Transcripts
1. Introduction: Do you find it
difficult to model a hard surface objects
inside of Maya? Would you like to
create complex shapes but don't know where to start? If that is the case, then
I welcome you to next to It's hard surface
modeling in Maya 2022. My name is Abraham Leo. I have 11 years of experience in the industry and I will be your instructor
throughout this course. Throughout this course, you will learn all of the necessary tips, tricks, techniques, and tools to model complex objects
inside of mine. This course is divided
into six chapters. The first five
chapters we will be covering how to model
different kinds of prompts so that you
can learn all of the necessary tools after that, in chapter six, we will
be covering rendering, which will allow you to present your objects in the
best possible way. In this course, we
will be covering hard surface tools and
techniques, subdivision workflow, edge flow control,
proper topology, material setup, still the
lightening and rendering. I have the signed the scores for beginner level
students who wanted to learn the proper ways tomorrow's hard surface elements
inside of Maya. However, intermediate
level students might also find useful information
throughout the weight. The exercises go in
increasing difficulty from level one or chapter one all
the way to chapter five. And then on chapter six, we'd cover all the basics
for rendering so that you can get amazing results
for your portfolio. Basic understanding of the
Maya interface is required. However, we do cover the very basics on the
first videos after dad, the only thing that
you're gonna need is our note which comes pre-installed with Maya and another little software
called pure ref, which you can get
for free online. Join me and learn how to create amazing hard surface
models in no time.
2. Project Setup: Hey guys, welcome to the
first video in this series. Today we're gonna start with the project said that we're
going to talk a little bit about Maya and we're gonna
get everything ready to go. Let's go. I'm assuming that if you
are taking this course, you already have Maya installed. But I'm just gonna
go over a couple of the ways in which
you can get Maya. Because a lot of
people usually ask us, Hey, how can I download Maya? How can I get the
software ready? Well, there's three ways. Of course, you could buy the full Maya
version right here, which is a little bit pricey. I will imply it's
250 bucks a month, which I hope no one needs to do it. But yeah,
this is the one. You can also download
a free trial, which will give you 30 days if you've never used
his trial before, then this one is great, of
course. But here's the thing. If you have a student license or if you're
currently enrolled in a university to our college that has sometimes
not even close your symptoms even
like a school's have this affiliation
with all of this, you might be able
to get access to the educational
like Maya license. This one will be active for a year and it works really well. It has all of the
tools that we need, so you should be good to go if this is not
an option for you. If you don't have the free trial anymore and you still want
to pursue more ammonia, then I can recommend this one is a little bit he them like if you don't
know about that, you sometimes might miss it. But there's this thing
called Maya in the, Maya in the east, a version of Maya.
It's the same version. It's the exact same tools like you're not
going to be losing any sort of these sort
of tools or anything. But if your country is in any of these elements are in any
of these places right here. So for instance, for myself, I'm here in Mexico. You can have access
to this Maja. Indeed, there's only a couple
of things that you need to require from you. First of all, you
shouldn't be earning more than 50 thousand US
dollars a year from Maya work. Of course, you can't work
on a project that's worth more than one hundred and
ten hundred dollars and you can only have one subscription
per user or organizations. So pretty straightforward. I think most of us in these indie artists will
be able to get this. Usually this is just to avoid the big studios from getting
this or from using this. And it's really cheap. As you can see right
here in Mexican pesos, it's 4 thousand business almost, which would be about $200.2, $100 for a full year. I think that's a really,
really nice amount. Like if you divide this
$200 between 12 months, you're only paying $16 a month, which is Quite, quite nice. Yes, you need to pay the front, which is a bummer,
but it's really, really affordable and
you're going to have access to every single tool
inside of Maya, all of the updates, everything. So those are the main
ways to get a Maya. Again, I'm assuming most
of you already have a basic understanding of
the Maya interest face. We will be covering some of the tools and some
of the interfaces. And today I just
want to talk about the project or project
management because when you're working inside
of Maya and pretty much instead of any sort of
like the science software, it is very important that
you keep things organized. Otherwise, you're
gonna be losing files. You're going to be
loosing scenes. You're gonna be having
a difficult time, like knowing where things
are inside of Maya. We actually have a
great, great thing which is called the
project window right here. So you're gonna go into File
and then project window. And hearing the project window, we're going to create
a new project. This is gonna be called next 2D. Hard surface. Beginners. There we go. You can decide where to save it. By default, it will
save it on documents. And then Maya, if you're using Windows,
of course, documents, Maya projects, and this is the default place to
save any new projects. I personally have a couple of hard drives and
I'm going to save it over here in my little
area right here. There we go. Now
what's gonna happen is you're going to create
all of this, uh, files. Usually you don't need
to change the names. If at any point in your
career you go into a studio, into a project where they asked you to rename certain things because their pipelines or their scripts work
in a specific way. This is where you
would do it like maybe there are scenes folder is not called Seniors his
skull worlds or something. Well, you just change the
name here and when you accept the folder
that gets created, it's associated with
the Scenes folder. So anything that Maya, when my Aleks into the scenes folder, even if it's named
worlds or whatever, it will go to that
specific place. Now, the one that we really
need is this one right here. The source image is
one because all of the documents that come
here with this project, all of the reference images and stuff should be here in
the source image folder. I'm just going to hit
Accept, and that's it. Other than that, another
thing that it's very, very important for this product
is the size of the grid. You can see right now that
if I create a little cube, my cube is tiny, tiny, tiny, tiny, tiny. The reason why this is
happening is because right now I went here into the
display options degree, the options, option box. And you can see my
units are changed some, let me reset this back
to where they were. This is the default size. I'll hit Apply. And now you
can see if I create a cube, it looks a little bit more inline with what we
normally expect. So 1255 are the usual
sizes for it for our grid. I'm gonna change this
to a 100th, 101. And the reason
we're gonna change this is because I'm gonna be working in something
called real-world scale. At world scale, which means that every object
that we model will measure as close as possible to the size that the object
has in the real-world. This is a very important
because that will ensure that all of our tools and everything works
a little bit better, especially with
hard surface tools, you wouldn't have
enough size and space so that the pebbles and the extrudes and everything
worked out nicely. So the only thing you are the only downside to doing this. Thing right here is that, yeah, now that we created objects, objects are gonna be
really, really small. You can customize this. You can go here and
edit the button and change the commands so that
the command has bigger size. I just find that he
should have just created them scaled up. I don't think that's
that big of a deal. Another thing that
we're gonna be using is the grid right here. You can see right now we
have a gradient and I don't like this gradient
due to a couple of reasons. First, it can be a
little bit distracting, especially well, I find a
little bit distracting. And secondly, when compressing the video with sometimes
get a load to the banding. So I'm going to press Alt
and V2 to turn this off, alt and v as in background. And we can change error
to go around the colors. I like this medium gray. I think it looks quite nice and it's not as harmful to the eye. Another thing that you can
do to set up your CNN, be ready to start working on all of those hard surface modeling is to change the workspace that we're working on, the
general workspace. And yes, the general
workspace is good. However, that we have a lot of things that we're not
really going to be using. For instance, we have the
timeline at the time slider, the script manager over there. I'm just going to
click here and we can go to this modeling standard. And as you can see now in
the modeling standard, we get rid of a couple
of the elements. We do have our modeling
toolkit here which is useful, and the attribute that are channeled books,
everything, the outliner. If you want a little bit
more space on your screen, this is a great. One more thing before
we go is the shelf. We are going to be
using a specific shelf. You can see here that I have one for our animation course. I'm gonna go to this little
like cogwheel over here. I'm going to click
it and I'm going to go into new shelf and I'm gonna say this next 2D modeling. Now we're going to have
this shelf over here, and we can save as many buttons
as we want in the shelf. I'm gonna show you a couple
that I use quite frequently. So first we're gonna
go to the Create menu, sorry to the Edit menu. And we're going to sweep delete by type and
you're going to press Control Shift
and then history. And that's going to add the delay of history
button right here, which if you are used to it, it's the same one that
we have over here. It's just a different
icon, but it's the same one, same function. Then we're gonna go into modify and we're gonna
do center pivot, and we're gonna do
freeze transformation. Those three bonds are like
the Holy Grail of modelling. We're gonna be using
them quite a bit. And I always like to have
them first here on my shelf. Then we're gonna go into
the create options. We're going to go into polygons and we're gonna do
something similar. We are going to do Control
Shift, sphere, cube, cylinder, torus plane,
and I like the pipe. Those are the six
objects that are most like normally use
in my, in my modeling. If there's one that you
really like or that you're really going to be using
for a specific project. You can of course,
go to modeling and just add it yourself. If you want to get rid of them, just right-click and delete, and that will delete the button. Then we're gonna go to the
next one, which is mesh. And inside of the mesh panel, we have a couple that I
really, really need N'T. We really, we use quite a bit. So it's gonna be the combined. So again, Control
Shift, combine, separate, feel,
whoa, triangulate. And that's pretty much it. We use the mirror but
I use a shortcut, so I'm gonna show you
that one later on. You can see now we're starting to get our tools right here. Very, very common
tools that we're going to go into Edit Mesh
and we're going to use, or we're gonna add to our
shelf the Bible, the bridge, collapse, x truth,
merged the center. Duplicate and extractor
useful as well. And I think that's it. Those
are the ones for edit mesh. Finally, mesh tools,
we're gonna do the Create polygon
to Insert Edge Loop, multicultural, super
important offset edge loop. And the and I think that's pretty much
quadrant, quadrant. That one is also really,
really important. Finally, in mesh displays, I'm just going to
add the reverse one, which is really useful
to flip normals. And probably the hardened
and soft in nature as well. As you can see, we've now filled our shelf with most of the tools that
we're gonna be using. If we need more tools later on, we'll add them as well. You can see that it really,
it's not super different, but it is, it has a
couple of other tools that we normally don't
have on this area. That's why I find that really,
really useful to do this. Now, before you close my hour, before you start working, make sure to save this shelf. Right-click here. We're going to go into save all shelves, and that's going to
save this shelf so that anytime we open my
app, we get this one. Just a quick note here. If you ever need to move
computers or change workspaces, you can go into documents, maya, the version of my other, you're using Preferences
and then shelves. And you're gonna find the
shelf that it just created, which is this one right
here next to the modeling. If you copy and
paste this file on the same path on
the new computer, when you open Maya,
you should have the same shelf as
you have right here. So that one's also a pretty,
pretty pretty handy. Yeah, that's pretty
much it, guys. You are all set now with the project set and with
this guy said you're, you're ready to go and
we're ready to start. I'm talking about some of the
principles about modeling, some of the main things that
we're going to look for and we can start creating
our first model. One last thing before I leave, make sure every
single time you start working on this project
to go into file, set project and select the project like look for
where you save your projects, select that folder and
set it so that any scene, an image, anything that we do get saved on that specific path. Yeah, that's it
for this one guys. I'll see you back on
the next one. Bye bye.
3. Maya Basics: Hey guys, welcome
back to this video. This is a very special video. This is a Maya basics videos. So in case you need a little bit of refreshment, are
not refreshment. Reminder of how things work here inside of Maya in
regards to navigation, menus and all that stuff. This is going to be cooperating
most of the basic things. If you already know this
or if you are running, are ready to go
into the exercise and make sure to just skip
this video and move ahead. However, for those of you
that don't want to get a quick overview
of the interface, this is gonna be great. So first of all,
navigation, very simple. You're gonna be using the Alt
key and your three clicks. So Alt and normal click will be the rotation here
in your camera, Alt and middle mouse, it's going to be your
pen up and down, left and right, and Alt and right-click will
be your assumed. You can also use your scroll
wheel to zoom in and out. However, as you can see,
the scroll wheel here, it's a little bit like
in Step mode and Alt and click and right-click is gonna be looking smooth mode. So that's the, that's the
basics of the movement here. Instead of the viewport, you're gonna get this gizmo right here. Remember 3D is XYZ, and this gizmo will tell you
where things are pointing. See in Maya is a front view
or it's facing forward. X is left and right and
the Y is top to bottom. When you click on any of
these icons right here, and any of the menus
here on the shelf. So you remember you
are gonna be creating, as we saw here in an
object like a cube. Then the keys that
you're gonna be using to manipulate this
cube are very easy. Q easier selection tool. You can also use
a selection box. W is going to be your movement, E is gonna be your rotation, and R is gonna be your scale. When you're in movement mode, you can select any of the
axis and move it that way. You can also select any of
these like little cubes and that will constraint to the
axis that you're using. So if I click the green button, it will only move on x and C, it will not move on the y-axis. Same for this one is
right here in the EE key, which is the rotation tool. You are going to be able to
rotate on each axis as well. So that's the x-axis.
Let's scale this thing. That's the x-axis,
that's the y-axis, and that's the c-axis. And finally, if you press art, you're gonna go
into a scale mode, which is going to allow
you to scale again in each specific area or a uniform scale if you
select the center at square, one thing, if you go back to the w, which is the movement, then you press the little icon right here, that's
free movement. It's camera based movements. So if you're in perspective,
you're gonna move this. I don't recommend it because it might be a little bit
difficult to follow. But if you're in any
of the other cameras like the top your whatever, you can select that one
and you're going to be constrained to the top camera. So very, very handy. Same for the rotation. If you click anywhere
outside of the ranks, you're gonna be
doing free rotation, which you can see the attributes over here changed quite a bit and you're gonna
get a different effect. And finally, it doesn't
have Freescale. It's just like each
individual access or all of them together. That's the basics
of movement here. Now, let's talk
about components. Each object, any object
here inside of Maya has components and each object, any 3D object in the
3D world is composed of vertices, edges, and faces. Now to access the components
here instead of Maya, the easiest way is to right-click
on top of the object. And you're gonna
find this little smart quilt which will allow, it will allow you to jump into the vertex
mode, for instance, whereas you're gonna be able
to select specific verdicts, move it around and stuff, you can right-click,
go into edge mode, which will move again. Just finally, right-click
and go into face mode, which will allow you
to move the faces. We're gonna be using
this extensively. We're gonna be editing
the edges and vertices, the faces because some of the
tools that we have here on our shelf only work
with specific moats. Other softwares have the option
to jump in-between modes. Here we also have that
option if you go to the modeling toolkit and you
go into multi-component, you're gonna be able
to go into face, edge or vertex at the same time depending
on how you want to do it. Or you can go back into single
component and just again, jumping to face,
jumping into edge, right-click, jump into vertex, and again move it around. You can also click
these guys right here. As you can see, object mode, face, I usually like to shortcut because it's closer
to the action. But if you'd like using
the modeling toolkit, you can find this
guys are right here. And again, depending
on which one you have selected vertices, etch or face, you're going to have
some of the things that are gonna be
able to be used, some of the tools that you're
gonna be able to work with. That's pretty much
it for components. Again, just a quick
reminder, for instance, like the extrude
option right here, it works with faces. So you're gonna be extremely faces once I learned the other, if you grabbed like
the ACH are gonna be beveling that specific edge. And again, you're gonna
be able to move it around if you want to jump between
the modeling toolkit, the attribute editor, and the channel box control
a is a shortcut Control. A will switch between attribute
editor and channel box. And then the little modeling
toolkit will be right here. You can also access the
modeling toolkit with this little button on
the top right corner. So that's it for components that sit for a
moment that Let's go to cameras because that's one of the issues that love my students
tend to, tend to happen. When you press the spacebar, you're going to jump
into the four view panel selection here
instead of Maya. And you're gonna be
seeing perspective, top view, front
view, and side view. You know, you will
know which one it is depending on whatever you have here on the bottom
side of the viewport. Remember the billboards,
our window to the 3D world. So it's very important that
we pay attention to it. If you want to go into
any of those ones, you just position
that your mouse in whatever window
you want to go to and you press
the Spacebar again and that's going to jump
straight to that one. So as you can see, we're
inside view and then we're in perspective view and
then we're in top view, and then we're in front of you. So again, depending on which
one you want to jump to, you can just spray the
press Spacebar and then jump to whatever
window you need. I personally don't like
using that method, but it's important
to know it exists. It's over here as well. If you press this little one right here at the panel layout, That's the exact one. And then if you press
this one right here, that's the perspective methods. So at any point you
lose this because something's people
lose their screen. Don't worry, just press
this button right here and you are going to be back here. You can also, if
you ever want to reset this thing, you
can just go here. Right now we're working
with a modeling standard and at any point
you can just reset current workspace
and it will reset back to the basic options. So in this case, without the outliner which has
this window right here, which is also very important
because it tells us what things are the same. So in this case, we only
have a cube and our cameras. Now, the one that I like to use the most and
you're gonna see me using it pretty much
throughout the whole series, is I like to press space
bar and then click on Maya and then select the camera that
I want to jump to. If I want to jump
to a right view, I just select this one and
didn't drop the spacebar, drop the Click and
I'm in right view. So again, space-bar,
Maya perspective, Spacewar Maya top view, spacebar, Maya front view. And I find it easier because
once you get the hang of it, you can actually just
jump rebury quickly. You don't even need to
see where you're going, because as long as the mouse
knows that you're going like EBIT or top or bottom. It knows which camera
you are going to. I really, really like
using that shortcut. This are called
radial smart menus. And they're very, very cool. I think you guys are
gonna like them as well. Yeah, I think that's
pretty much ****. I want to do a quick
exercises and exercises that I do quite a bit with every
software that I teach. And that is, we're
gonna be modeling a small D6 dots just to
get a hang of the tools, get the hang of how Maya words. So if you're refreshing your memory or you're going
to get all the way into, into the appropriate things. Get that nice knowledge
that we need. Then there's just follow along. We're gonna grab
this little cube right here, which
is a small cube. And the first thing I'm gonna do is I'm going to press Control a, to go Control Channel
book strike here. Let's bring the shuttle
books there. There we go. I'm going to select the
cube and I'm going to go into the inputs every time
you create an object, remember it has inputs and
you can change those inputs. It's how the object is
born here inside of Maya. And I want to change
the inputs to, I'm gonna say, I'm
gonna make this like a ten centimeter
die really big. So I'm gonna say ten. Now this is a really, really big die. We could also scale
this with R and just hit the little
square right there. And that's, that's it. Make sure to hit S if
you're coming from Blender S is usually the
scale button inside of Maya, it's the animation button. So if you see that all of
the channels turned red, That's because you animated that keyframe and
we don't want that. Now. I'm going to bevel
the whole surface. So I'm going to go
right-click edge mode, and I'm going to select
all of the edge mode and I'm going to
go into our shelf, the one we created and I'm
gonna select this Bevel tool. The bubble will
soften the edges, but it's really, really soft. So I'm going to
press the letter T, select this bubble here and press the letter T to
get this little box. That's the toolbox for the specific tool
that we're using. And I'm going to
reduce the fraction if it moves very fast, you can press Control on your keyboard and
press a little word there and they will give you a softer a software transitions. In this case, I wanted to
do something like that and I'm gonna do
two segments to get a very nice soft effect to get rid of the triangles
that we had on the quarters. There we go. That's
the first step. We create a cube and we bevel it to get the round corners. Now I want to add edge
loops on my element, but I want to add them
in such a way that we get even spaced elements. I'm going to double-click
this tool right here, which is the Insert
Edge Loop tool, to get the option box, I'm going to select
multiple edge loops and I'm gonna set this to chew. Now if I click here, you're
gonna see that the insured to edge loops right in the
thirds of the object, so it's perfectly
evenly spaced out. I'm going to do the
same thing over here, and the same thing over here. And now my cube is
perfectly divided into nine sections
for each face. I'm going to press the literary
Q to get out of the tool. Very important. Some people stay in
the tool like they, they do this and then
they start clicking and adding a lot of more
elements everywhere. You don't want to do that. So once you're done with the
insertion of the issues, you're going to press the
letter Q to get out of it. Now I'm going to
right-click on the object, go into face mode and we
need to select the faces. So let's say 12345. Want to, the opposite sides of the die should
add up to seven. Then we're gonna do 1234561
and we're gonna do 1234123. You remember just press Shift to add to the selection that we select all of the faces and
we're going to extrude. However, if we extrude just
like this and we want to create an offset right here to create the little
holes for our DEI, something's going to happen
with the number six. As you can see, the
number of six is not doing it the way I wanted. That's not getting me sits
six dots is giving me two straight lines right there and I guess it's not
what I'm looking for. So what I need to do is
here on the little toolbox, I need to change the option from keep faces together on to off. And that way we get nice little square or circular points
pretty much everywhere. Gonna do a second extrusion. Not a, it's not the first one. It's the second extrusion. The first extrusion
I only use to create this offset to make
this thing smaller. And therefore the
second electrician, I'm just going to
push this thing in. And that's gonna give
me the little holes that we need for our dy. And that's pretty much it.
Right-click, go back to object mode so that
we get this effect. If you're person number three, you are going to
get a very nice, smooth surface and a
very nice and dice. Again, super simple exercise. I always like to teach
my students how to make one of these
in any 3D software, because it's a really easy
way to learn the basics of the software and
understand how things work. So make sure you are really, really familiar with again, how to move inside of Maya, how to change
between cameras and how to go in and outside of
the different components, vertex Component,
Edge Component, Object Mode, and face mode. Because we're gonna
be using those a lot. We have one more exercise
in this chapter. I recommend everyone,
even if you're already experienced
to do with as well, because we do cover
some important things about edge loops and the hardened edge
and stuff like that. It's a Coca-Cola can. So we're gonna start
that on the next video. And after DAG, we're going
to jump straight into Chapter two where we're gonna be modeling more conflicts stuff. So make sure to get all
the way to this point if you're still remembering most
of the things about Maya, and I'll see you back
on the next video, guys, Let's keep going. Bye-bye.
4. Hard Surface Basics: Hey guys, welcome to the
next part of this series. Today we're gonna start
with a very simple project. We're gonna be doing
a Coca-Cola can. And there's a couple of
things I wanted to talk about with the Coca-Cola can. First, we need to jump
into our front view. So Spacewar Maya from
you and we're gonna get our Coca-Cola
can into the scene. We're gonna be
using image planes. You're going to find
this image planes on your project folder. So just go image plane, import image and you're
going to find this POC site, hit Open, and there we go. Now, as we've mentioned in
one of the first videos, we need to make sure that
we're working in real skill. And a Coca-Cola can, I mean, you can always look it up like how high the height of
a Coca-Cola camera, Let's hide Coca Cola can. It says right here it's
6.01 anxious thought, which should be about
seven centimeters. So I am going to
create a cylinder, which of course is going
to be my basic shape. And I'm gonna change
this cylinder here on the scale to seven. The skill inside of Maya
is always on centimeters. So if you see 70 here,
that's seven centimeters. And now we're going to scale this picture up until we
get the proper height, which should be around. There. There we go. Now
we're going to jump onto the top view and we also want to get the image
here on the top. So I'm going to go
view image plane, import image, and we're going to import this Coke top right here. One of the things that
you didn't notice is that the image on
the top might not match with the height or the size of the
image on the front. Here's where you're going
to have to scale this up. Probably move this
right about there, and try to get it as
close as possible, which that one
looks really nice. Now the top image, you're going to push all
the way down and the front, the image we're going to push all the way back so that we have this area free for us to
work on whatever we want. I'm gonna go back
to my front view. I'm gonna select
this guy right here, and let's start working with the general shape of the cat. So the first thing
I need to do is of course change the radius. This is one of the
things that I like about Maya is that the inputs of the original shape
stay there until you freeze the transformations
and delete the history. So I'm going to press Control
middle click and drag. And that's going to
increase the radius without me having to guess the number. So again, control
click and drag, and we're gonna go
right about there. Now press number four
to go into what's the word into wireframe mode so that we can
see through it. One thing I like to
do with image planes, I like to change their
Alpha gain 2.5 so that they are semi-transparent
and they're not less invasive on my screen. Yeah, that's pretty much it. Now, there's a ton of different ways in which
we can do discriminatory. I'm gonna show you one
that they really liked, which is using our cut tool. I'm going to use my CO2. I'm going to press Control. And I'm gonna create
a new edge loop going right through that
element right there. Now I'm going to grab all
of the vertices here, this once and I'm
going to scale them down so that they match the proper size of the upper lip that
we have right there. Now you can see
that this upper lip has this very nice
curvature here. And that means that we're
probably going to need to add a couple of more edge loops. So I'm gonna go
again to my go-to control and we're gonna add
one national bright there. And now if we grab
this edge right here and against scale it down, we should be able to
match as close as possible to what we
had on the other edge. It'll bright there, perfect. Now if we press number three, wherever they know this, we're
gonna go into smooth mode. However, right now we're going
to smooth everything up. No need to go there right now. We're just gonna, we're
gonna do that shortly. Let's take a look at
the place down here. So I'm going to place a
one-line right there. You can see the
perspective here. This is something that we're
gonna be seeing quite a bit with our reference images. It is very difficult to
get a perfect front and side view of objects in the real world because we
capture them with cameras. And cameras always have a
little bit of perspective. And if you're using a
super high focal length, you're going to get a
little bit of perspective. So my advice is go for the
high points over here. Just know that this thing
right here matches with this. As long as the, as
the borders match. We're going to do something similar here where
you're gonna do one and we're gonna
chew edge loops. I'm going to grab
all of the vertices. You can do vertices or edges. I like doing vertices. Although this, and I'm
going to scale them down until we get the nice
little border right there. And then all of those
guys right here are going to scale
them down as well. And then all of these
ones right here, we're going to scale them
down as well to create a nice little like curvature
that the moss have, which is that one right there. Perfect. Now, as you can see, we have the very basic
shape of our camp. There's a couple of
things that I know that this can have that
we need to include. I know that there's
a little bit of a bump inside of this area. So I'm gonna select these
vertices right here, and we're gonna use
a very nice shortcut which is Control F11 and Control F 11 will select all of the phases are connected
to that vertex. So in this case,
all of this pole going to press Control E to extrude and we're gonna
offset to create a little bored or do we
have where the Koch sits? And then I'm going to
do Control E again. I'm going to extrude
in an offset in as well because we have
this sort of like a round shape here. I'm actually going
to extrude again. Officer again, push this
thing up again because I've drank some coaxing my my life and I know that
this thing down here, it tends to be quite route. Yeah, there we go. That pretty much creates the shape that we're
looking for down here. Now up here we do
have the top view, so we do know that we
get this sort of effect. But right now the only thing
I want to create this, the very basic border,
the basic lecture. So Control F5 and again, control E to extrude offset to give this lip a
little bit of thickness. And then Control E
and push this down. That's where our liquid is
going to be coming from. We're gonna talk about
the upper side shortly, but right now I just want to focus on the main things here. So as I was mentioning before, when you press number three, everything here instead
of Maya, we'll smooth. This is thanks to
something called the Catherine Clarke
sub-division method, which averages out
distance between the vertices and creates
a nice like soft spline. Remember this one right here, very similar to what we have
in Blender for instance, this is not permanent. This is just being
here as a preview. Like you're not actually
creating the polygons. You are displaying
them, but you're not creating them if you
want to do a permanent. So you're gonna
have to go here to mesh and heat this smooth
bottom right here. And that will create
the permanent. But we don't want to
do that just yet. Because if we do that, you
can see that we're listening quite a bit of the border
here on our object. Here's where one of
the main concepts about hard surface
will come into play, which is the support edges. Support edges are any edges
that are close together, usually close to the border. They, as the name implies, will support them so
that when we smooth, we don't lose that sharpness
that we have here. In this case, there's two
types of support edges. If we want a hard edge, we're going to use a
support edge like this when they inserted the
troop or the Cut tool. And that will give us
a very nice hard edge. Usually you want to have two of them and that will
give you a really, really sharp division there. There's other edges, such as the one that I'm
going to be using here, which is like the
bevel support that, so if I grab this war
there and they bevel it, and I go into the options, modify the fraction
a little bit. You can also press the letter T to get this little box here. And I'm going to
do two segments. This bubble right here
also has supported edges. However, they're not like completely horizontal like
this one is right here. They actually rounded off the corner and we're going to get a nicer effect right there. So depending on how you use the fraction and the
supported that just that's how intense or how soft the water is going to
be for your optics. In this case, I'm reducing a
little bit of the fraction there because I didn't
want that to be super, super intense. I'm also going to delete
one of these ones. Whenever you delete an edge,
this is super important. You're going to press Control. Delete, because otherwise
the vertices estate and you create angles
and that's a no-no. Yeah, there we go. Now we get this very nice effect over here. I'm going to do the
same thing down here. So for this one right here, I'm going to bevel it. I am going to add one fraction or a small fraction right there. And then a segment. There we go. When we smooth, we get this. If we went again,
like a sharper effect over here, we can modify it. Let's go to the front view. And if I take a look at,
I can see that there's a lip and then we
also have that sort of lip on the top side, which is where the folds onto itself and creates a nice
effect for that live. In order to create
that live, I'm gonna add one actual right here. I'm going to select
this face right here. I'm going to extrude it out
just a little bit like that. Now, as you can see,
that immediately gives me that sort
of like lip effect. But if I really, really
want to sharpen it, one thing I can do is you can actually grab this edge loop, bring it down just a tad bit, and then add a couple
of support edges like one there and one there. And now we're gonna have a
really, really sharp line. See that? Perfect, making it look super, super nice, very close
to what we would expect. Here. I think I want to
do another offset. Usually you want to keep this
pulse as smallest possible. So I'm going to
really, really offset this and push it
up a little bit. When we smooth, we get a softer result throughout
the whole thing. I would definitely
expect to have some sort of edge loop here on this area. So I am going to sharpen
this one a little bit there with a hard edge with
us support edge. And there we go. That should give
us a nice effect. Same thing up here. Like if I take a look here, I think this is a
little bit too high. Like I feel like this things
are a little bit too high. So I'm going to bring
all of these guys down a little bit and we're
gonna do the same thing. So I'm going to
insert an edge loop. Right? Let's go right-click
object mode, right? I'll bring them up. There we go. Right-click here on cultural and we're gonna cut that
thing right there, which is the silver lip. Grab that silver lip. Extruded out. Push it out a little bit. There we go. Just a little bit. Not it's not necessarily
to go overboard. Now to make this thing
look way, way nicer, we're going to add a natural
right there and right there. So when we press
the number three, we're gonna get that
very nice sharp align, which is like the cap
of the actual cat. Yeah, that's, that's
pretty much it. Now, let's finish this up by doing just the groups that
we have here on the top. Again, it's part of the system. So I am going to again
select this guy right here, Control F 11th to grab
all of the vertices. Control E, offset a little
bit right about there. And then I'm gonna grab this
guy right here, Control E. And I'm going to
extrude the scene and give it a little
bit of an offset. And that's going to
create the group C. Now to sharpen those groups, we can of course
add one edge loop like let's say
right about there. And then all of this line we can actually bevel, I
think beveling. We'll look at nice. There we go. Now we have the group. This is pretty much a really nice subdivided model of a cam. As you can see, everything
came from a cylinder. Very basic, very simple stuff. If this a little bit too simple, just keep watching
to learn a couple of the other tools just to make sure that we're all
on the same page. Or you can jump onto
Chapter Two where we're gonna start with that
with a nice appliance. But yeah, this is, these are
the basics of hard surface. We are going to be
following the silhouette. So for objects and we're gonna be adding, extruding, babbling, modifying the edges and
the topology so that we get the perfect or
the most perfect fit. Now we're going to jump onto an interesting part which is
this top area right here. And we're gonna be talking about a nice topic called
edge flow and natural. So hang on tight and I'll see
you back on the next video. Bye bye.
