Blender: The Basics of Box Modeling | Douglas R | Skillshare

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Blender: The Basics of Box Modeling

teacher avatar Douglas R, Digital Artist

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      3:02

    • 2.

      Common Box Modeling Tools

      6:48

    • 3.

      Using Image References

      5:25

    • 4.

      Working with Model Elements in Edit Mode

      5:26

    • 5.

      Aligning and Hiding Objects

      5:29

    • 6.

      Polygon Types

      5:55

    • 7.

      Model Planning

      3:24

    • 8.

      Applying Transformations

      3:25

    • 9.

      Parenting

      4:58

    • 10.

      The Lattice Modifier

      4:43

    • 11.

      Copy, Flip and Attach

      5:08

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About This Class

In this class I will continue to demonstrate the basics of using blender, with the basics  of box modeling in blender.  Here Blenders basic box modeling tools that were used to build this giant robot guy will be demonstrated.  After becoming familiar with the tools covered  in this tutorial, you should have the necessary knowledge to model almost anything you want.  

 

The basics of box modeling are essential to  any 3d project, proper box modeling lies the foundation to any 3d project.  With basic box modeling, it’s important to understand how to work with “different model elements”, “utilizing image references”, “Planning out your model” and working with “different types of polygons”  as well as “managing scale, transformations and pivot points”.  Without the proper foundation then everything else in the pipeline will suffer, so it’s important to get this right.

These basic 3d skill sets can be applied to any 3d project, not just blender.  I will demonstrate how to avoid causing future problems further down the 3d pipeline because there is no telling what your project could end up being used for.  

 

This class is aimed at Beginner to Intermediate for those that are interested in 3d modeling.  Beginner because the tools and tips/tricks/techniques are relatively basic however completing the project can be quite taxing, you could go as far as modeling 300 different parts for your robot.  You should have a basic understanding of how to work with blender, how to navigate the interface and 3d space and where to locate various commonly used options and menus.  These things are  covered in my previous tutorial Blender Basics.

https://www.skillshare.com/en/classes/Blender-The-Basics/270949320/projects

 

Remember, you can’t really learn a skill by just following tutorials … a skill can’t really be taught.  A skill is something that you develop through practice and experience.  If you really want to develop a 3d modeling skill … you have to model stuff … don’t just follow tutorials.  Figure out something that you want to model and model it; be like Nike, “just do it.”

Meet Your Teacher

Teacher Profile Image

Douglas R

Digital Artist

Teacher

Hello, I'm Douglas;  I’m an artist and a student of the arts. Since much of my work is digital I would like to consider myself a Digital Artist.

I have studied computer graphics for a number of years and though I’ve learned many things, I've found that in this field you can never stop growing and learning new things because the field is always growing and changing.   Have done work for a number of clients and I’ve worked as a Tutor for Art and Digital Media.  

My free time is used striving to improve myself and my artwork; learning new things and new applications. When you learn something new, you gain an ability ... a power ... I don't know how else to describe it, it’s a fantastic experience.  Curr... See full profile

