Creating a stylized prop using Zbrush & Substance Painter | FastTrackTutorials | Skillshare

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Creating a stylized prop using Zbrush & Substance Painter

teacher avatar FastTrackTutorials, Premium 3D Art Education

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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 Trailer

      2:52

    • 2.

      01 Going Over The Zmodeler Tools

      14:50

    • 3.

      02 Creating The Hp Top Blade

      81:25

    • 4.

      03 Creaitng The Hp Handle

      44:25

    • 5.

      04 Creating The Hp Center Blade

      32:41

    • 6.

      05 Creating Small Hp Details Part1

      64:23

    • 7.

      06 Creating Small Hp Details Part2

      97:28

    • 8.

      07 Adding Small Damages In Our Hp

      50:53

    • 9.

      08 Creating Our Low Poly

      41:31

    • 10.

      11 Texturing And Rendering Our Knife

      106:21

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About This Class

Creating a stylized prop using Zbrush & Substance painter

Learn how a professional character artist works when creating stylized props for its characters. You’ll learn techniques like Edit poly modeling with zmodeler, Stylized texturing, Dramatic presentation, Clean technical optimization of props and so much more!

Zbrush, 3ds Max, Substance Painter, and Marmoset Toolbag.

All the modeling and low poly will be done in Zbrush, however, the techniques used are universal and can be replicated in any other 3d modeling package. The textures will be created using Substance Painter and previewed in Marmoset Toolbag 3.

In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment.

9+ HOURS!

We will start by going over our reference and then we dive right in and create the base of the knife high poly with zmodeler. Then we will detail it, create our low poly and finish everything up in Zbrush. After that, we will continue to 3ds max to create the UV unwrap and smoothing groups.

Then, we will bake in marmoset all the pieces separately to achieve a clean result.
Next, we will proceed to Substance Painter where we will create stylized textures mostly using the output from the bakes.
And lastly, we will do a cool presentation in marmoset for our portfolios using dramatic lighting to accentuate the shapes of our model!

SKILL LEVEL

this course is targeted more towards intermediate artists who already have a basic understanding of the programs mentioned – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)

TOOLS USED

  • Zbrush
  • 3ds Max
  • Substance Painter
  • Marmoset Toolbag 3

YOUR INSTRUCTOR

Mario Stabile is a senior character artist and studio owner of “Ophion Studios” who are working in the AAA game industry. He's worked on franchises such as Call of Duty, Mafia, Hitman, Alien, and many others.

CHAPTER SORTING

There’s a total of 11 videos split into easy-to-digest chapters.
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.

Meet Your Teacher

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FastTrackTutorials

Premium 3D Art Education

Teacher

At FastTrackTutorials, we are passionate about empowering creators in the 3D art industry. We specialize in developing and publishing high-quality tutorial courses and learning content designed to help you master the art of 3D design. In addition to our educational offerings, we also operate as an outsource studio, delivering top-tier 3D environments, assets, and materials to meet the needs of our clients.

Explore our website to discover our full range of courses, each crafted to provide you with the skills and knowledge to excel in the 3D art world. Whether you're just starting out or looking to enhance your expertise, we're here to support your learning journey.