5. EdgeLoops and Edgeflow: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with Coca-Cola can and we're gonna
get into work and they'll be doing the top area. The top area is
actually quite tricky. Yellow people who
might think that this is like super easy to do, but, but it's not, it
actually has a lot of things that we need to
take into consideration. The first thing I want to talk about these edge
loops and edge flow. We're going to be doing
this a small section first thing that you pulled, I'm not really sure whether
they miss in English, but this I think it's
the tab or something. So we're gonna be doing
that guy right there. The first thing I
want to do is I want to clean up this can, because there's a
lot of information that we've added to the model. All of the tweaks and changes in tools that we use are now
stored here in the history. We're going to
delete it, centered the pivot point and
freezer transformations. I'm going to go down here to
the display layers are very, very important because we're
gonna be saving Aurora, going to be creating
a layer so that we can turn on and
off the camera without having to worry about
going into the outliner. I'm going to click this
little button right here, which is going to
add a new layer. And I'm going to
call this layer. Can now HV go here to the V key. You can just turn
off visibility. And now we're not gonna
be seeing the canon, which is great
because now we can focus on this thing right here without having to
worry about the cat. Let's focus on the top first. And as you can see, this
is a very complex shape. It might seem like
it's really easy to do and it actually
is not difficult. But we do need to take
certain things into consideration to make sure that this is as nice as possible. For this one, I'm
gonna be using one of my most useful methods, very common methods, which is the quadro and the
Create polygon method. I'm gonna go here to
this polygon right here. I'm going to create
a poly phase. I'm going to do
1234 and hit Enter. And there we go. We have a face. Now once we have a phase, we can actually start working with this tool which is called a quadrant to quadrant two is super, super,
super important. We're gonna be using it quite a bit throughout our course. And the way that works
is super simple. You just placed two dots
in-between like other two dots, which in this case are
already edges and vertices, you press shift and then
you create a new face. This new phase, as you can see, will allow me to
start kind of like creating the silhouette
of the whole element. But here's where
groups come into play. We really want to keep all of the nice hard edges that
this little tab has. In order to do that, I'm going to need to make sure that we
have in that shuttle going exactly where
I want them to go. So let's focus on
this one right here. I know that if I want to have this as a very nice soft edge, we need to create a loop that goes around
the whole thing. But, oh, we have a problem here. This thing is already
working to create this, whether we're here
and we're not really creating what we want on top. So what can we do here? Easy, we just control, we just add one more line here. And we create the actual Before the top part right
here, like this. Now, usually when you're
building any sort of object, you want to kind of
keep it symmetrical. So we'd have 12, we
will have like three. And then this will be, there will be three
and this is four. And let's do one
like right there, keeping things symmetrical
and we'd even numbers usually helps organize everything that we normally do here
instead of inside of Maya. So I like to keep it that way. Now you can see that
we're already getting this sort of like top side here, that there's another
nice edge loop doctor covers the whole tablets will. But we're getting nor downward right now
and we're going to focus on this one because this
is another complex shape. So this is this
little metallic shape and we have a corner here. Corners are one of those
topics that always confuses people because some
people who might think, yeah, just do a corner
like this and that's it. Usually, yes. However, when you have a
round corner like this, you definitely want to have a round flow of the
edges like this. So that when we
press number three, we get a nice soft edge flow that goes nicely
work where we want. It will add more geometry, yes, but they will give you a nicer and nicer topology as well. So all of this we
need to fill in. Let's feeling with all of
this face and see how we have that nice little square
phase there that's shares, I like to call this a
chicken foot because we get this three-sided thing. I know chickens have
like four or five, but it kind of looks
like that to me. And then we're just
gonna, we're just gonna keep going down like this. One of the very nice drink
that I also want to share with you guys is whenever
we're doing topology, you want to keep it
simple at first and then start adding more
and more as you need it. Because a lot of people tried to draw their topology with
a lot of polygons at first and then they suffer
because they need to do very complex
things in shapes. So try to keep it simple. Try to keep it the way we'd
like big polygons at first. And then if you need
more than we add them, you can see how it really
nicely unfolds there. Now, I can see that an
angle there and the like, the color of the image is
a little bit difficult to, to, to really visualize, but there will be like
right about there. Now let's just keep
filling this in. Again. We're just
bringing all of this edge loops
that the ones that are flowing from top to bottom. And we're gonna bring
them now we're gonna be focusing on this board
that we have over here. We're going to be
bringing all of those guys to the border. And here's where things are
gonna get tricky because yes, we're forming a nice
edge loop over here. That starts to look nice. We already have one over here, but it gets tricky, like congested over here, like a traffic jam. I'm actually going to
bring this guy's down. I'm gonna push them in a little bit and we're
gonna start drawing a new edge loop
that's gonna be like flowing along the
whole thing over here. So they're, they're
just continue there. We'll fix that topology. I'll show you why or how. And we just keep
going, going, going. And there we go.
Now as you can see, we have created a new edge flow that goes all around our object. We can try and move this
thing as nicely as weekend. We can also grab it like all
of these vertices and just scale them because I
know that's a pretty, pretty straight up
In fact or element. All of those guys can
be moved that way. And that will just move some
of these guys over here. There we go. Now, we have a couple of problematic areas and
here's where we're gonna have to take or make a
couple of decisions. The first decision we
need to make is okay, what do we want to do here? We can just eliminate this
one and keep a triangle, which is not a bad idea
because it is a flat surface and triangles in flat
surfaces worked really well. We could split this thing right here at another issue and just complete everything with
a very nice edge loop. Let me show you if I were to like this guys
and Bevel them. I'm going to open
a new road here. And now it should be fairly
easy to go into edge loop. And just like book
combine those, that's also a good idea. We of course get these
things right here, which are angles. We
need to fix them. One quick way to
do so would be to just triangulate this
things right here. This thing is right here. And delete this two triangles. Whenever you have two triangles
really close together, you can just join them with
a little edge right there. And as you can see, now, that's, that's an edge
flow right there. There we go. We'll go
here and smooth this out. And we get this sort
of like U-shaped. This is a very common
shape when you transform from
three edges to one. And we get this. So if you want to be like super, super broad, this one's really cool because everything's
going to be quartz. However, it's okay. Sometimes it's okay not
to have everything be quotes because triangles
again are not your enemies. We're gonna be using
triangles quite a bit in some more advanced models that we're gonna be doing later. For instance, here. Again, if we want to eliminate
that triangle, very easy way to do so just
in certain natural there. And that creates a triangle
here where it says square, but it looks very
much like a triangle. And then we can just smooth this out and relax it
topology so that, so that things work nicely. I'm pressing shift here to while using the quadrant
two to relax the topology. There we go. We have a super, super clean topology for
the whole thing. Now, we can grab all of this
middle edges or vertices, scale them and width w and x snap them to the center so
that when we mirrored this, we of course get exactly
the shape that we want. But we're not done yet
because as you can see, we still have all of these
things that actually goes up. Now, here is where I'm
going to save myself a little bit of a struggle,
going to select all those. Is this actually
going to quadro? The actual, It's just, I'm just going to press
Stat key on my quadrant, extrude this out,
extra this out. There's a nice
little option here. If you double-click the tool, you can change the extent
from Edge to border. And if you extend, you can see that everything gets extended. Actually, let's do that. I'm going to extend
everything here. Actually. I'm trying to think which is the best tool
I'm going to use extrude. I'm gonna show you
how. We're just gonna go over the
whole thing here. I'm going to extrude this thing. And now if we use thickness
or officer in this case, you can see how we're
extruding the whole thing out. Now of course, we're
gonna have to go into vertex mode
and move some of this vertices so that
they really match the size of the shape
of the element. But at least it saves
us a little bit of work we're doing here
is we're working with a flat thing and then we're going to start
adding the volume and all of the changes
to the shape so that we match our reference. So yeah, as you can see, our nice little
tab here is ready. We have a nice topology. Everything is flowing
exactly how we want. Now it's time to start giving it the three-dimensionality
that didn't. It's, the first thing I'm gonna do is of course
I'm going to press Shift right-click
and I'm going to go into mirror option box. And this is going to be mirror, not on the world
because as you can see, we're actually not
centered on the world. A little tab is like off-center, which I don't know why did they move it? So it's
like I move that. My bet, there we go.
Now we can do World, World x negative and we hit
apply. And there we go. We have our nice little
tap flat of course, but it's ready to be extruded. The first thing I notice is that the outer edge of
this whole thing is kind of like a race stop. So I'm going to grab the
whole edge right here. I'm going to
extrude, bring it up and offset a little
bit to give it this or like a round shape. And let's bring it down a
little bit. There we go. Something like that. As you can see, we create this nice little
shape on the outside. If we press number three, we're getting close to what
we have here on our etc. The other thing I notice
is that there's a very, very harsh line
here on the center. So like on this
slide right there. So I am going to use my Insert Edge Loop and I'm
going to do that right there. But, oh my god, what's
happening there? It's Raleigh an angle and you can see that there's like
an angled or something, or something's not like
completely combined. Because technically,
there we go. See that. Sometimes the
mirror function does that. I'm not sure why it does it. It's very weird. Sometimes I get it,
sometimes I don't. But yeah, just just
make sure that you're eliminating or deleting
that one right there. So now we go back to
our CO2 and we're gonna add one extra bright there and
another one on the inside. And that's going to give
us a very nice hard edge on that specific
part right there. Perfect. Finally, we need to give this thing the
thickness that it has. So I'm gonna grab this edge
loop, the external offshoot. I'm going to extrude it, move it down with w, and then extrude it
and scale it in. And that's going to
give me this sort of rounded effect where that word a metal goes,
folds onto itself. And I'm going to
do the same thing for this guy right here. So again, control E, move it down, and
then Control E. And in this case we're
going to offset or thickness out like this. And of course we're
going to round all of those edge loops with
a very nice bevel. Now that's going to
look like it's actually folding down onto
itself like this. And we're gonna do the
same thing over here. Control E, push this down, Control E, thickness, push it out so that it creates
this sort of like fold. And then just grab
this guy and this guy. And we're gonna bet, that's gonna give us the folder
we're looking for. Now. A big question or
a question that a lot of students asked
me when they were, were taking a look at
this row thing is, should we extrude this
to give a thickness? Should we screwed the whole
thing and give a thickness? And the answer is,
if the object that you're taking a look
at is really thin, like this thing
right here, which is just like folded metal. You can actually
leave it like this, like having back faces
like this, it's not bad. Most renders can render the
back face of an object, but you just need
to make sure that there isn't a shape
that makes sense. For instance, like
a piece of paper. Like if you're doing like like a pamphlet or something
you want like a poster pasted to a wall. You're not going
to create a plane and then give it the plane some thickness just
because you want to have the 0.3 millimeter
thickness of the paper. Now, you just keep a
plane and that's it. But most of the times, yes, you are going to have
thickness for objects, especially a hard
surface objects. I think I want to
give it a nice little like a bevel on this
edge right there. Again, you can
press the letter T, select the Bible and
present little t to get this nice little tool that's going to sharpen
it up a little bit more. And there we go. One thing that we're
missing though, is again, you can remember that we had
this very nice line here. So I'm going to add
one line right there, and that's going to make
it a little bit harder. It's going to use a nice harsher effect on that
thing right there. I actually think we might want
to add the one like here. And here. There we go. And that gives us the nice
effect that word going for. You can see that we
have a nice little LED. That's like the pivot
point that we use to bring the little tap up. For that, we're going to
add probably a cylinder, I think it's on there,
it's the best option. So we're just going
to create a cylinder. Let's go to the top view. Make sure we match the size. I know it's not centered,
the image is not centered. We can center the image
a little bit better. There we go. Here's where we are going to use
one of the rules. If you don't see a phase, you usually don't model it. So I'm going to delete
the lower faces, the lower cap like that. And then this thing is
gonna be really flat. Get it right there. And of course we're
going to bevel this thing with a nice fraction
and a couple of seconds. So when we smooth this out, we'd get this nice little piece. Perfect. Now, we can bring
our Ken back up, select this guy right here, and bring it all
the way to the top. Let's turn a number
five so that we go into the shade mouth. Let's smooth this out and just position this
word supposed to be, which is, I would say about there, which
didn't need to do, of course, the segments here for the cat and
the cat has a lot of very intricate
shapes as well. All of these guys right
here, I'm going to show you a very nice
way to do those. But that's gonna be
other next video. So make sure to get all
the way up to this point. Make sure to save. I'm gonna save the same
as Coca Cola. Can. I usually like to
save us a Maya ascii. I think I've mentioned
this before. This is a more newer version of Maya files and it works
a little bit better, I think so, yeah, make sure to save your scene so your project, and we're good to go. This is it for now, guys, I'll see you back on
the next video when we finished the last
part of the cat. So hang on tight and I'll
see you back on next one. Bye bye.
6. Interlocking Edgeflow: Hey guys, welcome back to
the next part of our series. Today we're gonna continue. We did Coca-Cola can
and we're gonna be talking about
interlocking edge flow, which is just a fancy term that I came up with that
I think is going to show you a very important part of the topology, our process. I'm going to grab
the little tab here. I'm going to create
another layer. We named this layer
I can, there we go. Let's call it this can later. Perfect. This is gonna be the
tap layer. There we go. Perfect. So we're gonna
hide that one as well. And I know that we already have our canned
like upper surface, like this one right here. We have this guy and I know that all of the things
that I'm gonna need to do need to fall into this place so that they fit nicely with
the rest of the elements. So I'm going to do now is I'm actually going
to insert this guy. So Control E will offset, just create a nice little edge flow on the edge right there. And I'm actually going to
delete the caps because the only thing I'm interested
in is this line right here. In this line right
here, I'm gonna say Mesh tools or Edit Mesh. And I'm gonna say Extract. I'm extracting that little
ring from the original Ken, which later on we're
gonna be able to just patch up and combine them again. But right now I just
want to get it out. We're gonna, I'm
gonna click this guy, go into the cam layer, right-click and say
Remove Selected objects so that when we
turn the layer off, oh, it's not doing it. Okay, Let me see. Shift P to parent it. Now it's out here
and delete history. Let's see if now there we
go. So now it's only there. This little guy, I'm
actually going to go here, right-click and add
selected objects. So now we have this
guy right here, and we're gonna be building the topology that
we need to build, which is all of this very interesting shapes inside
of this circle right here. As you might imagine, we're
actually going to delete half of the faces because
we don't need them. And we're going to jump straight into creating our topology. The way we're going to
create this topology is very similar to how we created a tab. We're gonna be
using our quadrant and we already have polygons. The only thing I
need to do is I need to jump into the quadrant tool. Now, as you can see, we have this
horseshoe shape right there and we don't
have enough topology. So I'm going to add a
one-year line right there. And I'm actually going to delete all of these faces for now. Like all of this. Now we have this nice
light right here. I'm going to use this edge
flow that we already have here to create this sort of horseshoe shape that goes all the way until
right about there. So that's gonna be
one of my intervals. I know that that's
one of the one. That's gonna be one of the
shapes that I'm gonna need to pay attention to. The other sheet that I need. It's this one right here. The sort of like a mouth. Again, following one of the
rules that we had earlier, I'm going to try to match the same amount of polygons
so that it's easy to, to bridge them in this area. So for instance, there, there, there's gonna be a
couple of points, for instance here
where I definitely need a couple of
more edge loops. Even here I might need one more edge loop
and that's fine. But as long as you can keep
it as close as possible to the number of edge
loops that you have in other parts
of your model. That's going to be a lot easier for what we're about to do. Because now what I need
to do is you just need to start bridging
things up in this, in this way, like this. There. Try again to keep
it as square as possible or as many
squares as possible. Yeah, that looks
good. Now from here, we can start moving forward. So the rule of thumb, and we've talked
about this before. We want to try and
keep the flow going from top to bottom and
from left to right. That's a very general rule of thumb that we use quite a
bit inside of modelling. The problem is gonna be, we're gonna start adding more edge loops here, for instance. And eventually we're gonna
get to a point where hey, we only have one
actual right here. Like how can we make this thing? Like right now here, it's three edge loops. 123. How can we convert
this three edge loops into a single edge
loops in a clean way? The answer is using one of the little tricks that we
saw in the last lesson, which is a topology flow. So the easiest way is you
create one polygon right here. And you move this thing
a little bit out so that you create this or like,
I like to call this. What's the word? Like this corner right here. Okay, so now we've changed
the flow from two to one. In this case right here, we can actually move
them to the side so that they start connecting
to the outer side of our element and we can
continue having are very nice edge flow all
throughout the surface here. Now up here we do have
this little extra tab, so we're probably going
to need an extra edge. It'll there. And let's just create the
little like shape for this. So just a little square there that covers that specific area. There we go. Now on this side,
we need to continue patching up all of the
details that we have. If we can find like EC squares to do so,
we can do it now. We are going to find that this
way I liked this exercise, we are going to find a
couple of triangles. And again, triangles are fine as long as they are in flat
surfaces and as long as they're not like colliding or influencing the topology
that we already did. As you can see, this triangle
right here is not really affecting topology of
this horseshoe thing. And it's not doing
any sort of like. It's not really affecting
here, for instance, again, we can have another
triangle like right there, and it's on a flat surface, is not affecting any
of the other objects, so we should be perfectly,
perfectly fine. There we go. Now this inner side,
of course want to, and if we want to
keep it simple, we can add another edge loop
there to help ourselves, not a triangle there,
no problem at all. The most important
thing is that we have this actual right here, this actual right here, and this little
actual right here. There's little
face. So we pretty much built or
finish this puzzle. I really liked doing topology like this because
it is kind of like solving a puzzle and
don't let anyone tell you there's not like a specific right way or wrong way to do it. There's a lot of ways. The only thing is
that it needs to flow and give you the details
that you're looking for. So if you ask someone to model the scan and molded the
top part of the scan, everyone's gonna find a
different solution for this, but as long as it looks
good on the render and the surface reads nicely,
then you're good. No one's gonna be like, oh, that's not completely optimized. You could have used
a one less triangle here, one less triangle there. No one talks about
that in production. In production, the
only thing that matters is the final result. So as long as the final
result looks good, you're completely,
completely fine. Let's move this thing
or a scale this thing. So again, just grab all
of the vertices are, and just scale them
in with the letter x. I'm just going to snap
them to the center so they're perfectly centered. And we're gonna say shift
right-click mirror. And this again
will be world eggs and they had to make sure
you have this thing set up. So what costume points 001 and make sure the settings
are exactly like this. When you mirror, you
get the perfect effect. That's it. Like as you can see,
we have a lot of interlocking geometries and
things going on around here. But the great thing
is at the very end, like at the very edge
loop, the outer edge loop. It's still the 20 sides
that we need for the cat. Now to actually get the
effects that we need, I am going to grab the faces. This face right here, this horseshoe element, and
this little tab right there. We're going to
Control E to Extrude, extrude up and offset a little bit to get this are
like round effect. There we go. When we
press number three, as you can see, we're gonna get this very, very nice effect. If we don't make it to
make this look sharper, we of course cannot
a couple of edges. Let's add just a couple of edges on the board or is there? And as you can see,
that's going to really, really make it look nice. Now, here's where we're going to have a
couple of problems. So for instance, this
piece right here, if I do it, equals
really, really round. But the other one
that add edge loops here is because if I do this, all of the other elements on my, on my piece are gonna become
a really, really wrong. So I'm gonna show you a
nice little technique here that's going to give us exactly the
result that we want. So what I'm gonna do is I'm
going to delete this face. I'm actually going to delete
half of it so that we don't have to do double the work. I'm going to delete the phases where this edge flow
is going to flow. So as you can see,
if I insert in that shuttle periods
is it goes all the way to the border there and he
goes all the way over here. So I am going to delete this
face for just a second. And then I am going to delete this face for
just a second as well. Actually, no, I don't
want to delete that. I'm going to delete
this face right here. Now if I insert a
natural right here, you're gonna see that
this thing stops right there because there's
nowhere else to go. Same for this one over here. Here is where we can actually
grab these two points, merge two centers so that we can create a nice long triangle right there and grab this guy and this guy and
just bridge again. We're pretty much
telling this guy hate the edge loop or the hard edge is going to stop right there. And since this is a flat area, it will look perfectly fine. Same thing here. I'm
going to go from here to here and bridge to recover
our original face. And then this one
right here, we can do Edit Mesh or Mesh
and say feel whole. And that will fill the triangle again when they
press number three, yes, we're gonna have
a triangle there. But again, since
it's a flat area, nothing's gonna happen like no one's going to know that
there's a triangle there. And we can recover or get this nice little sharp form
of back shift right-click. And we're going to mirror
this again to the x-axis. There we go. Now when we press number three, this no longer looks super soft. It looks a lot nicer and we're not destroying
our topology. We're still using
quotes and triangles, and everything is flowing
very, very nicely. The last thing I would like to add this a little bit more. I would say a little
bit advanced, but I think you guys can handle
it is you can see there's a line there that is where
the cans is gonna be, like opening and when
you cut the element, right now, we don't
really see it, but we do have the edge flow. We did have this
guy right there and all of this edge flow going
all the way over here. So I'm going to select the edge. And when you select an edge, we've talked about this
before and you babble it, what's going to happen is
just going to create a loop. Right? Now, here we are
creating and then we can actually again using
the same trick we did before, which is just like
all of this points and snap them together and
that's a triangle now. So grab all of this points and merge them to
center so they're together. And now that's a triangle, you can see at the
triangle right there. And what I can do is I can then grab that new surface
that I just created, that new edge loop. And I'm just going to give it
an extrusion in very small. Now when we do number
three, smooth mode, you can see that we get a
nice little line over there. So it's like the indication of where this thing is
going to be cutting. It's really sharp, It's really,
really nice over there. But that's just like
an extra detail though we can add
to the whole thing. Now it's time to bring
everything together. So I'm gonna grab
this guy, this guy, and let's of course,
soften this up. And you can see how
this is looking. Of course, I think this guy
is a little bit too forward, so let's bring it up. There we go. And the only thing
I need to do this, I need to combine this
guy and this guy. So I'm gonna go Combine which
is this button right here. Or you can go mesh
and combine in order to make sure that the vertices
are based it together, welded together,
because right now they're still separate pieces. You are going to grab
the whole object and you're gonna say mesh, edit mesh, and you're gonna
say merch, very important. The threshold should
be set to 0.001, so that only the
vertices that are on top of each other
wealth together. Otherwise, you,
as you saw there, if it's 0.1, a lot of
vertices are gonna Walden, you're gonna most lot of
stuffs are not points 001 and only the vertices
that are literally one on top of each
other, we'll merge. Now if I were to try and
grab this part right here, you're gonna see that
whole thing is a single, a single element. And there we go. Our canon is ready. Is it difficult? I don't think so. I think
it's fairly easy exercise, but it covers a lot of the things that we're
gonna be talking about throughout this series because we're gonna be doing
a lot of edge flow, a lot of hard surfaces control, a lot of interlocking things
like what we just saw here, tricks like this where
we are at triangles, where it might seem like
we really need them. The yam, as you can see, this looks pretty, pretty nice. So this is a high poly
subdivision ready can, if you need to ever do like
a commercial or anything, you can just UV this thing, give it a nice texture and get it ready for, for the show. Let's do a little bit of clean up before we finish though. When I went to clean up a scene, if I remember going
to use it again, I like to first erase
the image planes. If you're not gonna
need them anymore, grab all of the elements, press Shift P to make sure that there is no groups
and then nothing. And then we're gonna do
the history sensor p with freeze transformations so that all of the elements are cleaned. And it's important that we combine things that need to be combined, such as this one. So let's combine them again, though the history is freeze, freeze transformation
center pivot and rename it. So I'm going to
call it a scan tap. And I'd like to
add the suffix of G0 so that they know
that that's the GEO. And this is gonna be can. Now we can just save the
scene and we are ready to go. We're gonna be talking
about rendering, but we're gonna do that
at the very end of the course as two after we
finish all of the elements. But yes, you can see this
is looking quite nice. Hopefully you guys
like this model. This is the end of chapter
one is just again, this chapter is just a
quick introduction getting you guys into the mindset of
how hard surfacing works, especially for those
of you that are completely new or really,
really need to 3D. If this was a little
bit too simple for you, don't worry, the exercises are
going to get quite tricky. I think you guys are
going to like it, so yeah, that's
it for now, guys. I'll see you back on
the next chapter. Bye bye.