Level: Beginner

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Transcripts

1. Introduction: Greetings. I'm online and on their bring you another Skillshare tutorial because I strongly believe that it is skill sharing time. So what are we waiting for? Let's share some skills. This is the second half of my vendor basics tutorial. These will focus on the various box modeling tools available and vendor, basically, the box modeling tools I use to build my giant robot thing. First, I will cover box modeling tools. Secondly, I'll cover different kinds of references that you can use. And then Image Template adding your reference image templates so you can model your Thirdly different model elements in edit mode. And you've got your, your vertices and your edges and your polygons and your elements, just different elements. Next, aligning and hiding objects. And I'll briefly cover the Boolean modifier own cover all the modifiers all at once. It's information overload. But as they come up, I'll cover one or two. Then box modeling options. There are various options. Join the knife tool. You can draw a box on a model that's bringing the thing that comes in handy when you box modeling, geometry and stuff, just Dropbox on the model. And polygon types. I will also be discussing the polygon types. Try guns, quads and guns, which ones you should be using and why. And modal planning. Sometimes you have trouble figuring out how to approach modeling something. So it's sometimes helps to just plan it out before you actually model it. And the bend modifier, well, it's actually called the simple deformer, but I forgot a 3D Max backgrounds. So in, in, in, in Max it's referred to as a bend modifier, also applying transformations. And I'll talk a little bit about parenting. I'll go more in-depth about parenting because I actually stumbled across an excellent example of working with parenting, working with subdivisions. Wow, I actually cover, I'm actually covering a lot of stuff here, fixing mesh holes and the lattice modifier. And finally, finally, renaming objects and duplicate and mirror or copying, flip and attach. Hopefully by the end of these tutorials, you will have the necessary knowledge to model almost anything you want. So without further ado, let's get started. It's going to be epic. 2. Common Box Modeling Tools: Greetings. I'm online and on the air, bring you another Skillshare tutorial because I strongly believe that it's Skillshare in time. So what are we waiting for? That shares some skills. Now, This is part two of my vendor basics. This will be covering basic bottom box modeling. In this second part of my series of tutorials. Then vendor basic tutorial, basic, basic tutorials. I wanted to demonstrate basic box modeling tools. The basic box modeling tools that I use to build my cool robot thing from the previous tutorial. That was my second cube. I made another cube for my template to make sure everything is to scale within 1 m² and that edited it or whatever. I will turn on the wireframe switch, do the modeling that they needed to make a second queue. We had covered this step. It's covered. I'm sure I'll make sure it's covered. It's correct. If it hasn't been done, if you haven't been made me a couple of cubes of the template cube and the second queue, please do that. There isn't something that's been done. It's done. Okay. So wireframe, there are different views. You can, you can view your 3D assets in different ways. You can view it and you can view its wireframe, you can view its different levels of shading, shading levels. And you can view it as a real-time rendering. It's white rendering, but it's about as close to real-time rendering as, as you can get with current technology, can sort of see how it might look after your asset has been rendered out. Let's stick with like wireframe and the basic shading for now, just for modeling, you have to worry about real-time rendering until you're actually rendering stuff or you're dealing with texture maps. Switch to the modeling tab. Make sure you're in edit mode. Because if you're not in edit mode and you're not going to be able to edit your models. It's required if your box modeling, you need to be edited your models, so you need to be in edit mode to do that. Naturally. Something you've got to understand here about geometry in 3D assets, like all geometry, everything is basically made up of Vectors, vertices, edges, and faces. All these different elements make up your geometry. And you can switch between them to manipulate different parts of it. Like each, each of these vertices represent, it's sort of like your access. Each one represents, they all have x, y, z coordinates, right? That, that's your vertices. And if you have three or four different vertices, x, y, z coordinates, it kinda combined to create a polygon. Just to x, y, z coordinates. Treat an edge. Three or four creates a pub or a tripod, or some kind of a bomb. This is what 3D is. 3d is just a complex system of polygons just mashed together to feed your 3D graphics. You can switch between them to manipulate different parts of it. I mentioned that already. My apologies. That I will demonstrate the different box modeling tools. Not all the tools have shortcuts. If you can get accustomed to working with all of the shortcuts, you can toggle to the other viewport modes and be like super-duper advanced since we're fascinated, acing it, impress other people and maybe get hired at a studio that works primarily