Creating Low-Poly Stylized 3D Weapons | FastTrackTutorials | Skillshare

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Creating Low-Poly Stylized 3D Weapons

teacher avatar FastTrackTutorials, Premium 3D Art Education

Watch this class and thousands more

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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.

      Course Trailer

      2:13

    • 2.

      1 Starting Blockout

      65:59

    • 3.

      2 Continuing Blockout

      85:33

    • 4.

      3 More Blockout

      58:11

    • 5.

      4 Doing More Blockout

      70:47

    • 6.

      5 Refining Initial Blockout

      45:57

    • 7.

      6 More Refinement On Blockout

      56:25

    • 8.

      7 Adding Some Creases And Dynamic Subdivisions

      56:13

    • 9.

      8 More Refinements And Adding New Shapes

      75:40

    • 10.

      9 Making Refining The Handle Part

      49:29

    • 11.

      10 Adding More Secundary Shapes And Adding Some Color

      57:57

    • 12.

      11 More Refinements

      49:59

    • 13.

      12 Making Floaters

      63:37

    • 14.

      13 Adding More Floaters

      67:06

    • 15.

      14 Finishing Floaters Details

      52:25

    • 16.

      15 Doing Tweaks Inside Blender And Preparing The Model For Retopology

      35:00

    • 17.

      16 Starting The Retopology

      56:09

    • 18.

      17 Continuing The Retopology

      46:02

    • 19.

      18 More Retopology

      47:51

    • 20.

      19 Finishing Retopology

      59:26

    • 21.

      20 Starting Uvs

      63:08

    • 22.

      21 Continuing Uvs Part 1

      13:12

    • 23.

      21 Continuing Uvs Part2

      39:40

    • 24.

      22 Finalizing The Uvs

      49:52

    • 25.

      23 Preparing The Mesh And Doing The Bakes

      43:17

    • 26.

      24 Starting Texturing And Doing Blockout Of The Colors

      50:29

    • 27.

      25 Fixing Baking Issues

      23:22

    • 28.

      26 Working On Textures

      68:18

    • 29.

      27 Fixing Ambient Occlusion

      28:54

    • 30.

      28 More Work On Textures

      80:24

    • 31.

      29 More Texture Work

      64:43

    • 32.

      30 More Work On Textures

      73:25

    • 33.

      31 Making Alpha On Photoshop And More Texture Work

      57:56

    • 34.

      32 Final Touches To De Textures

      22:17

    • 35.

      33 Render Scene And Final Words

      2:29

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About This Class

Creating Low-Poly Stylized 3D Weapons - In-Depth Tutorial Course

Learn how a professional prop/character artist works in creating a stylized low poly weapon from start to finish. You’ll learn techniques like Zbrush modeling & Sculpting, Retopology, UV Unwrapping & Baking, Texturing and making final renders, and more!

This tutorial is based on the amazing work from Nula

ZBRUSH, BLENDER, SUBSTANCE  PAINTER, AND MARMOSET TOOLBAG
The majority of the modeling and sculpting will be done using Zbrush. Starting with creating the initial blockout mesh directly in zbrush and refining it to a final model while following our concept art. After that we will focus on doing a low-poly retopology using Blender and also doing our UV Unwrapping inside of Blender. Next we will focus on preparing and baking our texture maps using Substance Painter and then we will move onto creating unique stylized textures also using Substance Painter. 

We will finish the course off by making some final renders for our portfolio using Marmoset Toolbag 5.

29+ HOURS!
This course contains over 29+ hours of content – You can follow along with every single step – This course has been done 100% in real-time and does not contain any timelapses.

With this course you will learn the essentials on creating assets completely from scratch using Zbrush and on how to utilize additional tools to create final, game-ready stylized assets.

SKILL LEVEL
This course is intended for intermediate artists, it is essential to have a basic understanding of the software listed. We do provide a keyboard shortcut overlay while explaining the process. But this course will not cover the basics of the tools mentioned below.

TOOLS USED

  • Zbrush
  • Blender 3D
  • Substance 3D Painter
  • Marmoset Toolbag

YOUR INSTRUCTOR
Marcos Emilio Cuesta is a skilled 3D Character Artist with around 3 years of experience working in the game industry.

CHAPTER SORTING
There’s a total of 34 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.

SOURCE FILES
All the project source files including the final weapon are included in this course.

Meet Your Teacher

Teacher Profile Image

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.

