hello again and welcome back here. Let's take another shorts. Let's make another render KB and you're on my something. We added all this stuff to adjust the image. If you make another render, these nodes we added inside the compost star will affect the final results. I mean, they will affect the rendered result. If you don't want that, you can grab these nodes and hit M to mute, mute them. For me. I will leave them. Maybe I will unmute the sharpened note we add here. I don't want this. Okay? Or maybe I can mute all of these and then I can decide if I want them or not. So I will hit M to mute them. And that's it. Let's go back to the 3D view port here. And I will change this one as well to the 3D view worth. This is e to the two go to the Render. Alright, so now we're getting something. Let's move the camera a little bit. But maybe I can move this camera in with a solid mode. So I will hit. Let's go to the View and then go to the navigation. And choose walk navigation. And let's move the camera a little bit. Maybe something like this. I just wanted to see the whole frame of the camera so I will rotate the will of the mouse and less. As you can see here, we have some clipping. I can fix that if I select the camera, the frame of the camera, I can go to the camera setting, and here we have a clip star to, I can change this to 1 mm and make it very, very small. So now I can zoom in a little bit. All right, Now I want to zoom. I want to focus on this area. I will crop the focus points, this empty and the key to move it, hold Control to snap it here. Now with the camera will focus on this area alone. And everything else will be blurred. If you want to make this effect setup, you can increase the f-stop. Okay, so I can change this to 30. And I can hit Z and go to the render. I just want to see the result before I take action and render the image. Maybe we can increase the number two for t. That will make the depth, the depth of field subtle. Yeah, this result, I think it looks cool. So, yeah, let's render this one and let's see what you, what you will get after the rendering. I will hit Z and good solid. And I will go here and open the view render. I rounded this image on slot one. I will change this too slow to render it here. I've told you three that's too slow to excite. And then go to the lender and render the image. And let's wait for that to be done. The renderer is finished and it looks re, nice. Alright, because I activated the de-noise, I can now leave it on the denoise or I can just read this to a view layer if you want to see the original image without, without the effect of the noise. As you can see if you, their attention on this area can tell the difference. When I read this from the noise and make it through the combined. So I will accept the noisy image because it's, it's actually clean. I will save this image, save as, and let's call this maybe final three. Yeah, maybe final three. And I will choose the the P&G as a file format end color depth. I will S3 this to 16, and I will save the image. Alright, now let's go to the Photoshop. Now I'm inside Photoshop and this is the folder of renderers. I will select Render that we just made this one. And I will click and drag and we'll try her inside Photoshop. I'll write here inside Photoshop, inside the filter section we have a filter is called Camera Raw Filter. You can hit control shift and a to activate. So let's Go to this filter. Inside this filter we have a lot of options to color correct image and make it more beautiful. E.g. here we have the temperature. If you want to make this cold or warm, you can use the slider. And if you hit double-click on the same, ROE will zero it out. So for me I will leave the temperature I'm really going to play with for now. Let's go to the exploit or explore here we'll make this bright or dark. Maybe I don't want to play with this one. Maybe I can tweak the contrast a little bit, but not too much. Somebody like this. And maybe the highlights, maybe I can increase the highlights a little bit, but not too much. Something to 50 to maybe work. And the shadow, if you want to make the shadow looks more dark, you can do that. Okay? Maybe I can make the shadow a little bit brighter. Here we have the texture that's make the tickets sure, looks sharper. So let's push this a little bit. As you can see now, the image looks more clear, the details and the clarity is like a contrast almost. We can use it to make the image looks more clear. Now we can see the details of the crown better. And if you scroll down, you can open the details section here, you will find a sharpening. Sharpening. Let's crank this up a little bit to make sharper. You can see before and after. Alright, I think in the record you will find it difficult to tell a difference, but when you try it, you will see it. And here we have a second for the effect if you want to add a vignette. So I will crank this towards the dark. Alright, this is something nice. You can switch up here to there. You can go to the five brands in case you want to make the color saturation a little bit less. You