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Level: Beginner

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Transcripts

1. Introduction Trailer: My name is Mario Stavil. I'm a character artist working in the industry for over seven years, working on franchises such as Call of Duty, Mafia, Hitman, and many others. And I will be your instructor in this course. In this course, you will learn how to model a stylized knife using ebrus and texture using painter. There is a lot that will be covered in this course, but the main topics are as followed. One, basics of C modular, two, moding the base of the high poly using exclusively C modular. Three, detailing the knife using a variety of ibrsTolset. Four, creating the low poly of the knife, using the high poly as a base in zebras. Five, cleaning up the low poly and creating Ubis and wraps in three demc. Six, baking the knife in an organized manner using marmoset tool wag. Seven, texturing a knife using clean and organized workflow in substance painter. And eight presentation of the final work using different lighting techniques in Marmoset. Now, as you can imagine, there will be so many more things covering this course. Essentially, the way that used to think about it is at the end of this course, you will be able to create exactly what you see in this trailer. As for the puns that will be used, we will be using zebras for all the modeling of the high poly and low poly, three D Max for cleanup of the low poly and UVs and substance painter for texturing. Marmoset will be using alas stage for baking and presentation. We will start by going over our reference, and then we dive right in and create the base of the Ni hi poly with modular. Then we will detail it and finish it up in zebras. After that, we will continue to through the max to create the UVs and smoothing groups. Once that's done, we will bake in marmosetl pieces separately to achieve a clean result. Next, we will proceed to Substance Painter, where we will create the stylist textures, mostly using the output from the bakes. And lastly, we will do a cool presentation in Marmoset for portfolios, using dramatic lighting to accentuate the shapes of our model. With a total of nine plus hours of video content, we will cover a wide set of essentials and efficient tools in zebrus as well as an efficient and clean workflow to produce assets. Almost the entire tutorial has been on in real time with narration. We only include a few small time lapses for a very repetitive work close. Now, this course is targeted more towards intermediate artists who already have some basic understanding of the programs mentioned. If you're an absolute beginner artist, I do recommend you that you first view some introduction courses. This course will also come with auto generated subtitles in English, Chinese, Russian, and Spanish. I hope that you will enjoy this course. 2. 01 Going Over The Zmodeler Tools: Okay, without further ado, let's get started. This is the concept we're going to be working with. It's a simple knife, but very cool in terms of design. We're going to be taking it by different parts. On one side, we're going to be modeling the blade, the yellow part that you can see here. Then we're going to do a separate piece, this gray interior side, all these. So this will be piece one, piece two. The third piece will be the heart of the blade. So we will have then the plate block separated on three parts, and then the handle is also going to be three to four parts. So even if all this has the same silhouette, we're going to be slicing this in one, two, and three. And lastly, the ring, which is going to be the fourth part, which is a very simple one. So that's a basic slice of the piece. We're going to be working. But first, we're going to see some basics of C modular. C modular is a tool for edit polymodeling, slightly different than what you will normally see inside zebras. So you will normally work with Move tool, standard brush, maybe clay buildup, depending on how you work on Zebras. But Cmdular is slightly different and can also be worked together with the traditional tools. Modeler can be found here on the brush menu down here, but it has also circuit, which is B for opening the brush menu, M, sorry, B set from C molar and M from modular, okay? So it makes kind of sense. And when we have C modeler, we have a different set of tools. At first, we will see that if we click on the model, not much happens. It looks like we are moving it. And depending on where we click, we will see that we have different messages popping up. Here we're having QMS and suddenly it does this. If I click here, it will move. If I click here, we will see that something's going on. Actually, we are subdividing it. So what's going on? As you can see, we also have indications of what we're having everywhere. So here we have move points by browser radius. Then here we have Insert Edge loop. Then here we have QMS. And if you realize we also have different lines showing up. Okay, so let's go and check what's all this. First of all, we need to know that Cmdar has three main modeling menus. It's based on the kind of selection we're working with. So if we go to a phase, like this is the case, we will have one set of tools. You can see that everywhere on the phase, I'm getting the same message which is QMS Epolyi. If I click here on the edge, we will be having a different message, which is Insert edge loop. And if I go to the vertex, I will have move points by brush. There's a reason for this. So when I click here, right click, sorry, on the edge, I will have some tools. These tools are only going to apply to edges, as you can see here. So it says simular edge actions, okay? Then we can select what we want to do with that edge. Right now, the tool selected is insert. So when we click on the edge, we will be inserting an Edloop that's pretty simple. When we write click now and we say, for example, QMS, that's going to be extruding the edge. QMS is basically extrude from any other software. If we click for example, MV, we're going to be able to move that edge as a whole. And you realize that here, I subdivided. That's why it's moving differently. And we have many other tools. To be honest, most of them work very similarly to what you will see in other softwares. But you see that depending on where I click, it behaves differently. Sometimes the collapse goes up, sometimes it goes down. That's the next point. So every kind of group has different action points. For example, on the polis, you see that right now I have here, the orange line. Right now it's up here, left, down on the edges is the same. If I have the mouse up, you'll see that the action is going to change. So if I have it down, collapse will work giving priority to the bottom edge to expand, so it will go up, and if you have it up, it will go down. So you need to get familiar with all these tools because a lot of them have different ways of behaving depending on where you select and what are you selecting. So basically, I would recommend before jumping into the tutorial to go and try all these so that you get more used to them. Then we have some on the polygon menu. The polygon one seems a little bit more complex. It's nothing very crazy. The tools are mostly the same. They just behave differently because it's polygons. And we have up here similar polygons actions. Here again, on the upper menu is where we have the actions. Then what's extra in here in the polygon menu is that we have a target. We actually had that before on edges, as you can see down here, but the only targets we have is the only edge that we have selected, a hole if there is a hole near to the edge and the polyloop that we will be affecting the whole polyloop, sorry. So let's say I'm selecting an edge. I go to, for example, MF and I have ops excuse me. I think with MV it's not possible. Let's say, QMS, for example. Let's go to QMS. Now we have different target options because different actions have different options. In this case, let's go to sloop complete. So now I will be extruding the full sloop. Okay? If I have a different set of selection, it's going to be, for example, a polygroup island. So now that we have different polygroups sorry, if I do it here, it will only apply here. If I do it here, it will apply to this one, if I do it here, apply to this one. So it will be based on polygroups. So go back again to polygon actions. We have all these targets that are more complex than what we had in edges. So we have single poly facing front. So for example, if you would have a box, all the polygons on one side will be selected. And affected by the action. Then we have island. If we have some floating polygons, flat border. So for example, that, let's say I have QMS for extraction, and I do this here because all this is a flat border, it will do it. If I do it here, as you can see, it just grabs what we recognize as a flat surface, and as you can see, it behaves differently. Y. So basically, like I said, many, many combinations, up here, the actions, down here, the targets, and down here, we have what's called modifiers. So modifiers will be quite familiar. So let's say we have edge. Let's go back to Edges. Let's go to insert. Okay? To remember insert was inserting a loop. Okay? So if we right click here, a multiple edge loops because we want to add more than one. If we click and hold and move up, we will increase the amount. But we can also have on the modifiers specified resolutions instead of being interactive. Let's say we want only three, so we will click and instantly we will get three subdivisions. So basically, it's pretty simple to understand up here always is going to be the action you're doing. On the middle, you have the target that is going to be affected by this action. Then if the action can be tricked by any modifiers, you'll have the options down here. Some of them, as you can see, for example, masking doesn't have one, that depends on the action again. So that's all the basic menu. Next thing we need to know, which is also very useful for C model is that we have different ways of controlling depending if we're pressing Shift, control, and ld. So let's go to points now, okay? Let's go and select, well, it's move already. Okay. So for example, if I have the move vertex selected, it will move normally. If I have shift selected, it will move, but it will sorry. Move, then sift, sorry, Alt is in this case. Alt will move it, but in the normal direction. And if I go with Shift, you know, already that it's basically smooth. So it's always good to try because as you can see, there are many options. Sometimes it's hard to remember what something does, but you end up getting used to it. So when you move, just try the Sift control, and Alt to see how it behaves and you will see that you get different results. Which can be very convenient sometimes. Okay, let's talk also about masking. So in C modular, we can also do temporary maskings by pressing Alt, and this will allow us to select a certain amount of polygons if we want. And if we click and target single poly, when we do actions like QMS, we'll see that this will affect or selection, but to non other polygons. One thing that is worth knowing about serum measure is the sub dip modeling method that is very commonly known in other softwares like Maya, blender, thrid Max, which basically allows us to see or to preview the geometry how it's prevailing and we can enable or disable it. We can increase the number of subdivisions with smooth subdivision, or if we don't want it to subdivide in a smooth way, we can just do it with flat subdivisions which will actually increase the geometry of the object without rendering the corners. So then when we increase the smooth subdivision, you will see that the effect is less noticeable on the smooth part because it has more subdivisions near the edges. If I lower flapped subdivision, you'll see that it actually gets rounder. Not because this makes this rounder, but because it has less polygons, so it will be a sharper the more you increase it. Okay. So knowing this, we can go back to our normal subdivision, and we can try a few tools. So let's go back to QMS and Poly. Let's extract this. We have the Well, let's just go with let's just clean the previous selection. Let's extrude a couple of pass to do a few tests. And now when we go to dynamic exhibitions, we'll see that we're actually getting this kind of shape. We can still preview the low polymes as you can see in here, and we can extrude and the same way we can extrude that. We'll see that now this is connected. If we go back to subdivision, we'll see that this happened. And why is this? Why would you said this with QMS? So QMS is not exactly extrude. We actually have something similar to extrude, which is called un extrude, actually. This is the original extrude. QMS is a more polyvalent tool. We will be using for extruding, and we can also use it as some sort of bridge between polygons. It will predict what we want to do with it. So it's a kind of powerful tool. So yeah usually, I like to work with QMS for a lot of things. So going back to this, if we would want to change the shape of this, we can go to insert, sorry, on edge mode. Let's go to insert. Let's insert a polygon in here. So let's deactivate this single ds loop. If we insert one loop in here, when we go back to subdivisions, we'll see that this has stronger eds, so we can see it's harder to do on the smooth mode. Actually, let me get closer. So here we have one. Yeah, quite tricky to do it with the subdivision enable, so it's easier to just go here. Do it however it's more convenient for you. We do it like this. We can try different smooth amounts by the separation we use within the edges. And now when we go back to dynamic, we'll see different results, as you can see in here. So yeah, basically, this is the techniques that we're going to be using for the modeling of the knife, sort of. But I think this is already a good overview to get started. 3. 02 Creating The Hp Top Blade: Right, let's clean this snap. We can actually create new objects by going to initialize. We can create cubes, let's disable the subdivision. We can create cubes here in Isolt. We can create Spheres, planes, which is what we're going to be using. We can actually increase the resolution of these planes and the size by tweaking these values right here. So for now, let's just go with four by four grid. Something like this looks pretty good. And we're going to be using the see through tool with the reference. Let's put the reference full screen. We're going to use a see through tool to be able to copy this and use it as a reference guide. Actually, let's go with two I two, like this is better. And we're going to do different approaches for this in case you guys want to do it in a different way. We can either do it with see through or we can actually load the texture on the spotlight. So we would go to import we select the knife image. And now we will have it here to select for the Spotlight. We select the one we like. Click on at two Spotlight. Now it's currently died. And now we'll see that we can actually enable and disable the spotlight. The shortcut for this is sift set. And once we have it open, if we click Set, we'll open this wheel that will allow us to do multiple options like rotate, scale, pin spotlight, spotlight radius, opacity, et cetera, et cetera. You have many options here. This also allow us to paint on top of the model, et cetera, et cetera. So in this case, we're going to scale it up, move it a little bit ups, sorry. Move it a little bit to center it with, I would say center of the image, kind of. And now we're going to hide the menu. We'll leave the play aside to see if it's how we like it. And we actually are going to be using a tool for having always a plane aligned with the blade and being able to go back to that camera fairly quick. So we're going to go to preferences. We enable custom interface. Enable Customize is actually called. We're going to go to document. We're going to be moving custom one, custom two, and clear views and load views as well to here by pressing Control, Alt and click, and then Wag. We do the same for all those buttons. I will explain why are they for in a little bit. Yeah, like this is kit. Right. We go back to preferences, disable enable custom interface, and now it will be always there. For now, I'm going to clear Albus. And what this is going to allow us is in case I mess up, rotate the camera and go somewhere else, and I want to go back here and have the knife aligned to the millimeter, we need to have some sort of saved camera. So for that, we're going to be using Custom one, which is a custom camera. So fire rotator or whatever, and I click Custom one, it will go back to that center. And this is obviously very useful in case we strike from the original camera. Right. Now that we have that, I'm going to also be saving another camera around in a similar perspective to the other image we have. So the knife is a little bit tilted like that. For now, I'm just going to save it like this. Doesn't need to be It's nothing very important for now because it's going to be a quick way to check the different angles of the knife. All right. So now let's get started. We're going to enable symmetry, as you can see now if I move one side. Sorry, move. Let's make this slightly bigger. If I move one side, the other the other one will move. And at this point, it's very easy. We're just going to try to replicate the shape of the border. We don't need to have much density at the moment. We're just going to go like this. We're going to be doing really simple extrude. So now we right click on the edge. We're going to select extrude move, for example, as you can see, very easy tool to use. We do that again. It's very intuitive. You just have to click drag and move to the side you want to get closer. And now we do that one last time. And as you can see, we have a pretty simple base that can be readable and easy to follow to keep adding subdivisions and everything. What I'm going to do now is to insert to insert a few subdivisions where I consider it's necessary, mostly to be able to adjust the curve slightly better. But actually, we're going to do that a little bit later on. We're just going to add two main ones in here and maybe one in here, but we want to keep it low for now because we're going to go to the other camera and give it a little bit more, more depth. So we can see on the reference, this seems to be continuous mostly in shape, except there are different materials. And so this is what we're going to try to achieve now, like a full object without any gaps or cuts, and then we will slice this and separate it into different pieces. Okay, so at this point, I think I want to deactivate the Well, before deactivating the spotlight, actually, let's define second border let's move it to the side. Select move on the edge. And let's also select um Mm mm mm. Not point action. Sorry. We don't want to move one, so let's select the full thing. Well, actually, let's select all these points on the center. Let's invert the selection. And now, if we go to the side, we can move it with move. Actually, I think I want this one as well. Okay. Mm hmm. Alright. Probably Just taking a picture of the shape to make sure I get this right. So this seems to go upwards all the way till here to the center. So now I should mask this, keep moving this. And probably about this is correct. We're going to go mask only these two vertices. This is very useful sometimes. Or even if we're working with symmetry, very precise way to move is by masking and move it with a transpose tool as I was doing that you can enable here by move, scale or rotate, or you can do it with W A E, and R. But still with one of them, you'll still get the full githmo so you can rotate, scale or move. This is specifically useful for stuff like this. You can align it better like that. Okay. I'm kind of liking the shape at the moment. Let's go back to our camera to custom one, activate the spotlight again. Going to try the cuts now. So we're going to right click on the edge, insert. We're going to sort of place it here. Going to go right click on the vertex, make sure I have it on move and just go and move it to better match the image that we have. Since it's not exactly symmetric, it's not going to fit perfectly both sides, but we need to kind of do an average estimation. Since we have the subdivisions we created before, we can actually nail this down a little bit more, make it for a softer curve like we are doing. To make Alright. Also, if you realize there are some shapes that are not as noticeable on the concept, as, for example, well, let me get here. As for example, these lines, I'm going to be marking. So for example, from this point to this point is not perfectly straight. It's like a curve like this. And both sides, here we have, as well, like a small curve and seems to go all the way to here. So it looks like the blade, at least to me, it looks like it has some flow that we can see that continues. We have here some parallel lines like one and two. Then all flows kind of in the same direction. This seems to go that way as well. So we're going to try to represent also those shapes that we see in here on the geometry. So that's why if I go to Custom and trying to make this loop come from this point to this point on the center. Also here, I'm going to move it up a little bit. And again, just try to make it flow in a similar way to what we can appreciate on the concept. But again, we don't need to do final positioning right now. We're just getting closer and closer to the version that we like. This area is going to be a little bit more tricky to achieve. So let me re struct this. Oh. Actually, now, there has been one thing that I realized that if I'm trying to move all these points right here, it's very easy if I get closer. But if I do it from far away, like I was doing, there is a chance that I miss click and I select an edge instead of a vertex. So I can go to Ed selection, and instead of having Insert, I can go and select do nothing. So if I select the nets, there will be no chance of me miss clicking, and I can only select vertex. In this case. I'm going to do the same four faces. So this way, I can only select vertices and move them and and that's what I'm going to be doing. Still going to get closer so that it's easier like this. Okay. Now, I get back to Kusaon and I'm going to reorganize a little bit these edges. If you see they are snapping on the center, that's because I have symmetry activated. Okay. That will be a little bit more correct. The reason for this is because we want to have a continuous flow during the whole blade. So now let's say I wanted to do an insert. This way, oops, sorry, this way. Here, insert, not inset. This way, if I click here, you will see that the loop will go from the start to finish to the end part and go all the way around. The other way I had it going to go save knife, 01. The other way I had it before, like this, if I was clicking here, you could see that it was not going all around and that's not convenient for us. So I go back and oh, Okay. Let's click right here. So this is the right way we want to have it organized for now. Okay, I hide this again. Go back to this view because, of course, we messed up this area while we were working on that. So let's go and fix that. So I'm going to select this, move them down. Make sure all these are straight. We can invert the selection by control clicking. But I guess that's cebrus basic. And lastly, I'm going to move these two about here and these two a little bit lower. Like that. Okay. Okay, okay. Right, this is better. Also going to fix the point of leve lad. What happened there? Let's move first this one. To use the brush. Move this up. Oh. Okay, this is better. Actually, I think I want to get rid of the points, so get your right click Delete and just going to delete it. So now we have a cleaner topology. We go back to move. Let's see if I can pick it up. Yeah, move it up. Move this one as well. For me, it's more comfortable to mask and move this way, but feel free to use it. Sorry, move it using the CmdularTol about this, this is a closer shape. We're already seeing something. Obviously, it's very low poly, and we're going to end up polishing this, but already starting to look like the shape. Okay, we tweak back some of the points that we moved again, making sure they are steel aligned. Now that I already adjusted the overall shape, I'm going to go and insert a few more loops on the areas that I consider it's required. Maybe here. I think that's about it. Let's select do nothing again on edges, and just relocate these points that we use included. For now, I'm just focusing on your side, trying to leave a continuous curve, like a soft one, as you can see. We'll go back to custom camera. Now let's go and do the same for the interior. But this is good. Let's go and fix this manually since this doesn't really matter at the moment. I'm going to say, make it a little bit pointy and proportional to the position they are at. Keep in mind this point is structural, like we can see here. We do not want to edit this one. So let's do a transition from that one to the rest. I think all this looks good to me, I would say. All that is going to go out anyway. Oh, look, now I realize looking from the side that I moved this up too much. There we go. Okay. I think blade, to be honest, it just needs a little bit of tricking in here in this area, but it is about to be ready for cleanup. But actually, we will do cleanup of the shape. Sorry, of the blade first, and then we're going to the rest of the knife. But usually, I think it's a good idea to block out everything first. But just for the sake of keep this interesting, I think we're going to go and saw some clean stump first. Okay, let's say, for example, we want to have all these polygons right here. Sorry, all these vertices right here aligned to the same height. Let me select them in birth selection. If I scale them together, they will snap to the same point. So let me select that one as you can see. So that will be an option, and then other option is to move it manually till we see it fits. So I'm just checking out the blade, like all these poles right here on the side. I want to make sure it looks soft. Kind of like an inspection. Actually, I'm going to be doing a duplicate of this subject, okay, in case I regret some decisions moving forward. So, see if set for this, custom camera. Oh. Okay. I think what is going on? One sec. Oh, yeah. I messed up a little bit. That's okay. I basically move the spotlight. I shouldn't have to. So I will have to move it back again. Just a little bit till until it fits. Okay. I'm going to be adding a few more subdivisions before doing the separation. And after that, I think we're good. Yeah, I think this one is good. I'm going to zoom the spotlight a little bit. Actually, I will move the center here, so it scales from that point. And I'm also going to be scaling this. We can do this a volt, because I just want to, like, a clearest and closer view of the curves here. Okay. I think This is about to be good to go in just a sec. Let me a few more solutions. Okay. Alright. I'm actually going to go ahead do this for now. Oh, I didn't want that many subdivisions. We're going to be creating a cylinder initialize. Actually, let's just roll with this one. That's fine. Let's just open up a new cylinder. Move down and scale a little bit. Just to have a sense of the handle. Doesn't need to be anything very precise. This point, we just want to have some sort of representation for it. So I'll just go and make this and now going to insert a ring as well, rotate it 90 degrees, move it and scale it. Again, to give some sense of having the piece working already. To make it as thick as it looks on the reference, I'm going to inflate it a little bit. So I underscal it first, so when I inflate it looks similar. And okay, that's good enough for me for now. This will be or blockout for the knife. It's something