See full profile

Level: Intermediate

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Transcripts

1. Course Trailer: My name is Marco Abel. I'm a freelance character artist working in the game industry, and I will be your instructor in this course. In this course, you will learn how to create a styles weapon completely from start to finish. We will cover the entire workflow on creating this weapon. The key chapters are as follows. Using sever for blocking out and creating the final high poly acid. Using blender for di topology to ensure we have a low poly and game ready weapon. So using blender for the Ube wrapping, making our models from high to low poly using substance painter, creating our final stylist textures using substance painter, and creating some final portfolio renders using Marmoset two back five. The way that you should think about it is at the end of this course, you will be able to create exactly what you see in this trailer. And you can apply these techniques for any type of stylize and even relistic treaty acids. The majority of the modeling and sculting will be done using zero. Starting with creating the initial blockout mesh directly in zeros and refining it to a final high poly model while following our comset art. After that, we will focus on doing a low polyhpology using blender and also doing our UV unwrapping also inside blender. Next, we'll be focused on preparing and baking our texture maps using substance painter. Then we will move on to creating unique slc textures also using substance painter. We will finish the course off by making some final render for our portfolio using MarmosetTolbak five. With a total of 29 plus hours of beta content, this course is considered a large course. But I feel confident that at the end of this course, you will have the knowledge on how to create many different high quality low polygam acids. Course has been also done completely in real time with not a single time lapse, so you can follow along with every single step. We also added a keyword registration so that you can see which bottoms we are pressing. This course is intended for intermediate artists. It is essential to have a basic understanding of the so words listed. 2. 1 Starting Blockout: Hello, guys, so welcome to this course. In this course, we're going to be making this weapon here. So let's start. The first thing that we're going to do to start this weapon is to make the primitive shapes, which will be by using some some cubes like this. I just press W and select my gizmo here, select a cube, all right. Let's press again W and reduce the amount of polygons in this axis and these other axis. Well, in every axis. So now, let's see. We'll make some primitive shapes like for this part here. Like for this part, and for this one, from the middle, I made everything. So let's make it. Let's just, like, put the cup like that. Let's make it longer. Alright, let me just lit the drawing that I made my pure ref so all right. Let's add two around here, maybe one and two edge loops, another two. All right. Now, let's mask these ones. And with the Gizmo, we're going to pull this up like this. All right. Maybe we can bring this down here of like that. All right. Because here I'm making this base part here. You know, that this has, like, a shape that's what I'm making. Maybe this part will be a bit longer, maybe like this. And this part also should be a bit longer. Perfect. Right? Give me a second. All right. Let me make this part a little bit like longer to make this diagonal line more long. Sorry for the separative words that I have. Use it now. Right. I make the same here also. Perfect. All right. Let me make this a bit thinner. Like this, maybe not too much. I like this is good. All right. I will make another cube the same way I did before. Just make this thinner. All right. And this cube will be will make three cubes, maybe or maybe two like this. This cube here will be the back part here, and this middle cube will be this middle part here. So let's do it. I will separate this cube with split mass points here. We'll make this a little bit thinner on the vertical axis. All right. All right. Let's do here. Let me make a bit this thicker. Let me add some egg rope here. Perfect. All right. Like this something like Like that. All right. I will maybe make a little bit. Up. All right. Let me add another edge loop here. Oh. What? All right, perfect. Another edge loop here. This should be a little bit longer. Or maybe shorter, maybe 30. All right. Around here. I'm just moving this around. Maybe like that should be good. Alright. Should be a bit longer, maybe like that. Now I will just extrude a single poly like this. Maybe not that much. And we'll mask it out. With mask it. Make it charter, make this diagonal stuff, and make parallel this line to this line here. All right. Perfect. Now we can make maybe. We could make Let me add another edge loop here just in case. All right. Now, I will make this extrusion here. You know, that is a little like a little extrusion here. So let's make it. All right. Let me pull this up. All right. Let me make this a little bit thinner. Oh, sorry. All right. Let's extrude this. I mean, not like that. Here, I will add just an edge loop here. I will just remove that edge loop. And let me just extrude this maybe just a little bit like that. All right. Oh, I just forgot something little easier. All right. Now we are talking we are talking. Little bit, maybe another one. And now I will just make this flat here by just masking and then using our chismo to flatten that part. All right. Perfect. Let's do the same with this part here. Let me just mask this entire portion here. All right. Mask it. Perfect. Now, we could lower this part to make this ramp that is in the coset. Just making this ramp here. That's like a ramp. We put this with a red color. Oh. Give me a sec. All right. So we're back. So what I was explaining was I'm making here like the shrump. You know, that here's like some planes, and I'm trying to achieve those planes in my model. All right. Let me just add a little bit of slope here. But before that, I will achieve the C symmetry here and here, also the C. All right. Let's do mirror and weld let's add just a little bit of those. Those slope here. All right, perfect. So let's continue. Let's try to make the back part here. So I think I will need another cube. I will just duplicate that with control. With Control, you can duplicate things using the Gizmo. All right. So I just duplicate it, and now we'll just rotate it to make the handle of our weapon. Maybe something like this. Maybe we'll just put it just vertical for now, and then we can just continue tweaking it to get it in shape. All right, perfect. Let me see. Maybe this can be a little bit longer. A little bit like that. Perfect. Let me add maybe just up here. All right. So let's continue with our back part. Now we are going to make this part here. It's relatively easy to do. Let's mask this phase. And now a cold function that has the gizmo in zebrus is we can extrude phases just using our gizmo like this. You just need to press control and then drag your gizmo and you can duplicate phases many times as you like. So let's do it. All right. Let me bring my gizmo to the phase. And we're going to be making this ramp here, and then these indentations here. That's what I want to achieve for now. All right. So let's do it like this, maybe we could extrude and rotate this right, rotate again. My make this a bit thinner from this side. Keep rotating to get in shape. All right, kind of like that. All right. Just keep rotating it. Let me I'm just looking at my reference. All right. Let's see. We have let's see. Let me add just another top here so I can rotate a thinner. I mean, I can extrude a thinner pot here. Do it with the gizmo. Perfect. Oh, I have just extruded another part that I didn't like. Didn't want it to extrude, so I will do it just with my Team modeler. Now we can continue extruding with our gizmo. All right. So let's just keep extruding this. Kind of like this, maybe. I'm just trying to do this part. This is just a blockout. Then we can do another pass and refine everything, get everything in shape. So I'm just doing some approximated stuff here. Let's extrude again. All right, I will extrude this. Now we can use the function here in the demdelar cold slide. Perfect. All right. We can keep pruding. Let's see where our stuff goes. All right. Let me see the size of my handle. I think this should be a little bit bigger. Maybe like this. Alright, let's keep working on the back part. Maybe this should be a little bit shorter. Perfect. The let me use my lazo mask pool here. This should be flat, completely flat this area. All right. For a sec, es put this in place. All right. Let me bring this down. All right. Perfect. All right. So let me just slide. It's a little bit more. This should be here. All right. Perfect. This should be thinner. Act up like that. Perfect. It should be thinner. And now we can do another extrusion here, right here. Here. Do another extrusion. We can just make it thinner, just to make now. The rotations that we want here. Let me make it. So everything match and is completely flat and straight. I'm using the clip hoof brush just to make things straight. I try to make things straight. This is not helping me for some reason. All right. Now we can extrude these two polygons of like that. All right. Move it around here. This part here should be a little bit thinner, and shorter. This part here, maybe it can be a little bit longer. Let's see. All right. Sliding this. All right here, I will do the same thing that we did here. I will activ my imetry in the C axis. All right. Let's wait for Cerberus to save. Now I will deactivate the X axis and do some mirror and weld here. Perfect. All right. We make this thinner, it should be more thinner like that. I will just delete this agro that it's not needed there. All right. Perfect. I will just keep dragging this part to make it longer. Perfect. Let's see here. Make this like that. This should be a little bit thicker. I would say maybe something like this maybe can work. All right. L et me slide a little bit here. Or maybe we can just delete that polygon. All right. Perfect. Mm hmm. Perfect. Let's just keep doing our stuff. Watching by reference and guessing how would be the next step for us to do because everything is real time. All right, let me just slide this so you can see, like my guessing process, my thought process and all that stuff. All right. This part here is not that big. I mean, it's a bit bigger. That's what I'm trying to say. All right. You're asking some stuff. I All right, this polygon here is not needed. Let me just delete it. All right. Not that long. Maybe something like this should be nice enough. Let me bring a little bit up. Maybe try to make this a little bit bigger from that part. All right. All right. Let's something here. Maybe we can just rotate this a little bit more like that. Make it a little bit longer. I mean, not that much. All right. Let's mask this other part also. All right. Perfect. Let's use a slide just to align better that edge there. Right, we're making this part here. Now, you can see that here is another plane change that goes. Like this. Here is one plane, one plane, and then another ramp goes here and then turns again like that. Let's try to make it also here. This will be around this area. Let's just add one edge loop and another one maybe. Now I will just try to make this straight. Let's use a slide. Try to make it as straight as possible. All right. Perfect. I will just delete this one. Pressing sheaf, we can make this up that we have here, press shift, and this will get the shape that the near grope has. In this guy, if you press shift here, then this will get the shape of this diagonal edge loop. And if we press shift in this area, this edge loop will get the shape from the other straight edge loop. Right. Let's just make this thicker here. Perfect. All right. Now, I will just slide again, a strop complete here to make this ramp a little bit longer. Perfect. Right edge again. All right. Let me see my reference. All right, let me make this straight, also. Right? Something like this should be enough. Let me just delete this again, Sodium. I will just redo same stuff here. Let me just put the gizmo in this area. I'm trying to match the scale that we had before. Something like that would be nice enough. Let me use the clip brush just to make it nicely. Fine die. That's perfect. We'll just do some control C before we make this thicker. Now we'll mask this tip part. I will just rotate it, make it a little bit shorter. Let's make this straight Alright. Perfect. Now, I will just delete this one again. All right. Let's make this straight, kind of, something like this. Should be nice enough. All right. Let's put our edge loops, press in shift. Right now we can just make this thinner again. Something like this should be good enough. Alright. Let's do some slide edge op complete here to make this ramp in this area a little bit. And longer. Maybe let's do it the gizmo. Let me do something here. Cause this gizmo is not a line completely direction of our part here. Right. Let me do something here again. Maybe. We can align this nicely. You put your gizmo out and then drag your cursor to a near vertex. Your gizmo will align with that vertex. That's what I did here. Nothing good to know. Let me just put this in like that. Alright. To do something here. Body. Perfect. L is alged to the center. Let me do something. Alright. Let's do it in the middle. Then Now, this should be in the middle. All right. Now it's perfect. Okay, perfectly. All right. So let's keep looking what we can do here. All right. Alright, let's just move. This a little bit more a a little bit more that pose there. All right. Let's see. We can add another group here. Another edge drop here. Perfect. Kind of like this. And now we can make some ramp. Just edge here and make a ramp. Because you can see here there is a little ramp, and that's what I'm making there maybe a little bit shorter. Let me just bring again my p here. You can make it something like this or let's slide this like that or right. Work Perfect. Let's see. Let me just sprink this and make it thinner again, maybe. Perfect. Maybe this should not be that long. I All right. Let me just do something here. I want to make this thinner. Something like this. Maybe not a thin, a little bit just thicker. Let's just take this. Put a little bit more of angle there. All right. Let's see. Perfect. All right. Let me just let this polygon, maybe add it again and do again do again the ramp. Maybe make this a little bit thinner. Maybe just let this another pom there. Make it thinner kind of. Maybe something like this should be good enough. Align this again, something like that. Let me take this line this one to the other part. Alright. Let me just keep looking at my reference. This should be a little should be straight. All right. Just do this and make it straight. All right. Maybe something like this, maybe more like that. All right. Like this. Be nice. Let's see. Let's see. I look at this, and this has some curve here going outwards like that. Maybe. All right. I think that this back part is a little bit too big for a weapon. So let's make this part here a little bit bigger. See, All right. I have measured it, and the weapon should be like round three back pieces long. Maybe something like this. Let's see here. Maybe I make it too long. Maybe something like something like this should be good enough? All right. All right, let's do some handles. Yeah, or maybe not. Let's actually, let's do this part here. Let's do that. Alright, I will just duplicate the handle piece. Separate it. Alright. Let's make it thinner. And now I will make it shorter. Perfect. I'll add some edge loop here. Now I will extrude this a little bit like that. Maybe now we can make it a bit shorter. And we can now make this the agona Maybe not that much. I just think This should be a little bit upper here. It should be a little bit more towards this part here. Let me just slide that piece. I do the same thing here with the symmetry, we weld perfect. It's half our symmetry. All right. Let's just wait for this to finish. Let's use the Gizmo. Instead of this slide as he's bugging me out. Alright. Pn this down. All right. Maybe this should be a little bit thicker with something like this. With a little bit of taper here. Should be nice. All right. Let's make here the handle. All right. Perfect. All right. Let's use our the modeler. Let's add one extra pier. Maybe two more, maybe three more just to get like this part here. I'm doing this part now. All right. We can even add a little bit more to make it a little bit more circular. All right. Perfect. Let me see something we can maybe rotate our handle. Just a little bit. Let's make it kind of parallel, not that much. Yeah, let's do it. Something like this should be good enough maybe. Maybe not that much. Maybe something like that. Maybe not. That should be good enough. All right. Let's do something here. Let's add another edge hop here. Around here, maybe another one. And let's mask this and just pull this backwards. And now we can Extrude another edge lobe here, I mean, another oligonEdge make it with that circular pattern there. All right right too much. All right. Let me make align these two ones here. All right. Perfect. Something like this should be good enough, maybe. Move this. Let's have the C symmetry activated. Tweak a little bit stuff here. Alright. I wish to pick that part there. Really to pick. Let's break this up a little bit more. Something like that. I All right. Let me just slide this with a slide brush. Something like this. All right. Perfect. Let's do the C modeler. I mean, the grab brush siding or move brush here. Let me just delete some polyculs here that are not needed that much. Maybe we can slide this. Alright. All right, the handle should be about the same size of this stuff here, and the weapon should be around the side of around the side of two handles hand off. Let's measure this. Yeah. So Let's make this a little bit longer there. All right. We need a little bit more space for this piece here. Let me just move these two. I mean, I can have my cell leg brushes, move a little bit more like this. Maybe. All right. All right. So let's see what else we can do something. All right. Perfect. Let me make this part here a little bit thinner. I mean, shorter, maybe a little bit shorter. Oh, give me a second. All right. Let's continue with this. Let's bring this up a little bit. I like that. Let's make this part here a little bit longer by bringing down these polygons here. I'm like, this should be good enough. All right. This is a little bit too long. All right. Less mask is So be about here. I think, yeah. Maybe that can work. Perfect. Let me make this shrimp here a little less long, a little bit shorter. Something like that should be good enough, maybe. Yeah, I think so. Let's make this a little bit thicker also. All right. Maybe we can make this even shorter. Something like this can be. All right. Let's make the little ramp that we had before here with a slide, little slide here. Or maybe let me slide these vertet us to align them better. Perfect. All right. Let's slide dl and off like that. You have the shape there. Perfect, or right et's do now this big piece here. Let's paint another cube. Cube. Here, let's just make it. This type of cube with a gizmo. Alright. Perfect. This should be a little bit thicker also. And this would be thicker, too. Alright. Let's bring this around here. All right. Let's see, maybe a little bit more like that. Maybe something around here. I'll be in this here. Good. Enough. Let me make this a little bit shorter. Maybe something like this should be nice enough. We just comparing my blockout with the concept to see if we have something off. And surely there is some stuff that are off. But we can fix them later. Let's see. All right. Let's see here. Light, maybe not light. Let me align my Gizmo with these two chices. Something like that. Maybe try to make this a little bit in like that. Alright. Perfect. Now, I can put this around here. Now, what I'm going to do is Let me just make this a little bit more like that. Perfect. I will bring this around here. Perfect. Now let me add another edge loop. Around here. All right. Just extrude that and make it thinner like this. Perfect. Something like that should be good enough. Let's add more edges. Because this is like some ramp that has some plane changes. Let me it has one plane change, another one, another one here. That's what I'm trying to do here. Let me slide this sloop complete down here. All right. Let me mask this one. Move it to make the first rump, or now we can mask the other one and move it, make the second ramp that I said here. One, two, and three. Let me like that should be good enough for now. Alright. Let me add another gebe here. Let me see something. All right, I'm just looking at my references. All right. Maybe we can make the upper part less tall. All right. Perfect. Let me make this a little bit thinner like this. This piece here should be or can be a little bit thicker. Like that. This part also. And this stuff can be a little bit thicker. All right. Perfect. All right. Let me make this handle sof a little bit thicker like that, maybe, maybe a little less thick or less mask here. Now, let me just extrude it a little bit so the handle reach the back part. All right. Now we can make maybe the trigger. Let me make this a little bit shorter from this part around here should be good enough. Maybe we can also make them think here let's must this and make it shorter. And here, I'm seeing that this has a little bit of a ramp here. Let's try to add that same stuff there. Maybe let's just add another edge loop. Let me do something. Let's use this time. Let's use the slice curve, make some edge loop. And now what we're going to do is to use the symmetry here. All right, the symmetry here. And now let's use the sym modeler and here, put your cursor on top of a vertex. Now, press space and select this option here and just stitch this to the other one. And now let's do the same sin here. But in this case, let's put our cursor on top of the on top of the edge. And now let's use this delete to have it. Now we can make that little bit that little ramp there easily. Perfect. Maybe we can make a little bit longer the handle, maybe thicker. I like that. Let's make this just a tiny bit longer around here should be good enough. Let me break this also like that to make another ramp because you can see here is a ramp there. Let me just bring this a little bit like that. All right. Perfect. Maybe we can make this part less big. Maybe something like that would be good. For now? Alright. Let me save again. And now let's make the trigger. That will be really easy to do. Let's add another cube small here polycube. Let's make it thinner. All right. Let's make it smaller, a little bit more thinner. Let's put it here. All right. Now, let's add more a few more edge loops. Let me use this time. Here insert, let's use the multiple edge loops. Prime kind of like that will be good. Maybe. Alright. Let's move this to the left, make like this circle shape where the finger will be placed to pull the trigger. All right. Maybe a little bit. Dollar All right. Now, let's make this metal piece here. I will be also easy. Same thing. A paint cube, here, Emo all the cube. Let's move this around here, make it a little bit thinner and smaller. Let's put it here. Maybe just a tiny bit more thinner round here. All right. Let's make it longer. Now, let's go here. Let me slide this a little bit. W just edge here a little bit like this. Alright, let me just do it with my gizmo. Now I will just extrude this like that. All right. Let's make this a little bit thinner. I mean, smaller, a little bit shorter, right? Something like that should be good enough. Perfect. All right. Something like this. All right. Smooth this mask that. All right. Perfect. Let me worries my stuff insert, insert. Hearing edge actions, insert. Let's add another. Let me just go back to the single edge loop. Add another edge loop here. Around here should be good enough to do it. Maybe not round here, maybe. Maybe around here. I think that should be a good place to do it. And now let's make like this shramp here. Let's make it. All right. Let me see like this, should be good enough. Alright. Perfect. Let me make part here, flat, just in case it doesn't. It's completely flat here also. All right. Perfect. Alright, I think that's a good place to leave this part here. So in the next video, we're going to keep working on the blockout. So see you in the next video. 3. 2 Continuing Blockout: Alright, guys, so let's continue with this weapon. So now, what we are going to do we will try to make, like, these parts here. Let me just draw maybe these parts we will try to do now that are on the side. So let's try also before that, let's do something. I will use my Gizmo to move these two, just a little bit to the right. Perfect. Use you can see here that there is kind of a space between this point and this point. All right. So let's move it just a tiny bit, maybe something like that. I think that should be enough. Also, I will maybe make this thicker, something like this, maybe. Yeah. All right. So let me also make this part here. This part here around the level of this, you can see here that the plane changed from around the level of the stock part of the weapon. So let's do it. Let me grab this. Alright. Let me mask. And now let's bring it down. Perfect. Around here. All right. All right, or right. See? Maybe we can make the scope. Let's make this thing quickly, maybe. Yeah. It can be done a thing that can be done quickly. Let's see. Let's try it. All right. Let's add a cube. Perfect. Let's make it. Hold the cube. Nice. Let's just remove all the polygons that it has. All right. Let's see. Let me see the size. Let me see the proportion of that weapon inflation to the other part. Seq is measuring around half the length of this middle part. Let's just make it like that. Maybe let's put the Gizmo around here. And let's just shrink it. All right. Around there. Pin good enough. Let's make it bitless shorter from this angle. All right. Maybe a little bit less. Let me just give it. Just a tiny bit. All right. Let me see. We can add one polygon here. Around here, maybe, another polygon here, another one here. And now we can let me use my lasso mask. Perfect. Let's bring this up around this point maybe. A bit tiny bit more. Let me also grab this other part and bring this up around here. Would be good enough, maybe. All right. We have other plane here. Y. We could change let me put this around here. You can make this flat or straight by pressing chaf and putting the edge loop near a straight edge loop. So if you put this near this corner and press chiaf, your new edge loop will be straight. But if you put it here, the edge loop will get the form of that corner edge loop. I will do some straight edge loop here around this point. Yeah, it's around here. Kind of. All right. Let's move it. Be something. Maybe not. Let's see what we can do. All right. Let me just bring this down and move this to this side. I will be around in the middle of this lower Lower edge corner. Round here should be nice enough, maybe. Alright. Let me just bring this a little bit down. Alright. Maybe not that much. I think that's too much, maybe. Right. Round here. Perfect. All right. This part should be something like this around here. And this part should be like some ramp shape here, something like this. Should be nice enough. All right. So we have this. But now you can see that this goes up. This goes up. So we are going to make this part also. Right? That will be super easy to do. See Alright. Let's add a polygon here. Let's try to make it straight as possible. Maybe around here, kind of. Maybe could be around here. Around here. Alright, let's do extrude single poly. Let's just extrude it. Just a little bit. Let's go to the si bull and make it a little bit, taper it, a little bit of taper. Around here, maybe this can be a little bit longer, kind of. Yeah. Alright, now we have this because this part will be a little bit more with more angle. Let me bring make the entire piece a little bit longer, also. All right. Now, we can, I mean, we can do some stuff. Let's active the symmetry, remove the X symmetry and add the C symmetry. Let's do also here with mirror and weld, mirror and weld in the C symmetry. Now, let's add two edge loops here near the corner. Around here, kind of. Yeah. And now with extrude, let's use extrude He loop. And now we're going to extrude inwards this edge loop here. Yeah, around here, should be nice enough. So you can see, we have made now this dinner part super easy and super nice done. Let me see. We can see that we have some stuff here. Let's try to do it maybe. Right. Let's see how we can do it. See how this piece is. Maybe we can add another stuff here. And with Q mesh, we can extrude this to the point there around there. Let's mask these two points. I think that is good enough, maybe. I think so. It should be that should be great. Let's see. Let's slide these two. I not that much mas this also. Bring this up a little bit. Let's in a bit. Alright, I should work, I think. Alright. No. No, what we can do is here. We can do an inset here with standard. Let's inset this and now we need some polygons. We can do something here. Let me delete these two polygons. All right. Let's see, this will not work for us now. Maybe we can delete these two also. Let's add the polygons around here. Teach these two. And now here, let's see what we can do. We can extrude these two our rounds like this, Bridge these two and bridge the two also. Let me just Oh, ****. Oh, oh, oh, oh, sorry. Oh, let's grab this hooligans here. Oh, my my keyboard is a bit crazy now. I don't know. What's happening? Let's Let's do another maybe another polygroup Polygroup here. All right. Let me just polygroupT all the same polygroupr another color. It can be more contrasting with the other stuff. Now here, let me just put another loop. I mean, another polygroup there. Now we can use our extrude extrude, with single poly here, single poly. Now we can extrude this inwards. I mean, not that much. Something like this inwards unless a slide this kind of like that match this level, maybe also this part. And here we have that light part, maybe. Yeah. We could make it a little bit. Shorter, maybe I think it's too long. We made it too long. Yeah, that can be made. Let's see. Maybe we can see, maybe we can add next loop here. And now let's use the square polygroup. I mean, the square mask here to bring the backwards and make it shorter. Maybe. I think something like that should be nice enough. Alright. Perfect. Oh, what's happening? Oh, yeah. Alright. Something's happening here? Oh, right, I see. I see. I see. Let me mask this also. Now this should move without problems. Yeah, it's working. Something like this should be nice enough. I think so. All right. Perfect. Let's just try to match this again. Round here, maybe. Maybe around here. Let's compose this straight. Let's do a trick here or right. Let's use our gizmo to make it flat or right. Let's bring it a little bit to the right around here. Bring good enough. All right. Maybe this should be a little bit up a tiny bit. Maybe I should be a little bit, a little bit. Right. Something like this should be nice enough around here. Let's also mask this part and pull them away. Something like this. Perfect. All right. Let's see. Now, we need to make this hole here that we have. We have a hole. Let's see what we can make, what we can do and how we can make it. All right. All right. All right. All right. Per fet, maybe make it a little bit or not not be that that up. Maybe we can make it a little bit thicker like that. It should be good enough. My mask is bring this down or maybe not as mask, a little bit up more up. Maybe it should be nice enough. Perfect. Et's at metro here, maybe. All right. Let's see. All right. Let's see. Perfect. Let's see what we can too here. Maybe add another one here, maybe. Not that much. Alright. Let's select these polygons and extrude them in words like that. That should be nice enough. Maybe we can also do some creases here, z here, or maybe in two which division of four or right. And here we can crease these edges. Let me do something here, right here. Perfect. Present. Nice and clean. This edge also. So these ones. Nice and clean. Alright. Perfect. Although this part here should be straight, I think. Let's see. Mask. Move this to the right around here, maybe. Yeah. This is awesome. Maybe not. Maybe we can just leave it. It doesn't matter too much. Alright, let's save. Al right now, let's make this little pod here would be super easy to do. So let's do it. Paint here, ply the cube. It is up. Let's make sure that doesn't have any polygons. Just Alright. Let's make it flat. Perfect. Let's see. Let's delete or duplicate this and delete the middle here, the middle edge loop. What? Of poly. Oh, I know this. Alright. Now it's working. Let's make it double sided. Now we have deleted those polygons. Let's put. Let's make first the C symmetry. With ron well here. Perfect. We have this middle arop and now we can add another aop here. Let's mask this Ar perfect. Let's make it something like this. And also this part. Let's make it molar, something like that. Perfect. All right. That should be good enough, maybe. All right, maybe some a little bit trinket. Right? I don't think I will use this cube. We can reuse this one All right. So let's duplicate this one. Me hide the other one. Make it thinner. Now with bridge. We can bridge some stuff here. Or maybe not with bridge or maybe let's bridge these two. Let me do it again. Bridge. Perfect. Bridge here. Let me just remove the lit option here and make it and do nothing. All right, make a straight polygon here. All right. Stitch with this one. Do the same thing here. Stitch with the other one. All right. Now here, you can see that this piece is tapering. Let me just break my draw here. This thing has a little bit of an angle here and see the change planes and this part is inclinated and this part awesome and also has a tiny bit of thickness here. So let's try to do that. All right. Let's just mask this lower portion and just make it something like that. It should be good enough. Alright, let's inflate it just a tiny bit. Maybe we can inflate it. I how this looking from the far right, make it a little bit Inner maybe. Safe. All right. Now, let's extrude all polygons to make some thickness here. Around here should good enough. Let's remove the double sided, you can see that our polygons are flipped. So let's just click here and flip normals. Alright, I think that option. Well, I don't remember where is that option in the day in the default Cebush. All right. Let's continue with this. Maybe we can add another polygon here. All right. Now we have our scope. Let me just grab this. Let me just remove the other one. All right, crack this. Make it maybe smaller. It's a bit more upper up right. Now we have our scope. Perfect. So now, let's try to do these pieces here. So let think how we can do them in an easy and nicely way. Maybe what we can do is to get another cube here, another cube. Yeah, we love cubes here. All right. Let's bring this to the side. I will let the other polygons because I just want piece. Let Now, I will just move it and also we'll activ my dsymetryRmove the X one here, here, mi weld. Now you can see that we have our polygon in the two sides. All right. So let's work. Let's do first this lower portion here. All right. See this lower portion. Maybe we can extend this around here, maybe around here, I think. All right. Let's see if we draw a line from this point up and see that is around there right to do it. Around here. All right, we can extrude another polygon. All right. Let's make put this a little bit. S, maybe lower here. Something like this would be nice. Mask this one from there. Every knots like this. Let's see. Let me mask this other piece, other piece. All right around here to be nice enough. Alright, let's see. All right, let me grab this one. Make the taagon line a little bit more parallel. Maybe this one would not be that inner. Let's just make this kind of parallel here would be good. I think this should be longer. That how it was before was better, in my opinion. But it's not parallel with the other piece. I want that to be parallel. I will just make it para. I don't care. Same as bird, para. Perfect. Now we can extrude another piece here. All right right here. Maybe Let's just leave it something like that. Let me mask this just to make it Glad. Glad. All right. We can make a rump here, something like this. A rums here maybe. Something like that. Let me just bring go a little bit like this, all right. Something like this should be good enough. Let me just make this part flat. Awesome. All right. Maybe not as much. Maybe, yeah. Let me just bring this up. A bit. Around here should be good enough. Now we need we can make this piece a little bit longer like this. And see an gonna lie increase in length. All right. Let's extrude another Ep. And this piece would be around here, maybe. I think so. Yeah. It would be around there. But the space should be more upper. And this stuff would be a more like this, maybe. Ib not that much. Alright. I think that this part here should be a little bit down something like that. All right. Let's try. Make this piece here. Parallel. All right. Let me bring this more forward to the right. Is awful zone around here. That's completely straight. I know. Around here should be, maybe. Let me see if the clip brush works this time to make it straight. I think so. Yeah. Alright. Should be kind of straight now. And now, what we can do can add another edge loop. Oh, Edge here. And we can bring this piece down a little bit. But what we are doing here, we are plucking the trigger part. We pick this up a little bit. Just to not not plug the trigger part where our finger of character will be. This piece would be around here. That's why. I'm thin. Let like that. Let's move this around here. And that would be a little bit That rum should be a little bit longer. All right. From here, maybe. Let's bring this up a little bit. Alright. And this part should be also longer. Around here, maybe. But this bit here wouldn't be that long. Alright. Hmm. Maybe we can make this a little bit flatter. Like this. Right? Maybe this something like this. Maybe not. A little bit hard to guess where all the stuff will be. All right. Alright, let's see. How we are doing maybe as not the best. I think we can improve it. Also here, this goes up. Then maybe less extrude here. Less extrude a tiny portion here. Oh, here. Tiny portion. Let me bring this around here. And also I will mask these other pieces here around here. All right. Right, perfect. Now we can mask this other piece in this down add another edge loop. Maybe it will not be the cleanest way to do it. But since this is a clock outut, maybe we don't care that much. Also this part maybe a little bit to the left. And here is a loop should be a little bit around here. Perfect. Maybe should be good enough. For now, I at least right. Let me safe because ears tend to crash anytime without I without any alarm or any. All right. I will pause just to think what we can do next. Alright, I have noticed something that our handle here a little bit too long for our weapon. So what we can do here is maybe try to make these parts here a little bit more tall, kind of. Yeah. Let's see what we can do here. Alright, let me just hide this piece that we are making. We mask here. Also, let's go to here and mask this also, and here masks this. And here we mask this other part. Now, I will press here and select every part here. And now I think we can let me just invert the mask. All right. Right, let me do the same thing in this part. Now we can invert. Now we can make this taller a little bit. Maybe. Alright. Let's let me measure this baby. Something like this should be good enough. I think so. It should be good enough. All right. Let's bring back the other piece. Now here, this entire or maybe not. Maybe, yeah, entire piece. And here, maybe they can be a little bit upper thing like this around here, maybe. All right. Let me just mask this piece. I'm being this back left little bit to the left. Alright. But this doesn't have completely the shape that that piece has. The concept, more like a rectangle, but the other way, a little bit we maybe could be some consistences with with the two drawing, maybe will be. Or. Let's see. Maybe just leave it like for now. I think this would be the best way, a little bit of a little bit off from the proportions that have have in the concept. But let's try to address that later. Let's don't think on that for now. All right. We are just making this Maybe we can also make this piece here a little bit. Around here will be a little bit more like this. It's still the same here. Let me mask these pieces and I will bring this down on this level. All right. Let's see. Let me just make this flat again. All right. Perfect. And here, maybe we can just bring this to the left, make a ramp here. As I don't want that honor to be poking out from our piece around here would be good enough. All right, let me do something. I will slide this edge. Where is edge. I will just move it around here. Also, I will slide this vertex around here. Slide this a little bit more down. Make this edge. Oh, flat here. Now we can slide this vertex to the left. I like that. Maybe now we can make this thing. It's a bit longer. You see, but now this piece is not good enough. Maybe we can here, we can just move it right the right around here. Also here, I will just move it to the right in a bit. I bring some perspective to see what we are doing. I should be lower. A All right. This should be lower here around here, maybe. All right. Now we can move this side and try to make it parallel around there. Also this piece will be this part a bit longer. All right. I think this piece is in a good place for now. Let's just extrude it. Through all polygons, make some thickness. Lip. Alright. Perfect. We need to make the other pieces. Let's try to make this one also. All right. But you can see that this image slipped because you can't read these letters here. I have another piece here flipped S? Now, the nice orientation. And this is you can see here is from around here where it should be. So it will be one piece of this should be here, and the other one should be flat. That's what I'm guessing from what I'm seeing. Let's try to do. All right, let me see. We can duplicate this. Let me just remove my symmetry. By making my symmetry nod, my perspective, make my orthographic view. And now let's delete the thickness by just selecting one edge loop, this frontal edge loop, and then with Chief click you can select the edge loop and then just press the lead lead hidden. So I will try remove almost every polygon. And we can leave with this single one and from here, start working. You can see that this piece is less thick that than this piece here. Let's try to replicate that. We'll just move this a little bit. The side, also, we'll add edge loop. Here in the middle. Now to make this Bble we can do it. Use our Bble tool here, or we can just select here in the face where you it? I think it was here. But it was right not move that move. Well let me just think a little bit. All right. The other method that I was talking about was scale, pull grupo, polygon center. But for this, it doesn't work white nicely. So let's mask here and press out. And then with this axis selected, press out and then drag it, make kind of the pebble that we want. Maybe just twig and stuff. Right to make it good. Maybe not not working the way we want. So maybe inflating it. Now just bringing this, make it flat. This is a really nasty way to do it. It's really nasty, what we have to we have done here. But for some reason, the method is not working quite nicely. At center, is not working. Mesh center? No. We pobly go center but let's say that this doesn't work quite nicely. Alright. Maybe let's try to use the pebble tool here. Let's see. All right. Maybe it's working enough. All right. Let me mask this point. All right, let me move. And now let's just tweak. What? Let's just tweak this stuff by hand. We'll mask this also. Move it. These two. What? Why is not symmetrical. Oh. Let's just mirror it. Maybe just right. All right. Let's see. Mask this. Perfect. Maybe we can mask these two. Make it flat around here. To fix that nasty babel that we've had there Alright. I think this can't work for now for us, or right now, let's just continue with this piece. Alright, you can see the chip. Let's try to replicate this chip inside Zerus. Let me say first. Alright. Let's see. Let's see, let's see, let's see. We have this polygon. And we can extrude another polygon. Oh. Extrude me Extrude my polygon, bro is just closing. Let's do something here. I will just deactivate this MAR attraction. No attraction, and now should be good enough. Should be good again. Alright, let me just mask this one here. And now let's break this down. Also, this piece should be a little bit lower. Kind of like here. Most likely. All right. Let's extrude a little bit more. All right. Let me mask this, make it flat, all right. We'll just extrude more polygons here. Extrude this one. Make everything flat and straight here. So let's see straight. And straight. Perfect. Now here we need another polygon here around here, maybe around this part. Now we are going to extrude another piece. Another piece here. Yeah, let me make this flat bright. I mean, again, All right. Now here, I will just make some paper, maybe something like this and try to make this line parallel to this one. All right. I think that should be good enough. And this piece should be a little bit longer than the other piece around this long from here and there will be another extrusion here be Let me just through this. I wish we could make this remove when we move Let's see. Maybe what we can do, let me add a little bit of thickness. All right. And now I will just use the Gizmo extrude to make my life easier to be able to do straight extrusions, like this perfectly without too much problems. Around here, right and weld. All right perfect. Let me see if we don't have anything bad. All right. We need to make this part. I mean, we need to make this like a ramp in a diagonal way. All right. Right to do it. This is something in my computer. Let me give me a little bit. Right. We are back. Let's see. Let me make this align with the other agonal stuff. I think this would be good enough for now for us. Maybe or maybe not. Maybe not. Let me just do the same thing here. To make this line like that. All right. Perfect. Let me just quick save. All right. Now we need make this stuff, but in the other side in the correct side in the correct orientation. Try to make this big piece. Maybe this also little big piece here. That should be just a cube with a little bit of modifications. Try to do it. A penta sphere, Gizmo, poly cube, move it, move it even more, make it bigger, right, move it in place. Something around here, a little bit more forward a little bit forward around here. Round around this point, let's make it around here. All right. This should be that bulge Alright. Let's mask this. Make it like that. All right. Let's make this more like this. I've seen something here that is a little bit of this should be smaller. And this piece should be longer. Yeah, this piece actually should be longer. Around here would be good enough. Oh. Around here would be good enough. Let me mask these other parts and bring them backwards here because I don't want that to be showing up in this area. All right. I think now working maybe make it a bit smaller a little bit more upper All right. Maybe this one should not be that big. Let me just push this in just a tiny bit, mask the lower portion, move it around here. I will do some stuff here. Let me mask this entire piece. Strewed tiny portion there. Maybe do something here. Alright. I think this should be good enough. Maybe it is a little bit more like that. Alright. This is the shape. This has. We have a plane, another plane, another plane, and another plane. I think this should be good enough for us. For now, Alright. Let's try. It's safe. Let's try to make the hole. Let's try to make this hole here. Right. Let's see what we can do here. We can add We can add an egg loop here. I want this to be straight home. Let me just put this into nothing. I just add straight glop here around here, another slope. I'm just looking at something. Uh I see. Maybe this could be a little bit more longer, just like that. Something like this should be good enough. I think that should be good for us for now. And now we can let me just make this longer, a tiny bit. Around here should be good enough, I think. Around here. Perfect. Let me just remove that piece, that atrope, add another one here. Let me remove the thickness because it will be easier for me to delete polygons. Let's remove the thickness. Leave heading. Alright. Let's add another polygon here. And now we need to make some stuff here. See? Will be the best way to do this. What would be the best way maybe set. Make an inset, maybe or maybe not. Let me see we could delete it. Let me just delete this for now and we could make this agono around here. I would be nice. Enough. Let's make these two parts Tayono around here. I would be nice. Enough. We just move this Okay. Good. All right. I not that much anymore. Of course, All right. This here is not completely aligned with the rest. And this ramp is a little bit too long. All right. It's quite a bit too long. See what we can do there. Maybe we could make it like this and not that a tiny bit more like this would be good enough for us for now. Maybe let's just mask this, try to align this again. All right. Let me just save. My go back here. Maybe now we can make it parallel. All right. Now it's parallel. It's do the same thing here. I will just it. All right. Or making that piece. Right? If we could make it a little bit smaller. All right. Maybe this piece here would be more like that. All right. Maybe this should be a little bit more like this. All right. If I can, we could make this other piece here. Here, you can see, it's kind of the same. Basically, the same shape, but a little bit more flat. We'll just duplicate this, split, all right, make it a little bit more flat and more and smaller. And thinner and ladder would say, we can make a little bit more dye with this piece also. Alright. Perfectly. Taking now that we can just extrude again our stuff. But what happened? Make sure all polygons all right all polygons around here. I be good enough. Maybe a little bit or like that or right. Perfect. Now, maybe we could write to make some pb for this. Let's see if our scale center work nightly. Now it doesn't work nicely. I don't know why this is weird. Right, let's just add the pebble with the pebble tool here. You see? Perfect. We need to do a lot of cleaning in this pebble. Let's do it quickly, and then we are going to end the video here because it's a bit too long. This video's mask. All right. Oh. Let's do the bebo here. Around here would be nice enough. Mask and move it around here. Mask here. Let's move it also around here maybe. Mask these two. The nothing or write this two right my God perfect right here to be good enough mask these one this one mask. Around here. But now I will mask these two here. Let's bring this up. Something like that should be nice enough here also around here. Here here and here would be nice enough. All right. Think what we have here. All right. Maybe we can just hide these piece here because that there should be don't need to be seen theres. All right. All right, perfect. So let's see what we have here. I will also mask this piece here. We just do it. A Alright. I think that would be good enough for us or now cause this pebble maybe go not be there. Let me just delete this pebble here. Maybe delete it. I Maybe not. We'll see what we can do there. Maybe we can mask these edges. Let's see what would be the result in that All right. Maybe. Move this more like that. Mask this, move this more like this. Should be good. Enough. Mask this. Move it. Move it. Mask point. Something like that should be good. Let me use the clip curve. Just to clip it and make it flat. All right, let me just mask these two polygons. It's the engagement. All right. Alright. I know, I think would be nice. Enough. Now, do something here. We'll just mask these pieces, and bring them up. Here masks Right, I see. Around here. And this one around here. A Alright. I think we can leave this video around here. We have done quite a bit of progress. Oh, we need to fix this other piece also. I just forgot it. Oh, my my. Let's do it let's do it quickly here. Maybe here, right. We can do it quickly. Here. Perfect. All right. Here posing Perfect. It's not. At least flat. Mask, but mask mask here. Mask here also. Bird flat. Perfect. Mask. Mask mask. All right. I think that maybe I will need to do Imrund wells later. But I will just leave it like that or now. Alright. So I will continue with more blockout and with more shapes in the next video. I'll see you there. 4. 3 More Blockout: All right, guys, so let's continue with the blockout. Now we're going to make these pieces here. Let's see if we can do them. Alright. So let's start. Let's maybe start first with the lower piece. And then we're going to make this piece. Alright. Let's do it. So let's do the same thing that we have been doing. And let's just bring a plane here. Let me also add maybe a few more polygons here. This in this part here, maybe two more. Maybe that should be nice enough, maybe. Alright. I will just duplicate this. We move it. I will delete everything but a polygon. Let me say poly group or now maybe let's do something here. All right. Let's Alright, give me a sec. Let's select this. Now, this lid hidden. Alright. Then immediately or maybe not. We can leave it like that. Alright, let's see, around weld in the C axis. Oh, C axis here. Perfect. All right. Put this in double maybe or not. Alright, let's start win. This lower piece. Maybe we can do the upper one. We'll see. Let's see. Let's do the lower piece first. Alright, let's grab the polygon. I will make will delete this polygon and let me just align everything to make it straight as possible. All right. Sick Alright. Perfect. We'll just do some thickness. Thank. All right. Let's do some thickness here. That part is around let's see. It's kind of thicker than the previous one, maybe around the level of this one of this piece here. Maybe it could be. Yeah. Also, we can make this also thicker. Thing like this should be good enough, maybe. Maybe something like that. Alright. Let's see. Something like this should be good enough, maybe. Yeah. Let's do the same here. Extrude. Feel this touch. Maybe just the sickness of that other one. Perfect. Alright, let's keep just extruding stuff. Alright. Smooth this. Let me just put this in square as square. Make things easier for me to select. We'll make this kind of Daya. Yeah, this should be Dija. There should be aligned with this rump. So let's do it. Around this. All right, I see. It's also not fully aligned. It's fully straight. Let's see if we can make it straight kind of like that. Yeah. Let's go back here and see what we can do. I think that around that would be good enough. I did a mirror and weld. All right. I did a mirror and weld. So let's continue. Let's see. Let's now strewed a piece here. My mouse. Let's extrude a piece there. Make this a bit charter. Maybe something like that. Move it. This should be Alright. Move it like this, maybe. This piece should be a bit upper. All right. Let's add another polygon here. A another one. Right? Is real time. It maybe will take me a while to figure out. It's relatively uneasy shape. So there should not be much problem. Alright, let me see. Now we can maybe mask this polygon. Move it like this to make the shrum here. All right. Let me mask this one. Bird, move it more like that. Because this part is short. It's like this. It's short. You can see here. It's not that white. This part here is not that white. Alright, so let's continue. All right. Let's see. Now let's make this part here, then try to make this entire piece. All right, this mask this polygon, Strud it. Let's see where this should stop. Alright. I should stop around here, maybe. Yeah. And now we can extrude again and rotate it. And move it downwards. We can maybe expand this part, something like this. All right. Let's try to make it parallel to this line here. This so called can be a bit longer. My something like this should be good enough. I think so. All right. More like this. All right. Let's see. Let's extrude again. More like this. Let me just put this in a good shape. Let me just mask these ones and then align them. Also, we'll do the same with the lower edges just to have them proper alignment. All right. Let's see. Maybe we can move these downwards so we can get a little bit more steel with there. Right. Perfect. Let me safe. All right. This should be go more like this, maybe. A little bit more like this. Round here, maybe. Yeah. And now we are going to extrude again like this. Maybe around here, and then extrude again around here. But let's try to make this part here. The same thickness that we have in this area by moving this around here, maybe. Something like that should be good enough. Right? Now here, we can maybe move it a little bit more to the right. Maybe something like this. Make some diagonal, little diagonal stuff, maybe something like that. Alright, let's align the upper and lower edges. Perfect. We have that piece there. Alright, I will make the babel later. Let's try to make this piece now, this upper piece. Let's do it. Let's just duplicate this one and just select one polygon. Let's just select one polygon here. Alright. Baby you could use this one. All right. Move it upwards or right. Is is properly align. You say so. I think that also should be a lot more thick, maybe. You can also make this even thicker this middle piece, even thicker, maybe I can get a barrel there easily. Be a little bit more narrower. All right. All right. So, let's see. Let's see. Let me just align again these polygons. Perfect here also. Let me bet the mask and then align this again. All right. Maybe we can shrink a little bit that piece. Extrude it with the same sickness that we had before all polygons. Yeah. Let me do some mirror and weld in the C axis. Perfect. Oh, I forgot to add the C axis here. Also the mirror and weld in that part. All right. So let's continue making some stuff here. Should be around the length. That piece, this maybe should be a little bit more inwards. A little bit more inwards. Maybe something like that should be good enough. All right. Let's see. All right. We can make this a little bit more. Ha. Maybe this should go around here and even go further than this copper part around here, maybe a line with that p here. Right to do it. It's my around here. Right to do it. All right. Now we have that there. We can just make some quick extrusions. All right. I have just deleted on polygon. Let me just break my ism again and just remove that tab right. Let's extrude this and make this line parallel to that other one around here will be good. And let me see that piece you go. Yeah, kind of like that. All right, through again. And this one now will go upwards around here. Yeah. Perfect. Let me add another edge loop here. All right. This is something. Let's maybe add this one and then another one here. Another one around here, yeah. And now we can move. Let's move first these phases to the right. Make this line also parallel to this other one. All right. And from here let me add another polygon here. We'll add another one. Maybe around here. From here, I will just move this to the right around. Alright, let me just do something. I will just remove that one and put it a little bit upward around here and do the same thing mask it, and move it to the right. Around here should be good enough. Let me safe look quick. Alright. Perfect. So now, I need to make some stuff. I will select this Q mesh option and then just move it like that, just to have a little bit of a gap here. Because in this middle piece will be another piece and this other piece also. We're going to make now because we need to fill that part, and we're also going to make this piece here. But let's just do the simple stuff first. Let's do those pieces. All right. We can just duplicate this maybe insert a polygon, another polygon here. All right, the lid. We'll just keep these polygons around there, miro and weld, all right. Just move the upwards. Perfect. All right. It should not be that hole in there. All right around here, maybe it should be a better place. Also, it should be maybe a little bit shorter. Let me see. It's completely parallel to that one. I don't know. Yeah, it's more pattern. Yeah, maybe. So we need to align this other piece alles. Try to align it. All right. It's not fully align. Maybe Let's just leave it like that for now. Or maybe not. I will just try to align it better. All right. Let's just use the clip brush. It's my clip brush. Around here. Maybe yes. Perfect. That should be line. All right. Et's just add thickness there also. Sick invert mols. My stuff doesn't want to go. Alright. Now it's working. Let's move it a little bit more inwards. Make it longer. Now what we're going to do is to move this polygon and align it to that other piece. Let me mask this and use this to make it straight now should be good enough. And here we need to do some stuff because this should be a little bit more than Jago Maybe something. Well, let me just make. Alright. What we can do here. Let me just move this to the right a little bit. Make this lower ozone. Move this and make it like that, maybe. Just to get some diagonal suff. But now we need a cap here because there will be this piece. So we need to make a hole there. Right. For that, let's try to make these two pieces straight. And these ones also, let's move it around here. Make it straight. Let me just remove the thickness. Let's see. Let's maybe add another one. Right, move it upwards. Make those pieces also bright as possible here and the lower ones here will be also. All right. But now, this is a bit too too small, but let's make it a little bit more bigger like that. Alright. I Get. Let me just slide these vertex. Maybe we can also make this piece. Day won. Something like that, let's try to align it. All right. Let me use the clip brush. Et me mask that piece. Let's see, we're going to delete those pieces here anyways. Take the little piece. Me downwards. Let me mask these ones and also make it around here. All right. We will need to line pieces again. Perfect. Now I will just delete these two and then do some thickness again. Perfect. Now we have the gap. All right. I let's try make this little bis here. It will be something easy to do. Let's add a cube here poly cube. Move it, make it bigger. Let's just remove all the polygons. Right. Hand well in the C axis here, and then activ the C imetry. All right. Let's move it front here. Perfect. Let's just move it. Oh, where's my pollen? All right here. This should be maybe around I should be around here, and this should be a little bit longer. This should reach this part. Yeah. Perfect. All right. Now, let's mask this move it that part. Let's move it more inwards. They make it more flat. Let's use the dynamic, the local symmetry here. But just deactivate the dynamic if you have T brush 2025. All right. Let's put a polygon here another around here. Maybe let's just move this a little bit more like that. And other piece here a little bit more like that. Now, let's mask this edge and move it outwards. Something like this will be good enough. Something like that should be good enough, safe, perfect. Now we can use the insert multi edge loop. Let's just click once and you can see that we have a middle edge loop in the exact middle of our object. Now from here, I will change to bebo. Or maybe what we can do is just select this let me see. We could select it. Maybe do an inset. Yeah. We could inset it around maybe around here. I'd be good. And this here, maybe we could add another polygon there. Let me just add a polygon here a little bit lower. Right. And now I will just mesh these two ones here. Perfect. Now we have that is there made. Let me just make it a little bit more thick. These pieces, right? We need to make the other piece. But first, let me add some babble before I forgot it. Bebo, Edge p complete. Let's see. Babble here. Edge complete. What is insepted? Oh, do nothing. All right. So babble here. If we have another method, Alright, let's just do the bebo. Perfect. We need to clean some pieces here. Let's just mask it. Mask. Oh, it's not masking. Or spicy mask, right mask Invert. And now let's align that piece. Let's just come here and do some alignment. And also here, I will just align it. What? Perfect. Here I will just mask Mask. Move it upwards. Around there. Less also take this, move it to the side. This piece also can be moved to the side around. There we not Mm. For the other pieces, I think that for the other parts, I think that they are great. Let's do the same thing here. Let's add pebble. And this is almost perfect. They said almost because it's not mask it. Move it and make the pebble nicely. And now it's good. Let me slide this. You don't have that overextended polygon. And have a bit of a cleaner bology. All right. Now that we have made our pebbles, let's do the other piece, this piece here. And also, this stuff should be a little bit more thicker. We bring back my mask red around here. All right, let me smooth this one. Make it a little bit more thicker, maybe. Something like that. But now it's trespassing this piece, and I don't want that. Maybe we can do or maybe not. I don't think that would be a good idea. Let's just leave it like that for now. We will see what we can do there later. And also, I will just make this thicker to fill the gaps. All right. Let's safe. Perfect. I see. Let's make this piece here. Let's just add another cube. Hold the cube. Oh, my cube, where's my cube? Here's my cube. Perfect. Let's just move it here. The hard weld, C symmetry. Perfect. Where's my miro weld. Oh, here, and now it's working. Let's just delete this middle edge. All right. Let's put it in place. Make it taller, let's put it in place. Make it taller, little bit wider here. Round here good enough. It may make this a little bit more small move these polygons downwards. Perfect. Here this should also go downwards. I This also should go downwards around here. Perfect. Let's just mask that and align it again with this awesome. Perfect. Maybe this can be a little bit or upwards. We mask this one. All right. Around here. Let's make it. Emer this part. Let me slide. A troop complete here. Maybe not. Let's just mask it. Love it down. Let's just bring this one here, and the other piece also here. All right. Here, also, we'll just move it. And we'll just move it. Perfect. Now we have some space to work with. All right. This should be it'll bit more like that. And here will go. Maybe this part here can go straight. Oh. Something like this. Perfect. Let me move it. Perfect. All right. Let me also move this polygon and put it in place around here. All right. Let's put it this up here. All right. Perfect. Let's just mask this one. Move it. All right. Let me add a edge somewhere here, maybe around. Oh. Here's my edge here, single edge loop around here, maybe the edge. All right. Now let's mask this edge here and move it right. Something like that. We can also make this one maybe with a little bit of taper. Let's first make the taper. Let's first make the taper. Around here. All right. Maybe this is a bit too long. Let's make it shorter with shorter, something like that should be good enough maybe even shorter. Let's move this. All right. And all of these pieces here should also move. This piece, let's move it to the left. This piece here, I will also move it to the left. All right. Round here. Perfect. And all of these pieces will also remove it. We left around here. Let's see if we have let me compare we have our barrel here a bit too long, maybe, maybe not. I think that's a good place. Right, we can keep working on this. Perfect. I make the taper. Now, let's mask here, mask, invert. Move it. All right. Maybe bit more. Let's just slide this light. What light it. It doesn't want to be slides. All right. Let's make that taper. All right. Now here, I need make some stuff. Let's do some insect first. Let's do some inset. Maybe something like that. But now I will let's see I should continue around here. Let me just go back. May add troupe here. I something like this, we'll add an inset here and here, and I will use my les tool lice mesh. Make some edges. This is kind of like the knife brush. The knife tool inside the lender or magia, to be able to make edges and cuts inside our mesh. But this doesn't work that well here in Cerush. That's a bit of a disappointment, but it works. And well, right, let's stitch these two polygons. Also, the slide mesh doesn't work with symmetry. So if we use that tool, we will need to do another mir and well to regain our symmetry. All right. Perfect. Let's just delete this polygon, and then we are going to stitch these two points together and here and here, and they are perfect. All right. Now what we can do is to extrude single polygon here and here. Now, let's just oh, Single poly. Single poly. Alright. Maybe move it. Just a tiny bit, maybe. Alright. Maybe not. I think we didn't need it to do that stuff that we'd have done there. I'm so dump. Sorry. I'm a bit dump, yeah. I will just consult C. Sorry for that, but you have learned a new technique. It's always good to learn stuff. Even me, I'm learning all the time. Never stop learning. Learn is always a good thing. Yeah, right. Let's also move. This one around here. Perfect. All right. I move the entire the entire stuff. All right, perfect. What I'm going to do now will be just to duplicate this stuff, Bleed. I will make another polygon, another cube. And now I will just put it here around the side. From this side, maybe. But it here with mask around here, and then then I will just slide this light edge. Perfect. Light this stuff. Perfect. Make it a little bit more flat, maybe. Maybe even more like this. I Alright. Perfect. Let's also make this inner piece. Let's do the same thing. I will just duplicate this stuff. Here, I will go again to a cube. I will make this longer. All right. Maybe also from this part, make it longer. Maybe a little bit more inwards. All right, put it here. Do something like this. Now what I will do is to add a middle edge loop, and then I will mask that edge and move it to make some shape like that. Maybe we can also do a pebbor. Let me just add few polygons here. Something like that should be good enough. Alright, perfect. Let me go back to single poly. Tingo poly here. Alright. Let me just duplicate this. Awesome. Plead mask point. Maybe we can do something here. We can mask this and then make it. Maybe something like that. I say that's good. I think that's good, yeah. We mask here, and mask here and do the same thing. Is there a mask? Let me just put this and do nothing. I mask bird. Perfect. All right, let's go here. Maybe I will delete this one and just duplicate this other one, make it a little bit smaller. And I think that we are good to go for that piece. All right. Perfect. Now there is less stuff to do. Maybe here, we can add a polygon here, here, here. And that polon or maybe instead of adding a polygon, we could move this stuff around here like this. And now we can just bring this up like this. Perfect. As you can see, there is some stuff going up in this area. All right. So I think that I will leave the video here. In the next video, we will just continue adding the forms and shapes and all that stuff. We will try to make a tip here, this stuff, and also this piece and also that part. And then we're going to keep refining and refining everything. I like making this shape here, adding those details and all the stuff. So see you in the next video. 5. 4 Doing More Blockout: Alright, guys, in this video, we're going to continue more with our weapons. So let's start. So let's see what we're going to do in this video. I was thinking on doing these pieces and all these pieces, maybe this one also of the stuff that we have here. So let's start start first with this E. Let's try to do an analysis of that. Alright, you can see that here is a plane, another plane, another plane, more planes like that. Here's one and two, three, four, five. But you can see here in the other side that it has one plane and then goes diagonal here like a beb and this goes down. You can see here that also have some sort of a beble around here. Something like that this half in this area. So let's try to do that. All right. Let me just erase stuff from my reference. Alright. Let's do it. Let's a paint cube as always. And from this cube, we're going to make everything. All right. Let's see. Let's just remove until there's one in the middle. All right. Let's remove it. All right. Now, we can use our C symmetry. All right. Let's see. Let's around here. That stuff. See how this stuff goes. I think there is an empty space this area. I think we have filled that filled that with some stuff here. Maybe we could do a mirroring weld in the seed D drn here mirrn weld. We can add another two edges here. And now maybe we can do a mesh with one poly around here. Something like this. All right. Let's try to stitch these ones. And there we go. We have an empty space there. Maybe this would work or maybe not. Alright. Maybe we can do this. Here. Maybe we can use this. All right. Let me see. I mean, that looks like an empty space there. That's what it looks like. I have sense if maybe a character doesn't have the scope here and doesn't have it attach it, maybe it can be used. This stuff has some sort of scope. I think that's what it is there. So let's continue with this piece. Make it a little bit narrower. A bit smaller. All right. Let's move it. Perfect. Make it a bit bigger. Maybe we could also make it thicker. And then from here, we can start bringing it out. Let's see. Can make the first one here. All right. Can make the first one. Then we have another one plane down and another one. Let's see. Alright. Let me add a polygon here. I will me this around here, maybe that's below around here, maybe a little bit down. I think here will be a nice place, all right. And then we need to extrude the stuff. Maybe we can make it. Molar. Something like this should be nice. See through a loop. Okay, something like this should be nice. We can strut a single boy here. Oh, you can see that there is some space between this and this. Let's try do it also that it'll taste there. Stru this. Maybe not that much around here, maybe. I'll be good. All right. And now, I think that this plane here is aligned with this. You can see here, that plane is kind of aligned with the other piece. And we just need to mesh this part here. Mesh it, we can make this a little bit. Higher maybe. Alright, let me bring this down. Just a little bit, a tiny bit. And now here we can make the beblin that we got before. Make a babble if this babble stuff works. Alright. But before that, you can see that we got some diagonal stuff here, right to do it also. And this seems to be curves. Stuff seems to be curve like this. Like that. All right. Maybe we can make it. Longer. Let me just mass one area and then make it longer. Maybe here mask, make it a bit more not wearing that part. If I look at this angle, this looks ssa. It bit short. All right. Maybe now we can mask here, Matago line hang that or we could just extrude here and then we can mask mask this one, go here and just make a diagonal parts in that area. Right You can see here that there's another diagonal space. Right to do it also, maybe if it works nicely. Diagonal stuff. Alright. Maybe this should be a little bit more from the axes. Alright, here, maybe now we can make the bebo. This don't working. Alright. See, why won't work in this area. All right. Oh, I just saw something that here, you can see this plane goes in. Maybe what we can do is another mg rings in or we could just go on so C and y. Mesh this part. Let's ski mesh it. Around here, maybe. Around here be good enough. Let's see. Let me this time mask this do the pebble, something like this instead of using the the modular method. Alright. A All right. Now we need to extrude some stuff here. Insert. We put this in extrude single poly. All right. Let me say feel quick. It should be around here, maybe. And we can extrude a polygon here. Make it longer, and these will go down. All right. All right. Now I think that this part to be aligned with the outer part. Yeah, it should be. Let's do it. Right, let's just move this left, so this is aligned better the outer part. And here should be good enough. And this part here will be a little bit longer. Something like that would be good enough. But this part will be around here. Maybe. Or we can make it a little bit. Maybe not. Something like this should be good enough around here. All right. Just to make a little bit better better layering there. All right. Here, let's see, we can maybe put this is not going the way I want this to go. Let's see, maybe we can make some life cup here around here, maybe. Yeah. Now we can do a Q mesh here, maybe. Yeah, we need a Q mesh. Let me just late this polygon. Now there's something weird inside our mesh. You can see there. We have some inner polygons that are not great. We have I see what we can do here. Let me delete. Polygons. No, I can add my stuff. I can bridge these two. Alright. Let me slide slide the edge loop complete. All right, give me a second. I will just bridge these two again. And now I will slide the edge loop complete. Around here. I think that there should be nice enough. We'll delete this the bridge this one, this one, and these 20 and these two to be bridge. Maybe it can be a solution there so we don't have a hole around that area. We have this piece here. All right. So now let's try to do let me think what else we can do now. Maybe we can do this piece. Or maybe before that, we can do this piece here. Maybe these two can be a nice thing to do before doing that piece or maybe these three can be better to do it before doing that. Let's do these three pieces before this complex piece. Right, I have saved around two times in a row. That's just a tug that I have because I have lose too many words from Stivers crashing without warning. So let's do this piece first. That's the easiest one. Alright, we just need a cube. We just need a cube, here, here, polygon, right, bring it. Move it to the side. Let's run well in the C axis, Activ your symmetry in the C axis. And let's go and remove these polygons here, this middle one here. Perfect. Et's make it longer around the size of the length of this part here. All right, maybe it can be even further around here. There's nothing bad with that. Maybe something here should be all right. Let's now extrude this extrude all polygons. Around here maybe flipped. Let's align these two. All right. Perfect. All right. Let's see. You're thinking a little bit? A little bit. Let's do this piece now. Another easy piece. Let's do the same thing. Maybe this one, let's just duplicate this, move it and just transform this into a cube. Make it longer. From here. From here should be good enough. Make it a little bit smaller. Perfect. Let me activ my dynamic symmetry. I mean, my local symmetry. Let me just remove this middle edge loop. Around here. Something that I forgot to add is that we have a little bit of inclination here. Have some sort of a heels up and down maybe we will try to add that piece there can add two ones. Here, maybe a little bit shorter. Round here, maybe should be nice enough. We can now use our gizmo, bring this down around here, maybe good enough. Alright. A little bit more. Let's see. Suggesting this stuff more like this. Is a little bit longer. And this let me do some ran wild first. In the sea Imam. Right, let me just mask this and bring this up around here, maybe. Let me try to make this parallel. Maybe something like this should be good enough. All right. Maybe no. I'm just suggesting some stuff. To see the best way to do this part. We can try to make this a little bit more parallel. Bringing this up here. Every here and the parallel. I see it parallel, right? Now, I bring this down and then we can mask and make this a little bit longer. Maybe something like this will be good enough. And also longer from this part. Maybe maybe or maybe not something. Around there should be maybe not that long. Now, from here, we'll add an edge loop right? Let me move this to the side right around here. I Perfect. And now we can move this one like this. Something like this would be good. Maybe make this a little bit thicker like that. We can add some stuff here. Maybe not. S mask these two and bring this up and make this longer. All right. Make that piece longer. Maybe something like this. Right? Around here would be good. Maybe we could make a little bit longer than usual. Maybe in this piece, we could bring this like that. Maybe not. I don't think so. All right. Let's see. Let's see what we can do here. Let me try to put this in the a nice way. Alright. Here from here. I see it from this go. This should be lower. Make a mask. Make a mask and bring this that maybe make it parallel. And we can move this to the side and move the forward like that. Now, I will add something here, and I will mask these two polygons. We had we could do it before doing all the stuff I did, but I didn't. But now I did. Alright, let's think a little bit. What we can do here All right. Now I see that maybe we could make this shorter, maybe a little bit longer, like this. Or maybe not. Maybe something like this. W would make this like here. People do it something like this. Let me use my clip brush to see if I can make this feather. For some reason. This is just coin. We're like that. All right. Now here, maybe I can move it. Around here. Move the backwards around here, perfect. Perfect. Let me make this a little bit more a little bit thicker around here. Maybe something like that. And now I will try to insert a polygon here. Make this piece comes like this. Or that's straight. I think that's straight in the concept. Let me see the shuett. I don't know, maybe we will just leave it like that. Now, let's try to do some beblin here with pebble. Something like this. We have a nice bebbo there. Alright. All right. We can also try. We can try to add this reddish piece, like some sort of another layer of stuff on top of this piece. All right. But first, let's just do this others. It's a little bit more complex than the other one. At let's just do the main form for now. We we will be kind of similar to this one. We'll just duplicate it with control shift. All right with control shift. And now I will just convert it to a cube again. We'll just remove the middle edge loop. And I will make it longer something like that. Make it thinner. All right. Make it thinner. Let's make it a little bit thicker, like this. Perfect. All right, perfect. Let's make it a little bit more thick. Like this should be good enough, maybe. Let's add an edge loop in the middle right here. We must move it and align it with this other ramp there. All right. Now, we can go here, it goes in finpry to do it here around here, maybe. We can select this then do some extrusion with single poly activated. Now in this area, I will just mask without symmetry, move it to the left, then do Vhar weld. Or maybe not actually that big. Just extrude it just a little bit. The or maybe Alright. Let me do something. I will make it thinner around here. Will be good. I will now with my they diselect this one. Trude it. And then I will extrude again these two. Now I will mask and mirror and weld. All right, perfect. It is good work. I'm just trying to figure out something, make it this shorter. Like this. But now, this is not line anymore. We'll just leave it like before. But this doesn't have. This is a bit thicker than the reference one. Maybe we could just bring this up. Something like this. All right from here, I will try to align it a little bit. Around here, maybe. We could do it. We'll make this a little bit longer. I mean, a little bit more white this cap there. Let me here. Just bring this down. Tiny bit. Now it's in a better shape. Alright, maybe now we can make this piece a little bit bigger. So it touched the center piece. Tach the center piece here. Perf. Although this doesn't look that big. Let me just go back and try to figure out something what we can do in this case. Maybe, yeah, we can we can just make it thicker around here. Let's leave it like that for now. In this piece, also, we can make it thicker. Maybe. All right. All right now, let's try to make this piece here on top. Let's first make the middle piece. All right. Let's paint a cube again. All right here, perfect. Bring our cube to the correct place around here. All right. I will just active my C symmetry and then do a middle edge loop around here. Now let's make it thinner. First, let's try to do another layer of stuff on top of this. Maybe maybe not. It looks like have some stuff up there. Well, let's just focus on making this piece. All right. Just make it longer. From the same length of the other piece. Maybe a little bit shorter, actually, maybe. Alright, we can make some edge loop in this area. Another edge loop in this other area. Now we can make a ramp. Maybe this could even be a little bit lower. All right. Maybe something like this. We could make for that, set the ramp. Bring this like that this part. All right, let me do something here real quick. I will duplicate this polygon. I mean, this stuff. I will select this and then we'll add another p, the this vertex, little rest now extrude this up. And now that we have this piece in this area, maybe it will not be a good idea to do. Me do some little cushion. Maybe something good. We could bring this little bit up maybe. But this is here. I'm not sure. I mean, you can see this piece here. But I don't sure how this is attached to here. All right. I will just figure out later. Let's just focus again on this piece. Perfect. Now, we can add another edge loop here and another one on top. Do it again around here, another one. Let's just do it one here and another one here. Let's mask these pieces and bring the backwards around here. All right. Let's see. We could add another loop here. We can make this a little bit longer, and it's a little bit lower. Ithing like this should be good enough. Maybe, what we can do in this area. We could make, where's my stuff? All right. We could make this a little bit lower so we can have haze for this piece to exist. All right. Let's try to do it. Perfect. All right. We can put this here. Nicely done. Now, this part, let's see. Let me just hide this real quick. But quick. Perfect. Now, I can break this forward a little bit higher. So it keeps its thickness. Maybe not just make this part here a little bit thinner just to compensate. Alright. All right, perfect. Let me put again be that I hide Maybe. Maybe not. Maybe, yeah. Maybe we can make this piece a little bit shorter. This piece here. Also, a little bit shorter. Bring this around here. E here. And this around here, maybe. Or maybe not. Can leave that area maybe. We can leave it like that, maybe. Yeah. I think that's good to leave it there. All right. Now I can duplicate this. I will just select this, remove the other pieces. I will delete these two. And now I will let me just make it flat. And here I will just light Perfect. I will just Alright, it's not working quite well. All right, that working quite well. That's extrusion there. Let's just do this. Let's do the same here. I will delete these two and make it smlar Let me just delete that polygon there. Make this smaller like this. I'll use my clip brush to clip this part. And now I will just align this. Perfect. I like this, should be good enough. All right. Let's try to do these pieces here. It's a penta cube but then. I Q. And all right. Bring this forward. Make it motor, move it to the side. Oh, make it polycub, remove the middle edge. Move it to the side, something like this. Maybe Mirror Mirror and weld in the C axis Mirror and weld without the local symmetry. I will just move it something somewhat like that. And now I will just active my symmetry in the C axis. Alright. Put this around here and make it thinner, align a bit. All right. Now, I will just try to align these pieces. Maybe something like this. A All right. Maybe something like this. Let me just put a little bit of portion there. We'll make it a little bit. Molar in that area. All right. I will just shrink it a little bit more like this. Maybe we can mask the upper portion, Mask, invert, move it upwards. This piece, we can also do the same. Break this tiny bit up around here. Now I will just try to align these two pieces there. Right. Alright, let's see. We can make these pieces. Let me see. I have an idea maybe that we could try make something like this. And now I will just make middle eup in this area. Insert and insert. I will insert with multiple edge loop to make an exact middle edge loop. Be safe. And now let's try this time use where is it? Clip cle. And let's see how this goes. We'll put it in the middle. All right, invert and do it. All right. But you can see that our regin is mess. I mean, the middle polygon. We could just move it in place. All right. Now I will just do some inset. Just to name set. Perfect. And I will just extrude this Extrude this nicely. Poly wards. And there we go. We have our circle piece in a nicely good way. Alright. I thought that it would be more difficult. But it was kind of icy. Let me make some beble in that area. Alright. So, let me save. Maybe we could add these tubes that are going on here. Let's just import cylinder. Let me make it a little bit lower polygns by just converting it into a cylinder using our gismoRotate it 90 degrees. Put it in place. All right. Maybe something around here should be good. Maybe not. Maybe a little bit smaller. I'm thinking that could be maybe the barrel. Let's just move it around here. Maybe we could make this part a tiny bit smaller. This part here. Let me mask. Is a tube complete? Move it upwards around this area. All right. Now, maybe we could try and do a cms. Maybe some mesh. All right. Let me try to put this in a good place. If this let me do it because this doesn't want. Let me put it in a good place. Let me just mask this polygon and use my gizmo to make it plain with local symmetry. Alright. All right. I will just make it smaller. Maybe a little bit sller. Something like that should be good. Maybe we c still make it even smaller. All right. Duplicate this stuff. Make it even or not. Not that small. Let me just measure something. All right. Missing mine. Missing mine is also correct. That's all right. I think it is good. I All right. Perfect. Let me make this smaller or let me make this part smaller so I can have two of these tubes near each one. Alright. Maybe this first tube can be a little bit longer. Something like this. This polygon, I mean, this tube will be longer, but but worse. All right. And here I will just try make like this pebblin here. Press out, make like this pebblin and just extrude it again. Alright. But we have this piece in the middle. I just want it there because we can feel those gaps Wout too much of a problem. Baby, now we have a big cap there. I it's looking really bad. I haven't thought on that. How we can fill that gap to make it look good. We will just guess how we do it. Although this piece doesn't look like a tube. This more looks maybe it does. It does a tube. It is a tube or maybe not. It doesn't a Maybe we could make this flat. We will have to think on that first. But this tube is not working for me at all. I will just mask it. Let me see all right masket and then split mask points. I will just hide it and make this tube bigger. For now. Let's make this two bigger little bit bigger kind of like this. Right now here, I will just go again, how it was or something like this should be good enough. Or maybe not something like this. Perfect. What I'm thinking it's maybe we will have to do this bit here a little bit thicker in length. Yeah, I think so. Maybe thicker and high. I mean, but here we have basically our blockout. We still need to refine our blockout and just keep fixing stuff that we have not notice and all that stuff. So say Unitx video. 