7. Setting up Image Planes: Hey guys, welcome back
to the next part of our series today we're gonna
start with chapter two, and we're gonna start by
setting up our image points. If you navigate to your
No, that's not it. Sorry to your project files, you're gonna find
a little folder that I assembled for you, which is called toaster, that my friends is
the second product that we're gonna be working on. Now I found this toaster online. It's like a retro
series toaster, which has a couple of things
that make it look retro. Even though it's now made out
of plastic and stuff there. Yeah. I think it's
a really nice, really nice wanted to work with. Now this one has a couple of challenges that we
need to address. Of course, first of all, we don't have a
perfect front view or a perfect side view like what
we have with Coca-Cola can. That's something
that you might face eventually when doing a project. Sometimes the objects
that you're going to be modeling do not have
perfect elements. If you're working on a company that does a lot of these models, you're definitely going
to get this sort of stuff where you get a
perfect front view, perfect side view and perfect W and the view match everything, then your PC is
gonna be perfect. However, again, in the
entertainment industry, we sometimes don't
get that luxury. So I was fortunate
enough to find someone who did a
review of this thing. And this version took
a couple of pictures. So we have this one right here. We have this one over
here, which is as close as we can get
to a front view. This one right here,
which is a really, really nice top view. This one right
here, which is like a front top view, Canada. And then there's one right here which is like a back view. So I am using this low
software called pure ref. I recommend you guys get it. It's totally free. And pure ref is just like an
image collector, collector. So you just literally drag
and drop the images in here. And it usually helps whenever you don't want to bring
this image into Maya, but you want to have them somewhere so that
you can reference them and make sure
that you're doing things as nice as possible. So once this is done, we can now jump
into Maya and we're gonna be faced with
our first challenge, which is how can we set up an image plane that is not exactly aligned
to a front view, side view or any of the
orthographic views. And the way we're gonna do is we're actually
going to go into the rendering tab right
here and we're going to click on this
little camera icon. We're going to create our
own camera and we're gonna call this beauty camera. Remember if you don't have
your Outliner it opened, you just need to click right here and it will
open it for you. Now that we have
the camera in here, we need to jump into the camera so that we
can see through it. And I'm gonna go
into panels and look through selected
to do just that. Now we're inside the
camera and this is pretty much like a
perspective camera. It actually looks identical. If I switch back to
the perspective mode, you can see that it's
pretty much the same thing. What do you need to click here panels and then look
through selected. If you want to have a button, which by the way we can
just panels Control Shift click and oh,
actually no, sorry. Since these are different tools, I don't think we can
add a button here. So you're gonna
have to go panels and look through selected two. Of course looked at
the selected camera. You're going to know
you're inside the camera due to the name that you're
gonna have right here. So if it says video camera will, of course, wearing that one. Now, I'm going to go into the same thing that
we did for the canon. We're gonna go bu image
blank and import image. And there's also a shortcut
which is this one right here, this little blue plane at the side of the
bookmark image plane. And that will also do
the exact same thing. I'm going to go into
the toaster, I'm going to grab this beauty shot. There we go. The first thing that I know
this is that the floor is behind the image and we want it to be
the other way around. We want the image to
be behind the floor. I can also see that
the image is a little bit too big
for my screen. Even if I change this to the modeling standard thing,
it's a little bit too big. So I'm going to click this
little button right here, which is select camera, and it will select
the active camera. There's a couple of
things I want to change. First of all, down here
in display options, There's this thing
called the Uber scan. And over-scheduled is like the actual size of the other
camera view, if you wish. I'm just going to increase
this a little bit to like 1.3 and that should make the image look
a little bit nicer. Maybe 1, just a little bit too much less than 1.2. There we go. So it won't change the
distortion or the perspective. I think it's just like
the how much extra area you're seeing that what
you would normally do. Now that we have that we
need to push this image like behind the plane so that we can start placing this thing
where it's supposed to be. I'm going to select
this one right here, the image plane shape. Down here, we should have
an option called depth. Remember everything
here is being dug in the attribute editor and I'm selecting the image
plane is shape. I'm going to have once
you wrote to the depth, and that will push the image
like all the way back. So now if I start
moving the camera, you can see the image
doesn't really change, but the plane is changing, so that's what we want. We can of course move this thing or pushes
things like further. We can change the size of this thing if it's a
little bit too big, I think we can go
here to the scale and say like 0.5 knots, not really changing
anything right now. Yeah, There's the
image you can see. It's gonna be like a
humongous image right here. But the cool thing is,
wherever we move this camera, the image is going
to move with it. Now we need to find
a way to align this toaster to the object
that we're gonna be modeling. And we're actually
only going to be using this image plane or this camera to see if the proportions are as close as possible to
the original concept. So again, here's
where knowing we're having a little bit
more information about the object
might be helpful. So usually if you're looking for common things like a Coca-Cola
can and things like that, you might be able to find
some information on the site. So for instance, I know that the dimension of this guy are 27.9 by 15.2 by 19.7. So if I were to create a cube with those
dimensions, again, it's on the, on the, on the long axis, which
in this case is C, that will be 27.9. Almost like a ruler. If you already in centimeters. The scale on Next it's going
to be 15 to the scalar. Y is gonna be
ninety-nine point seven. This dosa right here has
the proper proportions. Now remember we changed, I think we've changed this
grid thing last time, so I'm going to reset it back to default because this
is a small object, so we can work with this
a little bit better. There we go. Now what I'm gonna do
is I'm going to press P and a V to move this
pivot point down. And then a W and X to move this and
snap it to the ground. So now I know that
this toaster is sitting completely
flat on the ground. And what they need to
do is I need to try and match this proportions
here, the camera, so that the dimensions of
my object are as close as possible to the one that I'm seeing there
on the reference. So I'm going to rotate my camera around and I'm just
going to start moving this thing so that
the dimensions again are as close as possible. They don't need to be perfect, but they need to be
as close as possible because we're gonna be
using this quite a bit. Now here I think we are
using a focal length that's a little bit different than what we're normally seem. Like a really
extreme focal length or like a really
flat focal length. I'm going to select
the camera again, press Control a on the options. Up here we have this
thing called the focal length on the
beauty camera shape. This thing called focal length. And it's the kind of
lens that we're using. So it seems very flat. In this case, I'm going
to push just like a 90. And then when we move this back, you can see that it matches
a little bit better because the image
becomes flatter. I'm going to again try to
match this cube as best as possible to be able
to start modeling. There we go. So now I know that if I were
to start modeling things, as long as they fit inside of this box here on the
perspective view, we're gonna be in good shape. So that camera right
here where again, we're gonna be using
it quite a bit to reference where
things are going to be and how we're gonna be
modeling the whole elements. Now we need to
think or talk about the different parts that we're going to need to
do on this object. I can see that we
have this red hall. Then we have this front panel. We have this nice
little bands over here. We have the logo, we
have the dial number, a couple of buttons, the grills up here, the little tab here. So there's things, there's a couple of things
that we need to do. And the best way to do this color objects is
to block the mean in the ECS most simple way first and then start working
on the rest of the things. This cube right here, I'm
going to call it the volume. Because again, that's
the volume that this object usually occupies. And then I'm going to duplicate
it and I'm going to use it to start creating the
basic shape of my objects. I'm going to call this
just like blocking. The only thing I need to do
is I'm going to grab this. I'm going to grab the edge
loops of the whole thing. We're going to bevel
them by bubbling them, adding a couple of segments and playing around
with a fraction, we should be able to get
this one we can hide, you can just press
H to hide the fear. And we should be able to get the rough shape of
this thing right here. We can even go to the top panel, which is also by both like
all of this line right here. I know that right now
this is an angle. We're going to fix that
later. Don't worry. This thing that is
right now and then we can just add a
bevel that as well. Give it a couple of segments. There you go. As you can see, we've already
have a really nice like a block reconstruction of what this thing is supposed
to be doing, right? So the curvature here. Now, this is again where WE, the camera comes into play because I can just
look through selected and check whether or not
my initial fraction, my initial subdivision was good enough for the curvature that we're trying to capture. I think mine is a
little bit too sharp, so usually you can't
go back onto pebbles, but in this case I think
we're gonna be able to do so. I can just push the
fraction a little bit more and that will soften the whole thing and create like a nicer transition
here for the shapes. Remember eventually we're
going to be smoothing this out and
converting everything. That's why I'm not that word. Now again, here's the word, the beauty camera
comes into play because they can go
look through selected. And I know that there's gonna be this sort of
division right here. I can just grab my cut to insert the natural right there
based on my camera. And I know that that
line right there is gonna be as close as we could get based on a reference to where this thing
is supposed to be. That largest grab all of
these faces, Control E. We can extrude them out roughly, I think about
there, which again, if you want you can
go into the camera, take a look at the
camera and play around with the intensity here. So let's go here, Let's
proceed. There we go. We could push this out. I think it's something
like there is fine and that we need to
round the corners over there. So again, we're gonna grab
this edge right here. We're going to embed will
usually two segments is fine, but in this case I'm going to do three segments and then slightly bigger fraction that we
get this very nice effect. Cool. So as you can see, the vases off our little dose
or here are done like this. It's looking quite nice as we're getting very close to what we're gonna be
having at the end. So I'm gonna save
this real quick. Very important to keep saving. And usually it says this is gonna be a little
bit more complex. I'm actually going to
be saving inversion. So I'm gonna save
this as so str. But the next time I save, instead of saving it as toaster, I'm gonna say file, And we're gonna go into
Increment and Save. And this will save
a new version so that if I lose corrupter, anything happens to that file, we don't lose all of the progress that
we've thought so far. Yeah, that's it for
this one, guys. I'll see you back on the next one when we
started modeling, more of the stuff, hang on tight and I'll see you
back on the next one. Bye.
8. Toaster Main Body: Hey guys, welcome back to
the next part of our series. Do they work in the container
with the toaster main body, which is this part to where
working with right now. Again, it's all about
understanding how the forms are moving along and what's the best way
for us to attack them. I always like to use the
word attack because to me it feels like it's a battle
between me and the model. I didn't find the best
strategy to beat this model. Now, as you can see
on the top part here. And again, this is
where pure rough, again comes really,
really handy. You can see that there is
sort of a gap right there. So we need to bring
this whole in. And this is where again,
this little phase right here will play a very nice roles
because we can just extrude this and bring it down. Now, since I know that this
thing will have a cap, this metal cardboard bagels are gonna be going in and stuff. We actually don't need to
have this one right here. We can just delete
it because even though this object has a
little bit of thickness, no one's going to know that
this object right here that I am using is not like a hollow. So people are only
gonna be seeing this. And that's one of the big misconceptions that
a lot of people have. You don't have to
model everything sometimes depending
on the processes. Of course, you can get away with just leaving some stuff
like this, like paper thin. And it will shade,
it will render, it will look exactly the same. And we won't have to worry about any extra and the extra stuff. Other times if
object is gonna be destroyed or exploded or
something, then yeah, you need to take
care of other types of topology and all
that type of modeling. But in this particular case,
we don't really need it. Now I'm definitely going to
bevel this edge right here. So let's do a bevel. It's definitely going
to be a small bubble with two segments as well. We get that nice little effect. There we go. Now, one of
the tricky parts here, of course, this front panel. And again, if we go to
pure ref, whereas it here, you can see that the
front panel is sitting pretty much right on
top of the object. We have two options here. We can keep the whole encoder weighed this part and then modeled as partisan
an extra bit, or just have this thing
be on top of the hole. I think it's better
to have this on top and also a
little bit easier. So what I'm gonna do is I'm actually going to
duplicate this object. Let's move it to the side.
I shall not to the side. Let's, let's duplicate
the object and I'm gonna call this white plate. I'm going to hide the
blocking for just a second and we're going to jump again to her beauty cameras panels. Look to select here
the beauty panel. I'm going to be able to select where the little white
elements starts, which is about there,
as you can see, it's about there and it
ends right about there. Of course have this
little circle right here. So we marked those lines. That's why the beauty
thing is so important. And now of course, to make
our lives so much easier, I'm just going to divide this 5050 and let's leave all of this phases
that we don't need. Now, I'm also going to delete all the other phases
that we don't need, which are all of these
ones right here? All of these ones right here. This one is, I actually
do want to keep the inner part because I do want a little thing to go around. And then here, Here's where things are gonna
get a little bit interesting because we know that this is the general
shape of the object, but it's rounded
right here, right? So we need to round this
shape a little bit. There's a couple
of ways to do it. One of them, you already know, we can add a couple
of edge loops and just move a couple
of vertices around. I think one of the easiest ones is to just create an edge loop. So here's what I'm gonna do. I'm gonna insert another
edge loop right here, and then another one right here. But instead of making
this thing square, which is gonna give
me a sharp look, the only thing I need to
do is you need to combine these three points
into a single point. That's gonna give me a round
effect as you can see there. Now, if I push a line here
like a support ditch, you can see that we get
this nice little effect. That's one way to do it,
which changed again, remember the flow
of topology super important because if we
change the flow that way, now we get this effect
without having to worry too much about
the whole process. I think I'm gonna push
this thing outwards to get this sort of
more rounded effect. And there we go. Now let's bring
back the block him. Let's move it out to see
how both of them will look. Some of the doubt, There we go. This one of course,
we need to mirror. We're going to
mirror this on the, in this case is x
positive apply. So we get this on
the other side. And I can see up here that
this thing doesn't go in. You can see that my object right now is going to collect in. I don't want that show. We're going to grab
all of this objects are here and with our, with my arche, let's
push them out. And if we need to push them
in a little bit, that's fine. Push them in so that they don't overlap like badly or anything, and that's going to make
it look quite, quite nice. Now the only thing I need to do is give this
thing, taking this. And as you can see, since
this is relatively low poly, I can very easily just give it a nice little
thickness here. And when with smooth this out, we're going to get this effect where this thing is on top, are sitting on top
of the object. Now, the one thing I
don't like it, again, if I look at the reference, will align these,
it is a harsh line. And you can see that it
becomes really, really thin. Very, very important to either a couple of
support that just like one right there and
one right there. So that when we smooth
this out, as you can see, we hold a nice and
sharp edge right there. We might need a couple of
more divisions because I still think that this is
a little bit too little. But yeah, I mean, we're
we're getting closer. Now. I know I
mentioned that we're, we're gonna talk about rendering later on and we will of course. But I think we'd be
a good idea to start adding just like basic
materials to this thing. I'm pushing this vertices out because he can sit a
little distance there. Think mine was a
little bit too low. I'm also missing a
support edge down here. There we go. Just a quick little tweak here. This is the kind of things
that you're gonna have to be doing, just checking around, making sure that everything
is flowing nicely. For instance, here, if we want this to be a little bit rounder, we can just bring this Ina women more and it's gonna give
us a rounder effect. That looks, that looks good. It's following the form,
which is very important. As I was mentioning, even
though we're not doing a rendering anymore or just yet, I think it might be a good idea to start adding some materials. It's just to get a general idea of how this whole
thing is gonna look. I'm going to start with
this guy right here. I'm going to right-click and I'm going to assign a new material. And I'm going to use here
instead of the Maya materials, I'm just going to use the
basic bleed material. This I can just
grab the color here and sample like this red
color that we have there. We can do the same one for this. I'm just gonna say
assign new material. Blade. And we're
just gonna against sample this like white
grayish material. There we go. So now even though again, we're not rendering
unit like we're not getting all of those
reflections and stuff. We at least get an idea of
how this whole thing is gonna look like and I
think it's looking good. Now, let's talk about
these panels right here, because even though we just separated this
thing is right here. There's a couple of
things that were missing. This front panel especially
has a lot of holes built into it that we
need to address somehow. So let's start with one of
the most important ones, which is this dial right here. I'm gonna go to the front view. Sorry, I'm gonna go to my beauty beauty
camera right here. So paddles electoral selected. There we go. And I'm going to
create a cylinder. I'm gonna move this over
there to the front, rotate it 90 degrees so that it's facing
forward like this. And then I can play around
because I know this thing. Right. That was sitting exactly where it's supposed
to be sitting. I can play around with the size that this
dial should have, which is right about there. You can see that the
image is slightly like move or something. I mean, we can move the
camera if you want, but I think it's fine as
long as we know weird in the center and we know that we're matching the
size of the thing. We're in a good position, so that's the size of the thing. Again, here's where our
pure RREF thing really, really comes into play
because I can see that the little knob here is really, really, really close to
the border of the object. Now, the topology of this thing is gonna
get really tricky, really complicated because we have a couple of
cuts that we need to make or to do to create those
little buttons and stuff. So this is again, where do you need to take
a couple of decisions like should we create
the circular shape? Where does little
dials gonna go? And the answer is, if the characters are
not going to see it, like if you're never going to disassemble this whole thing, you might not need to do it. You can, of course, it will take a little
bit more time, but I think this dial
in particular will look better if we keep
it nice and clean. Now, this dial though, does have a nice reflect
interesting shape, as you can see here. And we need to make
sure that this is properly set up before we place it and where
it's supposed to be. So let's smooth that out. One definitely has to be
like right above there. The problem with this is you
can see that it's a circle, of course it's a cylinder, but it has this thing
that you can hold onto to move it
around, to twist it. It seems like really,
really straightforward. So what I'm gonna do is
I'm gonna start with a plane. Right here. I'm gonna change the divisions
of the plane to one. And then I'm going to
say Mesh a smooth. What this will do
is it will give me force of the Bishops,
which is fine. But then I'm gonna say
mesh as moth again, and it will give me
eight subdivisions. And then I'm gonna say
Edit Mesh circularize. And it will give me this
sort of circular shape, which is closer to what
we're looking for right. Now. I know that this
circle right here, I'm going to move this with a v, which is the Snap to Point. I'm going to snap
it right there. Rotate this 90 degrees as well. And now we can play around
with that with the scales. It's gonna be a roughly
about that scale. I think we definitely do want to have an edge
loop at the edge. So I'm gonna grab this
whole thing, Control E, and we're going to offset, we get the proper subdivisions. So now this thing is
going to smooth out very, very nicely into this
shape right here. Now let me take a look
at this guy again to see how thick this is and it's not as thick as
what we have here. There's a couple of
options we can do. I can grab all of these guys and just scale them in
a little bit like that. So that's a little bit closer
to what we have right here. However, you can see
that we're actually need to grab the border.
So that's going to. It's going to make it wrong. So I'm gonna say measuring, getting one more smooth, which gets should give
him more subdivisions. And now I should be able to grab this middle section
and this middle section. And that looks a lot closer
to what we have now. This one, I could potentially
just extrude that out a little bit to
get a nicer to look, because I grab this edge
and snap it together, say for this one that
snap it together so they're perfectly,
perfectly flat. And now we need to
extrude this whole thing. The first thing is
we need to give this button like a
little bit of width. So let's start right there. And then I'm going to grab
this as shields right here, from here to here, and then from here to
here, like this guys. And we need to create this
sort of like U-shaped. So I'm going to
Control E, Push it out in order to create that
shape right there again, there's a couple
of options, but in this case I'm gonna
go to a right view. I'm gonna do something
very similar to what we did with the cat. So I'm gonna start with the first central one,
this one right here, or this three guys going to not select those triggers and just bring this thing down and then deselect that one, deselect that one, bring
these things down, the select those ones
to select those ones, bringing them down, the Select, de-select, bring them down. The select the last
couple of them, and bring them down like that. That we need to give a
little bit more roundness. We can just push this thing
up like this and just play around with the vertices
in this side view until we get a
nice little shape. So we want to person
number three. As you can see, we get
this very nice thing. We no longer need this guy. This thing can just sit here on top of the,
of the object. And that's the thing that a
character would manipulate. And again, you'd, unless
you're going to do like an animation where this
is gonna be plucked out. You don't really
need to model what's behind it because no
one's ever gonna see it. Now let's sharpen this
thing a little bit because it's a little bit too soft. And you can see here that it has a nice sort of bevel
throughout the whole thing. So I'm gonna select, I'm
going to select the object. I'm going to click this
little button up here, which is called the
isolate select, which will allow me
to bring it out. And now I can make sure to
select all of the edges here. Very important whenever
you're doing a bevel, one of the rules of rule of
thumb that I'd like to follow is it should always
close the loop. Otherwise you're
gonna get angles. Even here, you could get angles like if I do
a bevel right now, you can see that there's
something on there, but if you change the filtering
from Aldo to uniform, it should not do it. So just small fraction. And there we go. Look in that nice sharp, clean look here for our element. There is one light here as well, so let's add it here now see how that line
is giving me like a curved effect in my work, it might get you to the
result that you want. But if you want a
straight light, the best thing you can do
is go to the front view, grab this guy right here, and then start drawing
and press Shift. And that's going to cut
through the whole thing. And it's pretty much like adding a straight line
right there on the, on the surface of the object. Now I do see that this thing, you can see it in this photo. It gets a little bit smaller. The closer it gets
to the center. I want to do that. I'm going to go to
the right view again. And let's start with
the parentheses again. Because now we have
a lot more vertices. So we're gonna start
right there with our key. I'm just going to
make it smaller. Then the select that
one and that one. Go with smaller.
The select those. Select those are those. I'm going to get smaller. The Select, de-select, smaller, the Select Deselect established
smaller than that thing. That's it. That's gonna give me a nice
little transition there. As you can see, it's slightly, slightly inclined towards
the, towards the front. And there we go. Now I can also see it's a little bit of one
of those details that might be a little
bit difficult to miss or it could be missed. This arrow right here. Again, here's where you
need to ask yourself, do I need that arrow to be modeled from this
piece right here? No, why would I? I would just
complicate myself and create something
really, really complex. What if I just modeled
the little arrow and place it on top and both of them have
this immaterial. No one's gonna know that
that arrow is not part of the original mole because
it's going to look just fine. I'm going to create
a cube right here. Snap to Point, which is V, snap it right there. Scale it down. And the little arrows pretty
much just like a triangle. So let's bring this points in. Just go right there. You can even make this
a triangle if you want. Like if you're really, really wanted this
to be a triangle, just like burst those
lines and those lines. And now this little
shape right here, I'm going to bevel
the whole thing, two segments and
its mole fraction. So that's nice and clean. And it's just a matter of position in the word
supposed to be, which is about there. Let's go to the right view. Give it a little
bit more thickness. Make sure that the inclination that everything
matches perfectly. There we go. When both of these objects
have a chrome material, no one's going to notice that this little arrow is not
part of the same thing. Yes, we don't have a nice
like a soft transition, but as you can see, it's a really hard edge
over there as well. So I think we're
gonna be just fine. We also have a little circle. I think I saw them, one of the pictures like this one right there,
See that little circle? That one, that one, we definitely would need
to do something about it, right, right about here. So one thing we
could do is we can grab this edge right
here, Control E, offset it to create
this shape and then use my general knowledge
of topology to move this thing and make it
look a little bit like a little bit more
squarish squares possible because
when we do a square, especially if we were to grab this thing and extrude it in. Remember, like with the dye, we can do it now, some of you might be why
not circularize? The problem with
circularized is, no, it doesn't do the thing
here like normally. Like sometimes he just doesn't like it will
try as you can see, it tried there but
it's not perfect. Maybe if we do it before
the extrusion though. Let's try because sometimes
you either circularized, it works really well when things aren't like
fraud and size. And so that would actually
work quite well. There we go. Let's Control E. I'm going to offset to create
a little edge loop there. Control E and just push
this in. There we go. That looks nice, clean, perfect. It's the little circle
that we have there. I think we're a little bit low. We wanted to make sure this is as nice as possible, right? So let's go back. And we're going to repeat
the same technique. So I'm going to
start right here. Control E offset. Then let's try growing. This edge is right here. Let's trace your killer ice. So Edit Mesh, circularize. Let's definitely bring this in. There we go. That's where the
little dots would be. Grab this face is right here. Control E, push them in
roughly the same direction. And we should have a
nice little indentation. As you can see here. It's a little bit
more like not asked. Relax so we can try
it a little bevel there, that should help. Yeah, that helps quite a bit. We could grab this
parentheses right here and move it down and out to help relax the topology so that we don't have any weird
like Pinterest and stuff. And now of course
just a little sphere. We're just bringing a
little sphere here. I would recommend lowering
this thing to like 12124 segments so that
it's not super high. And when we move this out, no one would we notice that this is like a smaller sphere. There we go. Perfect. So now we have the dial
for our little elements. I'm going to grab
this object right here, like all three of them. And since they're all
part of the same object, one thing that you might want
to do is just combine them, centered the pivot points at phase transformations so that
when we move this thing, everything moves as a
single object when they're called this toaster diode. There we go. First part is installed, and
so we have most of the body. We have this little nice
white plate over here. Let's assume that
the materials, I'm gonna say new material here. Let's do Maya. I get that bleed. For this one, I am going to make this a little bit darker. So it looks like Chrome. It's not gonna be perfect again, because we're not
seeing reflections on what they should
do a good job. So yeah, that's it
for this one guys. I'll see you back
on the next one when we continued working on more of the buttons down
here for the front patterns. So hang on tight and I'll see
you back on the next one. Bye bye.