that's save again. Oops, not the image here. Okay, so quick sum up to see what we did so far. We just create some basic primitives. Of course, the blade is a little bit more complex because there is no such primitive looking similar to this except for some plane or a box that we can adjust. We basically create a four sorry, two by two plane, extrude the edges multiple times until we achieved a proper defined curve, which now that I see, I'm going to be inserting one more loop in here and one more loop in here. There so yes, increasing the amount of extrusion till we were happy with the shape we achieved. And now that we are at that point. Let me check that. Okay. Curve like this. I like this. We're just going to do an overview from the site again to make sure there is no weird shapes. We're going to go to geometry, activate dynamic, see how this is behaving. Looks pretty good. Nothing too crazy. Check in, these are horizontally aligned, which they are, and I think I'm happy to move forward. What we're going to be doing now is we're going to be separating these two geometries so that we have the blade on one side and the rest, the interior part and another piece. We're going to go to a PRF, check which of these we don't want. We can actually use check it on the spotlight now that I think so. Used to be taking refs all the time. All right, so it's basically all these five polygons, I think. I'm going to go to polygons and delete. So I'm going to delete first this and this, and I just have to delete this right here. Okay, already getting closer. Okay. So to detach this, first thing we're going to be doing is to create another insert in here very close to the border. We don't know what to create, create a big gap. And secondly, we're going to go to police delete let's go with Polyloop I think it is. Let's see. Yes. Polyp, it is. Now, we have two separated pieces, but it's still same part of the same object and same polygroup. So first thing, let's go to geometry. Oh, sorry, two polygroups outro groups. Well, let's make it more obvious. Let's group masks. Um, here, they all come in the same color. Let's use group visible now. I want them to have very different colors. So yeah, let's go like this. Now it's more visible. There are different polygroups. We can go to geometry, group splits, sorry. To do done, let me close this do here Geometry, my phytopology, and Oh, my bad. Subtle split, yeah, group split. So now we will have this in two different objects. We'll have, well, the blade and the inside of the blade. So what we want to do now is to, we're actually going to be polishing the blade. So for that, I'm going to take a look at the reference. So for what it looks like, Well, before we do any super loops and subdividing and yeah, making it look smooth, I would say that the blade is symmetrical on both sides. It looks like so, and on the center, it has a slight curve. So we're going to go for that. We're going to go here. We're going to deformation. We can do mirror and weld. But let's use mirror for now. Let's create a duplicate of the zop tool. Deformation is probably on the Y axis, sorry. Oh no, set axis. Yes. This one, it is. We're going to move it down till we have sort of this way. I want to have some thickness on the border. I don't want it to be, like, completely sharp. So we're going to go this way. We're going to actually move this one up a little bit. About here, and then also move these two up and now we're actually going to do that again. Late duplicate the formation, mirror. There you go. Now we move this about a bit more. Yeah, something like this, I think it's good. At least for my taste. You guys can do it as thick as you like or as thin as you want. I think, this is the one I'm going to go for. Still look sharp, but not too much. Um, I want it to look like, yeah, a little bit more stylish, less aggressive. So going to be merging these two guys, merge down. Always okay. And now we're going to be using also symmetry, but we're also going to be using vertical symmetry. So we go to transform symmetry on the set axis. So now if I move ups, sorry, it's masked. If I'm moving this part is I'm not moving. Why is it not moving? Okay. All right. Yeah, now it's working. So now it should work vertically. If not, I think I mistakenly selected a different symmetry going to try and see. Yeah, definitely, this is not the symmetry we are looking for. So let's go back to transform. Maybe the axis of symmetries, not the correct one. Um, Mm mm mm. Local symmetry is right with that. Okay. All right. This is not the one I want. So it was symmetry. And now, there we go. Okay. We probably had the symmetry axis on a different point. So we just had to activate local symmetry on the C axis, and we're good to go. Okay, going to save now. Let's do a second copy just in case. And now I'm going to be doing some tricks. Actually, I'm going to lower this a little bit to create a little bit of contrast in here, maybe later. For now, I'm just going to focus on the blade, deactivate this one. And I'm going to be bridging both the top and the bottom. So for that, I go to edges, to bridge. Oh, let's select Let's try now with two holes after this try and see how it works. Normal bridge works like this. I just have to click on the edge. Sorry, on the upper edge, and then it asks me to click a second edge. So you can do bottom top or top bottom for all of them. So let me try two holes. Was two holes and click second hole and drag. Okay, so I think I honestly. Okay. Okay, okay, okay, I see now how it works. So this one is more complete. Alright. Yeah, I'm not familiar with this one, but it's cooler. So basically, the way it works is it says Bridge to Hall so click second Hall and drag Hall to resape. So there we go. Basically, it closes the whole thing because it doesn't just go for one target, it goes for the whole thing. So of course, that's a lot faster. And now we have or basic plate already achieved. At this point, since we're going to start refining, going to just go and do one more thing going to do the curve, the inside curve that we saw. So for that, I'm going to go to move, well, actually, transpose and slop complete. And we want to move the full loop in here. Transpose is not achieving what I want. So let's try with Move. I was checking if there is another tool that can be useful for us, but to be honest, I think move is going to be the way here. Now bad moves not helping because we cannot select MovaoRradis. Let's see. Yeah, but it's affecting the outside. We do not want that. Um let's go with this one. Still grabbing the rest. It's grabbing the outside because we have this connection here. Let's actually go and delete these pools. Oh, single pool. Let's go ahead and try now. That's more in line to what we wanted. Move out to radius. Okay. That's not really what I'm after. So let's try Oh, had that masked. Let's try one more thing. Okay. So what I want to do is to mask all the edge. So let's go use with mask. Again, let's delete this delete. Police, yes. All right. And now mask the edge p complete. No, I invert it and, now it is how I want it to be. So since moved and the simular didn't allow me for this, what I'm going to do is actually work with the symmetry enabled. I'm going to be scaling this so that I can achieve the curve I was looking for. Maybe this is too much is going to down a little bit and same for this one. Okay, so this is kind of the result I'm after, but I'm not convinced by this vertice right here. So for that one, we're going to go back to semdularOs. PCM. We're going to select Move. Okay. So basically, it went misaligned. Something happened here. Let's delete that vertice. Let's actually delete this bully as well. I think the problem is that at some point, I moved the vertice without symmetry, and that's the issue it was creating. But now it's all good. Bertie is in place, perfectly symmetrical. We have the base for our plate ready to go. Actually, let's go back and bridge that again. Let's select the edges. Let's go back to bridge. Okay, let's select this one and this one. Okay, two holes is not working here, so let's go only with edges. There we go. Okay, one more trick to be all good and ready. I want to move these two vertices to this position so that it's completely aligned. And completely vertical. Yeah. That looks cleaner and nicer. Alright, I would say I'm happy with the overall shape of the blade, which I would say this is the hardest part to sieve. So it's good that we started right ahead with this. Gonna save again. And now we're actually going to be polishing this up a little bit. So for sink we want to do, uh is to test and see how it looks when we divide it. So we can go to geometry. We can go to dynamic subdivision, activate dynamic. Since we don't have any super loops, it all looks like this. So we're going to start adding some super loops. Basically, we just need to select the edges, click Insert and single edge loop for now. We're going to put this one here really close to the border. What this does is that the smoothing on that area stays very sharp, which is what we want. And at this point, everything is very straightforward. We just have to Oh, we just have to do that on every edge. Actually, I'm going to actually do nothing on polygon so that I don't delete by accident, any polygons. And here I just need to go and try how the blade looks. Since we want some sort of stylized filling in here, that's what I'm going to go for. So keep the border like that. Same thing near the edge of the center. We want some roundness, but we don't want it too sharp. So I'm going to add just a couple of loops in there. This looks about right to me. Look sharp, but not too much. Uh, I always like to add two edges, like one closer and one further. It helps slightly the smooth result. Let me see if I can show you you see how it changes, so now it's very sharp. Now it's kind of that I want to like it. So yeah, like that is good. All right. So now we're going to keep doing that near all the edges. So for example, here, we want it to be fairly close to the edge. So when we smooth, it looks a little bit smooth, but not too much. We want still to be sharp in there. Okay, that's definitely too sharp. So we're going to maybe place it here and here and check again how it looks. Still too sharp. Maybe we have actually enabled, let's try one thing. Polygraps, ale groups. Yeah, we want all these to be same polygrup now. Dimetry dynamic. Yeah. It's still too sharp. I'm going to go back at the groups like this. Dynamic again. Let's go and put it in here and see. Okay, that's closer to what I want. Maybe I'm not fully convinced, to be honest, so I'm going to go back and took it one last time. I'm going to put it here and here. Going to select this and delete, and it's looked complete. And same thing for this one. And you see that I used added, let me go back to insert. I just added a few more loops. So basically, we have the contention edge loop, the super loop, and then these two right here are within the contention loop so that we have a more flat surface after we smooth. This is starting to look cooler, but still we're missing the pointy angles on the edges of the blade. These ones right here, which are very unique. Oops, sorry. Then I accept the here. Actually, one step I missed, let's go back disable those super loops that we did here. Now that we have some idea about it, we want to create here halfway on the blade, another subdivision so that we can recreate those curvatures we have right here. So, for example, in here, we're going to go with move. Oops, not that much like this. I want to have the blade adjusted slightly. Like this. Also, I'm going to be deleting this one right here. We don't want any on the border to be affecting this. Both sides are good, but those ones, we want to keep them away. So we basically adjust this till we're happy with the result. Think So now, there is one thing I want to do. So since we have a few subdivisions in here and I'm going to be moving them from the top side, I change the depth of the target of move by vertices to infinite depth. So basically, when now I'm going to go and move all these, I'm moving all those instead of just the upper one that I'm seeing. I'm changing this slightly, which might differ a little bit from the reference. Not too much. We'll still keep the same feel, but I want to accentuate some curves to make it work better in three D hops. There we go, and there we go. Yeah, I would say so. And now I'm going to tweak this one right here so that it has a little bit of that flavor it has here. I think this has already a good vibe. All right. To cocoa a few more tricks to really refine this. H Mm hmm. All right. Um, dynamic. Okay, yeah, we definitely need to change this a little bit to here. All right. I think that's good. Let's go back to insert, reduce the brush a little bit so that it's not so big. Oh, insert. And again, go with the same super loops that we did before. So I'm going to do one here. We have that one here, one right here, L's see. Okay, okay. I'm liking some stuff, not liking so much these pinches that we're getting here. It's probably due to, that amount. Okay, we don't want to mark that much. Okay. Let's go back a bit. Actually, I think I'm going to chamfer this edge. Well, not chamfer but beveled, which basically does this. I think it's going to look nicer. Going to go more into the seti of the piece. I think you can actually tell there is a bevel here, so let's go with it. I think about this is good. Yeah, definitely liking it. Let's go with insert again. Let's just go and do this and this. And this hopefully will look cool. Okay, that's cooler and one more step. The pointee shapes right there, so we need to do this and this one more here, ups, one more here. But this one requires a little bit tricks, so we're going to be moving the edge loop. So it's not straight, but it actually follows the curves a little bit like this. Same thing with this. And this. Oh. Okay. Let's not do it with outraradius. Let's do it with infinite radius. So like this, like this. This one right here as well. Let's check how it's going. That's going a lot better. I mean, for sure, we can improve some stuff, which we are going to be doing now. But I'm liking it. I'm liking it. Okay, let's move and move this. So what we're trying to do here is to keep the keep the loop continuous. So as you can see here, we have a little bit of chaos going on because the separation between these two points is smaller than this one. That's inevitable when you create it, but we can actually improve it. So what we're going to be doing is moving manually those points that we have right here, to smooth out a little bit all the shapes and make it feel more natural like I'm doing right now. You'll see in a moment what I'm referring to. But basically, if we smooth out the structure of the topology, it will feel less pinchy on the geometry, and it will all look more natural and nice. So we are in the process of doing that. Remember, I have enabled infinite depth, so I'm moving the vertices I'm not seeing down here. Um going back to dynamic every once in a while to check. Okay, that areas less pinchy right now. Still some weird things going on. Here, we don't want this to be Oh, dang it. Okay. Hmm. Okay, let's actually you see, so these vertices have not been moving with it, so we do not want that, so let's go back and delete those edge loops. Oh, that's inconvenient. Okay, let's try fix it. Um, brush radius. And it's okay to do it manually like this as far as you end up creating something that looks harmonic and is smooth enough. So for example, here, the transition needs to look smooth and nice. The one I'm going to be deleting is this one. I don't like it at all, how it looks. Let's see. Okay, that's a lot cleaner. That's very nice, and it definitely looks quite closer to what we are after. Okay, the s might be too sharp, I think. Gonna be removing a couple loops. So these go out. This stay didn't change that much. Man to be removing these two as well. Okay, that's better. Oh, look. Did we use create that or Okay, there is something not welded in here. Alright. Let's delete those polygons. These two actually live this loop at us also. Um Polis now this one. Yeah. And now we should be able to bridge correctly. To holes. Okay, let's use it individually. Okay. And now let's again, create the edge right here. Okay, it's not working. Let's see if it's because of the polygroups groups, which I don't think so. But yeah, no, it's not because of the polygroups. There is something else in here. Okay. I think there's a double g or something. So another leg is in there. And now Okay, one and two. I'm doing it on both sides because I disable symmetry just in case it was because of that, which I don't think so, but better safe than sorry. And now let's again try inserting ops inserting the sloop. Yeah, now, it seems that it's working very nicely. Let's again, groups. I like the blue. Yeah, there we go. Let's save as 03 because we did some progress in here. Let's go to geometry and divide and see, not divide, sorry, dynamic. There you go. Let's increase smooth solutions to four. That looks cleaner. There is some work to be done in here, which Yeah. I'm going to do after a few minor notes on the rest of the knife, which are going to be inserting here two more loops and see how does that work? That works Marvelous. And let's see now the bottom side of the blade. Let's go with Oh. Let's go with this one. A here and about here. Let's see. That looks perfect. Okay, so I'm mostly happy with the blade, except for this area right here, which we're going to revisit right now until this one is perfectly polished. And then we will do the interior of the knife and the handle, and then we will do details and some manual sculpting so it doesn't look pristine and it has some more work on it. Okay. So to fix this issue that we were seeing here before, which basically if it's hard to spot, the issue is that the width here is different to the width there and so on. So basically, it doesn't feel solid, it doesn't feel clean. So for fixing that, we're going to go back a few steps. We're going to deactivate the dynamic. We're going to be removing some of these super loops we have here. That's fine. I mean, those are created fairly easily. So don't worry about those. And we want to adjust this bevel right here. So if you realize here, this is sort of the let me adjust the size a little bit more. So if you look here at the width of these ds, it's about let's say this is like 1 centimeter or so. So these are maybe 1 centimeter, but because it's inclinated a little bit, it feels like it's thinner, so that is what we want to fix. So we're going to be moving those right here a little bit. So they feel more correct. As you can see, it's not too difficult or use making sure we correct a little bit of those deformations. Actually, we're going to be deleting. Not deleting, but moving this one a little bit high up as well. I think this should be it. So now it looks a little bit cleaner. Let's see. Let's see and check a few times. Okay, so still this is thicker. Let's make this less apparent. So let's move this one as well. This can go up. Let's see if I don't miss the target. I realize these are a little bit upwards. So, let me ask that right. I think I would say this is the more tricky part, because we want to achieve a very clean look, something that when you look at it, it looks consistent, looks solid, looks nice. And yeah, sometimes it can get a little bit more difficult. But I think we almost have it. It is very subtile but it is just about some shapes in there. So I think this can go there. This goes there. All right. I just added a couple more loops in there, and I think we should have this now. Yeah, I think that looks clean. We're going to go try, see how it looks with the super loops and see if it's finally ready, but it looks promising. So we have this insert. Let's do this, this, this and this and see. Okay, the Finlay looks very nice. Let's activate perspective. There's a few things I would still tweak. We can actually move with the normal move from zebras, which is B V, and we will select it. And with that, we can actually police some of the saves that we consider. So for me, it looks better now after moving a few things. Still going to do some moves in here. Sable dynamic. Okay. Let's do one more cleanup after some shape policing. That's pretty standard to go back and forth when you're not entirely happy with something. So let's just clean again, those super loops. Take a look around. Okay? Mm. Dynamic. Yeah, there we go. Very nice. Okay. I'll say I'm happy with this. I'm going to go again and add the insert loo 4. 03 Creaitng The Hp Handle: Mm. Let's put this in here. Yep. And there we go. We are ready. Let's compare the blade we have right now to what we had before. Let's save a 04. Just one more progress. It's never too little saves. Okay. Well, this is maybe too early. It's load 03. Oh, yeah, but it's true that 03 was quite advanced already. Well, I guess there is not that much difference, but this one is perfectly aligned with the concept has the curves, everything clean, very nice, very nice. Since this part right here is going to be very similar, actually, I would rather jump to the handle first and just take a look at it before we go any further. I think it will add a nice touch. And also the handle is pretty easy to do, so that's also going to be good. Alright, so for the handle, let's clear or views. Let's scale this up a little bit, move it around here. And let's also go and scale up or mesh. So we fit these Okay. So since the ring is a pretty quick part of the handle to do, it's not going to take much time. I'll say that we can just jump right ahead into that and leave the handle for later because this is going to be a really quick thing. First, I'm going to don't scale this, sorry, center it with the image. We want to get the right thickness for this. So I think we can have it. But still, I'm going to scale it down a bit, go to the formation and inflate. Till it looks about it. I think this is going to be cool. I'm just evolving it to what I think it's going to look nice. To do this is pretty simple. As you can see on the reference, it's not like a cylinder. It used four sides, one, two, three, four, with some bubbles. So very simple. Again, we're going to go to Cmdler we're going to be deleting some loops. For that, I'm going to see to go to similar perspective. We're going to leave that loop, this one right here. We're going to leave this loop right here, we remove this one, this one, this one, this one, this one. May 1 more, I think. Yes. Even one more, I would say. Oh, this no, one less. Then we have, maybe it's five sides. I'm going to go for five sides. I think it's going to look nicer. So we removed how many one, two, three, four, five. Okay. So one, two, three, four, five, and then h. Okay, so we have this disc right here. Right now we just want to do pebble, and we're going to do something about not too much. I'm gonna call it something similar to this, I think, which is the amount of smooth we want. Let's see. Mm Oh, okay. This is too much. Just training the different parameters to see what really makes it change. I think linear is the one. I like it better. Okay, so more maybe same in here about this amount. And same thing. H And lastly, this one right here. I think for this one, I'm going to move it as well. So do the disc like this and then select the polyloup so mask and where is polyloup here, polyloup. So this one I just want to go back to my custom camera and scale it till I feel good with the size it has. So this is good. And same thing as before, if we go to dynamic, we will be able to see how it displays. I say looks good. About let's see, we still have the same size. Yeah, it actually fits quite nice. I would say, slightly bigger, we have it. Maybe I'm going to make it also bigger, it's not aligned. I'm going to create a new object, sphere, for example, to use as a reference for the center. Okay, this one is not aligned with the center of the sphere. So the center being this line right here. Oh. It's this one right here. Okay. That explains why before our symmetry was not working. And now, this should be aligned. This is not aligned either. Oh, there. Okay. So now I move it back with enough confidence of it being perfectly aligned. Okay, now we activate the handle again. Let's go and take a peek. Okay, it's not looking too bad. I like how it's looking so far. Okay, let's go to the handle and start working on it. Okay, so the handle, like we said, we're going to be sliding it in three parts. So first one is going to start off from a cylinder. Well, all three are going to start off from a cylinder. We're going to scale it same way, like a booling a little bit. The size a here, then with control, we can create a copy, but we actually do not want to create a copy inside the same subtol so we're going to duplicate this one, move it here, scale it as well. Actually, I'm going to move the pot here so that when I scale use scales, one side, and one last time, duplicate and do the same thing back again here. Okay, now that we have or three pieces, we're going to use something very similar to what we did with the ring. We actually are going to be hiding them so that it's easier. And we're going to do the basic shape for all of them. So this one is a little bit subdivided, as we can see. Again, we go to Cmdeler, we go to the lead and very easily, we remove most of the edges. We just want to leave a couple of them like so, we go back to our view. We mask, slip complete, select this one. And now we scale it up to the point that we need based on the reference, use like so. And actually, I'm going to do something. I'm going to yes, I think I'm going to be scaling Oh, scaling a little bit down the extremes, the border. Sorry. Yeah. Like this, then move this one up. And now that we have this basic shape, it's a good idea to consider if the handle is going to be a little bit flatter. We could do so like this, or if it's going to be a cylindric shape. So for now, let's keep it cylindric. That's fine. Let's quickly adjust the basic shape for the second one, which is this one right here. Let's see how it looks. Okay, so one, two, three, I think we need four subdivisions. So again, smdular we're going to be Oh, we are in masking. So let's go back to the lid. As you can see, it's pretty repetitive workflow. It's very simple. We need to leave a few loops, and we're good. So in here, we select this one, mask. Here, we scale it down. I remember that depending on where we have or Piot, it will scale to one direction or another. So we want to align it a little bit, with the point that we are going to be editing. Okay, so now I invert the selection. I'm going to make this one go up here, then mask these two. Mask these two and move them here. And lastly, this one, scale it down. Again, adjusting the PO is useful. And like so, we move it here. We're going to stay pretty close to what we see on the reference, okay? For now, we might do some slight redesigns to create a more enjoyable reading shape in TD but not major things, like just small tricks. And let's use the last one. Actually, we can delete this one, duplicate from this one which is already similar and scale it and we can start to trick from here. So we mask that work good. Okay, so let's actually duplicate this one. The formation mirror on the Cxs. Yes. Let's actually take a quick look at the blockout we have. This would be our current stage. Of the object. Okay. It's not looking too bad. I mean, there are a few things that I would for sure change in the volumes, because in here, to me, it has a different feel, but it's true that we still need to go through some stuff to make this work nicely. So we're going to go ahead and try and improve this. First of all, I'm actually going to be grouping this Oops. Oh, hold on. It's sinking. New folder handle. We're going to move all this here. And actually, I'm going to be Transpose set. Go