6. 5 Refining Initial Blockout: Alright, guys, so let's continue with this weapon. So we are in this stage right now. And let's see what else we can do. All right. Let's try in this video to make this piece here, which will be easy to do. Maybe this part also here and maybe we can make also these pieces and all this stuff. And this stuff around here, it should be and easy to do. Let's start. All right. Let's start first with this lower piece here. All right. Let me just duplicate plead. All right. I just duplicated my model with pressing control and then drag your gizmo. I will duplicate your stuff. And if you press split on mask points, it will split in a new SubTool. So now I will click here and transform it into a cube. Because that's what I want right now on a cube, let me apply or achieve my local symmetry. I will reduce the amount of polygons and tropes that we have. Let's place it here. All right. Place it from here, maybe. Around here, I think should be nice enough. We can make this a bit. Maybe something like this around here should be nice. We could also make this longer, tiny bit longer. Let me make this a little bit thinner. Perfect. We can also make this stuff thicker maybe around here. All right. Let me make this a little bit. Thin or maybe not a thin right around here, maybe. Perfect. We need to make some bebble here. Alright. Let's try to do that. Let's insert an edge loop here. And now I will just mask the top part and then just drag it like this. All right. And now I will just add another edge loop around here with my C modeler and insert. Here insert in edge actions, you just press space and then insert. All right. Let's mask this pace with the Gizmo, we're going to extrude it press in control, and then just extrude. Align it like this would be nice enough maybe. Then just put it around this area. All right. Maybe we could make it a tiny bit longer than the other one around here and try to make this also parallel this line with this other line. This line with the other lines would be kind of parallel. All right. Let me mask this part to make that piece thicker. Something like this, maybe. Sicker. It will also make this piece here thicker mask this part and this other part, then just drag it. I will mask mask again, the upper portion. Now here we mask this point and track align them again. Here. Find that. Let me not see. I will just do this. We should make this also longer like this or should be uh like that. Right, maybe we could make this piece a little bit shorter. Maybe a little bit bigger. All right. Put it in place. This piece here can be a little bit Backwards. Something like this maybe. We could also mask that part here and pull these backwards around here. All right. All right. Let's see. I think that there will be good enough for that piece. Let me make this part here a little bit. Thicker, maybe. And this piece a little bit longer, kind of like that. Alright. Let's see. Here, I will use my clip brush. Make those lines straight flat. Perfect. Now, let's just put it in place again. But here, let's do something. We can do. We could remember to have your C symmetry active in modeler. Let's use our our stitch to here. Let's put our cursor on top of a vertex stitch here, space, and then stitch. Then we're going to stitch these hooligans. And now we have our stuff actually placed there with a perfect ag align. All right. Let's just continue. I will just align the Gizmo. Then I'm going to make this straight like that. Maybe this could be a little bit longer longer? Maybe not. Maybe not a long. Maybe we could make this part here a little bit shorter. Maybe something like this should be good enough. All right. So. Let's see what we have here. All right. This area. We've got some stuff going on. Let's make now this piece here. I will just duplicate, plead, and then transform it into a cube. Cube in the middle. I just want a cube in the middle. Let's press here out and then this in the middle. I don't think so. Let's just press the house icon, and this should be in the middle now. Let's make it longer like that. Something like this should be good enough. Alright, let's make it kind of longer. Like this. But now this is rotated. Alright. Around here should be good. All right. Let's add two Edups there. Now let me add another Egop here. We could this something around here should be good. I Perfect. Now here, this area. Let's extrude our stuff. I need bit more. I will make this longer. I mean, bigger around this area. Kind of like this. Alright. Around here should be good. Maybe we could align this better. All right. Perfect. So let's continue. Maybe let's add an egg rope here with C modular around here. And now we can extrude this part. Modular, put this in extrude, and then extrude it. Like this. All right. All right, perfect. This is a line. I can bring this up. Now we can extrude again a piece here and make it longer and thinner like this. All right. Let me make this piece a little bit thicker. Align your gizmo, just press out and then drag your gizmo to a vertex that you want to align. It's not align properly. Try to do it again right now, it's line to make this thicker, a tiny bit. And here I will move it also around here. I can find Nice vertex to align with. All right, let me put this here. All right. All right. Let me just align this. Perfect. Align it. All right. I will just delete some pollens. Alright. Maybe now it's better. Alright. We have those pieces placed there. Or is it safe? Try to do some belling with our pebble tool. All right. But we need to fix this area. Mask this vertex and then put it in place where it should be. Around here, maybe. Yeah. And here we could also bubble our stuff. Let me bubble. Perfect. See, we could. Just move it and put it in place. Perfect. Now, Now, let's try. You do? Let's see. Let's try to do this from pieces. These two. This can be just be made easily with a curve brush. So let's focus in these two pieces. All right, we are here. Let's see. All right. I make this. I see the best way. Let's just duplicate this. Move it. Remove the local symmetry. Make it a cube. Mirror and wealth in the C axis. We have this moving it. Put it around here. All right. Around here. We a little bit long. Alright. So I will separate these two. Yes, I just forgot to split those into different parts. All right. Let's activ our local symmetry again. And now we will just put it in place around here should be. Good. Now. Make it. Like this. We can extrude again with our Gizmo. Mask it here, move it, something like that. Mask invert your mask and move it. All right. So here I will mask again around here, maybe. All right. I will match this corner and move it like this. I will match this face and then just do an extrusion around here. Perfect. Now, let's add oh, let's add one vertex here in the middle. Let's add it with multiple troops. Then another one here. Perfect. Let me go back to my single troop. And now I will use my clipped circle to make the stuff a circle If this just let me put it in a circle shape. Kind of like move it. It's in the middle. This is still not complete careful babe. Maybe we have to put it by hand, which will not be that good. I like this around here, maybe. I think this will work maybe. I also think that we can go to Plan and do more assignments there once we finished with our lockout here inside Zbrush. We could also make our lockout inside Blender. But for me, it's kind of more comfortable to work here in Zebras. Although Blender has better tools for only modeling Zebruss just kind of a personal preferences. All right. I will here we select this and I will do an inset with the standard option here in set. Then I will go here. But first, let me mask this piece. Make it at least a at this end erk. Let's see. Mask this area, all right, and move it like this. All right. Now we have this this. We could refine that in blender with just a clique to make it completely circle. All right. Now, here. I will do this. Wait for it in place. Here, select your modeler. Here in the pertex actions, I will just click here and split. Before, I will do set, and now I will click here and split. Now we are getting perfect. Now this time it's a perfect circle. We can extrude it. Alright. Let's not extrude it. Let's do this instead. Still lead this. And here in the edge actions, let's press and bridge your bridge edges. At this time, let's press bridge two holes all right. Let's deactiv our symmetry and press on a corner in the hole. Click, and then let's press the other hole here. And this will make our edge loops. I will just delete the excess of edge loops that we got here excess minus the middle one, all right, just a tiny bit. All right now, we got this piece there. Maybe we could make it a little bit shorter. I like that would be good around here. Alright let's quick saved. Alright. Let's see. Now, let's try to make this shape here, which we will be kinda easy to do. All right, same All right. Will paint another cube as always. Click here. Click here and cube. Make it bigger. Make it flat flat, kind of. All right. Do it like this. Now I will do some inset. I will add another edge loop here. But first, I will take polyroupolyru, polyup all right stride to make it another polyloop. Then I will add another edge loop just to isolate this polyub All right. Now we've got these to work with. All right, I will delete this loop then. All right. We can do some stuff here. Let me do a mirror and weld in the C axis. Right now, I will use my C symmetry. Let's click here. All right, Let's put two actually. Now I will just move this to the side. Let me mask this area. Et me mask here. All right. And now let's try to read it again. Yeah, kind of, we will have mask or slide this edge loop here. And also this one. All right. Here, I will just make it straight. All right. Just activity double side. All right, this should be a little bit thinner. Now, I will just All right. Let me just wrap this strip, make it straight. I will just put it around here and maybe also unmask the middle one, move it like this. Maybe. Yeah. And here I will do some beveling. All right. We can slide and slide here. And maybe here, we could also make it straight. I like this. All right. Let's make this piece all straight. All right. Let's see. We just move it. Post this around here, maybe. We got this other piece and that we can put it. Around here. This piece here should be upper. This other piece of more lower here, kind of like this. Alright. We mask this area and make it. It wider. Is like that would be good enough. All right. Let's see. Maybe we can do now an extrusion and make some thickness for this piece. Extrude make some thickness kind of like that. Now I think it's a bit too thick. Maybe we could make it sinner than that and then just putting an group and then deleting the elder one. And now let's just click in the face to at the same sickness that we got before. Although I don't know how this piece is supposed to be attached with a weapon. I really don't know how that piece is working. What is the logic behind that? But we will have to figure it out, maybe. Maybe it's not the best. Oh well. Who will see. We will see. We will see maybe is a touch around here, something like this, around maybe Cold be Cold beer, really? Aa, yeah. Alright. So now, let's try to make these tea here. Let's append a cube. Move it. Make it poly cube, make it bigger. I will just measure and well in the C axis. Here C axis will delete. Maybe not. We can leave it like that maybe. Yeah. I will. Use my leg brush here. Delete. This one. Make it thinner, make it. Now. Put it in place. Make it double here. I think double is here in visibility. It's not here, where is it? Sorry about that. I just forgot where it was. Aton. I see where it was. Double. I thought it was in visibility. Preview, no. Formation. We'll just spread double here. All right. Now that we have this here a little bit longer. We could make maybe a little bit wider. Thickness around here and also we could move We can move this piece down. We'll just delete this middle stuff, that middle geop and make it, something like this. This piece here, I will just align it with this corner. All right. Something like this eggs right now we can do is here, primitive, a paint, a cylinder, like that. I will just mask. I mean, split that into two separated edge loops and then do a mi wealth in the C axis. All right, in the C axis here. Now we can just put it in place in local symmetry. Something like this would be good. I think, this would be a little bit more like this in this area. All right. Perfect. Maybe this can be a bit thicker from the inside. Around here, I will just mask and inflate it or not. Maybe inflate is not the best. We just align my gizmo here and then just press out and then drag. But maybe not. We just do this. Or let's just leg this edge loop and make it thicker. Should make a little bit thicker like that should be good enough, I think. All right. So what is left? Is just to do this piece, I think. Let's try to do it. Let's see. We could use a Here IMM curve white strap. Make it a line. Like this. Let's do some smooth. Little bit. Something like that should be good. All right. I will just apply my curve, just click in a random spot in the model and it will delete the curve. But just leave our geo right. I will split this from the other object. Now here, I will do some miran wealth in the C axis. You can see that there is something we let's do it again. What? We got something weird. Again, let's do it. All right, I will delete these middle oops. Let's active C symmetry, let's delete this right perfect. Now, I will just mask the side and let's make it great with our loveful symmetry active. Make it straight. All right here, we could make it something like that. We could make it shorter kind of like this. All right, let's delete some unwanted tropes. I'll just delete a few of them. I like this. All right, I will just move it down a bit. And now, what I'm going to do will be to mask here that polygon, and then I will just extrude kind of like this to make this wrap around that piece. Alright. Let me make it wrap around there. All right, perfect. Almost done. All right. Around here should be good enough. Maybe a little bit longer. I like that. I All right. I will just make it longer. I have musket and use my gizmo to make it a little bit longer. All right. So we have this. We could use our gizmo, put it in a better place. All right. Fred. Using my topological wrap brush is to be able to let a little bit better or stuff. Alright, so I think we basically have almost everything laced and done here. Let me make maybe some hole in this area. Third is the leg, the middle polylops polygons with old and just click and then extrude here and go poly. We'll just extrude these inwards, kind of like this. Perfect. Basically, we have our out. And now the next steps will be just to refine this even more and maybe adding some details later. Do some prtpology, all that stuff. But since we have made our our blockout using something similar to polymodlling, we could reuse a lot of this so we can save time during the topology. So I think that would be for this video. In the next video, we're going to continue working in this model. Maybe we will start finding more and more our blockout to look it, make it look similar to our concept, even more because this is looking a lot like it. But that, let's just do it in the next video. So see you there. 7. 6 More Refinement On Blockout: Alright, guys, so we're going to continue with this model. We are going to start refining our mesh, and maybe we can also export it to blender to keep refining more and more. But we will see if we export this to blender. In this stage. So, let's see. We need to make some stuff here, and I notice that I haven't made like this, we need to make this stuff. You see these pieces, I haven't made them. Also, we need to make this piece here. And then we can maybe start refining few things here here and there, adding stuff. All right. Let's start. So let's start first with this piece here that will be the easiest. Alright, so let's do it. Let's append a cube. Here, cube. All right. I forgot just to open something here. All right. So I just forgot to open the program that you can see here, the keys I'm pressing. So let's just press W to get our Pivot. Let's go to this icon. Now let's convert it to a polycube. Let's move it upper, let's make it smaller, bit longer. Maybe we could just erase almost all the polygons here. Right let's make it. Let me say like Let me activ my C symmetry here. Alright let's move it. Let's make it maybe, kind of like this should be should be enough st Like this. A right. Now, let's go to our C modeler. Let's add. Let's make this a tiny bit. Molar here. Another tiny bit. We usually this middle stuff. All right, a tiny bit, maybe Alright. So let's add two. Let's add two eggeops and a middle one here. And now I will mask these ones. Let's go to polygon action space. We mask. Let's mask these two. Move it Up, move it up, right. I will mask also this part here. Mask. Let's bring it up also. Alright. Basically, we have ease, but we need to adjust it a little bit more. Let me mask this with a like this, we put a square mass. All right. I just span it, make it a little bit longer from that part. I will mask all these pieces except the middle age loop. All right. And now let's click here to bring our Gizmo to the place it should be. Now let's click on here on local symmetry. All right. Oh, because I mean Zebr 2025, we've got this other option here that's called dynamic. This will make a dynamic symmetry. We will not use it for now, so let's deactivate it. And now we can make it smaller like this in an easy nicely way. All right. Perfect. I think that should be enough, maybe. Let's see, maybe a tiny bit smaller. I mean, not that much. Let's see. We got one, two, three, four, five. Five. But I don't think here there is space for five of these ones and three. Let's do something. Let's press control to create a new one. Let's press Control and then click in the Gizmo to create a new one. And then we are going to release the control bottom so we could make a few meshes in a row. You will see let's release the control. You can see what we have here. All right, so we have made these ones. Although I think it should be a little bit thinner or narrower, maybe something like this should be good enough. Make it also smaller, something like this. I think that's nice for now. Let's just extrude it again. I mean, duplicate it again with control. Now let's release control. 35, six. I think six would be good enough. All right. Let me do something. Maybe we need this part a little bit upper. Let me mask the middle portion. All right. Spring this stuff center by just deactivating our symmetry and then clicking this icon with out. All right, what? All right, let's go back to our stuff. Let me make this kind of that. All right. Maybe it should work or maybe we should move, let's active or symmetry again. We should mask this portion and bring it more to the middle. And now we're getting some troubles here because CRs, sometimes it is kind of funny and don't want to work in the way I want it to work. Gonna try it again. Now it's working nicely. Alright. Maybe like this should be good enough. I think so, yeah. All right. Let's a quick save. Alright. I think this piece could be a tiny bit wider. So let's make it wide. Alright. Where's my gizmo. Right here. Let's make it white. Just a tiny bit, not that much. Let me actuate my perspective. All right. Tiny bit. I don't want it to be that white. Maybe something like this should be good enough. I think so, yeah. Let's grab these two cylinders here and move it also to the side around here should be good. All right. I will save again. Alright, so let's try to make this back piece, also, we need to make some stuff here in order to match our concept. But this part is a little bit weird because this area I mean kind of weird. But let's see how we can address that. So let's start first, making this piece. So let's go here to the back area. I will wrap this edge loop here with my mask and then move it backwards. Something like this will be good enough. Maybe we could also move this piece. But around here, maybe Yeah. Now, what I'm going to do is to paint a YouTube. Now, let's use Argisma to transform it into a polycube Move it. Make it wider and longer. All right, perfect. Let's move it up. Let me mask this other part and make it more like this. All right. Perfect. I will make it even longer, just a tiny bit more. Alright, let's see, I will make it kind of thinner. Alright, I think that this level of thinner should be good. Enough. All right. Let's put it around the level or maybe not. Maybe a little. All right. Something that I will do here. We'll just make this part. It's a tiny bit more taller. A bit more. This part, let me just move it side here. All right. So in this part, it's a little bit weird. Let's see what we can do. Alright. But it's a little bit weird. We have, another piece on top. And then this bit this piece that goes up and then bend. And this bend here is a little bit weird. Let's see how we are going to address that. Alright. So let's see. Let me just undo what I did here. I will make this a little bit smaller. Looking like this, maybe. Tiny bit smaller veins. Like that should be good enough we make it. This part a little bit longer, just to try to make it parallel to this other line. And now I will just duplicate this one. Control D, I mean, Control Shift D. Then I will move it here. Make it longer, a little bit shorter. All right. Now, here I will add all loop with my simulor and then insert. Let's center the chismo without our symmetry and just pressing out and clicking this icon. And I will make like some taper around here. Because this is kind of tapered. I mean, this part is a little bit a little bit weird, I know. We see we could get this nicely. All right, let me go back here, bring this to the side around here. Maybe this part will be brought here. And here we could move this part to the side and then bring this other part forward. Maybe something like this. All right, I will make this a little bit thinner. Something like this. All right. That's how we make this stuff, little bit thinner. And now here instead of making the thinner, wait, this one can be thinner. This part could be leaf like that. But this one would be even wider. I will mask this lower portion here. I just deactivate my perspective, so I can have an orthographic view of what I'm doing. Let's activate my C symmetry. Now with my gift centered, I will just make this wider, something like this maybe should be good enough. Maybe a little bit less, maybe something around here. Around here should be good. Enough, I think. Maybe, Maybe not that much. All right. I see some stuff here? My reference. All right. I see something here. Perfect. Just mask. This part and move it. Let me mask that mask this one. Move it backwards here maybe. These other parts will be also mask the upper part. I like this. A lot of twiging Let's do something that's safe. And then we'll do a transpose master so we can adjust the proportion of our weapon without needing to jump between it's in sub tools, and then we can transfer the changes that we have done to our separated Subtools. For head here, see plugging, transpose Maser, and Tiposemsh. Right. I think that we need to do some stuff here. Maybe do some modifications in the proportions of our weapon. So first thing that we can do it's maybe right. Make here this piece. Let me see. Would make it a little bit longer like this. Maybe not. If we could just select everything and move it size a tiny bit. Maybe not that much, that's too much for what we want to do. Let me just hide that piece, and then I will just move it to the side. Entire stuff. Let me wrap this one and also do the same thing here. Well it to the side, it something like this. All right. Perfect. Let's see what else we can do here. In this part, we could make this part here a little bit. Per. Maybe, let's see. Let me mask all these pieces. You mask the handle? Let me go here. Alright. Now we can make it longer. Let me mask this part here. Try to make it longer. Let's go here. Mask this one. And let's just try to make it longer again. Maybe something like this would be good. Or maybe not. Not that much. Maybe what we want is to make this piece. This piece a little bit shorter. I just press Control click one mesh to mask that part only. We do this, bring it back a tiny bit. Or maybe we can just move these parts back a tiny bit. Let's go here. Let me put a gizmo in this area and bake it. Let me like that. Let me mask this part and move it up. All right. Now we can just make this part here. Maybe a tiny bit longer. Also here, I want this area to be I'll be longer also. Mask. We just move it. With something like this. Yeah, maybe something like that, should be good. We do the same here and we just mask this. Alright. Let's try to match the stuff here. Match these two. Let me select go here, mask this. Move it down, but line ramp with the other one. Alright. Now, I will go here, mask that key and do the same stuff here. Maybe something like this, maybe. Let me select this piece and move it around here. All right. Perfect. I will also do the same thing here. Mask this piece and make it a bit longer. And these pieces we could mask it and move it. Make it something like this. It's too much better reference. Alright. Now, we could also try and make this thing, at least here in this in this part. Tiny bit. Bigger. We need to make it bigger. We definitely need to make it bigger. P that I don't want to make it bigger are the ones. I want this, I also don't want this part. I don't want any of these pieces to be bigger. Any of them. Alright. Let me just hide this stuff here. All right. Maybe also this stuff. Maybe, yeah. Maybe not. I would just move it afterwards. Now I will mask this. But let me select these two again. I will mask this. Alright, let's bring back everything again and move this stuff around here. We mask. I mean, he that around here. Let's bring back everything. Now let's just do this. A tiny bit. Maybe that would be good. Enough. Something like this see a difference? George something like this is better for us right now. I All right. I think this is good. The difference. All right. I think this is good. We could make it even bigger like this. Maybe not that big. That's a little bit too much. I think here, good. Alright. Now, let's adjust this piece here. We'll just move it up. Maybe make this piece even bigger, something like this should be good. It backwards. All right. Let's see. Go with you. Right. I think this is good enough. Now, our barrels not a complete not a complete far. We'll fix that later. We could when we apply our stuff, we could go back in the barrel and just put it where it was before So let's see. All right. Let's do something here. I will just mask this piece. With my gizmo and pressing control, I will just move it this one. Now I will rotate this one to be a little tiny bit more like this, maybe. Now I will mask all of these pieces here and move it to the side. Maybe a side around here. We'll go here. Makes this a little bit smaller again. Let's go here. Make it. Longer. And here a little bit shorter. A here. Perfect. All right. Let's go here this area and then bring this down. In a bit. Let me say around here, maybe. Be careful to not add any E flops in this stage where we add with transpose master. If you add Egloop when we try to apply what we have done, it won't work. Please don't add new topology in this stage. All right, here, maybe. All right. I will move these pieces. I will move this to the side around here will be good enough here. Then bring this mask these two. Bring the Oh. What? Mask the two bert it. And let's bring these two up around here. One other piece, we go around here and there we go. Right, move it and align it. All right. Perfect. Now here, I will just move this piece to the side around here. Maybe. Maybe we could also make it. Larger tiny bits. We could do that. Let's do something here. These parts here should be big. Let me go here. Ouch. All right. Let me go here. Invert. Let me put this in the middle and then press out and then pick on here, just inflate it like this, maybe. A All right. Who would make this a tiny bit white. Looks like this. All right. This piece here should be tiny bit thinner, something like this. Be good. Enough. I All right. This part here should be a little bit taller. You go here. Let's put the stuff. Let's put it here, and then just make it a tiny bit bigger here. All right. Let me save. Some quick save. All right. Perfect. Safe again just watching if we need to do watching if we need to do more stuff here. My thinking that for the details to make our life easier, is in these details we will make them with a warflow called floaters. That's the workflow that overwatch is using to make these pieces, the stuff. All these pieces are made with floaters. And what solder is, they are just like floating geometry that simulate to be a detail where there is a detail but it's like a separate geometry and floating on top. We will see that later, but not for now. Let's just focus on refine our weapon. All right. I was watching old angles to see if we could change something All right. I think that there would be good enough. Also, I think that I will put some edge loop here to make some cap this area. All right. Let's be safe again. We do something here. We have some stuff that are not working that well in this area. Mask here, mask, everything except this edge loop will be down. And now I will just hide that part, mask this portion, and then invert the mask will be down. Round here. I will buy that again. Mask this portion in bird, bring it down. I don't want that mass. Oh, mask this piece. Alright. Let's bring it, you know, down, oh, down. Looks like this should be good enough. Alright. Perfect. I think we are almost there. We need make here this piece a little bit. Longer mask here, make it longer, something like this. Now, here and here we just mask all that part and move it forward around here. Let me see something. All right. Let's just make this bigger like this. All right. Maybe a bit and make the wins here. Not that wide. You put this maybe. Still keep cerca shape. Oh, I just get something that I don't want to change exist like that. Is just pressing out, and then these red axis, we could like some sort inflate that piece, we put it around here. I just press O and then click to a Pertexlge my vertex to that. I mean, my Gizmo to a Pertex. I think it should be good enough. All right. We could make this piece here a tiny bit longer. Let me just mask, then get all the deep part. Make it a tiny bit longer. Something like that should be good enough, maybe. Yeah. Let's get this one again, mask and move it forward. Something like that would be good. This piece looking kind of wonky. Mask this move it backwards. A bit maybe. All right. Let's go here. Mask invert and move it backwards. Right. We got this. I think that we could leave it as it is now. Maybe we could do it. All right. I think that now is time to apply our stuff. We will do it. I'm just looking at this try to figure out is if there is another stuff that I need to address before doing that, we could always do the same thing and then go back here doing another transpose measure. Then just keep refining the things or Again, I will just save it again. And now let's go here to see plugging and make sure that please, you don't have added more geometry in this part. I transpose master, we didn't want any extra geometry, and we don't want any extra upto. If you have let it maybe this into a new upto, please merge that again. All right. But you want to merge that without losing this name here. All right. So here, see plugin, and then go here to Tipos subtea. And now the plugin will go through all of our subtols and just put it in place, adding the changes that we have done. I see it here. All right. We go save. All right. Maybe we could have done another thing I'm looking at it. Maybe later. That could be done later. Yeah. Here, let's see what we can do. Oh, God. We were working in this piece. Or in my path to forgot that important thing. All right let's go here, be it. B wider. All right. Wonderful. Add a piece here, maybe another piece, maybe here also. This part is kind of weird. I don't fully understand this piece. Try to make some ramp in this area. Something like this. Maybe we can do. I go down like this. I wear this piece here. Let me sing just a tiny bit. Alright, what I have done here, I think I could not find a better solution for that piece here. I mean, that piece is a little bit weird because it goes like here and this goes up, but a little messy this area. So what I did here, let me go back so you can see what I have done. It's just safe. Then go back. You can see here that I added two ropes and then I bring them down. Something like this. You can see it there. And now I have moved that backwards and do some selection here with my seamlar I'm pressing out and then extrude it and edge I mean, some polygons from that selection. And I mask that portion here and then I made some taper. There. Then I just keep working on that. You could see here that I have this part plain. Also make this part lower to make the ramp a bit thicker, all right, continuum. S that I have masked, make it this part longer. I just align that part there. Trying refining a little bit more. You can see here that I just mask this area with my kismo make it straight plain. Now I'm just trying to match the angle of this part here, see that I have it taller. And now from here, I just mask it this piece and then taper it a bit a little bit more used to have just to follow the angle of that piece. You see here that this piece is not not added. Well, let's do something here mid wealth in the symmetry. Now we got some stuff we're trying to fix it with stitch, these two. And these two. Alright. We have fixed it. Alright. I have made some changes here. Can see that it was like this. Make it moder a bit shorter from height and a little bit thinner. This part, I also do some stuff. I just make it thinner. I could even make it a little bit more. Also, these pieces will be a little bit thinner, something like that. Alright. This awesome. Now, I think that we can just leave this video here. I will see if we need keep refining more. Obviously. We have to add more stuff that we don't have now, like this piece here. We need to add it this, this stuff. We need to make this hole that is there. And from that, I think we need to make this stuff here. And when we have done that, I think we could start, like, making the acohiby with adding the floaters and make the surf the surface smooth. Maybe something like this, you can see, I've just added some creases to see. And we was just experimenting a little bit. But maybe we could do that inside Blender since there will be a bit easier to add supporting edge loops instead of creases. Sometimes supporting edge loops are better to hold the shape, but we will see. So see you in the next video. 8. 7 Adding Some Creases And Dynamic Subdivisions: Alright, guys, so let's continue with our model. What I'm going to do now will be to add some rises to all the pieces and see if we can just leave it with crises or if we need to do some supporting edge loops. In that case, will be easier to go to blender to do the supporting edge loops. It's easier to do them here than I mean, doing the in blender than here in Cebush. Let me do something here. I'm just telling my canvas. All right, so I can have more workspace to work with. Give me a second. All right, so let's continue. As you can see here, I have added some creases. So I will try to do it in all the other pieces. Right here, we can also can do it. All right. I just press here in geometry, freeze and just press this bottom Cris. But we will need to add manually the creases. So let's see here Chris polygroup this bottom. All right, so let's add some manual creases. All right, here, here, here, here, here. R just checks. I will decrease decrease level. Here, maybe in two will be something good. And also in dynamic subdivision, I will just increase my smooth subdivisions. All right. But I want this to be res. I want also this part to be res. Well, let me just delete this group just for now. All right. Also these parts here, I want them to be cree. Yeah. I want that crease. Here. Oh, here in space. Actions res here. All right. Reese. Let's see. Alright. So we have this freeze kind of. I forgot something here. Yeah. Now I notice we got Oh, I forgot about this part. That's what I was noticed. I have noticed. All right. I think that in this part, we can add a little bit of supporting their troops in the simple way, maybe here also. Alright. Delete this one, maybe something here. All right. We can add also one here, make that even sharper. Because I'm not using something here. Maybe we should adjust some parts here completely correct. Right. Something like this. Trying to do it by eye trying to not mess with the overall look. I think that would be nice. Let's do it in here also. Here, I will just press crease and almost all the pieces are creased nicely. But this piece, I will crease it manually. It's actions, pase, it's actions, Cris. All right, perfect. Let's decrease the subdivision levels. I mean, increase the smooth subdivision level, sorry. Decrease decrease levels. Alright. Maybe we could add a little bit more polygons. All right. Maybe something here, here, something here. And a middle one will be good enough to be nice. I will be doing a mi and well in the sea at this. All right. Perfect. We can add edge loop here to help this part to hold better the shape. I will add something more here, so it supports in better shape. All right. Let's see here. What I will do something here. I will let wear a mask. I will just bring this down a tiny bit, something like this. I could enough. I will make this braid. Maybe we could also do it here like this. All right. And in this part, maybe we could I will just select my math las of math. We could get this. And with the Gizmo, I just press out, bring this up. And maybe we put move the side. Then we can move this a little bit mobile. Yeah, so it's closed. Both the gaps. All right. And we could make this. What I did was I just press my gizmo and then click in here so you can move multiple subtols at the same time. And with the select process, we can select subtols or diselect them. I will just diselect all of these pieces that I don't want move. I will just push it tiny bit to the side, maybe. Tiny bit more. I think that's good enough. Yeah. Safe. All right. All right. Let's do it now. Yeah, the creases here. We do the creases all over the place. I mean, in all the pieces, so I can have, like, the visualization of how on how this will look when subdivided and polish. All right. I will just increase my smooth subdivisions. Maybe we could add a little bit more polygons here and there, maybe a little bit. Or here, maybe here and one here. One near this corner. I think that should be good enough. Right let's do the same thing here. I will increase this edge. All right. Maybe we could add this stuff. Let's decrease and increase the increase level and increase division mood subdivisions. All right. Let's see. All right, perfect. Let's do it here. That could leave it. We could leave these parts like that. This one, I will just crease it, increase the crease level, and increase the smooth subdivisions. I can add one edge up here, another here, and another here. I will just do something. I will just press my space here and then put the polygon actions into nothing because they R in the middle, I don't want to do any polygon actions for now. All right. Let's just subdivide it. Here, I also have made some creases, so this will be good for now. I think I will just add. I will just add. So Let me before that, align this. Alright, let me do it again. We'll just add some supporting hopes for better the shape. Alright. We want here. Here. All right. But now we will need I'm saying here, I will just increase the crease here. This crease I will just put one more in this polygon so we don't have this weird stuff here. You will see. I put it here. Now we don't have that we're pinching there. We'll do the same thing here. I forgot. Oh, it's there. All right. I think I forgot to put some supporting troops there. But it seems that I did it. Let me just mask this polygon. Always remember to deactivate this stuff, right? And we move these down. Now we have that. All right. Et's do the same thing here. Freeze, increase the slider, increase the stuff. And we are postny with space. Let's add some metal crisis in these edges. Res, crease, grease. More creasing. All right. All right. Let's do the same thing here. All right ping ping. All right. There we go. There we go. There we go. Maybe I could add one polygon here in the middle. Maybe one here, maybe not. I think that should be good enough. Alright. Let's do the same thing here. I will just crease, decrease this, increase this. I often tend to leave my rise label into because that gave me, like, this nice kind of sharp, but round corner that is not completely round, like I mean, it's not completely sharp like this. This will this not look good. Don't look believable. What you want your edges is to have a tiny bit of maybe some hoof that can catch a light. So that's what I'm aiming for. I will crease these edges, all of them. All right. All right. So let me add a little bit more of supporting troops. We'll add maybe one more here. Perfect. Here. All right, Chris. Right, let me do something here real quick. I will just use my crease in here, I rip complete so we can do this part really easy. You can see here right and here also. Perfect. Yeah. There we go. I forgot this corner. Perfect. Let's increase the subdivision. Stuff here. I will add a little bit more polygons support better shape, maybe. All right. Perfect. Let's see. Now, this piece here will do the same. I actually did it. I forgot that I did it. I think I did that out of camera, but it's the same process that I have shown in this entire video. All right. Let me just add more crises here and there. Perfect. Let's see where else we can add more crises. Alright. I maybe we could increase the subdivision. I mean, the crease level here or maybe not. Is a little bit more, maybe not. I think that should be good enough. I will just add another polygon here. Yeah. Perfect. All right. All right. I will add another trees in this area because I want this part to be carp. Like that or right perf. All right, we'll just do that. I will add maybe some portant sroup here. Perfect. All right. A one here. Let's see. Maybe another one here. And here be not that much. If we could just put some creating in this area. We not. All right. Perfect. One something here. Here, we need to put one res more. Perfect. But there is a lot of necessary polygon here. Maybe it is necessary. I move that what happens? It's the same I believe. Yeah, it's the same. Nothing really changed without that volume. Maybe yeah, I have notices. Um All right. It seems I will just be. All right. Let me freeze this part. All right. Freezing more. All right. Perfect. All right. We're swimming like that. We'll just keep creasing stuff. Breeze here, more creases. Right here, even more creases, more and more All right. Perfect. What else here and here we could do. Let's see. All right, we need some supporting troops, maybe here, one in the middle, maybe two more in the sides is supporting the shapes. We'll add another supporting troop here and here. So if we can hold the shape. Let me increase my criss level. Right here, I will add more crises. All right. Maybe we could add middle one here. Perfect. All right. But maybe we could put this in three in the division. In the res level, I mean, let me put this. I'm seeing around here. Maybe I think that's too much around here should be good. In tune. All right. Let me add push these traps. A bit more to the side. I was like this. Alright. Save it like that for now. Right, let's see what else we can do here. We need more stuff. More supporting troops. We just add a few more here and there. It bit more of creasing here. All right. Creasing in this area. Let me save just in case. Alright more safe. All right, here and here. Maybe this one not. This part. Also, I forgot that we still need to make this piece. But we will add it just a tiny bit later. Maybe in the next episode, we can add these maybe, like, tiny shapes like these ones and all this stuff. It will be kind of easy to do so. Let's continue. But here, I want to make this little bit longer, maybe something like that. See here? All right, something like this. All right. Oh, let's see, we have some mess, some weird mess here. Let's do some creasing. Do this for. Now we got more mess stuff. All right. Let's add. Let's do a mihran weld in C at C. Here, perfect. Oh, here. Alright. Let's add now add two groups in this area so we can hold. Bake find a better. Now I will just add maybe here, maybe here. Here, I need another crease. All right. But now I need to a neat rope that goes like this barrier. But how we can do it will be easy. Take I move this even more down. I will use my slice mesh. Let me do some Wood save. And here, pace on top of an edge and space with your si modeler. Space and then select your slice mesh option here. And we can just click let me right click in one edge to another one. And just follow the curve that we got. You can see that it will generate some more edges than necessary. But your main one is the one that is creased like this. All right. All right, let me just connect this one. We can do the same stuff with the point actions. Just select slide mesh, select this one. If this, just let me do it for some reason. It doesn't. Alright. Now, we'll need to we need to clean this mess. That's what I was telling that Blender is easier to do this because we can do this type of stuff with just the the knife brush that we have here, sadly. The thing that is almost the same these slice mesh, but you can see that make this mess. So let's try to clean that. We'll just delete these won polygons. Here in the point actions, I will just let stitch. We'll just stitch these two polygons and these two ones here also. And now, uh you can see that we can just delete more of these polygons. If we got maybe maybe not if we got a face that have four vertex, we can just delete that edge. Maybe in here, you can see that there is more than four edges. If I delete this stuff, it will delete this entire phrase. You can see here, you can see here that it just delete some stuff, and I don't want that. So what I'm going to do is just stitch these two these ones I Crush once, I will do it. I think I had a mask there that was not letting me at my stuff. All right. Perfect. We'll just do some slice mesh. All right. I think I would just need this stuff. Alright let's breach these two, and these two right. Perfect. Let me just teach these ones. The other to here. All right. This other to here on top right like this. You need to be aware because the slide mesh don't work with symmetry. So we have to symmetrize the mesh afterwards, the stuff we did. So after we clean the stuff, we can symmetrize you see here, that one part of the mesh have it, and the other part, it doesn't it just cause a mess. So let's do our Mheran weld in the sbt try. You see here. And now we got our troop around here. Let's delete these unwanted creases here. I just select my edge rope complete and I will apply them here. Perfect. Maybe we could decrease this to one. We'll add another edge here. All right. Perfect. All right. All right. I think that's nice. Let me add a crease here. All right. I think we can just leave it. Probably not. I will add portont shrup here. Another one here. All right. Let's see. Sing is with our nous groups, I think. All right, let's do the same thing here in the stock. I will do some cases polygroups and see where we need to add manual creases. Maybe here we need. All right, I will do another one. Another one here. Let me decrease the crease level. All right. Perfect. And perfect. I will add some poten top here just to support better its shape. Then we can have that plane there. I will add a little bit more of polygons in these areas. All right. I All right. Perfect. Let's add pees here also. Let's increase the stuff here. All right. Let's add a little bit of stuff. I will maybe just decreases. One, two, one. Here, here. Also here. Let me see. I think one more around this area will be good enough. Perfect. Alright. Let's do the same thing here. Crease and increase again here with a slope complete. All right. That's it. Decrease this one and increase this one, maybe add a few more polygons here and there. What's happening? Right now, it works. Remember your symmetry in the C axis? Right here. Perfect. This little piece. We will also add the stuff here with similar grease soup complete. Let's do it. Put it here. Decrease this one, increase this other one. Put some supporting egg ropes. All right, it's working. Here, we'll just press crease and decrease these two sliders, decrease level and the smooth subdivisions. All right, let me see here. We could add a little bit more of supporting the troops there. So it's a better corner Right. This little piece here will also get the same treatment here and here. And there we go, and maybe more supporting edge loops support better shape. All right. We need to do the same stuff here. Ese, I will just my crease with grip complete. All right, just to do this quickly. All right, perfect. Perfect. Here, I will just put it again to edge. Here. All right. For some reason, I just forgot to add freezes here and here. And this other part also. Let's decrease decrease level and increase this other stuff. I will add a supporting gero here, and here around the corners. I forgot to put this in nothing, do nothing the polygon actions. All right. Let's see. Perfect. Perfect. All right. Or edge loops here and there. All right, there we go. I'll add a cree here, it's complete. Perfect. There we go. We could add a middle one here with something like this. The goods. All right. Let's keep doing the same stuff all and over the place. All right. Me crises or more crises. That's what we have to do? Alright. Et's do the same stuff here. Freeze, actual complete. Perfect, decrease, increase this other stuff. Rise, put some supporting at loops. Just to hold better to shape. Alright, perfect. I will put the middle one there. There we go. Here also there here, so complete. Here I'm here, perfect. And this one also will add a manual edge. I mean, a manual creed here and the other stuff. We also have some treses. All right. I don't know if I told you, I say, it's my bad. You can activ the dynamic subdivision with D key here, this key, the D, and you can leave the dynamic subdivision by pressing chifD all right. Here. I will just decrease decrease level. Perfect. All right. Then there. Maybe one. All right. One here. On here, maybe. All right. Do the same stuff here, Chris. All right, perfect. More creases. More and more creases. All right, Crees here. All right. Let's add a little bit of subtena chips. All right. Maybe one in the middle here. I think that's enough in that part. We still need to do more modifications and all this stuff. But we will do it later. Here, let's see increase the other stuff. Remember to see symmetry. Fortune troops here and here. And these places near the corner near the places that you want to keep Carp. All right. All right, let's do it on top here. Same stuff. Icrease increase the expose subdivisions. All right. Perfect. Adding more creases here and there. All right. But I think that we don't need all that stuff. Maybe, let's decrease a tiny bit decrease level in this one. I think it was to much there. Maybe we don't need these heterops here. Maybe I will add just another head sup here. I think that's enough for this. And in this part, I will add another crease. All right. Strap here. Sports better The shapes. Perfect. A little bit more of polygons here. All right. That's good. Here I will also add my crises. Oh. What I have done, where's my stuff here, rises Alright Cris. Decreasi stuff. Increase this one. I want this to be circle. So I will just increase the other stuff here just by doing that. Alright. Oh, one. Let's do it manually. A troop, a key, here, Edge. All right. Perfect. Just remove those real quick. These two also. And here, remove them. I need this to be more circular. Let's move it, maybe. Something like this. Kind of more Circular. The All right. I think that maybe will be good enough. For now, let's add a little bit of supporting edge loops here. Perfect. I these parts also. Freezes grease greases Alright. Perfect. All right, Let's do here in the barrel or creases, increase this stuff. Increase this other. All right. Let's go here. Put more atrops All right. I think this is too sharp for us. This part here is also too sharp. That would be good enough. Here I will do the same stuff. But in this one, I will just leave it in one. And maybe here I will remove this one and push it them more to the sides. And here I will remove these creases. I forgot this part. Freeze. I will just remove the creases from here. Where else we put another crease here. I will just reduce this one and increase the other stuff. Let me do something here. I'll inset these two inset with standard here. All right. Let's see what we can do. Here remove these freezes. All right. We'll just remove this other stuff. These places. We need to put some stuff to be completely circular because some of them are not completely circular. We'll just insert this stuff. Alright. I don't like how this turns. But Let's see. We make this look better. I I will have to redo this piece at some point. Love me out. Let's just leave it like that for now. Maybe we will go back to this piece and do it better. Cause for now, I will just leave it like that. Alright. Let's do some final stuff here. Please save. I will do this last one, and then the few ones that are left, I will just do it out of camera. So let's do this final one. Write prize, true complete or right here with edge or some creases. I will here edge complete. I will just add it. Now, here with my edge, we'll just add few more here also. All right. We'll add more creases here and here. All right here. Perfect. Increase the subdivisions. All right, here and here. All right. So I will just leave the video here. And I will do the rest of creases that are left that are just a few ones. And in the next video, we can maybe start adding more shapes to our stuff. Maybe like adding these shapes here. Maybe this whole maybe these other holes here. And after that, I think that we'll be able and also make this piece here. We need to make that really to make all of this. Forgot to do it. And after that, I think we can start detailing with some floaters. I will teach you how to make your own floaters and group them into a brush that you can use just to place them real quick inside here, see brush. We could do it inside a software like Blender easily. But there, we don't have the ability to make a brush IMM brush with all those floaters. Go to the next video. 9. 8 More Refinements And Adding New Shapes: Alright, guys, so let's continue. Let's see what we can do in this video. In this video, what I'm thinking that we can do is to do this hole here and maybe do some more refinements in the overall shape before sporting these to slender to do a little refinement. Alright. Let's start. I have seen that I don't have kind of two straight edges here. For example, this is kind of inclinated. Let's see if we can put it in right. But this is still inclinated All right. I think here would be nice. Also, this part is not completely flat. We need to address that. Let me you use my Gizmo. That set. All right. Let's use our gizmo here. Now, let's press. I mean, contro and then click with the Gizmo activated. Now, I'm just going to scale this down. But with the dynamic, I mean, local subdivisions, I mean, symmetry, sorry, with the local symmetry activated. Now let's try to scale down to make it flat. Kind of like this should be good enough maybe. Is this flat. It's pretty flat. You can see this is kind of weird. Let's mask mask. The lower part. Let's do the same thing to shape it in a nice flat angle. All right. Let me see how thick this should be. All right, I will do the same again here. All right. Let's press this to reset the gizmo rotation without, remember, press this with. If you don't press that without, this will happen. Let's say you have this like that, and you press this and your thing we messed up. So please press out here. All right. Now let's try to make this flat. Now is flat, all right. That's what I was looking for. Now I will use my team modeler with insert here in the edge action, and I will delete this Oh. Why is what? Let me do something. I will do a mirror and well with the C symmetry. Or right now, they should let me do my stuff. Let me put the polygon action into do nothing. All right. Now we can delete that part because if you can see here is some steps that I don't really like, I will delete that polygon and then place it again, a aerop. Yeah. Alright, perfect. And now, how we are going to make that hole? You will say. Alright. Let's see. We need to make this. But before I have noticed that this is more inclinated than what we have in our weapon. So let's try to do it too before making the hole. All right. And before that, I will do something. I would just mask this part here and just move it forward. I mean, up right. I will select this and move it right. Perfect. All right, here I will mask. Let me delete this polygon here and delete it. All right. And now I will we can delete these two. We can grab mask this polygon and move it forward around maybe here. Will be good enough. Maybe around here, yeah. Let's do the same thing with this base. Let's just delete these two. Mask this and move it the side around here, ring to match the same angle intonation here. Let's place it again those edges. All right. Now I will have to adjust the bebo. I will delete again this polygon. That edge. Now let's try to adjust that part. I just mask this polygroup so I can move it without affecting the back part. I can adjust it in a nice way. All right. It's not straight. Maybe something like this. All right. Now I can add. Again, these two edge loops. Alright, perfect. Now, to make this whole. Let's see how we can do it. Let's see I think we can add another edge loop here around here. Now, I will just mask these edge loops here. I will move it. I will make them bigger. Around here maybe. Alright, I will mask these parts. Let me just use my lasso brush. Where's my my lasso mask brush or right here. Let me just select these pollicles here and then move it up. Alright. Perfect. I see. Now I can take this polygon and move it around here maybe. Let's mask this other one and move it to the side to make this line parallel to this line. Let's see. Around here, maybe. Let's get this poly going to move it to the side. The topology is a bit mess, but we are going to fix that in just a moment. Let's just focus and make the whole. All right. I think it's kind of in the shape. Let me mask this again. Move it a little bit up. Maybe something like like this. Let me just here, I will use my demdor and in the polygon actions, let's select the lead. All right. All right, I will delete this. And in the back view, I will also do the same. Now let's active the double vision so we can see the two sides of the polygons. And now here in the edge actions with our smdeler, let's press this bridge and then two holes and then click on one edge, one hole, and then in the other one, just like that. Alright, we have the hole, but we need to fix our topology in order for this to work well. So first, let's use our slice mesh. This will not work with symmetry. So let's deactivate the symmetry. And in the edge action, select slice mesh and also do the same thing in the point actions. So let's start placing the edges around here. We're going to place it around the hole. This will be like some supporting edge All right. Perfect. Now we need to clean this mess. What we are going to do here, we're going to in the point action select stitch. And now we can stitch these polygons together. All right. And that's like this. There is one, and here we can stitch these two. There is two. Stitch is other ones. Perfect. And these other ones. Perfect. Now let's select the delete options in the edge actions. Oh, we have something we here we have. Let's see what we can do in that part. Let's just delete these edges for now. All right. If your polygon is quad, is a quad mesh. If you delete one If you delete the edge that slice mesh made and your polygon doesn't disappear. That means that your polygon has four phases. But if you delete this edge and then it deletes that means that an angon that we need to fix. Alright. Let's see why this is an anon. Let me see a week. I think that we don't much in that area. All right. Let me do something here. I will stitch these polygon. All right. In the back parts too. We will need to do the same stuff in the back part. Let's do something. I will just delete the other part. All right. And now let's do the same stuff here with our slice mesh. Let's do the same thing, here, here, here, here, then slide mesh out here. Perfect. All right now, let's stitch our polygons. All right. Wes my sea modular here. All right. Stages. And now let's just delete the extra edges. Perfect. All right. Why do I have? Well, I think I did something wrong. All right. Let's see. What I have down here. This should be stitched with this bar. But right now, it's better. Alright, let's use this stitch. Now let's delete. Delete the edges. All right, delete, delete. It should be deleted nicely. And now I will just each these two and delete this one. Won't delete this other one? This one, I think that's nice. That's inconvenient of the slice brush that made a lot of a lot of extra edges that we need to clean. All right. Let's use our slice mesh again. Bring an edge that goes from these polygons all the way to this part here. Let me do something right here all the way to this point. And now we can delete this edge and those extra edges. And this one I will just stitch with the lower one. And now we have a supporting edge roop that goes around the hole and can support better the shape. All right. Perfect. Let me put this better also the same in the back part. All right. Now, what we can do. I will do something. I will just mask these ones just to make a bit cleaner, the topology around here. We'll mask these two, a little bit of maybe. Let's leave it like that. All right. I will just delete all these extra creases that we don't shop complete here. All right. Perfect. I don't want these edges. All right now, I will do just a little beble here with a strop complete here, a little bebo Perfect. Let's just press click here, applying the same level of bebo. And now we can place some rises by hand around here with just edges around here, right here, too. Perfect here in this part also. We need to extend the creases, a little bit out in order to this to hold better the shape. Perfect. Now we could add supporting troops. That's in edge actions. Let's add let me in the polygon action, just put it again and do nothing. Let's add some supporting troops. Oh, my God. Yeah, around here. Perfect. Also here. Let's try to put some there everyone here. As I have forgot to put some creases in the bebo part with a troop complete. Then we can get that nice bebble there. Perfect. We got the whole. Yeah. I think that we will need to do some refinements. Let me just delete that edge loop. And then I will just mask this corner and bring it to the side around here, maybe. I will just delete again this other edge loop. Perfect. Let's see. Alright, I think that's nice. I think that's enough. All right, let's see, I think we could delete this one, then mask these two corners and bring it to the side around here. Let me just delete all the supporton loop that I have placed. We're going to play them again, but in just a moment. And now I will just mask the entire hole and then make it a little bit flat or smaller. All right. Let's place again our supporting edge loops. All right. All right, perfect. Let me apply a supporting edge loop here. Let me put some more edge loops in these areas. All right. Now we got a little corner ping out. Let's try to hide it. Oh I see. We got a lot of stuff here. We Let's try to mask this and then make it just flat. And here, let's add another edge loop and try to match these two. And also here, we'll do the same thing. All right. Let's mask these two again. All right. Now they are they are ching. You know, something here. We got weird stuff here. That is not too nice to have. Let me use my slice brush and slice it. What? Here a slice mesh. Let's do it again, slice to this point. All right. Let's do the same sink. All right. Let's do the same sin in the other part because we cannot do Mar and well because we have this past this hole here because we got these parts that are like some charger, something like that. All right. So magazines, I mean, I don't know how to say that in English. All right, let's just delete. Oh, we got something weird here. We need to stitch these two. Let's steach them. Do the same thing here. Let me stitch these two. Now we can delete those unwanted polygons around there. I will just increase these edges that we don't want them to be increased. Let me delete those extra edges. And now there we go. Let me increase this other one. Yeah. Here, and I think that we are good to go. Now in this part, I will just move it because it's poking out. I will just move it to the side, right? And here, I will just do a mirror and well in the C axis. I forgot that I have my local symmetry activated, deactivate your local symmetry and then do another mirror and weld. And there we go. We have the hole. Let's do another thing I notice that this piece is a little bit shorter or smaller than the bits we got here. Let's try just to make it a tiny bit. A tiny bit shorter or smaller. Let me delete fortenap there. And now I will just mass these ones. And move it up just a tiny bit, tiny bit around here, maybe. And this part, I will mask this polygon and move it around here maybe. I think, right. We are a little bit down. Alright. It's more to the side. Maybe. Maybe something like that should be good. Alright. Now, let's try to do these pieces. I mean, these holes here, that will be really straightforward. I I have experimented before, and I got a method. I think that will be good. Right. Let's select our symmetry in the C axis. And I forgot to place again these supporting crops here. All right, there we go. Let me place some supporting loop around here. All right. And now let's do the holes. We are here. Here in your point actions. Let's let split here. All right. But before that, in the edge actions, let's insert So edges like this. Let's have maybe one, two, and three, and here one, two, and three. All right, perfect. Let's go here, split. What is overlapping? Overlapping. I should detect it. All right. Now working. Let me do something real quick. I will do a mirror and weld in the C axis. Perfect. Now, this will let me use my stuff with the symmetry. All right. I will just get these two and then delete them. It's the same in the other one. Around here, it could be a tiny bit bigger. Maybe around here. The other one select this and delete hidden. Now I will use my e mesh to make an straightp. All right. All right, there we go. But we are getting some stuff right. All right, we don't care about that. Let's just delete these two and then I will stitch here stitch the ones to here. Break deleit and then what? Delete? No. Let's just stitch here. Stitch not stitching. H here, and this one to this part. Now I will just select I mean mask that part and I will just make it flat maybe. That's completely flat. Around here should be good. Let me move this a little bit better. We'll move it this down also. But this is not completely. Let's see. You can adjust it. Now, with the double vision activated, let's do the same stuff here. Let's delete this one. Let me delete the middle edge loop right now just to make the things easier, deactivate the symmetry, and let's select bridge and bridge bridge and bridge these edges. Why do you just want to bridge this is in two holes here. Let's select edges or right bridge edges. And now it's working. Let's bridge these ones, perfect. Here, it's the same thing here, perfect. All right. And now we got those holes there. Now, let's add unfortunate troops there. All right. Perfect. I will do a mid round well to get this middle age rope. All right. Now I will place two porting edge ropes on the side to hold per the shape. All right. Let me ask this one. That's flat out straight. I think so. All right. We got the holes there. Now, let's do this tiny stuff here. That could be just, like, a cute little bit elongated. But before that, let me just select these ones. And then just move it to the side. A little bit up, maybe. I say I bit. Maybe. We could do that. Getting weird. Trying to make it a little bit. I think that we got enough maybe. Alright. I'm just king a little bit in shape. Alright. I think that's good, maybe? Alright. Let's do. Stop there. I will just oh something here. It's append a cube. Here with the Gizmo. Transform it into a cube. Move it down. Where's my stuff? Where's my cube? It is more. I had a cube there. Where did it go? It's so small. Alright, let's just make it bigger. All right. Now, let's just remove all the polygons Egops. Let's put it like this. Let's make it a little bit elongated and narrower. All right. Let me add a middle a troop. With multi loop here and now here, let's put it in the same polygroup. All right. Let's take this. Well it up a bit. All right. Let's make it a little bit smaller. Perfect. All right. All right, there we go. All right. Let's see. Let's do a miran well in the symmetry. I mean, axis. Now let's active our symmetry in the c axis or the SD whatever. All right. We got one of those pieces there. Now, let's just move it and duplicate it three times. I know. Right, I mean, so do here, right. And then three here. And now we got those pieces there. But I think they should be a little bit bigger. Because one would be up around here. Another one around here. Maybe a last one. Around here. All right. There we go. Let's make it a little bit smaller on the side. Perfect. We got those stuff placed. And now let's see what's left. I'm thinking that maybe this part should be a tiny bit longer. This part here, this piece. Let me select this and select all these subtols here and make it. Put the Gizmo around here and make it a little bit longer around maybe to the corner in this point here around here, maybe. All right. And now we need to move all of these pieces to that part. Let me just mask all of these. Move it to the side. This will mess the topoly a little bit much. But we don't care. Right now, we can fix it later. Let's try to fix it now. All right. Let me do some stuff here. Perfect. Perfect. I will delete here. Perfect. Page. All right, all right. But I I think I got lost. Let's move it here to this born. Stitch. Nothing. These two, here, here, here. All of these ones opus Titch This one, maybe two Ts, and this one to Ts part. Perfect. And now we have cleaned the mesh. We can add our supporting edge loops. Quick. Get the legs hidden right. And now let's do a mir round weld with the Xs without our local symmetry. All right, perfect. Let me add one more group here and maybe another one here. All right. Safe. All right. I have seen that we got these pieces a little bit weird. They got elongated too. Let's go back here. But this time, I will diselect them. Now let's go back to here and elongate again, these pieces. It bit. All right. There we go. All right. Let's see. Let's make real quick this tiny piece on top of this other. You know the Let's see we got. Maybe we can duplicate this one. Isolate it. But with our C symmetry, polygons here, let's select another one here. Let's press polygroup here and then polygroup these two. Selecting. I mean, height this polygroup inverted, delete hidden. Now we can extrude all polygons. All right, extrude all polygons. Perfect. All right. Let's deactivatee the multi ect. All right, let's make it. Blood. I mean, thinner, all right. Perfect. I will delete this middle top. Move it this down. Let's move. Let's put. All right. Let me go here. Let me grab this one. Move it to the side. Around here. We'll put an edge loop here. All right. And here I will just mask those, and then just leave it like that. Now, here in geometry, freezes. Let's do some friezes. Here we can add also a little bit of friezes, and also we can add some supporting edge loops. I Perfect. We got that piece there. Right? Try to do the handle. It would be kind of difficult, but that can be done nightly. All right now, let's work on the handle. Let me slice, I mean, slide this entire edge loop. If we can do it, I will just delete these extra edge loops because they are in the way. I will just slice I mean, slide entire edge loop. All right around here around what? Let me delay this to other extra edge wipes. All right. I'll slide make that part there a little bit bigger. And now we slide this edge with the edge selected. And now these other pieces to I mean, I think that this edge will not be there. Is not one thing. Each. There we go. Now, let's staach this t. Let's see or not et's just leave it like that there. All right. Now, I will just let's slide this because I think that I have control S that All right. So. Now I want to do some bebing here to complete. All right. I want to do a little bit of pebble. All right. I will just mask move. I want to just mass these polygons, so I can move the better. I would delete the middle at All right. I will press again, increase. We can increase the inner up here. Perfect. Es mirror and Welch. All right. More creases here. Y All right, perfect. No, I will do something. I mean, this pebble should be bigger. A lot bigger, I would say. Let me just align my gizmo it down. And now I will just mass this edge loop. I will do some slide. Edge loop complete. Edge edge. I will do some slide completing the bibble. All right around here should be put No. I will just add some to Portinap around here. I just replacement. All right. Perfect. All right. Mask this one. Mask here. Make it flat. Perfect. All right. Now, we need to do some stuff. This piece should be shorter. Et me mask this entire piece and align my gizmo. I just scale it down. It be shorter and a little bit upper around here, maybe. We match these two. Move it down. All right. This trigger, I think that should be also bigger around here. All right. We will need to do here. So stuff here. Maybe around this area. We want to mask this one in bird. Let's get our gizmo here and bring this to the side. Maybe not. I will do something will be easier to make it. Or maybe. That's why not. I don't think so. Yeah. I'm just thinking. Let me just duplicate this handle. I will get the poly groups. All right. Insert, I just want that is All right. We can do it maybe like this. Let's make it molar, maybe something like that. All right. Now, I will do some extrusion that is safe. P group O, will just strut it a tiny bit, just like this lip. All right. Now that we are here, I will just remove all my creases, increase all. Perfect. And now here I I will add an edge. All right. Maybe around here. I will do two more extrusions around here. All right, single poly, we'll do some extrusion. Just align my gizmo. Alright. Make this what. And now let's do something here. We'll move my gizmo to this corner and just scale it a tiny bit. Let me remove this stuff. Alright. Let me do some mirror and weld. H. Alright, perfect. And here also, we'll do some extrusion. I will get. This stuff. Let me do something here first. We'll move it up. We'll mask this. And now. Around here maybe. Let me mask this. Move it here. This also I will just move it around here. Not at work. Ah. Okay. Tiny bit down. Mixed truth. Here mask this corner, move it to. All right. We mask this other corner entire piece. All right around here. Now here, we'll add another headhup. We'll mask this too. Move it. Something like this. All right. Move it. More like this. Now, what I will do is just to delete this middle stuff here. I mean, I just want to delete these two. I yeah. This awesome. Perfect lit. Now I will do some shoot all polygons in. Perfect. Let's flip our normals. Now I will do some Bbling. Let's see if the bebble wants to work. Let me save. I will do this. Now I will do some in fit. Maybe. All right. I will just inflate it, make some bubble. I do something here. I will just delete the middle a troop h. All right. Move it a little bit to the side, maybe around here. And now let's place some supporting groups around here. All right. So creases. Let me just remove again this potenti here. All right. I will add some creases here also. This is not the best. I'm in trouble here. All right. Let's do some stuff. I will use maybe my slice mesh. I create some All right. We create some supo genes here. All right. Will be stage be stitch. Will be stitch here. Oh, my God. L mesh. Les here, here, here, here, and here or right itch itch perft. No, I will just delete all of these polygons. Maybe this will be around here. Now I can delete this edge. Alright. Let's get back. Our slice mesh. Let's go here, awesome. Perfect. I will just delete these two. Let. All right. Perfect. Now let's do assume this wrong Welch. Chris, Oh, Chris, that should work a little bit better. We'll add more protein edge loops around these areas. All right. Maybe around here. We'll do some creasing here. All right. Perfect. I This is something similar, but not. This is too sharp. This will not be very nice to hold. And here is a mist of polygons. That piece shouldn't be that thick. I think that we can leave this video here now. And in the next video, we are going to continue with this piece and the handle. I'll see you there. 10. 