9. Toaster Buttons: Hey guys, welcome back to
the next part of our series. Today we're gonna start
with the toaster buttons. And there's one thing that I notice here on the reference
that I wanted to change. And that's the fact that when we did the extraction,
as you can see, we get this curvature over here and I don't really like it. So I think on the reference
He's like really, really straight tumor to
what we have up here. So I'm gonna go to
the top you here. I think it's gonna be easier
to manage on the top view. And what we need to
do is we need to make sure that all
of the vertices, like all of these guys right
here are on the same plane. So I'm going to rotate
them and make them flat. And the thing that I like
when it goes down here, I don't see that
much of a problem. But like This guy is right here. All of these guys, Let's
go to the front view. Definitely want to
have them be really, really, really straight. There we go. Something like
that. I didn't mind too much about this ones
because they're heated. And same thing here. Like this guy started coming
down like all of this. All of this right here. I think it'll be a
nice idea to have them be perfectly straight. Careful there, there we go. That looks a little
bit better to me. Closer to the concept. So see how this one looks straight and this
one looks round. Now it's just a matter of, again, going into,
into object mode, right-click shift
mirror, and we're gonna mirror again on
the x positive axis. So what we just did here
should be on the other side, it won't mess with anything
of what we did previously. But as you can see that
it looks way we cleaner, way closer to what
we have over here. We're going to jump now onto
the buttons of the toaster. And again, hearing in pure ref, we can see now we're
spirit. There we go. We can see that we have
three main buttons. So we have the defrost at
the bagel, the cancel, and then we have
three little spheres very similar to what
we just did over here. So let's start with
those buttons. I'm gonna start
creating the shape. So it's a very basic
shapes, just a cylinder. But one thing I am gonna
do is I'm going to reduce the amount of phases
that the cylinder has. Because again, working
with really high phases, sometimes it's useful, we are actually going to be
doing that later on. But right now, it's
better to keep it simple. I think 12, It's
a better number. We're gonna go to
our beauty camera. So beauty camera panels
look through selected. If you don't want that to
happen and where you move the beauty camera
and everything goes to like those crazy, grab your camera and just
lock everything here. Just right-click and
lock selected that way, nothing is going to
ever move again. Here. The only thing I
want to do actually, let's grab this guy
wherever the layers, I'm going to create
a new layer here. Turn it off. I'm just going to right-click
and select logic. There we go. And let's turn off
the grid for now. There we go. I just want to get the
general shape of the button. Because I know that
this one, for instance, is gonna be like
straight on the middle. As long as we get the shape
and the size of the button, I think we're five, so yeah, that looks that looks that looks good. That looks pretty good. And I know when I
smooth this out, we're going to get
a nice sharp line. So we're gonna make this
thing smaller like this. And I'm actually going to
delete the back faces. Remember, if we don't
see a back face, maybe it's a good
idea to delete it. In this case, it is segments and small fraction that when
we smooth this out, we get this very nice
cool little button. Now, if I take a look here, I can see that the flats were there and they don't
have any bumper anything. We're ready. We need to
inject this thing right here. And in order to
inject an object, we already know what we need. We need to have
enough geometry on the object that we
want to work with for us to be able to inject this object or this
nav button right here. This one's a little bit
higher, right about there, I think, because
there's enough room for the bagel Award and a
little bit extra stuff. So there we go. Yeah, So I know that
this face is right here will serve as a sort
of connection point, but there's just a few phases
because we're gonna need even more phases
for the defrost and for the, what's
the other button? Beglar something, we
need more phases. So what I'm gonna do here is I'm actually going to
smooth this thing. I'm gonna say mesh and smooth. And that will give
me more phases. And as you can see,
that's going to be a little bit easier to control. Now we can try Actually
let me see if it works. We can try going
back to eight faces. Because maybe with a phases it might be a little
bit easier to do it. I'm just going to keep that one because we have the proper size. I'm going to create the
new cylinder, again, V key to snap it right
here, the center. Rotate this around 90 degrees. 90 degrees. Select the poly cylinder and
we're gonna see eight sides. Let's see if eight sides works the same way as what we expect. So this is gonna be like This. Pretty much the
same size, perfect. Let's delete the back faces. And I'm gonna select this guy, bevel it just segments
and its mole fraction. Yeah, pretty much. It works pretty much
the same, so perfect. So I'm going to probably
little bit bigger. There we go. We got the
other one, we delete it. Then we just get this thing where it's
supposed to be perfect. So now that this thing
is smooth it out, and now that we have enough
divisions, it should be, should be fairly easy to cut a hole right here that follows
this exact same pattern. However, one of the
issues that we have is this thing has thickness. Remember we did an extrusion
a couple of minutes ago, and then now we're going to
have to delete both phases. So what I'm gonna do, I'm
gonna grab these two phases, both front and side. And I'm gonna say extrude. We're going to offset them to create this face
is right here. Now we're gonna go
to the front view. Let's go out of isolation. And I'm gonna move
those vertices that we just created to
the corners where this thing has its connections
as close as possible. So for instance, see that
little point right here. It's getting a little
bit too stretched out. Now one of the cool
things is most of the front area right
now is really flat. So even if we move this versus
like down a little bit, it shouldn't be that
much of a problem. So you can think for this
one, we can move it up. And since this thing is really, really flat, There's shouldn't
be that much of problem. So it's done on this side. Best thing to do when we have or we went to keep symmetry
is of course to mirror. We're going to mirror
this thing that we have over here to the X and negative axis apply. There we go. Now I'm just going to
go up to this guy. Again, isolate that so that we can work on
visit and this element select this face is delete them so that this back faces
delete them as well. And I'm going to
select this edge and this edge and then bridge. The bridge tool will
bridge two surfaces or two parts of a surface that's shared the
same amount of edges. So in this case, but
that's working perfectly. Now it's just a
matter of beveling this to give them a softer look. So it's gonna be a really, really tight level where
we're gonna get this. Now, if we take a look at
the button and we smooth out that this thing
is actually going in. And we can push this thing a
little bit out if we want, so that we don't have a lot of space in-between the elements, like we don't want to see
you or we want to see the least amount of
red right there. But yeah, as you can see, that works person will be fine. So at any point a
character could come here and just like
pushed his button. And you're gonna see
the button to actually go in, which is great. Now as you can see that the
shape changes quite a bit. So I definitely want to say
meshes mood, but not yet, because I wanted to use
this button to create the other holes that
we still are missing. So where you have
this two holes which are really close as you
can see to the border. And they're like, if you check
the distance right here, That's another thing that
you could do to kind of get the best possible reference. So I know that they're
the same size. I just know that
they are gonna be like right about there, like rightward that were
the border finishes. There should be right
about this site. So again, take a
look here and make sure that it looks close to what we have there
in the reference. I think we're really, really
closely, That's good. We're gonna do the
exact same thing. However, as you
can see right now, let's grab these two
guys and isolate them. Go from BYU. The vertices that we have right here are
a little bit different. We don't have a super
clean shaped level. We have over here. This
is where we're gonna need to move topology
around a little bit. And again, this is one of the
advantages of this model. The fact that most of
the areas that we're gonna be working with are flat. So I can graph, for instance. I would say this two
points right here. Because we need four phases. That's the, that's the
secret. We need four phases. So I think these four phases are the ones that we're
gonna be using or we could use this for faces. I think this four
phases are better. So we're gonna go 1234, those four faces on the
front and on the back. We're going to do a
extrusion offset. Now we're gonna go again
to the front view and we need to move some of
the vertices will not see a lot of the vertices
so that they match the shape that
we're going for here. So most of these
guys right here, for instance, they
really need to move. For this one. We can move
it around a little bit. This was right here.
I'm gonna go down here. This one's gonna go
down there, there. There as close as possible
as we can get to the button. That the hole that
we created with the button looks as
nice as possible. Here we need to move this, a couple of these lines around so that we can
accommodate all of these elements in points as close together
as we, as we want. This one really doesn't matter, but let's put it there
on the center line. There we go. So now
as you can see, we have this topology and
it might look really weird, but against this, this
is a flat surface like most of this is flat. We really shouldn't have
any issue where we're, where we're about to do. Let's take a look and
see if this works. We're gonna select this
guy, delete these faces, both sides, both elements, and just get them together. Grab these two guys. Bevel, small fraction,
one segment. So we get a very
nice clean elements. As you can see, we do get a
little bit of a pinch there. We need to fix that one. The best way to fix
it is just look at how the curvature
of the object is going and just move it back or forward depending
on how you need it. When you smooth, you then get
that weird paints anymore. Which is kind of expected, I would say due to the curvature
of the area right there. Again, just move
this thing around. There we go. Get and captured that nice little
shape of the button. That's it. Now this
button right here, same thing we did. We can just make this
a little bit bigger. She's a former slightly. And if we need to,
you can see some of the vertices there are not exactly where I would like them. We can just move them
out or move them around. So they really, really hugging the button as
nicely as possible. There we go. Now I don't want
to do that all over again. There will be quite,
quite expensive in time. So the only thing I
need to do is grab this thing right-click shift
and we're gonna mirror it. But in this case is
going to be x positive because we're going
from the negative side to the positive side. There we hit Apply. There we go. We have the nice little
hole over there. This button, we do
the same thing. We just mirror it and now
we have this two bucks. If you want to have
them split, very easy. You just go mesh, separate and you say Mesh and sorry.
And you grab both of them. Center people to the history
for his transformation. And there we go. So now all of our little objects right here are ready to go and
we can of course, modify them and
move them around. I think this one's
should be like a little bit like in like that. And then we can assign
the same material that we assign to
this little knob. So right-click, assign
existing material. And we're gonna say blame three, which is the gray one. Yeah, there we go. So
the ones are ready. Now it's all about the little lights that
were still missing. Again, if we take a look
at the pure ref file here, you can see that we have
those three little lights and they definitely are
inserted on the thing. So we definitely need to have
the level a thing there. And this is where again,
topology is gonna get even more tricky
because as you can see, we don't have enough
topology there to do the trick that
we're going for. So here's where, again,
I'll probably say Mesh and smooth this to
get even more topology. And now we should
have enough room to start working with
the little lights. So I know that the
first slide is at the middle of the buttons and at the middle of
this guy right here. So that means that
it's this four phases. And I'm gonna do the same thing. I'm gonna say Control E offset. Then we're gonna say
Mesh and circularized, or sorry, I didn't circularized to create that nice
little circle. We're of course going to
make the circles smaller. And we're going to move
it where we need it. So we're probably going to move this thing down because it needs to be aligned to the
buttons right about there. See that little
vertices that got trapped like here. We
need to bring it down. Very important. We're not
matching the other side because we don't
need this little thanks to go through it. I mean, maybe you do right
for it, for cables and stuff, but since we're not
gonna be moving, this guy's not really
necessary. I think. Yeah, now we grab this
little guy right here, Control E to give it a little
bit of fun of an extrusion their control E, and
just push it in. So now we get that nice
little indentation where our light that's got
to be able to go into. We're going to delete
history because there's a lot of
history right now, and I definitely don't
want all of that stuff. And now we need to think
about the other buttons which this one is really close
to. This one right here. That's what Buto catheter,
they're worried. I think we could use this
for faces right here. And we're going to
do the same thing. So Control E, offset, Edit, Mesh, circularize, made
this thing is smaller. Then of course, try and
match it to the same size. And the environment here, I definitely want to rotate this so that it's lost
a little bit nicer. We're gonna do the same thing. See how it's like the curvature
there, it's changing. So that's a no-no. Let's push this back
to the normal surface. There we go. Now we can rotate this, I think. Again, making sure
that the surface is flowing nice and clean. Control E, offset, small offset, control E and push the same. Oh, whoa, whoa, I got
another one over there. That's fine. I'll show
you how to fix it here. Let's push this in. So now I know that that's a
nice hole. That works nice. We have the two little holes, but how do we fix this one? Because I accidentally
selected the phase that I shouldn't have selected and we did an extrusion back here. Very easy. Just delete the first edge loop. This one. Delete this one right here, like the, like the island of faces that you
have right there. It's gone. And that
was just a matter of governing this edge
and this edge and bridging this edge and this edge and
bridging, there we go. Now, the back part
is fixed as well. Again, I don't want to I
don't want to do this again. Here at First of all,
I am going to move this thing around
just so that it matches the exact same height, that one, that one looks good. And that gets us, I don't
want to do this again, just right-click shift mirror and we're gonna
go to positive x. And there we go. As you can see,
this is a really, really complicated, there's
a lot of things going on. There's a lot of things like interlocking between each other, like each circle needs
to have its echelon. And one of the big secrets about this whole plate right here is that we needed
to make sure that things were oh, wow, wow, wow. We need to make sure that
things were a low poly before. Before we had the high poly. Let's delete history again. Sometimes it happens when you do the mirror and you get
that sort of thing. I don't know why
it happens because I do have everything set to the things that
I need to have set. But it's very easy to fix. I'm just gonna go out
with this three things right here. Mersa center. These three things right here, Marsha said there at least
they're saying is right here. March receptor,
that should fix it. If you see an egg. Oh sorry, my allergies
are kicking in. If you start seeing angles in several areas, just delete them. It's a really weird
book that Maya house, the mirrors and stuff. Very annoying to be others,
But yeah, there we go. Now it's just a matter of
adding the little lights. So again, simple sphere 12 sites to make it a little
bit lighter because we're using subdivision with my Vicky. I'm just going to
snap it to the burst. They're going to get really, really small. There we go. There we go. So that's
gonna be like number one. Control D. Look at that perfectly
light up by number through. And we're just going to mirror this to the other side to
get light number three. Great. This is looking quite nice. Yeah, I've got to stop
right here, guys, I think I think we're in that really,
really good progress. This is where I mentioned,
I'm not going to save this on top of
the toaster file. I'm actually going to go
file and the heat safe seat as to save this as sorry, increments and save file
increments and safe. And it's gonna say, But
that's toaster dot 0001. And that way if I ever
lose any progress, I won't lose everything. I will only lose whatever it was on the version that
I was working on. The next one we're gonna be
working on this front thing, which is the last bit
that we're missing. And then we're just going
to continue going through all the different
details there were still that still
needs to be done, so yeah, hang on tight. And I'll see you back
on the next one. Bye bye.
10. Toaster Switch: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the toaster switch. Or at least that's
why I'm calling it, which is the little
thing right here that you use to bring
the toaster down. So for this one in particular, we actually have a
load of, let's say, tricky situation because
we need to take into consideration that it needs to go all the way
through in this case, I do want to perforate or go across a both
elements right here. I know for this one it's really not gonna be
that big of a deal. Actually. Let me believe this
angle and face for now. We'll solve those later. But yeah, this is
the one that's going to tell me or the
one that we're gonna use to define how big that
little gap should be. What I'm gonna do
here is I'm gonna grab the image plane and
this guy right here, and I'm going to isolate them. And then I'm gonna
grab my beauty camera. Panels looked at are selected. And that way we can
see through selected. I'm going to insert the one
that should be right there, which is where the lightness. And now let's just check that's pretty close to the center line, which I'm not
particularly fond of because it will give
us a weird results. So let's go back to
the beauty camera. And again, if we don't have
the proper image here, the best thing we can
do is guesstimate. Okay, so I'm gonna
go probably like 2%. I think 2% right there
is perfectly fine. Now to see if this will
work as I'm just gonna right-click shift
mirror and we're going to mirror this across
the x positive axis. So that seems to me to be overwrite like
if I were to delete this, kinda looks like I think it's
a little bit more though. So I'm gonna grab these
two guys right here and just push them out
to just a tiny bit. There we go. Now we definitely need to find the proper position
on the height. How high and how low
this thing will be. Will be looped through. Look through selected.
There we go. We grab our little
cookies here and it's gonna be right about there. And I would say
right about there. Perfect. I know that this two guys right here are gonna be deleted
eventually or right now. We're gonna get this
thing right here. So if we take a
look, I just want to make sure that the distance from the button and the
little thing is close enough and it
does seem to be really, really close, which
is great for us. Perfect. Now comes to the complicated
part of which is we need to insert a
couple of edge loops up here that won't go
all the way down here in order for us to create a little
thing that we need here. So consequentially or thanks, thanks to our organization here we can actually
snap this thing here, scale this down so that
it's perfectly flat. And that one pretty much lines up with the line that
we have back there. Now how can you snap an
object to make sure that it's exactly as another,
that's another object. You press the V, the V key in your keyboard that Snap to
Point and then you just move. Now, I'm totally short
that this line right there is perfectly in line
with the one up there. What I'm gonna do is
I'm actually going to insert another edge
loop right here, right the bulk where this
thing is going to be covering. Let's go to the
front view and we're gonna do the same thing up here. So let's take a look
at the cup over here. There we go. So we're going
to insert a line right there, right above the little
card that we have. Perfect. Now let's get this into smooth. Both are actually, Let's get the other
guy into this mode. Mode. There we go. Because I wanted to
make sure that when we smooth this thing out, yeah, this doesn't happen. So how can we avoid them? We already know that it's
just a support edge. So we're going to insert
a supported which probably one on top
and one on the bottom. And we're gonna
assume thing here. Careful there. So one on top, one on the bottom,
and one on top here. There we go. So that
should give us, as you can see, a
nice little slot. Now as you can see, we're not getting exactly what we want up here because we need a
couple of edge loops like right here and right here. Those are also going to
hold the etch very nicely. Maybe even one right
there, there we go. That's a lot better. Perfect. As you can see now, the slots looks pretty nice. No peaches us on the surfaces and things are looking,
are looking nice. We're gonna go back to this one. And I know that the pinch
starts and stops right there. So I'm going to insert an edge
loop right there as well. Then that actually, I'm going to snap it so that it's
perfectly flat. Now what I'm gonna
do is remember del, two little islands
that we added, this guy and this guy, this two guys should be on both sides of the object
because this is symmetrical. So I'm going to
select this face and this face on both
sides of the element, which an easier
way to do this is just selection those two guys. And then the same thing right
over here, this two guys. And I'm going to
delete them so that we create a little gap right there. And we're gonna
do a very similar trick to what we did in the, in the soda can where
we're gonna stop at the edge flow because otherwise this is going to
become a really, really harsh and that's
not what we want. Now I'm going to insert an
edge loop right about there, and another one
right about there, there, there and there. And of course they're
not symmetrical. So this is where we would go and grab all of the vertices on the one-line, snap
them together. The vertices on the other
line snap them together. And then use our snap
tool with again, the V key to make
sure that there's not perfectly on the
side of this thing. There we go. So that once one of them This one's another one. Perfect. So now if we were
to grab this guy, this guy, this guy at
all of those guys and delete them, we will
get this locked. But before we do that though, we need to rebuild a little
bit of things right here. So actually I'm just going
to add one more line here once more language is eventually going to help me
as a support line. I'm just going to have
to do that right there. I could grab this
guy and this guy, this guy and this guy, this guy, this guy, this guy, this guy, and delete them. Let's go to the front
view. A little bit easier to do it this way.
Just delete all of them. Perfect. Now let's isolate this
piece right here. Again, just to work
a little bit easier, to select all of the
edge loops there. All of the edge loops here. And we're going to bridge them. And we should be
closing, as you can see, the gap of the object
very, very nicely. Now, when we do this or a tricks where we don't want the topology to move from
one side to the other. One of the big advices that I can give you guys tried to make sure that your center
line remains intact. So as you can see,
I'm bridging from this face to this face rather than this face to this face. So that the edge loop flows
to the topic of advice way. These guys are gonna be
triangles, that's fine. Again, wearing that
in a flat surface so it shouldn't be a problem. For some reason it seems like I deleted a couple of phases here. Very easy way to recover them, just create a new plane there. One of these guys
at the 58% line, make sure this two vertices up top here are merged together. There we go. Now we do the same
branch over here. So again, go into
edge mode one and to bridge them together. And to bridge them together. And there we go. I'm gonna show you
a quick way to do the triangles
in just a second. So let's go over here. Same deal. So inside outside,
breach, inside, outside, inside, outside bridge, inside, outside and
bridge. There we go. Now, as you can see, we
have a lot of holes. Like we have several, a couple of triangles, but everything else should
be closer surface. So technically if I were to go Edit Mesh and say
feel host or mesh, if you'll hold, it will
feel all the hosts, like all the triangles that
we have there are now filled. Just be careful that you don't
have any other open spaces because they will be filled as well and you might
not want that. But in this case,
as you can see, that is working perfectly fine. Now it's just a matter
of solving a little bit of this pinches
that we have here. And again, fortunately for us at the surface is here are
really, really tight. So it is very easy to just use, for instance, are
offset that show tool. So I'm gonna go here to Mesh
tools. After that you'll do. And we're going to insert a
warm line like right there. One line like right there. See how it stops there. Were actually it flows with
the rest of the elements, but it shouldn't be
a problem there, as you can see it is that one is flowing all the way down,
so we need to fix that. But before that, let's
do one line right here, one line right here. There we go, That's better. We could also do one inner line and one outer line. There we go. That looks good. Perfect.
Yeah, I like that. As you can see here, we don't have that
much of a pinch, so I think that
surface is perfect. But they're over here. There is a little
bit of a pinch. You can see it right there. The reason why there's
a pinch is because these two points right here are really, really, really far away. So one way to relax the
geometry a little bit, just to bring them in a
little bit like this. That should relax the
pinch a little bit there. Another option would
be to add, of course, a support edge, like
an Insert Edge Loop. And we can do it right
here on the side. So 12, and since
these are triangles, when it stops right
there, it will no longer be a triangle,
and there we go. No more pinches. So things look a lot smoother. That's it. We have this thing I can see a little bit of a pinch there. It is bothering me a little bit. So let me see which
line in this. You can see it, right?
It's that one right there. When that happens,
another tool that we can use is called the
slide Edge tool. And what I'm gonna do is I'm
going to select all of this, but not all of the elements, just like the outer ones, like this one is right here. And the tools here instead of mesh tools and it's
called slavish. The slide, which as
the name implies, will let you slide the edges
from one side to another. In this case, I'm just
going to grab one side. And then just this
once and again, just a slide this edge. Just move it, move it
down and as you can see, that will relax the surface. The pinch should be
slightly less obvious. Another thing we can do, Let's go back through number three. We can move a couple of
these edges as well. Like for instance,
this one right here. And again, just slide this down. There we go. Instead relaxing, yeah, that's relaxing
the surface quite a bit. Let's grab it like a
visceral right here. I'm pressing the letter G to use the last tool which has been this case is that
the Relax tool? Let's push this up. That's way better. As you can see, no more pinches. That looks a lot better. And
then it just a matter of moving these vertices
like up here, up, and probably a little
bit in there we go. Yeah, that looks way
better and you can see there's barely rarely any pinch, so I real I guess
is still there. Let's fix it. Let's let's do it properly. So let me show you
that's one way to do it. The slight edge
could really work. In this case, it's making a
little bit more complicated. So the first thing we need to decide or detect
where the pitches, and I know that the
pinch is going sideways. So that means that my
topology right here, it's a little bit too. Again to tie together. We could add another
edge loop here and here and see if that
solvent so upset that. I think the problem
is that this is, oh, actually that
kinda looks nice. Maybe now that we have that one. It's really weird. I'm trying to figure
out where the, okay, I see it now it's
this one right here. This edge going all
the way across. So I'm gonna try to delete it, just control and
supreme or delete. And technically we
shouldn't have any angle. And I think that's going to,
that's going to solve it. It's way better, way better. Let's delete this one as well, the one that we just
added at the end. There we go. Oh,
it's still there. Hi there. It's really curious. Maybe you know what, Maybe when we did
the hardened etch, something happened there. Okay. Let's leave
this one as well. Let's see how that looks. There we go. I'm not sure. I didn't
even show if it fits my screen now because
it's really weird. It's really, really
weird. And we have this, maybe this edge now, like all of the search. Maybe we can slide it
up just a little bit. So again, I'm gonna press
mesh tools. Slight edge. Let's move this up
like halfway through. There we go. And that should relax the surface quite a
bit. There we go. A lot less noticeable
still there, normally textures and
shaders and stuff, we'll mask that thing out. So I think, I think we're
in a good position. At least the topology
flows nicely, which is a very important thing. And we get pretty much
everything that we want here. No weird peaches,
everything looks good. We still got the buttons and
the lights and everything. So I think we can compromise
with a little bit of a tight element over there without
losing too much of our, of our project. There we go. So now as you can see,
this is the cool thing. We actually can't see
through both elements. We're actually seeing
through the whole, the whole plate or the whole, the whole of the Open. Now one thing I'm gonna
do, I'm definitely going to give this
thing an extrusion. It's bring them in just
to see a little bit of the red color in
case we ever see it. Very similar to what
we did with the can. We just add a little bit of like a shelf there so that if we
ever see it like here, we can see now the thing
itself like this thing. Again, Let's go back to
our Procreate thing. Up your riff. Pure a ref. It seems very simple. It's just like a monk, a shape with a little handle. So I think we can do that
really, really quickly. We're going to want to have
nice flowing topology. So I'm gonna show you another
trick That's very cool. I'm gonna start with the plane. And then what I'm gonna do is I'm going to delete half
the plate. There we go. And then I'm going to
delete some of the lines right here. Weed
control and delete. Just leap like two of them. The problem is, yes, we could do the same thing that we
did for the button. Remember when we grabbed some of the vertices and I
create this U-shaped, but in this case
it's really round. We don't have any sharp corners, so I would like to have
proper topology here. So a quick trick is to grab
these guys right here. Do you extrude offset? And that gives you a loop. So it's pretty much like
a loop that you would expect to have on a
cylinder or something. And now if I do the trick,
Let's go to the top view. Now when we start doing the
trick that we've seen before, where we grab some of these
vertices and just push them to create a nice little
roundness that we want. We're going to get the shape
that we're looking for. There we go. Let's scale them in the backend when we smooth
and see how nice that looks. That's what we're looking for. Let's go back to
number one in here, makes sure that all of the
points are as close as possible to the temperature that we're looking for. Perfect. So that looks nice. I am good at of course, a scale, this thing, so that it
has the proper size, which again, you can kinda
guesstimate which in this case is a little bit
bigger than the button. So I will say
something like this. We're going to extrude,
bring this thing up. I would say about they're probably doubled the
whole thing, right? So I'm going to grab
all of the outer edges. And the older. You get a small nice fraction, two segments, a little
bit rounder, I think. There we go. Then, like this back part. I'm actually going
to delete the phases like all of these faces here. Then snap them together so
they're completely flat. Control ie, create a little bit of thickness towards the inside. And then Control E and
bring the push them in. We w, and then control E, R to scale them. To fill that hole.