to be trying to make this like that. Let's see how it looks. I mean, I like it better round it. Maybe not that much. Like that is good. I think like that works. Not too flat, not too rounded. It's a good middle point. We're going to roll with this. You guys can do it however you like, okay? It's actually just more about design choice rather than anything else. And about these pieces, I'm going to be Oh, wait. Transposm Why am I still intranspose? Oh. Mm. Delete folder. Okay. Is the group still stuck? Okay, it's still stuck. Hold on a sec. Okay, so the issue was that I was I forgot I completely forgot to disable the full stack transpose. So what I wanted to do is to come to this view and move the inwards a little bit. Same thing for this one. We all do it with symmetry once we have reworked that piece. But yeah, this way we create a nice interest gap in between both pieces, which I think is going to look nice. And also, this will allow me to scale this a bit more. Same thing with this piece. And lastly, I'm going to scale this one as well. Not sure if it looks too flat now. Okay. I'm going to do a few blocks more before I move forward, which is going to be a small box here. And a duplicate of this here. So with this, I only intend to create a transition piece that we're going to be editing in a bit where everything goes in. This included. I'll try to let's go to C modeler. Yeah, so I'll create something here to make this work better. Uh, I think this is going to make more sense. Okay. So now let's go and improve these pieces a little bit more. So one thing that I've been seeing on the knife, is the following. So here, we see some lines that separate these pieces. And we actually can see from the dark gray piece to the light gray piece, there is like a bubble in here. My intention is to accentuate and create small bubbles on all those areas, same as here, so that they feel like more robust pieces instead of just like as floaty as they look now. So we're going to go ahead and do that. Also, we're going to be enabling the dynamics of division on all of them, so we can take a good look. I'm going to start with the lower one actually. So again, we look, in this case, we're going to select a Insert. Insert, sorry. And flat Iceland. So this one. All this one, we want to create subdivision like this. Not sure if it's creating it the right way. So let's just do a different try. Okay, let's actually delete that vertice over there. I'll move it here, see if it's easier to target. Okay, let's lid flat Island, all these. Another way to do the super loop we want to do is by selecting the edge and selecting um close here. Oh. But instead of concave coal, we need to select convexl and here on the options, we can select the resolution we want. If it has a twist or anything, and also converse to center. Like this. Let's see if now when we do our inset, it works good. It still does the same thing. Let's try and see if it works with a dynamics of division. But yeah, I'm afraid it's doing something strange. Let's try do it the whole way and see this. Okay. It's not bad. I thought it was going to look bad, but maybe it's just a visual bug, although it doesn't look like a visual bug. Let me just do the closes with subdivisions. I'll go with two close like that, and then mask this one. It's slip complete, and now I'll scale it up. Oh, remember to always align with a pivot where you should. Otherwise, it's going to scale a different place. Alright, so now it's properly done. It doesn't have any weird details. I'm going to actually leave a big gap in here because I want to bevel this still. So I'm going to be beveling this and now I'm going to be using insert to well, all this work. So first, I'm going to do the same thing Bbling here. Actually, I should check if the inset works good in here. Now, same issue. So delete close to then mask. And just pod, correct POD scale and leave it up to here. Now, it's clean. Let's just make it all one polygroup and then let's go to insert for the edges, activate dynamic subdivision to be able to preview Oh. Wait, it's not. Oh, yeah, it's insert. Be able to preview where we are actually There we go. Where we are actually connect I think something about this is good. It's always same procedure for all the pieces. Super loops to grade the smooth that you are looking for. You can see now it looks more solid. Still, we need to have some a cohesive amount of smooth on the edges in here. I'm going to go back and maybe move this here and this here, and then just delete these ones. And see how it looks. Yeah, now it's better. It's just like a small detail, but it makes it looks more cohesive with the rest of the knife. Going to go ahead and do something in here. So I'll delete all these useless loops. I actually should have created a simple box. Oh, yes, definitely should have created a simple box. Actually, let's just do that with symmetry, did issues. Mm hmm. Look here, we can just actually collapse. Hmm. Interesting. We can actually avoid all this by creating, like, a proper simple box, but this way, we can actually display more tools. So it's fine. Then bridge your Oh. We're going to be tampering those using bevel on, Let's see on four rows. No, not four rows. Let's use the single row. But let's try and make it all at the same time. Let's look complete. Yes. Like so. And now, same thing here. And now use a insert everywhere to make it smooth and nice. We should be almost good to go. Let's see. Hey, that looks okay. We will be able to join these two together later on because there is a cool welding detail that we could do here. Just trying to figure out what size is going to look nice. Think about this is good. I can actually come here, duplicate this piece use Scale it out. Let's activate the dynamics of division. Let's just grab this off. Move it here because if we ske it, we are actually going to be deforming the bevel shape, and that's not what we want. So we move it like that. Same thing in here. Oh. And now it's like this one, delete. Activate back the dynamic subdivision on this one. We might have to adjust it because now it's on a different area, and, yeah, it's more convenient to have sharper yes. Okay. Okay, let's just finish. Um, I'm not convinced by that piece, to be honest. For now, I think I will just leave it and see where we go with it later. Um, Yeah, I there. Let's just leave it out there. Let's also work. This one. This one looks like it's more tuppered. It has, like, a more rounded shape. So we are going to try to recreate that on our piece. First, let's do a bible here. Something like that. Also, let's do that in here as well. Maybe not as much on this one. Something about this is good. Yeah, maybe more like this. Okay. And let's go the same way here. All right. Let's actually go to insert and do the usual. So sorry. Let's select polls and do nothing so that we don't miss click. Oh, insert. Appear here. Actually, here we're going to add a few more so that we can do the curvature nicer. Let's just go again and mask that loop as well. Again, aligning the Pivot so that it goes where it should go and one more, which is this one. And same thing. Let's skill it up. And actually, I'm going to add one more loop here and here. Let's just add the super loops. Insert. Oh, it's masked. There you go. Same thing in here. And see the dynamic, looks great. Okay, we have two or three. This piece is going to disappear for now. Not very convinced with it. Like, let's save again. Okay. Let's see how this one looks. I guess a little bit I think those are a little bit smaller. No. And those we're going to see here. All right. So let's get closer, hide the spotlight. Go do a couple tampers here, and this one is done. Let's do an insert, Superoop another one in here. I'm going to try add a couple loops in here. Mask them. And try see if I can get decent curvature, concave curvature, actually. Somewhere like this. Let's see. Let's see how it looks with dynamics of division. Oh, without it, actually. Mm I mean, it has a point if we do it with this curvature. Definitely, it's more in line with the language. Yeah, okay, let's keep it. Um, not entirely convinced, to be honest, but let's see how it goes. And for now, we're going to keep it that way. Alright. So now let's go and add the super loops like we usually do with insert and see if we can let's see how it goes. Hm. Okay, maybe I'm going to do a bevel here. Not entirely convinced by the looks of it. Okay like that. And now I will actually go and insert here. Let's see. One more insert. Actually, there there there and there. I'm going to force the curvature myself because I'm not happy with how it was done by the algorithm. Ask this one. That looks cleaner for sure. The same here. And now let's delete the dosages because the curvature has changed. Go insert again here and there. Look. Okay? That looks smoother. Still not happy, to be honest. Let's try Let's try one here and force these two and delete this one. This and this. Let's see. Okay, yeah, that's definitely more what I was looking for. All right. I think I'm going to do one last week, actually, going to inflate it, which makes everything more rounded and thicker, going to the same with all these pieces. It gives everything a more stylised look, which I like. Yeah. Starting to look clean, huh? I like it. I like it. Okay. 5. 04 Creating The Hp Center Blade: Have the base of the handle. We have still a long way to go because we still are missing all these details like the cuts in those two pieces, the lights, the floating plate. I can see some sort of thing in here might be just the bright, from the concept. So we're missing those details, but I think it's time to get started in this piece right here. So the way we're going to do it is we're going to build a solid block, the gray one, and then a floating piece on top that will be this golden detail. So let's go and work on this actually delete this one. And I'm going to lower this one a little bit more, actually. I like this edge. And I'm going to move it till I find a balance that I like. So this is normal height, but this breaks the blade a little bit too much. Okay. Now let's go back to seem move. We're going to be moving. Let's see if I can click it. I'm just going to be realigning a little bit those vertices to be same distance to the sides because since we have edited the blade after we splitted it, it clearly looks slightly different. It ends on the start of here. So that will go there, I'll go there and that will go there. Let's actually go back to clear abuse. Align the blade again. And okay. I can tell that during the changes, I did the curvature more noticeable. Okay Okay. Good improvement in there. Oh. All right. And there we go back. Move and move. Alright. Use small twigs as I see them. Okay, I was just playing with subdivision there. Alright, so I like this shape. Let's go and see what do we have? So we have the gaps for the lights. All the gaps for lights, we're going to be doing them with wllansO maybe extrude or QMS, but probably Bollans. That's the kind of detail I like to do at the end. That way, we'll also be seeing some Boolean work. Uh, the small creases, probably, we're going to be doing them with Alphas or by doing some cuts once the subdivision is higher. But that's a little bit more destructive, so we will probably do it with Alphas using layers. So the piece is quite simple. Just some round details on the point. Okay. All right. And by the looks of it Okay, I would say it closes on the center. So maybe this point needs to go here. And we need to do this more gradual. Let's see. The feel of this. Organic. This feels more rigid. Okay. Let's move it down a little bit more. So we actually can we actually have it easier to merge both the upper side and the lower side. I was just quickly thinking how to do it. Um, I just doing small tricks, as I see them while I'm rotating the object. I was just seeing that this it's actually quite good. Okay. Um, so let's try. Let's try. We're going to add some thickness to this. Okay, yeah. That makes sense. We're going to do SmdllerGo it. Um, extrude all polygons and give some thickness. Actually, since when we extrude towards the inwards, the normal space to that point, as you can see, and actually, we would like to close this gap that we see right here. We're going to extrude to the outside because it gets sicker every time, wider. So we're going to extrude here, and now we are moving down. Yeah, like so. I think this is a good point. This creates enough silhouette, and the gap inside is not too much. Actually, I'm going to be using here a box like object inside, so we don't have a huge gap in there. I'll cup it till here, I would say. Oh, there. Again. Than it. Well, since this is just a filler, we're going to do it in a quick way. Actually, let's go. Let's create a box, cube one by one. No. Let's use this one because we need to create a first primitive to replace it for the object that we're creating. Actually, that's the one by one. There we go. Now, let's make it wide enough. Like so. Long enough. Like so too much. Like that is good. Yes. And now let's compact it a little bit. Analysis go with similar insert, create one here, one here, one here. I think that's enough. So now we mask this one, Skal it on that edge. Musk this one, sk it on this Oh. What? Okay. Let's actually do it that way. Sometimes masking doesn't work as desired. So it's easier this way. And now, lastly, this end of the blade, and I think that will be it. For the filler. Let's also go and bevel all those. Oh. And now let's create some inserts here, here, ups here. Basically, so it'll preserve the sap when we smooth it out. This object is never going to missing, so it's all good if it doesn't look nice. Almost done. All right. That should be it. And now geometry dynamic. All good. Perfect. Actually, now let's go back to this one. Okay, I think overall, this shape is good for the piece. We're going to do some cleanup now, like always creating the super loops. So let's go right ahead and do it. Okay. Okay, okay, okay. We just need some edges near the pointy areas like so. And here, a very pointy one and one on the base, very close to it. Let's see. That looks about it. I would say so. Let's see. Oops, this one and this one. Okay. So I'm seeing here that we need some more in there. And let's use smooth tool to extend it to the same point. Let's try to leave a consistent distance between the double loop and the border. Okay. I'm going to try like always to see how an inflate feels on it. Okay, so since we extruded it the other way around when we inflate it, it goes on a negative value. So let's say positive. Mm Okay. Let's go back to geometry. It's all dynamic. I think I'm going to add one more loop here on the very as in here. Here on the base and here, I think. Maybe a little bit more pointy, I think. Let's see how it feels. Well, actually, let's try with dynamic activated. Yeah, definitely feels good with a little bit more pointiness. But actually, I'm going to do one thing. I'm going to bevel the center. Let's see how that feels on the blade. Here. It doesn't improve that much. Now, I'm not going to be rolling it, but I think I'm going to be going to be masking this loop. Mask this as well. And smooth this one out. Smooth, but maybe going to move it down a little bit. Let's see how it feels now. Mm, doesn't look consistent. What I'm trying to achieve is for a more rounded result along the edge, but still keeping a very pointy tip. So let's see how we can do that. Maybe I gonna try deleting that edge. Let's all the way out here. Dt. Maybe Tilt Hmm, not sure how that would look. That's not what I'm after. I mean, it's just like a very small thing. Let's just taste like that before we made it more pointy. I think the roundness overall works better. Okay. So now I'm going to be painting this a little bit darker color fill object with a darker gray selected to create some different values. Going to duplicate the formation. Oops. Mirror. There we go. We have two sides. Let's see how that works. It doesn't work too bad, but I think I would rather see I would rather have more thickness on it, so actually going to go ahead and extrude everything. So C modular, select faces extrude and going to select poly group. Oh. Let's see the values. No side polis. Gonna have to remove a few things in here. Gonna delete this. Oh, this this this. Gonna extrude again. Oh. And now I'm going to delete the two as well so that the border looks flat and not curved or anything. Go back and add all those subdivisions. And let's see. Okay, that looks better. So this one can go to hell, delete duplicate this one right before duplicating. I want to try sing, which is a champ for this No, not rates. Sorry. And reinforce that with some s in here and another one in here and see that looks more in line with aesthetic to me. All right? So now we can actually duplicate it deformation mirror, and we're going to save eight. Let's do some progress. Here is a dagger from before and from now. Things. I think there are some stuff I'm going to trick back from the handle that now after seeing how it works together, at least the first cleanup stage. Yeah, I would like to clean it up. And especially it's going to be This piece right here, I think could be thicker like so, yes. Let's do it right from the center. This feels more balance. And also, let's make this wider. I'm going to do the answer loops now. Okay, this is going to look very nice. Very, very nice, very smooth. Few more in here, and we will have it ready. Okay, let's see. Let's see how it looks. Alright. Awesome. Yeah, that's finitely better. Okay. A few more policing steps. I just want to define more of those nice bevels, make them clear to the view, and not mix them with the rounded parts of the handle. Okay, okay. We looking pretty good. Let's compare to an earlier version. Maybe six. Oops. Yeah, definitely nicer, especially the blade. The last adjustment we did in there was pretty good, I think. Let's check the whole thing. Et's put that here and crop this one. I'm sure there will be small changes because we have done a few tricks during the go, especially on some of the proportions. But overall, keep in mind, it's not a symmetric one. It's pretty good. Okay one scale up. Yeah, everything fits nicely. I would say, yeah, we elongated this area a little bit, which can be fixed. It's not like a big deal. But to be honest, I like length the new length that we have gone for. So it's not really that important. Let's see how it looks like that. Okay, it looks more like aconi this way. Let's compare again to see if we messed up or we improve something. Let's go for a more glossy material to be able to see pinchings better. Okay, I think we actually improved. Yeah. And now it's closer to the concept, so let's also fix this one. Gonna save over I'm using a very big brush so that there is no, like, smaller deformation small deformation sorry, because smaller deformations usually cause pinchings. For example, if I try to move like this, you'll see that now all this is broken. Well, if I move it altogether, it still looks smooth. So, important to keep that together. All right. Let's go back to our basic material and use a few adjustments here on the paint so that it always looks bright and shiny. We have that mirrored. All right. We have a pretty solid base, and a safe and now next steps are going to be there's three more steps for the hi poly to be completed. So four, actually, we're going to be modeling the golden part just now. Then we're going to be doing the bullying work for the lights and the floating plates. Then we're going to be merging some objects like the ring and this box that we created that actually we could adjust a little bit now. Like that. And we will create a welding for this. And on that same stage, we're going to be modeling some dents and some small details to the knife, so it looks more polished. 6. 05 Creating Small Hp Details Part1: Okay, so next thing we're going to be doing is to go for the Booleans, soup and purial quick. That reason. There you go. Let's try to do these gaps in here. I'll show how to do it with C modular first with the poly and subtip method. And then we all do it with Bollens. So it's fairly simple. We just have to go to the lower subdivision without the dynamic subdivision. And with symmetry enable, mask with Alt like we saw the first at the beginning of the video. Since it goes all the way down, probably it will be good idea to select also these ones right here and then right click on the polygon, QMS single poly, and we're going to extrude it inside. Like so I think a little bit more depth like this. Okay. That should work. But actually, I think I'm going to add one more loop here and one more here. So it doesn't go all the way. Probably like this, it will be more aesthetic. Like this. The thing is when we go back to dynamics of division, it doesn't look bad, but still it's very rounded for what we want to achieve. So we're going to do a few tricks. First, we're going to be adding one more looping here, so the difference is. Is this one right here? We're going to do the same here near the border. Around here is good. Same thing in here, same thing in here, in here. So basically, we sharpen that a little bit more. We're actually going to be moving the loop a little bit now, but let's do it with mask. And also, let's loop complete. For this, I need to mask also these ones right here. The reason for this is because if you realize when I go and apply the dynamics of the vision, you can tell there is like a defined edge in there that we don't want. We just want it to be on this area right here. So that's why we mask it. We musk also everything that's close to the extrude and this way when we move it down, so we need to move it on the edge, which is by pressing I control. I sit on sec. I'll let sexually move Edge We just want to follow the curve around. Let's see how it looks now. Okay, now it's not that visible, and you can tell there is something right there, so maybe we can go and do the following. So let's do collapse. Let's collapse this one. Let's see how it looks in here. Okay. Okay. Like this. We just have to mask the extruded area and then do the collapse with polyp selected. Let's see if this way looks good. Yeah, this way looks very good. We still can see some pinch, so let's try to solve it in a different way. Let's also mask one more pool. Let's see how it looks now. Okay, that's more in line. Yeah. That's definitely what we're after. We're keeping the rigid border in here, but we are having a soft runnes effect on the sides. Let's also do a bibl, maybe let's do the Bbel before we do the segmentation here. Oh, here. Okay. Actually, this is interesting. Let's see how that works. I'm curious. Maybe it looks nice. It definitely looks very cool. Let's see the ref. Yeah, there is something similar. I think I'm actually going to go for this. Kind of like more how it looks. Going to make it a little bit cleaner, but enjoy that shape more. Got the mask, this to the bevel. Maybe these ones as well. No those. Okay, now, let's do an insert to define it a little bit more. That looks nice. Let's actually clean well, it's not going to be seen. So maybe we don't care that much. Um, Mm Okay. Let's go back a few steps. One, because I forgot symmetry in here, and we actually want it to be symmetric. So let's do that and two, because I realized that I want to try different way of approaching it. So let's go back a few steps. Yeah, this point is perfect. Okay. Oops. No bridge, but. Okay. So the symmetry is not fully working, maybe because of local symmetry. Let's diselect all this without symmetry because I think the issues that we masked before activating the symmetry and now it's having issues with the mask. There you go. Let's go about it now. Is Muskin Well, yes. For now, yes. Tree different bevel options. Actually, let's use the one row single row because we want to do some adjustments. Okay. I'm just trying to make it look clean because of how round it is, it creates some distortion on the bevel, thickness and position. So I'm just cleaning that up a little bit. Hm. An orthographic is going to be easier for some stuff. M Okay, that looks pretty clean. Now we want to go and do the inserlops like always. That looks printed, to be honest. I think that's what we are going to be going for maybe let me try one more step. I think it can be done better, and we always should try for better. Okay. We remove all the super loops that we had. Gonna try do another bevel in here. No, this is not what I'm after. Mm mm mm. Let's see which options do we have? I don't think that we actually can do much of what I wanted to do. Oh, by the way, slide is the option I was referring to before to move along the edge. Um, I think I'm gonna try let's see if I can do it with Bbl but use masking this No, but the result is not I'm trying to create something more rounding here, which I'm not achieving at the moment. I mean, it gets rounded when I smooth, but I just want it a little bit more. Gonna slide that in a bit and see if that works. Not too convinced, to be honest. Um Okay. Thinking about fits Worth, keep going this way or maybe doing it with Bullins. I mean, I like the result. I like how it looks. And I would be happy with this. But again, I'm not fully sure about it. So gonna do one thing, go to mask all these, gonna extrude it a little bit further. And then we'll add the super loops. And see if I'm happy with that. Let's see. This should go about this then insert here. Let's call it like that. I think it looks cool. Works from far away, goes with aesthetic. Going to actually go and do the lights right now. Now it. Let's create a 22 is good. Now let's put it in place. Actually, I'm going to try adjust a little bit of shape. So it works better with the box, although we are not going to go very far with that just a little bit. Oh, we forgot to do one thing, actually. We need to mask this this edge right here. Mask also this and slide this one down. Up to here or so. And then mask this one. Actually, we can delete one of those. Okay. So basically, I was just trying to leave the upper part of the handle smooth. And now we are going to be creating a small plate for the light. Although I actually like how it looks without it because we can see the little ridge here. So let's see, let's see if we leave it or we take it out. H. I'm gonna paint with standard brush with MRTV. So it only paints material and color. And now I'm going to go back to you, it's true that when we paint flat color, it doesn't paint any material at all. So I'm gonna paint some other one that's shiny. Yeah, maybe this one or some other one that looks more shiny. A This one is good. This where we can see some sort of iteration of the light before we go ahead and have this textured. Okay, let's add some super loops to this one, insert. Let's actually bebel first. I think we look nicer. And now the super loops around. That should be more than enough. Gonna hide the mid handle so that I can and the lower one so that I can better see the Yep. How the light. It's clipping the a like some works good. A little bit more narrow and still kind of move a little bit more. This piece right here. They'll just sap little bit. Okay, that makes more sense to me. Mm. Okay. Yeah, I think I'm convinced now. Going to go ahead and duplicate this deformation mirrors down. Duplicate deformation, and I it this one? No. This one. There we go. Now we have four lights stones or however you want to call them. Mrs down. Let's make all the visible back again. All right. We can actually remove this from the beginning, since we're not using that anymore. And to be honest, I'm not sure about this piece, but something is going to stay, I think, because it looks cool. But we will revisit it for sure. I think maybe like this works. And also let's go and activate symmetry. And we're going to make it more curved like this. Oh, I know it's not working. Okay. Let's go to similar. Let's add a few loops in here. Why is it not working? Why so? Also, let's