with vendor. And you'll be set. Drop me a line that the null hydrangea. Alright. So Extrude, I'll demonstrate the extrude here to here. The shortcuts under the description of all the buttons. The inset faces in sets. Your face demonstrated here. The bevel Bevel tool makes corners. Founder by adding edges. Loop tattoo. You can it does this. You can add edges to your assets like divide pains into and whatnot, but they have to follow the floor, the edge flow of your polygons. Kinda like cats in your polygon. Otherwise. As the Jamaican say, in our work, I don't mean to insult anyone like I love Jamaicans. I'm actually my background is to me. So I know it doesn't sound like it, but yeah. As you can see, I kind of like fill out my culture. So that kind of stuff tends to happen when you grow up in different environments, right? And there's the knife tool, which is like pretty epic. I like working with knife. It really gets bare-bones, nitty-gritty. You can really get rid, get into the mesh, can just edit manually just the way you want it. But don't go too crazy with the knife tool. Because if you're just going to do everything with the knife tool, that's really there. Faster and easier ways of modeling than just using the knife to long time. They really aren't knife tool when all else fails basically. Now these other tools, you probably won't end up using them. I don't think I've ever really use them. You can experiment with some of these tools in their own time and see what you like and click the first set of tools I covered for like pretty useful. I think you'll find yourself using these two. So most of your life doing boss hallway and stuff. Okay, let's start making our robot guy. 3. Using Image References: Let's start making our giant robot guy. Now that we're done basically making garbage and acquainting ourselves with the different tools that are available to us. Let's actually try making something that's actually something that's the entire point of this exercise. The first step of the 3D pipeline of making any kind of 3D acid, at least in my opinion. In terms of the way I like to do things. I've seen people like just start off with sculpting. It's not really like that. I can do it. But yeah, it's not really. When I first started learning about 3D stuff, we didn't have 3D sculpting, so I'm accustomed to just box modeling myself and then doing stuff like sculpting and whatnot afterwards. Now the first step of the pipeline is having a good design sheet or a set of blueprints or concept work or something to work off of whatever you want. Call it. I chose to do a robot because, well, let's face it, men, robots are cool. They really are, they're cool. At least I'm assuming. Many people find robots to be cool. And thus making more interesting subjects to the model. Also, if you really think about it, robots and vehicles and machines, there are basically made up of lots and lots and lots of basic parts and basic shapes. They're just sort of call it together. You could go as far as maybe like 300 parts. I'm, I'm pretty certain that this robot is they made here. By making here. It's like, it's like 300 parts. So I didn't actually like count the exact amount and actually ended up like merging lot of stuff. So even if I check the statistics data and statistics data can be found in the top right. So in making this cool robot, you'd be practicing a lot of basic box modeling, box editing, which is the point of this project, this tutorial, these tutorials and practicing moving lots of basic shapes around in 3D space. And hopefully you'll have something really, really cool to show off. At the end of these thrills, I saw someone build this really, really cool random, which looks like, sort of like the inspiration of this project with just basic shapes and like it's just a really, really cool. You could do something like that or like transformers or any other giant robots. Api, pharmacophore pharmacophore, gun down. Like, I don't know. Unless you're good at designing stuff, I wouldn't recommend just designing your own stuff because it will probably come out like really basic and blocky and lacking a lot of detail. I've seen that too. I've actually been the victim of making really not cool, not interesting robots stuff. They've really basic stuff. I made this like all I wanted to cry. I don't want you to try. Please learn from my mistakes. Don't be like me. Get a really nice, really solid design and just build from this design, please. Please. I'm begging you. Do me a solid. Now, here's a question. Can you use a pre-existing IP for training purposes? Well, if it's just for training purposes and you cite the source, I think you'll be okay. Yeah. Alright, setting up the image template. Let's set up our image template. There are different ways you can do this. You can use it background. You can put it in the background. But I feel like creating a reference gives you more control over the reference, over it, over the image. You can scale it, you can select it in the Scene Collection thing and turn it off and on and what have you. It gives you a bit more control over it. I feel I find the best way I like to do it this way. So navigate to the front or the right, or wherever your viewport thing is, the front or the right reward. And then click Add Image. You can modify the transformation. So the reference image isn't within your 1 m cube template. Now that we have a reference image, we can start building based on those reference images. So now add a cube switch to edit mode. This is important. If you don't switch to edit mode, you won't be able to edit anything. 