9 Making Refining The Handle Part: Alright, guys. So in this video, we're going to continue to do our handle parts. So in the last video, we have left the shape on here unfinished, and now we're going to try to finish to finish it. So let's see. First, I have noticed that this is really big. I mean, in the thickness, it's really thick. That's what I mean. We need to address that. So I will delete all the interior pass. Let me do something here. I will do some group by normals that will be here. Let me see polygroups and then here groups by normals. All right. Let me select by hand these polygons and then I will do some polygroup All right. Now, I will just select my stuff. All right, and delete the other stuff. All right. I will remove all of these extra polygons that we have. And now I will just de inflate make this thing a little bit thinner. Let's see. Let's use the gizmo for this. All right, let's align our gizmo. And now let's use let's press out and out with pressed, let's scale in this axis. All right. And you can see it's making stuff molar. All right, S I think that's a little bit better. I will make it double. Maybe something like this will be good. Alright. Maybe a little bit less sick from this side. Is a tiny bit. All right. I will use my mask so will mask this and move it a little bit more All right. Maybe a tiny bit more like that. Let's mask those a tiny bit, just more like this. All right. Let's extrude again all polygons inwards. All right, let me do a mir run well in the C. Perfect. Extrude it in words. Perfect. All right. Let's see if the bebo wants to work now. Yeah, it's working kind of. Let's adjust the bebo by hand here right in this area. Remember your symmetry in the C symmetry, all right? As a justice. Let me do a mirror on weld again. Alright. A little bit more like this. I think that's good. Let me mask the inner part. Just to push this a tiny bit up. Maybe something like this should be good enough. I All right. I think that's actually better. All right. Let's see. Let's apply, I mean, active our local symmetry here. The active dynamic? All right. All right. What's happening? Oh, I see. All right. Why this is going on like that. All right. Now, this should work. Perfect. All right. What I did was my gizmo was, like, it wasn't aligned with the axis of the scene. So I just press and this bottom, and that aligned my gizmo. And I can just make this. What in a nicely way. All right. So now we can do I will do something here. I will make this the same polygroup. And now here in geometry, we can do some Chris or maybe Chris polygroup border. And now we get this maybe All right. Maybe we can add few more important edge loops. Here and maybe here. All right. This is one. Let's see how this work in too. All right, let me add more crises. Let me do press Cris here. Now, let's add friezes where we want we charp our stuff. All right. Perfect. There is something I want this to not be that harp. Maybe something like this. Something like that should be good. I'm wondering why is this W that I saw it. This edge doesn't have. Doesn't have Cris. Let's add it. All right. Perfect. This is still not working nicely in the way. The way I want this to work and what and why is that? I think this costetpoly that we have is looking. Out. All right. All right. Let's see. We left that for now. Let me focus on another piece. All right. So here, I don't want this to be that sharp, at least in the back. I will try to make it round. Let me remove the creas from this art. All right. Let me remove rises here. And that piece would remove the middle Cris. I don't know why that is pres and now here, I will mask this edge loop complete. And now I will move it backwards. Maybe we can move it like that. Make it a little bit rounder. All right, you can see here, it's a little bit better. Let me put this back. Make this sharp. Let me add the creases. Alright. Let me mass just these parts and do some polish by features. Alright. It doesn't working. All right, forget that. Let see. Perfect. This is all real time. So I'm basically figuring out the stuff while I'm doing them. So let's continue. All right. I see. It's not working nicely there. I polished by features, not working nicely. All right. This piece here, it's really to hide. I mean, this part will be a little bit lower. Let me select my edge loop complete. All right. What's happening? Slight edge. Alright now, let me just distribute that edge loop there in a better way. Here also. All right. Perfect. Let me add some freezes in this area. Let me do some Mirre weld real quick. Let's see, this is not completely symmetrical for some reason. All right, et something. Let me use my square mask with here mask pen. Let's just click in outside the model to make this square mask. I will move it a little bit to the left and I will do a miror and weld in the C axis or right perfect. Now it's working better. But here, I still have to figure out a way to make that part better. Because Wait. What's happening here? Let me just delete this sup, right. All right. I think that box that we are getting there is because we have a pole here, and zebras the subdivision is not working nicely there. So we need to get rid of that pole in order for this to work nicely. All right. Let me think a little bit. I just need to get rid of this edge. But we need that stuff there. Alright, let me think real quick. Alright, so I managed to get that part work nicely. You can see here the changes that I have done. Let me say through quick and go back to show you what I have done here. You can see here as we got our stuff well mesi, I just get rid of those edges. Alright. And now with the slice mesh slice mesh, yeah, with our simular in the point actions, I just made a cut around here from this point to the other side here on that point. And then I just clean those extra edges that we got. And I did another cut from this point to this point to make like this nice edge loop going down from both from the outside and from the inside, I did the same thing. After that, I'm just stitching. You can see here. After that, I'm just stitching these vertex together. You see here. I'm just stitching them in a nicely way. Perfect. So in that way, we can get that part to work nicely in the way I want. Alright, let's continue. Let's put more creases here. All right. Not forget to activ again your symmetry. All right. Perfect. Now you're going to see here, it's working quite well now. I want to do something. I will add two more loops in the middle. I will mask with my mask lasso, this loop here. And now I will just move it in this direction. Because I want that nice curve to be happening there. All right, you can see here. It's working. Pretty nice. All right. Let me slice this edge here, slide. We can slide it nicely. Perfect. All right. Let me see what happened if I do pools by features. Not doing good. I will add more creases here on top. Crease Alright. Perfect. All right. We have done that part. I will save All right. I think we can also make less sharp this part here. I will just remove the rising here and also. Let me just remove the creasing here. All right, let me bring back again the crest in these lower edges. And now I will just mask mask here with a shop partial in this edge in the corner. And now we can just move it, move them, align our quarter. Now we can just move them back. And now we can get this nice curve edge. All right, I'm just removing these brises here. Maybe that's good. Yeah. Because if we are holding something, we don't want them to have some sharp edges. All right. Let me bring back again those creases. Let's see what's happened if I put again this stuff. All right. I'll do something. Let me see if this can work, slice mesh. That working nicely. Ditch. I'm just experimenting a little bit. All right. I can stitch this once to here. Perfect. I can continue by slice mesh to here, then do some mir and weld. And now I can delete these two edges from there and now they should work better. I know, better. Let's see. A right now, you can see it's working better here. All right, perfect. Let me save real quick. Alright. So. We'll save again. Alright, let's make this piece, this lower piece here. Alright, let's do it. All right. How we can make that? I think the first thing that I will do is to duplicate this lower portion. And now I will just take these lower pass those lower pass, delete hidden. All right. I will make them bigger. I have just active the double view. All right. Perfect. I will make them or like that. Maybe we can remove. Oh, maybe not. All right. Let me remove those. Rink it a little bit. On this side also. All right. Try to match here with slide, light here. These corners will do some run weld. But it's not working or right now it's working. Let me remove those middle extra stuff there. All right. I want this to be aligned nicely. With that lower part. All right. Now, what I will do is to extrude all polygons down. Maybe we can make it a tiny bit bigger. Yeah. A little bit more Ib not that long. Maybe something like this should be good enough. I will now extrude all the group all I will add a middle edge loop here. Mask. Let's do something first. Let's go back and then press get Let's extrude it again. Alright, let's extrude it again and then press out just to get a different edge loop there. Right, let's add a middle goop. I will mask this upper edge rope and then do some beble there, right. I will make this part a tiny bit longer. Align my gizmo and make it a little bit longer, just like that. Perfect. And now I want something here. Let's see. I want here you have a piece going up like we got here in the coset. I want to make this piece. Let me think how we can make it. Alright. That would be the best way to make that piece. See let's try to add, maybe not that way. All right. Maybe an edge loop here. We can extrude it. Maybe not. Or we can make them separated. I think that will be the best option here, Billy. All right, let's just mask, increase our stuff. Mask here. Mask here. Perfect. All right. Add few orden ge loops. All right. Maybe not these crises. Let's see. Maybe a, not. Let's not add them. Should complete? All right. Was polyprop here? Perfect. Now let's try to add that I will just copy what I got here. Let's duplicate this. Now I will just get this lower part delete all right. Let me remove these edges. Let's bring this down. All right. Now let's move one of these tects around here. The other one, I will slide it around here. Perfect. And here, this lower stuff, I will just move it down all right. Let's see what we got here. Select this middle part and make it smaller maybe. Here I will add another edge mask. At working. Lease select this. All right. I see. I like that. Maybe not. Maybe something more like this would be good. I think that's what we are aiming for. But I want this to be around here, we have to make this part lower to have this straight edge there. Let me extrude all polygons. Let's extrude them all. All right. If you extrude something like this, the normals will be flipped. So let's just press flip here. Just do half your normals, correct. The flip they believe where it was visibility, I think, maybe not. I don't remember. These play properties you can see here. In these play properties, you can find the flit bottom and the double bottom. All right. Try make our beble Bebble all right. Nice. Alright. Let's bring this down. Now, let's do some crises. Freeze. I don't want this part to be creased. Kriz poly group border. All right. This part I want decrease or not all these lower elops. Maybe we will have to leave this like that, maybe. Maybe not. I don't like that middle stuff. We got some pinch in there that is not really nice. I will just try to make this pebble part better. All right. Let's see. Perfect. All right here down. I freezing. That crease just got deleted. All right. Right to add one Edge hub here. Perfect. All right. May add a middle sup. To try to overcome the inching there If we can do that, All right. I will slide. These two. Light are here should be good. Maybe some up here not. Impulse future, but no, we don't want that. I don't like that harpening there. I think I would just leave it like that maybe. Let's see if we add one troop there. Maybe there, no. W be the same result anyways. All right. Let's see how this is looking. I safe. Maybe we do some inflate. All right. Perfect. That was not the best way to do it, but we did it. That's important thing. All right. We have made that little bars. And now I can see that here Maybe no. Maybe here we got some stuff. I will. In this we'll just duplicate the handle base. Now I will just add another edge loop here. And now with my last leg brush, I will just hide these ones, remove those. Maybe also the lower ones. Let's do some delete hearing. Let me delete those lower ones also. All right. Let me. It's all right. I will save. And maybe we can just increase a tiny bit thickness of the, and then do some extrude polygons. Clipped. And now let's do some crease polygraup border, and let's add by hand decreases in the corners. Now here, select them and move it backwards there. All right. Because you can see here that there is another in this area. So we have made that that All right. Perfect. I'm just doing some refinements here. Just try and get a better view from the three quarters. I don't like like the set. It's kind of weird. So I was just trying to just shape there. Alright. All right. I need a better to follow you here. Really, I need a better to follow you there. Maybe something like this. You're not. Let's just slip this for now. All right here. I will just mask the upper portion and move it up. Alright. We mask those right around here. Make them. Maybe not that much. Make them straight. All right, let me try to align a gizmo here. Let's use the click brush to make this straight. Alright. Now, it's safe. This piece should be on top of this. And the other piece will be a little bit in the side, a tiny bit it's awesome just a tiny bit and here as a tiny bit. Perfect. All right. Okay. I think this should work. Maybe we can make this stuff a little bit lower. Around here, maybe. Yeah. Let me add a little bit of supporting edge here. Y. Here. Yeah. Another two here and there. Perfect. And here, I will just make this bigger like perfect. All right. Maybe not bigger, maybe just move it down a bit, something like that. Let's crease the I want these corners to be crease also freeze edge here and here, perfect. Now here in the crease level, we'll be down level of two, Dynamic subdivision of four. Perfect. Less add more polygons here. Alright. Perfect. There we go. And we got the handle made nicely. All right. Let's see what is left before making some floaters and tending the to blender, do some more refinements. Alright. Alright, I think I will leave the video here. In the next video, we will see with what we can continue. But for now, see you in the next video. 11. 10 Adding More Secundary Shapes And Adding Some Color: Right, guys. So in this video, we're going to make some pieces here that are left. Like, we're going to make this stuff here. Maybe bring some color to this. So let's start making these pieces. Alright, how are we going to make them? Let's see. I was experimenting a little bit before recording. I have kind of an idea of what we can do here. Alright. Let's see. I think we could take these three ones here and take the three. All right, make it small lead est. Alright. What's happening? All right. Let me just mask it better. Let's see. Let's mask this part, just to make it straight and flat. Perfect. Let's do the same thing on this part. Let me mask the back part also. Perfect. What I want. All right. Let's do now this other part. Make it flat. I all right around here. Perfect. I think that should be enough. Now I will mask this corner and make it flat, also. Give me a sec. All right. Now, what we can do here will be this. We'll mask this portion around in the middle around here, maybe e now let me do some mirror and weld in the C axis. In the C axis, all right. Now what I will do is just to select all of these polygons and I will do some inset with the standard method. Perfect. Now I will just remove the middle part. Yeah. Let's remove it. Elite. And now we can start doing some stuff here. Let me see. We can maybe extrude some stuff. Let me make this part a little bit flat and also All right. What's happening? I want to make this flat. So I will use my mask option in the edge actions. Let's bring our Gizmo there. Let's try to make this flat. Let's do the same thing here. All right. Perfect. All right. So let's see what we can do. Maybe we could extrude one around here. Another one. Perfect. We could do the same thing again, try to extrude it and extrude another one. Less you stitch these two here. Perfect. All right. Let me just remove the crease because I didn't want the crease. But for some reason, it's removing the res from everything here. Weird. All right. Let me add some crises from here and here. Also here in this board. All right. Now, I need to do some stuff. I need to make some better topology here. Alright. I will do something. I want I will use my slice mesh. I want something to go down like this. Alright. So, I will delete Oh. Let me do something here. I will use, again, my sliced mesh and go back to here. Let me do some Control C. Here. All right. By a slice mesh. You here. All right. Now this will go to the vertex. Perfect. Now I want to do something. I will delete all of these polygons. All right. I will delete this edge. Let me bring down this vertex. All right, bring it down. And now what I going to do? What I'm going to do here will be bridge here, bridge. Let's insert one polygon there. Let's bridge these other two. All right. And now from here, let me do the same thing in the back also. Lest delete all of these lions. Let me bring down a slice mesh around here. I will see Alright. Let's see. Let delete those. All right, I will just stitch this one here, perfect. Mask that vertex with my mask option in the C modular ploid action selected. Now, I will just remove this edge. Perfect. I will do the same thing that I did in the other part. Let's bridge here to here, here, let me add another edge loop. All right. Now let's bridge. This one to this one, this one to this one. All right, let me use my poly group, real quick. Poly group. What I did here to pick a polygroup that already existing, press your polygroup like out and then your polygroupn press shift or maybe Yes, shift. You can shift to pick a polygroup that are already existing. So here, what we want to do? Let's add an edge around here. See. Perfect. Now let's bridge these two right, perfect. Perfect. I will just select again my polygroups here and remove the crease from these edges because I don't want the crease there. Remove first the crease, and then I will remove the the edge ropes. Perfect. And now we got some nicely and better topo in this area. Now what I can do here since I got better topo there, I can do this. Ontpoy trick because I need two more edges coming around here. Let me just make this flat also. Alright. Let me move it around here. I will just mask this one. I move it here. This one, awesome. All right. All right. Let me see. Let's mask this corner, bring our courser there. Alright. All right. So what I'm going to do here will be I will use my slice brush or slice mesh here slice mesh in both edge and point actions. And now I will start making some stuff here. All right. So let me put my oligon actions in do nothing. All right. If this once let me do my stuff. All right. He doesn't want to let me do stuff. All right. All right, let's see, to here what I want an edge to be around there. Perfect. I will stitch this polygon to here. I will remove these edges because they are not necessary. I will remove the crease from these edges here. Here, we need it. All right. Now we need to adjust this stuff. Let's mask this area. Alright. Let's move it just a little bit. Let's mask it again with a little bit more. All right. We can bring this a little bit down. Maybe this can be a little bit more straight. And here we can just mask this or maybe it would be better to mask these two edges and bring them up. There's a tiny bit, bring them up. And now let's do the same. We'll mask this vertex, mask point point and then bring them up. Maybe we can bring this a little bit down. Let's try to make it flat. Let me mask these two. Maybe something around here should be nice. I All right. Right, perfect. I will add some support in the troop here. Perfect. All right. I want this to be more circular. I will just push this back. Maybe that could be better. I will save quick. All right. Now, what I'm going to do will be to extrude a troop complete extrude here. All right. Extrude, you'll pick. It's not in atrope complete. At rope here. All right. Let's try to make this blood All right. To around here and this stuff. I will just stitch these two projects. And here. Alright. Nice. I will just extrude again here. An edge, an edge and another one here. Perfect. Lets just adjust this little bit. Let's go back to our s modeler. And now I will breach here, these two. Let's add some edges here. I just want more bridge. Then we can bridge this to here, and this to here. And then this to here, this to here. This to here. Perfect. Now we got this. Let's quit safe. All right. We can crease the corner. Perfect. All right. And then we got this I will crease this corner also. Now we got this stuff here. Perfect. I think if we can crease this part a little bit more, maybe I will remove this supporting edge loop. That's better. All right. Quick, save. All right. I will do something here. I will make this stuff this entire piece a little bit thinner with our local simetactivate it. And then I will just push it in like this, maybe. All right. Now, let me see my reference. We have made kind of this piece here. Now let's try to make this one. I think this piece should be a little bit bigger. We'll just mask that. We'll mask this entire portion. Let's use our gizmo, move it in place. Maybe something around here. We move this one around here and then just make it a little bit longer. All right. Let me mask this entire portion, and let's make this just a tiny bit longer. All right. I will do another thing here. We mask this part, make it flat. Perfect. Now, let's do some meter and weld in the C axis without local geometry. Perfect. There we go. Let me remove these rises here. All right. I need to add a little bit more thickness in these parts. All right. I will just mask these two edges and move them like this. All right. Let's go here. One thing that I have noticed is that here, this corner is too sharp. And this needs a crease around here to hold that is better. I will need more creases here. All right. Perfect. I will do something here. I want to slice slide. This up here, but I don't want them to be to slide the upper part. I will just mask the upper portion and then use my slide with up complete. And now I will just slide this down and this other os. Maybe something like this should be good. Alright, let's save. All right, let's try to do the other part. Here. What we can do here. All right. So let me see. We can add polygon here. Add a polygon. And now, I will do something with the slice mesh. Let's put our slice mesh in both point actions and edge actions or we o or right. Perfect. This is not symmetrical or right. Let's try ring this all the way to this part. Perfect. And now this down. All right. Let me do something. I will just press here and do not crease because I don't want the new stuff to be creased because we need to increase them manually so we can save time. Alright, let's increase this stuff. All right, let's delete this. Let's delete this edge. Perfect. This edge also. These edges here will be deleted once we mirror and weld our mesh. Let me do something. Let me mask this and make that straight and flat around here. We'll just put it around this area. Try to match. The position is part also. Let's try to make it bright. Let's completely straight. Yeah, I think so. Alright, let's put it here. Now, I will do the same thing I did here. I will do it in this part because what I'm doing here is just adding more polygons to this part without messing the lower part. So we can use this nice and quickly topology tricks to save time. Right, you can see here. We don't need to do we don't need to increase those edges because we have selected the option here to not crease. All right, I will delete these edges. All right. We'll make this flat. Perfect. All right. Alright, now what we can do? I will add another edge here. Perfect. Et's try to make this a little bit longer around here should be good enough. Maybe not. Let's see. I will select these polygons. Actually, let's do a mid round welding the axis now. All right, perfect. And now I will do some inset with the standard option here. All right. Perfect. Let me try to put this edge in the middle around here, maybe. Around here. I think so. Now we need more hooligans there. Let's try to do it. I mesh. Do this. And now let's bring more stuff to this part. Oh, let me put this in do nothing. Let's put this down if this just let me do my stuff. Well, let's do this instead. Now we will clean that later. I mean, later, I mean, now, let's clean it. Let's remove these edges and move these ones. All right here, I will just stitch this point to this point. Perfect. Here, I will do the same here. Stitch this one to that one. I remove this edge. Let's go it wrong well. All right. Let's fry, make these edges here flat. All right, flat. And the other one also will be flat. Around here. Perfect. All right. Let's see. Let's move it a little bit down. Just a tiny bit. All right. Now we can mask we can mask this part and making it a little bit more round. Maybe something like this. And you can see here that this part here is a little bit pointy. So what I will do will be just to take this and squash it down. Maybe something like this would be good. I have some references that I have made for myself before recording the video. Maybe we can just squash this down this part. All right. Now, I will just mask these two edges and move them right let me do some stuff here. With weld, and I will mask these two. Here, I will just move these two. Here. We're a little bit up. All right, let's mask this polygon here, this edge, little bit like that. Now, let's try to mask this entire portion here, make it a little bit sicker, maybe something like this. I be good. Let's also try to make it bigger. Let's see which local symmetry activated. Maybe something like that. Or maybe I think that's a little bit too much. Yeah, that's quite too much. Or maybe not. Maybe, try to make it to not make it that big. And also, I will just move this a little bit to the side around here. This part also. Perfect. All right. Let me do some quick mask here. I mean, quick creases around here. Perfect. All right. Let me remove the creases here. Let me do some round weld and save just in case. Always save your stuff. Let me remove the crease around here. All right. I think that this will work quite nicely. All right. If we put one stuff here. Let me do some experiment. We can just do one edge, and now here we can put another row of edges. Let me delete this and then put one stuff here. And now I will bridge these two. Perfect. Rich, let me select the polygroup in the polygon atoms. Let's pick this polygroup with pressing click and then pressing chief here, all right? Perfect. All right. I will mask the two here. I'm trying to make this a little bit rounder. Perfect. And now maybe let's do some mirror and wealth. We can take this entire piece and do some inset like this. All right, yeah. We'll remove these creases. Remove those freezes. I don't know why sometimes this is getting all decreases when it when it should not take the creases. I don't know why that's happening. But yeah, things happen. Alright. Perfect. We got those pieces there nicely and clean. All right. Let me seeing. Let's try to make this stuff also right now. I think we have time for that. I will save a sue quick. All right. What we can do here. Let's see. Let's see what we can do here. All right. I need some stuff. I want stuff here. Then just go down like that. Let's try to do it. Let's add a edge around here. Perfect. All right. Let's see. All right, let me think yourself real quick. It's at this and maybe we could extrude one stuff here and bring this back like this. Maybe a little bit more. And I will just move it here and make this straight. Perfect. I will remove the creases here this area, and I will add new ones around here. Perfect. Having some crest here. All right. Alright. Let's see. Let's continue. Right now we need the hole here, this area. But this is too thick. So I think we can bring this down a little bit. Before that, let me add a niche around here. A edge. Right. We can bring that part down All right. Let me add another edge here. Run these bars and we bring it down. All right, perfect. Now let's try to make this part a bit more like this. We could remove, I mean, delete all of these hooligans. Let's make the mesh double. And now let's try to bridge this stuff here and here. All right. Let's do the same. Here. Oh, I forgot that I had a middle group there. Let's bridge two here. Now I will add a middle group. Let's put this in keep polygrup. Let's add a middle one. I just put my inset brush in multi edge loops and here in keep polygroups. Let's select the bridge. All right. Now in this area, let me delete this one and this one. All right. Now let's reach. Real quick, feel nice. All right. And there we go. Let's mask again, rein geometry, freeze to some creases. Now, for some reason, I'm getting some pinging. Let's see. Let's try to apply here singular troop. Is supporting a troop here to hold that weird stuff. Let me mask this part here and make it straight. All right. Perfect. We got those stuff there. I think that that piece, although that we have that here, that a thin piece, I think that's looking kind of weird there. I don't liking it too much. Maybe we could make it less thin, maybe something more like that, which should be good. I think so. Let's try to add also a cylinder that you can see here. Just a pinned cylinder. Around here. Just make it thin and put it in place around here. Let's just put this maybe rotate it a little bit, something like that. Maybe not. All right. Let me see. We could make that piece tiny bit bigger. A tiny bit. All right. We got those pieces there. Let me emmetrz this in the other part. Let's remove the local symmetry. Then do some on weld in the s at this around here, perf. These have a lot of polygons. So I will try to clean those extra polygons. Just trying to keep some important edge loops on the corners to hold the shape. Perfect. All right. So what is left here to do let me see, we have made almost everything. Maybe we can add some poly paint just to differentiate each stuff. Maybe we can start doing now that stuff. Let me say first. And here, in the C plugin, you can find your S coolor here. You can see S color. What that plugging does is you can have this will open another window that you will get some color wheel and some color peak. And you can select colors that are not from brush. I mean, if you have your reference maybe here in this Pure rev, you can just select your color here and then drag your cursor to the color that you want to select around here, maybe. And you can see in the other window that the color is selecting. This is selecting the color there. All right. So in that way, I will be going to color pick all the colors around the model and start placing it. Wace you pick your color, press here in set color, and that will transfer your color to your Rush. All right. Let's try to add that color where it is needed. All right around here. Let me see. Perfect around here, maybe. Let's see if I have another material. Let me just modify this material a little bit. I will just crank up a little bit, the ambient just to make it a little bit brighter. Now, here in RGB, let's press your fill object. You can find those options here. In color, you can find fill object and the RGB is in draw. Around here, Indra, you can find where is it? You can find the GB around here. Perfect. All right. I will add that color to these pieces. Let's Let's select another color. This brighter one with these pieces. That piece only. Let's select piece other color with this one. Here, here and here, this other part also. This piece. All right. These other pieces. Alright, let's quick save this. All right, let me let like this gray color here for the metal. All right. Let's put that reddish color in the places where it need be like some metal. Round here also. Little Oh, here, I noticed this is too elongated for this part. Make it a bit thinner. And try to match better the position of this spring our cursor, try to make it flat, all right, a bit thinner per ft. I'm just trying to get better that part. Let me move this stuff to here. All right, I will just select this corner and move it to the left and maybe it's up. A bit, all right, perfect. Alright, let's keep placing some colors. Right here also. Hell, here on top. We'll also place that color here and here, let me sell it again this gray and put that in these places. Here, let's select this grayish color. Put that here. We select the gray and put it there and also here, all right. All right, let's see this grayish in this part will be. This other gray will be here. Now let's select this darker color and put it here and all these pieces. Around here, let's select this color here. We can take this gray and try to paint by hand with your draw or standard brush with just the RGB selected. You can paint, find that part. All right. Perfect. Let's see what is left to apply the color. This is just for better visualization. All right. Perfect. I will select the orange color that maybe reddish orange color that this piece has. All right. Let's put it here also, and here. Let's this gray and put it around these places. And now, everything it's with color. Let me put some bluish color. All right. Sec. Just quick, save. Alright. Around here, let me select this leish color there. That for some reason, my splugin don't want to work. Let me save quick. I will just select it by hand because one time the sea color crashed my PC, and I don't want this recording to crash. So I will just try to match it by hand. Right around here. Perfect. This bluish color. We'll select this gray, maybe make it a little bit more like this around here. Perfect. This will be a little bit darker, I think. Yeah, a little bit darker. And this should be a little bit yellow around here. Maybe. I And here we are. I think this red or orange is a little bit too much. Let's try to reduce that ration there. Alright, I think that's good enough. Alright. All right. Let me see. Y this piece here. I will maybe select this color. Maybe not that color. Maybe this one, but a little bit darker. A little bit darker around there. Let me select this bluish color and try to paint it here. It was real quick. All right. I will select this gray color? All right. Here we are. This color should be darker. All right, here we are. So I think I will leave the video here. So the next video. 12. 11 More Refinements: Alright, guys, so we're going to continue with this model. Let's do some few things that we need before in order to put the floaters, let's see, let's see what we can prefine. All right. We need to do some work in this area. So you can see here where is more stuff. This can be added with a floater and this also. And I will do some general shape. All right, let's do this. Right here, I think will be nice if I mask this. All right. Let's active the local symmetry. Set. All right. So let's activate the local symmetry. Let's mask this evert. Oh. Let's do it in another way. Let's use our the modeler with extrude or right here. Let's extrude this part or right. Now, I will use this and I will just scale it down a tiny bit, something like that. Right. I think here should be good. Maybe we can move it a little bit. Can shrink it a little bit and move it a little bit like that. All right. So let's do this stuff also. This can be a little bit more like this. I will make it smaller around here, maybe. Or bright. All right, perfect. I think here cause that part or not. I think that this can work right. Perfect. Let's see here. If we need to do something, right, let me add some creases maybe creases here. Rezescress will come here geometry and decrease the dynamic division level. I mean, increase it and decrease the trees level here. And I will do some more rising in these edges. Maybe here or two. Let me put this in edge, do some creasing. As I will do a Masur round weld in the X axis with local symmetry active. All right. Let me remove this crease in the middle. Perfect. Maybe we need some more edges just stain a bit more I think so. Maybe that can work there. All right. We need some, like, side panel that this has there. All right. I do something. Let me go here maybe. I will duplicate this object. I will just get these ones. Alright. I will mask the top part, make it flat with my gizmo, mask the lower part, make it flat also. And this middle headroop I will just make it flat by masking. All right, let me say quick. All right. Perfect. I will inflate this maybe make it a little bit smaller. Maybe not. Let's see. Let me hide this part for now. And also these parts. All right. Right, we are here. Let me put this on top here. And now I will mask this Let me remove this middle one. All right. Let me remove that one and put it maybe here. Yeah. Mask this maybe move it down maybe something like this would be nice. All right. Perfect. It's not flat Brison. Let me mask this and just make it flat. Like this. Correct. All right. And now I will do some extrude O polygons and put it around here. Let's squeeze. All right, let me grease this edge around here and around here. Alright, I will put it a little bit of darker color. Also, I will scale this a little bit. I, not like that. Um, I like this. This is too much. Maybe I just scale it like this. And now I will add some group around here. And I will do QH with polygrupO. Let me do something. All right. Oh, my God. Select this. Oh. Do something here. Let's press group normal and select all of this. Make it a single normal. Now let's use our Qs with polygroupO. There we go. All right. Re Now I will add maybe some Etrops to hold better the shape. With Dimetr Let's do this stuff. All right. Hey. Hey. Sorry. Around here. I not that much. Stating a bit more. And also, this is inverted. You can see here, it's inverted. Let's flip. Maybe this can work. But I don't fully like these parts to be Like that. Let me do something. Let me bring back, stuff that I have hide. Alright, I think that's oh maybe. Where is this piece? Or not. Alright? What is that? Right it is also known. All right, so let's go back here. Also, I think that we need a little bit of a hole here. Also, I would make this spot a tiny bit a tiny bit bigger, to the side that we would move it like this. Alright Perfect. Let's go back here and see what we can do. Because you can see here that here is, like, some hole where this can join. Well, let's try to do that. I will make all of this stuff. Let me use my lasso, my mask lasso here, and I will make this create one by one. All right. All right, perfect. All right. Maybe we can increase a little bit this part. I will just move all of these polygons to the side around here. This one also will move it. Or maybe not. Maybe it'll be around there. It'll be around here. Perfect. This one I will just move it to the center. All right to the center around here. Let me just keep moving. It's around here. Maybe not. Maybe, yeah. Whatever it Alright. Maybe this stuff here should be big. I mean higher. I should be a little bit higher, maybe. O here. Also, let's adjust this ramp here. Let's see. Maybe not. Let's just leave it like this. I'm just trying to guess. So stuff. All right. Now around here, this stuff will be maybe in this place. Let me mask that is around here. All right. I will add another f here. Perfect. And this, I will just move it to the side around here to be aligned with this ramp. We'll mask the top part and move it down. Why that putting there. Why is that? I shouldn't be there. I mean, I just want this. This should be Oh, my God. Let's just try to work with this. We'll be around here. Let me move the other one. Around here. Yeah. Now, we are going to mask these vertex and move them down around here. Perfect. Alright, let's see what else we need here. Alright. Let me remove the Q mesh from my polygonal with my s moltor. I put this into nothing. Just for that to not be in the way. Alright. Let me mask this part. We may also want to bring this forward. I mean, because I don't know why that like that in this place. There's no function really function there. We'll just do something here. I will just select my Q mesh. Mask. I mean, select all of these and move it like that. And now this let me remove the lower edge, select this mask it. I mean, invert the mask and just make it red. Just the angle. Now, this I will just move it forward. All right. Let's just move this forward and try to align it with the other piece. And why we have these polygons, I don't understand why I put those polygons there. I don't fully remember why. All right. Let's put this around here. Adjust around here this angle. And I will move up this stuff here. Perfect. Now I will do some creasing Trees. Perfect. All right now that is aligned there. All right. Let's continue here. We'll just select all of this and move it around here. We'll select this one, move it around here, and I will make this right. Perfect. All right. We'll make this entire atop, right? Perfect. Now this stuff here will be awesome. Perfect. I post this to the side just a little bit. Right now, I will add a niche around there. Alright. Mask this part and just move it to the side. Now I will just the active. Mass. I mean, the active the symmetry. I'm sorry. All right. And now from here, let's do some extrude single poly. And select all of these polygons by pressing out with your modeler. I will just now and don't forget the active these ones because I just want this selection from this corner to around here with a little bit of maybe like this. All right. Let me do something first. I will just move this to the side. All right. Maybe these parts also can be move it. Right, perfect. And now I will do some little russionPerfect. All right. Let me do it again, maybe a little bit deeper. Maybe something like this should be good. I will put a black color there in this stuff. Let me just do some auto groups. Let me just correct the color here. Perfect. I would add. Let me do something here. Because let me do some creasing. Add some manual creasing here. Crease these corners. All of these corners here, here will be creased. And now I will do some inset with polygroup o. Remember to put this in standard. All right here, also need to be crested. Perfect. Let me put an an edge loop around here, and now I will select this, put it in solid flask there. Alright. Maybe that can work. I will just make this this piece. I bit wider. Maybe something like this. Also, let me make this a little bit taller. In or let's go here. And now we're going to select these pieces here. I will just move it a little bit down to the left. Yeah. Perfect. This maybe should be shorter. Alright, let me align my gizmo. Maybe it should be shorter. And it should be lower also. We select this mask this one. And I will do some slide. Sliderop complete. I don't want that to slide there leave it down. Also, I will just slide this single vertex. Leave it down. Let's do some extrusion again with all polygons. From here, flip. All right. I will move it up in a bit. I say that so good. All right. Perfect. Let's bring back the breezes. All right. There we go. Alright, let's see what else we can do. Oh, I just forgot hearing this piece. We need to do maybe some stuff. We'll just adjust this piece and also add some beblin around here Bb. Let's see right here. Just want some pebble. Let me make these pebbles straight. All right. Let's mask that. All right. This will be straight. And also this part here will also be straight. I just adjusting a little bit stuff. Increases maybe rises around here around here. Perfect. Rise poly group, decrease decrease level and increase the smooth divisions. Add a few more edge loops. Alright. Perfect. I need to add some stuff here also. And this maybe should. It's a bit wider. This stuff can be a little bit molar. We move that to the side. I will also move all of this piece to the side. Around here, I make it. Now this piece here, I will just make it a little bit bigger. And here I will add some crises around here, also Cris But level in four, level in two maybe. So mihrain welt in the X axis with our local symmetry activated. Few more edge loops supporting edge loops. Around here also. And I think this can work for what we need, I will make put this a little bit more deeper around here, maybe. And now what else we need maybe we can just remove one here, if it's like that. All right. Let's see. We got this let's just a tiny piece here because we got some orange part here, and this part is also aligned with the other stuff like this line is aligned with this. I mean, this is straight parallel. That's the word I was looking for. This is parallel to this. So let's try to do that here. In our case, the one that we have is not parallel the lower part. So let's reset the dis rotation, and now I will just remove these two. And here I will just move this to the side. All right. There's something around here. We like that now. Let's see here. We around here. All right. Now we can adjust now. Let me remove the middle one. Be well in the C axis. Quick. All right. Remove that. I will slide this edge right. Maybe. Let me try to adjust this stuff I don't like it. I think we got the wrong interpretation for this piece. All right. Let me make this entire piece here like this. I will just remove these ones around weld. Let me mask this also around here. Now I will just move this stuff like this. Maybe All right. Let me do, again, the same thing. All right. Do it. Sorry, but this is entirely in real time. So we may need to reduce some stuff. Alright. Let's put it around here, maybe. Now, let's mask the lower part and move this like this. Maybe. And now let's try to slide this corner. Around here. I think that's better for what we need. I will use a clip brush to make this straight or right. Now I will do some loop complete around here, and I will add some supporting edge loops to these points or right. Maybe not that close, maybe a little bit separated. We are around here. I will do another mirror and weld. Perfect. All right, I will just move that around here. Make it a little bit smaller. What's the purpose of that piece? I don't know, but it's in the design so we do it. Maybe around here. And maybe this orange part is maybe some piece that is holding these other ones. So we can try and make something to hold this piece. Maybe let's add a cube and select this orange color. Put it here. All right. Let me just select the polycube in my gizmo. I will maybe reduce the polygons from there. Here, I will just leave the middle one and I will remove the polygons from these other vertical axis also. Now let's squash it. Make it something maybe like this. All right. Let's see. Perfect. I know. All right, this needs to be adjust around here. Perfect. And now let me do some stuff here. I will merge these two together. I will just make a new polygroup there. I will merge those ones. Merge down. You should put your soup to below the one that you want to merge, and then you select the one that you want to merge. Like I want to merge this piece to that piece. You put that piece below this one, then you click Merge Down and press C right. All right. Let's do some crises, maybe. I will add some stuff here. Alright. Now I will add maybe just let me put this and do nothing. I will add two more edge ops around here. We select this and this, I will just let them. And from here in bridge, let's select two holes, and this should merge. I mean, bridge these two nicely. For some reason, this is not working. I will save in case zebras crash. Because brush and crash for some reason. Um, it's not working in the way I want, so I will just bridge this stuff by hand. Alright. This is flip. That's the reason that we our stuff is not working. So I will mask this one. And go here, display properties and do some flip and your stuff should be or not. Let me just hide this one and do some flip. And now our stuff is working perfectly. Now, if I breach two holes, this should work nicely. Let's see. You can see it here. It's working perfectly. Here, maybe we can select this right, let's say, bridge bridge here to calls, move it to the we decide to make this nice curve stuff. But you can see here that we're getting some stuff weird here. All right. Let's try, mix it. Let me move. Mask this entire portion here, move it to the side. I will also move that to the side. Let me put this and then scale to this point. All right. Make this flat and straight. All right. Screeze real quick. I will just make all of these here straight. Perfect. Maybe that could work in that area. Maybe, um Let me add two potenps to this. All right, put this and do nothing. All right. But it's here, another one here, maybe another one here another one around there. And I think that that would work. Alright. Maybe we could make this a little bit higher. I just move it a little tiny bit to there something like that. Alright. Let Oh, maybe we can live like that. We don't care too much. Alright. So I think that we are almost good to go with the floaters. So a so I will see what else is needed before going to the floaters. Let me do some finan here. All right, let me make this part a little bit thicker around here. Perfect. Let me see if I can remove that one, how this will look. No. Let me just remove that criss I will just wry what just stuff. All right, I think that would work. So I will see what else we need to adjust if everything is good to go, I think that in the next video, we can maybe start with the floaters, maybe. So see you there. 13. 12 Making Floaters: Alright, guys. So in this video, we're going to start making the floaters and the details around our model. So first, we are going to see which details can be made into an IMM, an insert multibrush. So we can start placing them in an easier way. So let's see. Like, we have these details. We can make a floater and just put it in insert multibush insert multimer sorry. Like these ones, these little ones here. This one, the stuff here can also be in an insert multi mesh. This other one here, these shapes can be put on them. This stuff. This one can also be maybe this can be just like one of these but just a little bit bend. Alright. Now, these other ones, I think we are going to make them by its own. I will make it by hand with not an IMM, that's it starts. Alright. Let's go to another tool here. Maybe a sphere or something like this. Let's just press here, polymesT. All right. Now here I will I will make this first one. This tiny hole is just a super easy stuff to do. So let's make a three d cylinder right. Now I will just remove the other side. We put this. I will click in the home icon. Now with my C modeler, I will just extrude loop complete loop here. I will just extrude it like this. Maybe we can make it a little bit inclinated maybe something like this could be. And now we have our first detail. Let's add some supporting loops to this. All right. Now, let's see. We can make these is like capsule shapes. Let's try to make them. All right. Let's see. I paint and other stuff here. And now here we can maybe we can try and use let me see what we got here. This one. All right. Oh. All I did. All right. Let's go to the tool that we have just created. And now I have selected this IMM primitive with our Gizmo active. If we click here in this bar on top of here. If we click in one of these forms, we can transform the tool into the mesh that we have created. Alright, I will just delete the other one. Now I will center my Gizmo into my model then create the home icon. Perfect. And now I will do the same stuff as we did before. Oh, st it, extrude. Look. All right. I've created one of the details. Maybe this can be a little bit more like that. All right. We'll just add another extrat around there. All right, perfect. Maybe we can also duplicate this and make it maybe longer. Maybe something like this can also be good. And maybe we could also duplicate this again and make it like this Naware version. I will just select here in the Y symmetry. Let's press here in local symmetry. And now I will just try to make the top part a little bit more round. Let's also select our X symmetry. And I will just reset the subs. Oh here. Perfect. All right. We have that. We got some stuff. I will duplicate this and make it narware also. Maybe some se like this. Select the X and Y symmetry and try to do the same thing here. Make that a little bit more rounder. Perfect. Now we can just remove those edge loops and place them again. All right. Let's see if we got more of those that we can use. All right. Alright, let's just use these ones for now. All right. Now, let's press B and click here in create Islled ultimsh. We have our floaters here. Now, we can start placing our floaters. Like, let's start placing these ones. All right. Let's see. Here. Let me put my cursor with dynamic here. Select this Cerco stuff and just place them where they should be maybe with control. Maybe a little bit molar. Maybe something like that should be good enough. All right. Around here also with control. Perfect. We can also do something. We could delete the inner part of this stuff. Just to avoid some weird stuff here. Let me try to select all of this without that. And I will just press the lead here. I think it should should not change anything. You can see here it looks the same. So let's try to do that, so we can avoid some stuff. Alright, let this here, I will just delete the inner up. Maybe with these ones, I will not do that. But let's see. Let me do again, the create Insert Multimsh. Let's go here and just place them again where they should be. All right. Perfect. Et's place our detail here also. Is maybe should be a little bit smaller. And then once we bake this stuff in our normal map, they will look like if they were sculpted there. All right. Perfect. We got those stuff there. Place. Let's use our capsule shapes. Maybe this one around here. Like this. Perfect. Here, also. Let's try to place it. All right. Around here. Let's see where else can place those stuff. Here in the stock. You can place maybe this bigger one like this. Alright. Et's place the ones that are here. There are three of them. Let's place them with the Nara one. Then we try to make this stuff parallel to this line, right? Now, I will just duplicate this three times around like this. All right. Let me move it. I think they are a little bit too thick. Let me go back again and try to make them a tiny bit narrower. Let me select my dynamic symmetry. And now with all our stuff without the symmetry, strike, make it a little bit more rounder the tips. Now I will do some mirror and weld in the C axis. Now here mirror and weld. Without the local symmetry. Perfect. Oh, right, here, Mr and weld. And now it's perfect. Alright. Now, what I will do will be select stuff, our detail and just move it to the side. Let me use here autogroups. That stuff is here in polygroups Autogroups. So let's press again around weld. And now let's just move our detail and duplicate it three times like it is maybe, perfect. A right. We got those there. Let's try to make these little ones here. Maybe here I will just select. Alright, let's see. Let me save the brush. Save as. So here, Roses. All right here insert weapon loaders. I am Perfect. Alright, now, I will maybe I've noticed something here. Completely. Its not This is not straight. Let's try to make it straight. For some reason. That stuff there is not straight. Why is that? Let's try to fix. Now, this should be straight. All right, let me delete this edge loop and place it again. Now this is working nicely. Now I will go back to my loader brush and try to play them around here maybe and place them there. I will split mask point here because I want this floater to be in its own tool. And now here I will just add an edge loop around the corner this corner here. I will mask this past the Gizmo on there and just bend it get the shape of that detail there. All right around here. Perfect. Now here, we can just put some supporting group to hold in place that corner right like this. All right. Maybe a little bit separate them. Predated. All right. Maybe something like this would be good. All right. And now let me move this just a tiny bit around here. A little bit smaller. Let's see, a little bit smaller with our local symmetry activated. Little bit smaller, like this. And now I will just duplicate it again we round here. Alright. Perfect. Let's see what else we can place here. Let me save again. Alright. Which else we can place? I think that's all the details with those stuff right now. Let's start making these bigger loaders that we will have to make them one by one, maybe all this stuff. Let's try with this first. All right. I see here, we don't have space for that stuff. We can maybe collect this and try to make it smother. Shorter, or not, maybe not. That would not be a nice idea. But we can do. We can get this stuff here, make it a little bit like this. We'll just move that to around here. Maybe we can also move this entire piece around here, maybe. I Or not. Maybe a bit. All right. These details should be around here. With half the space to put it. Didn't touch on that. All right, how we can solve this? Maybe we can move this to the side. Maybe something I'm saying this. Now it's to chars. All right, Let's see what we can do. Around here. All right. Let's try to make it. So we need one polygon to tweak. Right let's steal one polygon from this mesh. We just duplicate it. Select ply group, I will just click here. Then I will just select. Let me just place it. A new polygroup and just delete all the other polygroups. Now I will just make this polygon straight. All right, make these stuff. Perfect. Trying to make this stuff. Right. Perfect. All right. Let's just move it to the side. It's also mask this one. Maybe I can just let me just copy here this polyloop I mean, this polygon. I will just place it somewhere else like here. I can use this polygon to create the other floaters. All right. So let's mask this stuff here. We mask. Something around here. Also, let's try to make it motor. There is something like this here. Try to move this to the side. Make it motor something like that. Maybe not, maybe it's looking too bad. It should be around here. We'll just place it around here. And now this stuff, I will do some extra edge loop or mesh border. And we can create that detail. It's not looking good. I'll be more like this. I should be around here. But we have to make some stuff in order to make that piece. Make it right. Right? I'm just moving around some stuff. Just to make it fit because we got that detail there. Don't try to do it nicely. Alright. We'll also sell this stuff with something like this. And this stuff should be around here. But now I think this stuff is a little bit too short. All right. Let me make it a little bit bigger, maybe something more like this. And we can maybe try to push this stuff, just a tiny bit. Around there, let's put some porton the troops. All right, around here. Around. All right. Safe just in case hero crashed. It is behaving like that. I don't know. All right. We got that detail in place in of roughly. Alright. Let's do some mirror in the C axis. And then mirror and weld in also the C axis. All right. We will have to fill this part with something also. Now here we got this other detail. Let's try to make it. Just real quick. Here, I will just select we have this polygon. What is it? We just isolated here all right. L it's hidden. But it around here. Make it bigger. And also here in create insert mesh, I will just select my weapon floater, create insert mesh and click here in a pen Alright. And now I have that stuff there. I will save it. All right. Let's now use this polygon as a base to make the other ones. Here. Let's go here and just place it. Just try to make it. Right, that's possible. Play to Musket point. All right. Let's say it is straight, I think. Yeah, it is straight. All right. Is stuff deleted. Try to make. Again, the miran well here and the sea exist. But they are here. Mirror in the axis here mirror. Why just don't let me do my stuff. Now, it's working. It was because I had the local symmetry made reason. I mean, active. No. Sorry, my misspelling stuff. Alright, let's place this stuff around here. I will shrink it a tiny bit around here, maybe. Let me just delete the other part. All right. I will place an edge loop around here and just move this part down it down, something like that. All right. And now I will just extrude. Then the place it a nice way. This is not straight. But right now it is around here. Perfect. Now let's use our C modeler fruit mesh border to make this part here. And now I will just delete this one. Delete, I mean, here, delete, and I will just mask those ones and make them straight like this. I let's not make it like that. Let's use the slide brush here, the slide action and move it around here in place. Let's just slide it around here. Now, I will just try make them straight. Please. Let me drink this like that. Alright. Play some stuff here. All right. I'm seeing like that. Like that should be good enough. Let me put some creases. Comprising. Let me do some increase O. Let me put one look there just to see if that can hold shape. All right. Let me put a crease here with H look complete. All right. Perfect. Now we got that detail there. Let me do something. I will just delete all of these polygons because I want this part to be a little bit bigger. Where is it extrude mesh border around here, maybe. Maybe something like that. I Let's see, there is something like this. Yeah, I think that's nice. Perfect. It slide around here and around here, perpras. And we can add our stuff here. Our supporting edge loops. Perfect. Around here and around here and here, perfect. Now they are working nice. We need a little crease here. Better the shape there. All right. All right, I see. Here, maybe we have some stuff going on here. If we can add a floater just to represent kind of the hole that this is making here and do that. Let me just leg my closer brush here. We'll just place some polygon. Where's my stuff? All right here. All right. Let me just move it 180 degrees. Perfect. I will just make it smaller. Make it longer. I like this. Put it around here and just start moving it place. Let me extrude this Extrude edge around here. We move this down. Perfect. We'll just shoot again here. All right. Now, we'll just put it a here and just start putting feather stuff around here, maybe. All right. Let me do one last extrusion around here. Around here, maybe. Seem like this should be good. Perfect. Let's just make these parts straight. From here. All right. So now I will mask H L partial. And I will just move. Let me just quick save. Maybe we can inflate this. We can inflate that. Let me invert my mask, something like this. And we have created this illusion of bod there. Alright, let me just insert some supporting edge loops. Alright. Perfect. Round here. Now I will just increase all and there we go. We got that stuff placed. And now, what I would do will be a mirror and weld. The C axis, all right, without the local symmetry. I have just clicked first in mirror because this side is the mirror plane for the mirror or the mirror and weld work nicely. We just press mirror, then mirror and weld. Alright. Before adding these ones, let me just ask this part and move it. I leave it like that. I think that's better. All right, perfect. Me uncles. Alright. We got this. Let's see what else we can put in place. See here in the back, we can select our floater brush. Plate some stuff. A, split mask points. Perfect. A tiny bit. Now we can start working on this. Let's mask this part, make it kind of parallel to this line around here. Let me just make it flat. So this. Now, this part should be a little bit around here it can also be a little bit longer this more like this. I'm making this one here. Something more like that. Let me try to make this one. This line here, parallel to this one. Maybe something around here. I'll be good. All right. Let's extrude this in I mean, where is it? Meshaction extrude. Mesh border. Here, mesh border. Let me do something. I will deactiv the normal here, normal attraction. I will put this in no attraction here. All right. Maybe not that I like that, not that much. All right. I think this should work nicely. Put some porton ropes. All right. Maybe we can make that floater. A bit smaller with our local shipment reactivated. Around there. Also, I will make this floater and a bit more rounder and less sharp by just placing supporting edge loops a little bit far away from the corner increase all right. Something like that. All right. Let me mask this. And here's a slide slope complete. I'll try just to slide it a bit or like that. Increase all. Perfect. I think that's kind of nice. Maybe. I don't know. It doesn't like I doesn't like it. It's not deleting the stuff right here. I just want to delete those polygons. Now I will do another shrewd border to make this maybe something more like this. I think this will be good now. Alright. Oh, before doing that, I will just slide this like that maybe. Something more like this. All right. What is this. Let me just delete that. Alright. Perfect. Now I can place some stuff here. That's it better. Dave? Alright. Maybe a little bit smaller. All right. And now I need a little one there. I can just let again brush and just put it in place with something like this. All right. Is something like this here. I will do another another root mesh border here. But I don't want that to be trot there. All right. I will just pled it into its own tout. Just make it a tiny piece there. But it's really small. Let's make it. And if it's small and also I will remove. That increase all extrude mesh border. Is something like this should be good. Right to play some supporting troops. All right. Something like this would be good. Something like that. All right. Let's see which loaders we can place. All right. Let's try to make these ones. And also, we have this floater there. Let's make it real quick. Here, floater. Let's select this one. Just let's go to this subdue and just place it. Nicely there. All right. Perfect. When change, these flows are in the side. Make it a little bit more complex. Now, let's try to make this stuff here. What I will do here will be Oh. What I will do here, I will just place. What is happening here. M mask just in case my ro crashed is working here really weird now. I think the brush is bugged. Not working properly. But let me restart Crush. I have just restarted Rush, and now the brush is working nicely. Alright, let's read Musket point. We'll just color pick that color. Alright. And now let's try to make this detail here. That will be a nice one. Let's move it around here. All right. Let's select our lasso mask brush. Mask. Make it. Bigger like this with here a little bit smaller around here. And now I will just extrude mesh border. Make it something like this. I think this is maybe too big. Move it to the sides but bit. Let me remove the creases. Increase all right. And now I will just add some edge loops, protean edge loops here and here. All right. Here. All right. We got one there. A tiny bit molar. Put it just right on top. I'm seeing this maybe. All right. This one, it's the same stuff, but it. It's a bid All right. It's something like that there. Let's make it a tiny bit longer, maybe something more like this. Maybe not. Let me move this one here. All right. This other loader. Let me mask it. Move it around here. And this stuff here. We just move it around here. Perfect. Alright. Let me do some and wells in the axis. Perfect. I need another floater here. Let me use my floater brush. All right. To mask points. I will just put it, merge them. Again, later. Something more like these rums. Now here, I will just remove these supporting loops. I will add them later, but I will just remove them for now because I want this to move like this. I see something. Remove all of these. Maybe add one here, move it. Let me remove that. Move it around here maybe. Alright, move it around here. Maybe that I want to make this line parallel to this one. So I'm just doing this. Alright. So let's see. Extrude mesh border, Dave. Alright, I will just mask here. Plead mask point. Just try to make let me put the shoot mesh border in no attraction. All right here around here. Perfect. Let's add, again, the supporting edge loops. Perfect. All right. We got that there. This one should be a little bit more like this. Let me move. This one a tiny bit. All right. A little bit more like that. Something like this. Now let's do some extrude mesh border around here. All right, insert. Perfect. All right, there we go. Let me do something here. I'll just mask this here, slide so complete. Move it here in place. Increase all. All right. Perfect. Alright. We got that there. Let me make it. Bigger. Something more like that. Would be nice. All right. Let's see what so More we can add. There are a lot more videos that we can add. So let's see where our thus Alright let me try. Oh. Let's see try to add this one. This is like a capsule shape but cut in half. Let's try to add it. Scrum here. Maybe this take capsule. This one, and place it. Select this color. Alright. Let me just select this stuff. Put it hidden. All right. Now, I will just add We just add a cut here and delete the other hold. Yeah, we just delete this delete. Maybe we can make this a little bit like that, maybe more like this, and this can be move like that. Maybe not. Around here, maybe. All right. Let me add supporting atup here in the corner Perfet. I let me add some crease in that part. All right. Put it around here. Trying to align those. Perfect. We got that there. Let me move this floater around here. All right. Let's see. I also have noticed that we have this white part here on top, and we don't have made that. We haven't made that. Maybe I will do it in the next video. So I think we can leave this video here just for now. In the next video, we are going to continue put more floter and more stuff here. Make the finish high body, the one that we can bake. So see you in the next one. 14. 13 Adding More Floaters: All right, guys, so let's continue with this model. Let's see what else we can add in the details. All right. Let's see. Alright, I will add this tiny capsul detail there. All right, let me take my floater brush that we created in the previous video. So I will place this floater maybe around here. Can be All right. I have just reset the rotation. Let's see. All right, give me a second. But I don't think that that detail will be there. Let me see maybe a little bit. Upper. Let me just reset again my rotation in this piece. We'll just push it a tiny bit into the model. Like this. All right. Let's just place it maybe around here. All right. But this is not with symmetry. Let me do some mirror and wealth in the C axis here. Perfect. Now, it should be good. Perfect. Let's continue placing some more details. Alright, you can see you can see here. We got this little stuff here. Let's try to add to add it. All right. Let's go here. Perfect. Let's select this polygon shape. Selected, yeah, or not. Not selected, I think. Yeah, it's selected. Perfect. I will just use this, make it. Let me split must get coins. And now I will just put this in place around here maybe. Let me go here to geometry crease and increase all. All right. I have to fix that stuff in my brush. The polygon had crest has crises in the beginning here, it has some increases, and when we made the rush. I just took the creases, the model with the creases and it's a bit annoying. But let's continue. Alright let's make this a tiny bit smaller, maybe something like this. And now here I will just extrude mesh border. Maybe something like this should be good enough. I think so. Yeah. Let's select this color, applied it or let's add some supporting edge. All right. Perfect. One here and one here. All right. There we go. So meter and wealth in the C axis, without local symmetry. Perfect. All right. Let's active our symmetry in the C axis. All right. Let's go. Perfect. Everything good here. Maybe a tiny bit smaller. Now I will active my local symmetry. Maybe not a little bit more to this part. Be down here in this place should be in the best position for that piece. But here we got the stuff in the middle All right. I will do something here. All right. Let's see. Let's select this one. We just select this stuff. I added another polygon there. You will see what I will do. Al right, now with Q mesh, single poly, with this selected, let's just do this select everything again and again this stuff. Q mesh is a really awesome tool. It's really awesome to do stuff like this. All right. Let me select again this stuff. All right. I think one more time will be enough. All right, one more time here. And there we go. Let me just slide this edge here, a tiny bit. Here we go. We add some creases here and all this edge right. I will add more creases in these places. All right, here, here, here, here and here. Now we can delete this extra stuff there. Those extra E ops. All right, I will add more creases in this area. All right. Perfect. All right. So let's save. Let's see what else. All right. I'm just trying to add the simplest els first, and then I will start adding the most complicated ones. Let's try to add these ones that we have here. Let's start with this little one. That would be straightforward. Let's go here. Alright, let's get safe. Now I will get my my loader brush is like that. Let me do something. I will just slide this. This is weird. That should not be there. That is like that. All right. Let me just slide this oligon Alright. Now, let's go to our loader brush. We'll just add 11 oligon with musket points, all right. Now, that piece is something like them triangle. Maybe we can just mask this and move it with something like that. All right. And now here Let me move this a little bit more like that. Let's make. Not that big, something like this. I will try to make this line parallel to this one. And now, let me just select my last rush. Alright. I will make this to straight like this. Alright. This little one also right. I have these flips, I think. All right. It should be like this. We have some incination in this part. That in our model we don't have it. Let's try to add it. We just erase these troops and just add that incination there. Or something like this. Just a little bit. Now this part will be more like this maybe. All right. And this should be lower. All right. Something like that would be good. All right. I think that's nice. I will add again, my supporting troops. All right around here, these places. Perfect. A here also. Perfect. All right. A all right, I will make this triangle here a little bit bigger. Something like or maybe not that big actually. Lo something more like this. I will just try match this angle with this angle. All right at me. Mask the top part. Alright. A around here, I think that should be good enough, maybe. Now I will just do some extrude mesh porder All right. Food mesh border. And let's just place that detail here. Nice and quickly. Let's add some sportina chips. Here, quick. Right. Perfect. Here, here and here, right. There we go. Alright. We got a tiny stuff here. Let's try to add it. Right. Something's I will just here. I should complete. Let me do something All right. Maybe I can delete this one because I have noticed that we have a smooth transition here, and we got that a little bit too harp if something like this should go. I will just come here to add again those creases in these parts. All right here, I will just add another extra Edge around here. Perfect. Now I think that's kind of nice. Maybe we should get better the depo in this area. It's kind of messy. And also, we have a hole in this place. Let's just select this. Let's do some inset. Here, let's select this option standard. All right. Let's inset this a tiny bit. All right, I will just remove the creases from those areas here, maybe here also. These places. And now I will just extraute the inwards like this should be good. Let me try to make this flat more bright. I will light these ones. Alright, perfect. Let me do some Cris extrap complete. All right here also. Alright, let me do it by hand in this part. Perfect. Alright. Alright, there we go. I think that's nice. Let's see that we still don't have I still need something. That means something here. We'll just remove this crease. All right. Let me say like this, maybe. All right. Let's see. All right let me add now the detail, the tiny details here. All right, let's do it. I will select my stuff, place it, relate to musket point or right. I will just reset this rotation, rotate at 90 degrees here. Now I will do a mind weld in the C axis, something like this. Now let's remove the creases increase all there. Let me rotate it a tiny bit more, something like this. All right. Round here. All right. Let's mask this and try to make it a little bit narrower mask everything. Let's try to make it a little bit more like this. Here, I will make that a little bit more narrower. All right. Let me select this one, move it backwards. Or right now, I will just extrude I extrude edge here in this angle right. We got this. Now, what I'm going to do will be an inset angle boy. Because I want this edge root here. Less make All right, let me delete this lower one. I will add my gizmo. And now we safe just in case my zebras crashed. I had a few crushes today. I is annoying sometimes. I will just make that spart flat. Now I will delete this flylop we'll move this a little bit more like that. All right. Now here, I will extrude mesh border safe again. Stred mesh border. Something like this, maybe. All right, let me delete this polygon here. I make this one like this. Or right now, I will add few more to poten erops in these places. All right. Here, I would add maybe one supporting group here. That's too much around here. Perfect. All right. Let me add a few more supporting loops around here. All right, perfect. I will move this more inwards. More like this. All right. This way we can create the details fast and easy. All right. Now, let's do this one here. Let's go here. I think that I will just duplicate this mesh. Perfect. I will select the two and delete everything but this. All right. I will active my C imtryr. Let's use the Gizmo. Move this a little bit more like this. Alright. Let me place this stuff here. Around there should be good. Now, I will just select these middle ones and delete everything but this Alright. Now I will just mask this lower one, align my gizmo. Something like this should be good. And now I will root mesh border. Something like this should be good. I know. All right. Let me move it in place around here. Maybe this should be a little bit lower. All right. Maybe that's too much. Something like this, I will delete the ones. Delete me align again my dismo. Mask this lower one here, just make it flat. All right. Let's add some supporting edge loops around these areas. Perfect. All right. Let me delete all my creases. All right. Around here, maybe. I should be let me add crease in this area. Perfect. Or maybe not. Thing like that should be good enough. Alright, we have added that detail there. But I think this is too wide. Let's mask this portion here. And now let's make it ar. Maybe something more like this. Or maybe something like that. All right. There we go. We got a detail there. All right, what else we can add. Save. We can try to add this detail here. This one, try to do it. Let's go here. Our stuff here, our brush between musket points. Let's select our polygon. All right. Let me make this one here pointing. Something like this, maybe not that much more like this. Ithing around here maybe should be good. Takes a bit longer. A bit longer like that. All right. Let me increase all perfect. Now, here in this place, we can inset you see, we can insert like this. I will add here insert multi group, and polygrupT more like this. Now here in mask, I will just mask polyup invert the mask, move it like this. Maybe we could make this insect a tiny bit more thick like this. Let's add the etopes mask here, invert and make it more like this. All right. Safe again. Alright, I will mask this stuff a complete. Alright, inflate. We'll do something. All right. I will inflate here. It's a tiny bit. Maybe something like this should be good. I will add a middle edge look here like this, right, something like this. I will mask this middle one move to create some sort of roundness there. And maybe we could delete these ones. All right. Now, let me use dynamic my dynamic symmetry, and I will add here. I will add single up here. I have activated my dynamic symmetry. You can see heat. You can see it here. But this option is only available in the 2025 version, or in my pronunciation. It's a little bit late in the night, my brain is not working very well. Very sorry for that. Right. We have make our stuff here. Strike to mask the inner part, inflate it a tiny bit save again if I'm saving too much. All right. Here mask, gmpleteE look complete here. Perfect. Anything around here maybe should be good. Right now, I will insert my edge loop. Around these places. And now we got that piece here. Nicely done. Could make this part a little bit thicker. Let me mask this. Maybe here, we can do this. What I did here was just press out and then dig here a drag and make it scale like that in just one axis. I think this should be good enough. We'll add two more loops on here and there we go. We have that detail there. Nicely done. Perfect. Fats. Let's try to make it bigger. All right. A bit smaller. Thing like this. I still feel that this stuff here. Let me add two more pen loops here. The one here and another one in this place. Alright, I think that should be good enough for us here. Right. I think that's nice. Let's save. Alright. What else we need to do? We need to add these bolls here. We got those bolls we need to add those bolts right. And now we need to make this piece here that I forgot to make this white piece and also add this little stuff around here. And also make this stuff and add some floater represent this itail here. A some stuff here and this one. Right here, I will do some mirror and weld without our local symmetry here in the C axis, all right? Mirror and weld. Perfect. All right. Let's do some dynamic subdivisions here. Here also right. All right. I need to improve maybe the detail in this side of the weapon because here, it's nice, but here we need to improve it because we have this, like, big pace here that we can add some stuff. Alright, let's see. Want stuff we could add first? Think that I will make or we have I zeros by default, a brush that has some similar shape. Let me find it. Let me try to find it. Maybe is IM IM Where is it? I can't find it here. No. Not that shape. I not that. Let's see. Here. No. Here is it. Not this one. Let me just pause, and then I will try to find that brush. All right, the brush is this one. IMM model kit here. You can find like this exact shape around here. You can see it circular one. You can see it here in action. Basically the same shape we have here. So let's start placing our stuff. All right. Let's let my loader brush with this thick absuul shape. Let's go here. Let me drag a white big absu shape here. Maybe not that big, something like this. Al right now, I will just place it around here. All right. I will now add a middle edge look there. Let me align this shape better. Alright. Something more like something more like this. Now with my select lasso, I will just remove the other part. And now, let me add supporting edge loop here. All right. Now here with our IMM model kit, I will add this tiny bolt here and there we go. It should be a little bit reddish. Maybe something like this. Here, I bit reddish. Little bit lighter. So maybe with this gray Alright. We got that bolt there. Let me just rotate it. More like this or right. Let's do some miter well in the C axis. All right. We got that stuff there. Now, let's try to add more of those tiny details. Those tiny bolds, here, here we got another one. This is a tiny one. Why more like this around here here at the corner. I mean just move this a tiny bit more like this. All right. Let me go here. Right. Now we got a quite different bold, I think. Yeah, this has some hole in the middle. But we got something similar here. We can use this buzzer one. Let's see it. It has like some hole in the middle. Let's just place it. All right. Let me active my local subtry here. Just make it small around here. All right. All right. I have noticed something. Is that Let me just split those. Let me remove this middle one. All right, let's see. We need to make some bevlin in this part. Something like this. All right. I will add few more supporting troops around there. All right. Let's see. Something like this. All right. I should work maybe. Let me add a trees around here. Maybe not like that. Let's just add crises around here. Perfect. And here we got something like this. Let me add another supporting edge loop here. All right. Maybe something like that. And now let's add that fortunate chip in that place. All right. Safe. Real quick. All right. We got those stuff placed. We still need to make this piece here. All right, let me think a little bit, how we're going to make it? Let's just replace this loader here. Something like that. Let me reset rotations. All right. But just happened. All right. All right. Do something, we must get points. G here. We'll just select this one. They're hidden. All right, ftated 90 degrees like this, place it. All right. Let's just place it. Around here should be good. Get a little bit. Big, mask this one. Mask and shrink it a little bit more like this. All right. I with the middle one also. A bit. All right. Now I will do some round wells in the C axis without the local symmetry around here. Perfect. Nice. And now we can add this shape here, this cylinder shape around there. With this grayish color, let's make it a little bit smaller and just put it in place. Right. Let me make a bone. Something like this insert some supporting gg ropes. All right. So supporting edge up around here, here and here. Perfect. Now I will just took me and well dish to the other side, and there we go our stuff there. Perfect. We are getting the details right We This stuff here should be a little bit more inclinated. Let me just let those supporting edge loops. Try to make this line parallel to this one. Around here maybe. I maybe a little bit more like that. I think so. That's a tiny bit more like this. Right. Perspect There we go. We saved. I forgot to add this shape around here, try to do it. I around here. Let's select our loader brush. Let's select the polygon, lid, like this. Set the stuff, increase all, all right. Perfect. Now let's try to do this shape. All right. Let's see what we can do here. All right. Let's see. Let's just put this here. Make it. It's a bit more like this, maybe. Mask this, move it more like that. I will add another edge, and now I will extrude this one through the edge. All right, let me just mask this one. Now I will align and make it flat these edges. I will at this one, move it backwards. All right, we just move it in place around here. Just mask this one. Maybe more like this. Let me slide this edge. Seem more like that. Put this down maybe. Now, I will try make this one right. Now, let's stroud mesh border. I think that's too big. Let's just squash it and make it a little bit smaller. Extrude mesh border. Something like this should be good enough. Alright. Alright, let's add some supporting troops. All right around here. Perfect. All right there we go. All right. Perfect. This piece here also neat. Let me just separate this one plt. Here we need to make some beveling if this one want to work. All right, but not so good. We just leave it like this for now. Let me see what details are missing. All right. With safe it quick. All right, let's try to add this line real quick here. All right. You need that line there, we can make it. Let's see. What is that? What is this? A let me just fix that real quick. Teach this to here, and I will slide this one to here. Let me use my loader brush. Put it here, lead. All right. Let's select this. Alright perfect. Move it here around here, all right, nice. Now, I will just make it bigger. All right. Or right around here. Maybe something more like this. We match this little one it, move it. I will just extrude an edge here, edge. Something like this. And now we just move it like that. And now I will just try to make this thing Right. Let's just make it straight. Or right. Right here. I'm like this. Perfect. I will just move it here. I will mask this with my lazo. Is all right. Perfect. Let's just move it. Something like this. Now I will just extrude it down like this. All right. Let me just aligning the ism. All right. We Diselect this. Diselected right now. Let's do. Something like this All right. Less Me this Well it down. Something like this. Perfect. Do the same stuff here. Let's just put it in place. And this also will go around here. Let's just mask this. But it's here. Let me try to make this flat again. All right. I would select this move it more like that. This will be easier to do if we use blender. But let's just stay with this since we don't really need blender just for now. Increase O. Insert. And now I will mask this inner polygon, and now I will invert that mask. And now I will do some inflation here. Let me quick save this stuff. Alright, let's do some inflate here. Let me invert the mask. All right. Something like this. There we go. Let me apply the color. And now I will just add some support in a troop. Let me put this and do nothing. All right. Around here. Perfect. Let me add a few edge loops here. All right. Let's add another edge loop. Around these places. We'll do the same here. I There we go. We got that line there. Nicely done. All right. I think we can leave the video here. In the next period, we're going to continue finding more details and adding more stuff. Maybe we will make this white part. Maybe the details from this part here. So are you there? 15. 