activate the symmetry on the Y axis. So it affects all the heads of the piece. Let's see if that works any better. Trying to create something round that works out with a blade, but I don't want to have anything that convince me. I just want to have something that looks cool. And at the moment, it doesn't we're going to go back a few steps. Let's see that. Maybe maybe this could be it. This actually convinced me. Like a small rich in there. Yeah, that looks cool. I think I'm going to refine a little bit more, but I'm happy with this. Okay. Okay. Yeah. I like this. Let's make for a more clean piece. We're gonna go Control sift, click here, and we're going to be using the knife curve or the trim curve. I always mix them up. It's not any of them. Oh, I think it's because of the dynamics of division. Yes. This is it. All right. This one is like a more dirty piece. We actually didn't do it as clean as it could. But because it's barely seen and it's just a small detail, that's okay. We could redo it cleaner. But let's just keep it like that for now. And if we feel the need, we will just clean it up. Just going to do some cleanup with a clip curve, which basically slams all the geometry from the side of the dark shade that you see on the right to the left. So basically, it feels like it's cutting, but it's actually smashing geometry. So it never gets destroyed. It just gets smashed against some other parts of the geometry. Now this is going to stay like that. Looks cool. Okay. All right. So now that we have this, let's save. So actually, let's just do the remaining gaps in the middle piece of the handle or laying tab right here. Then we're going to do same details of the light in the black piece. And lastly, we will model the centerpiece, this one right here. Okay, so there we go. There we go. Okay. So far it's looking good, I'm happy. Let's see. Let's do same approach on this one. So we deactivate dynamic. We grab Cmdller. Actually, I'm going to do an insert. Insert here. Since it goes almost halfway, so I think it should arrive about this height. I'm going to go and add one here, which is going to go like this. Sec. Let's actually go. Let's look complete. Lekalt down like that. The reason for this is because we're going to be tweaking and editing the geometry in here. Now that I realize the plates are a little bit flipped, so or twisted, so I'm going to go and rotate them slightly to face better the direction of the panels down here. And like this. Yeah, now it's more properly aligned. Okay. Still missing some rotation, I think. Yeah, like so. Now, let's add let's do a mask for this. So about there. Let's see through with a transparent mode and see, Okay. Maybe we don't need to go that low. So let's go insert and do one more here. Single insert, single edge loop. A there. Now let's do mask. Now let's actually transpose. With transpose, we can just scale down the whole loop without having to mask, actually. I don't know why you masked. All right. So now let's just do symmetry here on both sides. And now let's mask this right here. Okay. Let's do the same thing as we did before. Let's add one extra lube in here for control. And before extruding, actually, let's do it better this time. Let's reorganize a little bit more how these are placed with slide. Let's use a smaller brush. Otherwise, we might grab multiple vertices. M. Okay, that looks more correct. Let's see. I think that looks good to me. Let's see. Let's see. Maybe let's slide this loop right here a bit more. A bit more. And now let's go with QMs and see how it looks. Mm Okay. Let me take out the lights and see everything as a whole. Let's actually Let's see without it. Is the test. Okay, so they go that low. Maybe we went too low with this. Let's move this up again. Oh, silly slide. Up to here. Let's actually delete a few of the loops we have so that it gets less complicated. We'll add those afterwards. Same thing with this one. And now let's chimes. I think we're going to clean this up, actually. So we're going to delay the polygons and go by polygroupOO. Maybe poly group, Iceland. There you go. And now let's reach extra this a little bit. Uh, um, Oh, yeah. Throw off. Oh. Let's loop. Actually, let's move it less, and then let's move a top side view to align these guys. And now let's do a bridge. We will clean this up in a little bit, so don't worry. Let's slit this one. And these two as well. What we want to do is to simplify this area. We're doing different approaches on the top part and this one so that we can see how we do it in different ways. Let's see. It's not allowing me to remove because it's not symmetrical. But now I disabled symmetry, so I should be able to. Why is that Dp point? Yes. Okay. Okay. That's good. Oh, I have to remove this again because I went back. Alright, now we clean that up. Now let's um Let's go to Each and delete for this one, as well. Oh. Just add. Let's bridge these two. Set bridge. What? Oh. And now let's Bridge this and this. And actually, this would collapse. Like this. Okay, now we need to organize this a little bit better because well, I messed up. Um, actually going to move that with slide and gonna get it closer to the edges. Not that much, but a little bit. I'm gonna use move now. And now with slide, I'm just going to go and police how the structure is done so that it looks clean and it is clean. Okay. Okay. All right. That's starting to look better. Okay. So things we have been doing it with symmetry to avoid some issues that we were having with it, which can happen sometimes. So we're going to try we're going to have to create a symmetry for the object, which is not big deal. We are going to prove this slightly more. Okay. All right. All right, right, right. Okay, I just wanted to check something. Never mind. All right. A few more steps. We've got this Let's see it with a light. Okay. We can actually move this aside a little bit more. Let's see now. Okay, we can change it more. Okay. So now before we move forward, let's go. Control CIP click, hide half of it, and the other half of quarter so that we only have this quarter left. And now we go to geometry, WiFi topology, delete hidden. And now we can do mirror and weld. Oh wealth or that axis not working very good sec. That one worked slightly better. Let's actually scrap all of these and move it a little bit there so that the mirror is better. Okay. Now let's do same thing in here. Okay, it's grabbing the other side, so let's it the other way. So duplicate deformation mirror. And now Okay. Actually, let's delete the copy. Unless unto the moving part, otherwise, we will have issues.Formation mirror. Okay, now are good. Let's sew those together. It's down. Stitch. Hm. Actually, I think we can do it quicker with the edge selection. So if we select stitch, It's not working on sec. Maybe I'm not clicking on the red spot. Okay. Let's change for a sec, so that the action resets. So stitch now click Start Edge. Click the opposite edge. It's not doing anything. Hold on one sec. Okay, maybe we should do it. Maybe we should do it on bertie first with stitch and see if then it works with edges. I'm going to deactivate dynamics so that I can do smaller brush. Okay, not allowing me to. All right. There we go. So now let's try again. Stitch. There we go. Let's see if it's well done or it's just one. Okay, it seems that everything is stitched properly. Yes, it is. Alright. So now that everything is perfectly symmetric again, let's just keep working on this. Save us. Let's save a copy, 12. Let's go with bevel like before. Let's go to move. Let's go to slide. Remember that we are just restructuring the vertices so that it looks solid and clean. Let's move down. The vertices. It looks pretty clean now, I would say. All right. Looks pretty good. Let's just go and do the super loops like we usually do. When I said not going all the way through? Oh, because how this is done. Okay, yeah. Makes sense. Gonna collapse here. It's not a clos, no, collapse. Sorry. Here. I don't want to do the full thing, so use one edge. And now we are actually doing polylop Okay. Let's see how it looks. Well, actually, we need to re add the ones we had in here, here, here. And we're good. And let's see geometry. Dynamics of division looks pretty clean. Pretty nice, pretty nice. Okay. Lovely. Lovely, lovely. It looks continuous, consistent, very cool. And now let's just go and readjust this slightly. Let's also use inflate. So it looks more rounded and nice. Scale one, again, more inflate. And is skilled down. L et's click Local symmetry so we can modify them in the local axis. And I would say this is about it for the lights. It all looks like it fits very nicely very cleanly, like on the reference. Now let's see the floating plate. Let's also save We're going to do the floating plate in a less clean way to show more options. So what we're going to do is to grab one of the mask. So we're going to do um we're going to do the square mask probably. We're going to, need to increase the subdivisions for this method. But I don't want to I don't want to do it on the object that we're working with sub dip. So we're going to apply these subdivisions. And I created a copy so that we have this version, which is the one we're going to use for the tab. And then we're going to do one more, we will keep the sub dip. So let's do this one. Thing like that is aligned. Let's try and avoid these things. So let's do a few mask until we get something close to clean. So let's keep going like this. Oh. That is good, I would say. Now with control, I'll click. We can sharpen the mask or with Control click, we can blur it out, but we want to sharpen it. Okay. In there looks good. Um, what we are going to be doing now is probably, we're going to rest the square. Oh, like this. We're going to try do something more round. See how that works with a circle. Oh With space, we can move the mask around. And when we release space, we can keep scaling it. Oh, sorry, I forgot to click Alt, so that it's actually, we can invert it and that's it. With Control, click on the viewport, we invert the mask. Now, it's going to look too pixelated. Let's actually just do it a square, and then we will just police the borders. So we're going to go to extract. We're going to deactivate the smooth. We don't want it to be smooth in any way, and we don't want it to be double. So we're just going to adjust the thickness a little bit, and let's see how it looks. Okay, that's too much, probably. But let's start with a little bit less. That's too little. That's again too much. That's about right. I would say so. Now, from far away, it looks very thin. So let's delete this and let's increase again. Let's go with this. Okay, so we can work over this. In the end, this is just the extract of geometry. And as we can see, well, I'll just keep the symmetry on. But as you can see, there's some rounded corners already. So what we're going to be doing is to select polygons, delete, we're going to select polyloup so that it removes a Wait, let's remove first. This it's important for us to see the orange line. We didn't need that till now. But if we're going to select the polyup and the orange line is facing that way, it's going to select that one, and if it fits facing the right way, the sides is going to delete that one, which is the one we want to delete. Now we just have to do the same thing here. And now we're going to delete the Iceland, this one. Oh, let's see if there we go. So now we have the flap like we wanted with rounded edges by default. And now we just want to extrude the border. So we're going to select extrude's face. Need to select an object, and select a loop complete this one. Actually, let's make all same polygroup and let's select polygroup Island. Okay, so it's not working. Sometimes it happens that depending on how you have done it, it either works or not. So let's just go to polygons, QMS, and let's go with Extrude, all polygons. Like about this, this is good because we're going to use Bebel which we are doing. Let's do a slip complete polyop Like that. And now that we have this one, let's go far away. Let's use a little bit of inflate after we use the usual super loops in here, and here, there, and there. Now let's see how it looks with dynamics of division. Looks decent, but we want it to look more round. I'm going to go with an inflate. Lo. I like how that feels. And now let's just make it local home, actually. Align the pivot with a piece a little bit better so that we can move it closer. Actually, we could center on the origin, move it, yeah, kind of there on the center, and then just by scaling it down, it will automatically align very nicely. Gonna move it up a little bit. What's deactivate local symmetry and activated back cases not working properly. Okay. Let's leave it out about that hate. Let's check the reference. Okay, maybe it should go up here close to the lights. We need to til that. Why is it not working? Get local symmetry. No, I know why. Okay. Okay. So now we will have or flaps as well. I think I'm going to go and do something. I'm going to duplicate the object. Gonna move it there a little bit. Scale it down and up. I just want to create the sensation that there is like two layers. I so it feels more solid. Like this is nice, I would say. Otherwise, it was too simplistic. Now we can actually select this one. Let's increase a little bit. Yeah, let's put the dynamic subdivision on both. Let's make this one have paint, so it looks more shiny, even if we don't select it. Yeah, it gives a nice readable pop out in there, small detail. 7. 06 Creating Small Hp Details Part2: Okay, so we have the dagger clean one. We just need to finish this piece right here and model the golden heart in there. We're going to do these two holes with Bullins, actually. But first, I want to do some changes in this. So let's go here to deactivate the dynamic. Go do C modeler, insert a couple edges in here and I'm going to go and do a Kems which is selected already. Mes on poly loop on this one, like so. And going to go back to insert edges. Make this really sharp and crispy by putting the loops really close. There we go. There we go. One more. Let's see how it looks. Okay, looks better. I mean, more interesting for sure, but I still want to make this more pointy. I wasn't happy with how it was looking, so let's make this. Yeah. No it looks better. Comparison to the other side, the way, new way. So let's just grab this, Subtool delete. Before we do the duplicate again, we're going to grab and duplicate this one. Same thing as we did with this, which now we can throw away. We're still keeping our sub diversion. Now we're going to apply or not apply, but we are going to keep a copy of this one. We're going to model the details right there. So we're going to be doing it looks like we have something here, like I don't know, it looks like something in here, plus the Booleans and also the small details. So we're going to try to do that. See how that goes. So as you activate the subdi we have to check how tall those are. So it's midway between the curve and this one, a little bit lower between here and here, so around this one could be, and we are going to be inserting an loop here. We're also going to be sliding the vertice. Let's make this bigger. Okay. And now we're going to actually going to move this lower a little bit more. Yeah. About something like this, I would say. And we're going to do mesh, not all that on a single poly. Well, actually, there's a quick mask. So it's a couple of them. This goes there. Okay, about this. Should be good. Like that. And now we are going to select vertices and stitch. Stitch, this one to this one, this one to this one. And lastly, well, I think that one, we need to keep it, right? Yeah, it looks like so. And we see this one as well. We're going to slide this one right here a little bit up, so it's more gradual. Okay. Looks about right. But actually gonna think we could move this down. So I'm gonna transpose this guy. Let's move the pivot to the vertice. Make sure we're used moving that one. Yes, we are. Now let's make it deeper. Let's do same thing in here. Let's see how we can mask this one. All right. It's good now. So about there, I think looks good. Let's see how it looks with the dynamics of division. Okay, looks decent, but we need to, of course, clean it up a little bit. Let's use insert for this. Let's see now. Okay, that looks nicer. Let's do this as well. And this and see how it looks. That looks very nice. And we need one more, which is going to be, this one right here and this one right here. There we go. That looks quite promising. Maybe we could make it deep. But to be honest, it's not too bad. So for now, let's keep it that way. Let's try go and do now this corner right here. Gonna remove this. Yeah, this one, let's see how that looks. So we actually can get it fairly simple. Um hmm Okay, so that is going to go here. I want to make this loop more pointy, but because we have already all these super loops for the hole we just did all these details. So because we already have that, it's going to be a little bit more complicated. So what I'm going to do is go ahead a few steps back. Well, not back, actually. I'm just going to remove them manually by deleting the edges. That's all we need, really. Removing those two. And now we're going to go slide and go to make this more pointy Actually, you know what? I'm going to keep this one, and I'm going to do another one. I don't want to break the flow of the blade. So I'm going to do one in here, and this one is the one we're going to be editing. It's not that much. We're going to be group invisible, well, not group invisible, but are actually going to go select the mask class of selection with control. We open the mask menu. We're going to be polygrouping all these into one section, polyps group masked here, and then we are going to be actually, sorry, let me mask this as well. Like that. And now we're going to be missing this. How can we do this? Okay. Let's actually keep working. With this, I need to add one more loop, so I'm going to go on slide. It's loop complete, but let's mask all this. And let's move this here. Let's now add one more loop. The idea for this is that instead of extruding it, I want to go and mask this and transpose this loop Oh. Just like that. And I'll do the same thing with this loop, Transpose. Okay, but I'm asking this right here. Oh. I'm going to adjust also this vertice right here. I'm going to transpose this one as well. But masking this, of course. One more adjustment, which is going to be sliding the vertice a little bit down. And let's see how that feels. Let's see with the dynamics of division. Okay. I think it requires more. So gonna go ahead and make it more apparent. So transpose, ask all these. Okay. And Yeah, the masking is getting a little bit tricky now that we have the bottom side as well. Okay, let's transpose this one with all these masked like always. And same thing with this one. We just want to create a smooth transition from one to another. That looks very nice. We're going to detail this a little bit more with the usual some insert loops in here. So we're going to put one in here, one in here, one in there. And one in here. One more in there to make sure. Va. I would say this looks about right except I'm going to try and see how Beba looks here. So I'm going to peal this Oh. It looks a little bit nicer, still too sharp. So, you know, go ahead and remove this loop and this loop, this loop, and this loop and insert a couple of them, but farther away. Looks pretty solid, looks pretty nice. Let's see with all together. That's wonderful. I love it. Nice details. I think it looks still very thin. I'm going to try a few more things in here. Not fully convinced yet. So really, the issue, I think it's because the overall result is very thin. So maybe if I delete this main loop and this one, We're just move. Let's go with slide. Let's delete that loop right there. Let's let this one. Let's do a bridge, sorry, a bevel, like a bigger bevel. And now let's use, again, insert loops to make everything look nicer. And see how that feels now. Okay. Yeah. That's definitely more in line with the study we're going for and looks very clean. So that is what we're looking for. All right, I'm happy with that piece already. Let's compare with a few versions. Just to see the progress, how it's looking. Load, maybe number nine. Yeah, that was before the details with the details. Big improvement, I would say. Oops. Yeah. Very nice. Okay. At this point, we're missing the Boolean part. We can actually try and do it edit poly. But Bollans are not bad, so maybe we are going to do them with those. Let's just try and show one more C modeler tool, which is very, very nice. But for this, I'm going to duplicate again. G to get rid of the one before. Delete. Okay, so for this, we need to turn off again, the dynamic subdivisions. Okay, this is just slightly above this. We're going to need one extra loop for this. And we're going to slide this vertice again. So it's kind of positioned in a way that it's parallel to the line of the cut we did before because that's what we need right now. And we are also going to try to make these two polygons very similar in proportion. So about this, I would say it's good. Making sure it still works like this. Something happened there. Oh, yeah, it's true. We're still missing the super loops from before that we removed to do the point thing. We're still going to be keeping them away for this process we're going to do, or actually, maybe it's even convenient for us to have them. So let's just go and add them. Did we have one in here? I think so. Okay. That looks right. I think we didn't have as many. But if it looks good, gonna try keep them. I'm going to do one thing to clean this up a little bit more. Okay, so we're going to delete this loop slide. This vertices up here, so we get a cleaner topology. Oops. I All right. And now we're going to go back and insert one loop in there and one loop in here and one loop in there. Let's see how that looks. Looks very nice. Okay. Promising. Okay. Let's save again just in case. Let's go for this right here. So what we're going to try do is place two edges about here. We're going to select the split. Let's see if we can do this and this. With an edge split. Hmm. Maybe that's not the ideal way. It's going to require a lot of topology changes. The plan was to get these two cut like this and then join them, but that's going to be a lot of work for what's really worth of that detail. So I'm going to go ahead and like I said, delete this one, duplicate, and we're going to be a three dynamic. We're going to be applying the subdivisions and we're going to model or model. We're actually going to be inserting a cylinder rotated 90 degrees We're going to be doing a bubble on this edge. Oh. Okay. Let's actually replace it with a custom one. Oh. Cube cylinder. This is vertical rest, so for this, we use 11 Let's actually go back and work from the base one. Do not complicate ourselves too much. Let's hide this part of the geometry, actually. Geometry, modified topology, delete hidden. We're going to be deleting all that. We don't need it. Actually, I'm going to display properties double so that I can see the object even if I'm on the other side of the normals, and I'm going to be umsing the edges. Let's see if polyloop not in that way. Let's see how we can do the full border. Sloop complete. Polygrablin maybe. No. Let's try with sloop complete and see if that works. Nope. Okay. Let's try one more thing. Oh, wait. Hmm. Yeah, polygraphs are not working very nicely here. Well, well, sin's going to be a boolean, let's actually um subdivide it a few times. Well, it's in here, but before we're going to do a bl. So let's do in here and in here as well just in case. Let's do a few inserts. So what we're doing now is prepare the boolean object. One we're going to be resting to the other one. Although same both sides and now we're going to be subdividing this Geometry, we're going to delete the lower subdivision levels. We're going to make this into a dynam subject. It is right now, you'll see that geometry changes drastically. And we're going to grab half of it, which is with the square selection, which is about this. We're going to pull it until we have sort of this shape, I'd say, about this, and then we dynamise it again. This is the object we're obtaining. We are going to rotate this 90 degrees, rotate it. I think it's sort of this angle. Let's move it here so that we can clearly see where it goes. I want to align it with this angle right here, the one we did here, so it kind of has some sense, and it goes just with this line. Well, slightly past that line, but it's a smaller one because it ends on the end of the blade and starts barely on the same edge. So going to go and scale it up like this. Reset the pivot so it's vertical. Move it up and it goes about here. Smooth it now here, rotate it, so it has the same amount of geometry out than in. Well, not doesn't need to be the same one, but you need to make contact at all points at the same time. Otherwise, the volon will look weird. So this is good. I'm going to hide the blade for a sec and the field object. I would say this is correct. Try with this amount. Now we have to duplicate this, deformation, mirror, select this object, do something, delete, convert that into a dynamic subject with more resolution, of course. Even more, I would say. That is acceptable. We can even smooth out some edges now to make it look more round and nice. But actually, we will do that later because we will have to do another boolean pass when we combine these two. So we merge these two Bollian objects into one, move it up. We're going to put the boolean mode in substract and let's say just before the operation. And now that we have the Bolans ready, the object that's going to be doing the Bollens we just have to grab this one, deactivate the dynamics of division. Okay, Let me hide these two. Okay, deactivate it from this one. Actually, I'm going to relocate a little bit the edges right here. Going to get the sea modular slide and basically try to leave all these loops fairly close to the object. No. It's not because we really need that but because it's going to limit the area where the cut of the bullion is going to take place. Let's not put it too close either, but we want it to go kind of with the shape of I kind of like this. Let's move this up. Well, must have it. Okay. That looks about right. Now, very simple. We just have to go to render, activate Life bullion, and we will have this working. We just have to make sure that the Bollans are in the correct place because at the moment, it's touching the blade. We want to have only above the boolean, the object that we want to be affected by, which is this one. And the boolean needs to be on substract mode, which is this icon right here. Wait, let me get back. Okay. And now we are just going to orient these a little bit better so that they are really dead center. Now it looks about that center. I like so. And there we will have it. We have Bollens done with live bullion here in render Bullins. And now if we wanted to get this, Wait, let me move them out a little bit. Oh, yeah, there we go. It was showing up some of the fill object that we have here on the back. So now if we wanted to make this mess, like final one, we will just have to come here to subtol Bollan and make Bollan mess so this will grab all or visible subtols and make it into a new one. So gonna save 15 Okay. And I'm going to delete this one. Just leave these two visible right here so that we have or left bullan working, and we're going to select this subject, and we're going to click on Make Bollan Mess. Now, this will take a few seconds. And now, here, we should have or new mess created. Let's see. Okay, it is always a good idea to subdivide it before doing this because it kind of breaks the geometry when doing the Boolean. So let's go ahead and do a new try. So let's deactivate. Well, let's actually apply the dynamic subdivision. Okay. Now