Very simple mesh. Feel hope. You got the little guy
and say Edit Mesh poke. That will create a
nice little poke their way of coordinate
to bevel so that, that, and that guy, we're going to bubble
all of those edges. When we smooth, have this
very nice little piece, which is our, our main handled. This thing is gonna be
sitting right about there. I would say it will have
the same in this case, it's the bleeding three, which
is the material that we're using to simulate chrome. This one is supposed to
be a little bit thicker, so let's push it
up a little bit. Again. We don't really
see what's there, but I would imagine some sort of connection or contraption. So I'm just going to go
for a traditional cube. Just a basic cube. We can isolate them. Let's snap this cube with v
to that triangle right there. Now let's make it thin enough. Started extruding this. Here's where the little holes gonna really come into place because we know how thick
this thing should be, which is about there. Don't worry about
this overlapping. This is happening on the
inside of the hole itself, so you will never see
that on the render. Perfectly fine. Scrub this thing signs assisting existing
material between three. And again, I don't
want this to be like this, so I'm just
going to bevel it. Give it like two segments
and the small fraction. And that's it. That'll be like my, my partner. So when I, when I
animate this and we can combine them
actually two points. And if we were to
do an animation, we just bring this thing, this whole thing
now, and that's it. Yeah, we're not
very good position. Let's do a quick Save here. So file and increments
and say Remember to, to have different
versions of our object. And in case anything
bad happens, we can just go back to this. So that's it on the
next one, guys, we're gonna be focusing
on the top part of our element and yeah, let's just keep moving to make sure to get all the
way to this 0.1 of the big advices that I
gave any of my students that take my courses is never tried to watch
the whole course and do it yourself
because you're gonna forget about him all things. It's better to take
it by chapter. So just watch a chapter, check the tools,
take some notes, and then you do it yourself. Okay. Yeah, that's it for now, guys. I will see you back
on the next one. Bye bye.
11. Toaster Top Part: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the toaster to top part. And I actually have some
great news for you guys. We do have an image
plane for that one. So I'm gonna go to my
top view right here. And I'm gonna say, I'm actually, I was thinking that my topic
was the other way around, but now I'm gonna
go bu image plane and we're going to
import an image. And in the torso folder, you're gonna find
this one right here. One of the review
once has this one. I mean, it's not perfect. It's closed. Like as long as we managed to respect most of
the main things, we should be able to
create a very nice effect. The top part, I think
it's quite easy, as you can see, it's made
up of three components. We have at the top
metallic part, which is this one right here, which of course covers the two little holes
that we have there. We have the, this
little icon right here, which we need to do in a very similar fashion to how we did the the coke like indentation and then
the baskets right here. So in this case I don't see
any wires on the baskets. Maybe the heating part is like inside usually like my toaster. Actually, I kind of
see them right there. Those are hazardous
heater things that we can use to
burn the toast, right? So this is the
basic shape of it. So what I'm gonna do
is I'm actually going to go here to this
object right here. We already have this faces. So I'm gonna select
all of this faces. And I'm gonna say Edit Mesh. We're going to duplicate, we just duplicated the phases. We're going to move
them slightly in. And let's change the
color so that we can work with that nicer color. So this bleeding
three, there we go. And let's isolate
this real quick. And what I want to do, just
want to create the top. I'm going to extrude this. In this case it's thickness. There we go. And that would just delete
all of these faces. We grabbed this guys right here, Mesh display, reverse,
and there we go. We have the boards are
four hour element. I actually want this
border to be slightly in. So I'm going to push
this slightly in. There we go. And again, if we go
to the top view, we know that the only
thing that we need to do is we need to
create the two holes for this thing and
make sure that the topology flows
in a nice way. We've done this before, we
did that with the canon. So it's a very, very
simple process. In order to get perfectly
round and square effects, I'm actually going
to use a cube here. I'm going to create a
cube and get the general, the general size of the thing. So right about there. Let's scale this up. Right about there. I
would say, remember, the perspective
might be slightly off on the reference image. So we need to account for that when we were doing this,
but that one looks fine. And I'm gonna do
something similar here. I'm gonna select the
edges, back edges. We're going to bevel. Give it two segments,
maybe three segments. You get a nice soft around
the effect of a tighter. So right about there,
grab this face, extrude offset to create
a little edge loop. This guy right here,
That's the important one. Select everything else and
delete. And there we go. We have this nice
little edge right here, which if our
calculations were right, should match pretty
nicely to listening. And I move it slightly
in so that we don't have as much of an issue
with this guy right here. And this one, we can actually extrude the edges out
just a little bit. Remember, you can press
Control and click on this element or just
like another easy way, just add another edge loop
and then delete this one. Here we go. Same
thing, same deal. We're going to
grab both of this. And the first thing I need
to make sure is that they're both at the same level
because as you can see, one of them is floating
in. We don't want that. So make sure that we centered the pivot point and with Snap to Point and we're
gonna snap it down. Now, all of them or both of
them are in the same place. I'm gonna grab this guy right
here, shift right-click, and we're going to mirror
this on the World x negative, in this case, a hit Apply. Now, select both of the
elements, we combine them. And that was just a matter
of finding out how to bridge everything together
so that things fall nicely. And it's relatively simple, I would say like we can
go 123456 and bridge. There we go. That's a nice clean bridge. We can do a very similar
thing as this thing. Another way to make sure
that everything is online, just grab everything and just
a snap them on the scale. There we go. It's the material. So let's select the material here. Bleeding
three, there we go. Now on this guy,
we're going to add one edge loop right
there, probably too. Then here we already have one. So let's do one. That's gonna be like 123. So it's 123123. We bridge. Then 1212, we
bridge. There we go. Of course, we needed one
middle line right here. Then we're going to
need one right here. I actually want to, we
can realize this one, this one and this one bridge, this one and this one bridge this one and this one is bridge. And then there's one
and this one bridge. As you can see, this kind of creates an edge loop
as well, which is fine. I mean, we still have
our middle section. And the reason why
the middle section so important, because again, we're gonna save ourselves
a little bit of trouble here by just doing
another mirror. So now all of the things
that we just did on this side are now duplicated
on this other side. Now, yes, we have a
lot of edges here, so let's clean some of them up. Control Delete. And I do know that we have
two main lines right here. So let's use, let's
actually grab this guy said Since
we're in the flat area, we could just push them out
so that the size of the face, like this guy, this guy, this guy and this guy
are really similar. There we go, see how
nice that looks. And that was just
a matter of again, finding the average points. So this one, I kinda want
to have it over here. So it's going to be
from here to here and bridge this one. I think we do need to
bring it all the way down. So here she deadline that
are actually same thing here like salt or to avoid having
too many lines going down. For instance, like
this point right here, we can just grab this two
points and snap to center. And it will keep the
same plane line that we have and the topology
won't suffer as much. And now we can grab
this two guys, bring them all the way
down, all the way down. All the way down. It looks a little bit wonky,
but that's fine. Here. We just need
one more line. Then from here to
here, there we go. And then finally this guy which is bridge,
and that's fine. We've got again this
thing we mirror and boom, we have our nice
little elements. And again, this is one of the cool things about
the hard surface. Whenever you're dealing with
a flat thing, it's really, really easy to play around with topology and
create the cool things. Because as you can see, not like you're not gonna see
any Pinterest or anything because everything is flat when things are curbing
or when things are have a very specific shape like what we saw in
the front panel. That's when things get a
little bit of complicated. As you can see, this
is working quite nice. We have what we want and it's
just a matter of extruding this thing down and creating
this plane right here. Because it matches
perfectly with our, with our nice little toaster, like we took this from
the original piece. So when we do this,
as you can see, it will perfectly fit at all of the curvature
that we have. So that's fine. The thing that's not fine is
this triangle right here. So yes, we need to
do something here. We need to create all of the
topology that's going to nicely accommodate all
of these elements. So I think I'm gonna be doing this thing as a
separate object first. And then we'll do, we'll do
the rest of the elements. Here's how I would tackle
something like this. First of all, let
me grab a hold. The objects right-click
and I'm going to select them or add
them to the layer. There we go. This is what we have. So I would start with
a basic shape like a cylinder and change the deficient on the
cylinder to three. So we get a triangle. And then we should
be able to find specific angle at
which the church, the triangle, which in
this case I think it's gonna be minus 30. There we go. So that's a perfectly
straight triangle. Scale this up. And the only thing is that
I need from this triangle, of course, are the caps, right? So I'm gonna delete this, grab this strict
caps Control E to extrude offset and then delete them because we only really
need this, like outer edges. When we see this from the top, you can see that we have the nice little triangular shapes. So, okay, perfect. I know that this is
my triangular shape. This is working nice. And now I need to get this shape inside of this
other shape, right? We have a box
that's an easy one. Again, I'm gonna create
a box or a cube. Then just make
this thing smaller and get this right there. Perfect. So that's gonna
be my little box. And of course eventually,
of course my box. Down here. There we go. We
need to match everything. So I only need the
top face of that box. Again, I'm thinking about flat, flat things and I'm gonna press B and move it so
that they are all inline. Perfect. Now we have the
little flame icons which symbolize
like a hot thing. And I think we can do
them with a box as well. So I'm gonna start with a box. I'm gonna make it the size
of the little S-shape. Bring it up on the options. I'm gonna give it on the case, this is the depth
division, six divisions. I'm gonna go out of this
vertex, move it back, or actually this for
vertex move them back. And then this fourth
vertex more than forward. And then this fourth vertex move them here because I know
when we smooth this out, as you can see, we're gonna get this very nice S-shaped effect. So, yeah, that's pretty much it. Same deal here. We only need the
top part for now. Because now we need to do is we need to make
sure that this thing, like all of these things,
I'm going to combine them. I'm going to go into
vertex mode and we can snap all of the
verdict so that they're on the same surface and they
need to make sure that we get all of this a topology
flowing in the way we need. So that's the first
flavor right there. We need a couple of
more. I'm going to say Mesh, Edit, Mesh, duplicate, and just grab one of these guys object mode
and move it to the side. Duplicate and move
it to the side. Perfect, Now we got
everything here, combine again, delay history
to make sure that there's no Extra information. This is the puzzle, the puzzle that we've
been talking about, like how can we make
sure that all of this works as apostle with
proper topology and stuff. It's the same principle
that we use when we were doing the
Coca-Cola camp. It's the interlocking geometry. So I'm going to go into quadro and I'm just going to
loop everything together. So here's a quick trick. I'm going to go into the
quadrant tool and I'm gonna change this extended
border to extend loop. And if I press the Tab key, which is by your cube
element, we can extend this. Actually. Let's go stent border. And we should be able
to, as you can see here, to create a national before every single piece that
we just have here, like the cube and
even the triangle. Now, I'm perfectly safe because I know that every
single object instead of this thing is working properly
now it's just a matter of bridging everything
from here to here. And from here to here, we can just very easily
bridge from here to here. And from here to here, we can easily breach as well. And we're going to start
adding some lines here. So we're definitely new
one line right there, one line right about there. Down here. We're gonna need like 123456. This is in case we don't want to simplify anything which I
think we don't really need to. It just got all of
this guy said bridge. There we go. Now for instance, here, yeah, let's just keep moving. Everything will
simplify once we get into the into the main shape. If we need to. Just gonna start, I think all of the lines that we
eventually will need. And it's just a
matter of grabbing all of this edge loops. And Virginia, There we go. Let's go like up here.
This one's right here. I think I am gonna
merch, merch, merch. There we go. Now, here's another fun part
of like, how do we do this? We're gonna kind of cross
the other way around. So we're going to add the one division there
and one division. They're actually just
wanted division first. And then this guy is going
to go all the way across this guy, going
to flow this way. And then we're gonna add
another line like right here. And we're gonna go
from here to here. We are breaking one
of the rules that we initially set
out for ourselves, which was the middle line, which we can later record. But since this thing
is asymmetrical, it really doesn't matter. So now how do we solve this? There's of course a
couple of different ways. I'm gonna show you one
what I'm gonna do here. So I'm gonna say edit,
mesh, mesh, feel hold. Now that the hole is filled, I'm going to go from
here to the center, back here, Enter, and then
from here, there editor. Now as you can
see, we've created a loop that goes up and down. And I think that's going to
work a little bit better. Now if you want to keep
the center line, I mean, again, it's asymmetrical, so
it really doesn't matter. Now let's go over here. And we're gonna
need like 123456. We're gonna go
from here to here. Let's just grab 12341234, rich. Then from here to
here, for instance, we can just bridge here, I think again to save a
land limit of polygons, we can just merge them together. Here's another quick trick. If you grab an edge loop
like this guys right here, you can select a
mesh tools or sorry, Edit Mesh and then collapse. And that will also
merge everything there. And that should make this
thing a little bit easier. There we go. So for instance, if I say, hey, you know why I like
this line or any lines, it's way too much geometry would just collapse them, That's it. And then this one right here, very simple square,
one right here, very simple triangle,
which is double-click. Or actually no, here four
triangles if you can't, you can do just
quadrant to quadrant. Keep it simple. So again, 123451 more here. So there's 12341234. Rich. There we go. The quadro will give
us a nice triangle. There. There we go. There we go, There we go. Perfect. So now our shape is ready. And of course I know if
we go to the top view and we take a look at
the other reference this thinks is pushing out. And that's the
reason why we took so much time trying to get
the proper loops together, because now it's gonna be very easy to just select the
edge loop so they want, which in this case
are all of this. Control E, extrude them down, give them a little
bit of offset. And when we press number three, we'll get the nice little icon. Amazing, right? Pretty cool. So yeah, this is the
magic of edge looping and knowing how to and where
to place your elements. Now, the next part
is, of course, we need to combine this with
our little thing right here. So this is where again, the connection of
things is going to take a little
bit of a problem. Now, some of you might be like, well what can we do the
same thing we did for the, for the little arrow on
the other part of where we just have this thing like
this, like standing on top. If we give it the same material, maybe no one will notice that they are not part
of the same thing. And you're totally right, like
people wouldn't know that. It's very difficult for someone to notice that they're
not the same thing. However, if we want
to do it properly, we should definitely try to
get them into the same place. So what I'm gonna do here is I'm actually just going to
grab all of this faces, Control E, give them an offset, which is gonna be the area
where this thing is gonna be, kind of like holding the area. Delete this thing because
we don't need it anymore. Grab this guy, and let's move the pivot point to any pivot point that's
on the lower side. So I'm going to press G and V, maybe even that one right there. And then I'm going to
snap the whole thing, the object to the same plane
as the rest of the elements, which in this case, it appears to me that they'd already is. So as you can see, it's
already there would make sure that they're
exactly the same element because otherwise they're
going to look like they're moving to
different places. Grab two elements here combined and it's again a
typhoon remark muscles, we need to fill all
of these things. So let's go to the
top view, which is gonna be a little bit easier. Let's just start
playing around like this two guys. Very easy. We can just merge the center. Like this guy right here. Let's move it to the site. Merced dissenter. Simply with this guy here, I think since this triangle, I mean it's not symmetrical. That's the problem
with this struggle. It's not symmetrical.
Let me go back. Because I think it would
be a good idea to have this thing be a little
bit, yeah, there we go. So a little bit more like this. I'm gonna make sure to have
this as symmetrical as possible before we
do the combination. Now, here is where we can actually start simplifying
because you can see that we have a lot of different parts and
I don't want to have as many parts like moving and
flowing into the element. For instance, I know it's
very easy to say, Okay, yeah, Let's grab this one
and this one bridge, this one and this one bridge. That's when it, this
one bridge those lukou. And again, I don't need to worry that much about the topology because it's a flat area like this bar right
here, it's flat. However, here we
have only two and there's way too many
here. What can we do? Collapse. We've just got all
of these three guys, for instance,
collapsed the center. And then this one, Let's
snap it to the center. That would just go
from here to here, bridge, from here
to here average. And when you press
Enter number three, as you can see, no one, and I mean, no one is gonna notice that the
topology is wrong there. Look how nice and soft or
everything looks there. Yeah, don't be afraid
to do this kind of like weird combination
of birds is as long as the surface is flat and as long as it's done
in an area that no one's good at C of course.
So same thing here. We can go from here to here, very simple from here to here, very simple from here to here, from here to here. But now we have this big boxes. So what can we do? Like, I cannot a couple of lines and I don't think it's gonna be the
end of the world. Maybe adding a couple of
might not be a bad idea. So what I'm gonna do is I'm
going to go into mesh tools, Insert Edge, Loop,
multiple edges too. We're going to use her
two there and two there. So they're symmetrical
and they're not on a straight area of
the main plank. Again, I'm not too
worried about that one, but I need to collapse
some of them. So I'm gonna grab this two
guys right here and I'm gonna say Mesh tools or
Edit Mesh collapse. And those should
give me less edges. So it's gonna be one there. Then a second one there. For instance, let's even
collapsed that one right there. So that we only have this
guy and this guy collapsed. And that was just a triangle. And we're gonna try to
mirror the same thing here. So we're gonna collapse,
collapse that one and that one. Again mesh, edit mesh collapse
one to one to bridge. We collapse this one as well. And we want to bridge
this guy right here. We can just say Edit Mesh or mesh Close Holes or feel hold. There we go. Again. When you take a
look at this, yes, there's a lot of things going on along triangles and stuff, but as you can see,
it's a straight area. So look at how nice the
surface just like goes around the whole thing and our elements looking
it is looking perfect. I don't want to
give this a little bit more thickness again, very similar to how we did
with that with a Coke ad. You can see like a
little lip over there. I'm gonna grab the inner edges
here and this outer edge and we're going to
extrude, bring them down. The next truth and
opposite them. In like this. When you see it, you see things going in
and out of perspective. Probably one bubble there. Very sharp, so two segments and really, really
small fraction. When we press number three, we get this very nice effect. Cool. Yeah, So it really like
how this thing is looking. There's a couple of
elements there that I'm not particularly fond of. Like up here they look
good but he dealt here. They kind of like we've
lost a little bit here. Let's fix this. I'm going to grab
these two guys. This guy, just bring
this down a little bit. They overlap just
barely, just barely. For this ones. There we go. When we see the whole thing. Everything looks nice. And yeah, that's it guys. This is the final part
of the top element. Now we're gonna be working
on the inner elements, the inner like baskets
that this thing has. And after dad were very close, we just need to finish the
little things right here. This extra elements,
we need to do the logo and there's a little tray on the back that we
are still missing, so hang on tight and I'll see
you back on the next one. Bye bye.
12. Toaster Inner Parts: Hey guys, welcome back to
the next part of our series. Do they work on a continuum with the inner parts of our toaster? So let's get to it. This is where we left off with the nice little top part here. Doug, going to make it slightly bigger there so we don't see any
holes on the sides. But yeah, I really like how this looks and I think
it's looking really, really cool, by the way, at the end of this chapter are actually, at the end
of this chapter, we're going to take a look
at some basic materials for rendering. So we're gonna take
a look at how to set up a little bit of an image like a studio setup
so that we can see this very nice guys render that. As you can see, we
have those baskets inside the element in
there. A little bit weird. I'm not going to lie like
they look kind of weird. Like I really am not sure how those things
should be modeled. We can try and do something
that resembles them. I know that we need
to start with a cube. That's pretty much obvious. I know that the cube
needs to fit a little bit over this edge is
right here because this thing sits
inside this element. Whenever you have
a shape such as those ones that you really
don't know how to model. The best advice I can give
you is just started modeling. Just start working with
some basic shapes, basic elements, and
see where it gets you. This thing is going to go
all the way to the bottom, but roughly about there. And I can see that it has
several cuts pieces, right? So I think this is one of those elements where we
can benefit from just adding a bunch of geometry and literally cutting out
anything that we don't need. So I'm gonna grab
this guy right here. I'm gonna go to the inputs. I'm just gonna start
adding divisions here. Now as you can see, I can't
really add divisions now because we changed the scales and this is something
very important. And if you've taken the
intro to my, Of course, you know that whenever
you do any change here, the inputs cannot be like get overwritten and they
don't no longer work. So we're going to
have to find another way and the way that we're gonna be using mesh
tools international. So let's go here. Let's start by inserting a
middle light everywhere. So middle line there, middle line there,
and mid-line there. I think that one I
wanted to go and I'm going to be referencing my pure ref because this is the best view that
we have right here. For instance, on the
side views right here, I can see that we have this
lines and this sort of like little tree and
then this other things. I think this is word like the little fences or the heating parts are
actually hooked to. So we're gonna we're gonna
take a look at those shortly. In order to do that,
I'm going to be using the mesh offset edge loops
with the opposite absolute. Let's add a couple
of lines right here. And to get that nice
little tree shape, we're definitely going to need
like one line right there, one line right there, then
another line right there. So let's go to the front view. And what I'm gonna do
is I am just going to probably need a
couple of more lines. So this one's gonna be at 80, 80%. There we go. I'm going to grab this edges
or vertices right here. Just like bring them up. We get that nice
little tree shape. This one's a little bit higher. And then we're just
going to delete them. We're just going to delete
the light nasal tree shape that we have right here. Now of course this
is not working on the other side because
we only did one side. So to fix this shift
right-click mirror. But we can't mirror on the world axis because
the world axis isn't, it's not in the same
place as our objects. So in this case, we're going to change to
Object and we're gonna change to see that we go to
negative c and hit Apply. And that should give us a nice little tree on the other side. So cool, we have
that one reader. I can see that there's
those things right there, but I think those are the
things that hold the bagel. Bagel will go download
this tree shape and then they will go up.
That's what I'm imagining. I don't think we're gonna
be using those ones. The sides though I do see
some sort of like advance. So we are going to add, let's say at 20%, 60, 40% percent over there. And let's just do another, another mirror and see, so we get the same thing. I'm going to grab all of
these edges that we just added and we're gonna do a
Bible with a small fraction. Then what we can
do is just delete this balance that we have here. This guy, well, let's
go to the side view so that we can select
the ones on both sides. So that one right there, I wanted it there. That one and that one. There we go. So we delete and we have
this nice little thing. Of course, of course, we don't have the tough part. By, by top part. This is where we get like
a nice little box. Now, this are things from
my experience there, usually like plates
that are either bolted or soldier together
on the corners. What I want to do is
I actually want to graph all of the edges here, all of the edges
that are connecting things like all of these ones. So all of these ones,
and we're gonna separate those hedges. We have each side of the box is gonna be
it's own geometry. And I think that's going to
look a little bit better. All of the settings right here. This one, and this
one. There we go. Now with all of those
edges selected, we're gonna go into mesh
tools. Mesh, sorry. And we're gonna say
detach, detach function. What it does is add the name. As the name implies, it detaches
whatever I had selected. So now as you can see,
each individual phase, it's a different section. Now we're going
to separate them. So Mesh Separate. We're going to grab all of them and we're going to extrude them, extrude them out to create
this little nice corner thing. Of course, if we do number one, which is a smooth more
than we're gonna get this, which looks really weird. But if we don't do it, we
can just have this grab everything again and just Bible. Well, I'm actually going
to combine them again. So Mesh, Combine y so that the bevel alt affects
everything and we're just going to bubble two segments
and this mole fraction. So when we press number three, oh my God, I think I went a little bit crazy
there with the segments. Let me, let, let Maya
think for a second. There. There we go. Let's go back to into segments. There we go. So we're pretty much bubbling
every single corner, which is fine because
it's so very, very straight objects. So as you can see, it's working quite,
quite nicely. So this is our little basket
that we have right here. As you can see, it looks like it's part of the whole thing. I'm just going to Control
D or sorry, a shift. And here we are
going to be doing a mirror on the world mode. And it's gonna be on x and negative applied to
get the other basket. On the other side, we definitely want to
delete history for information center
pivot because there's all a lot of history
or the history. And yeah, you can see that
this is getting quite, quite heavy like the object
when it's in non-smooth mode, it's forty one hundred,
ten hundred triangles, which is where the bid,
but when it's smooth, it's almost a million polygons, which is its normal
by the way, don't, don't think that just because
we're working super high, that it's not something
that we normally do it, it's totally, totally normal. Now let's do the little
heating parts of the toaster. And again, it's a
little bit difficult to see what's going on here, but I've seen this
sort of thing. I'm pretty sure you
guys have as well, where it's this sort of
squiggly lines like this. And they create this
sort of like effect. The general, those
are the parts that get heated and then
they hit our breath. So there's again, a
lot of ways to do. This guy thinks, I'm gonna show you one that I really like. I'm going to start with a plant. I'm going to create
the plane like this, and I'm going to give it twice the amount of divisions
on the height. I actually just want one
dimension right here. There we go. Then you're gonna grab one
and then skip the next one. Every other one,
you're gonna grab them and you're just going
to push them like this. When you do number
three, as you can see, we're gonna get a
nice effect there. I'm actually going to go to
right view with my cut tool. I'm gonna come up. When we do number three, as you can see, we
get this nice effect. If you want. We can grab all of
these guys right here. Actually. Let's go right view. You can go into vertex
mode, grab these guys, and just give them a
little bit more thickness. This is one of the things that I don't think it needs
to be perfectly symmetrical because sometimes they get
bands or something. I think it looks kinda
cool went when they're not perfectly, perfectly fine. Some of them are gonna
be slightly bigger, some of them are gonna be
slightly, slightly thinner. That's fine. We did the same thing down here. You have to do it by pair. Because otherwise
you're gonna be scaling them in a very weird way. There we go. So now we have our
nice little effect. You can actually just use this
SS by just extruding this. So I'm just going to
extrude the whole thing, give it a little thickness. And when you press number three, you get this, which is really
close to what we want. But in this case, I actually
want to extract something. I'm going to select
the edge right here. Or I'm going to press
a smooth mesh, smooth. So it's a little bit smoother. And then I'm going to grab
this edge right here. And the last one over here. What I'm gonna do
is I'm going to go into Modify, convert. There's one that's called polygon edge to curb.