14 Finishing Floaters Details: Alright, guys, so let's continue with this model. So what we need to do is just to keep adding the rest of the details. Let's see. We need to maybe start working on these ditils in this part, making this white stuff, and also try to fill the side of the model with some details. I have kind of an idea here just draw some basic shapes. I think that could work maybe. So let's do this stuff. We'll start first with this part here. So let's do it. All right. Alright. So I will just select this floater here. I will now separate this one from the other one, split hidden, all right. Now, here, I will just let's see. Let me move the supporting loop. Let me make this piece a little bit longer. We'll just mask this around here. Make it a little bit longer. All right. Let's try to see if we can do some round wealth in the C. I mean, in the X axis design with local symmetry. No. Maybe let's try to do it with dynamic symmetry. All right. There we go. I just activated my dynamic symmetry and did the mihran weld. This will do the Mheran weld in the position where you have your gismo, you can see, all right. Now I will just remove this rise in the middle. All right. Perfect. Let's see, maybe we can add a little bit some poten loops around this area. It has some creases. Let me remove those creases. Here, creases, increase O. Perfect. It's also crest crest here increase O. Maybe with the creases, let me put this into maybe maybe one let's leave it in two here. Perfect. We'll do the same thing here. We'll put this in two. And now I will just add the freeze that was there around here. Perfect. Now we got that each there. Now, let's try to add another one. Let me duplicate this one. All right. Right, I have this. And now I will select, I mean, I will add another edge loop. Around. Let's just bebble this. I will just bubble it. Let's pebble this stuff. And also, I will split the sket points. Be Alright let's add a middle edge loop with multi edge loop and polygroup just add one. Now I will mask this split or maybe not split. Let's just delete the middle one. All right. Deleteren. I will just mask the other side. All right. And now here with this, let's do some mirror in the Y axis. All right. Here we got our stuff. Now we can just bring it up around here. All right. Put it in place. Maybe with control. Or maybe not. What I did? Oh, let's just put it in place here. I'll be good enough. Alright, you can see it here. And now I will just start bridging these atoms. All right. Go here. Where is my bridge. All right, breach. Bridge, bridge, more bridge. Let's me save real quick. I really save this here and here and here. And now I will remove those edges. All right. And now, there we go. We got some design there. All right. We got some design there. Perfect. Now it's not too empty. We got some stuff. Maybe I will merge this one down. So these both loader are in the same soup too. We just move it to the is a little bit. All right. And that's kind of good. Yeah. Right. So let's try to make now this wide part. All right. So that part. That part will be like um Let's see. Maybe we can get let me just duplicate this out. And now I will just select these polygons. Let me remove the local symmetry. Now I will just try select those edge loops. Polygroup here. All right. These faces, also these ones, I will just make them a different polygrup All right. Now we've got this. We'll just select this. Let's do some mirror wells in the C axis. So we got these two. Off here, delete hidden. Now I will's quick safe real quick. Alright. We can inflate. Maybe I will just remove oh. I will just remove the edges mirror and weld. Now I will just inflate this a tiny bit. Now I will just move this down maybe and try to make this straight with a clip brush around here and here, perfect. Alright. Let me active my local symmetry. I will add a single edge up around here. And this maybe I can mask it and control. With the Gizmo, pressing control moving the Gizmo. We can shoot it like this. Really nice and quick. All right. Is pretty nice. All right. Let me put this in double. Let me extrude an edge here. Extrude here, edge. Let me just put this into nothing. Extrude an edge. All right. I We need some thickness in this area. Let me just slide. This. Maybe we could do this type of filling. All right. Maybe not. Alright. Let me see something here. Maybe I cannot. So edge loop here. Maybe a few more Maybe not. I don't see that would be nice. Let's see. I'm just experimenting right now. Alright. Let me just select my Q mesh. I just Q mesh this down. Now it's not working. Alright. Let's go back to this. I will just put this in some white Now I will just extrude a troop. Something like this. Right? Let's make all of these parts lot. Perfect. All right. I All right. Now what I will do. I will just reach these two. Sometimes zeros is very annoying for polymodlling, I know. Right? Let's extrude this one. Let me mask this and make it at I All right. Let's say maybe we'll delete this one. Let me extrude again in words. Something like Oh, let me select this. Let me do it with the tablet. Or write something like this, maybe. Oh. Nothing. All right. If something like that, should be good. Perfect. We are getting something. I will just bridge this pace this edge with that edge. Now, let me extrude at one more time. All right. I will bridge these two also. Bridge this one with that one. Bridge these ones, and this one this one. And there we go. I will just add some breezes. All right. Perfect. Let me just let me do some casings o, and there we go. Here, I will just put some supposing loop around here, maybe, maybe here also. But there is something That piece here for some reason, is not flat. Let's just select this and make it flat. Like this. All right. There we go. I will add more supporting edge loops around here and here on top here and maybe one here, perfect. Maybe that's too much. Also, we need some babbling. Let me remove the supporting syrup. I add it and let's bubble like this. I just want to bubble this area. Maybe let's do it by hand of the group. We select all of these mask right food. Scale down like this or maybe not. Let's do it in this way with inflate here. Let's just inflate this inwards. And now let's scale and make this art flat like this. I will just slide these points. All right. Around here, maybe. Perfect. There we go. We have a bebo. Let me remove this edge loop. All right. I will add a crease here. And All right. Let me see why that part is behaving like that. All right, we got something. Let me add some supporting tops. We're not that near the corner. Something more like this. Alright We got something here. If we remove the creasing here, maybe. Maybe not. I will just make these points here a tiny bit longer around here. And also the stuff, I will just put it around here. Let me take all of these and move it in place. Let's do the same thing for these two ones and move those in place and make them straight. All right. Or maybe not. All right, we can leave that part like this. All right. Hey, what we can do here instead of doing that, we can just extrude a tiny piece here. Mask, inverted mask. Now let's use our Gizmo to extrude a tiny edge there. Let me remove this grease. All right. Let me add more creases here. Without that crease, all right, removing unwanted crises. All right, there we go. I will do some ron weld in the C axis without local symmetry. All right. Perfect. There we go. Now let me go back to my to this white part, I will move the emo here and with local symmetry, I will just scale it to try to match this angle. This line with this lower one, something like this would be good. Now I think that's good. But these part maybe would be flat also. Maybe. All right. Let me do something. Maybe we could select all of these pass and extrude one piece more, something like this, a tiny bit. Let me do increase or not. Um. Let me increase this edge All right. Just creasing those edges. Perfect. All right. There we go. More creasing around here and maybe in this place, too. All right. And now here, there is one capsule shape that we can add with our loader. But let me do something quick. Real real quick. There should be this pebble, I mean, this floater detail around here. Let me do it quick with our symmetry. I'm just pushing away tiny bit this detail. Seem like that should be good enough. And now I will just add that capsule shape there. Let me open my brush. All right, let me do it real quick. All right brushes, my floater brush. Let me save And now we just add that capsule shape there. Maybe with this Nar wear one, maybe something like this should be good. Here and now what I'm going to do is to do some split sket points or right here. Now, let's select our floater. Now, with the slice curve brush, let's just slice it around here. This slice brush will create netge loop where the curve is you can see it here in action. So I have just slice my curve. I mean, my floater just to have this line here matching the low one and to be able to delete this lower piece. Now, what I'm going to do will be to add a supporting edge loop around here. All right, there we go. All right. Maybe, let's just push this down a tiny bit. All right, perfect. And there we go with a Dido. Perfect. All right. Maybe let's start working here with these parts from here. All right, let's try to make this one. This looks like this is coming here and then doing something like this. That's why I'm in here. I will just try to do this sacked shape this sacked shape here. That's what I will try to do. So let's do it. All right. Let me go to my flip here. Since we are making the weapon in this angle because this is the core the correct view for this weapon because you can see it here, we can read what is here and in the other one in the original version is flipped. So here is in this side. So let's see what we can do here. Maybe that could be Yeah, that could be a floater, too. Yeah, let's do it. For this one, I will just maybe like this. Move it, it musket point, go here. Poly cube. Make this bigger. I just want one single polygon. No more nor less. All right. All right, let's go here. Put it in place. Perfect around here. And now, what I'm going to do will be some inset, something like this. I will delete this part. I will just mask that, move the gizmo here, and make this flat. Now I will delete the middle one and extrude all polygons in here. Now I will just add some supporting at troops around this area. Let me do some crises. Maybe something like this should be good. I think so. Maybe. Maybe we could make this screen art. Any bit bigger. Let me mask this piece here. Maybe we could do this. All right around here. Now I will do the same thing inside part. All right. But I just want this piece, this part to be let down. Empty like this. All right. So it will bake better. All right. Let's make it a little bit less pronounced. There we go. Maybe now Let's see. Let me add the whole that this half here. I will just do it with geometry. That will not be a bit of a deal. All right, let me just select these pieces. All right. Let me do something real quick. Perfect. I'll just make this la here. Also here. Invert the mask. We'll do the same thing in the middle here. All right. Now, I will just extrude this inwards. Extrude. Let's just change the poly to single poly. Let's extrude this inwards around here, and I will do some beveling in the inner part maybe. I Or let me do some inset with standard here. All right. And now I will delete this edge because I want some bubble here. Let's do some creases, rip complete. All right, remove the middle one. Crease perfect. Now we have that stuff there. Alright. We're getting some details. Add the floaters. Let me just move this a little bit side. Little bit like this. Now, here, we'll just maybe add let me see what I have here. We can add some floater, like this, maybe. You think so. But that would not be too noticeable. I think we could create another loader. Like some that looks like a capsule shape. All right. I will just use a capsule shape. Let me try this one. All right. Make something like the around here. Perfect. And that should be good. All right. We got that piece there. Now, I think the only thing that's left to do will be this tiny stuff. Also, I just forgot about this little hole here. Is shiny stuff here. Let's do those. Let's start first with this one. I will just duplicate soup too. Now with the C symmetry here, let's do on mihran weld in the C axis around here. Perfect. I will just put two edge loops around here. Let me save. Real quick. I will just put another edge loop around there, which selects this masket select the other pieces. And we invert the selection and delete hidden. Now what I'm going to do will be extrude mesh border and do some extrusions like this. That will be good enough, maybe. Now we'll insert some porting gobes to hold the shape. All right. Perfect. There we go. Maybe a tiny bit smaller. All right. I'm like this. All right. Let me just align my gizmo. All right, and try to make this a little bit. A little bit longer, right? Maybe not. Let's push it in. I like this, maybe. All right. Maybe not that much. Something like that should be good enough. And now, what I'm going to do will be to make this shiny stuff here. All right. Let's do it. I will use my floater brush. Let me say real quick. Let's use our floater brush here. We just track a polygon split musket point, select this polygon here. All right, let's make all the edges flat as possible here also. Et's make it flat here on top. Also flat. Is part here, flat and straight. And this part here also. Flat and straight. I don't think it is too flat. A right now, there we go. Now, let's put our gizmo in the middle. Squash it like this. Drink it. Perfect. And now here and here, maybe. I will just mask the upper part and move it like this. Alright. Now I will just extrude mesh border. Shrewd mesh border. All right. There we go. I will delete all the creases and add supporting troops around here to these places, here and here. Also, I will just add a bit of a shiny color there for better visualization. In this part, we just mask this and select this kind of brighter blue. All right. There we go. Let me go back all right and apply this right effect, there we go. Let me push it a little bit in or maybe not that much. Well it down. Here, we need three of those, and we make it a little bit smaller. Right, and three. Let me just do this. Alright, let's do something here. This is just a technique. I will show you. If we press Control, then drag our Gizmo, and then we release the control bottom, we can create a series like we will duplicate this object in the same space in a row. You will see it here. If I just extrude this and then release my control bottom, you will see that it will make it with even spacing. So I'm going to do here. We just. All right, let me just delete this other stuff. All right. And there we go. We've got our bright bright stuff there. Let me see if there is something more to do here in this piece. That is one. Maybe we could remove those supporting edge loops or maybe not. All right. But here, sly, I need a supporting edge. All right. Here also. All right. Let me do something real quick. I will use my dam standard brush to make some creasing. Alright perfect. And now let me do something real quick. I'm just saving this. I will add one I slop there. I will duplicate this. I mean, duplicate no, I will just subdivide this, sorry, divide this a little bit and make this X kind shape, duplicate it again. Let's see if this goes nice. One more time All right. And here. There we go. Let's try to do it again. Out here. Oh, around. Here around here, maybe. Around here also. Now there we go. We got that stuff there. And I think that there is nothing left to do. Maybe we could make this part here. Tiny bit bigger. Let me just this just in case. Inflate this tip part, a tiny bit, something like this. Maybe we could also with hot standard carve a little bit in Alright. Let me put some of these. Maybe a little bit brighter. Color. Pair with just the polypintRal quick. All right. Perfect. Let me just do a mask. Here, fill with this. All right. There we go. So I think there is not more stuff to do here. We got all the pieces. I think so. Yeah. So I will leave the video here. In the next video, let's see what we can do. Maybe I will just import these to Blinder and do some twigs there, maybe. I'll see you in the next video. 16. 15 Doing Tweaks Inside Blender And Preparing The Model For Retopology: Alright, guys, in this video, we're going to continue with this model. What I'm going to do now will be to import the model to blender to do some twigs that I want to do there. And then I will get this back here to Xerox to apply the subdivisions and then export the final high poly and then do the low poly inside blender. Alright, so let's start. So first, before exporting this model, let's put here in the two panel. You can find it here also, here. Let's go down in export. Let's put some ten that will be the real world scale, right? Ten. Perfect. Now let's go here to see plugin and then we're going to export here in visible here, visible. Then we're going to click here Export. And then that FBX, we are going to import it back in Blender. So I will export it and I will import it in Blender, so I will pause and I will do that and I will get back to you. Right now that we are here in blender, there are some stuff that I want to do in this model. Like, for example, this piece, this is not a perfect circle. So what I going to do here will be with this atom loop tools, you can activate it here in preferences, atoms. Let's write loop tools. You can find it here. You just press this checker box here. And now, with this atom that comes with lender, we're going to make these circles to perfect circles that at that is not right now in ebrush. I wish it was, but it's not. So let's do it. Let's select the circle loops, all the circle loops here. Perfect. All right. Now, let's select these ones. All right. Let me see. We have everything selected. Let's go to the other side. Let's do the same thing here, select everything, everything here. All right. Now, let's just press this circle here, and you will see that if we press that, our model now is a perfect circle. If we subdivide this, you will see that this now is a perfect circle. Alright. But I will not subdivide this inside blender for now because the rises here in blender works a tiny bit different from irs. I like better the result I get with subdivision with crises inside Crush than in blender because here we get some, like, the super super harp edges that I don't really like. So I will do the subdivisions inside Rush. So we did this here. Now let's go here. This is other place that we don't have in a perfect circle. I will delete this side. Now I will add a mirror. Let's add a mirror right in the C axis, all right perfect. Now let's go here. I will select this circle tube right here too, all the circle ub. Perfect. And now I will press here circle. You can see it here. I just forgot this edge. Now it's working, let me delete these two edge loops. All right. I just press X and then dissolve edges. All right. Now let me do some inset here. Let's just select those pass and press Y. You can have these insets. Let me just do some real quick here. Something real quick. All right. Perfect. Now I will just bring back those supporting loops. With Control R, you can face those loops. All right. Now, if we subdivide this can surface, you can see that we have now a perfect circle there. All right. Let me see what else I need to do. Maybe we can have a floater here this area. You can see that there is a line in this piece. I will just do it real quick. We are inside blender, that will be super straightforward. All right. Let me just duplicate this. Maybe maybe, yeah. Alright. Let me go here. All right. Oh, let me. Oh, yes. Perfect. We'll add. I just press this slash button to isolate the model. Alright. Now let's add an Edgube I would bel this Edge tube. Perfect. Let me delete this part here, X phases. Now, let's select this with L and then delete those. I will delete these two phases. And now these ones, and here I will just press out to scale it along the normals. And in this way, we can have Oh, let's see. Maybe maybe not like that. Let's see. Let's just press S, normal S here. Perfect. I will move this little bit in the X axis, something like this. Let me add maybe two more drops here. So supporting drops or write perfect. We got that stuff. And now here in this part, we have kind of indentation here that we can maybe do All right. Let me see division modifier. I want to see how this behaves. You can see the subdivision modifier modifier here with the creases makes the corners too sharp. I don't really like that look. I like more these kind of tough transition that we got here in brus All right. So we can add that stuff with a floater. We'll just select this E selection. We got this tiny piece here. Now I will do some scale here in the Y axis. And then let's just select in the border and then do an extrusion by pressing E here. Let's see. All right. Let's now press and then S and Y here. All right. And now let's bring this up, something like this, maybe. Maybe, do this. You have it in the middle. I will make this molar, something like this, maybe. All right. Now I will add some supporting troops. All right, perfect. One here and one here. Let me make this a little bit smaller. Perfect. All right. I think that was the only thing that I needed to do some twigs here. Maybe we can get these ones to do. Let me see how this behave. No, it's not behaving right. So right. Let's just leave that part like this for now. And I don't find anything more that maybe we can do here inside Blender for these parts. Alright, now that we did some twigs here inside Blender, I will import this back to Cbrush. Let's select everything, go here, file, export FBX, and then let's just exported, like maybe weapon import. Let's see. Now here, let's press here selected objects, apply transform, the select animation, atlas phones also, and apply modifiers. Now let's just export the FBX. Now, let's go back here to Cebush. Let's go to Zip login and then click here in Import. Now, you can see that we have the weapon re import here. So I will just select this and press open. It will import the model in another tool, but we can copy the objects and place it in the other tool because for some reason, Cyrus doesn't import the crises, so I will just copy the models that I have made some twigs just to save time because I don't want to do the crises in the entire model again. So we did some changes here in this piece. I will select that object. Now I will go here in the tool panel, click here in copy. Let's go here. And now I will just press paste. And you can see that our model here is in the exact same spot as the other one. All right. Let's do the same thing with the other piece here. I forgot to apply the modifier, the mirror modifier for this piece. So let's do it real quick. Let's do some mirror and weld in the C axis here. All right. Perfect. Now, I will just copy this, go here, and paste this. Let me do some folder. New pieces maybe. Is a random name because I just want to identify these models. All right. Now, let's copy the floaters that we have made taste all right. Perfect. Let's go back. Here, let's select this one, go back here, and then paste. All right. Now, I will just delete the old models. But before that, I will do some quick save just in case we messed up the but we won't mess up the things. So let's select the previous models, the old ones, and then press here in the lead. Okay, and here. Okay. Now I will bring back the new models. And now what I will do will be to add the rises back. Let's go here creases. Let's do some creasing with the tolerance in 45, maybe 45 here, perfect. The crease label will be in two. The dynamics of division will be in four. Now let's click here, click. All right. And now we got these perfect circles there. All right. Perfect. Maybe we can add a edge loop here, maybe, let's see. Yeah. All right. Let's do the same thing here with this lower one. I will press. I will put the C tolerance in 45, this into, and the smooth subdivision in four, let's press crease and here we have our stuff perfectly crest. All right. Let me just remove these unwanted creases real quick. All right. All right, so we have our stuff in a perfect circle this stuff also. And now I think that we are ready to apply the dynamic subdivisions and make the final high poly. So let's do it. Let me save first. All right. Now that we have saved, let's put the dynamic subdivision in all the tools here. I think this should be a tiny bit less sharp, maybe. This is too sharp. But this is already in one. Is this too sharp. Maybe it's for this to port in edge loop here. Let me just put it around here. I don't want that piece to be that sharp. Remove these ones. All right. Perfect. Something like this, I think that's maybe kind of nice. All right. Now, let's put the dynamic subdivision in all the pieces. I think everything has dynamic subdivisions. Let me see here this also perfect. Everything has the dynamic subdivisions applied, all right. So to convert the dynamic subdivision in real subdivisions, let's go here. Turn up, I will save just in case. Sorry, but I have to save for my brain safety. Alright, let's go here to see plugin. Let's go here to clean Tool utility. And then here, you will find this option dine SD to subdivisions. This means dynamic subdivision to real subdivision. So instead of pressing this bottom, let's press this one DSO. This will make all the dynamic sub division in the visible subtols that will convert them into real subdivision. So let's do it. Let's click here. This maybe will take a tiny bit, not too much, but I will pause what is to finish. All right now, everything have its real subdivisions. You can see it here. We can even do some sculpture, do some sculpt. I don't think that we need to do sculpt because they are not any detail like that here. Oh, I find it that we got a tiny floater here. I didn't notice that. Alright. Let's add it. Lo quick. All right. Let's add it real quick. Maybe I can duplicate this one. Let me duplicate this subto. I will delete the higher subdivisions. I will delete this one, all right. We'll move it perfect. We'll rotate at 90 degrees. Make it smaller, move it here. Maybe. Maybe something like this should be good enough. Maybe something like this, perfect. Let me remove all the extra agrobes. Here and here, now I will delete these two tubes. I mean, faces. Let's mask all of these. And let's just make this plot like this. And there we go. I will mask the inner part here. Just try to align back this stuff here, and there we go we got that tiny detail there. All right. Let me make it something more like this. All right. Let's see. Do something quick. I will add some potenahps. All right, person. Less B color. There we go. I will do some viral wealth in the C axis. Here. Perfect. We have it in the other side. Now I will just add the real subdivision by hand. Alright, now we got this. We got this. Now we can export our high poly to blender. And after that, we can export the lowest subdivision version of this model and from there, start working on the low poly. So let's export this high version this high poly version. Let's press here to ensure that we have the highest subdivision for all the subtols all right. Now, what I'm going to do will be to export this back here, export, import. Let's export this right. So here, it will be weapon high, hoy, all right. Um, let me put some stuff up in my set maybe. Alright, I will just export that. This will take a tiny bit because this is 4 million polygons. So let's wait. All right, our high poly has been exported. So let's press here in all lo to get the lowest subdivision of our model. And then we will do the same process. Export here. Let's change the name to low colon. Low poly here. Perfect, and then press here in export. So this will export the stuff real quick. So I will pause Anyways. Oh, this is already exported. So let's go back to blender. I will maybe just pave the in and has another copy here. We go here. All right. Let me see. Weapon Wi maybe. I think I wrote it wrong, but I don't care. Now I will just do another file. We'll delete all of these, go here. Let me first create two collections here. I will click I will put the name of one has i poly. Now I will we click here and select this red one, or you can select any of these. This is just for better visualization. Let's go here and press and ride maybe low body. And now, this one, I will select this greenish color there. Now I will import all my stuff. Let's import the high body All right. This will take a tiny bit. Import. Since it's around 4 million ***** let me pause. Oh, I didn't pause. Alright, we got our stuff here. Perfect. Let me just see if there is everything. If everything is fine, we will have to do some twigs. This is too too close to the mesh. All right. Everything else is good. All right. Perfect. We did a dynamic subdivision for this one. Let's see what the subdivision surface give us. I kind don't like this. Let me here do some quick stuff. All right. Let me see if we had weighted normals. It's shading a bit better. I still don't like the way this is subdivided here. So I just deleted it. And here in ebrush I will apply the subdivisions here. Right? Four times maybe or right. Before doing that, let me add some weak edge loops here to have more stuff to work with. Although this is really mess and messed up. This edge flow is a bit wonky. That won't affect too much. I will just leave it like that. Alright, let's just subdivide this a little bit, maybe another one. Alright. I think this will be good enough. Let's go here, plugin. This time, we click here and selected sport. Weapon In inner middle poly. Hi poly here. All right. Let's press here. And now let's go back to blender. Let's wait for this to save and export our stuff. Meanwhile. Meanwhile, let's go back here to blender. Oh, we got some stuff we're here. We have to export again this model. We got some weird distortions here. Maybe that's because we didn't we didn't apply decreases there or for some reason, decreases go away. I will fix that in a minute. All right. Let me see if we got any of that in another place. I forgot here to apply also subdivisions. Alright. What I will do will be to fix all of these problems, and then I will export again the entire hi ply to blender. Because I don't want to export a lot of things separated. So, let's do this stuff here. All right. We are here. If we do some dynamic subdivision, I have just control C all the way to the beginning. All right. These places doesn't have creases. Let's at the symmetry in the C axis, all right. Let's add those creases there. For some reason, these creases go away. I don't know why, but it did. Alright. Let's see here. We got some weird stuff there. So for this to fix that, I will just press meter and well in the C axis. All right. Now we got that fix. Let's go here also and add a few more rises in this area. Here, also. All right, let me find if there is any other spot that has that Oh, here we need to add some creases also. Perfect the scene. I think that's fix. All right. Apply the subdivisions in round, something like that. Alright. I think that's perfect. Here we need to apply the subdivisions to apply perfect. And now I will just export everything and import it back to blender. So this will take a while I will pause, and then I will get back to you there. Alright, I have exported again my high poly. I will import it back to blender. Let's click here in high poly before importing the stuff here, import Px. And now let's import our hi Body. Let me pause real quick. And now we got our high poly here inside blender. You can see here that we have these pieces in our high polyfolder. So now, let me just look around if there any other spot that we miss for some reason. All right. I think that would be all Alright, so let's import our low poly unquote because we need to do some more work on that low poly to be a real usable low poly. So I will just import the lowest subdivision version of the model for now, right here, and there we go. We got the lowest subdivision version. So I will leave the video here. In the next video, we are going to start optimizing this low poly, this low poly to make it a final low poly that we can do bakes and stuff inside substance vendor. So see you in the next one. 17. 16 Starting The Retopology: Alright, guys. So in this video, we're going to start doing the rpology for our weapon. You can see here that we have our lowest subdivision of the weapon and the highest. So let's start to some work. All right. So I will do one thing. I will make the inner part of the weapon. May I say the skeleton of the weapon has one single solid piece. Meanwhile, the outer parts will be separated pieces like these ones. All of these outer parts will be separated pieces like this, for example, all of this part here. Will be separated pieces. I eat here, all of these will be separated pieces. All right. So let me make a new collection, and I will throw all these pieces there. Also, I will delete the floaters from my low poly because they are not necessary in the low poly, so I will just delete them. Delete all of these stuff because we don't need them. Let's delete all the stuff here. All of these floaters that are not necessary in the low poly version of a weapon. All right. Phases, write this also. These piece here will be also deleted. All right this stuff, all of these loaders will be deleted. Just select them. All right, perfect. This piece here. I think I will leave maybe or not. I will just hide it or write this here, these floaters. This one and this one will be deleted. Also, these parts will be separated piece. So I will throw it here to the separated pieces collection. Let me throw this here. Pieces All right. Pieces, right, perfect. And now all of these will be one single solid mesh. I think this cylinder will be also a separated piece. Let me delete all the floaters. Alright. This floater here, this one will be also separated pieces. Perfect. Trigger weapon, I mean, trigger part of the weapon would be a separated piece. Also, this part here will delete those extra. Loaded this one also. And now I think that we can war. All right. Let me activ my statistics. So we have this here. Let me save incremental. And now we're going to make D topology by hand. We could do divertepology, maybe by just removing some vertex, but I'm going to make vertebog by hand now. So let's see. We can take one single poly from somewhere, maybe just a random place. Maybe this polygon. Let's just duplicate it with hit D like this. All. Let's duplicate it. Shift D. Now let's press P and then selection. So we have our polygon here. Let me just put this straight. I have just pressed S and X and then yo to make it straight. Alright. All right. I'm just sliding the vertex pressing double G, like pressing two times G. All right, I will just make it bigger. Here, let me make another recollections. All right. Let's go here. Let me throw this here. This polygon will be in the other one. Is because I will not use the topology that we made from rush. I will do a new one. Maybe this part would also be a separated. Maybe, maybe not. I think will be better just to make things easier for us while baking. All right. So I will just hide this and turn on the high poly. Let's now start working on this. Or maybe we also can do I mean, we have the floaters in the middle. Let's work with the lower subdivision here. All right. Now I will just active this magnet icon. Then I will press here in phase project. Now here in Admdifier I will search for mirror or right mirror. I will put this in the C axis right perfect. I will just select this in this picker here, I will just select any of the objects from a weapon. I will maybe select the middle one. And now I'm using an addon that it's paid don, but you can do it by yourself. I mean, you can do the same stuff without that addon. Maybe the add what it does. I just use one option from there. That's called hetpology shading. Here that will make like this anslusened view of my polygon. You can do something similar by going here and pressing in front and then changing the color, you will get something similar. Once you pick your color, you will go here and you select objects. As you can see, you select object here, and you will get that stuff here. And now, maybe if you don't want this B view, you can go here. I think it was. Maybe it was here, and then press Baface calling. And you basically get the same stuff that I did here with the paid. It has a ton of options, but I don't really use them. I just use this. And so let's start. Alright. Let's make. Since this is non deformable piece, this entire piece will not end. This most likely a mechanical piece. This will not bend, so we don't need right? We don't need to be so rigorous in doing the pology. So let's keep going with this. All right. I will just make this entire polygon bigger. Let me make this a little bit lower. I would make this also straight. I have just pressed S and C and then zero. What I'm doing here is, like, constraining the transform, the move transform from this vertex to the C axis. So if I press S C and zero, I'm just basically making straight. All right. So let's see. Let me add one egg rip here. All right. Let's see, maybe one here. I will just add one here also. It will be around here. Let me add few Edge ropes here. I will just fill this. Also, I forgot to say that I will take here in this icon and then active the clipping here to make the middle part nicely, and this will not go through or write. We'll add another polygon here. It will be. This will be around there. Make this around here, and I will just move it. Maybe this also can be moved. Another one here. We can do maybe some triangle here to save. Maybe not. Let me just for now, do one Edge top there. All right. Let's move this around here, and this stuff around here. All right. Perfect. We need one op going around here, maybe. All right. Maybe we can cut this like like this with a knife. Then here I will just add one vertex and move this like this. Alright. Now, I will just get this down maybe something like this. All right. Let me active maybe here. Maybe not. This too confusing. Let's just stick with this because I cannot see the exact order All right, so let's keep working. Perfect. Let's add more polygons around the model. And try to keep it clean. This past will cause some trouble while baking. That will cause some troubles. But since that it's not visible this part, I think maybe we could leave it like that. But that definitely will cause some troubles that we will need to fix. All those substance painter has a new option for baking that the cage will be will be put automatically. I mean, it's like, for the cage of the baking for this area will be smaller, so it will not cause the baking issues in those areas. So we will have to test, but I will just make this entire piece one single. One single mesh. We could also fix those inside Photoshop. All right. Keep adding more polygons. Let me right. We have some something here that require our attention. Alright. Let me just keep shooting my polygons. I will I will not pause there. I will need another group. Let me deactiv my magnet just add the rope and then active again the magnet because if we have our magnet active, what will happen if we add loop, like for example, this view, in the other side will get messed up. For some reason, it was not the case. You can see it here. The back part just got messed up. So let's just the active, the magnet, put your edge loop and then active again, your magnet. All right. Since this will be a real time model, a real time topology, we can have triangles, even more that this is not it doesn't have bendy parts. So we could use even more triangle there. But let's try to keep this maybe square as possible. For now, and then we can see if there are any needs to put some little triangles in some areas to get the shape without putting a lot of apology. I'm just extruding this. All right. Right to catch the silhouet of that is in a nice way. Now here, I don't want to add another edge loop there. So maybe what I will do will be we cannot a triangle here yet to get this edge loop here. It will not be a problem because this topology will not be subdivided. If your topology will not be subdivided, then there's not a problem if you have maybe some triangles in some arrays, but if your topology is meant to be subdivided, you will not have you will not be able to put triangles because those triangles will have some troubles when you subdivide your model. Let's see. I will just move this around here. All right. Let me just keep moving this. All right. This more. Perfect. Let's see. Maybe another edge loop. I will add an edge loop here. This can go like this in this area. All right. Perfect. Now I will just feel you'll hear these gaps. All right, let me safe incremental. All right. Perfect. Let's keep adding our stuff here. Our polygons all the way I will just extrude one more here. Keep adding. Also, you can see here that I'm just selecting one vertex and then pressing F and extruding it. But this is not by default in blender. You will have to come here to preferences tons and write F two, and you will get this aton and the the checker box will be deactive so you have to activate it in order for you to be able to press F and make a new face like this. Be sure that you have three vertex and you select the middle one. Like for example, this one, you can see we have three vertex. And with this one active, that will be the only one active. We'll just press F, and you can get those vertex there. I'm just extruding this to this point. I will extrude this also around here. Perfect. I will add one more polygon. I mean, one more edge troop there. So let's keep working on this. All right. Perfect. All right around here will be nice. All right. We will need some hooligans there to be able to get that that concave shape. We will need some holigans. So let's see. I will maybe delete this triangle just for now. I will add one drop. Let me put the camera from this angle, one detrop here, maybe another one would be three ones around here. We could like maybe collapse these two vertex. All right. Let me add two more edge loops here and just stitch these two together, these other together. And I will just put the triangle here. So in this way, we can make two edge loops into one. If your topology will only have watts, then you will have to do it in another way. But since we don't have limited by that, and we can't have triangles, we can do it in this way. All right. Sec Alright. Let's keep adding more polygons to get this made maybe we could bring this around here. I could end this with a triangle there. Now I will just keep adding more polygons. We could do something here. I will add just another up here, just do not have that super elongated polygon there. All right. We could do this. Let's do it. We could make like one edge loop around here, but I didn't add the corner edge loops. So I will just add it quick. All right. Let's add those pack here. Perfect. All right. A Alright, so let's keep adding more stuff here. Perfect. Here, I will just add that polygon. I will just keep pruing I have just shoot this all the way to the middle. Now I will just add maybe one edge loop here. I will just bridge these two with selecting the two edges and then pressing F. Let's add another edge loop. Let's press here, F just to make another edge loop. And now I will add another group. I'm just finishing this. Let me see. We've got here six vertex. Maybe we could this if we don't have to have if we don't want to have that unnecessary triangular. This could be an option. Yeah, that could be an option there. All right. So let's keep adding more polygons. Be around here, all the way through here. Let me see which way will be the best way to do it. Here we got this super elongated polygons elongated polygon that I don't really like in this area. We'll just delete those. I will make this like this other one like this, and then I will just add a triangle there. I don't care. All right. Perfect. Let's keep adding more polygons. I will extrude this one and then merge these two to make a triangle. All right, let's bring this down around here. This one here. Let's add another edge loop there, another one here also. I will just shoot this down something like this. I will add another edge loop. Then I will just bridge these two, bridge, and then select this edge and close that hole. And now here I will just fill that space with more polygons. All right. We are getting something. All right. Let me say incremental real quick. This one would be on top here. Perfect. Maybe we could add another another at troop there. We get better the shape. Let me see how this is looking. I will add a modifier here. The that was called let me see wait, wait at normal. That will make the shading a bit better, all right. Now here, I will just close this gap, something like this. Maybe we could extrude this edge loop around here. And now I will just oh, that not, let's select just this edge. Then I will just close this like this. Perfect. All right. Maybe this is too much too dense that area. Maybe it could be. But we can leave it like that, maybe. Alright, let's keep extruding more hooligans around here just to get those shape nicely made. Alright. Perfect. Oh, where is my polygon? All right, here. Perfect. This is perfect? Alright? Let's just keep adding more polygons like this in these areas. Alright. Perfect. Et's just move these around here, make these polygon there more squarish. We got a handle safe incremental. I will go to this part now to all these part. So let's just do it. We'll just extrude a tiny bit here. All right. We're getting some trouble. We could do this. Let me make this straight around here. We'll just put it here, maybe one polygon here. We could do this, maybe not. Maybe, yeah, something like this in this area. All right. Now here we will need maybe triangle or maybe not. Maybe we can add a natural pair. Will fill aps here because we have these upper parts that we also need to add in the topology because they are a bit quite dense. But what's happened if I just delete the necessary parts, maybe we could use them as they are. Now, this is kind of too dense either we will see we will see what we do in that part. Alright, let's just keep with this part. We can add another one here. We could also do some biangle here, but I feel like this part was a bit empty of polygons. That could be better to have that part empty, but I don't know. That's what's looking a bit too empty. All right, because I'm planning to add those stuff here in the poly. So let's just leave it like that. Alright. Let's see here. We have the corner. I can't see too well the corner here. I will just here. Clearly, I put some sprit normals in this past. Alright. Now I will just shade blood this. Now we can see it better. The corner this will be around here. Perfect. Let's just keep adding our stuff. Let me put this corner Olgans. All right. Perfect. Let's see here. I'll be around here. All right. Right, let's just extrude this or we could also add a triangle here to have this vertex and to be able to close this around this place. All right. Here, I will just continue this edge, this polyp, all right. Let's just keep moving this maybe to this place around here. All right. This will be here also. This part will be here. All right. Maybe we could also add one more edge loop around here. And we could. All right. Let me see. We can add another edge loop here, maybe, and put a triangle here and just take this polyloop around here. Perfect. Another edge loop. All right, let's just keep filling these places with more pollon. I will, all right. But I will just shoot this down like this. This awesome. Perfect. Let me see where is the corner around here. Perfect or odds. Let me just go back around there should be nice enough. All right. I will just keep adding more polygons without the magnet because I don't want these to stitch with that lower part or maybe. We will see. We will see. We will do it later. Do the beveling there. All right, let me add this these edges, all right, making that spot straight. All right. Let's do the same thing here. Perfect. We could close this around here in a nightly way. This will be around here for the corner. Perfect. Let's keep adding more polygons. All right. I will now maybe press this icon, the magnet icon and just root this polygon all the way down. All right. Let me add more polygons here. Perfect. Maybe this would be around here in the middle. Let's just keep adding more polygons. If something like this should be good. We just extrude these down Go, let's keep going. Perfect. Something like this would be good. I will just extrude this and put it like this in this area. All right. Let's just keep adding more Edge lobes Something like this in that area, I need a polygon. I would just add a triangle and then I will just put this this edge Allright. Let's add this polygon around here. All right. All right, so let's keep going. I'm trying to close these parts. In a nicely way. Adding a few more polygons. This will be maybe around here. Let's add another one. All right, something like this. Perfect. All right. I would be around here. This part could be as triangle. I will just extrude one vertex, select this H, and this one and just press F. Perfect. And now let's close that part here. More closing. All right. We can add maybe two more or maybe three year edge loops. We don't have that part to elongate it. All right, let's just keep going with this, adding more more stuff, more polygons. We just screw this up as one and two etopes us now I just forgot to acti the magnet again. We just have to see here if we update those polygons place it correctly. So what I will do here is just keep putting more polygons and filling the gaps. I will just merge these two vertex at the merging filling that hole there. Let's keep shooting more stuff. Around here, maybe we can add maybe one hooligan around here. All right. Let's just keep adding more polygons. We'll just extrude this all the way to here just to make the things faster. We'll just extrude this just like this. All right. This will be around here. Perfect. All right. We'll add another polygon another edge loop around here. Perfect. We'll just keep filling this art with more polygons. We'll add another edge up this area. Maybe this edge ope will be straight. Like this edge loop here also could be straight. Perfect. Now I will just keep adding more polygons training to get those shapes in a nicely way. Let me add another polygon there. All right, we could put this like that. All right. We need to add we need to add one edge loop here to get this kind of hole. All right let's just keep filling those gaps. All right here, we will probably need I will just add one edge up here. This part can be filled. All right. I will need another one another one here. Ob we could just close these gaps perfectly. All right. Now I will just extrude or maybe we'll just select these edges here and then just press in F to fill those gaps. Here, I will or maybe not around here, yeah. Around here, we at an egop and now I will fill those holes with F. Alright. Let me just close this hole here. Say, feel quick. And now we can do some stuff in the barrel. All right. As we make the barrel smooth. All right. We'll add net loop. Alright give me a second perfect. We can add an edge loop there. All right. So let's see now maybe we put shoot one edge, something like this. Here down, we don't need an edge going all the way through here just for this piece. We'll just add a tri angle here, and then add another edge, all right. Now, these two could be closed nicely. All right, let me keep adding more polygons. All right around here. I will just extrude one here. I will put this around here, keep adding more gens. That part will not be visible. So we could do something here. I will just move this Arora. Just like that. I will do the same thing in the hi poly. Alright. Without the magnets, be careful. Perfect. L save real quick. I will go to the high poly and select the polygons from this area. And now I will just move them to the left just like that. Perfect. So we don't need this polygon here. This other one either All right. Now, let's just try to fill these gaps. All right, how we can do that. First, I will add maybe three troops there. And now in this part, I would add maybe one triangle here just to get this part here. Another one here to get this other part. All right. Now here we could fill this cap with one polygon and just keep adding more polygons here, fill that gap. All right. Let's just extrude this one more time. Feel this. Maybe not. Let's just extrude another polygon here and another one because I want the most polygons here to get the corbature on the barrel. I will add two angles here. Now I will just extrude one more time like this. All right. I will close here. Close these parts. Now I will deselect the active my magnet, and then I will extrude this loop with E and then pressing G and then X just to move it around here. And to make this straight, I will just press X and zero. Perfect. All right. Let's move it here. I will just extrude it again down. Put it in place. Alright around here should be good enough. All right, perfect. Around here should be good enough. Let me go here to edit Loop tools, and then let's make it a circle. All right. Let's put this down. Perfect. This other piece will be also. All right. I will take this and then extote it again, put it is this going there. All right, this is behaving weird. Let me see if my Oh, I this in front. I will actiivey. And now, this can be placed nicely here. All right, I will just move this. Well, around here, maybe let this press circle. All right. Where's my stuff here. All right. Let's put those vertex and here I will just end. Let me if incremental, I will just close this edge by just doing an extusion then pressing pressing and then collapse here. Now I will just move this around here to end this in this star there Alright. That part will not be too visible, so we don't care. Alright. So we got all of these already free to pull the guys. So we can maybe leave the video here. And in the next video where we are going to continue with the topology, maybe I think maybe we could finish the entire topology in the next video would be, we need to do this part and also the stock. And for the outer pieces, the only retepology that we are going to do will be just reduce the amount of vertex that this has maybe we will have to do some pry topology for this piece because this piece here should be I mean, these two pieces should be one, one entire solid piece. These pieces here should be one entire solid piece. Maybe just for those two, we will need to do some propology. Also, for this, this piece should be one entire solid piece. But for the rest, I think it will be just super straightforward, reducing reducing the polycunt like this. So let's do that in the next video. See you there. 18. 17 Continuing The Retopology: All right, guys. So let's continue with this topology. So in the last video, we left our topology in this stage. So we're going to continue with the back part. So let's start. I will start by rooting these ones here. Alright, I cannot find the corner, so I will just come here, clear custom split normals and then shades flat. For now. Alright, let's put this in place around here. Perfect. Alright. Let's just keep extruding these ones. Perfect. I will do a big extrusion here, and then I will just extrude this part again. All right. We can do one polygon here, maybe not. I think that's located there. All right, I will add another edge loop. All right. It will come like this in a circle. I will add these polygons. All right. Let me keep extruding. These polygons here make this part here. Perfect. All right. So Let's keep shooting here, maybe. Yeah. From here, we'll have to add maybe two more shops here. Perfect. Let's see, maybe one around here. I will just extrude one here. Perfect. All right. All right, we have this. I will extrude this way and just keep adding more polygons. A right now, we need at some edge around here. I will extrude this part again like this. Maybe we can add one edge there. Perfect. So let's keep adding more polygons. All right. Complete Oh, let me complete this part here on top. All right, perfect. Let's just keep doing this. All right, I will add another polygon here and another atrope. We add another one. This will be a triangle in this area. All right. Now, I will just extrude inwards. Let me say like this. Perfect. This will be like this. Let me add one more polygon here, and now I will just extrude in this way. All right. Let's keep adding more polygons here. Yeah. Perfect. All right. So I think because I don't want to add another edge here, maybe what I will do will be add another edge loop here, and then I will just make this triangle hill to get another edge loop around here. All right. Let's do this. Maybe All right, I will just extrude this way. Let me shrug it again. Maybe this could work or maybe not. We will need one in the middle. All right. Now here we need to close this. Maybe we could do this. Yeah. Perfect. And there we go. Let me save incremental here. Let me add one more a troop and close this in this way. All right, good we get that. All right. Let's go here. I will add angle here to get this vertex there. So I can close this hole here. All right. Let me put these polygons around here. All right. Let's keep extruding. Perfect. B can come like this. Now, I will bridge those to make a oligon there. All right. We'll make more polygons in that area. All right. Let's keep shooting. Maybe we will need to reduce the amount of polygons that are coming from here. Because here we have one, two, three, four, five. And here below one, two. Yeah, we will need to reduce the amount of polygons there. So what I'm going to do will be to collapse few of them into a triangle so we can have the same amount of vertex. So now, what I'm going to do will be to add to add one edge rop here, maybe. Now I will just bridge those edges. I deleted the middle one. Alright. Let's see. We need another one. Let me try to bridge this middle. Alright. I need one here so I can bridge those there. And even those are a lot here. I think I will need to reduce even more that area. We can bridge here and bridge here. All right. I think that what I'm going to do will be collapse all this all of these edges here to reduce the amount of polygons that are flowing there because they are not needed. Now, I have slide the edge on top the other one that are in the side, and now what I'm going to do is press A, M, and select this option by distance. And you will see that all the vertex that were double are now fixed. All right. Let me just double check that we don't have any remaining double vertex. Right, perfect. Let me see real quick. All right, there we go. There we go. Now what I can do is just to bring these pieces here. I need one polygon from here to be able to close that or maybe not. I think we don't need a new polyon there. I will just press F because we got four vertex. All right. Let me keep adding more polygons there. That would be a part that will cause some trouble while taking. We will see later. All right. Perfect. All right. I will just keep All right. This part where it was perf, let me see around here. We need one more edge there, but I will not add a new edge loop there. So I will just make a triangle in this area. At last here will be at last also. All right. What's happened if I took this? Perfect. Let me just slide this down a little bit here. Alright. Let's just reach these ones or maybe not. All right faces here. I will just add a new triangle here to get these projects here. A fat around here would be good enough. All right. Here. Maybe. We will just do this because I don't want to have this super elongated quad here. I will just cut that to for triangulation, and we don't have any her after this in the future. So I will just keep adding more polygons maybe here we can instead of getting that little piece, we could just move it all the way to here and just let this part be baked in the texture. But we can save a little bit more of hooligans. So what I will do here is just to clear custom split normals, shade flat. Alright. We just add this here. All right, perfect. All right. Let's reach these ones. All right, perfect. I will save incremental. Keep adding more polyon there. Let's add Let me bridge those here also. All right. Perfect. Here. Let's just bridge those uh, perfect. Let's keep adding more stuff. I think that we could just lapse these two and then just delete this little one just to get to save more polygons because that is not necessary to have that many polygons around there. All right. Now, let me see we need to get these pieces. So I have to think how we can get those in a nightly way. Maybe I would have a triangle here just to get this part here. And now I can extrude like this. All right. Let me make or polygons around here. I will just make I need a triangle make maybe a triangle here, get this here, and then I will just make a triangle in this part or maybe not. Maybe we could use this here. And in this part, we will just do this all right Perfect around here. Let me extrude again a move like this. All right, perfect. Let's add more polygons in those areas. Me stuff here around here also. Perfect. The incremental. All right. Let's keep adding more polygons. Perfect. But, we haven't had these shapes here. All right. I think now we are good. Let me just do this eight d. Let me just clear strict normality in all of these places. Because I kind of see the volumes. Well, I would just leave it like this for now. We could use also the high poly to do the utropology I mean, as the base to attach the sytpolog but I have started with this. Oh, I will just stitch, stick with this because I'm a bit lazy and I don't want to separate again the floaters. So that was my bad. I had to start with the hypo, but I started with the lowest subdivision one, but it's not a big deal. It's basically the same thing. I'm just sticking with this. It should be here. All right. Let me see what we can do here, one polygon in this area. Maybe we can extrude a tiny bit more, maybe here, another polygon, one more here, and another one in this place. All right. Let me put this nicely here. That's maybe too low. All right. Let me think. Maybe I can add some stuff here. All right. We can do this around here just to get that is nicely made. Oh, here, we can maybe to this to have a tiny bit more extra polygons there so we can get a little bit more better shape in this area. Et me redistribute this. All right. I will add one Edge look here. Let me cut with a knife brush here maybe and here around here. Perfect. All right. I will just slide I will just slide this to this point and then do this. We need right. Let me just slide this also to around this point. All right. Perfect. Around here. Around here in this area. Perfect. All right. Here. Any bit here. All right. Let's just close this nicely weigh. All right here. Oh, yeah. Let's put this place. I will just add angle this area. Put this in the middle point around here. Perfect. We just close this. All right. And we can do the same thing that we did the other piece. All right. Perfect. I will just keep adding more polygons. Now I have closed that. I will say incremental again. All right. Alright, let's do this part. Adding any bit more polygons, all right, I will extrude with this part. All right. Perfect. Let me put this around here, and then I will just bring this down. I will extrude Perfect few more extrusions. Alright. Let me add one polygon here, maybe another egop here. We can just merge here. We can add another edge there. All right. Let me do some So bridge here? Oh. Why the Maybe we have Oh, what is happening here. Oh, that's weird. Oh, my goodness. Alright, let's just keep adding more polygons. Yeah, perfect. I will say again. Alright, let's see. Let's see. Let's see what we have. Maybe All right. I don't want to add an unnecessary body on there. Maybe here we can add another one and just close that part like this. Let me just bring all these pieces around here together. And now before closing that hole, I will just keep going with this piece here. Alright let me do a tiny extrusion here. Maybe that's necessary, but I don't care. All right. And we'll just keep adding more polygons in this area. All right. Perfect. Keep adding more and more and more here. Perfect. Let's see what we got here. All right. Let me see what is this. All right. Let me see here. Maybe if I make a triangle here that comes here, we can close this. I will do that. Can here? Perfect. And now I can just close and close here. In a better way. Maybe this part is too elongated. I don't quite like that part. We do this. Alright. Let's keep adding more stuff. Here, I will just extrude this up around here, maybe. Maybe we could add another edge up there. I will just keep extruding this round here, also. Perfect. Let's just keep adding more stuff. Perfect. Here, also, we'll add three more. Perfect. So here, we'll just extrude we'll just extrude a tiny bit more. All right. So we need more ligansF these. I have just made that's my angle here to get this edge. Now I will just bridge here. Now, what else we can do? Maybe I can bring this here. All right. Let me maybe we could add polygon here get this. And from here to here, we can just add another triangle around there. Yeah. I will extrude this part, and then I will just extrude again. I will move this up. This one will be around here. Perfect. Let's just just keep adding more polymers there. All right. All right. Just one more time. Perfect. Just do the same thing here. All right. I'm basically doing the same thing that this below, right here. That's the only thing I need around here. Perfect. Now I will just bring this down in a nicely way. All right. I will add another a troop this area and maybe we need a triangle here to get this shape. Perfect. Let's do this here. All right. One more triangle here. Perfect. Maybe we will get just here, clear Gus be dromo had side because I cannot see anything there. Maybe peace in this area. Basically the same stuff. All right. We'll add another triangle around here. Another one perfect is to close that part. This will be here one around here. All right. All right. I just forgot to active the magnet. I all right. Safe incremental. Perfect. Bring this down, one up, another one, a little bit more, and then down, do the same thing. One more. I'm one up, another, another and one down. Alright. And then I will just screw it again like this. I will just get these parts here. All right. I will just fill this. I will add another triangle here. I will fill these ones. Perfect. One more time here. Perfect. All right. Another one perfect and then just close this. If incremental right we can get one ion around here and then we can close all of these in a nicely way. Let me save incremental. I will just reach the middle one. And now from here, I will just merge these ones and then dissolve another one and just close the hole and distribute the polygons. Perfect. Let's close this hole here on top. Let me just extrude all these piece. All right. One more here, another one. Perfect. Perfect. I just make a triangle there. When we'll be here, I will add Alright. It closes. I will add just any triangle here. We'll do that. Perfect. And now let's just close this. Alright. Alright, there we go. There is just this part left to do. Try to see how we can solve these places. Alright. Maybe we can extrude here, merge. Then another one here, perfect. All right. Let's do the same thing few more times in these places. All right around here, we need this gap. Here also, let's just keep doing the stuff until we finish all these tiny pieces. Let me just do it that part in this way. Ripe I perfect around here. Here, also, here, and more time here, here, here and up here, down and bridge. All right. I do the same thing here. Perfect in these areas. All right. All right, perfect. A few more times. All right. I will leave that part there. I will just shroud here. One more time. We are almost done. Allright. Keep adding more polygons. Perfect. A tiny bit more. Allright. Now, I will just do the same stuff, but in these areas, right, All right, perfect. Let's keep adding more stuff around here. Perfect. More stuff here around here and here. Now we need to close these pieces. I will add a triangle here. No one here. All right. We can close this at center. All right. Perfect. At first here, at first and close. We can add a triangle in this area. At first and at first, will be here, we can bring another group this area or merge at first. Perfect. Let me add another one here. At last this time. All right. This at last and at first is in the order you select your polygons. It means if you select this first and then this other one, at last, if you click here at first, the last polygon you selected will be merged to the first one that you have selected and vice versa. So let's keep adding more stuff here. At last, maybe here at first. At first, bridge. Now here I need one more. It will be at last. And now I will add another one here would be at first. Now I will just close this and here I will just do this. That will be it for this topi Ipogi of the inner pieces. Let me just a incremental and there we go. So we have topologize in pieces. What's left is just to reduce the amount of polygons here. But I think right, I think we need a tiny bit, maybe a tiny bit more resolution. We'll just add one edge here, a troop and then I will just do this. I maybe here we can get a tiny bit more resolution. All right. I think that's nice. Let's test. All right. That's that. All right. I think that's nice here. Oh, I forgot to breach this part. Yeah, that is my bad. I've just forgot to bridge bridge here. Let's merge at center. Let's see. I will just bring one maybe, yeah, one here, and then do just this so I can reach and close all these pieces here. Oh, right now, I think we are good to go with this. We have now to reduce the amount of polygons, maybe optimize these low poly measures to be able to work nicely, maybe do some phytopology in this area, a tiny more tipology here, another tropology in that area. And then I think we are good go. This part could be left like this or All right, so in the next video, we're going to start reducing or optimizing more these low poly measures. And after that, I think that our low poly will be good to go and we can start doing the UVs, so see you there. 19. 18 More Retopology: All right, guys, so let's continue with this model. So now we will have to optimize this low subdivision that we got from Sbrush. So, let's do it. First, what I'm going to do will be to delete all these floaters. We don't need them. So I will just delete them because they are not necessary right now. So let's do it real quick. Here, it will be deleted. Let me see. Here. Also, this will be deleted. All right bass. I think that's or we got some stuff here. I will leave maybe I will lift this part, this cylindrical piece. I will delete the floater. Perfect. All right. I think we are good to go. All right, let's start reducing some pollon. I think this part is already good enough. Yeah, it's perfectly fine. Let me see this one. Maybe this is these ones are not necessary. Maybe one here in the middle. Maybe it could be. This one we could slide, slide it with DG. You can slide it. And here, what I will do, I will just do some mirror modifier in the axis, and there we go. It should be in the exact same position as before. Let me see if we didn't mess up the things. Alright, everything is perfectly fine. All right, let me go here. Let me see. All right. I think this piece is also fine. Let's search for more. We will delete this middle piece maybe or not. I think almost all the pieces are perfectly fine because we made them from scratch in brush. See here. All right, here, we've got some stuff. Let me delete this middle piece. We delete this other one and do some for modifier in the C axis. All right. We could delete this middle piece, and these supporting troops, we could delete them and just add a middle one. Let me add a middle one here, we'll delete these ones. Also these ones and here also. I think that's good enough for now. Alright? Will we have a floater here. Let's delete it. Perfect. All right. Let me see here what we have. Alright, this piece, this piece. It's also good to go. There's not much to reduce here. We'll just leave it like it is. Let's see here, this part. Maybe we could delete I don't know, some of these ones. Maybe not this. I will just slide it. That's edge loop. And this one, I will just delete it. I'm just pressing dissolve edges by pressing X and then dissolve edges. This one is too close. All right. Let me select this one pass here. All right, let's do some mirror modifier in the C axis. Make it visible, press the con here. And here I will just at a middle edge loop in the middle around there. We'll delete this. Maybe maybe we could leave it like that. I would just leave it like that. All right. Let's see here now. We got some extra edges that we don't need. We just do this. I think it's fine. Alright, let's let this one to a mirror modifier X right I mean, C, right, perfect. Let's see here. All right. We got leave it like that. This piece also maybe just add a few more to not have those those elongated polygons, I will add one in the middle and I will just delete the other half. And now I will add a mirror modifier in the axis with clipping activated. Let me select the middle edge loop. And now with G, select G, and then select Y to make sure that our middle loops, this girl is nice is nicely placed. Right here, I have I will do some cryptopology in this piece because I want all the piece to be one single solid piece. Al I will leave that floater. Here, let's see. I maybe will do here or maybe none. We can leave it like that also. Maybe I will just leave it like that. I would be nice enough. Yeah Let's see here here. We can delete these polygons. All right. Those are not necessary. We let also these 14 edge loops in this area. All right. With this one also. Perfect. I think that's good enough. Let's see here what we got All right, we cannot delete anything from there with this one. I will delete the middle, the leg, this one. And now let's do some mirror in the C axis. All right, perfect, select this one. Press G. I forgot to active the clipping. Now, let's press G on Y. Make sure that the middle edge loop is stick together with the other half. Alright. We could delete an edge loop there. More ups here. This one, or not, we will have some floaters if we delete those right, All right. All right. We could delete this one, maybe. Yeah. This middle piece. All right. We could leave it like that. All right. Perfect. Maybe here we could do this. Let's press X, and then zero to make it great and nice. All right, let me see. Maybe we could leave that edge look there. All right. Let's see here. I don't think we have too much of stuff to do here. This is perfectly fine. Maybe just delete this one. I think so. I think that's perfectly fine for us right now. Let me add the other edge look what's there. This would be like that. All right. What we have here. Here, we have a lot of stuff that we have to reduce. Like, for example, this edge look not necessary. This middle one is also not necessary. Let's see, that's fine. Search for more edge loops that are like that. All right. This middle one also is not necessary. This one is necessary for the structure of the shape. Let's see, this one is not all right perfect. Let's see. We can do something. We could leave it like this, indeed, but if we want to reduce it more, we could make a triangle and start stitch all these pieces together. Maybe in this part, let's just leave it like that. We could stitch it and we can save you pollons that will be like it was before because, yeah, not completely necessary to delete dose. All right, let's see here. It's completely fine. If you see here, as we call, Alright. This is completely fine. I don't see anything bad under Alright. Let's reduce the polygons of this cylinder. I will just delete the middle, I mean, the inner pass. Maybe not. We could leave it. Let's just leave it. I will delete the other half. We'll do some mire. The axis, all right let's get out of the X ray mode, and then I will just select these globes start reducing the amount of polygons that are in the cylindrical shape or right. Let's keep selecting these globs. Right now, let's do some dissolved edges. We could delete the supporting edge loops here. Perfect. I think that we are ready to go. I could reduce it, reduce it even more. Let me see. If this worded, not too too circular or right here down, also we can do the same thing. Or let's do it. Perfect. Let me delete the other half all right mirror. Perfect. Se something fell off from my desktop. All right. S the axis is active. Thats upf. Now let's select the EIs. All right. Now that we have selected, let's just do some d soap edges. And then here, I will just leap the other these edge ribs there. I will add even one in the middle. Alright, perfect. We have to do something here. Because I'm getting some trouble here. I would just hit it, maybe with this proportional editing, we could just push it a tiny bit and I will not be anymore like some cylindrical perfect cylindrical shape, but I just wanted to shed it or to be able to stock this inside without any weird stuff. Alright, let's do some phthropology of all these pieces. Let me select all of them. All right. Alright, right. Let me this time select my high poly. I will select this and now here, I will just make this visible hi that floater. Now, let me hide the hi poly for now. Now, we delete all of these pieces except from this one. Let's bring back our stuff. Now I will just delete these middle edges here pass Alright. Let me keep deleting those. All right. Let's see. Activity magnet. Now, let's shoot this down around here. Let's just keep doing that until this is completely filled in. All right. Perfect. All right. Perfect. All right. There we go. All right, perfect. That's nice. All right, here. Also here, maybe I will add or maybe not. I will close we take care of that hole later. I just want to continue simple but not too much polygons to worry about. All right. Let me extrude or not. We need to delete all these phases here. Delete, right. Now, let's extrude this part. Let push it to here, maybe. All right. Perfect. I will add another edge loop here. Extrude this up. Alright, let's add another edge loop here. And now let's just press F. Select the other edge loop and press F. All right here. Let me extrude this. Perfect. This other one. Perfect. All right. And there we go. This one, let's put it here. All right. Let's keep adding more polygons. Let's merge this at first or maybe not at last, or what? First? Oh right at last, right, perfect. Here, I will just move this a little bit more to decide. Alright. Let's see what else we have here. We a tiny extrusion. Is a tiny one. All right. And now add these polygons here. We need to close this, let's just do that. Then just put some few edges. All right. Here, I will need two more edge loops around here and here. And now I think I can close this cap nicely. Perfect. All right. Let's go here. Let's do some of this. Let me move this around here. Here should be nice. Enough. Move this down in bit round here should be good. This one will be around here. I'm just doing some distribution of these polygons. Make them nice. Alright, here we are. Let's put this there. The other piece around here. Perfect. I think there we go. Yeah, let me add a middle edge loop. Let me move this around here. Now I will just press F to fill the gaps. Alright, let me do some safe incremental. There we go. All right here. Let me Oh, what happened? All right. Oh, no. Here. Alright. Let me just put another edge up here. Per ft another one. Alright. Let's just fill these gaps around here and here. Perfect. Let's add more polygons there and here a few more right. I will delete the autoharp, and now let me add a mirror a mirror here with the mirror modifier with the C axis Alright. Now here, I think that we are good to go with this piece. All right. Now let's come here. Here some split normals. And now I will add some weighted normal modifier. Maybe that's a modifier that I should put in all of these pieces. I should apply not apply. I mean, yeah. Add that modifier. Let's do some control L. Now let's press here. Copy modifiers. Now I will just delete them the custom split normals that are in these models. All right. You just delete them. Perfect. Just to have a tiny bit of tiny bit of better shading. Let me add some weighted normal here. Perfect. All right, let me save incremental. And now let's see what else we can do. We need to make this piece a hole. All right. Let me select all of these pieces. Now let's bring back this. Let me select that. And now let's isolate it with the slash bottom in the numeric keyboard. All right. Let's see what we could use as a starting point. All right. Let's see. Delete maybe some of these. Maybe we could delete this middle piece as a starting point. Was it a rest? All right, we could delete all of these polygons. And here I will just merge this one. Last, last, last, last. Last here, perfect. Maybe even they not merge. I will just delete this entire edge loop. There we go. Or maybe we could leave it like it was. To have an edge loop here that are not elongated, let me delete. Half part? All right. I would delete the other half. I would just add a mirror here with the C axis as active. This all right. Let me go here. I will add just a middle edge loop and then do this all right perfect. If incremental or right, I would delete the other the other objects. And now we can do our stuff by our own here. Let me delete this middle stuff, this other stuff here. All right, we are almost ready to go. And now let's start extruding our meshes and putting them in place. Let me activate the clipping here. All right. Now we could delete all of these polygons. Perfect. From here, let me add a middle H loop. Now let's do some X, X, and then zero to make that straight line them to the X axis. All right now here, let's just keep adding more polygons around here. Alright. Perfect. Let's just extrude this more like this. Don't forget to act if you're magnet. Alright, nice, perfect. This will be around here. Perfect. Alright. Let's add an edge up here. And now let's do this. Perfect. Maybe this piece, I will just add a triangle there to be able to close this hole. We'll add a net. All right, There we go. Let's skip looking. I will just put the corner here. Now I will just extrude just like this. Perfect. Let's extrude this like that. And now let's add more elegance. All right. There we go. Let me just keep string. We'll just move that. Let me add another edge loop, another one here. I will bridge those. We'll just keep bringing these on here and then bridge these edge loops there. All right. Keep adding few more pollons. All right. I will just extrude like this, and then I will add an net loop here, maybe do some control B to bevel it. All right. On B. And with the wheel of your mouse, let's just increase the amount of edge loops that this has. All right. Let's place this around here. Let's just keep adding more and more edge loops. We'll add this one here and that maybe here, do some mirror. I mean, merge by distance just in case, right. That's to eliminate the double vertex, right. Now, let's keep shooting this. Another polygon here, another one here. I think that we are ready to go. Alright. Let's just keep routing more like that. Let's do some merge at last around here, merge at last. Let's come here, right bridge. We'll have to add another up there. Let me activate the magnet around here for now. All right. Let's just keep adding more lons like this. Now, let's just extrude this one around here. Let's just keep adding more stuff. All right. All right, there we go. All right, let's add. Oh, we got this. Let me just put that triangle there, and not worry about that. Let's just fill this. All right. We got some stuff in this area. Alright no problem. Let's just keep adding more geops in this part. All right, let's do this. For some reason, this is not well, place. Oh, let me dissolve that triangle that I had I have place, then just bring a net loop here, be able to connect these polygons nicely. Now we can continue placing more of these polygons. Alright. Perfect. Let me see how this look without the hy poly. And that's good enough. But right now here, I will just delete clear to some split normals. Now I will add a weighted normal here. I think we are good to go in this part. Maybe since this will be too close to the camera, maybe if this is a first person, we could add a few more edges there. Let me do this here here here and here. In this part, I will just this do some scaling in the Taxis. And now I will just add few more tubes in that area. I will just redistribute my stuff. All right. Perfect. Oh All right. Let's keep adding more polygons here. I will just move this down. Alright around here. It will be also around here. Perfect. I will just do this to close that gap and here also. Perfect. There we go. We have a little bit more of a solution in that rogatory there. Now here we also have to make it. One single solid mesh. Oh, wow. Oh. I thought that I have deleted this half that half of the mesh. But I have added a mirror modifier. So let's delete the mirror modifier for this piece, and now we'll select this part. Incremental. And now I will do some phytopology of this. Do it real quick. I don't know if we can do it. I'll select my high poly. All right. I got this. I will delete that one and I will just start from this piece. Here. All right. Let's just extrude a tiny bit around here, more around here. Here, we would have make some iango something like this, maybe or not, we pull just solve that edge. We don't need that and then do some riango here. All right. Let's just keep placing more polygons around here. Perfect. Here, also, let's place more polygons. Alright, perfect. Let's just keep adding More polygons. All right. Let's just continue this through a new polygon here. All right. I have just breached that. Now from here, I will just extrude down something like this. Perfect. Now here. All right, there we go. Skip adding more stuff here. Keep adding more stuff around here. Perfect. All right. And here, let's bridge those gaps. Right here, I will just keep adding more polygons here also around here in these parts. More polygons. We're able to do this nicely. All right, let me add one look here. Perfect. All right, I would add another edge up there. We could add another edge loop around here. Or right there we go. Maybe we could add two more Edge up there. Is one more to be able to clothe the nicely. Let's do the same stuff here. Perfect. Now we can close that gap. All right. I think that a finishing piece, I mean, delete the boom split normals, and now let's add a weighted normals. Let's see here. This will cause trouble while baking. I will just remove that hole there. This other hole I will just remove it. Maybe just the salt bid to make this phase lead do and there we go. Let's just move this axis around here. Now I will use stitch those because they are guns. Those were pass with more of four edges. All right. I think this nice enough. Perferd Let me select all of these phases. And now let's do some X zero. All right. So we make that part there straight. Now I think that we have completed the tropology Yeah. I think we have completed the topology for the weapon. So just last check. I think so, let me go here. Perfect. Let me just right. Maybe we could move this one at Mihn Weld and move a few of those edges. We could delete interim phases, but let's not do that now. All right. Here we could delete those supporting edge loops. Here ozone. Perfect. And here we can do some merge at center in these ones a just to remove those unhesar oligons and that perfect. We'll do that. Now, we don't have that super dense part there. Alright. Now we have Oh, here, let me just remove a few of those important net loops. My dad is like this. Maybe we do something here. We'll just X and then zero X here, X and then zero. My bring my e poly here. And now we just move it up. Something like this would be good. Enough. Right now here I will just delete those unwanted edge loops. My let's just add one the middle, all right. Now here, let's see. Here we just delete the put some speed normals. All right. Now here modifiers. All right, it has to modifier. Perfect. It's at a middle one. Okay, yes. Just lift the trigger like that. We don't do too much changes there. Alright, so we have the weapon. In the next video, what we can do is we'll be start doing the UVs. So we got some a hole there. Oh, yeah. We didn't have clipping activated for some reason. Let's select the middle edge loop. And now let's do clipping Stitch, the middle edge loop. I just pressing G and then constraining the movement in the Y axis and then just trying to move it to make that stitch well All right. So, there we go. Now, in the next video, we're going to start doing the UIs. So, see you there. 20. 