we still are keeping our subdivision levels, but we already have our smooth object. At this will be good. And we have to click Make Bull and mesh again. This will take a little bit longer than before because it's a heavier mesh, but shouldn't be too much. Okay. Now it's ready. So what we're going to be doing is to convert this into a dynamic mess. That way, we're going to be able to smooth properly the edges because otherwise, because of how booleans work, the topology around them is not very good. So in order to be able to smooth them right, we need to dynamise them before. I'm going to be playing with the subdivision to see which is the best result without losing quality. The more number, the better, more subdivisions will have. And now we can see that we actually have enough subdivisions to smooth it properly. Now if I disable the paint, you can see that it looks a lot nicer and more polished. We're also going to be applying smooth on different areas. So the inset that we did before and some of the edges so that it looks more stylized instead of that much sharpness on the edges, but we need to get just right amount. Now, we're going to go to deformation and we're going to try the smooth modifier, right here to try to get a more unified smoothing throughout the whole piece. Since that it's not doing the right thing. Hold on. We can smooth manually to achieve a result in some areas. And now that we have done the manual part, we're actually going to use polish instead of smooth, which does a very similar thing. Takes a little bit, but what it will do is we'll apply the same amount of oil smooth on every feature of the model, which is good to do an overall smoothing effect. Okay. I think I'm, I'm very happy with the change. As you can see, all features look a lot softer, which for a stylized look is what we are after instead of so sharp, look All right. Now, we insert the piece back into our knife to see how it looks altogether because we were working on a separate soup tool. And overall, I would say I'll say it looks pretty nice. Yeah. Yeah, I think I'm happy with the result. All right. Let's do the other side. Mirror. We need to delete the different subdivisions so that we can apply the mirror modifier, and there we go. That looks quite nice, quite nice. Okay. Excuse me. All right. Can. Okay, yeah, sorry. I was just making sure that I mirrored the right piece because I think I did it. And yeah, I was now just deleting the higher subdivisions because we don't really need it for the amount of detail that the piece has. So I think at this point we're good to jump into the new piece, the left one we have, which is going to be the centerpiece. And for now, it's feeling pretty solid, I would say. Let's save again as a new version just to keep the progress. M and actually, let's also go and do another check back with the reference to see that we are in line with all the proportions because it's very likely that during the process, we strive a little bit away from the correct proportions. So let's make sure it all works still. Let's put the reference bag in place. Okay. I think that will be in place. Okay, so although there are some proportions that I would like to fix, but we will do that later on. For now, we're just going to create the last piece. So the center pike that we see there. We're going to append a plane, like we did before to create the other shapes. Let's put it in place. Yeah, move it a little bit front so that it's not intersecting with a knife. Now, let's skill it up. Move it down slightly. There we go. Center back the camera. No, tank. Okay, we need to reduce the amount of density that the plane has. For now has too many subdivisions, so we go key here to initialize. We set one, one, one for the resolution and we click on grid. Now we need to relocate the plane again, but we have the right subdivisions, so I'll do it. Let's put the knife back in place for the reference. And now we can actually start moving with C modular. All the vertices. Let's create the middle subdivision. And let's see if I click this. All right, there we go. Man, gonna activate do nothing both on edges and polygons because it was being tricky to grab those vertices. Let's just put the basics in place. So to create the base of the pike. Trying to recreate that shape that you see you can see the reference, which looks like an arrow pointing down there. Then it looks like there is another one pointing up, which we'll do in a second. Okay, now, go back to Extrude. Oh, the other one. Extrude move. Yeah, this one. So let's move it a little bit, and then going to move the center. Dang is being tricky to grab those partses. Then just do one more, for the chains of hate on the piece. Gonna create one more subdivision with insert in here so that I can properly, uh, one sec. Dang. Why is it working? Jesus. Okay. Let's move. I always get confused with those. Alright, let's do one more extrude, and I think we can get the basic shapes ready. We're doing the same thing as we did before with the main blade of the knife. I to achieve a correct loop flow, we're going to be upsetting a little bit the center vertex, but we will do it with another extrude. Did I confuse this again? Hold on. No, it's the right one. Jesus, this always annoys me so much for some reason. Why is it not working? Um Okay, let's try. So it's not the angle of the vertice. Okay. All right. Now it works for some weird reason. Careless move. Like I said, we need to offset the center vertice so that we get the right loop flow like we just did. This way, when we create a connection throughout the center spine of the loops, let's call it that way. I will connect the left side to the right side in a continuous way instead of both ending at the tip. Let's just slightly adjust some of the vertices so that it matches better the right shape of the pike. Okay. Let's insert and create the internal flow so that we have better addition to the shapes. So one loop that connects right side and left side so that we can create the curvature of the center and then a few more vertical subdivisions to also better represent the shape. Okay. Let's see from the side and see, move it a little bit more. Can I try and see how to place the plane so that it's in a cool position to give it thickness. Let's first give it some thickness and then see if we need to rotate it or do something else. Okay. Oh, I don't want to move the center. Let's actually mask it first, just in case. Okay. Yeah, those are needed for the mask Ops. Let's right now. No. I need to mask one area. I think. Damn, this is tricky. Okay. Definitely not those. Hmm, I think masking this one will be a better idea. Alright, I think now we're cool. This is what we wanted to do. Alright. Let's put it in place. No. Jesus. This is being more tedious than I thought. Yeah, sometimes sometimes semdar can get tricky because of angles and selection modes and stuff. But it's worth the time. Okay. Just trying to get the right shape that we appreciate from the reference, both from the side and from the top. So just trying to move it on a horizontal edge so that we don't mess up the top silhouette. Okay. Okay, I think this is a cool start. I mean, at this point, mostly, I'm just trying to create the basic shape for it. There are a lot of things to twit still, but you guys see where I'm going. Trying to improve the edge work here. Uh, it's going back and forth from the top, from the side and from different angles to get to get the right feeling because sometimes working just from one side can be very deceiving. And in reality, we need to be checking every angle possible to make sure silhouette and volumes are good. It gets easier with practice, but for me, pieces like this one, which are difficult to read from the reference, might be a little bit more complex. Well, in the end, it is some interpretation that we need to do. H. Okay, this is looking better, but still, there are some small things that doesn't convince me. But the shape is definitely better. Let's see how we're doing. Okay. All right. Mm mm mm. Yeah, let's make the base straight. Yeah, like this. Okay, I'm liking what I'm getting so far. Let's try to scale it up to create more depth to the piece, and then adjust some small stuff so that it feels more solid. Yes. Okay, I'm liking what I see so far. Let's try to put it in place, do a quick test of how it looks mirrored. Since already could feel like a blockout of the piece. To me, honestly, it works. I think having a slight rotation makes it feel more in line and sharp with the edge of the blade. So let's duplicate it and see how it feels. Yeah. Yeah. What do you guys reckon? I think it looks cool. Yeah, let's just adjust it and try some stuff. Okay. Let's delete one side and keep working on the other one. Okay, let's save before continuing because we have a pretty decent start. So let's go back to the ref. Take a quick look and see. Okay, let's try see every angle we can of the piece. Alright. There are some minor stuff. So far it's going good. Maybe Yeah, I think we need to widen this out a little bit. Yeah. Yeah, to me, it looks more correct now. Yeah, definitely. I like this. Let's also change the inside part. Yeah, there we go. Easy, fasiFx. Yeah, right. Okay. Let's also move this in a little bit to consolidate a little bit more. Let's use this to make it straight, mask and move down. It kind of aligns perfectly, so that's great. But let's also extrude everything in. Not that. There we go. That way we have already thickness, and we can call it not done, but we can already start working with the thickness of it and make it feel more solid. Okay. Yeah, let's keep adjusting this the piece. We're also going to be adding super loops so that we can already start giving it a more sharp look, but there are some shapes still to refine. So let's go and do both. Okay. You adding edges on the main shapes to get that first preview of how it looks. Very likely we're going to still need to adjust some stuff. But I want to see how how it looks smooth. Alright. Just making this more consistent because they're from the extrude, there are some areas that don't look coherent. So I'm going to be adjusting that as well. I might need to remove some of those that I just created, so Okay. Oops. Alright, this is looking better. Yes. Yes, I'm happier with it now. Et's go again and at the super loops and see how it looks. Okay, let's set a little bit more curvature here. Yeah. More air we like. I prefer this. Hmm. No, I was trying to see if the silhouette looked better adjusting a little bit more the shape, but I'm not too convinced about that. But I'm also not very convinced with what we have so far, either. So I think we need to do some small adjustments, which I'm trying right now. Okay, taking a peek, comparing both to see if the height and everything fits in correctly. There's this area I want to change the one with the Asifs But overall, is to see if we are going in the right direction. Here, I just realized this is too thick, too white, sorry. And I need to adjust both the shape of the curve and both the width as well. So I'm going to be removing super loops so that I can do the changes without issues. Okay. And this one as well. Okay, that looks more correct. There's some stuff still. I don't think it's right. But let's see. Yeah, that looks more like the reference to me. Okay, let's now adjust the booleans here so that since everything else is looking quite on spot, let's select this. Yeah, this is the right one. And the Bullions let's move them up. Let's rotate them to get the same inclination. Let's put the reference back so that we can perfectly match it. Okay. All right. Oh, there is good, I think. Um, almost there. Okay. Okay. Yeah. Alright, so we adjust this, which was a little bit off. Also the point here, Yeah, there were some small inconsistencies. Let's also move the centerpiece. We need to be careful with this one, because it can easily break. Let's see. And now let's move the Bullins. C let's say that's more on point. All right. Yeah. That's perfect. Oh, I actually miss click that. That is very nice. Okay. Obviously there are some small differences, but that's almost noticeable, and to me, they look good, so let's keep them that way. Um, Okay. He's doing one more adjustment than here. All right. All right. I'm quite pleased with this. H. Happy. Okay. Let's put back everything into sub deep mode. Alright, I think I messed up this one. Yeah. Yeah, you see that the bullion is too deep so that it actually displays the other side. Hm. Okay. We need to fix this one. I rotated front. Yeah, that's better in there. Just change the depth a little bit. Like so. Checking if there was different smoothing on some areas because I feel like I messed up a little bit. So just going back to check. Hmm. Yeah. Okay, so yeah, since I messed up at some point, I want to re edit this piece a little bit better. Okay. Taking back and forth and see how we can make this better. Okay. Let's do the move with a bigger brush so that I create less deformation or at least in a more smooth way. Let's check. Okay. I think about there is good. I mean, there's definitely something there, but I think I can easily fix it. Yeah, that looks a lot better. Yeah, the issue is that when I moved it down, I deformed that complicated area. So it was creating like a pinch or I don't know. I wasn't liking the result, to be honest. But I think it looks good now, just checking from different angles to see how it works. Things good. So let's go back to this one. All right. So in here, I'm still lacking some improvement on the silhouette. So I'm going to go back, oops, go back and delete what happened here. Oh. Okay. I think it got booked on sac. Let me fix it. Alright, so it's because it's transparent or how is it? It's not that. Okay. Hmm. So the thing is happening when it is on frame mode. Let's just go ahead and keep deleting the edges. Okay. I think it's good. Let's move this up. Actually, let's delete it. Right. Alright. Trying to sharpen out the main edges. And now we're going to be seeing how it looks. Now, to faceted. Definitely, once I want to improve that. So let's go and damn, I always miss click that. Okay, let's go whenever it allows me. Okay. I want to clean this corner right here. Sometimes when extruding or adding edges or just moving from different angles, it will damage the structure of our loops. So it's always good to go back and check different angles to see if it's still working. The reason I'm moving this away is to be able to keep the sharp edge on the upper area of the pike, but still getting more softer result on the lower area. So since the distance within the loops is bigger, the smooth algorithm will be, well, smoother, obviously. So that's why I'm just moving them away. If we wanted to achieve a more sharper look, we will need to move them closer. But in this case, we're just going the opposite way. Actually, I don't mind that much about interior, so I'm just going to leave it like that. And I'm going to make whoops. Why is it snapping. Okay, hold on. Let's just do it with a traditional move tool. So the thing is I want to get correct curvature in there. So I need to tweak a little bit of vertex position in here. That looks a lot more nice. All right, let's see how it looks. All right, that's slightly better. Okay, but that is not. So let's go and fix that. That loop in there. Let's get the right curvature first. Then I will very likely remove the edge and put it back so that it respects the exterior curvature. Okay. This is a patient's job, so I will take some time. Okay, I think this is going to look a lot nicer. Let's go and see. Yeah. Okay, so the upper part of the pike, I'm pre happy with it right now. It looks smooth. It looks sharp at the same time. Everything looks very intentional, so that's good. But I'm not liking, especially the lower part of it, so I'm going to be working on it a little bit more. Mmm. Oops. Okay, sometimes when we have this issue that is not deleting the full thing, um, we need to do it individually. Damn. One sec. Okay, yeah. That will work. For some reason, it books sometime. So, so yeah, it doesn't delete the full loop and creates that issue. But as you could see, snapping it, snapping the vertex back to its position works. So all good. All right. This is a little nicer now. Okay, let's go now and create the slide bebl that we have here on the shape. We want to create a small difference that apart, apart from it, reading in a more interesting way. We also bring it closer to the reference, which I think it has something like that, or at least that's what I imagine from it. We're going to be moving this a little bit. I think this is not enough, but let's try and see how it looks. Yeah, definitely not enough. Let's go back. We want to make it more apparent. So yeah, Ops. I need to activate symmetry and move the pivo there. Okay. Going to adjust a few more things. I need to delay the insert loops before doing more changes. I'm going to mask this and scale it down with the pivot centered, actually. There I go. I want to make this way more deep so that the reading is sharp. Yeah. That makes more sense to me. W to insert back the super loops. Okay, shape shape looks very nice. No. I think I'm happy with that. Let's save Okay, you're taking laser revision. Let's see how that looks. Okay. Gonna try make a bevil here and see how it looks. I think it can look interesting. Oh. Damn, we have this issue again. And now I cannot merge it. Okay. Yeah, now it works. Let's go try and do the bevel again. Now that we have cleaned up this. Realize I don't have symmetry. Okay, let's try again with the Bble and see how it looks. My, that's I think that might be enough. Let's put the super loops again to it so that it looks more sharp. Quite close to the border. To be honest, I think that will look better. Okay. That looks nice. Yeah. Quite happy with it, to be honest. Just gonna try if that improves, adding that extra super loop in there. I kind of like it, but not sure if it works good on all the parts of the pike. Let's try and inflate it a little bit so it looks more stylized. Oh, yeah. No. Okay. I think I will need to remove the under part so that it doesn't collide when I inflate it. D All right. I need to flip the normals. And now I think I could inflate it without any clipping after removing the interior. Yeah, just like that. All right. I actually really like this. Okay, looking promising. Okay, oops. I'm messed up. Okay, you're setting everything with dynamics of division to make it look nice and finished. And I'm going to also mirror the piece to see how it looks. Oh, yeah. Okay, I think we need to activate the bullion in that piece. Mm mm mm. To move this up. Why it's not working You see this please? Oh, yeah. Okay. Okay. That looks pretty nice, to be honest. I'm pretty pleased with the overall clean result. It's not finished yet, of course, we still need to unify some pieces. We're going to be saving before moving into that. So yeah, like I was saying, we need to unify some pieces, so we're going to be connecting the end of the handle or the ring thing we have going on. So we're going to be merging that together with the handle itself, and then we're going to be adding some more detail. Here we can see what we did. Last few steps at least, looks pretty cool. And we will also be adding some dents, scratches and details on the high poly so that it makes our texture work a lot easier because all the detailed work that we do here will transfer into the curvature, the normal map, and every channel used to create masking inside soups and spinter. Let's just get some screens 8. 07 Adding Small Damages In Our Hp: And these are the two pieces we're going to be merging together, so we want to move them down so that we have them handy. We make those two visible and hold on a second. Actually, I'm trying to get the pieces to a high level subdivision so that I can dynames them together. I was delating the lower subdivisions levels, and now I'm going to be dynamesing them together. And now since they are dynames together, I can smooth them together and it will look very nice and smooth. Actually, I'm going to activate the symmetry so that I can do the same pass on top and the bottom at the same time. And now we're going to be detailing the side, creating like a small welding, like so. We can do it with clay buildup. In this case, I'm using clay tubes. Not sure if I want to use the clay tubes that I'm using right now, which it doesn't create such a noticeable effect. So we can actually combine this one with the default clay tubes. There are multiple variations. You can try the one you like. Just trying with the alpha and see how it looks. I want it to be smooth, but at the same time to have some silhouette so that you can tell that it is a welding. Not entirely convinced with this. Too straight, N. I think one by one might be a better result. That is a better result. Yeah, I think I could live with this. Okay, so also let's go back a little bit, and we're actually going to be doing all these detail and all the others using MRF and layers also you know. So we're going to go and use tren dynamic. But instead of using it like that, we're going to be using MRF so that we can tok it the way I'm going to serve you. First, I'll create a layer, then I'll create a morph. And basically, when I paint here with tren dynamic or clay tubes or whatever tool I want to use, I can go back here and tweak the Mf slider, which will give me more or less intensity on the strokes that I did using that morph. And then I can also paint with a morph brush to bring the mess back to the stage it was before I did those brush strokes. It is not as smooth as you can see. It is more like painting back the detail we had and removing the detail we created while using the morph. So with this, as you can see, you can have more control over the brush strokes you do. So that's why for detailing every piece we ever work on, we're going to be using. And as you can see, using switch, we can switch back from the previous stage to the current stage. Okay, so we delayed it, create a new one. As for layers, it works similar. It is like layers in Photosap. You enable or disable the details you have done in that layer and you can increase and decrease the intensity. So the way we work is we create a new layer, we create a new morph, and then we're going to be detailing this bit by bit to make it feel more like crafted metal rather than something very industrial and perfect. So we're going to put some dents and damages all around the piece. Even if this looks like it's doing nothing, it's actually, as you can see, a little bit. It is damaging the surface of the metal. I rather go and do much more intensity and damage that I actually will be using later on because the way we're going to be working is exiting on detail and then bringing it back with morph a little bit. So Excuse me. So yeah, we are over detailing this way more than I would like it to be. And we will just tone it down back in just a second with morph. Doing the other side. I'm also going to add some details with them standard like small scratches and stuff. If we tweak the focal sift, as you can see, we achieve different results. So we want to go with something that doesn't feel too soft, but doesn't feel too sharp, either to the point that basically it looks like very raw metal. It needs to feel some sort of softened by wear and use. Bringing back some detail with the morph. This stage is more like trial and error, as you will see. Basically, we use pinba some detail, maybe we like it, maybe we don't. So I'm just using control set all the time. Here, I might just want to keep the full say but used with less intensity. So try to do like a pass like that, and I end up just destroying the whole thing. But basically here, what I'm looking for is not big big marks. Like I said, I just want small details that feel more natural because it is not just done with a ebrush brush. It is done by using first the brush and then removing some detail with another brush. So in the end, it looks more organic, in my opinion. But you see that I am just removing most of the detail at this point. And I just want to leave small marks that when you see from far, it doesn't read as perfect, but when you see from close, it doesn't either read like super damage or anything because that's not what we are after in this case. Saving on sec. Okay, there we go. Now we're just going to keep doing the same thing over and over again on every piece. Obviously, the amount of damage and detail that I'm going to be doing depends because we don't need to really add a lot of detail on every piece. In reality, what we need to do is to is to create an overall unification of detail. So in this one, I might just at a few brushstrokes. This one we're also going to add some scratches. I think that will give some interest, adding different detail to the lower piece. Mm. Okay. That's looking better. One step that we will do later on, it is to detail the connection within the pieces. So for now, I'm just adding detail as you can see on general areas of each piece. But I'm not really doing any detail that goes from one piece to another, and that usually brings together the piece very well because it feels grounded, it feels that it is not just random detail, it is something that happened to the object. But we will do that on a later stage. For now, we will just keep adding this kind of detail to every piece, which mostly is going to still be using same tools. So trend dynamic all the way, it's going to be down standard all the way as well. Hold on a sec because I'm actually realizing that when tricking proportions before, I actually messed up with a border. I think it looks like it's floating. You'll see now one sec. Yeah, you see that angle? We just needed to move it slightly. Okay. Yeah, that was it. Just a small twig. But I just wanted to make sure. Now, let's just go and add the proper subdivisions to the piece before detailing it. And let's go and just morph. When the piece gets black like this, disable the paint because it is a book that Cyrus has with layers and poly paint. So yeah, just disable the paint, and there we go. Wait. Why is it not painting? It's something masked. Did I apply the subdivisions? Okay, no. Yeah. That was it. Sorry. My bad. No, wait. Something's going on here. Oh, yeah. Okay, so let me bake the layer and the morph because without that, I don't think I can apply, and now we have it. Yeah. My bat. Sorry. Okay, we create the layer back, we create the morph back, and we're good to detail now. So yeah, let's put some trend dynamic everywhere. I'm just trying to get, like I said before, some small landmarks everywhere. Then I will just go back and reduce. Okay, I think that's looking pretty nice. Maybe I'm just overdoing it, but like I said, all this is going to go out fairly lazily in a bit, so I'll meute myself in this section and just let it go. Because there is nothing really much to add apart from just me. Training dynamic all the way through the piece. So when I'm done with that and I get back to Mrving, I'll comment a few things. It will be approximately in case you guys want to set the two time speed or something on the video. It will probably be about 25 more minutes, 30 more minutes or so entailing the whole thing. So basically, you guys can speed up the video until then. I m. H Okay, so since before we actually readjusted the booleans and everything, we have to redo this smoothing pass. So nothing special. That's why we're going back and doing this again because we reworked this area. So yeah, so far as you guys could see, basically, I've been used doing tren dynamic and dump standard throughout the whole piece. And with more bringing back some detail, but that's pretty much it. It's a very simple process. It's more about getting the touch of it. So I would really recommend to just go very aggressive, try different alphas, different brush intensities, adjusting the fallo. And once you have played a little bit with trindynamic dam standard and the morph, you will start to get the touch out of it, and it is basically same kind of detailing for everything. I not only use that in stylized, but I also use that for every kind of, like, detail I could add to something. So let's say, for example, I'm detailing an armor, basically, I will just tren dynamic the shed out of it. So basically apply it through the whole surface, making it feel like the armor has been hammered manually. And then with morph, maybe I would just reduce the intensity so that it doesn't look so aggressive. I will do the same if I'm applying skin alphas to a bust or to any other surface. I will just apply the alphas and maybe connecting one alpha on the face with another alpha on the face might be too aggressive, so I will morph back the borders to make it blend smoother. So basically, same thing I'm doing right now. You can see I smooth too much, so I'm bringing back some edge sharpness with the morph. So it is a very powerful tool, and it can be used basically in anything you do inside Zebrs. So I really recommend you guys get very used to it and make it your own, make it daily tool because it's one of the more useful things inside Zebrs I would say. All right. I think I'll just finish what's left. I think like ten more minutes or 20 more minutes and we're good. And I will get some screenshots and we should have the high poly ready. So let's continue and I will come back in a bit with you guys. And I Okay. So last few steps on this, I've already dim down most of the detail with MRF. I have used the tren dynamic and dam standard on mostly every piece. I think right now, what's left is used some small last touches to make it feel more solid. But I'm pretty happy with it. As you can see, I decide to go without the weldings in here. It felled to fake, I think, so I would rather to have it smooth like that, and I'm about to take some screenshots, I think, and call the hi polydon. And the rest of the detail that we will add to this will probably be already inside substance painter. Since it's quite hard surface piece, we're going to be doing low poly and US, sorry, not low poly, but the UVs are going to be done in three D Max probably because both for normals and UBS, I will have more control there. UVs can be done inside Zbrus, but to be honest, I would mostly recommend only for organic stuff. For stuff like this, I would probably just try to go to some other software for UBS, but that's really up to you guys. Um, but we will be doing the low poly in here. So we will have time to see how those tools work. Good thing is that since we did everything with sorry, with C modular up to this point, and we saved all the versions of the knife, we're going to have a pretty well structured base for low poly already done, and we're not going to have to do manual topology. So we're just going to be lowering down the subdivisions of most of the pieces, adjusting in case we modify the sap too much. And yeah, and removing the super loop. So in reality, we're not going to take that much time, and the process is going to be fairly simple. I'll do something similar. I will just comment on a first piece or maybe two pieces and then since everything is going to be very repetitive at that point, you guys can decide whether to watch the full thing or just speed that up to the next part of the tutorial. But yeah, if you guys are interested, I will just try to make it as interesting as possible during the process. As for the captures, as you can see, I was just talking, but basically, I'm trying to show every angle of the knife and just put a couple of them together in an interesting pose. But these are not really the shots that matter to me because we will get the cool ones later on when we have a proper light setup inside Marmoset. So this is used for entertaining and appreciating the work we have done so far, which at this point, I think it's more complete. Okay, yeah, I think that should be enough. I'll just finish this up and jump into the next section. 