4. Working with Model Elements in Edit Mode: So now hopefully you added a cube and switch to edit mode. And everything is within 1 m², ended at a letter there. And that box reference is set to uncollectable. Go up to your scene collections and turn it on the selection options. It looks like a little arrow and you click on it, and hopefully this works out. I hope we can find it. You should be able to find it up there. Yeah. Yes. So all the elements are in the same objects. Right? Be careful with this. Now, I'm probably going to end up fast-forwarding a bit because box modeling is, can be taxing and time-consuming. And I'm trying to keep these tutorials like relatively simple, and I'll stop periodically to describe something they feel is important number that I haven't actually covered before. That all elements are in the same object. If you build something complex, this can be confusing. If you have hundreds of elements in the same object. So what you can do is you can split them off, the split them up into different objects and model them as separate objects and you can just join them after it's join them later. So make sure you have all parts of this piece of geometry. So that didn't select a polygon or an edge or a text or whatever. And go to the menu in the top. Select, row selection and separate. You might be able to right-click and access that menu to be able to do that too. You may come across certain situations. For instances, where do you want to mirror certain parts of your mesh? Applying the mirror modifier, it will be in the right side. Amongst that huge plethora of menu options inside of each other. Kind of like inception in the inception in section menu options, those menu options, the menu inside menu, inside menu that the navigation bars. It's in there. I cover in the previous tutorial, I just want to make sure you guys know what it is and you can find it and what have you. You click here, you add them. Mirror modifier. You adjust the orientation and merge distance as necessary. And when you're ready to apply, make sure to exit the object or you won't be able to apply the mirror modifier. Now, be careful of moving vertices on the other side of your mesh. You may need to utilize the X-ray toggle. It's in the top right. It should be in the top right section of your 3D Viewport thing. You can use the shade flat and shade smooth. To change this move. Look at some of the polygons in your geometry. At some point, you may need to set the origin point of your gentleman G. If it's offset, it might mess things up a bit. Right-click or check the Object Context Menu and go to set origin. And go to origin to geometry. And that should reset the origin of your objects access to the center of the geometry. And they will basically move and rotate and scale based on that origin point. 5. Aligning and Hiding Objects: At some point in time, you may need to align various objects. Select your objects, Object, Transform, Align objects. The Boolean modifier can be used to create some pretty interesting shapes. Align your objects. You want to subtract what from what? Applying Boolean to the object you want to subtract from. Then I drop the object. You want to subtract, apply the modifier, and remove and wanted shapes. You can use solidify to turn the plane into a piece of geometry. Solidifies another modifier. So you'd have to grab it from the modifiers. Again. Again, the modifiers modifying stuff seems to be something that you use quite frequently when you're modeling stuff. Quantifier is also come in handy and other things like sculpting, maybe texturing, rigging, probably make lots of stuff. It's used for a lot of stuff that's being sold. All of those things that you're going to end up using relatively frequently. So make sure to get familiar with the modifiers and vendor. Then as modifiers, you don't need to know everything. Wouldn't recommend trying to know everything. Because you're just going to get confused. And even you study a bunch of, you'll do, you'll end up doing this thing, will still you a bunch of stuff. You learn how to use a bunch of stuff, and then you don't actually use it and then you just end up forgetting everything and all the stuff that you just studied you just forgot. So is the point. Just, just trying to learn the stuff that you need that you're going to use. Just tried to learn that stuff, just focus on that stuff and the stuff that you currently need and this, you're actually going to use them because you're going to make the most use of them. Tried to learn everything. Don't do what I did. Learn from my mistakes, please. Oh yeah. Solidify modifier, coronal plane into a piece of geometry. Modify the thickness, exit the object, and then apply. At some point in time, your mesh project is going to become pretty congested and confusing and relatively difficult to navigate, relatively difficult to work with. You can hide stuff you're not working with, you hide stuff you're not working on with the show and hide functions into it. You can show and hide stuff into the scene. And the scene collection. In the top right. You can show and hide stuff by selecting it and going to your context menu and going show or hide. You can do it that way to whatever floats your boat, right? So it's not in the context menu, it's under Object, menu. Object menu in the top left. Under Object, Show