What this just did. As you can see right there
is it generated this curve. And this curve is
gonna be really important because we're
gonna be using this curve to generate a very nice tool
that we have in Maya 2022, which is called a deme. Here on edit or create, it's called a sweep mesh. So a couple of versions ago, well never wanted to
extrude the long-run curve. We will have to
create the polygon and then align it
and then extruded. But there was really,
really complicated and sometimes you didn't get
the results that you want. But now this sweet mesh
tool, It's really, really cool because
as you can see, it will immediately grabbed the curve and extrude something, in this case of a cylinder
throughout the whole thing. Now you can increase
the precision here and the better the precision than nicer the curve is
gonna look, of course. You can, of course changes
the scale profile. So for instance, you
can see how we can create this nice
little cable here. Just keep in mind
that for instance, right now the precision
is really, really high. And that's gonna give me this. I can optimize this, which will definitely help. But yeah, just
lowered the precision until you find
something that works. But it's not a way, way
too much like this because even when we do number three,
that's going to look good. And that's it. Again, the street
machines are really, really cool because
as you just saw, I just click one button and
it immediately extrudes whatever I have selected over here throughout
the whole surface, we're gonna be using this
tool quite a bit later on. I'm just going to
delete the history so they before it gets that it's a sweet brush
centered taboo point. And just position this
where it's supposed to be. This thing is gonna be on
this side of the thing. We go. Control D thing is gonna be on the other side and then
select both of them. And we're going
to mirror them on the other side as
well. There we go. Now we have our nice
little like induction, the heat things right
there for us to work with. Yeah, I mean, here's where
we can definitely go into the if we had
the blueprints of the object and we can model
and then change and move every single thing
that we might see on the reference that I think
for this first chapter, this is a really, really
nice place to be to some nice completion.
I would say. There's two more
things that were missing were just amazing. The back thing or
three more things. We're missing the little back compartment that
we have over here, and we're missing this
guy is right here. Since we still have a
little bit of time, I'm going to do this
elements right here. And we're actually going to be using the same tool
that I just showed you. The what's the word,
the curve tool. So here's what we're gonna do. I'm gonna Control D, This
guy, move it to the side. And then I am going to insert an edge loop where this
thing is supposed to be. So you can see it's one, and then it's two, then it's three right there. And it goes all the way till it hits this corner right here, right above the middle here. So I'm going to go
to the middle there and have a middle
on the other side, but we can do a mirror later on. So I'm gonna grab
this edge 1234512345. Like all of the
edges that I need. This gives right here. Perfect. I think goes a
little bit further. So right about there. Trying to find yeah, I think that one no. It's kind of like in-between
right about there. And since this is a copy
of the original one, we're not actually affecting the original one,
which is great. So let's go. There. There we go. We're going to do the
same thing, modified convert polygon edge two curves. And then we get the
weekend what we wanted. I don't think we did. Let's try again. Let me just grab one of them
and then we'll duplicate it. Again, modify, convert. Paul, you're gonna
have to occur. That's a really ugly curve. Now, what if this happens? If this happens is fine. I mean, we can grab it
like Right-click and grab the edge loops here and
try to modify them. It's really weird though. It shouldn't happen like that. Let me, let me do
it live history. Sometimes, sometimes when you add a new modifier level,
we just did there. You get that sort of
effect and let's drag it. So it's 1234 also makes sure that you don't have any other
edge loops selected that could also affect the
thinking right here. Again, modify, convert
polygon edge to curve. Now it's, it's, it's
struggling a little bit. We can try it
softening this guy. So let's say mesh, it's smooth. Sometimes when you really
give it enough smooth levels, that helps to curve
a little bit more. Let's see if that helps. Okay, but that's fine. Here. We actually have is we
actually have what we want because we're really close to the kind of element
that we want. So I have this edge loops selected and I kind of
want the phases that are hugging that edge
loops so I can go into Select, Convert Selection. And there's an option to
convert this selection to, sorry, did you drew select? Whereas commercial
action add two phases. We're gonna select
these two faces. And very similar to how
we did the caps before. And this one we're good extract, so edit mesh, mesh, edit mesh, and we're
going to extract. There we go. Now we can
delete this guy right here. And we have this
very nice thing that follows very nicely
the surface of our RG. I'm going to definitely
make this go lower. Let's change the material. The bleeding three, which is the one that we had
before. There we go. And of course, if I were
to press the bar three, even if I were to extrude this, we wouldn't get the
roundness that we want. And that's because
the edge right here, it's not flowing in
the way we want. So how can we make
this very easy? Just grab the whole edge and we just give it a little
bit of an offset here. Now, this thing is route,
which is what we want. We can make this
thinner and we need to, we can extrude this, give it the thickness
of the needs. Probably a little bit less. And then of course, we're going to add a
couple of support edges. So this is really, really nice. Now it remembers, or it
should remember the distance, but if not, we just move it. Let's press number three here, which is what width here, and position it where
it's supposed to be. Making sure that it helps to
serve as nicely if we need to like scale this
just a tad bit. There. There we go. That's
a lot better. Yeah, that's pretty much it. So that will be my first
one. And then Control D. That will be later
the second one. And then Control D
will be the third one. We grab all three of these
elements right-click shift, and we're going
to mirror this on the x positive axis and we
hit Apply. We have this. Look at this, this little
toaster looking great. This is, I always
enjoyed modeling. Modeling is one of
the things that I enjoyed the most India 3D world. And it's because we are able
to get to this point from nothing like we had nothing
where we were when we began this chapter
about two hours ago. And we have this which is looking really nice
and it's perfectly, perfectly workable for any sort of like commercial production. Like you can tell this
model for quite a bit of a price because the topology, the way everything
mixes and matches, like it's really,
really, really good. So yeah, we're in a very
good position, I would say. In the next video,
we're gonna be working on the logo and we're gonna be working off the back little play
that we have here. That's the only missing part that we have here
for the main hall. Then we can close the
lower part portion and will be will be almost
ready to finish this mall. So hang on tight and I'll see
you back on the next one. Bye bye.
13. Toaster Back Compartment: Hey guys, welcome back
to the next part of our series for their work in the continuing with the toaster ends probably going to be the final one in
regards to modeling. So if we take a look at
one of these images, we have this one right here, which has this back compartment. Then as you can see, it flips back here on this section,
right about there. We need to build
this compartment and we need to build
this piece right here, which is, I think
it's supported like crumbles and stuff when they
fall out of your breath. You just take this
out and clean it up. Let's get to it. The first thing I
need to understand your need to figure out is how, how high in regards to
depth this thing isn't, as you can see, it's roughly at the end of the first
little great things. So if I were to
add an edge loop, it will be right about there. I would say we go
now you can see when I was starting to actually give this
guy is subdivisions. So I'm gonna just gonna
say meshes smooth that we have a full subdivision
was still need one more for when we do the final render
because otherwise things are going
to be overlapping. But as you can see this
a little bit better. Now, in regards to
how out this is, I think this guy's like
full nicely on the section because it's this and there's this space that does look like the space
that we're looking for, maybe a little bit more. But since that's
already affecting the curvature a little bit, and this piece to
me seems very flat. I think I'm going to just
keep this one's right here. Again, there's a couple
of ways to do this. The way that I'm going
to choose to do it. I'm gonna pick this
one right there. I don't know. I'm a little bit hesitant. Like we could add I think we can add a couple
of subdivisions here, like one there to do something similar to what
we did on the other ones. Let's do that now. Whenever you want to do this and you're the one
that do the mirror. You can also turn this thing
here like World x symmetry. Now if I go here and I
inserted in that shape, you can see that it's
on both sides now I just wanted to make
sure that this thing is not getting me like a
weird Pinterest and think, yeah, I really don't like
that one right there. I like how to live without doubt one, it looks
a lot softer. So here's where I'm going
to take a little bit of an artistic decision not to select that
piece right there. And we're only going to select this guy is right
here. There we go. Let's turn off symmetry. There we go. And
what I'm gonna do is of course we are going
to separate this thing. I'm actually also going to
grab, not, not those ones. Let's, let's only
rub this 12 ones. We're gonna go into mesh, edit mesh and we're
going to extract. Now we have two pieces, this guy right here and
this guy right here. Let's fix this one here first. So the only thing we need to do is we need to create
an extrusion. Get it in there. Unless we're really going to push this thing and
see the whole thing, something like this
is more than enough. I'm just going to do that
and probably add a bevel. The connection. Let's do pebble there. We
changed this military too uniform and we do two
segments and small fraction. There we go. Now that's one of the
things that I'm a bit worried about because
this thing is super, super sharp, not super sharp, like a little bit sharper. So here's where we might have to use remembered
illustrates we use to tighten something without going all the way to the top so that we don't affect the
curvature off the objects. I'm going to insert a one
more actually right there. Erase his face for
just a second. This two faces. Let's
select this guy right here. And we're going to turn on
symmetry again on World x. We're gonna say one
there and one there. So now that should give me
a nicer effect down here. I really don't mind as much because it's the area that
you don't see as much with. Yeah, that looks way better. And that was just a
matter of closing this and I'm gonna close it
this way with the breach. Then this guy right here,
I'm gonna say mesh, feel, Whoa, There we go. Now there might be a land,
but if a pinch there, we can minimize that
pinch by moving the triangle area a
little bit lower. You can see that this
is the triangle line. We move this closer
to where it's doing the little trick that should do it and we shouldn't
get any late. Little bit of a pinch there. Let's see, let's try adding one more support
that's right there. Now you'll know where
to support edges are, where the I think it was better. Like up here, there we go. Just a small pinch there. We could try grabbing
this vertices right here. This guys, and just
moving them slightly in. It's going to reduce the amount of roundness that we have here, but it's also going to it,
keep it a little bit cleaner. There we go. That's
a little bit better. Now for this one, which
is this one right here, you can see that the shape is
really, really interesting. It has this of course,
is metal band, which is super easy to model. But this one is the
interesting part. Unfortunately, we don't have a full front view or
top view of this time. I think one of the best
ones that we have. One of the other ones. That's one right here. So we can at least see the shape
of the whole thing. I can see that the lid opens on the backside and then we
have this holes right here. So I'm just going to center
the pivot point here. Move this thing. Let's start by giving it a
little bit of thickness. Right there. Let's invert the normal
mesh display. Reverse. We have the normals there. Now it's a matter of creating
this section right there. I'm probably going to add a
new like a line over there. Grab this four phases
and extrude them back. That creates the general shape. And now here's where I'm gonna be guesstimating
a little things. Let me, let me get rid of this. The symmetry. Let's start. I use the word guestimate, other proper word, by the way, guys, I don't think it's
on the English language, but that will stop that word
when I was set at school and it's got a guessing or
estimating where things are. There we go. That looks okay ish, we definitely need to
harden some edges. So let's draw a hardening
this edge right here. I just wanted to get
a general idea of how this thing is going to
fit on the element there. So I know that when I enter like an actual appear in here, that's going to give me the
shape to them looking for. And hopefully this will fit very nicely. There. There we go. That looks quite nice. Now we need to do
the little membranes and things that
it has over here. First thing I notice
is that there is this thing right
here, right about there. And then these two phases,
well, in this case, I'm actually going to delete the support edges
that I just added. I just added them to get an idea of how things
are going to look, but we don't need them just yet. I'm gonna Control E disguise six through them a
little bit more. There's a little bit of
a ledge right there. And then there's
another extrusion. This actually lets
turn symmetry. Work on that there's a
little line right there. Then this two guys get
extruded little bit. But then the edge here, this one goes to the side. Then there's a final one, like a final line over here. The kind of holds the
surface together like the little trade
together like this. Then I can kind of see that this lower vertices go forward. There we go. That's generally the
shape that we want. And what I'm gonna do
here now is I am going to move this guy is a little bit so that we have
a better space here. A little bit more organized
because we need to have 12345678 little
holes in this area. And I mean, they are
relatively easy to do, but we just need
to make sure that they're as nice as possible. So that would be one. Then that will be
the second one. So that's why I'm moving this
things and trying to make sure these things
are as straight as possible. So that's 12. And then we're
gonna have like 34. There we go. Now they add right about here. We select 1234, control
E, Offset, Control E. We go in. And then we delete them because it's kind of like
a hollow thing. To give them a little
bit like a sharper look, we're going to insert
a message loop. In this case, I'm gonna
go to a top view. Go back here. We're going to
insert an edge loop right about here,
right about here. So that when we smooth them out, as you can see, they
look a lot nicer. Now here on the original piece, I can see them going
all the way through. But again, just to
keep it a little bit simpler this time, I'm actually going to
just close the host. I'm gonna say mesh. That's what we're going to have. Of course it's soft. It's often the things like quite a bit. If we want to keep them
a little bit sharper, we can just select. Definitely one there,
one down here. There we go. That's
looking good. One here, one here. It's gonna keep it real sharp. I'm probably one here. Now, if we bring this
thing in really, really nicely matched with
the whole thing right there. Little bit like sharp compared to the
actual element there. So we might go in
and grab this guy is right here and smooth
them out a little bit. Or I mean, that's another one that we
can try and sharpen. This guy's a little bit more. They match a little bit better. I don't like that page though. This is where we can take a little artistic liver
dangerous, change things around. Or we could also try changing the flow of this
element right here. So instead of having
this edge right here, I tried to delete it, have a
circle or have a triangle. That might look a
little bit better. Yeah, that looks a
little bit nicer. We can then grab these
vertices right here. Let's go to the front. This case I'm gonna
go to the back view. There we go. We can grab all of
these vertices, move them a little bit
so that they feel a little bit nicer with the
whole thing, the whole shape. I'm still not super
convinced about the pinch. But if we get rid of that, really changed that much. It changes quite a bit.
So now we definitely need the pinch even though it looks a
little bit of weird. But yeah, that's that's
the back compartments. So now we just take
this out there. We need to create
a little plate. So the little plate,
super easy because it's just a box that's going to be held by this
thing is right here. It's not going to have
this area right here, nor this area right here. Let's turn this off. We're just going to
position this here. Scale it up. Up. There we go. This guy is move them down. I hope out there. Guys. There. Again. Once there we go. It's supposed to
be like a really, really long, like little
plate right there. I am going to grab this
object mode of this guy. Let's bring all of
these vertices here, like a belt there. Then this edge continuous. We're going to push it forward. There we go. Mesh display, reverse edge. You can even like extrude
this to give it a little bit of metallic thickness and
then beveled the whole thing. We've done this previously, so just bevel the whole thing, two segments, small fraction. When we press the birth,
three, things are smooth. There we go. We have our little
like appliance here, a little extra detail. I'll probably combine
these two guys into a single one so
that we can move them at the same time and get
this thing inside the far for little toaster here. Yeah, I mean, that's it, guys. As you can see where in
a very good position, there's only one
last thing we're missing and that is the logo. This nostalgia really
drilled a soldier logo. Now I don't have the font like I'm not sure
what the font is, but we're gonna do the shape and just get it into here
so that we have the, a generic toaster because
sometimes I'm movies, you actually don't
use the logos. You use a different name or something like thinking
about the Pixar movies, they changed the names
of the brands so that they don't get
into any issues. So we can do something similar. So I'm gonna go here, file increments and saved. And yeah, that's pretty much it. Now a good news is I actually do have the image
plane for the logo. So we're gonna be doing that on a separate separate elements. So yeah, hang on tight and I'll see you back
on the next one. Bye bye.
14. Toaster Logo: Hey guys, welcome back to
the next part of our series. Today we're going
to be finishing this little nice guy
over here with the logo. There were still missing. So I'm gonna save
this real quick and I'm going to
open a new scene. And the reason I'm
going to open a new scene is because we actually do have the
logo in our image plane. So if you go into
your toaster folder, you're going to find
this one that's called return series logo. So as I've mentioned, we do not have the actual
topography to do the thing. And again, normally you can believe this is
just a place holder. So we're gonna be focusing
on the external part, which is super, super easy. I'm just going to move
this thing to this side. I think I'm gonna
do it with quadro, so I'm gonna, I'm gonna start. Remember we have here, we have our nice little quadro
tool and we can draw 1234. To keep it as nice as possible. We're going to use,
of course, our quadruped careful here, sometimes the object
that we draw, let's go into object mode,
facing the other way. So you need to say mesh
display and reverse normal. There we go. Now we can grab this guy
and I'm gonna go quadrant, and we're gonna go
all the way here, all the way here,
all the way here, trying to keep the
same width of course. And all the way
here. There we go. Let's delete that
one that we have the beginning because we
don't really need it. And now we just fill this up. So it's going to be to keep
this thing consistent. It's just like a big square
over here as you can see. Or we just hit, I'm gonna
go into the Options here, change this to etch, just extrude this edge down. There we go. So this goes to
the middle, and there we go. Now it's just a
matter of, of course, are grabbing all of the vertices
that are in the middle, scaling them so that
they're in the same line and with x moving them so
that they're in the center. There we go, shift right-click and we're
gonna say a mirror, of course into,
in this case is x and negative world Perfect. So that's the, that's the basic formula
for the whole logo. Now, we're going to grab
this guy right here, Control E to extrude
this, give it some width. Actually, before that, I would like to give everything
a little bit of width. There we go. Now we do the logo. So control ie,
push this forward. What I wanna do
here is you can see there's a nice sharp
line on the middle. There's a couple of ways
to do it, but we're gonna be using the
collapse tool. So remember you grab
this one Shift, double-click and grabbed
the next loop right there. And you're going to go into mesh or Edit Mesh and collapse. And that will give us
a very nice effect. Now it's just a matter
of, I think of course our support that that's
gonna be like 1234. There we go. Yeah, that should be it. Now of course what we need to
add the offset that schlep. So here what we could
have 12344 on this side. Let's just want into it's okay if it's not
perfectly symmetrical and at any point we can just say mirror again and it will
be perfectly symmetrical. Now, that's it. I think we're missing
one light over here. So again, Cut tool and
we're going to go there. Nice, cool. That one's looking great. Now I do want to separate
at the interfaces from the outer faces just
because I wanted to be able to assign different
materials to the whole thing. There's no easy way to do this. Unfortunately. I think we can do
this, this, this, this, this, this, this, this, this, this, this, this, this, those ones. And then Control F 11. It's already okay, so
it's just a matter of selecting all of the
other ones are perfect. No big deal. This one's right here. Now, I'm not going to
extract this guys. I'm actually going
to duplicate them, make sure that nothing
else is selected. And you're gonna say Mesh tools or Edit Mesh and
you're gonna say it duplicates so that we get another copy of
the up the object. And now this one is a little plate that's
gonna be like a rough. I'm going to just push
it slightly forward so that we know that it's
over there, but that's it. It has a couple of cylinder. So I'm just going to add them. Very simple cylinder. I'm going to turn on round caps, which is an option on the inputs and then subdivision capsule, we get this nice round effect. Let's rotate this 90
degrees. There we go. And go to the front view. Grab this guy and make
it really, really small. Really small. There
we go right there. Grab all of these
vertices, we can just snap them so they're
completely flat. There we go. And usually these guys are
not like, perfectly round, do you usually like sort of
like stretched out like this because they need to
be on the same volume as the rest of the element. You can see how here we're
intersecting everything else. So quick tip, I'm
just gonna grab my cut to cut in the
exact same direction. And on this guy, to save a little bit of
performance and stuff, we can just delete those ones. There we go. Simple as that, Control D to duplicate, bring another one. Grab this edges right here, just align them, him so they
are on the board there. We've got all of these
guys watch them. This guy Control D, rotate this around 180 degrees. And we should have
the other one. I'm going to keep them
really close together. Usually this pieces are molded and they created this
interesting shape. That's why we had the
initial thickness here. Because I really
wanted to thickness to kind of cover those
guys right there. So they're not interfering with a nice sharp edge
that we have there. The other option
here would be to grab just like all
of these vertices, just push them slightly forward. There we go. So the circles are
coming from behind. Let's make sure that
this thing is on top. And I grabbed this
three guys mirror. Of course, and this is
x negative the world. Let's combine the histories, centripetal force
transformation. Let's combine them and now we do the mirror, x and negative. There we go. Perfect, So that's the
logo. The logo is ready. Now let's clean
this up before we import it onto the other scene. This is something that I do
quite frequently and you will be doing as well
quite frequently. You will be, let's
call this a logo. Actually this two guys, since they're gonna
be the same material, we can also combine history,
sensory information, let's call this logo,
border, logo inside. And sometimes there are certain
pieces that are easier to do on another file and then you just import it
into the file that you need. Whenever you're getting,
getting 18 ready to import, just delete everything
that you don't need. Make sure things are
named and the free transform everything
properly, save the scene. So let's call this poster logo, and then you're going
to open, of course, the other scene,
the basic toaster, the one that we've
been working with, this one, beautiful
toaster there. And we're gonna say File Import, and we're going to
import the total logo. Now, technically, it
should be over here, just a matter of
moving it position, let's say minus 90. There we go. Let's find the exact spot which is like a little
bit higher there. Gonna be a right
about there, perfect. At this beautiful toaster. Let's grab this guy and assign the material
to lean three, which is our chrome material. And then this guy,
the plane too, which is our actually
it's the red material. So blink, want there we go. Yeah, that's it, guys. We are done. Are among for the toaster
is perfectly done now and that's
pretty much it now, I am going to cover
something very basic here in regards
to rendering. This is just a
super, super quick and dirty way to
create a nice render. Later on, once we get
into the final chapter, chapter, I think it's
Chapters five or six. We're gonna be talking about more professional
renders that we can do with a little bit of a
camera work and stuff. So yeah, today or in this one we're gonna do
a very quick render. Now we're gonna be
using Arnold renderer. And in order to make sure that we're
working with our note, we need to make sure to
go into bug and manager. Look for Arnold or actually
you need to write mTOR, which is Maya to our note,
make sure it is loaded. I usually have it
set to auto load. Let's create an
infinite background is to say very, very simple. Just background that's
going to help us to render the whole little thing
here, or little toaster. There we go. And I'm going to select this two guys and
just move it forward or up, up, up, smooth this out. And this is going to be, Oh, this is gonna be our nice
little infant background. We need a camera, so I'm
gonna go into rendering, create a new camera. This camera we're
gonna cult shut cam, which is the camera out from which we are gonna
be taking a render. We're gonna say panels,
look through selected, and let's find a nice little
like a render setup here. I think something like
this will be cool. The only thing we can just
rotate this thing around. Now, I'm not going to make it super complicated
again right now. We're not gonna be talking
about lights or anything. We are though, going to be using one special type of
light called an HDR. And the HDR, high
dynamic range images. There's one place
called poly haven, which is a godsend for everyone because there
are so many free assets here. And you can go into
the studio once. And there's a lot of ones that looked like a
very nice studio. So I'm gonna go
for a contrast T1, something that I
would expect to have for a product placement,
this one right here. And let's download
this thing right here. Whenever you download an XR, which are these HDR images that have a lot of
color information. You want to play
them, of course, on your source images folder. So we're gonna go into our
project source images. You're probably going
to find this one, all your files as well, which is called studios small. And the only thing
we need to do now is we need to go here
inside of Maya, going to our note say
lights, sky dome, light, control eight to go
into the attribute editor. And here in the attribute
editor we're gonna connect that image
into the color tab. So we go here, file, click and select Studio
small, just hit Open. And there we go. Now of course, we need to make
sure that this thing kind of like matches our
nice little studio. So we're just going to rotate
this whole thing around. And I'm going to click Arnold render as simple as that because this big thing
that we have right there is actually
emitting light. And as you can see, we're
gonna get this very, very nice effect where the light is getting
into our scene. Now, the colors, of
course are not good. Let's go here to the shot CAB, which is the camera that
we're gonna be using. And he'd render. And this is a little bit closer to what we would
expect from a render. But as you can see,
the, the materials are looking at a little bit wrong. One of the reasons is this are not physically basement joules. So I'm gonna go into my
little Hypershade here, which is this little
button right here. This is where all the magic
for the materials happen. And I'm gonna show you
a very quick trick. We're gonna go into our
note and we're gonna create an AI car shader. This car paint, really cool
one because the carpet, what they will do is,
as you can imagine, it will give us this sort
of like card effect finish. And if we were to grab now, as you can see, it's
called AI car paid one. So I'm gonna grab this thing. I'm just going to cite
any new material. Sorry. Right-click assign
existing material and I'm going to assign the Eric car paint. And if I hit Render,
look at that. Really read that
was a little bit to read for my, for my liking. So let's do the history. And here, let's bring
this back to the, to the red that we used to have. So syllabus darker like this. There we go. This one is going to
react a little bit more relevant closer
to what you would expect a physically based
on material to work. The ones where you're going to really know the set
or the Crohn's. So I'm actually going to go
into the hyper shade again. And if you remember, the
Chrome's where bleeding three. So I'm going to
right-click select objects with material and all of
the objects selected. Now, right-click
assign new material are no AI standard surface. And I'm going to
bring the color down. Now let's keep the color up and let's work with just metal NUS. And now if I render, you're gonna see that this
is looking like chrome, which is what we're going for. Seems like we lost a nice
red color that we have. There we go. So looking better now you can see the chrome is
looking quite nice. I'm gonna go back
to the Chrome and I'm going to reduce
the roughness here so that it's really, really, really shy *****. And right now it looks a little bit dark because the scene in general is dark like the studio that we're using is quite dark. So we might change it later on, but look at how nice
the buttons look here. Even the blade loggers and
blend looks quite nice. So yeah, this is a
very basic rendered. Don't, don't take this
as the final render. I just wanted to show you how everything looks
at the very end, which is always a nice
thing to see, right? To be able to appreciate all of our hard work either in
a more presentable way. We're gonna be working
with renders later on. Again, this is just
a quick overview and I'm gonna be showing you
how to reduce the noise, how to get some nicer materials, better lights and stuff. But yeah, congratulations if you guys made it all
the way to this part, you have finished Chapter two. We're going to go now
into Chapter three, which is a very, very fun one. I hope you guys
are gonna like it. We're gonna be modeling
game cube controller. We're gonna be learning a
little bit more about topology, more techniques, more trips. It takes some trips and
yeah, that's it guys. I'll see you back
on the next one. Bye bye.