can take this down a little bit. There's something optional, or if you want to saturate the image with the color, you can creeps up. So for me, I will take this down a little bit. Maybe we can make the effects subtle. Something like this looks fine. In case you want to make this call, you can create this towards the blue. Are the yellow, if you like. I will post this tool for towards the yellow maybe just a little bit. And now we got something nice and beautiful. When you will be satisfied with the result you can hit Okay, to save it. All right, Now if you hit control Z, you can see before and if you hit Control Shift, as you can see that after. After doing all of that, now you can go to the File and Save As and save this image. So let's change this to capex. Whereas the cubic. And let's call this final keyword, final three, it's okay and save it. We got something weird here. You can hit Control Shift S and you can save it as well. So to save this as a JPEG, and let's remove this copy number here. Let's crank this up to the 12 and hit Okay. And now let's check the folder. Right here we have the final result, this openness, and let's see what we got so far. Alright, It's very cool. So this how to tweak the MH using Photoshop. Let's ignite and let's go back to Blender. This excites from this window. Now I want to take either hertz. So let's go to the View and let's go to the navigation. And Q is walking on vacation. And I just want to move my camera a little bits from a higher point like this. And I want to rotate this and close it. But keeping all my to use the local the local option here and not the global. Now go to the rotate and rotate this hand closet. Something like this. Or to work fewer, if you want to rotate this a little bit more thus will be okay. Alright, that's nice. By the way, if you switch this to global, as you can see now, that the gizmo is tilted with with a shape or with a human trait. But if you split this to global, you will lose that. And if you rotate this using global, this object will goes out of its place a little bit. Because of that, we want to avoid that by using local. Okay, let's go to the camera is zero and maybe now we can make out the render. Let's see where is the, where the empty. He left the empty right here I will select it and hit G to move it. And hold Control endless snap it right here. This is the focus points. We want to focus maybe on this area and you can pick whatever area you would like to focus on. And let's hit Z to go to them. Render. I just want to see the result before I render, it. Looks okay. Now I will render it. And let's see what we will go to the Render and render the image when they're under completed. I will be back. Right there under now is done and I will save it. Let's go to the image and then Save As, and save this as Final Four. And then let's choose color depth to tweak this to 16 PNG and save it. Okay, now let's go to the Photoshop and the grub pure image. And let's put right here. I will hit Control Shift a to go to that camera raw filter. And let's start from here. Okay, Let's talk with the contrast. Let's make this image a little bit of contrast. For the highlight this, increase this a little bit. And for the white, I think I will leave it black. Let's see. We can do for the black. I think I can leave this as well. Let's crank out that extra little bits. I want that texture to be more clear and clarity. I will use it to define the details even more. And let's scroll down, open the list of the details and let's increase the sharpening. Let's make this sharp. Now we got a lot of details here. It's very cool. Let's scroll down to the effect and lists, manipulate the vignetting. Let's take this back a little bit and make a halo, black halo around it. Right? That's very cool. If you want, you can manipulate the vibrance. Because somebody like this tool will be okay. Alright, that's very cool. For any reason. If you want to change the color of the handle, you can go to the Color Mixer and you can, as you can see here, we have the orange color. You can pick the orange here and you can change the color to whatever color you like here. If you want to make this yellow, you can get, if you want to make this pink or red, you can do that. You have a lot of oxygen and you can saturate this color by pushing this a little bit. As you can see now I have the ability to change the color, but I don't want to do that. I will hit double-click on this one to zero out this. And now we done if it looks cool and beautiful. So I will hit Okay, to accept what I did. And let's see the result before and after I will hit Control Z, Control Shift Z, as you can see, now it's better and beautiful. Okay, So this is the final render and we are finished here, and the course is finished as well. I hope you like the course and I hope you learned something here. And definitely I will see you in future courses. My name is Mark was saying, and I made a lot of a lot of Blender courses, kicked them out. And I hope you'll like them all. So I hope that's it for this video and see you in future courses.