Hide. Sound waves on the context. Maybe you think it'd be in the context menu. It's not very friendly at all. Come on Blender, work with me here. If I seem confused to keep in mind that the vendor is complex, just keep them. It's 3D package. This is nobody knows it all. There's no one like that. Trust me. Everyone just specializes. You want to become good with something. My best advice is to just specialize. That's best advice. Just specialize in something, please. When you become amazing and successful. Remember me, when you become rich and famous, please. Now. Yeah, Alt H shows in the objects shift, H will hide unselected, and Control H to hide selected. And the really cool thing about this, if you're toggling Alt, Shift H and control Hayes and you show and hide the wrong thing, you can actually press Control Z to undo wherever you showed that a real word show or what have you. So toggle, Alt H, undo toggle Shift H, and do controlled trial age and do can see if you can get the Show Hide option that you actually wanted. Eventually you're just going to get, if you keep showing stuff and hiding stuff all the time, you're just going to get accustomed to join stuff in hiding something, you just going to memorize a shortcut. It's like the W ER to move skeletal to it tastes like all those things that you use all the time. Just gonna get accustomed to it. 6. Polygon Types: You can actually draw the box where you want the box, your box modeling thing to be positioned on the mesh. You can actually draw them off on it, check it out. In another situation, you may want to join different parts of the mesh together into one object. Shift to select everything you want to join. Right-click and join. At some point in time, you may need to do some Find box model editing by going into your object and making the edges with your knife tool and deleting other edges and vertices and perhaps even building something together. Typology that you want. Deleting stuff is more destructive. You just delete an edge or vertex that will put a hole in your match. Dissolving stuff is less destructive. Dissolving stuff. We'll leave the mesh more or less intact. And we'll just change your topology. Pc game. They'll probably end up treating love enzymes that talk about them because I don't think I've talked about in guns just yet. I'm sorry. I'll get to it. I'm getting to it. I'm getting to the patient, the patient, young Catalan. Now the decision to delete or dissolve is strictly situation. Try to stick to using Watts. Use quads where you can. There are actually different types of polygon. There are dragons. There are quads, short for quadrilateral polygons. And n gon. Try guns denote polygons that have three sides. Keep on. Quads. At foresights, scorecard. And guns are any polygon with more than four sides and four corners. Computers hate and dons. They hate it. Try not to use n gone. Because it's one of those things like scaling or using a Photoshop document with a low resolution image. It's not like one of those things. It will mess things up. Try to design. Tried to use quads where you can try guns, but try to, try to stick to using quantum. Due to technical and mathematical reasons. Computer program, computers and programs can crunch numbers divisible by two. A lot easier than others. This is why quads are preferable. It's less taxing on the system and other programs will have less of an issue with processing the end guns will disrupt your edge of your model. I don't know if you've ever noticed. If you tried to use the polygon to the loop cut tool on something, you tried to use a loop cut through on something, right? And the thing that you tried to use a loop cut tool on, it's not going all the way around. Sometimes it doesn't go all the way around. Sometimes it just kind of like stops somewhere. The reason why it stopped being is that you have a giant end gone and it's kind of disrupting the flow through your model of your mesh. That's why that's happened. And guns disrupt the edge flow of your model. They make setting difficult. And guns have a tendency, tendency to lead to strange rendering and smoothing. Artifact. And guns. They do not sub-divide property. I don't know if you've ever tried to sub-divide a mesh with lots of em gone. It doesn't, it doesn't turn out very well. It gets, it gets kinda when you try to sculpt something with weird and gone, subdivided and gone. It doesn't sculpt property. They leave, they tend not to spoke very well. You get like beard points sticking out that you can't fix, you can smooth out. Just try not to do it. It's going to, it's going to mess you up. Try to, try to avoid doing stuff like that. Same thing with scaling it, same thing with working with Photoshop documents at lower resolution is all of those things that you should try to avoid doing. If it's the same kind of principles. Now some applications, they, they don't handle and guns very well. And sculpting across those surfaces may cause unwanted results. 