15. GC Controller Setup: Hey guys, welcome back to the next part of our series till they were getting started with
the game cube controller. And I'm gonna be talking about a very nice technique
that I like to use whenever I am faced with complex shapes like
this one right here. The reason why I chose this
as a second project, or it's, it's like a big project is because there's a lot
of things going on. And most of it, it's
a single shape. With the toaster. We had the advantage of modifying or modeling and
several different parts. And as they came together, we created the whole monk. In this case, we do have several parts such as
buttons and the sticks. But the main body
of the controller is pretty much one object. So again, I'm gonna
be showing you guys and nice little
technique that I like to use, which is a general planning
of the whole thing. We need to understand how, how this thing is set up, whether I'm gonna do here,
let me make my brush a little bit bigger because
there's much is quite big. Not there. There we go. I know that there's two main areas like
this one and this one. And then we have
the two little Lex, this one and this one. And we have this main
face blade right here. The most important thing
about the faceplate is the button right here. Now some of you
might be wondering, well, this is actual geometry, like the start and
pause buttons are actually being pushed
into the geometry. Could we do them with proper
topology and that flow? Yes, of course we
could. However, that's one of those things that whatever you're
doing a 3D model, you usually leave
that to either a displacement normal above
our bump map because it's such a subtle
detail that you really don't want to waste too much geometry tried
to capture it. However, on this one,
we do need geometry and we know what the magic
number is, which is eight. So if we create a nice edge
loop right here around our controller and
we do 12345678. I know that that edge right
there has got to be perfect. This is a pretty
symmetrical controllers, so we're probably going to
have a nice straight line going down there. And then this guy is
following the rule that we've been talking
about ever since we started that we want
everything to move either vertical or
horizontal fashion. So I know that those two guys upon one right here
is gonna be the food. We of course know
that there's gonna be like an edge flow over here. And if we follow this
thing right here, I definitely know that we need to have a
natural over there. Now one of the cool things
is for the main body, we can actually realize a lot of things
like we could build the whole body first
and then focus on the buttons in this
Bible that we have there, this hexagonal grid, this nice little bump
and the crosses. So they're like the details. I know that these details
right here are asymmetrical. All of these guys, however, the main shape of the
object asymmetrical. So those are the things
that you need to look out for whatever you're exploring a new concepts
such as this one. Because it will save
you a lot of time to try and minimize the amount of topology
that we're gonna be used, recorded amount of modeling
that you need to do. Now, how are we going to move this whole thing into
the actual grid? Well, I know that this guy, for instance, is probably
going to go down, that's the easiest path. And then from here we're probably going to
create like a line going across like here and here. Same deal here. So
we're probably going to push this guy up and up. And then this guy like this and like this. I mean,
there's works fine. I know that we
definitely need a couple of more subdivisions. So we're gonna have like 12 will have so much geometry over here. Like what's the
best deal in there? Well, we need to start
using a little bit of our topology tricks that we
know to create more agile, try to capture all of the
surfaces that in a better way. The first one is how
do you convert to etch flows or too little
polygons into, or in this case, sorry, how do you convert one edge loop into multiple edge loops? In an easy way, and the
easiest way is to create a little wedge like this. Now, we're going to extrude
this sites of the watch. We're going to create three
Ashley's right there. This is what this very
important guy said. We're actually going
to be using it on both ways because sometimes
we're gonna want to reduce from tree to one and
sometimes we're gonna go from one to three so that we can cover all of this
area in a nicer way. So that's one of the topology tricks that
you guys need to know. It's super universal. You could use this
in any software and it's really, really helpful. The other one is
how did you go from two edge loops to either
more or less actually, to go to less edge loops, you're going to create this
shape right here, like this. Now what's going to happen? Sorry. Let me let me do it on another side so it's
a little bit easier to see. There we go. So if you have two edge loops and you'll
want to minimize it to one. You want to move this edge
loop from two to one. What you're gonna do
is you're gonna move this thing out like this. You're gonna create
this sort of like a trapezoid shape so that
we get one on this side. And this side, you can add one more line there and just
finish this one over there. Eventually, of course, this is not going
to look like this. You're usually gonna
get a little corner, gonna be more like this. So we go from two edge loops
to only one edge loop. Of course, this is
one that we'll look back to another side. But again, it's a really,
really nice strategy. That's exactly what
we can do right here. I want to go in these
two options right here. I wanted to go from one to two. So we create this nice
little hexagon shape. We create this
element right here. We go up there, there, there and there. And we can do the same
thing on this side. I got to keep it like this. I think we can
manage it for now. And then at this point. We can do it again. So again, little
hexagon shape, up, down, up, down, up, down, there we go. Let's add one more actual there. There we go. And we go all the way across. So it's gonna be 123 dune, dune. And see how it's like
way too much here. That's where, you know, you
need to insert a couple more. So let's do 12. And again, we do our little
hexagon shape right here. And as you can see, that
creates the nice topology. So the more topology or
do more polygons we need, the more this little net
is gonna be increasing. So these guys are
super important. This is U-shaped, this you loops because they're gonna
be adding more geometry here. We're converting
from one to three. That way we can keep it really, really simple on the
areas that we needed the most and then add more
geometry as we go forward. Now on this one over here, weren't going to
depend a little bit on the amount of polygons
that we get right here. So I know the wild 23456789. So it's really gonna be
like 10th at this point. So that means that this
is probably gonna be a 20 sided cylinder starting or ending at
this point right here. And that means that
this one is probably gonna be a 16th sided cylinder. We already know how
this has to go. So it's gonna be like a nice edge loop all the way around. And then this actual trigger
gonna start going inside. And as we start hitting
each specific button, we're gonna have to fight a specific edge loop
that goes around them. Let me use a different color so it's a little
bit easier to see. So we're gonna have
a bead shape of their circles over here,
circle over there. There's some nice bubble there
that we need to respect. So we're gonna have to find
a way to create that one. And then over here we're
gonna have a hexagon. Now, again, one of the easy
article thinks about this is that this is a relatively
flat surface on this area. So we're probably gonna have the peaches that
we've used before. Remember the little triangles, and that's gonna be,
that's gonna be it. So this is what I'd like to do again before I jump into
interactional model, Igor into modeling the guy, I'd like to take a
look at the object and try to understand
the form of the shapes. Then once I start modeling, things become a
little bit easier. Now you can also see that we have this intersections
right here. This cylinder is gonna go down. Either we're going to have this sort of effects right here. And then we're going to
cross all the way across. We definitely need a national
across the sea blight. And it's probably gonna be
like two parts of an object. At first are gonna
be just one part and then we're going to split
it up or something. But yeah, that's that's
pretty much shut. And again, we need to understand that there's
gonna be an actual player thinks need to flow with a very specific
way over here. So we're gonna have,
we're probably going to have like an
edge loop over here. And then the cell
shape's gonna go all the way up here like this
guys right here, the triggers, those
are really important. That's a horrible
choice of color. So this was right here. We definitely got to have
some sort of digital. They're going to form. Again, I like to take this
from from woodworking. Wherever you are
doing woodworking, one of the things
that they tell you is you did to measure
twice, cut once. Because if you make a
caught on a piece of wood, it's very difficult to
bring it back together. So it's a very similar
approach here. If we do this little study which only took us about ten minutes, it's gonna be a lot easier to manage and to create the
topology that we want because we already
understand what the kind of thing is that
we wanted to achieve. That look at the
jumpy Tibet via edX. We're going to go real
quick into the image plane. So I'm just gonna go fraud bu, bu, image plate, import image. And we're gonna select
the game cube controller. By the way, sorry guys, if my boys are my by boys is something a little
bit to like congestive. At the time of this recording, I've been diagnosed with COVID. So I have this like really, really bad runny nose, but hopefully the oldest is
still quite understandable. I scaled the state to five units so that we have a bigger controller right here. And that was century,
the front view, as you can see on the
Start button right there. And the little legs
are touching the grid, which has again, what I want. I'm gonna go to the
right view now. We're gonna say Bu,
much play input image. And we're gonna select
this one again. And we're just going to move
this again, scale this. So it's very important
that we scaled to the same scale that we
did the other ones. So that's five music and the
arbitrary scale right now, because I just want this to be a little bit
bigger than usual. If your grid is too small, make sure to go into display, grid options, option box, and you're gonna
change this to 1101. That should match
migrate now because otherwise it will be a
little bit too small. I'm going to position
this right around here. So that's like the middle of the body of the origin
of the controller. I will say right about there. Perfect. So that was the front view. Of course we're gonna push
back and the side view, we're also going to push back. And this is the working
area that we're gonna be modeling our controller. That's it for this one guys, hopefully this technique
that I show you again, we're going to be the
usually are quite a bit. You don't need to do it
if you don't want to. However, I do strongly recommend
it because it's kind of like building the parcel
before actually solving it. I do think it's a really,
really nice tool. So hang tight and
I'll see you back on to the next one where some
modeling all this controller. So that's it for now. I'll see you back
orthodox. The next one. Bye bye.
16. GC Face Plate: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the game queue faceplate work and start with
the first piece. So let's get to it. Now we already have the
construction of this thing. So it's just a
matter of literally doing it at and making sure
it looks as nice as possible. So what I'm going to start with is I'm actually going to
start with a cylinder. And we're going to move
this over there up. I'm using the, by the way, let me turn on the navigation keys real
quick. There we go. So whenever you're moving
things you'd start of my other is a nice shortcut that
not a lot of people know. Instead of seeing the object, like even if you're
not seeing the object and you press Shift and middle click and drag
your mouse like up and down, that's actually
moving your object and it's like, like
access sensitive. So the bloody wonder how
you move your mouse, you're gonna be able to
do like a nice moment. That's how even
though, for instance, like if I delete that one, create a new cylinder and I just middle mouse and drag up. I'm gonna be able to drag it up. It's nice little shortcut
done a little people know. I'm gonna change this of
course to eight sides. There we go, which is
our main element here. I think this one's a
little bit offset. You can also do this thing
that I mentioned with the image place W and just like middle
mouse button and move. There we go. Perfect. So whatever the
distribution can then select the outer
phases like that, Control E to extrude them. That's going to create a
nice little circle and then select one of those faces
and delete everything else. There we go. So now we only have
the circle which is the basis for our little
possible right there. Again, we already know what
we're gonna be doing, right? So I know that these
two edges right here, we're actually like
to make this easier. Let's just do half
of it, of course. And I'm going to grab
the edge right here, and I'm gonna hit Control
E and just move this up. What's gonna be my first
edge loop right there. And then I'm going to grab this one right here, Control E, move this down to about there. There we go. Like I'm looking at the shadow and the
where he changes color. That's how I know where
my board there's gonna be Control E and move
this thing sideways. So that's one touches, That's shallow part right there. And that's what touches That's shattered by rate, which again, they know when I
press number three, things are good, are
gonna get smoothed out. Now on this side over here, I think it's fairly easy. So in this case I'm just
gonna add 12 loops. And we can even go into quadro. I think it just like
quadro the stakes. There we go. If we need
more edge loops later on, we know the trick
how to add them. So no, No big deal here. So here's where I
know that we're going to start needing a couple
of more edge loops. So I'm gonna start with
a little trick that we drew in Photoshop,
which is this little, I was saying, like a hexagon, a hexagon and a pentagon. I meant to say this
trapezoid shape. So sorry if my English was
not a right over there. So it's this shape right
here, this U-shaped. And that as you can see, it
will convert whatever we have into three more lines. So that's going to allow me to capture this section
a little bit nicer. Now you can add as many
of those as you want. And the one really cool
thing that we have here with the quadrature rule is
that when you press Shift, it relaxes the surface
and it kind of like evenly distributes
your topology. So it looks a little bit nicer. One thing I do
recommend is try not to get as many of them
really close together. And that's just for
information sake. But in this case, since this
object is not going to be D4 meeting because it's
like solid object. It really doesn't
matter that much. As you can see, we add
one more over here. We keep going. We
definitely are going to need something over
here because otherwise, things might get a
little bit tricky. Let's see how stretched
out This thing is. You usually don't want your
topology to stretch out like this because we're going to
just have a big problem. So here's where I'll
probably add like another little trapezoid
shape right here. So that when we started like
moving this thing forward, we have enough resolution
here to cover that space. And if we need one
more line there, I'm not like I'm not against having it
because it's again, it's going to help
me overall shape. Here. We can actually save some of
the lines as you can see. And now all of those lines, I don't mind like having
them across the surface, but if we want to simplify, we can use the same technique to smooth out a couple
of these elements. So right now I'm just pressing
Shift, as you can see, that's a smoothing out the
curvature and everything to, to have a really clean edge over the whole, the
whole elements. So yeah, that's, that
looks pretty, pretty cool. So I know that eventually
when we connect this or hopefully
when we connect this to this main shape right here, we'll have a nice
eggshell going around and we can actually start working on this
shape right here. The only thing that we need
to keep into consideration is that the same ratio will
be at a different height. So this one's going to
be right about there. You can actually see
that there's a lobe of a curvature over there. I think we're gonna be able
to get down with the Bible. But if not, one thing that we're going to
definitely have to do is grab this
section right here. Just like push this thing back. Then this saturated here, push it back, and then
they saturate here. Of course the one that
goes all the way across. So that's why I'm here. Push it slightly back. That's the kind of thing
that we're gonna have to guesstimate. Again. I'm going to leave
that until, until later. Right now I just want to
build the basic topology of the things and then we'll
stick everything together. Here. Let's count how
many edges we have. So it's 12345678910, the same ones that we had on
the initial planning stage. So very easy way to do this
again, just a cylinder. W, middle mouse drag. And I'm going to
have it right here. Rotate this 90 degrees. So we're seeing it right here. I think 20 sides is
perfect for this one. Same deal, grab the outer phases first Control E to
get a nice loop, get this loop, and then shift select everything
to believe it. And that way we
have a very nice, clean 20 sided
polygon right here. As you can see, it is a
sphere like it's a pretty, pretty nice like round
sphere right here. The only thing is I'm
going to push this thing out because I just want
to have the border there. And then we'll do the
rest of the elements. Now, I think it might not be a bad idea to keep the same
amount of edges over here. See how we have 123. This is a hexagon
octagon, so eight sides. So in this case, one number, one magic number that we
can have is actually 16 because I know it's gonna be doubled the amount of hexagon. So we should be able
to get like an etch very close to where we
want with this elements. So again, I'm going to
create another cylinder. Let's move it right here. Rotate this 90 degrees again. There we go. Perfect. And we're gonna change
the inputs here on the subdivision access to 16. We're gonna do the same trick. Select all the outer, the outer faces,
Control D to extrude them and then select the
face x except those words. Actually beth, this edge loop and then shift select everything
else and delete. There we go. So now if we grab this guy right here and we
extrude, as you can see, most of the points will
get an actual that we can very easily or at least a little bit
more easily relate to. Now we definitely need to fix some of the curvatures here. So let's push this out
just for now because later on we're going to rebuild
all of those elements. I'm going to grab both objects right here, this two objects. And we're going to combine
them into a single, like a face or a single object. So combined, then we're going to delete all
of those faces, or this space is right here. I'm even tempted to delete
this one right here. This one's maybe not, that we're just going to
go into quadrants and we're going to, sorry, quadrant. And we're just going
to finish this in there and they're over here. We're just going
to move this one right here to recycle it. There we go. Now you can see that there's a weird shading
and that's because the depth is a little bit
different. No worries. This is not a problem at all. We're just going to scale this thing so that they are in the exact same
position right there. Who liked from one
side to the other. That's what we want. I know again, based on the right view that this
face plate right there, then I'm moving around, whereas this one
I do. Here we go. It should be situated right about there. That's
where it's gonna be. You can also see now,
here's where again, the photographs,
sometimes we'll have a lot of, of, of perspective. I guess we can modify this and move them around if
we need to right now, I just wanted to get an idea of where these things are gonna be. Here's where I would
definitely do a mirror. So I'm going to grab all of those middle
vertices right here, make sure they're exactly
on the same center line. Grab this object and
I'm gonna say mirror. And we're gonna mirror. Or actually no,
before we mirror, I think it might not
be a valid yet you combine these two
objects and pays them. So let's combine them again. 1234567, It's 89. Actually. Let's do those
first. There we go. Then let's do 123456. So there I am immediately
seeing that there's a couple of mismatches
because as you can see, if we use that one right there, things are not going
to line up perfectly. So let's move them. Let's help this shape a little bit by moving some
of those guys. And even if we need to
allocable of more lines, this is where I don't really mind creating something that's
not perfectly circular. So for instance, we needed
one more, two more. And yeah, that's
probably just gonna, it's gonna be right above there, is gonna be right about there. And this guy is gonna
be right about there. Perfect. So now we should be able to
just reach all of these guys. Again, same amount of prejudice on one side and
then on the other. When we bridge both, we have this very nice effect. And now we can mirror
this thing, of course, on the X and
negative X negative. There we go and we
get both Facebook. And the reason why it
was important to do this before we
continue working is because we now need to complete the inside of the
Facebook, right? So here's again where we need to start thinking
about the main shapes. So if you were to ask me what the main shape of this
part is that the a button, it's the one that has
the most prominence. And there's this nice
little bubble here that we really need to
take into consideration. What I'm gonna do is I'm
actually gonna grab, I'm actually going to
create a new polygon. And thinking new
polygon will be better. I'm going to create
a new cylinder. Bring it right over here. Let's rotate this
90 degrees as well. There we go. If you remember this was a
20 sided cylinder, so that's exactly what
we want, what we have. Same trick. So we just get that
nice etched ring here. Delete everything else. Very important before we start moving anything we
need to make sure that this thing is actually sitting where it's supposed
to be sitting. I'm going to center
the pivot point and we ve I'm going to snap it so that's right there on the face plate with
everything else. Now, let's position
this properly. It's gonna be like
the outer circle. There we go. Then this is gonna
be the inner circle, which is where the button is. Again, don't worry
too much about the perspective in
might not be perfect. But that's it. So I know that the
connection right here, that's going to be the
connection, but we need to make sure that that's the
connection for the a button. And I also know based on the
reference that we have here, that the little Avon
is slightly raised. So this one right here will probably be pushing
slightly forward. We can try and find like
the exact element there. And actually, yeah, that's it. So that's pretty much it. That's how rice that affect S. And this one, since this is where a button is
eventually going to be, we can already create the
little indentation for now. Later on we'll fill it
and do everything else. But now we need to
do the combination. Like we need to make
sure that this thing combines properly
with everything else. So we combine both elements again and we need
to start bridging. So 12345678910, we're gonna abridge
the ones that makes the most sense first. Then if there's a couple of them that don't make that much sense, you're gonna see them
probably at the, at the very end, the
last couple of ones. Like here, you're gonna see
like this one right here. It doesn't really have
a need like nice place to go to Saint with
this one right here. You can see some of them like very naturally flow
into the other ones. And then we have a
couple of triangles. And that's the reason why we
have triangles is because we created a couple
of more edge loops, right, for this
thing right there. So I am going to try and keep
this as clean as possible. Triangles are not bad. Remember as long as we
know how to control them, we can, we can make them work. So I'm not too
worried about them, but if we want to
get rid of them, since this is again
the flat area, or at least this outer part, we could actually
grab these two guys and merge them together. So we have two triangles
on the border right here, which again, it's
still an edge loop, so everything is working
exactly as we want. But those triangles
are going to, I've got to make
our lives easier on this inner side right here. Now we have more
buttons, we have the B button and we
have other stuff, so we don't need 20 sites here. The reason we went for 20 sides right here is because it
was a little bit easier. It match everything else. But here we really
don't need eight sides. Now. We can keep it a
little bit simpler. So first let's fill this. I'm going to do it like this. We get a nice topology
because we again, we are gonna be etched
looping everything, which by the way, we can already start at jumping things here. I know that we're going
to have this sort of like hexagon shape over here. We're definitely going to have pinches so that we
get a hard edge loop over there is going to be some topology tricks
that we're going to have to employ in a couple of areas. You might be tempted to
breach things over here. I would advise against
it because again, we want to keep things simple. And then as we make things
a little bit more complex, that's when you're going
to add the interest. This is a very common thick
that trip tip that I'm doing, which is if you are having
issue with Aquadro, like trying to identify
this long polygon, just draw a smaller one and then Control Shift and
delete the inner edge. That usually helps solve it. Maya fight like the proper,
the proper elements. Again, looping,
we're just looping everything and
making sure we have the proper topology for the details that we're
gonna be adding over here. So there we go. That's a lot nicer, perfect. We're gonna worry about that
topology a little bit later. Don't worry, we need to take
care of this button right here so we know what the magic number is,
right, which is eight, but sometimes you're not
gonna have an eight number, or sometimes like in
this case right here, it's going to be a little
bit tricky because there's actually curvature. So we need to take into account this
curvature right here. That's gonna be important.
So what I'm gonna do here is something a
little bit different. I'm actually going to
go with my cup tool and we're going to
cut the points. I'm gonna say 123456, 789, but probably like 910. There we go. So now I can grab that
edge they just created. The problem is, there is again curvature like this thing
is not perfectly straight, but that's fine because
we can just go, I think we can use our
stricken raise one. There we go. And
they will try to create the circle, that
circle that we need. The only thing that
this thing is doing that's not working properly. Weird. Where's my shaded mode? Did I change something? Let me delete history. They assign another material. Just like I said, That sounds like it lost the
material at some point. So yeah, as you can see, like, I know that this is the phases that we're
going to eliminate. Like that's pretty obvious. And that's gonna give me the
circle that I'm looking for. And it's actually
really, really close. Like I can just grab
this inner edge and just scale it in and just move
it to where I need it. But you can see that
this thing definitely broke the flow of
what we had, right? We're gonna have to fix that. I mean, right now it
doesn't look that bad. This point right there is
definitely making it difficult. So even though we
first number three, things are not going
to look great. The other problem is of course, like we don't have
a proper topology. A very easy way to create proper topology is
just to extrude. If you extrude and create
like a nozzle offset there, that's immediately gonna
loop the whole thing. And that's still got to start looking a
little bit better. Now for this flow to work
a little bit better, I'm actually going to change
this got line right here. So I'm going to Control
Delete to delete deadline. I'm gonna use my cut to go in the same sort of
direction that we have here, which in this case would be
better to go over there. There we go. Now we need to, of
course loop does guys, so that's the square,
That's perfect. Let's triangulate over
this side because this is where the flat area of the
object is saying with this, we can just triangulate over there and that's perfectly fine. And from here to there,
that's two squares. So there we go. So that when we
press number three, as you can see, that
area looks quite nice. We get the circle that
we're looking for. We can actually
grab this guy and just extrude in to create the place where the B button is gonna be and we
still get this. Now, the problem is, or one of the problem is, is that we need the
proper ash flow that we used to have over here. Maintain because this line right here will eventually become
like a nice effect that right now here we're breaking that flow because this
is no longer a square. So we would try to insert
a national right here. It actually is working.
It's kinda weird. Usually it wouldn't
work because it's an ongoing, but let's try it. Let's add a natural there. And let's take a look
at how that looks. That's not bad. That's
not bad at all. Let's grab this guy
and just do a bevel. Suppose a little T icon
to see the fraction, two segments, small fraction. There we go. Yeah. I mean, that looks pretty good. I would say that definitely does or services
purpose that we're going for, which is having that
nice little indentation and then our B
button on this side. Yeah. I guess I'm not really sure how or why this is
working because again, this is an anion and
it shouldn't work. But I'm just going to leave it. Let it be, to be honest, this is one of those little, happy little accidents where
we can get away with it. Now, I'm going to
continue with this part right here just to keep
everything on the same video. And now we can start thinking about the actual
element right here. So I know that when we
person number three, all of those guys get like, they do something that I
don't want them to do. So what I'm gonna do is I'm gonna grab the whole
edge right here. I'm going to extrude out
with a little bit of offset here to get
another edge loop. And then I'm going
to start using offset edge loop on
this area is right there so that we can pinch
together that little area. Before we do the,
what's the word? This teaching pinched
together all of these areas. There we go. I wanted to actually way
better than the first ones. You can also do it manually. No need for them to be
perfectly mirrored. Anything. There we go. Now
the reason why we needed to add the second
element right now, if you press on number three, as you can see, things are
gonna look a little bit nicer. Let's do the final one. There we go. So now when we
press number three, you can see that we hold
this octagonal-shaped very, very nicely, which
is what we want. We're going to do something similar over here,
but this one's, there'll be even trickier
because it's round and the hard surface
at the same time. Now what I'm gonna do is
I'm going to grab all of this outer edges and just
going to pinch them together. Just merge them to center because we don't
want that hard line to be sent to the outer edge where we want
this like very round shape. And again, we don't
really worry about this topology because
it's on a flat area. Flat areas are our friends in the hard surface
modeling work. Now, now we can start
leveraging things like say, okay, let's break things
that makes sense. For instance, that
square right there. Like for instance here. I think just like a
breach there makes sense. I'm tempted to just
mix this together, but I usually don't like when things are really
close to the edge. So I'll rather in this case, I'll move this thing
along a little bit. Let's do dad for instance, and dad like a little triangle there again, no big problem. Triangle there and
no big problem. Triangle there, no big problem
and a couple of triangles. You can see all the
triangles are kind of like facing in the
same direction. That's fine because when we
smooth things out again, the topology there might
look a little bit wonky, but the model is
gonna look perfect, which is what we want. Those areas look a
little bit wonky. It might be because of this one. So let's just fix this one. For this one, I'm
just going to kind of just want to extrude this guy and have like another
little edge loop over here. And then that's a
square. There we go. There's a couple
of weird pinches. They're not sure why merge
all of the points together. One way to know if
things were murdered now is just move
one bursae around. And if further periods
like that weird effect. It's really weird
like everything down here, it looks nice. Then we have a couple
of pages over there. Thanks. Thanks. We're not like merge
properly. Straight again. Or are we getting it everywhere? It seems like we're
getting it everywhere. So I'm gonna push this
guy's down. Oh, I see. Now how we created
this, like we're lying. Yeah, no, Sorry, my
bad topology was a little bit too
stressed over there. Let's fix it a little bit. Let's go back. This is about, it's
all about like again, fixing the puzzle, like making sure things look as
nice as possible. There we go. First things first, I want to make sure
that there we go. So EBIT from here, we're already getting those
sort of weird effects. We do need them though. So in this case, a thing where
we're gonna have to do or one of the things
that we're gonna do is we're gonna emerge to center. We're going to go
over a couple of this guy's like merged the center, mersa center. Mersa center. That's also going to
give them enough space. I think that way it when we
create more triangles there, we shouldn't have that
much of an issue. There we go. And this one, and that one's gonna be a
little bit stressed. So I think with this one, I'm going to go there. Okay, let's go there. I mean,
it's gonna be a really, really stressed out
polygon number there. And that's why I don't like it. So this one, I think I'm
going to just push it. That's definitely like grab these two guys and
merge to center. There we go. Now we have a couple
of triangles. So ECS ways with Aquadro just
fill those triangles in. Which again, as you
can see, it's kind of like going from one to two. So we're doing a little bit
of fun at for division. There we go. I mean, to relax this
one a little bit better. I think I'm gonna have
another triangle there. Triangle. So really,
really good people, people who keep a bad
reputation to triangles, but they're really, really good if you know how to use them, like a double-edged sword. So same thing here, like see
how this is like really, really stressed out because so weird polygon just make
it a triangle. That's fine. I'm gonna show you one
trigger right here. We haven't used this because we've been using
subdivision modeling. But when you have
triangles and you actually subdivided an
object like heat smooth, all of those triangles
become squares. That's one of the
big secrets about smoothing every single
triangle that is not a square. Even that goes. Remember the angle that
we have over here, it solves itself and it
creates a nice topology. So that's one of the tricks that people don't teach frequently because a lot of
people don't know about that when you use
move, things become square. So let's push this in. There we go. We have
our nice little like octagonal gate here
for the, for the Cystic. Yeah, that's it
for this one guys, we've finished the
first face plate or the faceplate and a little
bit of the right side. In the next one, we're
going to continue with this left side. And we of course need to do the extrusion for this thing
and a lot of other things. But as you can see,
this is working nicely. I don't think it's
as complicated in certain aspects
as the toaster wash. This is more about like
edge flow and that control. The toaster was
more about thinking about the pieces and
how they fit together. This one is how to
build the whole thing. So hopefully you
guys are learning stuff with this and
yeah, that's it. I'll see you back on
the next one. Bye bye.