19 Finishing Retopology: All right, guys, in this video, we're going to keep optimizing more of this stuff because I have noticed that we can still do more optimization on this. So let's do it. All right, here we have a lot of unnecessary edges. So let's see what we can do. Like, for example, these ones here, we could just collapse them because they are unnecessary. They are not doing anything to the shape. They are just unnecessary. I will just collapse a bit of those. Let me see. We can even still collapsing here, these ones make this even more optimized to have less polygon density there. All right. Maybe can move it a little bit. Maybe not. I can collapse this. All right. All right, let's see. We have a lot of stuff going on here. This edge what happen if I just delete this? Oh, this is holding there. But we can just collapse that edge like this and save a lot polygons. All right. Let's just call laps. This is a tiny bit. We need that shape there, so I will just do this. All right. Let's see what we have here. I think I will lift that part just like that. We need that polygon. Edge there. Now here, I think I will just leave it like this just to get better shape there. Like for these plain parts, we don't need a lot of these. We maybe can just collapse those into one and just leave it like that, maybe. We could also you could also collapse this one to optimize more the shape maybe something like that at last. Move it this up. And now let's try to align this for you. All right. Let me go back. These two can case, I will just add that edge there. Let's see. Is is necessari All right. Let's see what else we can remove. All right. For example, this is needed there. Let me see. We can maybe collapse these ones. Maybe not. Oh, you say we like that. Here. Let's see this one, what he's doing. We can collapse those just like this here to get less density there. All right here, what we can do here, we can add an here, and from here we just start collapsing this one or maybe not. You start collapsing from here. These edges because they are not completely necessary or something like this, should be good enough, all right. Let's just keep collapsing this. If it's something like that, should be good. This is necessary because I want to keep that curve transition there. And here, this stuff can be collapsed. Something like this. All right. We have more stuff here. Let's just collapse those. We are just optimizing more the topology. We get less and less polyco. We make the model as efficient as possible. All right, we got this stuff here. What is this? Why we have that there?'s collapse that and see if we got something we are there. All right? Not much. Let me just put that back in place around here. Perfect. Let's just keep working on this. All right. Let's see if we can keep removing more polygons. Maybe we can collapse that there, here I will just do some merge at last. This one at last or maybe not. We need that. All right. Let's see here. We could labs or not. I don't see that would be a good idea there. Here, we can just leave maybe one or maybe no, at just one there. This one is Oh, yeah, it's holding the shape. We could collapse this into some of the maybe around here, we can collapse. All right. Let me select all of these polygons. Move it there and merge by distance. Now I will just move this one and align it better. All right, let's see what else we can do and collapse those here. All right. See if we can keep optimizing this model. Maybe, yeah, we can collapse this here at last and collapse those around here. That would be good enough for us right now in that place. Maybe even here, we can do this. Last, maybe or maybe not we just leave like that. I don't want to cut the polyg floater. Alright. These is what is these grips doing? Or I just go around here. Just go here. Then holding that we could produce more the polyconter just by doing laps in these edges, maybe in this part. All right. Perfect. Let me see if we can do something here. Maybe merge at last there. Merge or not. Let's not do that there. All right. I that's quite enough. Maybe, now let's see here, we have you stuff, we can delete these ribs or maybe here, we can take one, align it to the X axis, and here we can start collapsing. You need a shape there. See what we can do here, we can collapse these two that will justify invest. Here, we can just do this in this part. Collapse all of these pieces. All right. Perfect. Et's do this now by this here by this and again. You can have this and just delete these once. And there we go. Let's polycunt here we can delete all of these edges right here. Also delete, also, this one, two, perfect. Here, we have a lot of stuff and delete those and just leave it like that. All right. Let's see here what we have. We can, we can optimize this more at Sender Asener Let's see this one we could just move that part like this merge by distance, perfect. Here we can also do the same. Maybe this just do this. This one here, here, here, and here, perfect. Merge by distance. All right. We can merge at last or right there we go. Perfect. And here also, we can do the same thing to optimize even more H loops, polygons here, right, merge by distance, perfect. There we go. We have less polygons there. Here we can also do the same thing. Let's see. What happened if I did this. All right. I don't really like that. I will just leave it like that. And this one is not necessary. That's holy nothing holly nothing. Now we can do this. We can collapse that part there. All right. Even more. Something like this should be good. I see. All right. Let's see here. Just want this. I will delete these ones. The middle one also. Let me select these phases, leave the mirror. Where's my mirror in this piece. Here is my mirror. What? Here is my mirror, all right? Perfect. We could leave more polygons there. I would just leave it maybe this let's see here what we can do. We can lapse this one, maybe, something like this. All right. Perfect. All right, let me get this here and try to optimize it even more. Perfect. Maybe I will just left a piece like that this triangle there because I don't like the shape this take if I do that. All right, let's just merge that. Maybe not. Maybe, yeah, yeah, I know. Yeah, let's do it. All right. Let's see. Let's see. This one is necessary. This one is not. Not necessary. All right, we can move this group here and put it like this. This sage loop here is not necessary. As we can just do this and then select all of these and do stuff edges and just ***** those there and this one here. And there we go let's see if we can do more. We can just collapse those there. And I think that's good enough. All right. Yeah, let's see if we got necessary podgons. Just leave these two. We can leave it like that. This one? All right, let's see here. All right. We can do this here. All right. At last at last at last or more Let's do it more. I like this should be good enough. We can remove this edge. All right here, we got this edge loops doing nothing there. We can delete this edge and this other edge doing nothing. Here we can collapse that maybe because of it. Maybe not. I will just it as it was. I think we'll be good. We'll be good enough there. All right. Let's see here. This is the most, one of the most dense ones. We don't need. Let me collapse this first. Maybe we don't need any of those. We can just collapse. These polygons. This one is completely unnecessary. We just delete it. This one also. Do something that part. Let me see if that is doing something is my lowest subsite. The lowest one? Oh, I think that I need it. I don't remember. Ah, here. Ah. Yeah. Well, let's just do it here with the hipoti to see if we didn't mess up shapes. Tiny bit. Let's select this one. And reposition the edges here to the corner where they belong around here. Perfect. Reposition them around here. That's nice enough here also. We'll just put it back in place. All right. A here. Perfect. All right. This is good enough. Perfect. I think I will delete one is one that we need that to get this ramp there. But here we could just collapse those. It's completely unnecessary here. I solve what do? Soft edges right And here we can. This one is not necessary also and just deleted. Here. We can collapse those around here. Perfect. Let's see this piece. Let's see what we can do with this piece. And these maybe. Just keep collapsing. These hooligans Let me go back. All right. This one here. Let's do this. All right. Let's try to do that here. Collapse. Maybe not. If we could leave it like that here. We can just collapse the ones around here. Yeah, we can do that. And also here. Perfect. All right. I think that's good enough? Maybe. Here, we can optimize this even more. A. Let's just delete these polygons here. Now, let's try to collapse more of these. Let me delete these phases. All right, I will add my mir. All right. Perfect. We could leave this like that. All right, here I will just delete the supporting net loops because they are not necessary. Oh, what do we have here. All right, let me delete this part. Maybe like that. Maybe we could delete these two and also the one. Here, I will just leave that middle piece there. Yeah, I will do that. Maybe we could something here, remove a few of those maybe nodes if we have physics in this strap, it can swing with better quality. Let's just lap it like that for now. And here I forgot to include these two in the topology. All right. And we didn't delete the other half. So let's do it. Sick with we wrote one. Perfect. You see here, we also did it Clipping. All right. We don't want that piece there. So I will just remove that one. And then I will select this and do some protoplo here. Let's see what we can do here. Let's delete all of these polygons. All right. Let's do it here. Perfect. All right. Round here. All right. Here here. Let me delete this one. Oh, I didn't activate my magnet. Oh. I did, and I forgot it. Don't remember. I haven't activated. All right. This Edge Loop is not necessary there. Alright, let's just do this. Let's merge this one to this corner. This one to this corner. Also, and just move this like that and just keep adding more polygons in this area. I know we have a babel there, but that will be baked in the texture. I don't care much. Get that pb at least in this piece. All right. Perfect. All right, let's see. Here now that we have that piece there, we can keep optimizing this because this scope part is really dense for no reason. All right let's just do this by distance. I don't see this part. I'd be like, Dad we take that again. All right, this part shouldn't be like that. Perfect. Need that dahlop there. All right. I will just do this. Just do this. I will collapse those there, move this one down. We get better. Shape. All right. Perfect. Thank you. Collapsing these edge loops. Is is necessary? Yeah, it is. But we can do this here. Get rid of those unwanted geops. Keep this optimized as possible. Let's see. All right. We don't need these ones. We can just leave it here. Maybe we can just collapse. Oh, all of these pieces here are not really necessary. This one completely can be gone. Also we have to do something here, I would get also the upper part here. Without the magnet, I will just move it in the Yaxis align it better. Perfect. Alright. Let's see if we can optimize this more. Yeah, we can do it definitely. We can do this. Maybe this, here, here, here, here, more more more more. All right. We could also collapse this one like that. Perfect. To be down here, we can collapse all of these pieces because they are not necessary. We don't need those edge loops. Here, I will just collapse all of them. Let me move the part here. All right. Let's see, at last, at last, at last, perfect. There we go. Keep collapsing. Give more edges. I think this is far for you to go. I will collapse here. Me edges. All right. Here, perfect. We could do it given one more time. Et's just leave it like this in that part. Right? I think that's good enough. Yeah. All right. Let me see what we have here. Yeah, we can delete these words. Perfect. Let me delete the middle part of this piece. I mean, the left part. All right. Now let's add mirror in the C axis. Just try to stitch the middle trips together here. And collapse dose. These ones are not necessary. All right. Perfect. Here. Last, at last. Nice. We could even collapse dose here. I All right. Perfect. There we go. Is middle piece is necessary? No, it's not. We can't remove it. Yeah. We can also collapse. Those. Maybe not. Let's just leave it like that. Alright. Oh maybe we can collapse these pieces here. All right. We need it? No. We can just collapse it. Also here. We could collapse that. I would just leave it like this. Is for now. Go back to this view. Let me see. Maybe we could also do more stuff here. Maybe not. Yeah, we can do more stuff. Let's just delete that part and we can collapse at last, last more, more and more lapsing. Perfect. And here we need All right. If I use this, how it will be. All right, merge by distance. Merge by distance. All right. Also here. Merge by distance. All right. Perfect. I think so. Yeah. I want to add one more extra there so you don't have that two ET one here. All right. Here we can collapse. This one's even more here. All right. Let me see. The part works. All right. So we don't really need those polons. We just need to place them in a nice position. And now we can just collapse them like this. We don't really need them. All right. And here down, there are a lot of polygons going on there. All right. Let's just a leptos They are completely unnecessary. I What happens here? Oh. Well, don't worry. We can do this here. Let me just delete. This phase and add it again, just as a percussion. We don't have a hole there. Now, let's just keep collapsing more hooligans. All right. Perfect. I do this here here maybe we really need that there. I don't think so. We can collapse. We need this part because I want that curvature. We'll add soup around here to get better that pebble. I want to get that pebble there. B in the silver. These pieces should be up here. Perfect. Around here. There we go. I think this can be good enough. We called more out here. I will just keep collapsing those. Go. All right. We can keep lapsing more polygons. Perfect. No. I think we're good to go here. This area. Something like that me. All right. Let's see. This one and just be clothes like that. Perfect. Let me do some sad incremental. All right. Now, we have come from around 7,000 to 4,000. That's quite a bit deduction on polygon. Also we have a lot of unnecessary stuff here, maybe like those ops. These maybe that went no, but this one, here's completely unnecessary. We could also maybe collapse collapse this. Just like that. Here. Let's see. You can collapse it. Let me just select all these and now we'll just move it down. Around here. Move it down. By distance. Let's do the same thing here. Right, by distance out here. All right. Well it up by distance. All right. We delete that one. We could merge this at center Leave that one. Leave it like this. All right, let's see what we have here. All right, those two. Last something more like that. I'll be good. All right. Let's see here. We can delete this middle piece a few of these logons. I think that's good enough. All right. We do this one there. I think it would be too pesib. Yeah, we just leave it like this. All right. Fit. We have our little weapon. Here, we can just delete this edge. It's like that. This edge here also. Perfect. We can slide this one down by distance. And this one up by distance. Yeah. Here, we don't need that middle. Edge up here. Here. We can maybe collapse. These ones. Alright. Incremental. All right. Let's see. Let me delete those pages. They are not necessary. All right. Now we are in 4,000 quite a big of a reduction. A something maybe there's right distance. All right, we don't have any weird floating double vertex. All right. So maybe I think I say here, maybe we could delete this edge there. And also merge these polygons. All right, by distance. All right. By distance. There we go. There we are Let me keep emerging. These ones right with. I just something there. Here, at last, at last, we could do this not write that we just like dead here. All right. Let me keep merging those by resins. All right. This there. All right. Perfect. Let me just Alright. Let's keep in the shape. Perfect. All right. Alright, I think we are ready to go. I'll just leave the video here and see you in the next one. 21. 20 Starting Uvs: Alright, guys, in this video, we're going to start making the UBS. So let's begin. All right. Let's begin first with the inner part of our weapon. All right. So we're going to cut in some parts our weapon in order to make the UBS. All right. Let's see how we can do this. All right. Let's try to place the seams, the UB seams in areas that are kind of hg. So let me see what will be the best place. Maybe we can separate All right. We can separate this lower part. To place a UBSM, you need to be here in the edge mode in edit mode. Come here. Now, let's press Edit mode and then select this option or just press two in edit mode. Two. Now we can select these edges in order to make a UBSM here in blender. So we can separate that. So the way I think about making UVs and placing Sims is to, like, thinking on them a primitive shapes. Like, for example, this resembles more a cylinder. So in order for this to t and grab, we just need one straight ropes going up like that and separate these 21 from here, maybe we could take this something like this, maybe. Is the UBSm there. And since or not, Yeah, I will leave that edge there. Once we apply the mirror, we are going to grab that part. If let's do the the demonstration, this is more like a cylinder, so it should be enough, just one single edge loop. You'll be seen there. Let me apply the modifier and you will see that we can get this UB nicely done. Now, let's select here in Sims When you press L, you can select all the linked geometry. And you can constrain the selection to these absent sees, like for example, the normal, the material, the seam, the sharpness of your stuff and from UBS. So let's select this time seem so we can just select all the geometry that are contained in this seam area we are created. Now we press your U and then grab here. And you can see that our our stuff is nicely made here. But I will control C because I want my mirror still. We are going to place all the seams with the mirror and then we're going to apply the mirror, and then we are going to do the grab. So let's see. Also, it's good idea to have a checker material. But it is a checkup material. It's just a material that you can apply to your model and see if your UBS are distorted or not. So let's begin right. Let's go here this lower panel. You can spawn a panel by just clicking here in the corner and then just dragging it up, something like that. You can eliminate that panel by just clicking in the corner and then just dragging it down right. So in the new panel that we have created, let's go here to Shader Editor. All right here. Now let's go here. I will delete that material. I will add a new one. I will call this hacker. Now let's press Chief A and then checker texture. Now, we need to put an add on here that comes with rush with rush no with blender. Sorry. Let's go here to edit preferences. Let's go to add on, and then let's write node, Wrangler. Yes, this one. Just activate this checker box and then we go back here to our shader editor. In this hacker texture, let's just press Console T. And we'll spawn these two nodes here. In this texture coordinate, let's just select the UB one and drag it to the vector. And now we can drag the color to the base color and then just scale, rank up the scale. And now you can see what's happening because we don't have any UBS. So we are going to first add the UBS in order for the checker textures to work nicely. Right. Let's continue placing some Ubis. We can apply one UB here, when SMO this area, this is more like a cube. So for the cubes, we need to add add UBSMs around the corners in order for this to wrap nicely. Let me add the SIM right here. Maybe I can continue or maybe not. Um, I will separate this part from the other part of the mesh because this is more like deparated material, something like that. We can have it separated all right. So here we have whether we have here or we Yeah, I will make a scene in this area or maybe none. We'll just make it. All right. Let me see what we can do here. I will separate these scenes here also. We'll make this part separated. Around here maybe we could leave that part in the same or not. Let me just separate. Maybe not. Separate this piece. Around here, let's put a SM right click and then add SM. Let's see what we can do here. We need to separate this part from the other. In order for this to wrap nicely, let's select these polygons and then add them and here on top. Is wondering what we can do there. All right. Maybe we can use our hi poly as a guide to understand better the shapes that we are dealing with. All right. Let's see here. I mean, we could leave that, maybe not. Let's use this. I will just separate this part from the other. I will add a seam in this corner here. All right. This is with the sim, all right. Now, here I will take the seams down with something like that. Copy. Move that there. That's in place. All right. If we can do the UB there like that. Now, here down. Let me hear sim here and just continue that sm down here. Yeah. Mark SIM Perfect. Now we can add a sim in the middle to grab be able to grab that piece nicely. Alright, let's see. Let's see. Maybe we can remove the seam here. Override. Just thinking and how we can deal with this is in the seam area. Maybe we can just put the themes like that. Here we can add another seam. All right. Here in the middle, you can have a seam. Perfect. I will maybe separate all of these upper pieces around here into its own separated seams. All right. What we have here, we got something weird. All right. Let me just add im All we got something weird. What is this vertex? All right. I know what's happening. All right. Let me go back to my model. Let's just hide this for now, select our stuff and just put this back in place. All right. Let's put that back in place. Around here, let me place this nicely in the model. I had to begin topology with the high poly one instead of the low poly. All right. So we could add better visualization of the corners where we have done the topology nightly, and now I'm just ing the position of these parts a little bit. All right. Perfect. Let's continue with the same place in here. And now All right, we have that. Now let's see what we can do. Let's see. We can add themes No, it seems like this in these pieces, maybe. Alright, Mark im. Now, let's see. Let's see what else we can do. Let's add a sim here. All right. Fine grab this. This will grab. All right. Let's add another one here. Another one here. All right. I think that's good? Now I will separate the barrel from my base model. Perfect. Now. Maybe I will take this middle piece at a seam and then just place a seam there. Perfect. Let's continue these scenes around here. Let's place a little bit more of scenes there. All right. I will continue this them around here. Perfect. And here we could add this maybe them that cause something like this. All right. Let's add the sems around there maxim Alright, we need to put some seams in that stock parts at one there. Let's add another one here. All right. Let's see where else we can add more sins. Maybe that should be good enough. All right. Let's continue work in this stock part. All right. Let's see what we can do here. We'll plug it or this will be separated from this one. I don't really want that. Sing the best way possible for these have dT seams here with white click here sms. All. Maybe we both at a middle one here and some around here. All right. We could add more sins around here. Let me just. We could also start to grab the stuff in order to have a better understanding of what's happening with our IM or with our UVs. All right. Let me go here. I will deactivate here in my vitrotopoon we can deactivate the stuff. All right. You can see that everything is squared. If everything is squared, that means that Ubis are nicely. But we have some stretch here. That's because we didn't have enough seams in the correct places there. Also we have some distortion here. We need to try to fix that. Alright, let's try to fix these distortions. Let's go here. Alright, we can synchronize our UB UB layout with the model by just placing clicking here. So the imagery that we slate in our eper will be selected also in the UB view. Alright, let's see. You can see here. We need to add maybe one them in the area. A Let's see. All right. Let me see something around there. We could do it. Let me see how this looks. Is looks worse. All right. Thinking the best way to add some seams there. All right. All right. Let me think just a little bit. All right, what I have done here, maybe, is not the best way, but that's the way that works for me. The way I read this, I just added one seam in the middle edge op. And I added one seam around here, another one like this, another one like this. And now our Ubiqter are straight. We have here some stuff happening. We're getting weird stuff there. All right. Maybe the best way. Maybe we delete those. Let me see how this looks better. We have also these problems there. Kind of better. Yeah. I think that could work, but not too much problem. Just one here in the middle without the two ones on the side. All right. Most of the time, when we have that distortion in areas like that, it's just because we need to add maybe like one seam in the corner and most of the time that we'll fix the issue. All right. We can add another seam there. Another one here. Here, we will need to place a seam here in the barrel and another one in this part. Perfect. Now here, I think that we let's continue the same with that part, maybe. All right, I will say incremental. And now, maybe we can we can apply the mirror here. Let's apply the mirror. And now we can do the final UBS here. You can grab. Now, you can see that we have all our pieces nicely made. Let me see what is that piece, we got something really weird here. That's maybe we did at What's that? We have something weird here. It's just collapse those. Maybe select these ones, and then last. Let's go to the other side. Let's take this one then last. Maybe that should fix the issue. Let's do the grab again. We still have more troubles here, strives to fix those, but we have here. Let's see let's add maybe sum seems around this area, maybe. Let's see what this give us. All right. This didn't do anything. Right, we need to add a middle in that place. All right, now it's better. Now it's working. But the sims is on the outside. I don't want that seem to be on the outside. So I will replace the seams that is on the outside part. We'll just replace it to a seam that will be in the inner side. All right around here. All right. I will hear the seams there at this one around here. All right. Perfect. I think that we are good to go. Let's see on grab. Perfect. Oh, I forgot to add this middle them. Let me see. Grab again. Let me see what is this piece. All right. Yeah. I will need to do something Maybe something like that. Mm, let's see, uh All right. For some reason, this part is not working. Mark on wrap. And now we have these wars for some reason. Why do we have that part like that? You're right. Our seem are not working well. That's weird. Remove those seams in the side. Or right now they are working nicely. But now in this part, let's see try to add a seam there. Another seam here, maybe another one in this area. And another one here. Let's just see. Here, I forgot to that we have applied the mirror modifier. All right. Mark him All right on grab. But for some reason, we have this ear bend. For some strange reason, we have that part bend. I don't know why bender tend to bend the UB let me remove those seams because I don't want the UB to be bent for some reason, these seams are making the blender algorithm. You go crazy. All right. And for some reason, we're getting a lot of distortion in that area. Let's see why is that happening. Maybe we could just split these in two and will be good enough. Here. Let's split this. Let me go here. My mouse wheel is a bit buggy. Alright let's see. Now it's kind of better. But now this taking a lot of UV space. Yeah, kind of better. Let me add middle sm there. Another one here markim another one here, here Also and let's finish here. All right, grab. Let's see. Let's see what we have here. This piece. Why is that? Maybe what I will do will be just separate this piece here. Let's try to do that. All right. Maybe here, we could delete these themes. Let's see what it gives us. All write this gives us a better All right, let's see what we have here. Better you've been grabbing. But now we have this, like, tiny little piece here. I will just separate that don't have it. All right to another being grab. Perfect. We have that here, and these pieces around here. Let me go here. Let's see what we can do. No, I don't want to separate this mesh in that place. All right. What happened if I hear the same just experimenting a little bit. All right. Trying to make the UB in the most nice way possible. Maybe we could separate the inner part from the outside or make this better. If we could make the inner part one single piece. So it can be too long, that the outside part, maybe we could make it one piece also. All right, let's see. Oh, and now we are getting more agent or distortion. Let's go back. Let's just leave those seems where they were. All right. It seems in this area, let me see how that middle inner part works. Perfect. This part here. Let me see the other part. All right, they are working well. All right, maybe we'll leave those, just like that. Are working, so they are nice. They will work when baking here, we need to do something. We need to do something here. Let's go to the UV. Let's see what we are getting. Maybe we pull separate these two. We are im let's select this one, press and grab. Let's see what things are not working nightly. At Mark SIM right. Press and grab. All right. No, they are not distortion there. Perfect. Let's see this part. We're getting them nightly. All right. Let's see here what we are getting. We have a lot of buggy parts here. Why is that? Because this piece is not completely separated from the other one. Let's do, again, grab. Now we're getting something. We are getting something. Let me make this bigger. We need to this is getting buggy. These pieces, what are these pieces? All right. All right. Let's see. What is this hard we're getting something weird here. Maybe we could do this to separate those UB islands. Alright, let's see what we are getting. This is getting buggy. We could separate them. Mark Zim, do the same thing here. All right. Let's grab. Let's see where they are. All right. They are here. I maybe we could make this better by separating these two. All right. Let's see. Kind better. Yeah. All right. We have this piece separated from the other one. We're getting some weird stuff happening for some reason in this place. All right. And this part is this, what is this do some right. What is happening here? Window need to do that grab All right. We are still getting this weird problem. All right. Alright. Alright, let me do something. Let's see if this works in that area. Mark, clear on grab, it kind of works, but not completely. Yeah, not completely working. There Alright, let's see how we can solve that part. Alright. Some recent blender is not giving me a nicely grab it. You eat stuff here. It's even worse. This is not doing anything good there. All right. I think we will just cut these because I don't want them to be intersecting together. Now, that's better. We had to do some UV stems in some places. Alright. Let me see. Keep searching for weird stuff. If we could add them this area. Mark Zim. All right here, also, Mark Zim, better there. Let me make this molar or bigger, whatever. All right. Let's see. Bing nice stop there. Alright. I think we are good to go with this. Let me see by distance, we don't have any buggy any buggy vertex. I think this should be good enough. We don't have any intersecting graph here. Perfect. So let's go to the other pieces. The other pieces should be really super straightforward. Safe incremental here. All right. All right, perfect. We are here. Let me see maybe these low subdivisions are not nicely made. All right now. Stick with this. I will just move that to the low poly. Do not confound myself. All right. S here. This will be super straightforward. Like, let's just add a seam here. Here also, let's add one in this corner. Let's keep adding more seams around these other corners. All right. A here, let's mark M. Let's select these ones or sims around around those edges. That should be good enough in that place. Maybe we could add another one here. Let's see here right. We could add something this Area All right, maybe one here, another one in that place. Here, also, mark Sm Perfect. Alright, let's keep adding more stuff. All right, Mark stem. Alright. Perfect. Let's see what this does. Let's ungrab it. And we almost have perfect seams, but in these places, yeah, we don't need those seams because they will get bugged. Alright, let me apply my shaker material there. And here I will Alright. Let me go to the shader preview. Why is it so slow? All right. All right now, it's better. Incremental just in case. Alright. But getting some stuff. Let's do, again, I don't grab. We are not getting any intersection. Um All right. Let's just keep searching for more. We're hooligans. I just adding one egg loop there. We make that part better. We use a tiny bit of edge loops. Alright. I think that's because the triangulation, those problems. Yeah, that's because the triangulation. Let me expand those seams here to see what they do. Write it to grab. Kind of feather don't really like it. All right. We're getting some stuff. Let me put a seems in that corner. All right. Let's see, we could mark a SIM there, but that will cause that part to be like intercepting each other. Things that I don't really like that happened. I Maybe, let's just leave it like that. Some reason we're getting R UBS, maybe here with relax, we could make this a bit more straight here by tweaking the UBland here. Oh, here, maybe. I try to do the same. Not doing almost anything. All right. Let's just lift type that piece. Now, let's see this one. Let's mark a sim in this hole. All right. And now we are going to separate this internal piece from the external just like this. Now let's try to add some themes in these corners. We just remove those seems there. All right. Perfect. Here seem here. Clear seam and add a few more seams in those places. Well cut some bugs. All right. Maybe we can do some grab. Let's add our sugar material. Almost perfect. But the blenders and grab seism really sucks at this. I'm tempted to use the Maya system instead of the blender one. Oh, we have this in conformal, in gold base. Still kind of sucks. Maybe we could add some Sims in the areas. Alright. Mark, Sim, let's try again. Find a better. Not too much, really. It's not too big of a difference. All right. Maybe if we do some. Now, it's not working. Maybe or not. No, this will not be good for the Let me separate this edge loop here. I will do add that part here, and I will just clear in the other hole. What this does. Now it's better. Yeah, definitely better. We could leave that part like that, maybe. But this piece will be visible. No, sir. That little part there. Alright. Maybe we could leave leave that just like that. These piece here should not suppose any big of a deal. We just add some seems the correct places, there shouldn't be any problem. Wrap checker. Yeah. Exactly perfect. Should not be any problem. This piece also, let me select this entire is there Alright. All right. Let's see what this gave us. Checker. My My stuff. My mouse wheel is a bit bad. Alright. See what we have. If I do this, this would be better. Let's try. Yeah. It's better there. Maybe two more. Edges, in the arium maybe feel this part or write. Another edge here, maybe Markm Nope. Let's delete those. Here, also, let's try to Hoge this seems there in a better. It's almost try an error. Let's mark some seems there. You see, Alright let's just leave that piece, just like that, without any problem. Alright. Now, let's do this piece. I think I will just do this piece this video, and in the next video, we can do the rest of the pieces and try to fix some of the ones that are made. Maybe. Let me add more edge loops in these areas. All right. Let's see what this give us. Checker. Kind of better, kind of good. Kind of good. All right. Let's see if we add some seems there. Find a better. That another one there. They are getting something. Right to add some those areas. Maybe if we select all of these piece, let me deactivate that. Maybe we could select this piece and put it or not. It's not there. Let us some relax. All right. Dive some relax. All right, try to make this straight. Perfect. Move this more like that. To try to make this piece a little bit better. The best as possible to make them wear these little squares. Alright. I think that will work for us. Maybe let me see here. Let me see if this relaxed stuff is really doing something is not Alright. I will sleep that piece. Just like that. And in the next video, we can keep doing our UBS. So, see you there. 22. 21 Continuing Uvs Part 1: Alright, guys, so let's continue with UBs A right. From the previous video, I have done just a little bit of stuff. I have removed the seam that we got here, and I just put it back here. So now the seams upside are nice. But also to get better to not get that sort of distortion, maybe we could take this and make it parated maybe in one strip. Let's see. This one strap, we could get that stuff nicely. And to make this straight, we can do this. Let's see here where it is. Align vertical. We need to align this vertex, the other two. And now let's align these two here. These two, aligned horizontally. Oh, no, here, aligned vertically here also. Now that we have a perfect rectangular cube, let's select that rectangle. Let's select that for tangle, and then let's go here and follow active squabs. See, select everything. This should be the active and now follow active quads. Now our strip will be straight. All right. There we go. Let's see here. We could also try to make kind of Same here, although I have tons and twigs here. In this part, what I did was just to I mean, this part was like this. Alright, you can see it was maybe like this with these overlapping each other. So what I basically did was just to merge those vertex. I modified it just like this and to get a little bit of better better shape there. All right. Let's continue. Let's see how UBS here are working. Which one is from where, maybe we could wig this and try get a better a better alzation there. Less distortion maybe. I will be easier if we would make this Maya, but we are making it blender. Alright. Maya has some better tools than bender for doing B. But this is the software that we decide and also blender is free. Yeah, let's see here. I should do this. This should be better. All right. I know. Yeah. All right, trying to get these cubes, I mean, these squares straight as possible. So let's see here we got something in this part. Alright, let's see this polygon here. Maybe we could make it better. A bit better. Let's see. Maybe. Let's just twig this until we get that straight as possible. Alright. All right. All right. Let me see what we have here. By as possible. All right. P here we could drink it a little bit. Let's see with the relax. We could get some better stuff here. Just select this tool here with T. You can on this top here, and then just select this and with Chef, you can do some relax here. And if you're not press Chef, this would be like the move brush inside brush. It's helpful to move vertex around and make things nice. All right, we will use this. Try to tweak our Ubis and try, make them better. Maybe something like this should be good. Alright, let's go to the UB island. I think it's almost perfect there. Yeah, it's perfect. All right. Let's see. Let's go here. Let's do the UBC. Hopefully, this will not be a pickup for them. Hopefully, let's cross our fingers right. We could maybe do this. All right here, we'll do some of these All right. Let's wrap this and see the result. All right. Maybe here, we can separate that marxim. Let's do it again. No working nice there. But it's most good. Let's see if we could relax those audience there, just a tiny bit. All right. If I add a sim here, what will be the resold, yeah, that's better. Alright. That's perfect. So let's just book food that somewhere else. All right. Let's see here in these corners, there should not be a big problem, hopefully. Let's just select these ones. Let's go here, these other ones. All right. Now, let's try to do on grab. Let's add our checker material, and that's perfect. Alright let's see here. What we can do in this piece. All right. Let's see how we can grab this. All right. Let's see, let's see. Maybe we could separate this big piece. All right. Something like that. Perfect. Now here. Let's see, maybe. Let's just remove again the seams. I will make this big piece, one UV island. All right. Maybe something like that, we could take this all the way to here. And just separate that from the other piece. Now that we have this here, we could start adding some thems. All right. Add one here maybe. Let's see how this would work. All right. B one here. It's better with cold troubles. Let's see how I still need more seams, but let's see how the grab is working here curve. We need to do stuff here. Let's see. Let's see it this part. Yeah, you need a lot more of seams. I remove the shaker because that's just book in my mind. Let's see. All right. Let me add maybe one here. No. All right, this would be a little bit of ab. We could separate these ones right perfect. Here we need a seam All right. Let me do wrap again. It's not working well there. It's working really well. Let me add another seam there. Now it should we are getting here, this part is booking us What happened if I just do this and I had a sin there. But now I'm getting these troubles there. We could move this here merge at center. Or, let me go here. All right. I have just deactivate in the sink puse. All right. Now, that would cause a lot of distortion there. I don't want to do that. That would cause a lot of distortion. All right. Let's see what we can do here. All right, let me say incremental. Perfect. Let me think just 23. 21 Continuing Uvs Part2: Alright, guys, sorry, but I just forgot to pause the video. So I keep doing stuff without noticing that my recording program was paused. But what I basically did was just take this as a separated piece. I mean, I just separate that piece from the other place. So it's completely separate UB Island. Also, I have applied my mirror. All right. And here, I just have added the seams. Let me do something here. Let me just remove the creases because we don't need creases. Let me go here for better visualization. And I just added the seams in this way around here. You see it there. And also, I make this piece Sephadge one. Let me separate this completely. Alright. Let me clear the Smets do the same thing on the other side. All right clear, Mark. All right. Let's do another grab. Now, that's perfect. All right. Let's see it here. On creases in the corners here. One increase in this other corner. All right. And decreases in this piece in the middle will be maybe something like that, and there we go. At the scenes for this other piece, it should be straightforward. I always say that and I end up breaking my mind. But don't worry. Everything will be fine. Hopefully, maybe one around here. And let's see. We have that same there. All right, maybe another one around here. This will maybe cause some troubles in this area. Let's see. And yeah, I did. It did cause some troubles. Let's remove that. Now this is been Yeah All right. Clear SIM, let's see if I add SIM there in this part. It's not. Not any better. All right. Let me remove that those seams. Let me add one here. These pieces are bugging me out. Alright. Alright. Maybe we could add a seam just like this. Alright, that's either not really. I try to move. This just in place. This piece. What is that piece? Right. Make this straight as possible. What is this place? Now, I like how this part, it's working because that's not how it's supposed to work working. Really ugly. All right. Maybe. Let's do it in another way. Maybe, let's see. Let's just see. All right. Clear shins. Perfect. Let's try to do this instead. Alright. Giving us some sort of a better tation here. Let's remove that one. Yeah, that's better. That's a lot better. Alright, there we go. Now, let's do just these tiny pieces here. I won't say that will be straightforward because you saw it. We got stuck in a few ones. But this is basically a simple piece. Alright, let me see. We could add one them around here. Maybe a middle one could be. Around here and another two around here. This should wrap nicely just like this that you can see it here. Let me remove this B modifier, and there we go. Maybe we could make this straight. Let's see. Okay, let's align it. Align vertically vertically. We could select these the active quads. And kind of kind of better put these pieces here. A not that are not that good. Et me see if I did. If I do that. No, I will just leave this how it was here. All right, that should be nice enough. Let's go here. Let's add some rises in the areas maybe. Um, here, I will just add a middle one and then just few loops in the corner. And that should be, do it. Emir. This is a perfect UB island. Without any complications. Let's go here. Alright. Let's see. Here, here, here, here, here, here, all right, Mark, grab checker and boom, there we go. Maybe even one here. Let's see. Grab and boom, there we go. Maybe another one in this boom, there we go. All right deviation. A right perfect. Or here, I maybe will separate the inner piece in this part. Oh, I didn't select it. Mark. And now I will just select these corners. That would be nice. Enough. Cheer. Perfect. For some reason, we're getting some weird stuff in the middle. If I just dissolve those vertex, I do another not just leave that there I don't know why that is just giving me that. Maybe it's because the way this triangulate. You see, maybe if it's just we need to add few of seams in those corners. Now, you can see that that's better. That was the problem. Just few few edges there. Alright. Let's continue with this piece. This should be good straightforward. Let's go here. Let's add just a few recess here. And now let's do an wrap. You can see it here, it's perfect. I will make this straight align vertical. Yeah. I mean, this was align horizontal here. Now align vertical. Although a deep quad. You can see that we got that wrap, be perfect. Alright, let's go here, maybe with this piece. All right. Let's see. How we can do it. All right. Maybe we can separate this piece. Alright, I will add few few sims there. Let me remove these ones. All right. One here in the middle. This piece there. A few of them in these areas in these corners. All right. Mark him and Mark Zim there. From here. Perfect. All right. Now, let me just see how this will grab right this piece here. We need to do something about that. Alright, what's happening if I just do that? Let's see. Basically doing nothing here. Really sorry? At? Maybe not. Not there. I think we. You'll need to something there. Let me add my checker. You will need to separate the entire piece. And now let's just add one. I'm not should be good enough for us to deal with. Perfect. Alright. Some stuff here. Again, these concave pieces. Let's see how we can solve that. All right. Alright, guys. I just did it. Separate the upper piece from the lower one. And it just works. I will just leave it like that. Alright. Take this. That will be it for that piece. Alright. Let's continue. Let's try to do this one here. I will separate these wings from the main body of the UB, right to do it. All right. Maybe something like this. Mark shim. Perfect. Now, here I will just add 1:00 A.M. All the way to this part. Heal this edge here, stew it. Maybe here also. We can do the same thing. Heal this little edge around this area. Mark shim now let's see what we can do here. Maybe we could add a seam in that place and keep adding more seam to this part and also here to this other part. Maybe I can separate this piece here and add another seam there. See how this works. All right, checker. Basically perfect. Now we can apply the mirror and do the grab. And you can see there that we got something. All right maybe here, what is this piece? Let me see where is that sim there because we could split this upper part and the lower part in two. And now we have this perfect. All right. Let's sing. Let's try to do this piece. This piece is a really complex one. Alright, let's just try to seeing if I can do it without having any troubles. That would be a really tough one. Alright. I here we could add a SM there. Um, do some graphs for now. I think that's really bad or not. Alright, let's see here. What happened if we add SIMs in those places? What this give us? Nah here, what is that polygon. We need that there. We need a seam. What is this car sims. We could add a seam in that place. Right through it again. We could add more here. Now, we got weird p here. Let's try to remove the same here, grab. Alright. Yeah, we are getting something. Let's see grab better. That's almost better there. It is to be straight. Alright. Et's see if I apply the mirror. Alright. What is this? What is that there? What is that, please? Why we have a hole in there. Why do we have a hole here. Why's that? That hole should not be there. I mean, we have these piece, these 21 should be dissenter, something like that. All right. What is this? We get in some troubles, we could just leave these 21 grab. Perfect. Avery here, remove those wrap. All right. The question is why I have those This is plea top. Why do I have that? I don't really know. Let's see if something weird is happening, maybe I have some non mayful geometry there. Let's select here, select all by trade, no manfold. I don't have any no mainful geometry there for some reason. Let me see here, let's go select all by trade places by side. Let's see greater than, and we don't have any end gun. I will just stitch those together, but right. Now, let's try to put this in place, and I will just leave this piece. Just like that maybe two edges, two seams there. I you're not doing good. I don't know why I have that piece there. With a hole, I don't really know why it's happening. But for some reason, this stuff is just doing it. It's making a hole where it should not be a hole. There should not be a hole there. Let's try to add again those edges, maybe something related to that. Let's see. Let's add back some tos deleted. I don't know what's happening there really. Maybe a blunder bag or for some reason. This is just happening. Let's just try to get better this UB stuff here. Just move those around here, right to make this in Metrico just like this. And I will just leave that piece there. Let's go here. I will separate these two. We'll add a seam in the middle. And here let's see, I will add maybe more like here, like here in these pieces. And now let's see what this give us. All right. Check our material. All right. Nice, nice, nice. Let's select this brush. Let's try to relax the the stuff there, and that will be nice for us right now. Right, we are almost done with those pieces. This piece straight to do some Ubits for that. Maybe we will start here with them go all the way to this part. Or we could separate the inner piece. Separate the inner piece from the outer piece and add a few Just a few creases in those places. Maybe. I All right. Something around there. Let's see what you give us. Give us. All right, check our material. All right. I need a one piece here. One edge loop. No, that's really bug out. You sm there and grab What is this vertex? All right, let's remove that and grab. What are those? All right. We remove those. Perfect. We remove that other stuff there. All right. Almost perfect. We call that. This here. In doesn't really matter. All right. This could be maybe we need one more edge loop there. All right. Maybe one more here in this corner. Kind of better or maybe not. Not really. We're getting some weird stuff here. Your shame. See? Oh, that part. Works. Works. Alright, let's see. Here. Grab. No. Maybe we could add one seam in that place. Mom. Not willing. Alright. This is a bit of a complex one. Maybe we will do this in this pot. The potatoes. Oh, so maybe not. Let's just not do it. Try to keep this entire piece. Alright, here we maybe we will need a seam there on grab preferred All right. Let me see here. What is that? All right on grab I beats basically doing nothing. All right. Let's see. Let's go here, maybe. No, that's just destroying our base. All right, let's do it by hand. Try get this in a better position. Alright. Not giving us. The enough results there. Let's just at maybe. W seem there. Alright, we're we are getting something. Alright. Let's see what else. I'm tempted to just split this piece here into one single piece. All right. Maybe Let's see with conformal, you can see here, it's basically giving us a better result this time the conformal grab than the angled pase. This could work for us in this part. Sometimes the the angled pase doesn't give us the best results. Let's see again. Perfect. All right. Let me remove that SIM there. All right on grab. Her face Mark m No. I will just leave it like that. That doesn't matter too much. Alright. Almost done. Almost done with the SIMs. Maybe we can do just 21 seam there, and just put the shaker material. Let's do this time with ungold base. You know, basically, well, let me read that piece there. That should be good enough. I will make this strap of polygons there straight right a line. Let me remove the fine on here. Let's to align horizontally, align vertically. All right. Follow active qua. Perfect. All right, there we go. There's just one. Oh, my God and I have. We have two more pieces. Well, three more. Yeah, I'm just thinking that this piece, we could just leave it into, like, one piece, maybe. May I mean, one plane maybe not. Let's just do this. I will just apply a middle edge loop. And now I will just mark the SIMs these edges has SMS and that should give us the best results there. Basically, the best result. You can see that we have some overlapping geometry. That's because I have the mirror modifier applied. I mean, here, I will just delete that biror modifier and everything should be good enough. And here I will just add a SM in this place another in this place. Maybe this should be good enough. Remove that stuff there. Let's add the car material. And maybe we could align these horizontally, vertically, and we could get this straight. All right. All right. Let's see. Let's just scale these two in the Y axis. Let's see here. With some symbol like that. And there we go. We all basically have Oh, I just forget it again. Sorry it's too late in the night, so my brain is not raining too well. Let's see here. Maybe we could add few edges. I mean, some thems in those places. Or maybe we could separate these into maybe single piece. Yeah, I think we can do it. Mm. Let's add some seams in these corners. All right. Perfect. And now we just add one seam here. Just till this edge vertex. And now I will just add another seam in those edges wrap. See this Shaker. Perfect. Why this is split up. Alright, let's remove that seam there. Alright. I should be better now. Let me just try to make this polygon shrub here. Right. Let's see. We could do it. Basically. Right to make that. Ray as possible. All right, something like this should be good. And this here also, we could try to tweak it, make it straight. All right, there we go. Now let's go with this piece here. Alright, let's go here. Let's go here. Here, here, here and here. Every not in those corners just select those s to marking and grab. And then we have this B's checker and everything basically perfect. So now we have almost basically all the pieces with UEs in the next video, we are going to organize all of these UBS because they are all over the place. We need to organize them. They'll see you there. 24. 22 Finalizing The Uvs: Alright, guys. So in this video, we are going to organize our UBS and maybe prepare our mesh to to baking. I mean, for baking, yeah. So let's start. So, there are two atons that I strongly recommend you to get. And one of them is this one will be here located. Is this what is it? I am in the UB Editor. Yeah. Let's select an object, and you will see this ton texltnsity. I don't know if I don't fully remember if that addon is already here. I think so. Excel. NCD? I think, if you are in the version 4.2 0.1, you can't find that addon here in get extension in the blender preferences. Yeah. And the other on that I strongly recommend you to get, but this is a paid one, but it wars version because it saves you a lot of time of organizing UBS. You basically just need to click here, pack this in this bottom, and that will organize the UBS for you in nearly perfect way. You even can maybe if you want like you be to have an orientation here. You can maybe, like, in this and then you click Impack and this will retain the orientation and all that stuff. Here you go to say hit rotation enable. Alright. So let's start with this. All right here. I think that we will do two texture sets. I mean, will be like two materials, one for the inner part. Like the basis, this skeleton one, maybe. And the other part, the other material will be for the for the external parts. Yeah. So let's begin with this. I think that we maybe we get we're going to get a lot of space remaining here. So let's see. Alright. So we have made we have made the Ubis and we have applied our mirror. So here are our Ubis so we try to organize by hand, maybe if you have this nice ton, the UB pack muster, you just press here, and this will pack everything for you like there. You can also select this budistic search, and this will do a lot of calculations of new ways to place your UBS. All right. Also, Blender has Blender has a packer inside for default. But that UBI packer is not too good. You can find it. I think it's here, pack islands, and you can select this orientation any Alright Cs to dams. All right. You can click here, and this will pack your stuff but it's not that good as the heuristic search, I mean, the UVPAC Masters. Let's try to pack this by hand, for the demonstration. All right. We could increase the size, maybe to get a little bit better better. Better solution. Also, for the textil density, the tex density is the amount of pixels that one UB Iceland has. So with this density checker, we could make all the UB Island to have the same texel density. So let's just select one of those. Let's click here, calculate TD here. Now, calculate set value. All right. Now we select everything and then just press this bottom, set my TD. And this will apply the textil dentity and all the pieces will have the same textil dentity so let's try to organize this. All right. We have these pieces. This is like a puzzle, maybe like playing tetris, some sort. We could put this just like that. We could put this around here. Alright, I like to see what I'm selecting. So I just signed my UB view with my viewport. So let's see what else we have here. All right. Where is this piece? Right, we could maybe put it in a horizontal way or maybe not. S All right. I'll put this here. This is just try and error. Try to see the best way to place our UBS in a nicely way. All right. Well, let's see. I mean, with the UVPACmser you can save a lot of time and you don't need to do this. Maybe just a few tweaks you will have to do, but not that much. All right. This one, this is a big piece. You need to place it somewhere, maybe like here. These pieces here. This is the barrel. We could place it somewhere here. This is the handle. All right, maybe we will place it rotated 90 degrees -90 degrees here. We could place it here, but we don't have space for these. Let's try to see if we could make a little bit more of space than where maybe we could make this stuff a little bit smaller. A tiny bit, just to see if everything can be inside. What is this piece? Alright and this one Ar. Let's select these two. This piece is that middle one. We could place it maybe somewhere here. What is the other piece of this Alles select that All right. Select this and just put it maybe around here. This one. What is this all right. Let's try to put it around here, maybe. Maybe something like this. I think that should be nice. Let's select this piece. All right. Let's see where we can put it. All right. We could create a little bit more of space. Maybe also try to move this something like this, maybe it could be, but we need place this inside in some way. Sometimes these organizing Digbs could be a little bit tough because it's a lot of trial and error. A lot of tri and error, to put everything inside this tiny square. We could try to put these little pieces inside here. Alright. Let me see. We let me move this away. All right. I will move this to the side. I'm saying around here. Maybe we could put this around here. Maybe not. This should be inside. Or, right, we have a little bit of space. Also, be sure that your UV islands are not like, bucking out like this. Keep everything inside the square because that will cause some troubles later once we export this to a program at program. The only thing we could put this around here, maybe this handle. A, we could move this. All right. Maybe this could be around here. Let me move this. Just try to put everything inside, right? This could be move here, maybe. All right. We need a little bit more of space here. All right, let's see. I maybe we could change positions here and here. See if we could make this in this video, all right. We have these two pieces inside our UB. Stry to put this inside also All right. That's perfect. But now we need space for these other pieces. Alright Let's see. Pulstats All right. Let's just see how we can place this better. All right, perfect. Let me bring this a little bit closer to the other UV. And this one I will just move it a little bit to the side. Perfect. I move this do Just a tiny bit. Let's now, maybe we will put this around here or maybe. Let's see. Let me get this The other piece, maybe this will be a little let's make this stuff a little bit smaller just to have a little bit more of space that we can work with The UIPAC master maybe will do better work than me on getting the most space as possible on this. But let's see. I just want to demonstrate how you can organize your UBS. Alright. Perfect. It is because I'm trying to maintain, like, not having my Ubis like this, like, incarnated in diagonal position or will be like vertical or horizontal. I don't like to put myubis like in these angles because that maybe will cause a little bit of issues, not that much, really, but a tiny it's always better to have your UBS aligned how they are in your Trey billboard. All right. Let's see. Maybe we could move. This one here around here in this corner. Now let's get this. And we could put this back around here and take all of this piece and put it in the corner. Right now, let's see if we could put this back here inside. Let's move this maybe to the side. All right, we have this and it's not overlapping, right. We need to put now this piece somewhere. We need to try to stick this. Maybe in this way, make a little bit more of space here. Maybe something like this. All right, a tiny bit. And now, maybe we could move this up around here. All right. Now we both stick this around. All right, let's see. All right. Let's move this to the side around here. And now we should be able to to have our UB placed here, our UB. Let's see, maybe we could put this down here. We could take this and put it on top, and that will be good. Perfect. Let's put this down a little bit. Maybe I can replace this here. All right, maybe a little bit up around here, maybe. Yeah, I want this to be horizontal like this. So these two matches, let me do some safe incremental. All right. Now let's try to fit this barrel. This barrel UV. We could rotate it 90 degrees. I just put it here and it's just to place these little Us don't wear. We could rotate this 90 degrees and place it maybe here on top. This one will be rotated. Min 90 degrees, right or right and put this just here. These two, I would like to place them maybe here or maybe here inside. All right. So these ones, maybe we could just place it here. And now oh, I forgot about this. Oh, Oh, my God. I forgot Oh, my bal is split. So let's select the two halves and do some grab. And now you will see how useful are the texal density. So let's select one UB Iland. Let's go here with N to open the tab. Now let's go to tex density. And now let's click here. Calculate TD. Now we will get the textil density of this UB Iland. Now let's click here, calculate set value. And now let's select our UB Island that we want to scale. And let's just click here. And this we automatically scale your object. And now let's just place it here. Perfect. All right, safe incremental. Let's put this part inside. And now let's just try to fit these pieces, these little pieces. They should be easy to put there because we have a lot of tiny spaces. Maybe around here should be good. We can move this down and just try to put them closer close as possible together. All right, perfect. Let's try to do this also. All right. This one, also, and this one maybe here. And there we go. We have all of our UBS. Oh, we got this UB ******* out of our square. Let me see if we could find another piece that are doing that same stuff or if it's overlapping. We don't have any. Alright, let's try just to move maybe this piece a little bit to the side without making this overlap. Maybe these two, if we could make enough space for us to be able to bring back inside this UBS line. And there we go. We have made it. Perfect, safe, incremental. This is not touching the other UB islands. All right, perfect. So you can basically fit all of your Ubis by hand, just like I did here. Or if you want to save time, just use a packer, a UI packer like U UBPaCmer. I will use this for the rest of the pieces. Alright? Perfect. So let's save. All right. We are here. Let me bring all of my other pieces back. And now I just want to get the textil density from one of these inside pieces. So let's calculate set value. Here. Now, I will just hide the inner pieces. But I would like to have the trigger in the same poly, I mean, in the same texture set of the inner part. So I will just make a new material. We just copy the material here, copy and then do a control L link materials. So all of these polygons of these objects has the same material. So I will just remove now the color the checker texture. I will put maybe some different color just to be able to differentiate between texture set. All right. This will be inside pieces. So now I will just select these pieces. And now here I will just press set value because I have hacked my Excel decity before. And now we could fit this inside maybe like here. We have a little space here and this one here also. All right. All right. All right. So let's hide this. I will move this here. We call this inside, and the pieces will be out pieces. Perfect. I will save again just in case right So now let's select all of the outer pieces. All right. Let me select one by one. Also, we have to apply the mirror for all the pieces. Maybe we could just leave the mirror and then we can just, like, leave the upper lap. But I don't think that will be too good to do that. Because if we don't apply the mirror, then this part will be the exact same copy of this, even with the UVs. But everything we paint here will be also painted here. That could be useful for, like, mobile games that we do that. Like, we just mirror the geometry with O and UBS and we'll be here, like with overlapping overlapping UB island in the same spot. That should be good there, but we want a little bit more of quality. So I will just apply all the mirror modifiers on my model. All right. Here. Perfect. I already have the stuff there. Here also. We don't need that there. All right around here. Perfect. We basically have everything maybe. Oh, this one is one's down here. Everything now is applied. And these pieces here doesn't have Bs. Let's just do it fast and easy for the entire family. All right. Let's just remove those. I will remove the other piece. Then add a mirror modifier in the C axis. All right. Now we just need to apply Come Ubi UBI seems just like that, and then unwrap. And there we go. Let's apply the shaker texture there, and there we go. Alright, let's let that g in the outer pieces. We have this. Let me select all these pieces and just move them away. Let me do something here. I will just unwrap everything again. So we have everything here inside. But now I will buy my text entity out here. All right. And since I say that I will use UBI Backmaster for this, I will just use it with Juristic search and maybe rotation enable. Maybe not. Let's see. Let's click Apply. You can see that our UVs are perfectly placed inside this. All right. What is this trap? All right, yeah. Place it there. Let's see if we don't do this rotation enable, what will give us the best result. This is also good. I think this so do it. But these piece, I want that to be straight. I want this piece to be straight. So I will just put it in a straight position. Alright. These ones, I will just make them we'll just make these pieces. Horizontal, maybe just like this. And this here. All right, perfect. And these ones that are in the back side, we could make them. We could make them molar, just like this. A little bit molar because they are they will not be seen. Allr, let's select all the inside pieces. All right. All the inside. Write this one no. These ones here, right that's no. I think this is everything, the inside pieces there. All right. Let's select these ones, the leg and theele the middle pieces. We'll just get this, make it smaller. We'll just put it in whatever position. All right. All right. Perfect. Let's see this piece. Maybe that could be like that. Maybe we could put it in a horizontal position here. Where is the other one other piece. This one. Let's see. This piece or horizontal position there. All right, let's try to find this. All right. Here and here, this will be also in our horizontal position. Perfect. Those could be, just like that. I will not bother too much about them. We just leave the rest like that. A right, let's try to pack our UBS again. And you can see that everything is perfectly placed inside with the same textil dentity. You can see that everything is not overlapping. All right. Oh, here we got weird stuff there. We got this again back there. All right. I think this should be good enough. Just looking at my Ubis and we've got what the **** is this. All right. Let's try to fix these ones. All right. Let's see. What is this edge. Alright, let's try to bear those seams. Clear those. Et's try to do another open wrap there, and everything is nice and good there. All right. I will just apply again my text identity to these pieces. Apply text identity. Alright. Now here that we got again that book, I mean, those overlapping UBS there. Let's try to find the other place. I mean, the other one here. Now what I will do here is the fact that I show you before. So we got these overlapping UBS around here. Let me select the other one. Let me see if we got more overlapping Ubis there. We don't have anymore. Alright, let's try to fix those really quickly. This one, where are those right here. Perfect. I will just merge at center, merge at center. Let's click here, this synchronize our UB viewport with the TD viewport, so we can just work with the US better. Let's do the same thing in the other UV island or white perfect around here should be good enough. Now here I will just do the same thing here. At center here also at center Orr, let's do the same thing here at center and at center. Here, perfect. We got those. Alright. Let me see how is behaving. Will be good enough. Alright, let me see if we don't have any overlapping UVs, any errors. All right. Why, what is this? Here? What is this here? We got internal faces. Yeah. We got double geometry there. It looks like some internal faces there. No. Yeah, they are. Yeah, we have some double vertex here that for some reason are not merging. All right. You have anything there. I Alright, let me see. Maybe Merchant center. Merge by dissens All right. And these ones, what **** are these? What are those? Why this UB is like that? We don't have enough stuff there. Enough scenes. Why is it behaving like that? Let's see. Let's find it out. Here seems. All right. Let me do wrap. This is basically perfect. Now, All right. Let me select everything again. I will just apply it again, my text identity to every piece. All right. Now, well, before that, let me continue looking at my UBS to try to spot some errors that maybe will be there. Here, you'll see that we got another another there. What is this piece? Yeah, here. So let's just select those and try to fix the issue here by since maybe at center, but this is not merging. I think this because we have we got an a seam there. Maybe here right now that is merge, and this one will be to merge. Or for some reason, this is just making this hole. I really don't know why making that hole. Maybe it will be something in the topology, maybe. I don't understand why is that making me a hole there. Just try to see something. Since this is just bugging me out, maybe we could delete the other half and then add a mirror modifier. The axis. Clipping here. Now let's try to stick these ones. Let me see if this don't make me a hole there. Alright. Let's try to apply the mirror and then do This Oh, my God. I really don't understand why this is making that there. Let's just leave it as it is. I don't care anymore. I fix it. Anyways. So let's continue with this. All right. Let's apply again our Excel LD here. All right. I don't think that we have any more errors. Oh, I don't think we have anymore. I think everything is good enough now. All right. I think everything is ready to go. What are these, these little pieces. Let me see what are those. What we have these two tiny pieces there. That shouldn't be like that. Let me remove my X ray view mode. These ones will be in a same happening here. All right. This one should be in a same UV Iceland. Perfect. All right, let's continue looking at this. We don't have any other error like this, for example, merge at center here in these places. All right. I think that person is nice. Let's do the same thing on the other side, here, here, here, and here also. All right. This one. We could make this straight. I will just make it straight. All right. Let's just make this straight here. Just like this. And then now follow a five quads. And this is completely straight now. All right. I think now that we've got some weird pieces here. What are those? All right. Then if we can make this any bit more separated. All right. Maybe we could make this merge at center in this way. That should not be a big of a problem there. Lets remove my stuff here and then right to do the same thing. Perfect. Let's try to find the other part that piece. Let's try to do the same thing here, merge at center. Center here, center. Perfect. And now let's move this just a tiny bit, so that is not overlapping. Select everything and continue looking at our stuff. We wouldn't have any more errors like this tiny stuff here. Maybe those are just unnecessary UBSMs at a half place, maybe with that. Alright, let me merge this All right, so let's apply our stex identity. And now we're going to click in the UBPACmuser for this to apply and make everything inside the square. Let's do it. And now this is perfectly done. What I will do now, I will just keep looking at my UIs, like I did and just try to see if I spot any any other error, I will do it off of camera because that is just really repetitive process. Like just look at your stuff and see if you find any mistakes, and you can fix it. So in the next video, we are going to prepare our mesh for baking. That means that we are going to name all of our pieces. We're going to do the ID the bit pading for later inside substance painter to be able to mask in a better way. And that's stuff. So, see you in the next video. 25. 23 Preparing The Mesh And Doing The Bakes: All right guys? In this video, we're going to start preparing our model for baking. So the first thing that we're going to do here will be to name our low poly and our high poly. But there will be a difference. I mean, the high poly and the low poly need to be with the same name. The only difference that will be between them will be the suffix. Like for example, the low poly will have a suffix like point low. And the high polly will have a suffix. It will be something like point high. So that's basically the thing that we are going to do now. So I will just start naming our model like this weapon base underscores low, underscore not point, write underscore low for the low poly and underscore high for the high pools. But remember, your name needs to be the same between the low poly and the high poly version of the objects. For example, let's see. Like here. All right. This is called weapon base low. So the equivalent part of this piece in the high poly. Let's see. Let's go here, active our low poly will be this Let me high all of the unnecessary stuff here. Also, we will need to merge things that are in the same like mess in the low poly. All right. This is not. All right. Let me keep just hiding some parts. It's really quick here. I think this is all the things, the pieces that we need right now. Let me keep hiding all these pieces. All right. I think this is all. This is everything that we need. Yeah, let me bring back my low poly. All right. It's everything that we need, right? See if we don't have anything extra. All right. So we are going to merge the things that are in the same that are in the same mesh in the low poly. All right. These ones, I will just hide it just for now. All right, let me hide the low poly. And all these pieces will be one single mesh. A so let's select one, and let's just press Console J, and this will put in one object, all these pieces. And now I will call the weapon base underscored height. Remember, same name and same name between the high poly and the low poly versions, but the difference will be the suffix for the high poly will be height, and then for the low poly will be low. So let's keep doing the same thing for all the pieces. All right. Just let me find each one Perfect. Let me find the other one here. Oh, where is it? Let me try to find it. Alright. I think this Where is it? All right. This one. Perfect. Now, I will just name these objects like this will be trigger over, maybe something like this, a random name L. Now let's find the hipolyversion of this. Let me copy the name. Now I will find the high polyersion here I will just call it trigger cover high, all right. Now I will just call this trigger Sothing like this, trigger a low Console A, Control C, to copy this stuff, I will just hide this for now. Let me hide the low poly version. All right. So I will go to the high poly version and put the same name, but the suffec will be high. And now I'm looking at this, and this is basically a low poly. So I will do some quick subdivision subdivision surface here just to make it like this, some sort high poly. Let me apply it real quick. Perfect. We have our stuff there. So now let's do the same thing with the other pieces that we have. So let's start. Let's do it. Alright, I will just hide the trigger stuff there. All right, let me bring back all these pieces. For some reason, this is not smooth. Why is this doing that or no? What something weird here. All right. Now, it's working. All right. So here I will just hide this just for now and these two, and I will go let me do it with this liner. I think I brought it wrong in the connection low. We just call something like that, just a random name for that will be cylinder fold connection height, all right. It's just height is just for now. Let's keep going with the other pieces. All right, what we got here. Let me just select that. All right, we have. All right, this piece. We've been like either one, all right? I will just copy that name. I will go now to the high poly version here. Hi. We call these outer panels like something like outer panel and just the number. All right. I see that I have this floater here that I haven't placed together with the tiger cover. All right. Perfect. I will just hide that. Let's go here now. This floater should be in the same object. So let me go first with this. Oder outer, lower. Let's see, maybe lower and panel, maybe something just random. All right, low, Console C. Right now, let's go with these objects. All right. Let's go here. Let's call this the same name, but with height, and also don't forget to merge your floaters and your panels here. All right, let's keep going with this. These floaters should be in the same in the same mesh as these. We have some floaters here that are gone. Some floaters are gone. Yeah. Yeah. Oh, yeah, yeah, yeah. I have merged. Some floaters that I should not have I should not have merge with these piece, for example, this one would not be there. All right. Let's just select those with L in the edit mode, and now let's press P and then selection here. That will just separate the geometry into another object. All right. Perfect. We are here. Let's see what else we can do here. All right. This is perfect. Al right now we have the floater that we need right now. Let's go back to our objects. Now here, we'll just merge all the loader stuff with the panels. Al right, let me just merge it. Now, let's name our stuff let some safe incremental, all right. All right, powder panel to low. All right. And be sure that the suffix and all your pieces is the same. Like, if you put your suffix, with a capital letter at the beginning, it should be with a capital letter in all your suffix. If not, that will cause some errors once you import it back to Substance Painter. All right now, let's go here. Let's call this high. Perfect. Now, this isn't the same stuff. Alright. Let's try to name this also. Let's try to find it. Alright, this will be like the scope. Scope, as maybe. Low. Let's select everything, hide it. Let's go here. And now let's merge or write this here should be separated. This cylindrical p should be separated. All right. Now we'll just hide that. Maybe not. Let's just select all these pieces. We have all of these, or right now let's merge this. And let's put the same name, but with high. Perfect. Let's go here. Scope Scope cylinder. Oh, I really forgot how to write cylinder. Oh, my God. Cylinder. Right. Scope Cylinder, perfect. Now, let's call this low. All right, right is here with the same name, but with high here, all right. Let's do the same stuff here on top. For example, this rich, this part here, this frame, let's call that here. All right. Scope Frame. Low, Control C, Control B, let's just hide it. Let's go to the hi poly version of that piece. Let's call this scope frame on the scored height. Now let's go here. Let's see. We can find it. All right. Let's see here, we can put something like I have made the UV for that. Oh, yeah, we have. Perfect. I just forgot that if I have a male the UB for that piece, let's just call this cope Let's see, maybe class, maybe just to put something there or let me do some subdivision surface in the hi poly version because right now it doesn't have any type of of hypotens maybe. Alright, let's see. Maybe we could just select everything and then do just this sort of pre I will just apply that right where we are right. I will be all right. Let's just keep going with this. All right here. Let me put the name first in this piece. It will be some magazine Amonton low. All right. See? We have this here where my stuff here right. Let's now merge all pieces into one single piece. This is all right, perfect. Let's just select this Alright Control Y, here, munition, it will be high. Perfect. There we go. Let's just i that right, let's go to the low poly version. This will call munition two maybe low, right. Let's go here now, and let's just put the same name with high. Alright, perfect. Let's do, now the same stuff here. Let's select all these pieces. But first, let me just name my stuff. A right here will be something like outer panel of four, maybe, I think, or three, low, perfect. Now, let's select all the floaters that this piece will have Alright. This is everything that this piece should have. I think so. Yeah. Perfect. Now let's merge those into one. All right. Let's call these hight. Perfect. Let's go here. This will be something like, for example, maybe frontal top is maybe let's call this one and just low orbit. Let's go here. Let's call this with the same name, height, perfect. Now in this piece here, I will call it like maybe middle is low, all right. Perfect. Now, let's select all these high poly stuff here and now I will just merge them into one piece here. I will call this with the same name, but with high the suffix. Now let's go here. I should have all right. Here, I will call this the same name, but I will just put lower middle piece. Let's select this name. All right. Call this hide all right. Let's go. All right here. Then we have this. Let's call this out panel or low perfect. Now let's go to the high body version of this. Let's call this hight. All right. Let's go here what we have. Let's call this something like, Hope. That's not on the scope. Middle top is low, perfect. Let's just put that name or right, let's hide it. Now let's go to here and let's just put the high in the name. All right. We have this. Now, let's see. Let's see the naming. All right. Frontal meal is maybe low will be the same stuff. All right. And here, let's go to the low poly Brontal let's see. Piece, two. All right. Let's just select. Now the hypolyiversion of this will be high here. Right here, I will just name this has maybe ntals cope, part, low, or right let's hide it. All these pieces should be in the same object. Perfect. Let's put the same name here, and that will be height or right. Now, let's go here. All right. Here, we are here. All right. Let's call this something like maybe tal, lower is low perfnt. Of this here. Now, let's merge all these floaters into one piece. Alright. Let's call this something like the same name and with high perfect. You know how this goes. Now, this piece this part will be like let's see how we can name this. Let me do something here first. I will just bring this part a little bit down. All right. All right. Let's see, this name will be tal lower piece to Don't forget to put the suffix low or right Perfet. Let's go here. All right. We are here. Let's go with the same name and hide in the name. Now let's go here. This will be the same stuff. Oh. Oh, where is my Let's go let this. Frontal, lower piece three, low, perfect. Let's select the hi polyversion name but with height, and this will be the strap. Why is this? It's polygon. I mean, this is a bit, it doesn't have anything, you can see here. He vertex is so we can just delete it. I don't know what that piece is. All right, let's go here. Weapon wrap, low. All right, perfect. Let's select that. And now let's go here. Weapon strap, height. All right. Now we have named it everything. And now let's just bring everything back again. Let me delete this stuff here because it is not needed. Delete hake, delete the folder with all the stuff that are inside. Alright. If you press Chief and then click in this I icon, you can just show all the pieces at once, like here. Now what we need to do is to make some some vertex color. I mean, the vertex color that we have put in substance painter will help us too. But let's see, because maybe if the color are too similar, we can have a bit of problems while making some mask inside substance painter. So I will just change the colors that are too similar together. All right, we have this perfect. Now, now let's see. I will just select with L this middle piece and these other pieces here. A Alec dose, this could work nicely. That could work. But let's just make this with a different color right in the object mode. Now let's go to the Vertex paint All right. Let's go here to this icon. Now, the selection that we have made in the Edit mode will be also selected here, let's click press now. Let's go to tool, color palette, here, click in New, and let's just select a random color. Maybe it's like this pink one is clicking in this plus icon, and let's go here to paint and then set vertex color. Alright, we have set the color there. Let's see where else we can add the same stuff. Maybe here, I will just change the color of the of this piece. All right. Let me select all these piece. Let's go here. We'll just make it with another color here. We can bring this back again into some fainter. I will just peel this entire piece with one color, maybe some green. Let's click in plus. Now let's go here that vertex colors. All right or maybe what we could do. In this case, we could just select one edge loop here. Hide this, select this piece. Now, select this H or maybe not. He Control E. Now we have this selected. We can go to with the vertex paint mode, let's click it here and now let's just click here in set Vertex colors. Everything is with that green color. All right, let's see, see, let's see. I mean, they are a bit too close. Let me see with the flat view here so I can visualize it this better I think maybe this would be good enough, maybe. Yeah. All right. You can also put the different color in all the pieces, but I think this de color that we have created will help us for the ID map inside Tipton's painter. Yeah, I think so. All right. I think that's good enough for us right now. I mean, this piece would be like that. All right. Now that we have basically prepare our model for exporting to Substance painter and then baking. Now we can export it actually. Let's select our low poly version. Don't forget to apply your modifiers. Like here, I have just applied it. Like the weighted normals here. Let me see if I have applied it in everything. This one is just one angle UB. All right. So let's not apply the mirror here. We'll just delete the mirror. We can put the mirror again back later. All right. We have basically everything in this part. All right. I think this will help us. I think this is working right now. All right. Let me see if we have more mirrors inside the model. Let's see. I should have applied everything, all the mirrors. All right. This modifier will help us to get a little bit of a better bake. Alright, let's just save again. Now select everything. There. Actually, I will just maybe remove that modifier. Not. Let's just leave it just for now. All right. So here, export FBX. Now, let's make a new folder. I will call this folder, baking. And this will be weapon low poly. Let's click here in selected objects. Let's remove this one, this stuff here, apply modifier and I mean apply transform. And now we just left apply modifiers and I think we are good here. Yeah. We just left that piece there. I mean, that option there. Export modifiers, remember, we have a weight of normals with a weight of 50 perfect forget that. All right let's go here. Now let's export our high polyly. It will take a little bit because this is a mesh that has a lot of polygons. Let's go here, FBX. Now let's call this high poly here. With the same options, export. It will take maybe a while. Now, once this is exported, we're going to import all of these pieces into substance painter. Now, it's exported. Let's go to our substance painter or right now let's go here in new I will put this in four K for this project right. This will be in PVR metallic roughness of a plant, maybe. Yeah. Now here in seleg here, let's go to our model. Let's go here. Baking here, low pody. Let's import our low body. Now here, the direct X will be like if we are going to make the textures for game engine, and the Open yll is for a program like Blender or Maya that is not game engine, but is a tweeted software. The tweeted software works with Open jl and the games work with ideatX only difference between these two is that the green channel will be flipped between those. I mean, like the green channel in the normal map from direct X is flipped from the up and Yale version. So I will just select the up and Yale version just for now, maybe. And all these pieces, let's just leave them as they are right now. Now, let's click here in Okay. And this should import nicely and smoothly. All right. We have our low poly piece here. Now, let's go here to this icon. Oh, let's go here. And now let's click here in Bake mesh maps. For I recommend you to leave like the opo size here in maybe some low low resolution because we need to do some test bakes just to bake faster to see if we have anything maybe like some errors in our bakes. I would be the fastest way to spot them. Let's import our high poly version here. All right, we are here. Let's see. Alright, we have our low poly, I mean, our high poly here. So, let's see. All right. Now here in match, let's select here like by mesh names. Right. Perfect. If you have done everything correctly, we will have no errors in this place. I maybe you will have a difference between names here, sometimes substpaor will tell you that there is an error and you need to fix it. If you find that, just go back to your blender, put the same name in the low poly and high poly and then import them back here into 210 spatter. All right. Now here. Now in the new version of substance painter in the 2025 version, we have a new baking option here. We can select this automatic. And this will put automatically the cage. But it's a little bit messy right now. I don't think this will work too well here. So let's just left this by here by mesh names. Alright, let's tweak the frontal distance. Be sure that you don't have any red spots here. I mean, this red spot is because we don't have mirar this piece because this piece has it's too tiny, maybe. We can just be afterwards. We don't need to take UV space for that piece, right? That piece will be nice there. All right. Let's see if we don't have any other red spots in our model. And now let's just click in Bay selected textures. Here, let's go here to ID. Let's select here in Vertex, select this option Partex color. All right. And now let's export everything, and hopefully everything will be fine. All right. Let's do it. I will just pause because this will take maybe a little bit. All right, the baking is finished. Let's see how this works. All right, you can see that all the floaters are baking and they look nice. All right. Perfect. I see it here. All the floaters are looking nice. Something. Maybe we can disable the looking for something here. A I have just disabled the ambito clson you can see now here that everything looks like it was sculpted or write. Now, I think everything is baked nicely. We don't have any errors. I think, everything is baked nicely. Perfect. Everything's nice, everything is perfect. We don't have any errors here. You can see it here. We don't have any troubles. And that is a relief. Really a big relief we don't have to do basically any baking fix, I think. No, I think we can do the high resolution bake. Now, let's click here in Bake. Let's go here in the oppose side. Let's click in four k here. And now in Angelasing I will put this in supersampling, 16 here. Perfect. Let's see here, maybe crank up a little bit. The secondary rays, the cubator rays also crank up them a little bit. Right, this will be in vertex or right normal thickness. Alright. I think everything is good right now. So let's click IbseEelecte extuR. So this will take a white. I will pause. All right, our bake have finished. And you can see that basically everything looks nice and fine. We have this spot, but that spot correspond to the hi poly version of that piece here. All right, everything's looking good. Everything's looking fine. All right. Let's see. Our nomompvnice, maybe a bit of flucon we have this stuff. Maybe we could mix them later. Or maybe actually we can just maybe leave it like that. And then when we use the high I mean, the amid pltion, we can just fix it with masking. Maybe not a big bit of deal. I can see that if we turn off the ambito clution, everything looks like it was basically exculted in the mesh. Alright. Alright, so in the next video, we're going to start texturing our weapon. So, see you there. 