7. Model Planning: Now, if you're not sure how to approach building something, I kind of have a little trouble hearing. You. Say I went I was doing general about Jane. I shall try to I should have tried doing it this way. Learn from my mistakes. Don't do it. I did. Please. Trust me. I say this, all my advice. You'll have an easier time thinking this stuff up. You have an easier time with Pauling's up. Trust me on this. Trust me. If you're not sure how to build something, you might, it might be worth figuring it out on paper. First, some of these shapes can be written. They can, they can get kinda weird. You can use the bend modifier to bend shape. But you may need another axis. From apply the bend modifier. Sorry, it's not the Bend modifier. In Blender. It's known as simple deform. Apply an angle, let's say 90 degrees. For testing purposes. Add an empty object. We use this empty object as Ben modifiers. Origin. The origin sets access for or against. If you are having trouble bending your model, your mesh, then chances are you don't have enough edge loops in your model and your mesh to bend from. In which case, you can use the loop cut tool to add more edge loops to your model where your, your mesh. So now when you bend it, it should work just fine. 8. Applying Transformations: Now, if you're moving, let's say you have a couple of assets or model, several different parts. But for like an arm or something. And each part of the arm was kinda orientated differently, somehow. Right? So the front face of each object is facing a different direction. Right? Now if you're moving a couple of assets like that, you could run into this type of issue where everything is moving in different directions. This happens because each object as a different kind of orientation. One objects front is pointing north and other objects trend is going south, another is East and other is West, so on and so forth. So when you tell an object to move in that objects front side or Northern need direction or what have you. All. Their friends are pointing in different directions. So then they all move in different directions. Every 3D object sort of has its own orientation on its own translation. Essentially. There are a few ways you can accommodate for this issue. Applying transformations will reset the orientation of all the selected objects to zero or the world space. The parent of the objects. Well, you can actually parent all the objects together, make all the objects, the child, children of a parent object, right? And as such, all the child objects of the parent object will follow the parent object regardless of their orientation. Another way of accommodating for this issue is you could just join all the objects together, make it all one object. You could do that too. That works too. Now, I would like you to see what happens when you parents stuff inside the scene view outline or a work space theme in the top right corner. The scene collection. The scene collection. I would like to see I would like you to see what happens in the scene collection. I'm trying to make that rhyme. I'm feeling misery. I'm sorry. We're here to learn about 3D, not poetry. So that's 3D it up. Alright? So you see what happens when you parents stuff inside the scene collection, the outliner thing, all of the objects kinda go into the parent object. Sort of they're not joined. They're not joined though. They are sort of grouped together. So I just wanted you to take note of that. 9. Parenting: We might get some unwanted n guns while you're modeling. Here is a good way of resolving some unwanted and guns, at least these kinds of n guns, at least these, these kinds. I actually wanted to talk a bit more about parenting because, well, I just felt that this thing was an excellent example of implementing something like parenting. All parenting options can be found under object parent. On the top left. When the top left menu object parent, or you can right-click and go to parents. Use it. The shortcut on the keyboard, which is, I believe it's p. But p with a question mark. It's a 3D package. The packages are really complex. Give me a break. A parenting these fingers. It's an excellent example of parenting stuff, at least I believe so. I like to think of it isn't an excellent example of parenting. Watch. What happens if you parent the end phalanx. Those are kind of like your fingers or your finger bones or bone fingers, if anyone knows anything about anatomy or has studied, the anatomy is like gung-ho rusty, that kind of stuff. You really have to keep it up here. You do just losing a lot of things in life. Watch what happens if your parent the end phalanx to the phalanx of the chain and then rotate the end failings. The child phalanx. We'll follow the parent feelings. One of the chain. What if you wanted to move your parent object? Without moving your child objects? You would need to clear the parent. That depending on how you clear the parent or child, transformations can be affected. As such, it may be a good idea. You may need to clear and keep the transformations when you fear to the parent. Just keep the transformation. Let's talk about subdivisions because I wanted to turn this cylinder into thruster. However, when making the cylinder, I fail to set an appropriate number of edges. So now it's going to look blocky. You can sub-divide the edges. Go to edge, select Edge, and sub-divide. Make sure you have the appropriate edges selected. Or everything will be subdivided and you'll get undesirable results. 