9. 08 Creating Our Low Poly: Okay. So for the low poly, what we're going to be doing is first loading a previous version where we didn't merge the bottom part, the one with ring. Not sure if this one. And this one we have? Yes. So I think I already collapsed the subdivision levels in here. We need to get to one where I didn't because we're going to start off the yellow poly from that. So let me quickly check. Okay, let's just start from this piece. So basically, simple process. We will just go down to the lower subdivision level. We will deactivate the dynamic preview, and we're going to try to get as close to the subdivision amount required for the low poly. So we will either decide one or two probably depending on how smooth we want the low poly to look. So in this case, let me get back to the tool, yes. In this case, I used append the high poly so that I can adjust the low poly and see if it if it still looks correct, because as you can remember on the last person, we actually modified the border, and the one I'm using to do the lo pool is the previous one. So yeah, little adjustment required, but fairly simple. I'll just move those two down, and I'm checking swapping from one to another to see if there are any discrepancies, moving the tips, I'm going to be adjusting the curvature slightly because it differs a little bit. Okay. Um, yeah. I think this might be the trickiest piece together with the ring. So we take our time in making sure everything looks similar. We don't mind that much about small discrepancies in the curvature of things because in the end, the high poly is going to be baked into the low polyzoo. So all those curve effects will look more like the high poly. But we actually care about silhouette, so we need to make sure the silhouette is as close as possible. At this point, I'm pretty happy, but there are some things that we could improve for sure. Yeah, this goes out a little bit more Okay, that's a lot better. But that area, definitely at least the one that's more off to me. Okay, we're going to be doing this piece next. Same process. Okay. This one doesn't have subdivision levels. Okay, so we will serums it so that we lower the subdivision amount. We actually might need to reduce the target polygon count because it is too dense. So yeah, we're going to be lowering this serumssing again. That's better. And now we are going to be doing same thing with all this. Before jumping into the cleanup of every piece, I'm just going to be yeah, lowering every piece to the lower subdivision possible or the one that I consider best for the low poly base. It's not going to stay like that anyway because I'm going to be cleaning that up with C modular, but it is important to just get them low for now and get an overall general low poly base. The same thing with these centerpieces. I don't mind about the bullions because those are going to be baked, so I can just remove them for now. Actually, I also can remove the other side because it's going to be symmetric. So the bottom side goes out. Yeah, this one will be good like this. And so on and so on. A sharp edge that we see right now or dense area will be adjusted later. So for now, we don't mind it. But yeah, basically, if we get something very sharp, we might need to add a bevel later on. And if we see something that is very dense, high density, we will just need to delete some loops in there, but fairly easy job. Now I'm going for the ring area, so I'm opening a previous version. Okay. Um This one's going to prove more tricky because I think at some point, I used it as symmetry of the piece, but the one I have ready for Loop is not symmetric, yeah, as you can see. So I'm going to have to work over that to make it work. Okay, let's just start reducing first the super loops on the other pieces, since the other one is going to be a little bit more tedious. We just need to select the delete edge option with edge loop complete, modifier selected, and we just click on all the edges until we keep the basic loops for the main shape. And if necessary, we can just chamfer some of the edges to achieve more resolution. Yeah, so let's champ for this. Yeah, that why will look more like a high poly if we compare it to high pollen there. The idea is that it doesn't feel very pointy or very low poly in any case. So we're going to do the same here. We're going to chant for it a little bit and just delete the super loops around. This area is a little bit more tricky because there are different inserts and extrudes, and basically, we have a round topology inside those insets and also symmetry is not making it easier, so we probably are going to disable it to work or way without symmetry. Hmm. Okay. All these areas are a little bit tricky because of how they connect. So we might have to mask. For now, we're just going to delete the ones that work at first try. And then these ones that doesn't work as well, we might have to go and mask one by one and see how we can fix it. Okay, so if I delete on the right side of the edge, it actually collapsed nice. So we're doing that on all of the edges. Depending on which side of the edge you click and delete, it will act different. That's why it's important to try both sides. But as you can see now, we're getting good results. So, that looks about right. Okay, just going to try different options to see if it really changes the silhouette. Okay, we'll keep that one and do a vel in here, not a bridge, sorry, a vel. There we go to make it rounder and nicer. Yeah. That's pretty good. Okay, those two pieces are mostly complete, I would say, let's save. Okay, for this one, we're just going to delete it. We will be baking that because it doesn't have that much height or volume. So we just get rid of it and it will be fully baked. These ones for now, since it's going to be more distracting than anything, let's jump into these ones. Process is going to be very simple, use the delete tool to get rid of most of the loops and just leave the minimum possible to represent properly the shape. So I'll just speed this up because it's going to be a little bit repetitive. But the process is basically that getting rid of these loops till we get a very basic shape. And there we go. Something like that will be nice. Use a few polygons to represent the volumes, and it looks about the same from far away. As for this piece, we are just going to be doing exact same thing like straying out which pools we can get rid of without destroying the silhouette. At first, it's always going to be the basic ones, the ones that look easier to remove. Just watch out for the symmetries. And then once we get rid of these ones which are easier to get, we will jump and try which ones are affecting silhouette like I'm doing right now from the ones and then the ones that seem to be on more complex areas like this one. So here, as you can see, if I remove some of these, it just destroys the shape, so I need to be very careful of which one I'm removing. I'm going to try different options and see. Trying to see how to get rid of those without really breaking it. Most of these issues come from using symmetry and removing quickly some loops. Then I don't realize if I deleted one that it was necessary and then all this mess comes up. So I need to collapse some of those so that then I can go and delete them without breaking the edge of the silhouette. Actually, if I collapse this manually, I should be good then to delete the loops I needed to delete. You just need to make sure that all four sites are well collapsed, which I think they are right now. So basically, we are going to be deleting now those polyloops that one is not collapsed yet. That's your safe just in case. Okay, let's do same approach in this. Hold on 1 second. It's quick saving. Okay. So yeah, let's do same approach. Let's go to a lower subdivision, collapse the subdivisions, and then let's just delete all the loops that we don't require first. Like always. Let's just do the ones that don't affect the silhouette. I'm not removing the middle one because it was really doing some silhouette in the inside of the plate. So we are keeping that one, but we're getting rid of the rest. It's good to go back and forth and see if it's really affecting. I'm just leaving that one on the middle for silhouette, and now I'm going to get rid of a lot of this. Also going to speed this up since it's basically same process for every piece. So you can see, I'm just going back and forth to try see which ones are really affecting the silhouette. And I'm just really adjusting the small bits that are not really tied to the surface because there might be some discrepancies between the low poly and the high poly, especially if we have been working over two different versions. But those small dissonances are the ones we are going to be adjusting now. We use with the Move tool, but so far, feels pretty good, to be honest. Okay. You're still leading the high poly. We got those ones ready. Oh, let's just do the center arrow. Let's say first. And now, same thing. We apply the subdivisions and we just start removing some of those loops we don't really need. I think at this point, it looks pretty good. Just basically left some extra in the center for more roundness in there, but they were not really necessary on the base of the pike. So we're keeping it that way. Just saving again and we're going to go over the same process on this centerpiece. We'll just need to be careful to not destroy the center insets because the way we connected the edges might be, you can see, might be a little bit tricky. But if we are careful with that, the rest would be pretty fine. Well, another area that might be tricky is this small ridges and extrudes that we have on the upper part, but shouldn't be too difficult. We just need to be careful of what we remove. Take a look around every time we remove an edge to see if it's really destroying any part of the silhouette, but so far, it looks good. Again, pretty much the same steps. So again, I'll just go and speed this up for you guys. Okay. I'm actually going to be removing these polygons on the side. On both sides, actually, I have symmetry activated. And the reason for this is that those are not visible, so it's geometry we're not really going to be using. So it's basically a waste of polygons. So I'm just removing the sides first, but we're going to be removing also some of the underp that is not going to be seen. So for now, just making sure that the sides are all removed, which I think they are now just going to get rid of, I need to disable polyloup just go for single poly and now select polygon Island to select. Yeah, there we go. Now the piece is more optimized and since we will be closing it later, we don't really need those polygons. We got now this piece, I got this one, this one, this one as well. All these are mostly done. The remaining one is the ring one. Which is going to be the more tricky one, I would say. Just going to alter group everything so that it's all the same polygroup. In this case, we need to group visible because it's different objects. Okay, forget about this one. Let's just go ahead and do the same. We're just going to seri mess it. Actually, maybe we can just go without serumesser because it's already quite simple. Let's just get rid of all this. I Okay. So we have all of the pieces except for this one, which looks like a ring. We're going to jump onto it now. Like always let's quickly sav before. For this one, I'm just going to be reducing first the knob that goes inside the handle. Just same process. Apply geometry. For this one, since like we mentioned, we had small d symmetry. So we're going to try and make a low poly out of this base that fits a high poly. So first, we're just going to get rid of all the super loops so that we can work nicely. Okay. A couple more. No, just realize I deleted that. Let's just quickly create it and move it out. Okay. This looks close to what we're after. And on this one, we just need to scale it down a little bit, move it, scale. That's about right, a little bit bigger, and there we go. I think that's pretty much what we want. Let's check the other side. I need to scale up the center. Just try to make everything as tight as possible to the high poly, but I would say we have it. And now we will need to connect both the knob and the ring together. So let's make sure the knob also fits. Getting rid of all the super loops first. M. Okay. That's better. Okay, to get rid of all of this. All right. I think I can get rid of the corners as well. Okay. Now, let's just get everything out of the way and just leave both low polis ready and aligned. Okay? That's good. And Okay. Okay, now that we saved, let's just join these two. So basically what we want to do is to make sure that we have enough polygons both horizontally and vertically on both pieces so that they can be aligned together. Let me show you. So first, let's make sure we have everything in two polygroups I'm just going to be deleting these pieces because we don't really need that since we're going to be sewing those together. Leaving visible what I need at the moment. Like, so All right. Okay, I just wanted to check how the union between the two is looking on the high poly. All right, so we're going to create a subdivision here at the same height that we have the nub. We're going to be doing the same down here. We try to get as close as possible, but it doesn't need to be millimetric. Let's just grab these vertices and move them in. We will be cutting and slicing that later on, so we don't really mind if it clips like that. That gives us an idea of where we need to realign our vertices from the ring and where we need to subdivide or nope. So we're going to be creating one there that aligns with the exterior border like you see here. Another two segments in here. So basically, we want to create as many as we need to connect like a plug and play device. Like we just need to create the same amount of vertices and sockets. And now I'm just going to be moving with the slide option so that I can move the the edges as close as possible on both sides and then on the bottom as well. We're going to create another mode loop in here and here so that we can connect that as well. No, just sliding that. Oops. Realizing now, I need to slice this as well. So we will create not one for each, but or maybe we create one for each. Let's see. Okay, now we can just move one by one sliding up to the vertice so that it aligns nicely. Now, we're just going to keep doing this process of subdividing and sliding every vertice so that it fits. So I'll spit a little bit the video, and I'll be back in a bit. Now that we have aligned all of them, we just need to delete the polygons that are being hidden by the piece. So we just check which ones they are, and we get quickly rid of them. There are ones that we actually need to delete one vertices so that it connects diagonally instead of just delete the whole polygon because half of it is visible. Okay. Let's just select depertis and delete, and there we go. We have half polygon. Just make sure you don't click on something on the back. And now we have the two pieces that are almost welded together. So I'm going to Oops. I went too far. I'm gonna be stitching this together. We don't mind that the geometries deform a little bit because then with bake is barely going to be noticeable. I just click don't do nothing for polygons and edges so that it's easier, there's actually one quicker mode of welding all these together. If we go to geometry, modified topology, and we go to weld points by distance. We tweak the distance and there we'll go. We actually get most of them sealed. As you can see, there are a couple of them that didn't get sealed properly. We're going to take a look into those. Oh, it's basically because I didn't align this polygon properly, my bad. So I just need to slide this in No, not. Sorry. Slide. Okay, let's take a look. I think it should be right. I just went too far. Okay. Let's see how we do this. Okay. All right. Okay, that's better. Let's do the same thing in here. All right. Okay. Now, we just need to go and stitch those. Stitch. There you go. One, two, three, and four. And now we test. Okay. Then there's one more. Hold on. Let's see now. Okay. That looks very nice. Very nice. Okay. Now let's try and see if we can improve that edge around it and optimize it a little bit more. Okay, yeah, that's good. Yep. Okay, let's mask these to delete the loops because sometimes, you know, that we actually get more more deleted that we actually want. All right. That's perfect. Going to try and collapse a few polygons and see how it can be optimized. But at this point, we're going back to the same procedure just deleting some ideas, collapsing others, and just trying to reduce the geometry as much as possible. So I'm going to speed this up a little bit. Okay. So after some playing and tricking around, that's the optimization I have achieved, which is slightly more low poly than it was before. But overall, pretty much the same. I was just playing around with collapse and delete to see if I could get something better. 10. 11 Texturing And Rendering Our Knife: So for now, we're just going to just a little bit the materials. We're going to create the symmetry for the center plate and the pike for the rendering. Let's create this sadocatcher, which will be creating the sados once I put light like this one. And for the lighting scene, I actually like to pretty simple, to be honest. Just trying different different mockups. Not mockups, sorry, different distributions of the knife to see which presentation I like better. Let's quickly do the symmetry here. All right. Okay. Normally, for lighting setups, what I like to do first is to find an HDRI that I feel that works at first, then lower the brightness almost to zero, just to keep the dark areas barely lighted up. And then I will select around a flat background that I think that is going to go well with the textures that I will be doing later on. In this case, slightly bluish, like you see. And for now, I think I will roll with something like this. We don't really need that much until we have some textures, but we can already see a descent and cool result for the knife, centering it. Yeah, basically, it used to display the geometry a little bit for now. It's not going to be final shots or anything, so I think it looks cool. I think we achieved pretty cool looking shapes. Which I'm happy about. Let's try to create a copy and put it on the ground. Maybe on the side. Let's see. Mm. I mean, it looks good, but I think two will be enough. For the material, normally, I use like something very basic like white diffuse, loading the normal, loading the ambient occlusion, and then the roughness halfway through to look something like clay. And then for the camera, I use a little bit of sharp and very small amount of loom, if anything, a little bit of vignette to make it more vivy. And usually for the lenses, I like to go for something more orthographic. So maybe, like, I would put a like, sorry, 105 millimeters or so. But right now, I think, like, this is good. We don't need that of an orthographic view for this. And I like to create a turn table so that I can use hit play and see a rotation of the asset like this, which if they are tilted like they are right now, it doesn't work so well. But if the knife is standing up, it will look very cool. And for characters, it also looks very nice. So that really depends. But I always like to do this anyways. Okay. Let's also get the MSF pieces of the if including MarmostF that, I'll be detaching every piece of the low poly so that we can assign different materials to them. Although we just want to add a different material to the MSF pieces, which are the ones on the handles. And there is also MCF on the boolean work we did on the centerpiece, but since that is baked, we will not be able to assign it for now, and we will have to do it through texture later on in substance painter. Now, we select both parts. I'll call them knife lights, and let's get them exported. Same settings as always. Let's report it. Okay, now we will just reassign the material we created previously to everything. I will have to tilt it again. And now we're going to Let's try this one sec. Maybe in vertical is going to look better, I think. Also, the turn table will work nicer. So now let's create here another material with an MCV, assign it to the pieces that are supposed to have light, put a glow to them of the color we want to get for the MSF, and then you play with intensity to the amount we like. Oh I'll have to increase the glow as well on the min camera. Otherwise, it will not have that shine effect around it. Yeah, by playing with the brightness, the side, and the intensity, we can achieve the result we want. Usually, setting a very high intensity like 200 is advisable so that the glow is more visible on those areas than the rest of the knife. And as you can see now with the turntable, it looks pretty nice. Let's add a rim light and see how it looks looks nice. Adjusting some values of the background to get a more interesting result. Another rim light on this side. This one is going to be more visible. Left one is small detail. The right one is more like a sidelight, more than an ambient light, and maybe we will go for a bluish tone. I think that that's about everything I want to do to the knife, really for the bake presentation. Of course, now we're going to be doing texturing, which will make it look very cool. But I think for now, this looks pretty nice. Just adjusting one last valley, which is going to be the distance of the light because I think it looks good for the light to have a vertical gradient and just be more visible just on the top part. It's a detail that I like. There we go. I think that's a knife. This last adjustment for it to pop up a little bit more detail. I'm never too convinced to be honest by depth of fill, so not sure if I'm gonna keep it. Um, no, let's just get rid of it. And there we go. This is our ages. Looking pretty good so far. To be honest, I'm happy with the result, the amount of detail on the sculpt. It is not too much, but you can definitely see some effect. We can enable the global illumination here. Basically, we'll just create a more realistic lighting, which looks good if you have emissive. But, yeah, that's really optional. Okay. Since we're mostly ready, we're about to head up to Substance Painter. First thing we need to do is to check if everything on the bakes is right, because in Marmoset it looks right. But sometimes when you get it into substance, because the tangent algorithm from three max and from substance is slightly different. We might have some triangulation issues. So we're going to be checking that first thing once we load it. So we select the mess that we're going to be working with. I'm going to set a two k resolution, and we select all the bakes that we just got Direct text for now, I think it's direct x. Depending if you bake the Y channel or green channel inverted or not, you need to do it with OpenGL or direct ex. But in this case, I think it's direct text. We will see now. If it's OpenGL, the normal will look very extrane. Okay, so I named the material wrongly. It's called 02 default. We will change that later in Max or maybe now. Yeah, let's select the object, collapse everything together. Create a new material. Let's call it the same because our texture sets will be named after this. So let's just quickly export same settings as always. Yeah, 01 better. And now when we report, let's go to settings. Sorry, preconfiguration, select the mess again. And now you'll have duplicated names. We just have to get rid of the old one, and we'll have knife 01 as texture set. We are going to load here on texture settings, all the maps. As you can see, the normal is completely broken, so that's because it's actually up in gel not DirecX. That's my bat. Now, as you can see, it gets fixed, but like we said, there is a small shading issue. I don't know if you guys see it, but it's here on the inserts