26. 24 Starting Texturing And Doing Blockout Of The Colors: Alright, guys, so let's start with the text ring. So what we are going to do first, is to do some blockout for our colors. Like, for example, the thing that we did in the modeling sage by doing the blockout at the beginning, we're going to do something similar now. So let's do it. Let me go here to texture this. Let me hide the outer part. I will just hide them by just clicking this icon here. And now I can start working with this. You can see that here, there are some colors in the inside part. So let's try to do it. Like, for example, this is a color, this one is another. So let's see Alright. All right. Let's see. Let's create a folder. Like, for example, that material. I mean, this material here looks like sort of a plastic one, maybe. It's not like a metal. It's more like, I don't know, some plastic or a material similar like that. Let me call this Let's just call this plastic, maybe. Like a rough plastic rough plastic maybe. I will add a field layer, and then I will just hoot. Here are the roughness channel. We just increase it, and now here in the color, I will just color peak the color here in my reference, maybe this one, all right. There we go. Let me put some color in the folder just to be able to visualize the folders better or let's add another one here. I will I forgot to add the mask the mask with color selection. So that's why we did this map here. We added those those vertex color to be able to select better. Do mask in a nicely way. So let's click here in this icon, and let's press here. Add mask with color selection. Now here in pick color, let's just click there and select the color that we want right now. Perfect. Now that I look at this, maybe this is not a plastic. I will just call this maybe something like inner material, maybe. I mean, it's not a metal, but also it's kind of rougher. I like to experiment a lot in this stage in the texturing stage. So this will be some, like, back and forth. All right. Let's continue this back here, this back part will be another material stock. I think the handle and that stock part is kind of the same material and handle. All right. Let's just click here, comas with color selection and select the color here. And now let's add another field layer. Let's add some roughness. It would be a little bit rougher. I mean, a little bit less rougher if something like this. All right now, let's color pick our colors. All right. Let's maybe just bring the more to the maybe dark side. Dark darker color here. All right let me bring my stuff back here. All right. Maybe, let me just play with the hue here. Just to see if we could get a better contrast there because it is like a warm color. And I'm just trying to get some contrast between those two. We a blue hue would be nice and good. You can see that we are getting these pixels, these white pixels that can be fixed by just going here to the color selection and increasing the tolerance here. You can see that's basically in fixing that problem. Let's go also to this one and try to do it there. You see that basically we have get rid of those stringed pixels. All right. Now, let's add the middle metal here. All right. Let me set order for that folder. All right. Let me call this sec let me say real quick. Alright, let's call this. Let's call it like base. And here. Let me call this like some middle metal. Perfect. Alright, let's add color this, a few layer. Let's add these two channels here, the roughness and the metal one. And now we could maybe leave the roughness like that and just increase all the way up the metal. Now let's go here and here, let's add the color selection and select this middle one. Perfect. Perfect and nice, all right. Maybe in the color, that would be reddish, a little bit of a gray color. Alright, let me see. Perfect. We are getting that metal in all the metal pieces. That's what I want, basically. All right. Now. Let's just give me a right. Now, let's just add the blue stuff here. The blue glowing stuff. All right. Just let me put a color there. And now let's call this miss emissive. Let's add a color. Now, here, let's add some color selection. Let's select this blue stuff. A right let's go here. Color and here, emissive. Now, let's set the color part to black and the missive part with the color of the color that we want to be there, like some sort of this bluish color maybe be nice. Alright. Now let's go here. Fry to do it. Put it in a nicely placed there, right, maybe a little bit brighter. Crank up the volume here, maybe a little bit more saturated, not that much, a little bit maybe more purple, not that much also. All right. We need some black color to fill these holes there in the cannon so I will just put some blue here. And now I will create another folder and call this misq maybe. And let's just create Black. Let's just create another folder there. I will put this field layer inside that folder. And now I will make this color completely black and here completely rough because I don't want any reflections to be there. This also will be completely metallic. I mean metallic no, this would be in zero. All right. So now, let's add a color selection that folder here, color selection to this one. That part is completely black. Maybe we could make it a little bit less black, maybe, something like that. Would be good. All right, a little bit less black. Maybe something like that should be good enough. Now, let's add a paint layer in the mask, right click and add paint. All right. And I want the cannon here to be also blocking the inside. So here, and now let's just draw that black color there. Something like this would be good. Would be nice. Let me just draw maybe this color here. Alright. PerfetGive me, changing the flow, adding some tablet pressure. All right. We could make this part a little bit better. Perfect. So now, basically we have also let's add the black color inside this part because this is basically black in the concept. So let's just add that stuff also there with a flow of 100. Let's just put it there. All right. Now, let's just clean this make it better. Or write something like this here would also be Perfect. We are good. Oh, but I forgot to active the symmetry. Sorry for that. Let's go here. This is the symmetry stuff. And now you can see that this is in the X symmetry. Let's change this to the C symmetry here. And now we are good to go again and try to draw for second time. This piece here, do it here. Perfect. Let's just try to plan this. Perfect. All right. Something like that. Here, a little bit. All right, there we go. Maybe just could be a little bit darker. Something like this. All right. Let's continue with this. There are some other places that need that some dark color. Like in this part, for example, just add it quick in this part here like that. All right. A fake. All right. Now, let's add the colors, the base colors for the, but I forgot the orange part there. Let's just do it. Let me add another color here. I will add another folder. I will just put it below that. The misk folder. Let's add a color selection. Now let's color pick this reddish orange part there. And now let's let me put the orange here piece. And now let's add a color with right click. Let's add some orange. And now let's add a field layer there with a roughness, maybe something like that. Let's select that orange color in our reference. I mean, this is too orange. Here, it looks like more more going to the red. Something like that would be good enough for that piece there. All right. Let's bring the other pieces. Now let's try to put the colors. Alright Alright, so let's try to add this maybe, like, reddish orange. It's not a orange. It's more like cream color there. And this one's more like some desaturated yellow, some cream stuff. Okay, let's try to add those. Let's go here in this sor set. Let's delete that that layer, and let's just add another folder and call this maybe reddish cream color. I will put the red color for that folder, and now I will add another folder with roughness. A little bit rougher. Ya Babs rougher, and I'll just select this color here. Don't forget, or don't forget to add your colors here. But to make your color selection. Alright. Let's duplicate this folder. I will put some yellow there. It will be lighter cream color. I will select this one here. I will also took the color code from our ID map. Also, you can just color pick your stuff from here. Let's create or let's go to the field ALF that we have duplicated and let's just add the color that we have copied. Alright. There we go. This piece here is more like some metallic one. Yeah, it looks like some metallic piece. It's something like some metallic. Let's try to add that stuff there. Call this metal panel there. All right. Let's put some. Let's add a field layer, some rough roughness and a metal one. Let's add a color selection. Let's pick this one. I will take the color from there. I would put it here. Kind of, Yeah, I will increase the metalness and also will increase the roughness. I mean, not that much. This is too much, but maybe a little bit of roughness will be good. Yeah, let me try to color pick here. Basically the same color. It's darker. Alright. Maybe a little bit lighter. It could be. But I don't want this panel to be also also affect the other one. And we are getting some weird stuff here. All right. So let's try to deal with that. I will click here at paint layer. I will click this icon here. This will be like the geometry field. If we press here in the paint layer, if we press four, we can go to the field tool to the field brush. So we can float the one piece with one volume. So I will just select the polygon field and now I will select this one. Now if we go to our mask, you can see that the only thing that is with that color, I mean, in white, is this metal stuff. All right. I'm just removing. I will also add the same metal here. I will also add it on top here. Perfect. All right that. All right. Let's continue. Perfect. Here. All right. Let's add another piece. Let's call this metal to maybe. Make some green color. Let's add a field layer. And that will be the metal for the rest of the pieces. So, let's go. As a black mass, color selection here. Let's select this one. But I want Let me also add an anchor point here. All right. In that way, we could code in the mask that we have created to here. You will see in a moment. So we have selected the color. Alright. Now, let's add a field layer here. Let's right click here, and then add field layer. Alright. Let's go here to anchor point and then select the anchor point that we have created. And now from here, I will just call this we subtract, and you can see that that is has been that we are not affecting that stuff there. Alright, it's completely black, it's not selected. So now we can start working with these pieces. Basically, it will be basically the same material, but I don't want it to be in the same stuff, maybe a little bit a little bit brighter. Let me see the baseball. I like that and a little bit less rough. I mean, more shiny would be. Something like that. Let me change some stuff. I would make this a bit darker, just to have a little bit more of contrast between those. All right. Let's continue adding some stuff here. And now here we need this material. And that material looks like the same material as these here, this piece. So let's try to do it. I will just go here to the inside pieces. I will select the inner main material. And now I will just copy Control C here, Control C, and then let's go to the other text set and let's just do some Control B. Here, I will just select this color here. Let me decrease the tolerance or right perfect. There we go. We have this selected. Let me go let me just bring this down. Just a tiny bit on what's happening. All right. Let me go here to this color selection. I will just increase the tolerance because I can see some white pixels around. All right. Let's see if we can solve those. All right. Let's go with the inner main material here. Maybe we could fix. Fix this there. But for some reason, this is taking all this stuff. We could also fix that by hand. But I don't really want to do that, but we will eventually do it. So there's no problem with that. I really want this piece to be darker in this part here. So All right, let me Let's do something first. I will just copy this Misk folder copy. All right. Let's just paste it here. And in this black, anyway, I have right. I have not. Let me delete those effects. Now let's add a paint layer here, a paint effect, and let's just paint this with that black dark color here. Let's just paint that with this color. Perfect. Around here. All right. Let's just continue painting this. This is completed real time. So excuse me if I don't speak too much, sometimes. I'm just painting this that's basically the only thing that I'm doing now. There's no magic. Just trying to get this clean enough. All right. We have that piece there. Where else we need that black color. In these holes here, we need that also. Let's just paint them. Perfect. Let me see like this. Maybe it should be good. All right. Let's add one stuff here. Let's continue painting the other ones. All right, something like that. Maybe a little bit too dirty. Let's actiive the stabilized stroke so we can paint with better control over the line, everything like that. Would be good. Let's continue. Trying to get this clean. All right. G here. And that be good enough. Let me move that here to get a little bit better paint in these corners. All right. So here also that light stroke. Now let's just write to paint there in a nice way. All right. Perfect. Just paint these nicely. We can also do this, let me see what bottom it was. Yeah. If you press Shift click and then shift, you can make this a straight line that we can make some straight lines like that. We could do it like that maybe. I mean, from the fire, it doesn't do it. I just want to get this clean as possible. We still have some blob liness. Alright, I will just leave it like that. Perfect. Now let's prime, let's see what else we can do. We need to add. We need to add some E missive. So let's go here. Let's copy the missive folder. Let's just paste it here. All right. This should be around here on the outside. We have the missive stuff there in this area. This also should be missive. We can achieve some blow. Maybe here, active post effects, the glare, see not doing anything. All right. All right, let's just keep working with this. That's just for a bit more visual interest. But here in the viewport, it's in the texture. All right. Let's go here. Let's see. Let's add a paint layer here in the mask and also this piece there should be with color. This part here should be with color. So added. All right. Around here. Perfect. Let me add T here, then press shift, release the click and then just do it nicely. Here, perfect. And there we go. We have the missive stuff there. All right. Perfect. Here, we also need to clean that stuff because this is completely messed up. I will just erase what the mask did here and add it by myself. I will maybe, you know, let's keep this brush. Just for now, All right. Perfect. So here, also, add it. Here. Boom. All right. All right. We are good. Also this piece, this orange piece is the same material as this, so I will just copy the inside, here, the orange pieces. And now I will go here to the outer pieces and just paste it there. And there we go. Maybe here in the misk we could it's kind of some making issues. Maybe let's just paint that with this blackish color in this piece in this part. All right. All right. I think that should be good. Something like that. Let's see. Oh, we have this big hole there. I mean, this big big stuff here. Let me just delete it. I don't know why this was caused, but let's just delete it real quick. By hand because I don't want to delete those. That's why I'm not using the four bottom the polygon field I don't want to lose the word there. All right. Let's see. What else we need to put some stuff. All right. All right, let's see, let's sing. We need to add color here and wrap. Let's do it. Another folder. Let's call this yellow here. Let's call it. Wrap. Let's add some stuff there. So fill layer with a roughness, it will be rougher. And now I will here at the color selection match like that color. And now I will go to maybe this time orange is there. I mean, orange color. I orange, but not that aturated maybe a little bit and not that brighter. Not a bright, all right. A little bit bright, but not that much. All right, we need and these pieces to be with color so we can start doing things. All right. Let me save And now, let's just try to add those colors there. Now I'm looking this these pieces should be a little bit darker. A little bit darker, something like this, maybe a little bit rougher, maybe. I like that. Let's add the stuff here. That could be maybe some metal three here with this color, let me select that one or right that color. Let's go here. Add the color. Perfect. This should be rougher, maybe. It's not that graded. It should be a little more like maybe in the bluish part. Like some grayish color, something like that, a little bit less saturated. Let me go to the base color here. Something like this should be good to know. All right. Maybe could be Right let's also add some stuff on top here in this piece. I'm thinking of doing something. Maybe maybe we can do something here. I will add another folder. Let's add this color for the folder. Let's add some field layer, another folder inside. This will be called scope. This piece will be p white hard. Here, I will just mask with color mass. This piece. All right. Let me add maybe some metalness with that there a little bit white. Maybe we could now add a metal there. This is completely white. It like it. Thing like that. Like some ceramic some stuff. So clear a little bit down a little bit lewish. Maybe, yeah, we could put it with some metalness, I think. Yeah, I think that's it with some metal. I like that should be good enough base folder. Let's see if we have enough contrast. It's a little bit too cold metal. This is too bright still to decrease it. All right. It should be white brighter than that piece there. All right. Let's just try to make that piece a little bit. Brighter. All right. Let's see what else we need to also add or this is already with a metal. I think that metal is, it's already with a metal. We also need to add the black color inside here. And there is some interesting metal piece metal color. Let's just try to add that. It will be some golden metal piece, although this doesn't look like golden, maybe more like a copper or something like that. Bronze, maybe. Let's add a folder. Let's call this maybe copper or golden metal. But some color just to differentiate. Let's add some mask with color selection there. Try to select this stuff. Select this color. Alright, let's add some color stuff here. Let's add this color there. This would be metallic. Completely metal and shiny, just like that. That should be shiny. I not that shiny. Find that shiny. Yes. Perfect. We are almost good with this. It also some colors there. All right. Let's just try paint a black color there. Let's go back to here. At. Now, let's just try to add that color. All right. Et's go here. Right to paint. The piece nicely and clean. All right. I like that. Perfect. All right. Let me make the bros a bit modern. All right, perfect. There we go. Alright, I think that I will leave the video here. Maybe. Yeah, I will leave the video here. What I will do maybe off of camera, I will just add Maybe just discolor. I think that's the only stuff that is left to add with the basic colors. And in the next video, we're going to export the texture and then bring it marmoset, and then start texturing our stuff. So are you there? 27. 25 Fixing Baking Issues: Alright, guys, in this video, we're going to address some of our baking issues that I have spot when I was looking our model. So one of those, I think there are only maybe three issues that I have spot. And one of those is is here and also here. This is one of those. It's basically kind of nice, but you can see that the geometry is not supporting like this corner. And that's because in the topology, the topology wasn't correctly placed. I should have started the topology straight up with I poly, but for some reason, I didn't so we will have to address some stuff inside blender and report the model and do some rebaks. Like here, you can see that we have this baking issue here. And also inside here. This looking kind of weird. And also, we it's the outside. Also, we have the omissis we will see what we can do with those, and so. So let's begin with addressing the main issues that we have. Alright, issue number one. This edge here wasn't correctly placed in the beginning. You can see the row here. It's not correctly placed. So let's select those edges and then just slide. If you slide with G, you will not get UB distortion because blender is smart enough, and also we will be repositioning our UBS and matching the deformation that we have done. So let's see if we let me bring my checker texture here real quick. You can say that basically there's no distortion, as you can see. So let's just do that. We'll remove my stuff here, and we go back to my viewporshading. All right. Rep my topology shading right. Now here, I will just hood nicely with the magnet the vertex on top of that corner in that way that can hold better tissue. Also, for some reason, we have this issue here. Um, so we will have to delete some phases in order to fix this. We will have to do some stuff. So let's delete these phases here, and also this one. Let's just delete those. Let's bring this up around here. Let's do the same thing in the other part. All right. This also will be around here. This one will be around there. Let's just fill those gaps here with a face. You can see that is kind of smart, but we will need to redo, I mean, to re ungrab these UB islands. So let's keep going with this. All right. Now, what I will need, I will just extrude one edge here. Like that, strike to put this straight as possible around here. Let's do the same thing here. Perfect. Now I will create a triangle here just to hold that shape better here also. Perfect. Now I will just bridge this and then bridge and close the holes here. Now, what I will do, I will add another triangle because I don't want to have that super elongated polygon because that will cause some troubles in the UVs txrine and all that stuff. So now we have made a topology that can hold that stuff. And now in the baking will be nice. But what we have here, we have some issues because we need to re en grab what we have done here. So, let's re add the add again the seams here. Perfect. You got around here also. Perfect. And now let's click here to desynchronize the U UV B with the T and now let's select let's put our cursor on top of maybe this part and let's press L. And now let's select scenes. All right. Now we have this part isolated. So what we need to do now. We're going to press A, but we're going to deselect this with control. Let's press P to pin those vertex. So if we grab again, those vertex will not move, and this vertex will go all the way to here. You will see a sex, let's press grab. And you can see that this is rebked. I mean, deposition. Alright, let me just remove the pin from the polygon, I mean, from the vertex, let's select this again. All right, you can see that now is correctly unwrap it. Alright let's see in the Heather prebme. Let's see if we don't have any we're issue there. Alright, let me remove the topolo shading. Alright. Well, good in that part. So let's go to here also. All right. Let's see. Let's press here. Let me synchronize this. All right. Now let's go to the Vertex mode here in the viewboard in the UB viewboard. And now, what I will do is press P. L everything. Now press on Grab. And now that part is correctly placed. Maybe without these sems here because that seems to be causing some issues there, you working better. Let's do the same thing in the other part. But I can see that where is this? Oh, those stuff are a bit weird. Let's select the only Ps here. Let's press P. And now you can see that these phases are in the tiny vertex there. So let's select again this phase, I mean, this part. And now let's press grab. This is for some reason, that part doesn't want to unwrap it. Or right now, it's working. You can see there. Now we have this part. I mean, fixed. Let's go to the other issue that I have spot here. It's this part. This is baking a little bit weird. And that's because the topology that we have there when it's inflating to make the cage for the baking. Let me show you here you can see this part here is the cage, and that is where substance fainter will get the raise to bake your model into the low body. But here, in the topology, here, this topology doesn't very well and cause that weird distortion here that I don't really like. So let's go here. If this again, maybe what we could do, let's select also the other part. All right, maybe we could move slide this up around there. And hopefully, when this inflates, it will inflate nicely and will bake in a nice way. All right. I think that was, I mean, one, two, three, and also this part this little part here. Maybe we could put some stuff that goes in. Let's go here. All right, we have this. Maybe in this part, we could maybe move all these piece. I will have to do it in both dies. Maybe just with the X. We just like this could be. I have, let me remove this. I mean the magnet, so we can move that in the X axis, just like that. So this has a bit of deepness there maybe. Let's add one triangle there. I mean, just forcing the triangulation in this phase. So in the engine, that phase we only triangulate in just one way and to avoid some weird issues. Because in some engines, the triangulation work differently, model will not triangulate the same way in one engine and in other. So in some places like this, that the need to have a specific triangulation. We just put we force the triangulation, by splitting the quad in two tries so that in that way, the engine will not triangulate that phase because it's already triangulated. Also, let's see. I think that's nice, maybe. Maybe this will be a little bit just like this. The corner. I should start doing the pool with the high poly, but I just dump sorry. Sorry sorry, but this is really fixed. Let's try to not move it too much to not distort. I too much our bis. And I think that all the issues that I have spot here. I don't find any other issue. Alright, let's see. And one good thing about Susan Spender is that the stuff that we have here will not be affected. Also because we were careful to not mess the Ubiquit we have created. So now that we have this let's just export it. Again, let's export it here, FBX. Let's go here, baking. I will call this low body X, and here selected objects, apply transform, animation, and apply modifier. I think I have applied previously in the export. I think so. So I will just leave it like that. Sport XBX. All right. Now, let's go here. Perfect. And from here, I will go here to edit. All right, edit there here, edit, and now let's press project configuration. And here in file, let's select the mesh that we have px here. Perfect. Now, this should keep everything basically the same. You can see preserve strokes position of mesh, leaf that active. These do not active that. And now let's press in here. Okay. And this will bring back we'll get we'll bring the mesh that we have bag, and now we need to do another baking. So now, let me see if the inflation here is working nicely. I think so. I will just maybe decrease a tiny bit, the frontal distance, maybe something like. That should be good enough. I think this is good. You can see here that now that's good to go. Uh let's see how this bakes there. And I think that everything is good, maybe. Alright, so let's press bake selected textures. This will take me a while, so I will pause, and then I will get back to you once this is finished. Alright, the baking has finished. So now you can see that this is baked nicely there. Oh, what? Oh, shoot Trudel. I have Oh, well, I think I have just messed up this part here. Yeah. I have just messed up that part. The I dump. Let's try to put it where it needs to be around here. All right, let me bring here my rtecture I can align this again. I nearly perfect. All right. I don't know when I have messed up this piece here. Maybe something like that. I think so. Bring back this. All right. I think that's kind of nice there. Let's do something. Let's select the border vertex. And now let's press P, and we'll select all these Pie, and now I will just press grab. Everything is aligned, Ken. All right. So now, this should be perfect. But you can see that everything minus that piece that I have messed up is perfect. Basically, you can see here that this is baked well now. And this piece here, this piece here. And so, so what I will do will be just to re export these. Let's re export it. Let's just select this. Port FBX. Let's export it on top of this. And here, the same settings as before, export. Now let's go to our systems painter. Let's go here project configuration. No. Since we have free exported on top of the other file, instead of doing that, we can go here and click here Import mesh. Let's just click that, and this will automatically import the mesh. So now I will repake my maps, and that will be basically for this video. Let me just bake it. Alright, so that piece there is basically perfect now. I don't think that we have any other baking issue. You can see that the baking issue that we have there is fixed. The other baking issue that we have in that part is also fixed. We don't have any baking issues in these parts. I thought that we will have maybe some baking issue, but we have not. That's nice, indeed. So, we have maybe some little little stuff there, but we can't stop that later. Maybe the other piece. Maybe what we can do in the hypoly is just to take this and move it to the to the left, just a tiny bit. And also, I haven't I haven't mirror that piece to the other side. Alright, let me seeing. We have another maybe because we have maybe to trinket a little bit too much the cage. Right, but that's it basically for this video, I will fix those pieces out of camera. Basically, what's happening here is that this piece is a little bit too close to that one, and I haven't mirror that to the other side. And here is just that the cage. I just shrink it a little bit too much there. And that's basically what's happening there. So see you in the next video. 28. 26 Working On Textures: Alright, guys, so let's start texturing our stuff. You know that in the previous video, we have fixed some baking issues in the video previous to that one, we made some blockout of the colors. So now, before I start doing like the textures, we are going to export the texture and the model to the engine that we are going to render. In this case, I will export these to Marmose 25. Alright. Now, since our model is a pretty low poly one, and the round triangulation of the quads can cause some trouble, we will need to export the mesh also from here from Soups and Spinter we can duplicate this stuff later and fix it in blender and then export that back to Marmoset. But for now, I will just import it just like, as it is. Let's click here in Export mesh. All right, applied triangulation. All right. Now, let's export that our mesh. Give me a sec. Let me let me export this real quick. Marbo said on Marmo. Perfect. Now our mesh is exported. So now let's export also the textures. So in the games industry, you know, like for the game stuff, we use what's called packet maps. We can use, for example, the real one. Let me see if I can find it in real What is it? Like orange packet map you can see here, that here will be mbtoclusion, metallic and roughness in this area, base color here, and the normal map emissive one. Let's use this one just for now. And now let's see, select the real one. Real perfect. Let's see here. We need missive. Yeah. So let's select folder for this to export. So let me create another folder, what we called textures. I will select that folder. All right. We have our stuff. So now let's click in Export. So now here in sustancePainter. Let's import our model here. Let's select there and import. Let's search for our model. All right. Here, there is Alright. Let me now I will import the textures surface will be the normal map. Search for that inside pieces. So normal map here. All right. So there we are. But the normal map seems to be like flipped. All right. So in order to fix this, you can see the normal map looks a little bit weird, maybe. It's looking weird, yeah. Kind of, let's just click here. And now it's looking nice and perfect. Let's select our base color. Alright. Let's go now for the roughness map will be like this one. You can see that this has some weird colors, but that is because all the roughness, metal, and went occlusion are all packaged into one single map. Like, for example, the roughness map will be into one channel of the RGB one. So that's why this has those weird colors. So let's select this, and you can see here. All right. We have selected. And now here in the channel, we can choose which channels we want to use for this. Like, for example, the roughness is in the green channel. So let's just put it there. The green channel. At the metalness, select also this map will be in the blue channel. There we go. Perfect. Now we need to import missive. Let's click there. Let's import demssive All right. We can crank up the intensity of that. All right, maybe adding some glow. No. Let's just cancel that. Yeah. So now let's do the same thing. But here, in the other pieces, let's select here the normal map. All right, invert the green channel by just clicking here, flip Y, and I'll select the base color. Let's select our roughness. Uh Wait a second. I should not happen. Also, be sure that for your roughness and your metal ness and also for your normal map, this stuff here is not active because that will cause some weird stuff. Just be sure of that. Let's go here. Then now let's select the metal ness. This is in the blue. Yeah, that's in the blue. All right, this should be completely All right. Now, let me just change the HDR or the one that we are going to use here. Let's see, display settings, we have this panorama environment map or DR. I like to use the one that's called Studio Tomoko. This one, I think. Yeah, that's the one that I like to use for my models or write. Um also I have exported at HDR. I think that you can find it by going here. I think, yeah. You can find it by clicking in this icon. Now let's go down. Let's right click Export Resource. By doing that, you can export the DRR. But I have already exported, so I will just import it. So let's click here in sky. Let's select here in image. And now let's search for our DR. Give me a sec. A single minutes. All right. Where is it? All right. There we go with our studio. All right. Also, I will just put this bab in freight raising. Alright, so we can have better lighting. Let me change this to CPU. All right, there we go. Maybe also in the main camera, I will change the AGx bit linear or ACS, maybe that's the color space. I would like to have it in linear just to have the same visual response like I have here in the Susan spender. Basically the same Alright. We have our stuff here. I forgot maybe to put the emissive stuff there. But let's see, let's see. But is there? Oh, I just forgot to import the emissive. All right. Let's just search for that. All right. Textures, import. There we go. We have our stuff there. Maybe we could also go here intimate camera and add some maybe bloom. Just for a little bit better render, maybe. Alright. Let's save the scene, save us. Be Marble's right. Now, let's go here. So now let's start with the texts. So, the first thing that we are going to do right, I have some references from overwatch. I think that the overwatch style is kind of the style that can match better this weapon. So you can see, we will try just to replicate this. You can see that there's some gradients in the colors and this quarter stuff and all that stuff. Let's just try to do it ourselves with this weapon. Like, bringing these color variations there and here, this stuff, all that. All right. Let's start by doing some gradients in our base color. Alright, let's go first with the inside pieces. Let's select here base color right here. One thing that I like to do is just to add in the top of all our layers, a field layer. Now in this field layer, I will just add a filter here, bake lighting. All right, we have this. Let's change the output from diffuse plus specular, just to diffuse only. Now, let's see, maybe we can change a little bit of this stuff here. All right. Let's not change that. Let's go here. Let me just remove the sun intensity and the sky color, I will just put it in white. This was in some middle gray, we could increase a tiny bit, the sun, but the sun will be white also. Alright. There we go. And now, I maybe, reducing the sun intensity. Maybe it a tiny bit. All right now, this material, I mean, yeah, that layer, I will just put it in maybe overlay, working good. Let's see what screen looks. No, it's not good. Multiply. Let's click here and with the arrows in our keyboard, let's just click down just to see which one will be the best for this. I think that screen, overlay and multiply and work for us right here. Overlay ring is not working nice. Olay, multiply. Maybe we could stick with we could stick with the overlay one. Yeah, we'll stick with the overlay. Now, let's call this bake lighting. I think I got it wrong. Let's see. Ight. Alright, I will just call that. Like that. Alright, let's go here. Sorry, but sometimes my English just messed up and I forgot to even to write some stuff. Really sorry for that. So let's copy this layer. Let's go here to other pieces. Now here, All right. Let's paste Console B, the layer that we have created. But now this is a bit too strong, so let's reduce the intensity here. So here, something like this should be good enough. 51, let's go to the inside pieces. Let's do the same, 51 or right. Now, let's stick now here in base color. Let's go to inner material. That will be like this one. So from here, let's start doing some maybe some gradients. Maybe let's try to bring the more to a grayish color a little bit saturated, maybe a little bit darker, could also be nice. If something like this should be good enough, let me copy that. I will go to all the pieces. And here scope here. Alright. Let me see where the scope stuff is. I just forgot that green color here here. All right. So here, let's change the color here. This one thrown out now, it's much better. Kind of, maybe we could make it a little bit more saturated. Be something like that. Let's keep the darkness. Let me copy the color code. Let's go here in our material, write. I think that wasn't copied. C, let's go back here. Now, let's select this one. B, all right there we go. Right now, let's start doing the gradients. Let me change the name and we'll call this a space. Now let's click here in fill layer here in this icon. Let's add a black mask here. Let's right click and add a generator. And from here, let's click in this really linear one. I would like to have the gradient going in this, let's see, in this direction. So let's try to do it. Right. Let's play a little bit with this, maybe also will be nice to maybe will be nice to have the gradient go like this from the top to bottom, maybe like this, for example. Let's see. All right. Let's go here and let's change the color. Let me paste the color that we have selected. Let me bring the hue more to a reddish one and maybe a little bit darker right now from here. Let's see in the base color what's happening here. Maybe we could push a little bit further the hue maybe like that. Let's see. Let's see here what I was going to do. I was going to change the contrast. All right. Something like this, maybe should be good. We go to material. Also, you can see that we have these weird colors, but that's the direction of the gradient. In order to change the direction of our gradient, we need to use the position maps. That's the use for that map. This is a positive. Let's go here position. All right. You can see that in the position map, we have these weird colors. So in order to change the direction, we need to select the color where the gradient wheels will going to start. For example, this one. So like maybe the middle one here, the middle and now here in the tip, this will be the color where the gradient will go. So that will be the end position color. So let's like this and just click here. And now, if we go to the material stuff, you can see that now our gradient is going from the stock to the barrel. But I really like better how it looks like this, indeed. So I will just leave it like that. Maybe just for now. Yeah. Now, what we can do, let me call this gradient maybe is to bring some color in the embed occlusion, AO. Let's make a black mass a generator here Ambed occlusion or let's invert the embed eclusion. Now let's just play it with this. Let me change the roughness and the color. I will put the roughness a little bit high. And here the color will be something dark. Here, it will be then maybe that would be nice. All right. Now, I add a paint layer because I don't want this abetocltion in that part. I think that we need to fix the ambtocltion in Photoshop. Maybe we will see if that will be necessary. All right. Let's just erase that. Let's go here. All the libraries. Let's go to this brush icon and select this off or the hard brush. Doesn't matter. All right. Now, let's just press X to have this black color or just let it select it here in this slider. And now let's just erase that unwanted ambient occlusion in that part. All right, we can raise it. But I forgot to activate the symmetry. So let's go here. Let's click here and change the symmetry to see symmetry. All right. There we go. So let's try to raise it again. All right. Maybe here also, a tiny bit, try to not erase it from the inner part of the floater, it also here. I think that will be better for us just to fix the map, the tach map on Photoshop. Maybe, would be nice to do it because in that way we will not need to do this all over and over again. You can see that there there are some weird stuff. All right. Let's see how that looks. It looks a little bit weird. Let me bring the stroke. Maybe the stroke of positive no, here, see, maybe just reduce it just a tiny bit. Yeah, something like this will be good. All right. Perfect. All right. There we go. All right. Perfect. Now we can add maybe some color variation. Let's go here at a a field layer. You can search in Google images, like some grunge texture. I have like this one that I have searched by myself. I think that I just scrollGog search bar grunge texture, something like that. You can just try to search for this. Let's try to see we could get something good from here. Let me put this a little bit big. Let's change the color. I mean, the layer type to multiply, maybe. A little bit low quality, but we can address that by going here. Black mask or maybe here just as filter. I will just add a blue slope to get this kind of nice effect. So now I will add a black mask. Some other fill. Let's type here, grunge also. Let's try to find a grunge texture that would be nice for this. This one, no. Let's see if we can find some maybe this I will also add the same stuff that we did at filter, blue slope. I will also decrease the opacity for that layer, just a tiny bit. All right, let's go to base polar. Let me change maybe the rotation of this stuff. All right. I will add another pill. Maybe this one will be maybe something like that, and I will change the type to subtract or multiply it see how this works. Maybe to subtract. Let me just leave it in multiply. We can have some aviation in the corridor. All right. Now. Lets let me see what we can do now. Let me bring the other pieces. All right. People will try to add more more stuff. Let's just do it. Keep adding more gradients to the rest of the pieces. All right. Let's go to the stock and handle. But the stock and handle will be like two different gradients in different directions. I want the gradient for this stock part to be going in this direction for the handle will be going in that other direction. So we will need to separate it to separate separated gradients. Let's add one first. All right. Let's add a black mask iator let's go here, fly gradient, invert, perfect. Then we go, and we'll add a paint layer, and I will put here, multiply. Let's press four and in the polygon field, let's select. Let's press X. And now let's just fill that part with the black color. Alright, we have that. That's right here. Gradient, one. Let's do some console D. Let's call this gradient two. Let's go here this time. Will remove that paint layer. I will add another one. I will go here for and just select. I mean, just erase that there. All right, let's go here. Let's go to the position map position and now select the start position from something around here, maybe. And the end position will be something around here also. In that way, we can have maybe this Hmm. Maybe Let's go to position again. Let's just leg. Here and then here, maybe. Something like that. We also we can change how that stuff is behaving by just painted some paint by hand. Let's just try to change. To add a little bit of a gradient there. I'm just trying to find a color that would be nice there. Let's see. Et me select this one. And from there, let's just try to find something good. With that, it will be good enough maybe. Let's go here. Let's add another pane let me put that paint below. And now I will just let my soft brush. Let's select that active this that will be the pain brush. I mean, pen pressure. And now's breaking down the slow. Let's go to the base color. And now we can start, like, maybe again with this. We could also try to go here and look some brush, maybe the cement will be something good. For us right now, let's go here in the flow. Maybe we could remove a tiny bit here. All right. Try to have gradien like that. Maybe. Let's see if we could reduce the opacity of the layer. Or let's go to the handle one. I will copy the color. Go to the handle one here, paste the color. All right here. Now, let's just tick the balance and the contrast. All right. Let's see if we could get something good. I think that's a little bit too much. Maybe that's ch. Good. And now here in the middle metal stuff that's at Abitoclusion stuff there. All right, AO. Maybe something a little bit dark. Go here, black mass, here dor, some AO there. Go here, invert. All right, we have this. Alright. Perfect. We could also try to reduce crank up a little bit the roughness. All right. Maybe here we can start painting some stuff away. Maybe like this one here, we could add those tiny bit. Here. Let me just add my stuff there. I mean, the base color mode. Let's maybe remove a tiny bit from here. Maybe just a tiny bit. All right. Let's see. Let's export these textures to Marmoset All right. Let's go here and let's click here in Export. All right. Also, I will save. Always remember to save. Now here, the texture should be updated if we done everything correctly. All right. Let me see here. Here how they are looking. We need also to add some variation in the roughness. Maybe. Let's try to do it now. Let's go here to the inner material. I will call another folder here. I will just call this roughness. Go here, add another stuff. Let's add roughness stuff. All right. And here, this color variation, color variation. We can also have some roughness variation there. So let's add the same map that we have applied to the base color in the roughness. Let's see that. It as this one. Alright. I say so. Let me see roughness. Working as well. That should be this roughness variation. All right. Maybe that's not the best there. For some reason, the roughness is not working quite nicely here. So here to the AO I sink is because we have a layer on top of the that are over griding roughness in our material. Oh, there we go. I'm just a little bit dump. All right. That was the new layer that we have. But we have ad. So let's go here to the color variation. Let's add the same here. Right now, from here, I will change the base voler here to roughness and decrease the opacity for the roughness channel. All right. On that P there, All right. Now, let's go. Here this rough stuff. From here, let's add a black mask. Maybe some fill that's labels. Let's add a fill layer. So here and select. Maybe some spots. Maybe it will be this one. I will add a filter big blue slope, maybe. I will just maybe do this All right. I think that's a little bit too much. Let's add another fill. This time will be maybe like this. I will put this in multiply. All right. We also maybe change the color, maybe let's select maybe some yellowness. Maybe some greenish color there. I still have a tiny little variation in there. Alright. Let's try to export that again to see how that looks in the marmoset. We like this to have a little bit more roughness. I mean, to have a little bit less roughness, what I meant. I think it's because that's a little bit too high. Let me see in the roughness channel. Maybe something like that. Here I will just crunk up maybe. You know, that here in the roughness, let's crunk up a tiny bit this Are we export that piece there. I'll just deactivate that because I haven't done any changes to the other pieces. So let's just export the inside pieces right now. All right. Let's see. With that looking tiny bit better. Yeah. All right. Also maybe the roughness can also be affect by the gradient. We could also do that. You have a tiny bit more of variation there. We could also do that. Right. I think do the same. We just copy this, go here, as the roughness stuff and put it there. All right. So right now, I will just jump to the other pieces, and I will start adding some gradients. Let's start first with this reddish cream color. All right, that one, let's go here. Base, let me add another field layer. This will be let's add a black mask. Let's add a gradient here. Let's invert that gradient. All right. Now let's start playing with this gradient stuff there. Alright. Let's change the color, maybe to some reddish. Dark color. I cannot see too very well change that this is doing, maybe tiny bit like that. Maybe this a little bit more like this. W be good. Alright. A little bit more balance and more not that much of a contrast. I don't like it too much, something like that. All right. Yeah, I'm just playing a little bit with this all right. Let's just call this gradient. Let's add a paint layer so we can do some manual work here. Let's see with soft, the cement brush here cement, all right. Now let's try to paint a tiny bit of that gradient. There is something around here maybe. All right. Produce a little bit from here. If painting, I will change the brush maybe to this knife brush here. Let me decrease this. Let's see what we can do now. All right. I really like this brush because it gives some anpainted effects. I really like that effect. So we can have a little bit of this. Some variation there here and there. Let's see. All right. All right. Maybe around here. That's a tiny bit. All right. Let's go here also to add tiny bit of radiant. Maybe here in the lower part. Tiny bit. And Let me select a soft brush. A little bit too much. All right, let's go to Base Color and see what we are doing. All right let me go back to my knife brush. I'm breaking this bit better. All right. Perfect. That seem not that much. I think that's a little bit too strong there. All right. A little bit messy right now. Give me some stuff like that will be good. Let's see. Tiny bit messy, right now. Let's just keep refining this. Make it less messy. All right. There we go, let's, let's add a tiny bit more at lower part. I is here, we also add a little bit of this radiant. All right. Perfect. It a little stuff there. Or maybe not. Alright. Now maybe we could add some curvature. Let's add a new field layer, Black mask. Let's add a generator. So here curvature. And now here in curvature here, let's decrease a tiny bit these layers. So we have that sharp edges there. Yeah. All right, I will select for the color, maybe a little bit of yellowish, bright yellow. Color there. Let's see if we change theretype, how this will affect there. It doesn't affect him too much, so I will just leave it in normal. All right. A little bit reddish. I like that, good. A little bit, maybe less desaturated. Little bit more reddish or to base right now here. I will add a fill layer because I want to have some breakups in that corbature because if we leave the curvature like that, this will be like too procedural. It will have urbatu all over the place, and that will look like a mess. So we need to put some breakups. And an easy way to do that is just adding a field layer. Now, let's select a grunge maybe this one and change here to multiply. Or now you can see that we have a tiny bit of breakups on those edges. So now I will add a paint layer. And I will just start maybe adding, like, some manual work with this curvature color. Maybe around here, let me decrease here the flow I also here the size. Maybe the size no. I don't want the size to be changed by the pressure. One. Little bit high. All right. I'm just adding this maybe corbatu color in place that maybe the weapon can fall to the ground and scratch a little bit. I might just trying to add a little bit of that there here also, we could add some stuff. My decrease this right by scholar. All right. Let's see. Tiny bit of detail there. Maybe around here. In this edge. We could add bit of color there. Maybe we could reduce a tiny bit the curvature. The curvature based color here. All right? Perfect. Let's just keep adding a tiny bit of those colors here. Perfect. Maybe here also. We can also remove some of those edges in places that there will not have sense for that to have a worn edge. Let me just keep adding a tiny bit of this color in the edge f here. All right. Let me add just a tiny bit of here. Now this is just for a little bit as a arts purpose, maybe you have a cool little here. All right. Let's see how this looks. Let me reduce even more intensity of the base color. Yeah, that's cool. B. Let me just play with the height. Maybe this will do something. I don't like it too much, so I will just remove the height. All right, maybe the roughness, we could rank up a little tiny bit roughness in those areas. All right. Also here, we have this detail here. Let's try to add it. Put this curva to All right, let's click here. Now, let's code is maybe gray color, detail, all right. It's at a black mass paint layer I will use for this basic hard here, select like that reddish color. And now let's start paint around here. Let's remove this. And if we preach chief, if we click and press Shift, we can make some straight lines. Let's make kind of the shape that that piece has an approximation. Now, let's try to shape it to match the shape that piece has in the coset. They try to make this a little bit parallel here maybe around here. Fate, this should be more like this. And this part will be a little bit more like this here. All right. That's a little bit too much. All right. Let's just try to get this straight. All right, we will get it. Maybe something like that. All right. Let's go here also. It's not I know the shape that this has maybe this would be a tiny bit. More things like that should be good. Or right now here, let's select the high channel, and let's just move the slider to left. Make some depression there. And here, it's at a filter, and now I will call this I will put this blur here and reduce the blur intensity. We have like this pbin there, we have a little bit of pebble in that edge. We could also add a filter. Let's add this time harpen All right, something like that. Let's see how this looks. All right, yeah. No, we have a cool detail a cool detail there. All right. Let me bring Let me add little bit of roughness, variation. Sce here. It's cute roughness. By. Let's click here. Just like this, like mask, fill. It's a random stuff there. Roughness, let's add a filter. Let's go here. Maybe again, blue slope. I just really love Blue slope. I like to add that filter whenever I can or write. Maybe something like that. All right. We could change. Tiny bit roughness. All right. Maybe the gradient will also have a tiny bit of roughness variation. All right. Any bit. All right. Let's go here. Let's add another fill. Maybe this one and put this multiply. All right. Let me save. Let me export the texture. So here, this time will be the two stuff there. The two materials, the inside pieces and the outer pieces or let's go here, arb set and see how the texture are working there. They seem nice. All right. We could I mean, we could add tiny bit of I mean, the normal. Let's just try to do it again. So here to the curvature one. And here we just a tiny bit in thermal. There. Let's try to see how this looks word Allright. Let's go back here. Yeah, that looks cool. Yeah, indeed I forgot to add some little here with the rubato. Or we are looking, guys. So I think that I will leave this video right here in the next video, we're going to continue with the texturing. So see you there. 29. 27 Fixing Ambient Occlusion: Alright, guys. So in this video will be maybe a short one. And this will be just to fix the ambient occlusion because we have in the floaters some unwanted occlusion there. You can see these unwanted shadows here, and I don't really like that. So so in order for us to fix that, let's do this. This is a method that I found recently, and we can fix those inside substance painter. And there's no need to export the texture to photoshop and then do some stuff there. So we are going to do everything inside here. Alright, let's add a new field layer. But before that, let's go here. And in this plus icon, let's select Abt occlusion. That's what we need right here. Now, here, let's just select the ambit occlusion one there. Let's add a paint layer. All right. Let's select just the ambito clusion layer here without. Alright, let's go to texture set settings. Now, let's change this ambient occlusion mixing to replace. And now we can start painting. But you can see if we start painting right now, you can see that maybe there is not there's nothing happening there. And that's because here, let's go here to this vet clusion. Let's go here to vet occlusion. Let's change this multiply to normal in both the paint layer and the field layer. Let me call it AO pix. All right. Now let's go to project here. Unless put the embitocltion that has baked in this sample will be this one. All right. Now, what we can do will be just to paint out this stuff, you can see here that we can paint it out. So we're going to use the Remember, here the vet detonh should be this one, not the mesh maps here. Not that one. It's this one. All right. And now we're going to color pick using this color picker here. So near color. So we can paint out some of these colors. All right let's try to raise those colors You can see it here. We are doing some stuff. This will be basically the workflow. Let me just show you maybe this piece and a few more, and then I will just cut pause, and I will fix the rest. All right. I just want to erase the unwanted shadows. You can see here that's also fixing the ebtoltion in here. All right. So let's go back here. Let's keep trying to erase those stuff there. Here too. I don't want those shadows. All right. Let's try color pick a little bit lighter one. Let me go back here. Maybe. That's good. Let me go to material or write go again to base color. I mean Abt cushion. Let's keep trying to to erase those wanted stuff. I like better this method because I can see in real time in three and not into the will be if we use Photoshop for this. For me, it's better doing this way. All right. Continue fixing. I don't want to raise the inner shadow, inner occlusion, just the outer part. This one now because this is like some piece that is on top of that. In this floater, I want to fix it. Let me color pick. All right. Let's continue doing this. Perfect. Also remember to have your you symmetry activate it, so you don't need to do it twice. But in this part in here, this piece, we will need to deactivmet clusion the symmetry because this part is not symmetrical to this part. So we will need to do it in both sides in this piece here. But it's just only there. All right, let's keep fixing this. You quick. Just like this. Easy a nice. All right. Let's keep going. What else we have? All right. Let's go here. Let's try to fix this. All right around here, maybe. Perfect. Let's go here also. And now let's try to fix it. Let's get here this color picker. All right. We take this one. Perfect. Let me stay here. We need to do some work also. Let's color pick this reddish color here, and then try to fix that nguanta shadow in here. All right. Something like this. Maybe here some Perfect. It means eight for a picker. It's a bit more All right, let me select this dark Color here, try to paint that stuff there. All right, very good. Let me try to paint also here, this inner inner parts. We clean it a tiny bit more. All right. Let's go here. We have more stuff to clean. All right. Let's just erase those unwanted Shadows there. All right. I'm just like this. Perfect. All right. Let's keep Wing Let me decrease the flow there. All right. Let's just keep doing some mixing here. Nice. Let's do it here also. Pick this color here. Let's continue working there. All right, select this. All right. Perfect. Now here also, let me select this color picker, dark one, and just paint that out. All right. Let me select my brush here. Try to plant these two. This is a much. All right. I don't want it. So like that, not doing anything, really. They just keep maybe working a little bit. All right. Let's fix this area. What this, I should put a shortcut that color picker, really. Will be the best in this case to have a shortcut there? All right. Let's try to add some stuff here. Perfect. Let's see what else we can fix. Maybe these ones here also, select these and just try fix those here. All right. Here, select this one, maybe make it brighter. Something like that, we do. All right, try just to erase those stuff there. Yeah. Keep going. So in the material, we are cleaning the ambit occlusion on those unguanted areas. All right. Let's keep going. Let me select this grayish color paint this part. All right. Right to add a tiny bit of this gray color here. All right. Alright. Perfect. Let's keep going. Not doing anything. Why. All right now, it's doing something. Perfect. Keep working on this. Let me select this grayish and just try to fix. Those colors let's select this ray. Maybe this ray here, try to blend this stuff here. All right like this, try to raise that shadow there. All right Let's keep trying to fix this stuff here. All right. Okay. Perfect something like this. Will be good. All right. Let me fix some stuff here. All right, I need to plant this better with the rest. Maybe select this one. She like that should be good enough. That place. All right. I will just leave that piece there. Just like that. I select this grain and keep working to erase these shadows on the floaters. Alright. Perfect. Here we shadow. Perfect. All right. So here. Perfect. Let's see how this looks. Looking nice. All right. Let's keep going. Let's see. All right. I It's just like this. All right. Here. That's better. All right. What else we need to do? I think it's easier here and here. In those places for the rest, I think they are here also. Let's just try to fix this. All right. Let me increase a little bit in the flow. Right here, let's keep fixing this. All right. Let's just praise. These ones. Praise those colors. Like this. Alright. Real escape painting. A bit more. Remove those. Let me select this reddish color. Try to paint it back. Caria All right. Paint. All right. Like that. A little messy, but that's too much of a problem. All right. Let's continue with this. All right, I see. I think this should be kind of good right now. Yeah, we don't bother much with that piece here. Alright. Something like that. Let me try to make this better here. Let me reduce the flow here real quick. Let's just leave that just like that. All right. Here I will just paint black, color, and nice. All right. We still have or maybe not. Let me see the material. All right. So I will pause right now, and I will just continue fixing the rest of the floaters on the inside on the outer pieces. So I will get back to you once I have those. Fix. Alright, let me pause. All right, basically I have basically fixed the ambient occlusion. So now, once we have fixed that, we're going to do something. We're going to explore just this ambient occlusion that we have paint. How can we are going to do that? Let's click here in file. Now let's go to export textures. Now here in output templates let's create a new one let's create a new one. Let's call this maybe like ambient occlusion. Let's click here and create a new gray scale map here. Now I will select one of these names. I will paste it. I will change this maybe to something like ambient occlusion. All right, something like that. Or right now that we have changed the name of our map here. Let's now drag this mix AO to the gray part here. Let's click it in here, gray channel. And now this will be the mixed embitoclusion, like, this will mix the stuff that we have made with the base ambitoclusion, and that will export that. So now let's select that embitoclusion template. We have this here. All right. Now, let's search for for a folder. Let's create a new one like a fixed because I have tried like this method before before recording, so I will just delete the previous one. And now here I will just export my textures. Alright, we have the. Let's export them. Now let's search for the textures that we have exported. And now we're going to import them back to System spinter. Let's click here, x texture. Let's put this in project. All right. Now let's go to texture settings, and let's replace the base and met occlusion for the new one that we have exported. Like this is for the inside pieces. All right. And for the other pieces will be this one. All right. Now we can deactivate these AOfxes and everything should be good and nice now. You can see that now our AO it's working well, and we did that. We export the maps and bring them back because we can use the gradient. It's because to use the gradient without needing to raise anything, you can see here the avient occlusion layer. If we put another field layer with a black mask and here with a generator, grupatornN occlusion. Now, that emit occlusion is working better and nice. You can see here that it's no longer making the weird occlusion around the floaters. Maybe this has a little bit of that, but that's not a bit of a problem. Right now, you can see here that we can basically can do our stuff nicely. And in that way, we save time and we don't have to raise over and over again the Emet occlusion when we want to put a color in the met occlusion. So basically, that will be for this video. In the next, we're going to continue with the textures. So see you there. 30. 