10. The Lattice Modifier: Now let's say you have a hole in your mesh and you want it to fill it. There are various ways of doing this. Sector, edges or vertices, vertices, vertices for it. Oh, that's hard to say. Your edges and things. The whole your edges are things up the whole right-click and go to Fill. You can do it that way. However, you may not get the desirable results. You may get undesirable results from feeling this way. Here is another method. Select your edges or vertices. Vertex is the whole right-click and go to new face from edges. Now, suppose you wanted to make something like, I don't know, a wing. And you want to do skew it in a very specific way. So it'd be a bit more aerodynamic. You could try modeling it into that shape. However, depending on your topology, that could prove to be a bit more difficult. There is a way of skewing your entire mesh. Using a lettuce. Go to add lattice. Align the lattice with your object. Make sure it is the correct size and shape. Add the lettuce modifier to your object. From the object text box. You can, I dropped your lattice. Now. The lattice is applied to the object. Select the lattice. Enter edit mode. Now you can use the lattice vertices. Vertices it takes to deform your mesh. You may have an issue where you're a mesh isn't deforming quite the right way you wanted it to deform. This goes back to my previous thing that I have commented on before in terms of having enough edges for a model. Again, you can use the loop cut tool to add edges to your mesh object. If there aren't enough edges in your mesh, it won't bend or deform and property the mesh we will bend or deform at the edge points. The same goes for your lattice. If you don't have enough edges in your lattice, you may not be able to get it to be formed the way you want in order to increase the control points in your lattice that has as its own set of object properties from the modifiers. So you need to select the lettuce and go to the object data properties and the properties editor in the bottom right. It might have a green card depending on what version of Blender you're working with. And increase the UVW resolution of your lattice. That will give you more edges. That is to bend. So you may need more edges in both your mesh object and your lattice. 11. Copy, Flip and Attach: You're seeing can get incredibly convoluted. I purposefully didn't rename these objects. So I can use this an example for renaming objects and show you how and why it can get insanely complex. I mean, look at the scene, look at the, look at my scene here. Everything is basically named cube. Cube, this cuvette cylinder. The cylinder that like everything, I can't tell what's what. It can get insanely complex. You can end up with 300 different objects like this. And it will be, it can become relatively difficult to sort out. It would help to name things so you can easily find and identify them. This will help keep things organized. Right-click on a mesh object, renamed active object. All right, we just select the objects and click the Enter button too, that works to whatever suits your fancy over works. If the model gets really, really, really complex, it can be faster and easier and more concise to just model half of the model. Then copy, flip, and attach the other half. Basically mirror the other half of or use symmetry or some such thing. Don't try to model both sides or both sides simultaneously. I don't do that. That's a huge waste of time and you're going to make mistakes and it's not going to be even. Just model half and then copy it over. Trust me on this, it's faster, it's easier, it's more concise, it's better in every way, shape, and form, please believe in you. Please trust me on this. Don't make the same mistake that I made. I found this stuff out the hard way. I didn't have anyone to teach me this stuff. Like I tortured myself, go sifting through tutorials and stuff and you become rich and famous. Remember me please. Where was I? The origin of your object needs to be set to the middle of what you're trying to mirror over. I covered this in the first part of the Blender basics tutorial like copying and pasting and attaching objects. I'll cover it again just for the second half because it's like basically a second tutorial anyways. So it's interrelated, but it's sort of separate. Schools aren't complex, but completing this project is taxing and then time-consuming. That's why I felt that it was appropriate to make it separate. And what have you, the origin of your model needs to be set to the middle of what you're trying to mirror over two. In this case, the other side of your Omeka, which the sender should correspond to the center of the 3D world. Duplicate what you're trying to mirror over. Right-click. Mirror. Interactive mirror. You may have to play with the interactive mirroring options to get the mirror effect that you want. Make sure you have the right orientation and access. This essentially covers all I wanted to cover in terms of using basic cloth model to model something in vendor. I hope you got something out of this. I hope it was beneficial. And I'd really be interested to see what kind of awesome things that you create. Remember, you can't really bear and how to do something like this by merely sifting through tutorial. If you really want to become good at doing stuff like this. Or develop 3D modeling skill. You kinda gotta practice doing stuff like this. Don't just follow studios. If you only follow tutorials, you only learn about doing what's done in that story or you can't, you can't teach a skill. You gotta do it. A skill can be taught to, you can't see the skill. The skill is something that you develop. You have to do it. So that's all for now. If you are new here to Skillshare, make sure to hit the subscribe button. If you enjoyed this video. Make sure you drop a like and until next time. Keep creating. Feed your muse. And good luck out there. Because I know it can be tough.