that we did. So basically, this is what we are going to be fixing, taking a quick look over the rest of the knife to see if something else broke, but it seems pretty nice. So I think it's just that part. So we go to Max. We're going to connect in the direction that feels correct. If we force the triangulation that will avoid the issue in set substance, I just realized I have a floating vertex in there. So let's just remove it. Selected everything and just click on remove isolated vertices so that if there is any other, it will be removed. Any other vertex floating. So let's do that connection as well. And this one. Let's see if that is soft now inside painter. Okay, I just did it the other way around. Now you see that it's looking even worse. So it'll be this way and this way. Let's see. I have to do the other sides. Let's see. All right. That looks right. I think. Okay, now on this side, I messed up. Okay, so I'm just doing it wrongly on one of the sides. I'll have to figure out which one. I think it's I think this is the front, and this is the back. Okay. All right. So let's get this one sorted. And let's see. Okay, now it looks right from both sides. Has a small weird shading still, but that's normal. I mean, in the end, it really depends on the tangent algorithm. So it can sometimes look weird inside substance painter. The fix for that is to triangulate everything before the bake and then yeah, work with that trangulated version inside substance. But that's not really necessary since the end engine we're going to be seeing it is Marmoset which works okay without doing it this way. So just don't mind that shading while we're working on substance. Let's load the ref. Okay, so let's plan a little bit. Basically, we'll have material number one, which is present on these three sections, material number two, which is the black one, material number three, which is going to be the emissives and four is the one we will have to guess. For a start, I always like to create a base layer. I always call it base color normally since it's going to be inside a group and that group is going to be the name of the materials. In this case, we start off with the gold. I do exact same structure for the other materials. I'll just create multiple base color layers for all the ones that I specified on the previous planning, we have the black. We have the MSF. Let me reorganize this. And we have the handle. Okay, so now we have these four folders, which to differentiate them better, we're going to be assigning colors with right click and selecting the colors. Just to make every group easier to spot. So now we have a proper structure file, and now it's pretty simple. We're just going to be creating basic material definition for everything for the gold. I'm going to start with yeah, like a yellow stone on the base color. Just checking the reference to see to see how it looks closer. I'm actually going to put always on top for the Pure ref and just get it on the corner so that I can take a quick look continuously. Alright. There is good. Okay, so I need to go more desaturated, more orange, I would say, we can pick the color here, but usually it doesn't help out much because the concept usually has different tones. So picking up the exact one is a little bit tricky, so I would just go manual about it. So I think about there is good. Let's just go first and add metalness to it. That looks a little bit better. Now let's get the roughness closer. And now let's go back to just the color a little bit. One thing that's important, actually, now that I remember is we need to set up or environment properly because sometimes the one that comes by default substance painter is not the best one to treat color or roughness or any setting, because it can have color in the HDRI, so that will be tinting or materials. So for now, I'm just quickly going to adjust this, adjust this sorry, create the mask for each of the groups. But at some point, I will probably need to um, to change the HDRI. We can mask this real easily with a mask by selection tool. I just did it with UV selection. Just tweaking a little bit more. At this point, we don't want to do more detail or anything. We're just going to be changing the background to Tomoko first. Because like I said, like I said, these environments can have tints, and Tomoko is more like a studio light setup, and it's black and white, so it's basically displaying very accurately the colors and material. So here, it will help me to get closer. I think this is pretty nice, to be honest. That's quite on point. We're probably going to be toking this later on, but for now, I think this is pretty nice. Let's go and do the black. Black looks like a little bit plasticy, I think, but not like a very rough plastic, so more like sorry, not like a very shiny plastic, more like a rough one. So just going to try to get something more made. Same thing. Let's mask it with the UB selection tool. On the areas that we initially thought. I'm not really liking the black handle, the upper black handle. So I think it's going to be on the blade for now. It's okay to change the design sometimes. I mean, if we're doing the knife, and you personally like small adjustment for whatever reason because some materials work differently in three D than concept, it's all good. I mean, in the end, what's important is that it looks cool in three D, so so let's just leave it on the center part and sign the DM sieves. You'll see me sometimes putting red color to all the base layers. That's for me to be able to spot and see the masking better because if it's white and the base material from substance is already white, sometimes it's difficult to well, not difficult but impossible to see what are you masking. So I usually go for red since it's super visible and allows me to work really easily. Okay, let's mask Let's mask the bullions. I went to the UV view because it's a lot easier to paint these details in there. And now that my masking is good, I'll just try to get it looking on the reference. For that, I need to adhere on texture settings, the Emissiv and activate it on the layer. Otherwise, it will not have emissiv. Mm. I think the color is still a little bit off. It seems more yellowish on the reference. It's true that ours is a little bit yellow, but maybe we need a little bit more, especially the part on the blade looks very white. So maybe let's tweak that a little bit more on the base color. I think that's more in line. Yeah, let's see when it's not lighted up, maybe it's too yellow, so I'm going to change that. I think that's good. Yeah, I think that's the color we're looking after. Okay. I think that's better. Yeah, from faraway looks good. Maybe the black is too black, so let's tune it down a little bit. Yeah, like so. I think that's better. And now, let's go for the handle. Not very sure about this area, so we're going to do a few tests. Okay, a gray doesn't look too bad, but it's a little bit boring. So let's try a little bit more bluish. Okay, I think I like that, to be honest. It's in line with the reference, I think, and works better. Yeah, because this area is similar to the color, so I think we're going to keep it. Let's just change the name because the center is going to be slightly different. Let's create a copy for use the handle. Which not sure yet which color is going to be. Maybe a light one because the blue is already quite dark color. But we need to see. Let's see with dark first, N lighter color works better. I think red, I really like it. But maybe it's too much red. I don't know. Let's see. Mm. Let's make it white and put red on the label. I think I like white on the handle. So let's create the plate with red. We need to the manual mask for this because we didn't bake any ID maps. I think, yeah, we didn't let's just paint it manually. As you can see, I paint most of my mask with a paint modifier over the black mask since that way I can just do simple edits on that one and stack multiple painting sorry, masking changes, but releases because I got used to it this way, and it's a clean way of doing it. Okay, let's mask also this side. I usually like to do first the borders. Once they are cleaned up, I increase the brush size and do another round of border painting. And then once I can just go with less control, I just do a big brush and quickly cover the rest. Alright, I think like this, I really like how it works, but to be honest, I might want to try different colors or material. So let's just quickly do that. I think I want to try with metal maybe. Maybe a brush metal. Oh, yeah, I really like this. Maybe more rough, but it looks pretty nice. I'm not fully convinced. So my change during the process of texturing. But so far, I think we got a pretty decent base of the knife, looks pretty similar to the one we have on the reference. And as you see, it's just basically just four layers with basic material definition. We really didn't do much apart from that. So usually that's how I like to start all my texturing, use general base with very basic work on it. And if anything, I was just trying pink on this because of the rest of the character, but was not working for me. So yeah, if anything, I will just change roughness, metal ness, and base color, but I don't do any extra detail work now. That will come a little bit later. But still, for stylised work, the detail, I keep it very simple. I mostly use the bake maps to generate that detail. So I will use convexity, curvature, concavity, and ambient occlusion mostly to generate some mask. But this color is interesting. I don't know. I mean, I'm missing some red. I really like red on these signs, but not sure if it's really the color for this. Mm. So yeah, like I was saying, I will not use, like, Grungi maps or stuff like that, or at least not on a very, it will be very subtile, very simple if I use it because stylized usually is very clean. So let's quickly export now that we have our material definition and see how it looks inside Marmoset because sometimes just having one HDRI and one rendering software as a reference can be deceiving. So it's good that we try it in both places to see how it looks. And also it will be useful for us to set up better or light sin because right now it works with a flat material and use flat color, but you will see that maybe it will be very dark if we assign now or texture. So let's load that very quickly and see how it looks, and then we will adjust the light accordingly to that. And once we are happy with the light, we will go back to substance and continue the detailing. As you can see, the process I like to do is very going back and forth, making sure it holds up during the texturing phase. Because if you do all the texturing, well, that's pretty dark. Yeah, probably the scene, like I said, it is quite dark. It was working with a very white material, but with normal diffuse, it looks very dark. So yes, I like to go a lot back and forth to make sure that the common mistake of just texturing all the way and then checking and seeing that something is not working, to avoid that happening because then you have to change a lot of layers and it takes a lot more work to adjust. So I always like to check on my rendering scene once I have, like, my basic material definition done. And yeah, and that way, I can quickly compensate for any mistake I. So now the idea is to just light up the skin differently to make it work with the current diffuse. Since we checked in substance that is properly leveled in terms of diffuse brightness and saturation. So yeah, we're going to do some small adjustments. And once we have something interesting going on, again, we will get back to substance and continue the detailed work. So for now, I'll just quickly save this Okay, sticking quickly every light. I want to, like, basically start from the ground back again. Just moving the saddle catcher to avoid any weird reflections. I'm going to select a different environment for the new setup of lights. Just trying the basic presets again to see how it looks. But I think I will probably go with maybe museum or smash windows. I usually go with those. Let's see which one works best. I think this one doesn't look too bad. Let's go with this one, get back to just the brightness, set up the back as a flat color. Maybe brighter, darker. Let's see. I like to set up my ware frame with a color that goes with the color palette of the acid. So since it's mostly yellow is, it's going to be either yellow or blue. So blue is cool because it kind of compensates for all the yellow tones. But sometimes I like to go with the same tone of the acid. Okay. That's just the top light, sorry. I like to leave the sky on a low brightness, just to keep the dark areas like, not fully black, but most of the light, I like it to create it with different spotlights. I'm going to try a different layer now with two knives, just rotated and placed together, like two Kuni, which I think that's going to look cooler. And I want to try that before setting up the new light because obviously if I set the light for different pose, it might not work as good because light is especially important in these sort of acets which have a lot of reflections and metalness. Uh, basically because all the rims and all the small accents of light in the object come from the edge, DRI and the lighting. So if we set the light points for specific pose, it will look very different than if we change the object position. So I mean, you normally want to text through the object in a cool way that works from all light angles. But if it's for presentation, you try to make it more interesting, obviously. So that's why we're first setting up kind of the layout of the object, and then once we have that, which I think we are close to it. Honestly, I like how this is looking. So once we have that, we will get back to lighting up the scene. Honestly, I don't want to I don't want to commit 100% now with a camera angle. So we're going to quickly set up just a couple of them, that kind of work. Camera angle is important, of course, but we can adjust that later on. It's not like the lighting. So so let's see. Yeah, I'm going to stay with stick to blue for the background. I think it works better. I think maybe later, I will bright up the background because it doesn't really work for me, but now it's going to be easier to work with lighting if the background is darker. So I think I'm going to keep it that way. Honestly, I don't know if I should go back to this. I mean, this is just trial and error to find what we really like. So since I don't want you guys to keep you, like, seeing me trying different things because the process is not really anything instructive. It's just, like, trying my taste on this. I'm going to speed this up until I decide on what I like, and then we will just continue. A Okay, so in the end, I decided to go for this angle for the knife and just did a quick light pass very similar to what we had before. So basically, couple rim lights, a top light, and, yeah, that's pretty much it. Not because we're going to go for this final presentation, but because for texturing, I think it's going to be better. And then we might do a different presentation in the end. So yeah, basically just took in some last few steps. But yeah, we're going to go back to texturing in a second. Okay, so back in Substance Painter, first thing we're going to do is create details and noise based on the bakes we created before. We're going to start off with cavities. So first thing we do, create a fill layer, call it cavities, set the color to red so that it's more visible while we trick the mask. We're going to create a black mask, then a fill, and on fill, we're going to select cavities, the bag we did before. And since it's not very visible, we will add levels so that we can invert the mask and tweak the intensity. So as you can see, when we invert it, we see the mask applies to the cavities seen in color red. And now we are going to be tweaking the colors, roughness, and metal ness of this to make it look more like whatever we want. So I'm going to do as usual, so I'll see how metallic affects the roughness than color normally. Because depending on the material, you might want to achieve a different results. So it's always good to play and see how it looks from different angles, export, check and yeah, same procedure as usual. Not very sure if I want metallic on this, but we're going to check on the mask and depending how it looks in there. All right, so yeah, maybe since this is stylized, we can go for medium intensity metallic. For the diffuse, we might want something more rusty, so maybe like an orange or a dark brown, Okay. Let's see. Okay. I think darker works better. Let's try maybe more saturated. No that's too much for sure. Let's play with different roughness and metallic, values, even with the same diffuse and see how it goes. Hmm. Maybe we need to agree with more difference. Okay, yeah, so opacity is set to zero. That's my bet. Alright, I think this value is good. I mean, we want it to be noticeable but not too much. Okay, maybe we could improve this. I'm trying to tweak the levels to see if the mask gets better or worse. But I think this needs a blur. So let's go and create a filter, select the blur and play with the intensity. I mean, since this is stylized, we don't want to have something very defined and noisy Well, define is good but noisy is not good. A I'm going to play with a duplicate with more blur and different tone, and let's see if that creates a good effect. This is something more like dust, rust dust. So it's going to be more subtile but more present. And I think that will high sorry, highlight some of the shapes. Together with the previous mask, which is more sharp and more defined. And yeah, I think that helps with the reading a little bit. Definitely takes down the overall brightness. But let's check how it looks inside Marmoset. All right. That's interesting. Maybe it is very noticeable in some areas, but the overall feel, I think is good. All right. Okay. So I'm going to play with the base roughness again because, yeah, like I said, the new masks took down the brightness a lot. So we want to make sure we're back to the value, even with the dust on top, the rest on top, sorry. Okay, so let's group this up on a folder called cavities because we're going to be duplicating this and call it convexity. What covexites. We're just going to do the exact same thing. But we're going to be changing at the mask. And So we're going to go into the mask until a fill, sorry. Instead of cavities, look for convexity, select, and then we'll do the same thing for both layers because we duplicated the faded one and the sharp one. H took down the fading one. Let's just play with one first and then duplicate. It's going to be easier. Okay, so let's also change this to something very visible. And let's took the levels because I think this one needs to be inverted again. All right. So as you can see, it is very visible on the borders. So yeah, the convexities. So we want to first make it more visible to see how it's behaving and then just turn it back. With this, we don't really want to create a very visible effect like before. We just want to have, small highlight to accentuate those edges. Gonna tweak the like always metalness, roughness and diffuse now to see how it looks. Alright, let's try now the metallic. I mean, the color doesn't really convince me, but it adds a small hint. Want to go might want to go to something more desaturated. Let's try first metallic and roughness and see how it looks in marmoset. All right. Maybe less metallic. Okay. I mean, it is very soft, so maybe let's make it more desaturated, like, more like a damaged edge. I mean, in the end, we want to accentuate the dents in the high polis. So I mean, too soft still. So let's dig it up a little bit. Hmm. I mean, it is too soft on most of the edges, but then it's very accentuated on the dents. So let's try with a different color which splends more with dents, but also make it more bright and see. Okay. Interesting. Okay. Yeah. So it's good to take from the back, as you can see it was redefined. That's probably because the metallic is very different on the layer. I mean, very contrasted with the rest of the metal. So maybe we want to extend to it more the diffuse and just take down the metalness a little bit. Let's see. Still too strong. Let's take that value down a little bit. Okay, so metallic needs to be a little bit higher up, roughness more in line with the basic material with the base material, sorry. And let's take the mask a little bit. Alright, that's better. Still too strong, though. So let's put up the metallic and roughness a little bit more in line. Alright. Okay. More metallic. Um less roughness, I think. Let's see now. Okay, that's cool. I think we're happier with this. Maybe it's not that noticeable on non direct light. But maybe with the light accents, it will pop up. So I think it's time to improve the lighting for scene a little bit. Like I said, we're going back and forth with this all the time, especially with metallic objects presentation is key, and illumination is a big part of this.'s going back a little bit on the cavities to to create a better balance between that edgework and the cavities. Okay. I think I'm pretty pleased. Okay. So I think cavities and Cavexities are looking pretty nice. Let's create a mask and take out the areas that we might not like as much. So, for example, here, we have a lot of rust. We want to take that out. It is too obvius I think. I'm also going to remove it from the slight scratches on the flat surfaces because those shouldn't be as rusted. I want them to be like late marks on the blade. So all that goes out. Maybe I will lift just a few, but mostly all of those are going out. Alright. Let's just create one more field layer with a mask that's going to be the curvature, which is kind of like vexies bar mixed with cavities as well, and on a more diffuse way, like, more blurred way, sorry, it is more like a soft mask, and that includes all that information. And I think that's going to help us unify together a little bit, as well as yeah, like you said in the piece a little bit and make it more yeah, like realistic, but yeah, in a stylized way. I don't know how to describe that, but I like to play with different masks like I said, to create a full, cohesive relationship within all the masks. And I think I think it add ups a little bit. I mean, it's just a small touch. Gonna create another one. This time might be I think I'm in occlusion. Gonna go for MI occlusion. I go to trick the values and see what can I achieve. All right. So I kind of like this gradient. Let's sob the values a little bit and see what we can do with it. This was total improvised. I mean, I was not planning on getting a gradient, but it might look good, so let's try different blending modes, colors. Okay, maybe orange. Yeah. Okay, that's too much. Let's change. Oh, yes, yes, I'm liking this. Alright, I think we're gonna go with this. Really brights up the parts surrounding the handle. Is going to take this lower part a little bit lower with less intensity. It was too much, but let's see how it looks. Oh, yeah. Yeah, yeah, yeah, yeah, yah I like that. It feels more magical, like, less realistic and boring. Yeah, that definitely makes it bright up a lot more. Alright. Cal, let's go with the masks on the black section now. Just going to get everything duplicated and see how it looks, so Okay. So let's go layer by layer. Let's start off by just setting red to the base of the curvature, like all the mask we do just took the values until we find something interesting. Since this is more like a plastic thing, I don't want to make this as visible. So for the mask, yes, we're making it very visible, but the end result I want it to be subtile. So like this would be good. And let's go to the next mask. That's pretty much it. I mean, if it looks good, we don't need to do much. This one seems to work decent some surf dust. So let's just go with that. Let's just make it more like yellowish. Actually, in red doesn't work too bad. So let's try to make it like a tint. Us very subtile thing. Yeah. Maybe I'm gonna tune down some parts. Oops. Just the top and just leave it down like the other gradient, which I think is gonna work good. Alright. Yeah, read's good. Let's go with the next one with the cavities and see if that works any good. Okay. So this one is pretty similar to the first mask. So let's see what we can do with this one. Mm doesn't really tell me much. Let's try tweaking the mask. Maybe we can use it just as a reinforcement for the tint. Hmm. Doesn't really convince me much, but let's try the others. Okay, so this can work. Let's just try different blurs and adjust the level a little bit. Um hm. Okay, yes, maybe the blur works better. Hmm. Now, let's just get rid of everything, honestly. I think I just like the gradient. So let's just keep this and remove the rest. To be honest, it works good to me. So I don't feel the need to do more. So let's just go with next groups and duplicate the groups into every other section and see how that works. First, I'm going to disable and just go one by one. Let's go with this Let's disable all the layers like we did before. I let's play with curvature. All right. So this one right off the bat looks pretty good. Like, yeah, like metal field, the edges, some sort of, like, damage that it suffered from using it. Like it lost the pain or something. So let's play with this a little bit. I think I'm keeping the metallic. Just going to play with the mask a little bit. Without metallic, it doesn't look as interesting, but it doesn't look bad either. Yeah, maybe, like, this is good. Something more subtle. Pops up a little bit of the detail without having to be very intrusive. Let's go with a duplicate it just for the edges and make it metallic to reinforce those details but still keep the gradient we created with the base one. Keep the tone similar. Oh, yeah. This looks pretty cool. It doesn't feel like metal, but it feels already like some sort of damage and accentuates the reading of the details on the border, so that's good. As you can see, the texturing of this is so far being very simple. Like we just created some base masks for the main group that we did, and then we're just copying them to the other groups and seeing how they work and adjusting accordingly to create a good reading. Sometimes it's used accidentally, sometimes it's intentional. But as you can see, it's pretty simple process. Okay. I'm pleased with how this one looks. Let's go with the next mask. Okay? Hmm. Let's play with different changes in the masking and see if anything really hits me and see. But so far, I'm not very convinced with this one might go out. Mm. Let's paint and see. Maybe we can keep it some sort of like gradient near the edges, but it is not too interesting, really, so I don't know. Let's just play a little bit more with it, and if not, we will just get rid of it. Hmm. Okay. This is interesting, actually. On a more, like, yellowish tone, like a bone color. Works really good with the blues. So I think I'm going to keep it and just go for the cavities now. I don't want them to be very obvious, but I want them to have some sort of depth. So let's just go for dark colors and lower the opacity. Mm. I think a ready stone works good with a blue. But I think I'm going to pin out some of the details, so let's see. Now, definitely, metallic doesn't work too good. I think the intensity is too much, but let's see. I think I'll twigg a couple more things and export. Um, What do you think? Um, let's try just with this and see. And lastly, let's try with the convexities. Maybe this will soften it out. Okay, I mean, it's a good start. If we look closely Okay, yeah. The bloom is not working really good. If we look closely, we can see that it is not too apparent. And by too apparent, I mean, the scratches, they are not too visible, so that's good. That's what we were looking for. And the color and the tint on the edges works good. Just to see if