28 More Work On Textures: Hello, guys, so let's continue with this model. All right. Let's see, we have fixed the ambient occlusion in the previous video. So now let's continue with the textures. So since we fix the metocltion, this paint layer here will not be needed anymore, so I will just delete it. All right. And now let's keep adding maybe more gradients and more stuff. Let's see. Let's try to add a gradient here in this lighter cream color. Let's go. Let's see where is it? It's here in the other pieces. Let's go here maybe layer cream color. Alright. Let's call this base. Let's add a new fill layer. And now let's taste. Let's see which other which other color will be useful for this? Let's see, let's invert this inverted. Edge increase a little bit more the contrast, a tiny bit more. Something like that. All right. Let's go here. Maybe let's color pink. Maybe a darker color from here. Let's see darker color. Let's put this a little bit to the red, something like that. Let's see the base color here. Alright, how this is looking a little bit more saturated, maybe not that much. Yeah, a little bit saturated. But now this is taking a little bit of a similar hue to that All right. Maybe this is good work. Let's see. Color. All right. I think I will stick with this or maybe not. All right, trying to get maybe the perfect color for that. Stich the gradient gradient here. Let's see. Maybe something like that. A little bit less contrast or maybe a little bit more let's reduce intensity. All right. I Yeah, something like that should be good. All right. I think I haven't placed a metocltion In this. Yeah, I haven't let's add abtocltion layer here. AO, let's put a black mass, add generator, a metocltion. So now let's see global invert. Let's play with this. Let's see what we can get. Let's change this color to maybe darker, dark color. Let's see, maybe not that much. All right. Let's see if we do a global blur, this is looking. Yeah, kind of good. In that place, I don't want to have aminoclusion. Let me place a paint layer. Around now here, I will just raise that Amdoclusion from there. Et's just erase it, right. Also from here, a little bit. Perfect. A little bit in this part. It's a tiny bit. All right. Let's do it also in this thing here. Bit also here. All right. Let's go back. Perfect. Let's do the same thing here. Let's add an AO. Also, let me put a little bit of roughness in this ambitoclusion, a little bit of white roughness or right let's see, it will call AO black mask, ata generator, ambitocltion, in bird. And now let's see what we can get here. A little bit of roughness, let's see. All right. Base color, something like this should be good. This is too much in that area. Let me see how this looks with the global blue lighted. It's a little bit too much. Yeah, let me add a paint layer here. I will remove that extra ambient occlusion that we have in this area. All right. Let's see. Let me export all of these four detextors. Also remember to go back to your real rectal engine pack. Let me see something here in real pack. I A abntoclton should be the bent, that's the Alpha. All right. In this red. Oh, no, that's that's the base color. Let me concel this. Let me open it again for textures. So here, at.This with the mixed AO. So let's export this as it is. Let me select this. This would be real act here. Now let me change my direction to here. Now let's export this for. All right. So let's go to our marmoset toolba. All right. Perfect. Let me just remove this billboard, right? So we have one view only. All right. Perfect. Maybe we could add some it's all normal in these areas, maybe to make this looks like more rubber or something like that. I will seeing Alright. Let's add a curvature in this lighter cream panel. Let's add here. Black mask a generator, curvator all right. Let's reduce the balance, maybe. Let's twig in these sliders. Get the sharp ones, may be fine. This one maybe could be, all right, something like that, maybe let's add a field layer. Let's put this in multiply. Let's search for a grange map. Let's see if we can find some just to have a little bit of a breakup on those places. All right, let me add some roughness maybe and a hide. All, but this is a little bit too much here. All right, it's not looking good. Maybe something like this would be maybe not. Let see this. Also could be let me change this for a lighter. Maybe yellow color. Let me add a filter this compro mask. Add a filter here with the blue slope, maybe let's put this in ten. All right, let me just tweak a little bit. The intensity. All right. Let me continue tweaking this stuff there. Let me add a paint layer, a fill or let's add a paint layer. And now I will paint out some curvature that is that have no sense to be. Like, for example, these lower ones put this in 100. Maybe these ones also. All right. Maybe we could reduce this. See, I think this is too light, bright, all right. Saturated. I think this is a little bit too much removed from here. Maybe let's add a little bit here in this area. All right. Let's just remove it. Maybe not. Maybe that's coping. A tiny bit. Or let me use my knife brush here and let me paint just a little bit in the AO layer to have a little bit of paint video. Maybe something like this here will be or let me decrease the flow of the brush a tiny bit. You have a little bit more of control. Or let's sing, let's paint a little bit here, maybe. Alright. Inside here, we could add a little bit of this color inside the floater. All right. Let's just add a little bit of color here. All right. Let me see in the material channel. All right. Perfect. But I have forgot that I had this part is not symmetrical, so let's remove the symmetry. And now let's paint here the stuff that this should have here. Go to the base color. Let's see what we can paint here maybe. Little bit here would be All right. Let me remove this corbatur from the parts. All right around here also from most of these parts. All right. Maybe we could remove a little bit from here. We could leave it. It's a tiny bit, maybe not that much. It's a tiny bit. Alright, maybe here just a little scratch. All right. Let me keep moving from these places. All right. This is saving. Let's wait for this to save right now. All right. Let me save myself. All right, perfect. Let's keep removing this unwanted patre here. All right. If we could at Hina bit in this area would be Yeah. I got a tiny bit there. All right. Let's see. All right. Maybe now, let's see what we can do. This could be maybe with this piece. Let's try maybe with a carbon carbon fiber or just let's leave it like it is some plastic chine material. Maybe could be awesome. Anyways, we need to do some roughness work in those pieces. This has some roughness. Let me see rough. Right this gradient should be a little bit bright. And this one tiny bit also. All right. Now, let's add a roughness here right black mask, add a fill layer. Let's search this one will be. Let me add filter bluer slope. Maybe let's put this in ten. All right. Let me keep tweaking this roughness. Maybe rotate it. All right. Let's see. Change the name of this roughness. All right. Maybe let's select another another runchm would be I think now this is too much. Let's add another filter. I mean, filter no another field layer. Let's put it below the filter. Now let's say like maybe this one and let's put that field layer into multiply. All right. So now this has a tiny bit more of roughness variation to the surface. So now, maybe we could try to find some some rubber or plastic stuff here. Let's see. Let's type rubber. This is plastic morlosy. This is made simple. Let's see, maybe the grip one could be good. Is plastic rubber and this plastic stuff. All right. This is fry re I mean, I don't want to use this plastic trip. Maybe the one that we could use would be this maybe. Let's add it here. Let's see. Let me make a new folder inside this. Let's make a black mask, paint, and select all of these. All of these polygons. All right. All of these. I just wanted all of those polygons here. Perfect. I like that. In these pieces. Alright. I need it right here. These ones. Perfect. But I don't want the stuff to affect in that area. Maybe what we can do is go here at a color selection, Let's pick this grayish color. Let's put this in subtract. Let's see the mask. All right. Now, this should be working nicely. Now let's take that a plastic rubber into here. You can see it's looking nice, but maybe not in that piece. I don't really like that piece there. Let's change. This would be plastic rubber. All right. Let's move this maybe to the inner material. All right, let's see, inner material. We're getting something. Let me remove the base color. Maybe from here also, we'll just remove it and I will just leave it maybe in this middle piece. I bet go here in this paint layer. Let me use the basic stuff. And now let's paint out that material from here. Let me just set my stuff nicely. Alright. Let me remove it also. From here, want that plastic stuff to be in the top part. All right. Maybe we could also have a little bit of color variation there. Maybe let's put this multiply. No, this won't affect because this layer mose affects all the layers that are inside the folder. Maybe if we put this in pass through. No, it's not doing any. Yeah. So let's just change the color by hand. All right. Let me sell legs. Just the color. I mean, yeah, you have the color. And now let me search for a simular on here. If we go here. This is a little bit too much. Now, let me see how this looks with the material view or right base color, maybe a little bit. Just like that. All right. Let me move this below the gradients and below the AO around here should be. All right. If we put the entire layer into multiply, let's see how this looks. Overlay, maybe screen All right, no soft light. Let's see base color. Maybe that would be good. Let me keep removing that part from the mask. All right. Now, we have a little bit of detail here. Let's skip version for this. All right. This is the surface detail, and this is the surface damage. All right. Perfect. This is spots. Let's tweak a little bit these these sliders. Maybe that All right. Could be. Now, let's try to add dirt layer, maybe. Let's type here, dirt. Let's just place this. Now, let's add black mask. Yeah, let's add a black mask here. Black mask. Let's add a generator. Let's type there. Or maybe we could select here and try to find a smart mask here, maybe maybe dust plastic. Let's see how this looks. Looking kind of nice a tiny bit. Alright. Let's see edge, strong Edge strong scratch. Edge cracks. No. Let's try to find something that I like. Let's try this one. Let me remove that. Maybe this is too much. Dust occlusion. Let's see. Yeah, this dust can work maybe. Let's put this with a grayish color. Let me add a roughness to this. Now, maybe let's tweak a little bit the color. Let's add a field layer. All right. With this, let's type here, with this multiply. All right. Let's see here. All right there at level contrast. Planer runch amount. Maybe we could add a filter with blue slope. All right. S Maybe remove this a tiny bit or just put the slope in. Let's just keep looking at this. All right. Maybe change the color a little bit dark. All right. Let's see base color here, dark. Some dirt or some dust. Let me at a pain now. And now I will just remove some of that. Some of that feels at a paint. We just try to remove some of those So here. Maybe we could use a Alpha that I have downloaded. Let me see. This one, these Alphas are from Max Dirksen. I have downloaded, and I really like how this Alpha looks. So I will just write it. Let's go here. Import at resources. Let's find our alpha. You can be si, give me a sec. All right. All right, let's put this into Alpha Alpha. It's going to be Alpha, right, Alpha Alpha Alpha and Alpha. I will be in the project weapon curse, right. It's important. And now let's try to sing maybe this third. Alpha could be useful right here. All. Let's try to remove. Any bit. Now let's keep removing some of those dust. Maybe we could add a splash here around there. I All right. I really forgot how we can flotate Let me see. All right. With the mouse. All right. Perfect. Try to remove a tiny bit from here. Let me remove that. All right. Alright with control and a left click, we can rotate the alpha. Made something like this. Right to remove. Any bit. Of that. This is too similar to the color. All right. Let me export the textures just to see how they are looking real quick. All right, let's export textures. Export All right, let's go to Marmoset and see how they are behaving. We have this. I don't know. I don't know about that. Maybe we should need to change the material for that piece. All right. Alright, let's keep working. Maybe I will change the material there. Let me put Rubber again. I will change this crip material. Let's try to find it. Maybe the plastic rib would be good. There are no here. Alright. Or maybe not. This is looking a little bit too strong. Alright. Let's go to the normal up here and let's reduce the intensity of that normal mab. Maybe this is too much. I think so. Rain density, right to change. That try to change the intensity of the grain. Just a tiny bit. Maybe we should need another plastic. All right. Maybe this one would be a nice but this is not doing anything with the roughness. That's not doing anything there. All right. I think I will just leave that. All right. Maybe what we can do also is to add a little bit of scratches to have a little bit more detail. Let's do it. All right. Let me see. I will put a scratch Layer here. Let's add a fill layer. Now let's put the height, reduce it a little bit. Let's click here, black mask. At fill. Let's search for a scratch right here maybe. Now let's select for this one, I think this. You, now let's tie all these stick here, the hide those scratches. All right. Maybe let's just leave leave it like that. All right. Let's change the balance here, maybe the contrast, increase it that tiny bit, scratch quality. I want this quality, tiling, no blur, no things. All right. A tiny bit too much. All right, intensity. All right, dust. Right now, I will add another field layer. I will put a crunch. This one, I will just put this in multiply. I will tie this, and now I will just do a paint layer, and now I will start removing these stuff here. Right here with the dirt brush, let me find my alphas with this one. Now we can remove some of those stuff from unwanted areas. Like, for example, the scratches doesn't have any sense to be like here inside. It doesn't have any sense because that part is not like, open, so it can be I cannot have scratch. Maybe let's leave the scratches. Maybe, for example, these areas in this part, not in the cavities. I mean, the outside parts. All right. Let's see here. Keep removing the scratches. All right. Tiny bit. Maybe I can leave this one there. Let me keep removing. Let me remove the symmetry. All right. Let me remove the scratches from here. Also, inside the floaters, it doesn't have too much sense to have scratch and near in this type of corners. Also, it doesn't have sense to have scratch. All right. We go here. Keep removing a little bit of those crutches. All right. Inside here, it doesn't have sense to have crutches there. I mean, active again my symmetry. Just a tiny bit of scratches would be good. All right. Is something there. Inside here doesn't have sense. Either et's see how this looks. All right. We we leave a tiny bit of scratches here, a tiny bit, not that much. All right. Let me put this in multiply so we can bring back a tiny bit of scratches. All right. Let's see, I think I haven't put some curvature inside the main stuff here. Let me delete this plastic rubber and these are more glossy. All right, let me add maybe some curvature here, right let's add a black mask, a generator, stip here, curvature. All right. E's change the stuff here. All right. All right, let's see. Let's add a layer. Let's search for a brunch map. Let's put this and multiply. Maybe a tiny bit height. All right. Let's add a filter to slope. Maybe in ten And here. All right. Perfect. Let me add another layer. Now, let's see search for another ranch. Let's put this in multiply. Reproduce a tiny bit. The influence or maybe we can put this in substract All right. Let me decrease this here. Maybe without a bluer slope would be good. All right. Let's see, let's change the color and the roughness. Let me change the color. Maybe to a brighter one. Just a little bit bright. A little bit saturated. I All right, something like that, maybe. At it bi righter. Let's change Alright with the balance. I like this. Maybe not. Contrast, tweaking those lighters just to see. We could get something nice from here. All right these flushes here. I don't think they look that nice. Let's see where those. Yeah, let me go here and I will just remove a little bit of the stuff here. Perfect. Maybe. We could add one here, another one here. At bit here. All right. Perfect. Now, I will remove by hand this new Berbatu that we have added. Let me changed the name Burbatur. All right. Let's go here. We're in the paint mode. Let me remove by hand a tiny bit. Alright. I Right, perfect. A little bit. Just want the edges to pop out a little bit. All right. Let's go to the base color. Let's see. I like this maybe could be here in the scratches, where are the scratches? This one. Let me change the name, hess let's remove the color. Let's add actually a color there. Let's just put this multiply. Maybe overlay, dof light Earth light. In your touch or normal. Doesn't have too much of a difference. Let's just put that have some reddish color. Let me export that to see how this is looking in the engine. All right. Export textures. Here. All right. We have some stuff there. And looking at my reference, the overwatch reference that I have shown you, I have shown you. All right. Maybe the corners can be a little bit brighter. Screw at. Maybe maybe increase a tiny bit value. A little bit All right. And also in the roughness, we could here, I think it is this one. I don't really like the amount of noise that this is bringing to my roughness. So let's go to roughness and maybe I will just reduce it a tiny bit more. Maybe just like this. Let's explore that again. Sport textures. Alright. And a better Alright. Let's try to paint by hand some stuff. Maybe let's try to paint by hand the curvature. Let me go to my knife brush. Maybe just paint by hand some details. Alright, maybe here. Let me reduce the flow here. Perfect. Maybe this stuff. Fate. Let's try to add some shape here. Just remove it from here and just try to add tiny bit of a shape in this area. Maybe remove the symmetry and half and have this a little bit different from each side. All right. Let's active the symmetry again. Remove it a bit more from some places. All right. Let me reduce more scratches. I think they are a little bit too much pill St.. Let's move. A little bit more those scratches. Let's just leave it. Dave a tiny bit of those. Alright. Perfect. Now, maybe we could add also scratches. If the outer plates, let me save first. But this time, I will use this scratch Alpha that we have downloaded from the page I have show you. This one, Max Dikinson Dirksen. I mean, right, let's go to the pieces. Now here, maybe we could add crutches. Right in the misk maybe here, we add a new folder. Crutches, the layer with a black mask. I would be in a negative height. Let's at a paint. Let's select the hard one. Let's go to the project all right. Now let's try to add some of these crutches. Maybe around there, I will remove also metry Maybe here would be something like this. And here maybe like temple this maybe. Yeah. Also here will be another one. Something like that or right here, maybe around here will be another one maybe like that in this area. Perfect. All right, let me keep looking. All right in the barrel, maybe one here. In this place, maybe one here. All right. Let me add one here. Maybe one here, yes. Around here, perfect. All right. Or not. Let's see. Perfect. Maybe the color, we can reduce it a little bit. At the roughness. We go to the base color. Reduce it a little bit. Alright. All right, let's see. Maybe here one in this area. All right. Something around here. But this is not working. Oh, the flow right now it's working. All right, something like that. Alright, perfect. Let's save. Let's export this to see how this is looking in the engine. All right. Let's go here. Maybe this one is too similar to that one here. In this looking better here, all right. All right. Perfect. All right. Maybe we could increase the roughness also of the plates. Let's go here. Maybe we could increase the roughness. Of the entire plate tiny bit. I et me copy this roughen variation and put it in the lighter one. All right. Let me remove this piece here. Not doing anything. Let me select this alpha. Oh, this is not doing anything right? Where is the scratch. Alright. Where is the scratch love here. Let's just paint this out. This doesn't want to remove. Maybe we could shape it a tiny bit. Maybe something like that. Would be nice to have there. Alright. Et's try to add maybe this type of gray color. Let's add it here. Let's add here. Maybe just feel layer. Grains put it around here. Glass mask a mask, paint layer. It's change. Let me color pick that reddish color. Alright. Now, I will just paint that maybe with this Something like something like this, be. Let me put symmetry. But first, I will change the value of this. All right. Let me erase that stuff from here. Although that stuff looks like it is some scratch or something like that there. We will try to play with that we just right, get some similar shape there. I All right. Let's see. Let's try to play with that. Metallic. This would be something metallic, something like this, this should be brighter. I think that looks kind of cool. A little bit more detail there. Let's add a roughness. Alright. Now let's add an encore point. Let's change the name to Gray Expose Met hall. All right. And we can do we can add a little bit of color. You will see. Let's add a black mask. Let's add a feel. Let's select this anchor point. Now I will add a filter. Select mask outline. All right. Let's see in the mask. Let's put this in inside from black. Like with this, maybe the threshold, reduce it. All right. Now we have that. And now we can change this color maybe to something around here. Maybe. Let's go here again. Just try to blur this. Let me add another fill layer. At a field layer at the anchor point and select multiply. All right. Just to find this color inside that. And here, this will be maybe secundari color metal, maybe something like that. From here, I will change the pattern here or maybe we can just delete it completely in this area. Maybe just leave it a tiny bit like that. All right now here, let's try. Or maybe this should be here, that pattern. Indeed, that pattern should be there. Let me do a Control C. And now I will just remove some of that pattern from here. Looks like that, maybe. Would be nice. Let's add any bit of this in this corner. Another tiny bit around here as it is in the coset. Alright. Perfect. Maybe we could add an exposed edge around here. All right. Let me export this to see how this is looking, save, and now export detexors All right. Perfect. Trying to see a tiny bit. All right. A maybe we can have gradient coming from the barrel to that part here. Let's try to see. Let's just do an experiment. Let's copy this gradient. Now I will change the direction. Let me remove that paint. I will change the direction now. Let's click here in position. Let this as a starting point and maybe something here has endpoint. Would be be, you have a tiny bit more of extra detail. Maybe tripsin with another color how this looks with that yellowish color there. No. Maybe with that will be interesting. Reduce intensity. Trying to find some good color but that gradient All right. Maybe something around here will be let me change the balance of this. I have a tiny bit more of detail there. I like that maybe. A tiny bit more saturated would be. Let's see how this looking in the engine. Let's export detetors. All right. Ported. Let me say real quick. Now this is important. I would like to have more contrast between the gradient color and the base one. So maybe we will increase the duration and moving the hue, maybe to a bluish purple one. All right. Not that much. Yellow one could be. All right. Let's try this. Did you see it a tiny bit? That grating is not in the concept, but anyways, I think this just a pool a cool detail. A little bit of a cool detail there. Something like that. Let me try this blue colour. Let's export that here. And now we have that blue color there. Maybe that's too much. Maybe this yellowish color is exported. Let me say real quick. Let's go to the marmoset. Let's see. I think that's working better there, indeed. Alright. Perfect. All right. I think that we leave the video here. It's a little bit too long now. So in the next video, we're going to continue working on the textures. So say 31. 29 More Texture Work: All right, guys, so let's continue with the textures. So let's see what else we can do. All right. Let's see what else. Maybe we can start working with this metal piece, maybe adding more color in general in all the pieces. So let's start. Let's start first with the metal pieces here. Let's go to the other pieces. Right now, here, let's go to the metal. I think it is this one. Let me see. This one here. I will make it a little bit rougher. All right. This one is not the one that I was looking for. It's this one, yeah. I think or not. That one is not the metal. All right. This is the one that I'm looking for. All right. This one, so let me add phase, maybe. Maybe I should not add a gradient here. Maybe, yeah, let's try to see how a gradient will look like here. Let's add a linear gradient in bird. All right. Missing the base color, maybe a little bit more of contrast. So I can see better what's happening. Let's wait for this to chair load correctly. All right. Let me see with a darker color. Not that good. Let me see maybe without that amount of contrast, maybe let's change the position. I mean, a direction of the gradient. Let's see. I think it's looking cool. Looking cool, maybe with a tiny bit of hue of tint some bluish bluish hue. Will be good but any bit brighter. Let's see. It's a bit more dark. This panel, I think this panel should be it's a little bit darker. Maybe a little bit more desaturated or something like that, should be good. Let's see here. Let's keep looking at this a little bit lighter, maybe a little bit more desaturated. I think that could be good. Something like this, let me tweak a little bit more the balance. Maybe we can also tweak the roughness. Make this with a little bit of roughness variation there. It's a tiny bit. Let's see roughness. We could make this. A bit less rougher. All right. Let me put this gradient gradient here. Perfect. So I want to make some variation in roughness in that piece. Let's do it. Add a field layer, black mask. Let's put this in rough. Let's click here. Fill or let's search for something. Let's see crunch maybe with this one. I like this one. Good. Yeah, I like it. Looking good. Let's see the balance. All right. Let's try to see with the tailing. All right, let's see. See what we can get with some contrast in the roughness channel here. All right, what is the warp intensity? Which detail, let me not touch those. All right. I really like that one. Let's go here. Let's select maybe another one, maybe this one and put this in substract. We have a little bit more of variation in the In here, let me reduce a tiny bit more layer weight there. Maybe we could add this multiply. Now, let's just leave this abstract. Let me export this. I want to see how this looks in the engine. I export this. Alright, let's wait for this to export. Alright, let me save this. And let's go to Marmoselle to see how this looks. Here inside remove this pupil right that scene Yeah, kind of good. Maybe a little bit less, a little bit more rougher should be good. Let's export this again here, export. Let's see how this looks. All right. There's some stuff there. Maybe let's tweak it a little bit, just to make it a little bit more noticeable the roughness variation. All right, let's export this Export, all right. Let's wait for this to export these exxurs. Let's go back. Marmoset Let's see how this looks. Alright I think this looking kind of cool. Yeah. So we need something here. We need this Alpha in this area. We need to make that Alpha. But how are we going to make that? I was thinking of making it maybe with Photoshop. Let's sing, let me open my photoshop. Alright, I decided to make the Alpha here in zebrus instead of Photoshop. So let's do it. Let's add a cube here. Let's add the sphere. Go here. Alright now with our gizmos pressU and click here into you. Alright, I forgot to make here. Make polymerse pretty. Now, DU. Transform this into a cube. All right. Let me do something. In this con here, let's just track it out. And here in document, let's put this let's disable the pro, let's put this in maybe two K 2048 and 2048. Let's click here in free sides. Let's click in Control N. Let's click there in edit. All right. Let's zoom out. Let me remove this ugly gradient that I don't really want. All right. Now here, we can start working. Let me do the shape here. So we have like this shape here that we will try to achieve. Let me say we have this Is a shape like this. And here maybe it's this co down, something like this, and then here. And here, there is a tiny shape that is some sort of a triangle. We will try to do this. All right. So here, let's make the general shape. See, let me just remove a little bit of those etubes with that in. All right. Let's see. Maybe we could delete even the other side. And here let me click here in Act 12. I can have better view of what I'm doing. All right. Let me remove a tiny bit of this stuff here. Maybe these ones. Let me click here in mask Lasso. Let me mask this. Maybe we will need, here. All right. Let's add one drop there. One edge rope here. Just around here, maybe. Yeah. Now, what I'm going to do will be to bring this in just a tiny bit and push this to the other way. A little bit like that, trying to make these two lines parallel. Maybe this one push a tiny bit to the left or this one will be pushed a tiny bit to the left also. Now here, maybe we could push this piece a little bit more like that. Just like this. All right. We need to extrude one edge rut. Let's extrude it. Something like this, let's make all of these straight just like this. All right. Let's make also this part trade. All right. Let me mask this hip and move it more like this around here. You could do the alpha in photoshop, but for me, at least for me, it's easier to make these type of shapes with geometry here in Zerros and then use the two here in zeros to make the alpha. So I will just do that. All right. Now let's try to make a triangle here. Let me click in slice mesh and make some opening in this area. All right. Maybe we could let me see how this looks. All right. Oh, no, oh, my Console C. I mean, my keyboard is a little bit bugged. So that it did a lot of console C, all right. Let me do some slide here, maybe. And here also, I will also make this bit more like this in this area. Let me say real quick and see how this looks here. All right. It's looking kind of nice. Maybe we could do like make it that part just like that, maybe or maybe not. We could make this part a tiny bit longer. All right. Let it mask again. Tiny bits a little bit bug. I don't want to do that. Let me see what's happening. All right. This is supposed to be the cord part. This doesn't want to work now. All right. Now, it's working. I mean, my keyboard is a little bit bogged. So some weird stuff are happening. Maybe something like this should be good enough. Maybe, let's try to mask this and move it a little bit more to the left. Something like that. Let's try again, our Alpha Yeah, kind of good. All right. Maybe this could be a tiny bit taller, like that. Let me bring this part also tiny bit tally quite a bit, less long. My control bottom is not working real well right now. All right. All right, let me change a tiny bit the angle here at me. Just try again. Let me do something here. I will just make this less egg and this part it bit more like that. Let's try again. All right, I think now it's working nice. All right. Let me save. Now I will make this little triangle here. That would be IM a Zim. Let's append a cube. Let's make it small. Let's make it this maybe polyplane. Let's just stick with one with one polygon there. All right. Let me click here in home. So this is in the same plane. All right, clicking home this should be in the same plane or it's not. Let me click here and home. Now, this should be good. All right. You can see there. Let's just move it. Now what I will do is I will collapse these two. Let me see stitch stitch here and one in the point actions, stitch these two together. Alright. Let's try to stitch this. Alright. Now, let's move this point. Something like this. Oh, it's not working. My keyboard. It's crazy. Right now, this should work nicely, maybe something more like that. Let's make this triangle bigger. It should be more around here. This should be align with that with this angle with that line. All right. Let's see, like that. Now here, this part should be aligned with the other line with this other line. All right, let's save. And let's see what we have here. Let me merge these two. All right. Let me save. And now if we do this, now it's working. All right. Perfect. Yeah, I think this would work very nice. Maybe let's try to make the triangule tiny bit bigger. A bit bigger, something like that should be good. I even more, something like this should be good enough. Try. All right. I think this could be good enough. So now, in order to make APhA, let's click here and drag this to zoom out. Let's click in F. Put it kind of in the center. Now, let's go here to brush brush now, Alpha. Let's click here into transfer, and now we will slave here in grab da. You can see here that we have an Opa, but we have a tiny bit of a fall off. Let's see why it's da. Th should be completely flat plane. This should be completely flat. All right, let's try to make the Alpha again. Alpha wrap dock. Now, the Alpha is completely white. So let's go here. Let's select the new Alpha that we have created. Go here. And now let's click here in Export. Now we're going to export the Alpha a directory that you want. Let's see. Give me a sec. Let's click here at AlphaS All right, AlfaS. Perfect. Now, let's type maybe. Alpha Alpha turn maybe will be. Yeah. Now, let me save this. Again, now let's go back to Substance Painter here. Let's search the Alpha that we have created here. Let's see. Now, let's drag this Alpha into the project. Let's call this Alpha, right project here in board. Now we have our Alpha here. Now with that piece, with that Alpha, we can create the pattern that we have in this part. So how we're going to create that? I'm thinking in a notch option. Let me see if that will be good enough. Right, let's create a paint layer. Let's click here, paint a long path. Let me like this. Let's click here. Let's see how this works right now. You can see that it's working a tiny bit weird. Let's crank up this pacing and put it somewhere like this. Maybe. Let's just keep moving this Just try to make this raid, that's possible. This would be an option. Yeah. This doesn't want to work really well. All right. Maybe we can do it in another way. Let's see fill layer. Let's add a black mask here. Let's add a paint layer. Now I will put this maybe paint layer. Let's add a fill layer inside the mask. Let's add the Alpha here. Let's make this mall All right. Let's move it into position. All right. Let me change this too. See planar projection here. All right. Just move this And here we could change maybe tiling or no. All right. Let's see. Physical size, and tiling. All right, this is a bunch of stuff here. Let's see what would be the best for us. I just want to shrink the space here, but I don't sing. With this method, there is a way. Alright. It horizontally or vertebally. Just repeat. All right. I think with the other way with the paint along path would be the best way maybe because I want to get this close together. Let's see if we could do it. Here that's not the case. So seems that we cannot get the pattern close together in this part here. I think that I'm going to stick with this and try to make this work. Although let me change from a paint layer, I will change a field layer here and paint do a paint layer. Let's click here and paint along path. Click here and then maybe here, increase spacing. All right. There were a way to remove Make this load will be awesome. But I don't think so. Let's try to control a little bit more de spacing. All right. Let's see the size. That working that well. Let's put in object increase the size. All right, working a tiny bit better here. All right, let's keep trying to make this good as possible. Around here. All right. But I forgot to have this with symmetry, click here, go here in the C symmetry. All right, perfect. Alright. I think I would just leave it like that. It's good enough. Now, let's change the color to maybe. This has some gradient. This start with a dark or and end up with a desaturated one. Like this is, like, disappearing. Let's try to do that. Let's go here, maybe some dark blue color. Let's let this save the substance painter. Or let's try to get some reddish, dark blue color here. Something like that should be good. Also maybe some rough will make this Any bit rougher. Tiny bit, maybe, maybe not that much. Just a tiny bit. Alright. Let's keep looking for the best color option here. Maybe something like this should be good. All right. So we need to make this disappear. Let's see how we can make it. Maybe let's add a generator. Let's add a gradient. Reading here. This is a little bit bugged. Let me save just in case this doesn't crash. All right. Let's do an invert, s crank up the stuff there, and make this maybe in subtract. Let's just see how we can make this to disappear. Let's increase a little bit more stuff there. All right. Something like this, should be good. All right. Let's click here. Let's add another field. Let's search for lines. Line. All right, I'm not getting anything there. Let me see. Here, line. I should want to get some line like this shape line. Let's try to add that line here. The length. All right. Let's make this a bit smaller. Let's see the length. All right, that's not the case. All right, is basically what I want change from UV projection to maybe something like fry planar. Bring this down. And let's put this in subtract also so we can get these lines here. Let's try reduce all my stuff is bring out. Let me save. All right. Let's see. Let's see. Open this to be hundred there. All right. Let's increase this maybe depending with the thickness? Maybe not. I don't want this happened. All right. This doesn't change the thickness. If we increase maybe 64 puff sets a tiny bit more we could get something. That's rotation. Maybe something more like this. All right, I'm not getting the stuff that I want here. Maybe it'll be this number and we can rotate this rotation. Something like this, maybe 45 degrees, make this straight. I all right. Maybe we will keep this. Let me see. If we get this multiply. No, Eposon substract again, Epotion multiply. Maybe N C subtract Maybe I will have to pay it manually this part. In ripe number. Perfect. Let's add a paint layer here. Now we're going to paint out a tiny bit of those lines. All right. Let's select let me select my knife brush. Maybe could be. And now let's paint out a tiny bit of those oh, let me see. Maybe this would be substract. No, I don't want that to be substracted. All right. We're getting something. A little bit weird. Try to see the best way for this. Work nice. Alright. Let me think just a little bit. All right. What I have done here was just to, I have created another field layer, but this layer will not affect the model itself. I mean, the textures. It's just for the mask here. I did was. What I did was I just copy the basic setup that we have before. Paint layer with the paint on path, the gradient, we subtract mold here and the line strap, as we left them. I just copy that entire mask and put it here. And then I just added an anchor point, I just name it something like line pattern anchor point. And now, what I did here was I just disable the paint layer that we have added on top and the line strap because we don't need them. Maybe we could even delete them. I just added a field layer, and here in this field layer, I just select the line anchor point, and then I added I mean, this paint layer is not needed even. All right. This is basically not needed. And then I just added a three linear gradient with default settings kind of with inverting folds, the balance, maybe in that one. And I just put it this in overlay. So now we can control how much we can get of that pattern, just like that. All right. Now we have pattern here. Now maybe could get even we could add field layer. We type here crunch search or something that could be good for us here. Maybe just to have some breakups on the surface. Maybe this don't, maybe this could be reduce the amount I don't think so. It'll be too strong for me. Maybe substract or my substract is working better. All right. Something like this should be. All right. Let's see. Let me try to add the roughness stuff on top of this, see how this looks. Yeah, kind seeing the roughness. Working kind of cool. Et's explore this and see what this gave us in the engine for textures. All right, let's wait for this. Now let's go here to Marmoset and see how this is working inside here. Not too busy, maybe we need a little bit more of contrast there. Let's see, maybe this should be a tiny bit darker. Something like this would be. All right. Let's save and export the texture again. All right. Let's go to Marmoset. Now it's more visible. Let's try to get this close, a bit more close to the corner there. Let's go to the pattern mask that we have created. Let's go here and paint a long path. Here should be the path that we have created. Let's select that one. What what's happening? S were happening here. Why is not, yeah, here. All right. Let's just move this a bit more to the right at that. All right. Perfect. Maybe a tiny bit less. Looks like this. All right, this should be good enough. All right. Let's keep seeing what else we could do here. Let we save. Maybe we will add any bit of splashes of color or maybe maybe there, something like that. Let's go the reddish panel here. Let's add maybe on top of these. Let's add a fill layer, black mass with a paint layer there with basic heart. Let's search for the stuff that we have created. Maybe a tiny bit here. Let me disable Imre. If it here, let's see another bit in that area, maybe with a little less flow. Maybe not. We could even erase some of these All right, let's go here. With something there. Around the corners. Here. Let me change my alpha with something. Here. Let's reduce the flow. All right, let me change the color. Maybe dirt lashes will be look something like this. Color maybe. Let's add some roughness. Make a tiny bit rougher. All right. Et's keep adding more stuff, maybe something here. Let me see. Maybe we could add some stuff around here. Remove a tiny bit of those. Alright. Let me remove it. It's a tiny bit. Maybe around here in the barrel. Just one splash. Maybe let's change the Alpha. Yeah, just to have a tiny bit more variation in the color and all that stuff. All right. Maybe here in the scratches where it's my scratch. Is what is this doing? I don't think this doing anything. What is this doing? Well this is the outline in the exposed metal. All right. Inside Outline pose metal, maybe. I just forgot to name it. Alright. Maybe where is my scratches. The scratches should be around here. Where are the scratches. All right. Let me find it. All right. Scratches should be somewhere. These scratches. All right. I just forgot where I at it. The scratches. Here in misq and just dump. All right. Maybe we could add one scratch here and increase the color to have more variation in the color. All right. Maybe even a little bit rougher with metal. You see the roughness? Let's see the metalness. All right. Let me change here the base layer. I will put this in I will active the metal and put that in ero also here, I will activate the metal and put this in zero. Let's see the metallic. All right, perfect. Let me export this and see how this is looking. Let's export export this. Let's go to Marmoset see how this is working. Looking better. Yeah. Working good. Right Perfect. We need to do some work in the scope in this part on also in this metal and in this piece here. And all of these pieces need more work. But everything is coming together. Maybe we could add this stuff here. We could add it now, really. But I think this symbol, we should need to make it maybe Photoshop this time. Since we have this icon here, maybe we could bring the co set into Photoshop and trace it there and then just make it an Alpha. But let's make this text first. Let's go to substance. That's safe. All right. Let me see the lighter cream color. Let me add around here, maybe. It's at a fill layer. This would be X, all right, black mask at a Fill No, it's not a fill. It's at a paint layer. Let's type here, fond and let's try to find something similar to that. But this doesn't want to work. Let me change the basic heard. Let's write to get the font. Maybe text. All right. Or this doesn't want to work. That's not what I want. Um I think I just forgot the brush, really. Maybe it could be I just forgot the name of the brush. Give me a sex just to remember it. All right. To add the text, what we need to do is to add a fill layer. Let's write fond here, and then track this into the gray scale of the field layer. Let's increase tiny bit, tiling. And now let's see maybe we could change the projection to planar projection and scale this down, and let's remove the repeat, move it nicely in place. All right. Let's mirror this here, it's in just one place. Let me move it here. I'll be around here. Perfect. And now let's just place it where it should be. And now let's type this stuff here. See here, you will find this stuff. Now let's type the words. Shadow 07, something like that, will be good. All right. We will make it even smaller around here. Maybe we could elongate it a bit, something like that. Alright. This has some tiny letters that they are really tricky to read. I mean, I don't know what that says is too pxulated to read it. Maybe we can just put anything like the name of an enterprise, something like that would be a fictional enterprise that would be maybe the manufacturer of this weapon. So let's see, I will not be that creative. I will just duplicate this. And Alright. Let's see. We could change what it says there. Let's just put a random stuff here. Let's see. We could maybe ask GPT for names of enterprises. I will do that and I came back here. I just a minute. All right, I just find a name. I will just call this maybe Cal Nova Military Tech. All right. Make it a little bit bigger. Put this below. Squash this leave it down around here. All right, we have the text there. We could even add maybe some roughness to that text. A little bit rougher. All right. Let's copy the value from that roughness also here. Perfect. And now what I will do maybe it is to add some deterioration of that. Just a tiny bit of breakup. Let's add a field layer. Let's add grunge add some grunge here. Crunch. That's fine for some good crunch, maybe. Let's see. This one could be multiply or maybe subtract. Yeah. A good. Let's rotate this. Is a tiny bit. All right. This is good. All right, contrast. All right. Perfect. Let me copy this field layer. Let's click here, right click and copy effect. I will just paste it here also, paste effect. But you said paste effect. All right. Let me change a little bit. Is rotation, so it's more readable. What's happening there. All right. I think that's good. Let me save first, and then I will export this. All right. Let's export it. And now let's see how this looks in the engine. Perfect. The text looks nice. All right. Everything is basically looking nice, good. All right, let me see. What else we can do for this video. I think that we could leave the video here or in the next, we will keep working on the textures. I'll see you there. 32. 30 More Work On Textures: Alright, guys, so let's continue with this model. I was experimenting just a little bit before stats recording with the pattern here. I was just like, trying to see with the metalness of the pattern, maybe a little bit less metal than the piece itself, so it has a little bit more of contrast. All right, so let's continue. Let's see what else we can do. Maybe we can add a little bit of ambit occlusion to that metal panel. Let's add a field layer. With roughness, maybe a little bit high roughness. Let's add a black mask, a generator, ambient occlusion here, lower invert. Now let's twist the balance. Let's see what gives us the best result. Maybe with a little bit of global blur. All right. Now let's go here and change the color, maybe some dark dark one would be good. Yeah, it's looking good. All right, let's see maybe dark blue. Something like this could be let's go to the generator, let me change the name here. All right. Let's keep tweaking. All right, let's see how this looks in the material view. All right. Looking good. A, Perfect. Also, maybe we will add a little bit of maybe variation to the metal, a tiny bit. Let's see. Let's add a new fill layer. So here. Let's maybe add some let's see here. Maybe some grunge stuff here. And also I will add a filter with bluer slope this floor directional I want blur slope. All right. Let's increase the size of the. We use a tiny bit. Maybe something like that. Alright. Let's add a blacks. Black mask. Let's add a fill. Now let's go and add a crunch to the texture, maybe this one. All right. Let's see. We could put this multiply maybe. Yeah, looking a nice. All right. Maybe another one. Let's fry this. It's the same. Right this one, maybe. Let's tweak the tiling and the balance, see what gives us the best result. Maybe this one, let's had a filter. Let's see what the little slope give us. Kind of, right, let me reduce the opacity of that layer. All right. Something like this should be nice. Perfect. Maybe we could add let me change the name for variation. All right. Let's go to the layer and let's add some roughness to that variation. Let's see roughness, maybe it could be a little bit high. Alright. I think that's too much. Let me reduce it. Is a tiny bit. So it's not too noticeable. Just increase it. Just a little bit. All right. Maybe could be. We could increase a little bit more opacity of the layer. All right. And maybe now we could paint a little bit on the corners. Maybe some stuff there. Let's see, maybe light corner or maybe let's add a curvature. Curvature? All right. Let me add a black mask iatorKurvatur, go here. All right. Let me play with this. Let me decrease all of these and see what give us the best result. Something, kind of. Let's add a field a filter no, a field layer. Let's add a grunge map. Let's put this multiply. Maybe not this one. Maybe this one could be. Allright. Be. Let's add a filter. Let's add some bluer slope with ten maybe or maybe not. Let's remove that. Let's see. All right. Let me put this color into maybe some lighter blue. All right. I'm thinking like maybe something like that. No. It's too saturated. I mean, yeah, too saturated. All right. I don't want any hue in that. Maybe it could be like that white. All right see. All right. Maybe another one. Let me change the balance, maybe. Let's change let's see here. The curvature a little bit. So here and maybe change the type of map that we're using. Let's add a paint layer. Now I will use my knife brush and I will try to paint some stuff in here. Maybe something like this. Being tiny bit painting, we could remove by hand some of these repature All right. Let's add some color here. All right, let's keep going with this. Here could be a good place to add some of this color. Right here on top, maybe something like this would be All right. Let me erase some of the corner color. Maybe just add it tiny bit there. L here be. Let's see how this looks here. Yeah, looking cool. Maybe we could add a little bit of roughness there. Make that a little bit rougher. I mean, less rough. Yeah. Alright. See. Yeah. Looking good. Yeah, let's export this to the engine to see how this looks there. Alright, let's export this. Let's wait for this to finish. Let me also save that. All right. Let's see. This is this is all right. This is the paint that we did. All right. Maybe looking kind of nice. Maybe this blue could be a tiny bit darker. Let's try to make that blue color a little bit darker here in the pattern. Alright, let's decrease the volume. Maybe increase saturation or maybe not that much. Alright, let's export the back. Let me save. Let's wait that to save. Alright, let's export the texture again. Alright, let's export it. Alright, let's go back here. I think that's a better has more contrast between this pattern and the color below. Alright. Alright, let's keep going. Maybe now We could start working on these pieces. What I will do. Since this material is basically the same as this, I will just copy the same layers that I have here. And maybe I will tweak them just a little bit. But basically, it will be the same stuff there. Maybe all of these gradients, all of these curvature, variation there, I will just copy them. And I will go here. All right, let me close all of these folders here and just paste them there. Alright, let's seeing. Alright. It has some color, some stuff there. We could do some changes. It has some bits. I don't know why it's that. Alright. Alright, now we can paint some stuff here. That we deleted this paint, and I will add another paint here. Maybe we could start painting just a tiny bit in these corners to give more visual interest on that pieces. Maybe something like this. Yeah, could be right something spiked or write now. Oh, perfect. Let me keep painting. But it doesn't want to work or right now, it's working. All right. So colors here and there. Maybe tiny bit of these tiny bit here, maybe. All right. Let me remove a little bit of that corner color there. Also from here, maybe. Let's add some color here. Perfect. We can move a little bit from this art. All right. Maybe here would be a good place to add some of these painted detail. All right. Remove most of that stuff here. Maybe we put that by hunter, maybe not. Let's maybe just keep a tiny bit of that. We could keep it a little bit. All right. But not that much. Really, I don't want that much to be visible. All right. Perfect. All right. I haven't noticed that this up here is the same material, so I will just do some twigs in that panel. Let me see metal panel. All right. Let's draw in the curvature here, paint some stuff here. A right paint tiny bit be here will be Perfect. All right. Let's keep adding a little bit more paint in this corner. Yeah. Let's say by color. All right, we need to make the symbol here, but I will do it a little bit later. Also, maybe we could that a little bit more of wearing here. All right. Let me keep doing more stuff here. All right. Perfect. I have this without Without symmetry, I just have I just activate it now. All right. Pit. All right. Let me out a little bit of this stuff here. Then maybe. Let's see, maybe I will need to do some work in this piece here. I mean, in this metal piece. All right, let's see what we can do in those metal panels to give them more visual interest. All right, let's see. Let's see, middle metal. We have some ambient occlusion, all right. Let's add a field layer. I will add maybe some color variation to that. Is there, maybe here your asset. Select this one. All right. Let me put some blue slope. All right. I need to maybe remove a little bit of those corbature stuff. All right. Let's go here, maybe reduce the amount of color that Bing out. Maybe maybe we could add the same stuff into the roughness. All right. Let's wait for this. Let me save. Alright, let's wait for this to save. And now I will go here roughness, and maybe we could remove the opacity of that roughness as a tiny bit. Let me keep decreasing opacity the layer in the roughness channel. It's a tiny bit. I just want to have a tiny bit of variation. Not too much, just a tiny bit. And also, I will change the color here. We'll just make it darker. Perfect. All right. All right. Let's see. Watching my reference, see what else. What stuff we can do. All right, I will start maybe removing a tiny bit of those perture here in inner in this material here. Let's remove a tiny bit of those. Let me remove the symmetry. I will just remove just a tiny bit because I think it's a little bit too much all over the place. Maybe we could paint a tiny bit here. All right. Let me move here in these areas in these areas also. Here on top. This is all over the place here. We could delete it off these corners maybe let's paint a tiny bit. Remove a bit more. Here also maybe here. All right. Let's keep removing some. All right. Perfect. I Skip doing some more work here. All right. Let me maybe remove a tiny bit in here and maybe we could add some dark color, if the weapon has fire and maybe burn some of the barrel. Let me add in the misk here. Let me make a new folder. I would call this Burns maybe. Let's add a black mask. All right, Black masterno. Let's add a field layer with a black mask. All right, black mask. Let's add a paint. Alright, let's put this a tiny bit dark with a little bit of high roughness. Let's go and select our our alphas, maybe with the hard brush. It's a paint, all right, we have the paint layer. We select the hard brush. We select this one or maybe that one. Let me isolate this and we could put a tiny bit of this color there. Alright, spry put some stuff there. All right. Maybe I will change the alignment to camera. All right. Or maybe this is a little bit too much. Let's isolate again this. All right. Let me change the direction. All right, I need to remove some of this corbatre in here. It's from this corbatu? No, it's not from there. Where is this getting maybe here. Where that color comes from? Maybe the AO, I think. No one rubber. Maybe it's not from the ao. Maybe we, we need to put some stuff there. I will add a little bit of this here. All right. Let me go here and maybe increase the roughness and the metal ness and zero. It's too dark. It's basically basically black. I don't want that to be black. All right, I will copy this layer. I will go to the outer pieces. Maybe here, I will add the same layer there. I will remove this paint layer and add another one. Select the basic heart, select the alpha that we have unloaded. Maybe we could add a tiny bit of this in this area. Right, we could tweak. This a tiny bit. All right. Let me change this. Maybe to board. No. All right. Change this to billboard, maybe. All right. Maybe even here, we could add a little bit of that stuff. All right, let me change the alpha. Alright. Perfect. All right. Now I will copy the strings that I have here, and I will just put them in these pieces here. Stew it. Oh, right is the middle metal piece. I will just copy all of that. And now I go to the outer pieces. Let me save real quick. Let's go here. Let's see where is it. I think it's this metal 21. I think so, yeah. Yeah, it's that one. Let me console B there. All right base color. C, let me see the AO. I will maybe increase ambient occlusion. Maybe a little bit of global blur here. I will increase also the roughness. All right. I did some stuff there. Color. All right. Maybe this should be the same material as this. So let's do some color selection here. All right. Maybe something like this should be good. All right. Perfect. All right. We're good. And let me paint out a tiny bit of curvature. Let me select the basic brush here. I will just remove most of the curbatu there. Perfect. A right. Let's see. Let's save our stuff. All right, perfect. All right. I will add maybe some gradient to this piece here. Let's see. Strap. Let's duplicate this at a black mess. Let's add a generator. Let's a linear gradient. Let me make this a tiny bit more reddish and a little bit darker. Let me go here, inverse that base color. I would maybe increase the contrast. It's a tiny bit more. I like this should be nice and good for that part, maybe we could add a piece is completely straight. We could add a little bit of a little normal here, maybe, let's say, Nylon will be Nylon strap Nylon webbing. Let's drag drop that stuff here. I will just remove the color. Let's make this a little bit less. All right. Let me see. Let me go to the height. I stop here. Let me see if this is doing something in the highness. Yeah, I will reduce the opacity of the height, a tiny bit because I think it's a little bit too strong and also in the normal. Let's reduce it just a tiny bit. Something like this should be nice. The ightness something like that should be good to go. All right, perfect. Let me see. The roughness we have something known. All right, remove the roughness, the metalness. Color, let me see if the color has some information too. For us, it's not. All right. Let me maybe increase a tiny bit more the roughness in this strap. Alright, let me safe. Alright, let's see. Let's see what else we can do here. All right. All right, seems we could add a little bit of roughness variation. Let's add a black mask here. Let's add a fill layer roughness variation. We put this in roughness, a little bit. Less rough. All right here, I will add some random grunge. All right. Maybe something like this would be we can have a tiny bit more of variation there. Maybe with a tiny bit of color, with some dark, let's go here, maybe multiply. Here, it could be a tiny bit. Darker, just a tiny bit, not much. E. All right. Now we could add these details that this has in this piece. Let's see. It's like some painted details. So let's try to do it by ourselves. So let me add maybe this darker olor Alright, let me color pick that red color there. Let's add a paint layer in the black mass. Let me paint. I will have to do some twigs to the value. Alright. But I bi. Something like this should be. Could be, yeah. Let's go here. Let's try to draw or paint a similar shape. There. I like this? Something like that. All right. It should be a little bit higher. Let me remove. It should be a tiny bit higher, right. Maybe this could be like this. This goes a little bit more like that. Goes up and goes something like this here. Maybe this could be a bit more centered. All right, this should have some curve to it. All right. Or fat. Let's add a white layer. All right, a white layer here. I will maybe just duplicate this one. White. Let's put this not completely white, but just a tiny bit white. Let me remove that paint and add another paint layer. I'm trying to paint some outline for this for this paint there. Some outline here all right. Something like that. Yeah. We'll have to mask out here. Move. A bit of this stuff there. All right, let me add an orange to. All right, I will just change this to an orange around here. A bit more saturated, more reddish, with a little bit more yellowish. Orange, all right. So here, remove this paint layer. Let's add another one and just paint it here. Something like this could be. This should be a bit brighter, things like that. Maybe a tiny bit more reddish. Let's go to the paint and add more stuff here. All right. Maybe this could be tiny bit moder All right. All right. Let me see what we can do here. Perfect. Let's keep going. All right. I don't move any bit of this excess. All right and here. Perfect. Let me go to the white. All right. And now let's add like this Df here, that white Df. That could be maybe some another fabric maybe that is on top. We could do some add a fiel layer add a black mass. All right. Let me put the hide a little bit like this. Let me add a paint layer could be. And this time, I will use the hard brush here and symmetry or let's rock a tiny bit of these. We're getting a little bit of emission material there where should not have any of that all right. All right. I need some stuff. So this is completely straight. All right. Little bit freight, like this. But not that much, maybe. Alright. Let's go here to hide and let's change this to replace. Stop doing anything. Not doing anything. All right. Let's see. All right. I think it's because the Nylon frap is on top of that, or right now it's working. Why not? Let's go here to the normal and also put this in replace. Let's see normal. Let me see. I shouldn't have anything there. This water is not affecting metallic. Stuff is affecting that. Oh, the ambient depletion. Let me do something in this lon stuff. Roof the ambient depletion there. Yeah, we just remove that stuff out. Not needed. All right. Let's go here to Oh, I can name this stuff. Wrap dip maybe. It's at a filter. It's at some normal blur and just reduce the amount of lure that we have to All right. Maybe not that much. Maybe we could leave that just like that. Now I will just maybe add a white folder here. Let's put all of these inside this folder. I will add a white mask to that folder. All right. Let's add a paint. Now I will just mask out this pattern in this UVland. Let me put this or not. Here in polygon field. Let me take out of here give me out this mistake. All right. Put this on top and now put this around here. Now it's working nice. Let's faint out T of some of these here. I it's not longer visible in the pot. Let's see here. Perfect. We have that there. Maybe this will be a tiny bit, going to the reddish, something like that. Perfect. Let's save this. All right. Maybe this metal could be a little bit darker. She would be reddish colors. Cost metal. Let me change this to maybe some Any bit darker color there. All right, let me change this to an even darker polar. I like that should be good. Yeah. Let me see map right. This could work, maybe. Let's export this to the engine Marmoset and see how this is working. Alright, let's export everything. All right, let's go here. Perfect. Maybe this metal could be not that tart, there. We also need to remove the emission from there. Let's do it now. Where is my emission? Where is it emissive? Let's paint and remove. Let's press four and remove that stuff from here. All right. We need to do some work in this part here. But before that, let's do some work in the emission itself base. Let me copy this. At a black mask. Let me maybe add a color selection. Let's take this one. A filter. A mask outline. Let me make the stuff a tiny bit darker. All right. Let's tweak this a tiny bit start from inside threshold. All right. A little bit of blure All right. Let's see. Is like this around here. Let me keep tweaking this. Not doing what I want it to do. Maybe we will need to paint by hand this gradient. All right. Let's go. And now, this is what Cymetrns paint out. With a soft brush here. All right. Let's see. All right. Perfect. Let me see like that. Let's go also here, remove off that color here. I Perfect. And maybe we could add a field layer. The shouldn't be there. I should be in the scope with opacity only, the material. Let's add a black mask, a paint layer. All right, let's take this part, this should be a tiny bit. Let me safe. White is not responding Let me see. All right. Alright now, it's working. So, this part is a little bit transparent. Maybe it could be even more transparent there. Something like that should be nice. Tiny bit, maybe a little bit of roughness. Roughness. Maybe nuts or right. Let me add a little bit more of paint inside these tiny lights, something like that. W let me export that. Let me save and export these too. To MarmosetTolb. All radiopacity should be exported into the Alpha channel here. Let's export that. All right, let's go to MarmosetPerfect. And now here in the other pieces, I will select transparency. Let's put this in dither All right. Let's click here and use Albedo Alpha, and this will automatically apply opacity from the Alpha from the Alpha channel in the do texture to the opacity here. All right. Let's add maybe a tiny bit of amtoclusion to this piece. Alright. L et's do it. Let me save. All right. Let's go here, maybe. Let's search for that orange. All right. We could add tiny bit of gradient. But let's paint that gradient by hand. All right, let's add some base. Let's duplicate this gradient without the roughness. Put a tiny bit darker and reddish at a paint layer. And now let's paint. This piece that piece is not on this extortion. This is the one. All right, a tiny bit of a gradient there. All right, let me reduce the Anyb just the hue. All right. Maybe we could add the roughness. All right, something like that. Let me copy this layer. Let me go to the inside pieces. All right. Let's see here. We could also add that stuff there. Right base. Let me remove let me add a black mask and remove the other paint and add another paint layer and just let's lay down. Some of that color there. With a little bit of lar variation, let me add some black mask, Inator, a metocltion invert. Put the rough a little bit high and let's fine some dark color for the ambient occlusion there. All right. Let me copy this layer. We go to the orange piece in the outer part. Alright, let's go here. Let's put that here. All right. Let see like that. Would be good. Safe?Prefd we could even add maybe some emission in this here. All right. Let's see. All right. I will add another folder here. A massive marks, maybe. I will add a field layer with a I will just leave this in white. The missive also will be in white. I will put this in black mass. And here I will add a height with a little bit of negative value. I will go to paint and I will select an arrow because I want to make this any piece there. Let's see row. Maybe we could use this one or maybe this one, let's see how this looks. That's completely the same, but maybe could add a tiny bit better detail. I don't think so. Let's say this one. Let's take this 90 degrees, this could be. Perfect. We have a tiny bit molar here. Perfect. This could be with a little bit of hue. Let me copy this not that much. Yeah. Let's see, maybe we could add a fill layer with a blur bluer here. And now let's add another fill layer. I mean, filter with some sharp being Maybe the blue layer now. We'll just save that piece without filters there. All right. Let me save. Let me export this to MarmosetEport. Let's see how this looks inside Marmoset All right, let's go to Marmoset and let's have a look of the inside there. Oh, we have also placed that stuff in the other part. Let's go here, let's remove the symmetry. Let me go and select the brush and just remove that from the mask. All right. We are almost close to the end, kind of. I will let me do some stuff real quick in the orange pieces. I will add some paint layer. I will paint the inside of this floater with that orange because you can see here is with the orange color there. All right. Let's see. Paint the interior of that piece here. Something like this will be All right. Let me do some stuff here. Let me copy the corbaor from here and I will just put it here. Color, this will be a tiny bit brighter. So it has a tiny bit of variation. Any bit of pain there. All right. Et me add some painting real quick in these areas. All right. We're here in the corner in this other corner maybe. All right? Let's go to the material. All right. Go here and do some stuff here also. All right. Let's see. Perfect. All right. Save this. All right, scholar. Let's export the textures. Uh huh. All right. Kind of good, yeah. I think we can leave this video here. In the next video where we are going to keep working more on the textures. So see you there. 33. 31 Making Alpha On Photoshop And More Texture Work: Alright, guys, let's continue with this motto. All right. The next thing that I will do here for the texture is finally to make this symbol, but I will do it in Photoshop. Let's go to Photoshop. I have created a square two K by two K image. Alright now I will select my paintbrush. I will add some symmetry with this like butterfly butterfly icon. I will just add it. That will be added in the center. And now pressing Shiv and Alright, let's do this. Let's Let's click. And then with Shiv, let's just click in another place to get these straight lines so we can start making the shape that this has. So let's begin. Let me start with the middle here. Maybe around here. Let's see. Something something around this. All right. Let's see here. All right, maybe here, not that much no. Maybe here. Yeah. That could be somewhere around here, maybe like this, a tiny bit more. All right. All right, we can keep tweaking the shape here. All right, we are here. Let's see. Maybe this will be a tiny bit more like this in that place. I think so yeah. Alright, maybe we could feel now this place. Let's click in the G leather to get this packet brush here and now we can fill those spots. Now, press X to switch to the black color. Let me keep tweaking this with the black color here. And now I can fix a tiny bit better the shape. Let's keep refining this. All right, something like this, maybe here. Something like that. Maybe we could maybe keep doing more stuff here, something like that. Let's, maybe that's low school actually, but that's not kind of in the context, I will just delete that remove this stuff here. I really like how that spikes looks. Maybe I will just keep them, maybe. Who knows? I will just keep them. I really like how those stuff works there. Maybe some sort of a happy accident, yeah. Alright, let's keep adding a little bit more stuff here. Maybe this could be a little bit thicker. All right from here to here, we could make it a little bit longer. Let's press G to get the bucket fill. Perfect. Now, let's correct this painting because you can see there is a little black line that we need to paint out. All right. Let me go back. Let me paint those stuff here. All right. There we go. Perfect. Perfect. All right. Let me make this a little bit smaller. All right, a tiny bit more smaller to get these tiny places. All right. I think that this could work. Let me maybe fix a little bit of this stuff here, maybe a tiny bit smaller from here to here. And now I think this symbol called work is tiny bit different from the concept, but I really like, like, these shapes around here. I really like them. So I will skip it. Alright. Now, what we need to do is just to export these maybe we could export here, like a fast PNG export. We could do it. Let's export it. And now let's export this, maybe here to the files that we have. Let's call this Alphas already have an Alpha stuff here. Let me call this symbopany symbo Alright. Now, let's go back to Substance Painter around here. Alright, let's go to the outdoor pieces. All right. Let's go where we put the previous letters here in the lighter cream stuff. This is the one. Let me maybe duplicate this. All right, I will delete this and that, I will add a paint layer. Now, let's search for the Alpha that we have exported from Photoshop. Let's go and import that Alpha here. Or where is it? All right. Let's import it. Has an Alpha, right. And now maybe we could use this and paint the Alpha. All right. That's good work, but maybe from the f, this tiny stuff looks a little bit too much too noisy. I didn't think I don't think that really works well from the fire. So I will just subtly, I will delete them. Sorry. But that's life. Sometimes things that you think are working or not. So I will just delete them and re export my stuff here. Export fat PNG export maybe let's export this right. Now let's go back to substance painter and re import the Alpha. All right has an Alpha, the project here. Now let's import it. Perfect. So I will do some console C. And take this and just put it perfect. Let me align this stuff better. Maybe around here. Maybe this could be a little bit wider. Let's see here I can change maybe I cannot. Let's just make that here on Photoshop. I will make that a little bit wider because you can see, it's a little bit more white in the concept. Let's select this. Now, let's click here and just make this a tiny bit wider and just center this. Alright I will just fill these gaps. It is now in the center. Nos not in the center. Let me select this magic wand here. And now I will just cut those and put it in another order in another layer. I will now feel don't let me. All right. I will now just fill these gaps. All right. Let's try to delete all of these stuff here. Right now, we could put that in the center maybe. Let me see. Where is the center here. I just put that there. In the center, I think so maybe. I will just export it here or right, I will call this symbol two or let's go back to Substance painter. Let's import that symbol or write Alpha or import. Let's select this wider symbol and put it there. Get a little bit more smaller. Maybe it could be a little bit just a tiny bit bigger and more close to the letters. Maybe Something like that could be maybe more centered like this. I think so. Maybe not. I think that place could be good. All right, I will just copy the effect here, copy effect, and now I will just paste the effect into the mask so we can have a little bit of tough of that weathering there. Let me change maybe the rotation. All right. Maybe I can increase the contrast, decrease the balance. All right, there we go. We could add also maybe some more details like this and more places on the weapon. Let's see where else we can add a tiny bit more of those details. All right. Let's see. Maybe with this one. Yeah. Let me select this. But what is that? Um, it's not doing anything. That's the company text. Company text. This will be the symbol, any symbo all right. Let me copy one of those layers. And now I will go here to the grayish cream color. And now I will just maybe put that around here under the AO. I will delete the fill layer and add a paint layer. I will just put that paint layer under the crunch that we had. And now I will just start putting these decals, maybe around here could be yeah, could be there, maybe a little tiny bit smaller. Let's align this better. Yeah, maybe not. It's not very well aligned around here could be a little bit up around here, maybe that could add a tiny bit better detail there. Let me save this Alright. Let's see where else we can add more of those details. Alright. Let's see. Maybe here no. Maybe there, no. Et me see here. If that makes sense. Maybe could be or maybe not. We could just add. We could leave it, maybe. All right. There we decrease the balance. I forgot to add also some gradient in this emission stuff. All right. Let me see something here. Maybe we could add another stuff here. Let's see what we can add there. Maybe just a line maybe maybe it is. I Alright. Right to put this line be that doesn't mean anything. Could be a tiny, tiny, good looking detail there. Let's see. Maybe not. Maybe this one. Oh, yeah, I kind of like that stuff there. Let's align this better, and a bit bigger. Alright, we will leave that there. I think that looks. Yeah. Let's try to rotate the grunge. Alright, let me save this a little. A bit. Alright. Maybe we could add more stuff, more work in this area also. But now let's focus on adding the gradient on that emission shader. All right. Let me select this emission radiant. I will just copy this. We'll go to the inside pieces. All right, let's go to the missive. I will just paste this. Let me isolate that texture set. Let's wait for this to charge. Or right now here, I will just as some of these. Let me select my brush. The brush will be the basic stuff. All right. Let me paint that maybe here in the color selection, we go to increase the tolerance, not doing anything there. Maybe let's increase the tolerance of this material a bit. And see if that fix it. Is that fixed? Let me see. Is there any Oh, if there is any other change there. Alright. I think this is cool. There is not any other change in the material, I think. Oh. All right. Everything's good. All right. Let's keep going with this here. Now, let's try to make a bit of gradient. Here, let's remove depression from the size and add it in the flow. And with a gentle brush stroke, let's try to remove a little bit of that. And All right. Let's try to remove this. Let's keep adding more stuff. All right. Now, here All right. Our fads. I All right. Well, let's see. Yeah, kind of cool. Perfect. Let's see what else? What else we can do? What else? Maybe, let's do a little bit of work in this. Yeah, let's do some work on there. I will just copy maybe the layers that I have here in that stuff. Alright, let me go to the outer pieces. All right, let's go to this metal too and I will just add that stuff into here. I think it is this one. As this metal, this metal is a piece maybe there we will also add that stuff. There's a tiny bit of stuff there. I all right, let me change ment cution here. And this Alright a tiny bit less. Let me change the roughness that I have there. All right. Here I will just add it maybe another ungrng stuff here. Maybe have a tiny bit different roughness there, maybe we could put this in ten. All right. Let me just delay this AO stuff. All right. I will do the same thing here. That metal piece. Where is it in the scope, right? I will just paste the same values that I have there. All right. And also in this golden there. Alright. This is not doing anything, I think. It's not. Ah, that's the orange pieces. That's not the golden. The golden metal is this one. All right now, it's working. Alright, let me change. Maybe this color. I will just put that in multiply. Maybe not multiply. Overlay, kind of not liking. Maybe multiply could be good. I think it's better overlay. Let's increase this increase also the opacity. The cubator I will just select maybe this dark stuff there. All right. Let's see here, change this stuff. All right. And the AO will be a little bit darker and rougher. Let me save this. Now, I will increase the balance or maybe decrease it. Let me see like this, maybe increase the blur maybe something like that could be All right. Let's maybe paint. Some stuff here. Let me select my knife brush. Maybe so let's just paint a tiny bit. A stuff on here, maybe also here would be Yeah. All right. Give me a sec. Perfect. And now I need to add maybe some emissive stuff on here. But what I will do here, since this is a little bit too hard to reach out. I will maybe try and see how we can do that. Maybe we could use the ometropt would be Yeah, let's try to do this. Let's click here. And now once we click here, we will have the objects here, and this will be the objects that layer can affect. So I just want all of these, I don't want that. Let me remove maybe basically everything, and I will select the stuff that are emissive or write this stuff. And this stuff here is also missive. I think that's it. The only things that are missive All right. I think so. Maybe. No, that one, no. All right. Let's press Escape. You know, maybe press another layer. And now to hide everything but the stuff that we have selected is this icon here. And you can see now that we can paint in those places. So I will just add my emissive stuff around here. All right. Maybe the hard one. All right. Let's just keep tweaking this. All right, let me see here. A in this place. Here from here to here. It'll be perfect there. All right, there we go. Perfect. Let's go here and add some of the paint there. I will select now the basic soft, remove the pressure from there, or right now we could make some gradient here. All right. Perfect. Let's see here. All right. Let's now click again in this icon to leave that om. All right. Now, what is happening here, something here. Let me remove this. And for some reason, if it's a what fix. I think that was a bug. Yeah. Yeah, I think that's what a bug. Alright, let's expo this to Marmoset and see how this is looking there. Export exturs all right, expose this. Back to Marmoset. All right. Let's go to Marmoset here. Let's see the magic right. We have our missive there. All right. Alright, let's see. Maybe I have maybe now. Let's see. Maybe we could make a tiny bit more of color splashes around here. And you can see maybe something like this could be something like that. Let's maybe add a big one there or maybe not. Maybe that there will be too much. I don't know. We need to try. I also off of camera, I have added a little bit of lights here you can see, and also I added another camera a tiny bit more of contrast. Let's reduce the brightness of the DRI so we can better what we have here. It's looking really good, in my opinion, I think. Alright. Perfect. Let me remove that? Let me go to the normal camera. Let's go here and increase a tiny bit the brightness. Let me just leave this in one. All right. The camera in here in this camera, I just have added the ACS color mapping here, and I have increased a tiny bit of contrast, the clarity in the shadows. And also, I added a little bit of harping brightness here in the bloom and a little bit of vignette. And that's basically it what I have done in this camera. But I will keep using the main one, the principal one here just to see better exactly how this looks in substance painter. So let's keep using that. Maybe now we want to make these lines here, these guidelines in the scope. Let's go back to substance painter. Let's go here in the scope. In the scope part here, let's add a field layer. Now, let's add maybe note here. Maybe on top of here, the missive. Yeah, I will add a black mask. I will change the name, scope, ring, guides. I will make this maybe completely white. And also I will add an admissive. Maybe in the missive, this should be completely white. All right. Let's add some paint with the symmetry activated. All right now, let's make with the hard brush, without pen pressure, let's add the guides. All right. Maybe I can add color All right. Maybe this could be black. All right. Let's remove maybe here. All right. Let's see here, maybe the cross that this has in the middle or write something like this. Perfect. Let's try make this bit better or maybe if we have a cross cross alpha here that we can use to make that perfect. Maybe this could be. All right. All right. I don't want to borer. All right. This could be remove that stuff. Maybe this shape. All right. Let's just add this cross here in the middle. All right, there we go a little bit below around here, Cbinlr. Now, let's add the other stuff that this has. Let's go back to the basic heart with no pen pressure. And now let's try to draw those stuff. All right. Let's go a little bit too thick around here and then here. Perfect. It would be something like that with this one, something All right. Let's make this a tiny bit smaller. And now let's paint the tiny lines that this has around here. Let's just add those All right. I wish I want this to be the same length in this part. Maybe something like this or right. That could be reduce a tiny bit the line thickness. Yeah, that would work here. Right, we have the guides in the scope. Maybe we could even reduce it even more. Maybe something like that. Perfect. All right. Perfect. Let's see. Let me save this then saving and then export these sport textures. All right. Let's go to marmoset and see how this looks. Right now, we have stuff here, perfect. Nicely on there. All right. Perfect. Let's see what else we could do. Let's do what I said, maybe do some more big splashes of dirt color, whatever, just to give maybe a little bit more visual interest. Maybe more story to the weapon. Alright, let's go with the reddish stones here. May and here the splashes. We will add some stuff there. It's like one of those. Ors. Maybe something like that. I think that looks nice there. Yeah. Hey, let me remove the symmetry. Maybe we could do a little bit of variation there. All right. That's something like that. Every here. As we will do some stuff. Perfect. Just try to make a tiny bit better shape. Looks like that could be good. Yeah. And now here maybe we need a little bit more of wearing in the stock part. Let's go here. Let's now select the stock and handle. Let me add maybe another layer. Let's see fill layer. Where's my field layer. At the field layer here. Edge where I just type there edgeware. I let me save. Perfect. And now I will just add a black mess. At Generator, maybe we could use some we could add some edge EdgewareGenerator. Here. And now we have this. Let's tweak a tiny bit these sliders, add the best result. All right. Let me do something here. Now, I will add a fill layer with a crunch map, crunch. Select the random one. I will put this in maybe multiply. Something like that. Now here, I will add a height channel and will make this tiny bit older. All right. Perfect. So now I will add a paint layer, and now I will just start painting. And also, we need maybe we could lead or maybe not add some color. Maybe let's select the same color as in the vase, but I will just make it a tiny bit lighter. Little bit lighter, maybe more saturated and going more to the right loe right in this edgeware I will start removing stuff where they don't have too much sense. Being There is something there. Maybe here. Let me add maybe a little bit of painting in this area. This corner. Perfect. We could add a bit of this. Perfect. Let's go here. We add a tiny bit more of this detail. We could fit a tiny bit more this corner. Maybe here also just a tiny bit. I think that's a little bit too too bright. I like this should be better. Let me make this a little bit rougher. All right. I will remove this edgework from these places. Here also that place doesn't need to have too much edgewk. The most edgeware that this should have is maybe here. So maybe this got tiny bit of stuff here. All right. Let me see something here real quick. All right. Maybe I will need to paint a tiny bit of stuff there, middle metal, lot of paint, and I will just paint this maybe with a hard brush, and let's paint. This is a All right. Perfect. All right. All right. Out a tiny bit. Just keep adding a little bit more stuff here. Let's try to remove the excess. All write something here. I think that's working nice. We have more stuff here. This should not have that edgeware. Indeed, let me delete the edgeware from here. And these scratches doesn't have much sense. Where is my scratches. Let me find as it burns rushes here, or maybe just remove those crashes from here. Maybe I will add some flashes of color there. We could sing. Let me go to the stock and handle. Maybe I will add a field layer, a black mask, and a paint stuff there. Let's add a big one or right maybe here. Let's change the color. All right. Maybe here also. All right, maybe with this. All right. Let's see, change the flow. Let's see this. We'll use that. E's try to make a tiny bit darker there. That's a little bit less roughness. So there is more variation there. All right. Maybe this one here. A all right. Let's expose it to the engine for texts. Let's see. All right here MarmosetPerfect. We have crutches here in the stock. All right. The variation here. Maybe we need to duplicate this. Maybe we could do it. Let's try to see if we could do it here inside Memoist. We could do Console D and then here in transform. Let's put in here minus X or not, maybe minus a C there. I don't find it. C is not the one we do control. All right, I think. Good. Let's go back here. This is all right. Let me remove that. Even the Y should be good. Now, this is there, but now the normal R flip, maybe we could here and who back faces. The best way to do it is just using a mirror modifier inside blender and then we export it. I will do it. But for now, I will just leave it like that. And so All right. Let's see. I think I will leave the video here in the next video. Let's see what we can do. I'll see you there. 34. 32 Final Touches To De Textures: Alright, guys. So let's do some little twigs to the texture. Just a final touch. Alright. I will do the same pattern that we have here. I will do it also on the other side because I feel like that feels too empty on here. So let's try to do it. Let's go to the outdoor pieces. All right, let's go to the strap. Where is my strap rabia here. And now I will try to paint the same pattern. I'll be kind of hard, indeed. But let me select my knife Brush. Alright, maybe I could put what it is. There's not a project option, I think. Um Yeah. We'll have to do it by hand. Let's try to do something similar here. Let me see the com set and let's just try and do it. Alright a afraid to do this. All right, perfect. This is affecting. I don't want that to affect also the back part. Let's see how this works. Well, what I can do is to add another paint layer here. Yeah, I will add another paint. And here I can start working for some reason. This is not letting me work. Supposed to have some stuff there. But this thing, I think this is what's happening. Let's select all these pieces. All right. We have some guide here that we could use All right, strike and use. This guide. Perfect. All right. It's kind of something like this. Some reason. I think it's for the whiteness that I have here. All right. Let me see. Perfect. It should be a little bit lower, something like that. And this should be around here. All right, let me delete erase. This part. Perfect. Let's see. All right. Alright, let me go to the orange now. I will add another paint layer there. I will just try paint this part. All right. Now I will select the white part and draw the contour that this has something like this. Perfect. Let me do it also here. If you tweak it a little bit more Now, I will do the same stuff here. I will go again to the red layer and paint a tiny bit of this spike. I forgot to add. All right, let's go back to the white. All right, something around here will be good and also here on top. Let's try to make this less visible. Maybe some see like this. Perfect. Let me try to delete more of this orange. Now this stuff here, I think it's this. Yeah. Yeah, I will do the same stuff in the other side. Let's do another paint layer. Let's select the basic hard. With the symmetry, let's try to draw the pattern or write something around here, maybe. Perfect. Now, let's erase these parts with chief and just clicking around here. All right. So now that part doesn't feel that empty. All right, let's go here. If we just continue without the symmetry. This conform here. All right. Perfect. All right. Let me say real quick. Let me see. Maybe I can add a little tiny bit more of prime here in these corners to make it a little bit more interesting there. All right. Let's see, middle metal. I want some middle metal. Let me seleg maybe let's say half a dirt with this one. I will just copy and paste it here. And now I will Maybe even change the color, maybe something more brownish. All right. This should not be a metal. The color right let's paint some stuff. We add tiny bit of this with symmetry. Let me go back. Let's add a tiny bit of this around here. Maybe something around here could be in areas where maybe the dust can accumulate. Something there. Yeah. Is a tiny bit more of work. A little bit let me see my base color. This could be a tiny bit darker. All right. Just trying to make that a tiny bit more interesting. All right. Maybe here also, we can add some stuff there. Maybe here we could add tiny bit of that A, let me go to the scratches. And now I will delete some of them. Let me go in the inside pieces. Give me a sec. Where is that scratches? I will delete some of those scratches around here. Those places doesn't have tents to have crutches. All right. If I can add the same layer in these parts. A give me a sec. Let's copy that dirt layer and I will just paste it in here maybe. Let's wait for this. All right. We have something here. Maybe we can paint some stuff in these areas. Tie. Perfect. All right. Let's see. Maybe here, a tiny bit of that there. All right. Here, also. And just a tiny bit of that Let me see how this is looking. Maybe we could delete a tiny bit more. Of that there. Let's see. In this is here. We could add some stuff there. Let's see. Let me copy this layer. I will put it in the scope white part also. Maybe around here. Let's paint a little bit. Thing around here, maybe. Would be. To have a tiny bit of color variation there and roughness, everything. Yeah, maybe here, we put that or no. W it seem in the metal to, I think it's there. There I think is here or right. Let's right to do it. Maybe a tiny bit of this. Trying just to make everything a tiny bit more interesting. Like adding a bit of these variations. Alright, I will explore this to see how this looks. Let's be safe first. Alright, and now I will export this to substance. I mean, I will export these to Marmoset. Go back. Alright, let's wait for this to export. Alright, let's sing here, let's wait for this to charge. Alright, let me go to my normal camera. I think it looks fine. Maybe I will need to wash out some of these. But overall, I think maybe maybe paint a little bit around here. I think it's looking good. Yeah. Let's go back to substance painter. Let's go to the inside pieces. Now to the dirt here, where it, middle metal or I will just erase tiny bit. Of this also here here also. For some reason, this is not getting the color. Well, I think that's what we do. I don't see much to do in this weapon. Maybe we could add a tiny bit more of stuff here. Perfect. Let me do some little see some little recap here to see how every map looks like. All right. All right, let's see. I don't see too much else. Really, I think we could leave the weapon, the texts here maybe. All right. Just looking at this, Let me export again my texts. All right. Perfect. Let's go back to Marmoset but And now I think it's better here. Yeah, kind of better. Yeah, we go keep this. Did you say has this was in first person, maybe? Like, here we have our character with a weapon holding holding the weapon in first person like Boom Boom, yeah. We go to the other camera you have made. It's looking I can really my opinion. So I think I can leave this video here. This video was just tiny little touches. And if I notice anything else that we could do, maybe just a picture, maybe that I don't see now, I will do another video. But I think that in this stage is the weapon is ready. So you see you in the next video. 35. 33 Render Scene And Final Words: Alright, guys. So I have made a little rendering scene. So let me show you how this scene is made. You can see here. I have downloaded asset, a table asset I think it was from Sketchfab or trader. I don't fully remember. But you can see also that I have done a little bit of material work. I just use the materials that comes with Marmoset toolbg. You can see. If you have the Marmoset toolbg, you should have these materials. I track and drop these materials. So I added a little bit of admissive stuff, admissive material here. You can see here. And also, these materials are in triplinar. You see here in texture, this part here, you will see that it in triplinar and not in UV. So we can use those materials without need of a UV map. And also for the lights, I added two rim light. One of those are a little bit yellowish, another one is a little bit bluish. And also, I have added two key lights here. You can see that the shape is rectangle, a little bit elongated. You can see here. And for the for the camera, there's not much that I have changed. I basically didn't change anything. I just added the color mapping here in Aces. I also writed a little bit of exposure, the shadows and graty and the contract just a little bit. Added a little bit of harpening, a little bit of bloom, gnette and also I added a little bit of grain intensity and a little bit of depth of fiel, you can see here. I have my focus and freras it and sticky focus to maintain the weapon in in focus with this slider here in this part here, 0.9, I think, basically, that's it for this course. So congratulations to get to this point and see you in the next one.