17. GC Sticks Area: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the sticks areas here on
the game crypt controller. And as you can see, we're pretty much done with the right side. We'd need a couple
of buttons though. And that's the first
thing that we're gonna be working with. So as you can see, this button is right
here are missing exactly what we need to create. However, I'm actually, I'm gonna go back and delete
this one right here. I know that the actual
is gonna work once we insert it because we saw them
working on the last video. But it's usually easier to
work with fewer topologies. This one is, I believe they're actually a little
bit easier because we can just Control E to offset them and create
the proper actual. Now before I do that though, I do want to add one edge loop right about there so that we don't interfere with anything
on the proper temperature. So Control E offset. Now is a matter of moving
this guy's the vertices where the little bean-shaped
button is supposed to go. So we'll just move
this thing around. Always do this on the
front view because that way we're only moving
on x and y and not in C. So technically all
of the buttons should keep their original, as you can see, their
original depth, which is something that we really, really,
really need here. So now it's just a matter of grabbing this guy right here. Let's get to the front view. I think this one, this
bursae right here. Go a little bit
lower. There we go. Now we grab all of the phases
and we just delete them. Like so. There we go. Now we have the
little hole for our, I think that's the X
button right there. Cool. So now we're just going to grab this edge right here
and extrude them. Now, while I was
taking a look at this, I saw something that
I think we might need to fix when we
press number three, you can see that we get a couple of pages here
on the triangles. Remember to triangles
are really good, but we need to really
know where to place them. And here's one of the rules
that I like to follow. If you can place this on a
flat area, That's better. And if we want to keep
this a little bit rounder, it might be a better idea to actually have
this one down here. I'm gonna use my cholesterol, which I'm actually going to add to my shelf because
we're gonna be using quite a bit and we're
gonna collapse there. And collapse there. We're going to collapse. And class year. And you can see now we have
triangles on this side. And again, just to keep
topology a little bit cleaner, we might want to
move the triangles a little bit and
we can actually go all the way to the other side and get rid of this
triangle right there. But I don't think we
really need to do it. I'm gonna go to
the front view and now reusing this edges right here is just a matter of giving them enough space so that
the curvature of the, of the object looks
a little bit nicer. Again, don't fears triangles. Triangles again
get a very bad rap in the, in the 3D world. But the immediate
games, we actually use them quite a bit
because he can't help us capture the
silhouette without compromising a lot
of the other things. So as you can see now, the, that line right there, like this outer
line, gets a lot, lot smoother, which
is what we want. Now let's repeat what we
just did here on this order, like bean-shaped button,
which is this one right here. So we use 1234, right? Yeah, like a fourth,
us four sections here. We're going to do the same
thing, going to face mode, grab this for guys control E. We're going to offset them. And then we're going to
play around with the point. So this point goes here, here, here, here, here. Move this one here, and just give it
the sort of like bean shape to the button. Close as possible to working. We can get there we go. Now, it's just a matter of
the leading this faces. But by, we're gonna keep the same nice
movement right there. It's just a matter of
pushing this inner loop. That's it. So when we press number
three, you can see we get this nice long alligator
element right there. Now, if the buttons are
looking a little bit weird, that's again where you
need to relax some of the vertices that
give them more space. Because otherwise the
proximity of the vertices will make or create this sort of
like a page or hard edge. And that's not something that
we might be looking for. Yeah, that's it. As you can see, this face over here or this face
plate is ready. We have the the entrance
for all of the points. Now we can talk about adding
the little guy right here, which I'm a little bit concerned now because I just realize that we're going to have to add an edge loop that
will go into the buns. So let's see how
we can solve that. So I know that we need an
edge loop like right there, right there, right there. We can hold this together. And of course in this case, we're gonna go
from here to here. I know that's an England,
but that should give us a nice sharp line
that we want there. It doesn't seem to be creating like that big of a
deal over there. Let's bevel this and see if you'd really mess us
up with our topology. Because sometimes even if
you've had those hard edges, you won't even notice them. Second, there we go. That's okay. Yeah. We can now see that the
clear pinch right there. Here, what I'm gonna
do is I'm going to use the same triangle technique, but we're going to use it
here on this one right here. That one we collapse. This one we collapse. So that should give
us a nice light. Now, that's actually
making a worse. Let's take a look here. First. Let's make
sure this looks okay. This guy is right here. We can move them lower just
to give them a nicer effect. We could also use these slight
edge tool and try that. Because really the pinch that we wouldn't solve this,
this one right here. Let's try getting rid of the triangle right there on
the border of the object. Let's see how that looks. Yeah, that looks a lot better. See what we're gonna do
is you can see as we're going to capture the triangle right there on the
edge of this guy, this guy and this
guy, we collapse. And we're going to do
the same over here. 123 collapse, over
here, same deal. 123 collapse. That's it. Now we should have
the nice line over there. Nice flow on the sides of
the thing that Yeah, thanks. I think things are looking good. I think I'm gonna
go to this one. I'm going to delete it. I
kind of want this edge flow to go into the same area
that we have over here. I'm gonna go into this
button right there. I'm actually going to
delete that edge as well. This one, I'm going to pin it
there and merge to center. Then we're gonna do the same
thing that we just did. 123 collapse. That way. It looks like that line is
going there and then it stops due to the button and
then it continues down here. See how nice that looks. By the way, if you want to, we can assign a
new material here. Let's do the Phong or actually I like the
blink, the blend better. There we go. I'm gonna do this
purple material. I usually like to keep the
color of light at first. We can see things a
little bit clearer. And here's where we're
gonna be able to see if there's any weird
painters or anything. And as you can see, it
looks pretty **** nice. It looks, it looks quite nice. Let's go for the proper tone. So I'm going to say
delete history here, grab this blowin the color, and you can just color, pick, and pick the proper color. There we go. So again, it's a little
bit too dark for me. I like going a little
bit lighter and then once we render,
we'll change it. There we go. So again, there will be able
to appreciate what or not. We have like some big pages or the form is like
moving in a weird way. So for instance here
I can definitely tell that this guys are a
little bit like elevated. So all of these guys definitely
need to move them down. So they follow sort of like same inclination that we
have with the button. There we go. They go into the button. There's a couple
of pinches there. We're gonna see if we can
get them, get rid of them. I'll later on, so
far, So far so good. Let's go to the other side. And this is again, we've mentioned this before. This is gonna be one of the
tricky areas because we have this circle and then it
goes into this hexagon. So I'm going to start
again with assumed her. So just move the cylinder up, rotate this 90 degrees. Grab the outer faces, extra them outdegree
than natural. Grab that edge loop, shift, select everything, and delete. We do have our little navigation
thing turned on right. There we go. So we grab this guy and I'm gonna grab the edge loop,
the outer edge loop. There was, this one's gonna
go all the way there. And then we're gonna grab
the inner edge loop. And then this one's going to be right there on the,
on the hexagon shape. Let's position this as
centered as possible. Again, here's where we're gonna have a little
bit of phone. It's not an issue, right?
It's not a problem, but we're going to need
to solve the effect. Somehow. We're going to center
the split here, snap it to that so that it's flat on the rest
of the elements. And I know that these two guys are gonna be welded together. It's just a matter of combining. And we can grab 123456789. And same thing here, 123456789. Rich, There we go. If it makes sense, like if the connection makes
sense, we just keep going. There will be a couple
of them like over here, where we might have a
triangle like that. Actually that's not
a triangle, that's a square. We can just fill it. And then like here, probably
the last one before we started with creating
another kind of topology on this
side, over here. On this side, what
I'm gonna do is I'm actually going to
use my quadrant. I'm going to start drawing
the little circle right here. So that I know how the space
are gonna be organized. But they know that
I'm not perfect. Like my circle drawing skills won't match the ones
from a computer. So if I do this, for instance, let me check
how many faces we have here. By the way, I don't think
I've mentioned this, but right here I have
this information that tells me how many vertices
and stuff are in my scene. To get this thing displayed, you're gonna go into
display, heads up display. And you'd want this one
called poly count right here. This one will tell me if
I select this entering, it will tell me, yeah,
there's 16 edges right there, which is perfect. I'm going to grab
this inner edge loop and we're gonna do, of course are circularize. You can see that the twisted thinks a little
bit, that's fine. We can just rotate
them back slightly and then they wish should
be we should be doing well, they're perfect. I know that's a perfect
circle and now we can finish building this or bridging
this thing over here. Let's bridge and
breach over there. Here. You can always think about what the best possible outcome for
your topology is gonna be. So here we can
actually create one of these like little U-shapes. And then a triangle thing
that's gonna be nice. We might even do that here
as well because we have one. Yeah, let's do here. Then a triangle there. I liked that one. Nice flow there, and then
the triangle here. So as you can see, there's a match and
Legos pretty much around the whole thing or along
a lot of the elements. We create a nice little
construction here. Now let's start with this one down here because
I liked this one. I think it's I think it's
gonna be a little bit easier to show you how we're
going to approach this. We're actually going to be
using our Aquadro again. And I know that we can just
bring the corners here. This guy is right here, which are like the beginning
itself, the cross. Now to make sure that
this are lined up, we grabbed the vertices
and we scale them. Now I'm perfectly certain that this guys right
here are flat. If for it, this one up
here, flat them out. The amount. The amount, and this goes down here. We also flatten them out. Perfect. Now from here we need to
continue building our edge loop. And I know this is a
round dish edge loop. However, I think when
we smooth this out, if we do it wrong, we
might need a couple of more vertices or edge
loops that I might want. So I'm going to keep it. Okay, Let's try it
first like this, and then we'll see
if we need more. So I'm gonna delete that
one, delete that one. And as you can
see, that's pretty much just like a triangle there. A little bit worried
about that one. We might be able to
layer or, or, or, or we can keep it
like what we have here and use a little
bit of football, hockey tricks like this. And that's gonna give me
there we go, like a sharper, sharper corner while still
keeping the topology clean and not allowing this to go into other parts of
the, of the elements. So again, the way we do this, we do this a couple. They're both square there. And then we go just push
this edge loops forward. Again. It's going to give you a nice, It's going to give me a
nice Hold on the edges. So same deal here. Want to little square there, and that's going
to be two squares. Same deal here. 12, little square there and
here and here, there we go. Now again, it's a matter of grabbing all of
these vertices and snapping them together
so that they're completely flat. That way. I know that the border for this little cross-section
that we have here, it's working perfectly fine. There we go. There we go. This is where the perspective of the camera might be
a little bit off. So just try to match it
as close as possible. Let me go. If we need to move
this a little bit, long as we didn't
move it outside of a circle, which should be fine. There we go. So we
press number three. As you can see, the
corners are looking nice. What's not looking as nice? Are the the main
corners like up here. So here's where, again, the Cut tool can help us with
a little bit of a pinch. We're just going to add a
couple of triangles there. And those triangles
are going to hold the edge a little bit better. So it's just a matter
of adding this sort of thanks to help me with the, with the holding off the edge. That just vertices there. Yes, that vertex is gonna
be like really tense, is going to have a
lot of work to do. As you can see,
it's going to hold the shape pretty
easy, pretty nicely. And we're still gonna get
what we're looking for. Now the only thing I'm a little bit concerned about
is that there seems to be this sort
of thing going in. This cross seems to
be going in, into, into the cavity like a
sphere going inside. We can't try to replicate that. Let's first create
or actually no, let's first try that. So I'm gonna grab these
four vertices right here. I'm gonna press B, which
is soft selection. And I'm going to press B and
middle mouse drag to create this sort of like self-selection until we cover most
of the circle. Now if we push this in. Should be creating that sort
of effect that we want. Let's add the outer
edge loop right there, which is going to hold
the whole element. And let's see how this looks. So yeah, that's not bad. I mean, it's looking good. There's definitely a
couple of pinches there that I don't particularly like. Maybe here's one of
those things where I might try something else. Because otherwise the topology might be a little
bit like wrong. This is not a bad method. As you can see, we do get the proper elements that we need. I'm just
going to press W. And we do get this
sort of effect. Which against not bad, It's not looking at Beth. Let's try a bevel because I think we can get
away with this one. I think it's just a matter of like bringing
maybe this vertices. Just a little bit
down to help again with the curvature
tool we're going for. We're probably gonna have
to do the same thing with the lower
vertices right here. Push them in a little bit. Maybe even this one. And this one's there we go.
I've mentioned this before. This one of the things that
they love about modelling, it's like solving a
puzzle every single time. So things started getting
a little crazy here. With this vertices
like that British, that vertex is
doing a lot of work to try and hold the
deform together. And that's why we're getting
those like weird pinches. The only way to minimize those is to relax
them a little bit. We can't really move
this one down because that will solve the punishment
will create another issue. So let's take a look. Let's apply the same
material that we had before just to get an idea. Yeah, So as you can see, we are getting World
War we're going for, but it's not exactly solving
it in the, in the same way. So I'm going to stop to
be the right here guys. And the next one we're
gonna rebuild this. So I know that normally I
don't like to backtrack a lot. But in this case,
this is not really working as what we
have in the image, so we are going to have
to find another approach. Thankfully, all of this
split is complete. All of the bunch over
here complete the pinch or the nice little
bubbles over there, or looking nice as well. Just trying to find everything
here is on the same plane. We did the same plane. They're strength to see how this thing looks
a little bit better. Yeah, that looks way better. Way we'd better. Perfect. So yeah, I'm gonna stop talk
with you again and again. As I've mentioned, we're
gonna be rebuilding this. I'm gonna show you a
different technique, which is a little
bit more complex, but I think it's
going to give us a better result for
this cross right here. So hang on tight and I'll see
you back on the next one. Bye.
18. GC Dpad Modelling: Hey guys, welcome back to
the next part of our series. Today we're gonna be doing a D, D path, which is the directional
path in the Game Cube, which we were not able to
properly in the last one, Let's watch that we were
using was not that bad, but it was not doing
exactly what we wanted. So the first thing
we're gonna do something like clean
all of these things up. And I'm just gonna be left with this little icon right here. Now, I think I've mentioned this before
just to make sure that you have this turnout so that we know how many phases we have. It's right here on Windows. Ui elements are starting to
display, heads up display. This is polygon, so
I know that here, like right here, we
have 16 edge loops. And that means that if we were
to create a new cylinder, for instance, we need to make
sure it's 16 sites as well. That's another quick
way to do this is we can just grab this
guy right here. Actually, no, I want
a perfect circle, so I'm gonna grab a new
cylinder, bring it over here. There we go. I'm going to rotate this 90 degrees so that it's facing us. And then with V
key, I'm gonna stop there and then I'm going
to snap it right there. So I know that's right
in the center of it. Grab the object, go
into the inputs, I'm gonna change this to 16. There we go, grab
all of the phases, extra them out to get a
nice edge loop there. Grab this edge loop, select everything else, delete. And that's how we
create this thing, which further we can also use a pipe if you find a
little bit easier. I like this method, but it's very similar. I'm going to increase this size until we hit the little
border right there, which is about there. And then what I'm gonna do is
I'm actually going to bring this thing down to that
circle over there. And I know that this
thing has tasked to have certain geometry like
a security guard is like a half a
sphere right here, which is how this
thing is gonna go. Which step out
there, I would say. Now, this is one of
the important parts. I'm gonna insert a couple of edge loops and I'm gonna
do one right here, which indicates where the
top of the arrows are. A little bit on top
or a little bit after the top of the arrows
is going to be important. And then I'm gonna do
another one right here, which is right at
the middle section, and then another one right here, which is where the
whole thing like ants were, the little crosses. The reason why we
need this guys is because we are going
to be using Booleans, which is something
that we normally don't use because they're
really aggressive. But in this case they're
gonna work very, very nicely. So I'm going to bring
this thing here, a little cube right here, snap it in the center as well. I'm going to make
this thing as big as what we have right there, which is this shape right there. Then I'm going to grab all of the phases that
are on the sides. Control E to extrude them, Keep Faces Together off, and then just push
them out so we get the nice little like
cross-shaped that we want, which is this one right here. And I know that I want to remove this shape from this
element right here. I'm going to select
the first element, the second element, and I'm
gonna say Mesh Booleans. And we're gonna do a
difference that will subtract, as you can see, the element. Now, of course we don't
need all of these phases. We only want the cutout
of the cross section, which is this one right here. Which as you can see,
it's great because not only are we getting the
color that we need, we're also getting the curvature that we have there
on the reference, which is tricky, but
it's working right now. Sure know, if you have
a really sharp eye, you're gonna notice
that this thing has symmetry in four sides. So if I were to only work on half of this or like a
quarter of this element, we would be able to duplicate it on all of the other sides. I'm going to select this
half element right here, and delete and this half
element right here and delete. What we're gonna do is
we're going to rebuild our little cross with this things that we
have right here. Technically, we could even
do like just one section and this would be like a pizza and we'll do like
eight sections, but I think it's a little
bit easier this way. So this vertex, for instance, I'm just going to V
and move it right there and combine
or mixture center. Same for this one, we're just going to
move it right there, grab both and Merced to center. And that pretty much solves
the topology like right now. We only have one topology issue, which is this one right here. But that one can be very
easily solved if we just go here, here and here. That way we just created while still following
the curvature, we've just created the shape that we need, which is
this one right here. Now if we want to sharpen the
corners a little bit more, then of course we can
add one more line. Let's say like here,
here, and here. That one right there
will allow me to hold this edge a
little bit better. But you can see that here
we're getting a weird pinch. We could solve it
with little triangle right here, like this. And that one's gonna hold
that edge a little bit nicer. The same thing over here. So there, there, there's three. And that should give
us a nice effect. However, as you can see, it's pinching it a little bit and that's not exactly
what they want. Another way in which we can
solve it though is just add one line right
there and right there. And that's also going to alleviate a little
bit of the pressure. However, in this case,
I'm just going to take them off for now. Because I know this is
also something that I've encountered before that when we extrude this thing back. That extrusion is also going to help that
pinch right there. As you can see, it's not
gonna be as obvious. And of course, when we add an other
international right here, that's going to really
hold the surface a little bit closer.
Look a little bit nicer. So, yeah, that's
helping quite a bit. And however, one thing we
know about this that really, really helps all
of these elements is when we loop things around, like when we have
an edge loop that's going around the
different elements. So that's what I'm
gonna try to do here. What we're gonna do is we're
going to move the flow of this topology in such a way that we create a nice edge flow. So I'm gonna go
here to the center. Let's add a point right there. Then we're just going
to start looping this thing around like this. That little triangle there
I'm not too concerned about. Because as you can see
with that new loop, it gets quite reduced.
So that's good. We can fix that
one later as well. So I'm gonna go here. Look this thing around there. This is pretty much like moving the flow in
the way I want. We can actually grab these
two guys and merge to center. Just move this
thing. Let's go to the front view that we're moving them on the
same direction. There. There we go. Same deal with this guys. We can combine them.
Move them to the side. There we go. When we print number
three, as you can see, we get this very nice effect. I think we can even
go and grab this edge right here and just collapse it. Because that would make
the surface a lot nice, nicer. There we go. That's a really nice
and smooth surface, which is really close to
what we're going for. Now. We are getting this sharp line. But again, I'm not too concerned because I know when we
extrude this thing, we should be getting
a softer effect. But let's see how this looks. So I'm gonna shift right-click. We're gonna mirror. And it's very important
that when we mirror were changed this
to a bounding box because bounding box is the proper way to move
these things around. The bounding box is
gonna be x positive. So where this thing finishes, which is right there, we apply and then we get that perfect. And then we're gonna
do bounding box white and negative
because we're gonna go from the lower most section and we're gonna
mirror it from there. There we go. So now if we take a look, let's add the other material
that we normally use. Clean. There we go. Things are looking a lot nicer. Now. We're still
getting a little bit of a pinch there on the corners. And I'm tempted to just
delete this lines right here. Let's see how this
looks. Is that better? I think that's better. Yes, you can see there's no
more pinches we could do. Get the soft around the edges that we
want for our element. And now of course we can grab this whole edge
Control E to extrude, move it down just a scalar. So it has the same effect. And there we have our nice little cross-section with soft topology
pretty much everywhere. And we can still grab all
of the edge loop here. All of the edge loops, I'm
going around the whole object. We can give it another babble.
Giving me though, okay? Sometimes when sections
are like this, when they're a little bit
too difficult to work with, it's better to just like adding
another edge loop there. And that's gonna
give me that hard, nice surface that we want. Here. I do think that the
skillset little bit off. I'm just going to
cover the whole thing. Just make it slightly smaller. Yeah, I'm going to ignore this because I think
the perspective of the camera is working
against me right now. And that was just a
matter of placing this. I'm gonna move the
pivot point to the topmost bursae and then snap it so that it's right there in line with the
rest of the elements. Grabbing both elements, we combine this guy and this
guy and we just breach. You can see the bridge
there like a weird thing. You can change the
bridge offset until we find the proper connection. There we go. Now it's just a matter of probably adding one
edge loop right there. So this is really sharp and
we can see the difference from where we go
into the controller. Now of course, if we want to make this a little bit sharper, we can try going in here. And I think it's like
the normal lines that we've seen or that
we've used before. Remember this triangle shapes? How would I am a little
bit conservative? We do that, we might
get some weird pinches. Now in this case, that's
actually looking quite nice. Yes, there's a little
bit of a pinch their dozen things,
It's too noticeable. And especially as I got
like a faraway scale, and I think that definitely
looks a little bit better. I'm gonna do it for
all of the sides. So again, just go from that
little corner there to here. And down there. This little corner here, down there, pinches or one of those things
that are really, really common, unless
you use booleans. When you use
booleans, you go into a whole different
realm where we're like certain things are not as they don't work as nicely
with cell division modelings, But they might look
really good when you're truly printing and stuff. So even if we have like a really small pinch right
there, it's perfectly fine. I worked for the I worked for a project
for Blizzard a couple of months ago and the moles of the US
had this real pages. So I can tell you with a true industry evidence that this is something
that happens now. It looks nice up there, but it doesn't look
as nice down here. I'm wondering why
they're too far apart. Yeah. Okay. So we need to display this things
down a little bit. The pinch is not as evidence. So if you see that your
pinch syllabus too much, just push it slightly higher
and you should get a nice, a nice effect right
there. There we go. So we're just going
to move the vertices are a little bit because again, this pinches a
little bit too much. The cool thing is we
know all of this follow the same like X or C pattern. So it should be fairly, or actually this one
should be fairly easy to just move them
to one side or the other without affecting
the overall silhouette and curvature too much. Just this inner
ones, not the little triangle right there,
that one's important. See how this thing relaxes and we get a nicer effect while still keeping this
very nice round shape. There we go. Yeah, that's
pretty much it guys. Is it for the deep path? In the next video,
we're gonna move on to the main stick right here. And after that, it's just
a matter of finishing. The main form of the
controller were in them. I think we're in a
very good position. This is looking like
a nice smile topology is flowing amazingly
as you can see. And I've mentioned this before. In contrast to the, to the toaster do with it. This is not about creating the pieces because most of
the pieces like the bundles, super simple to do, won't
take that much time. It's more about like how to
properly calculate all of the flows that we have here on our controller if you're
having any issues, my best advice is opened the final project and just take a picture
of this thing and try to recreate the exact
topology so that you get the same result that we are getting here
in this controller. So that's it for this one guys. I'll see you back on
the next one. Bye bye.
19. GC Main Stick: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the main stake of
the game controller. We're going to be using
a trick to the game. It's one of the matrix that I wanted you guys to learn
after all of these courses, which is, don't do more work than you
need to in this case. That work means that
if we already did an octagonal gate in this
site, Let's just reuse it. So I'm going to Control D to duplicate the whole
game cube controller. And then I'm just
going to delete the faces that we
have here around. If we have a clean edge loop, it will be a little bit easier. But since we don't have
to do this sort of thing, right here, there
we go. That's it. Now let's just double-click
everything else and we are left with
this thing right here, which as you can see,
it's an octagonal gate, which is exactly what I'm actually going to delete
these guys right here. I do like to keep the
other elements over there, but I am going to
delete this one. So the outer, the
outer edges here. I just wanted to have
the basic octagonal gate because this shape is a
little bit interesting. Oh, actually, I just know that there's a little bit
of a weird thing here, because this dot should
be Around there. There we go. So now we have this octagonal gate with nice
divisions and everything. We can use this to
create the next part. So here's the tricky part about this other octagonal
together we need to do, I'm gonna do a central pivot
and we should be able to snap this to here. Here, there we go. So
that's the midpoint. Let's play around with
this a little bit just to, just to clean them
up and make sure that they're as
nice as possible. Like facing forward in all the directions that
they normally need to face. There we go. The tricky
part with this element right here is that this
element is around. You can see it has this nice round shape and then it goes into
this octagonal gates. So opposite to what we have
on the other side, on the, on the little cystic that was
a flat surface so we could get away with a lot
of stuff because it was just a flat surface here. However, it won't be as easy. And actually, I'm
actually tempted to delete this
sessional strike now, like the extra tools
that we added, just to make it a little bit easier for us because we know that we can
add those later on. In this case, we're just extracting the
basic shape there. The first thing we need to solve before we
actually solve the, what's the word? Looks like? I messed up there. Before we solve the connections. What Scratch that. I was making. I was trying to make sure that
we could reuse this thing. But again, since we're
doing this flat thing into, into smooth thing, it's going to be a
little bit difficult. So instead of doing that, let's do a just like a
traditional approach here. I'm just going to grab
this edge right here, extrude it, scale it in. That's where it's supposed to be going and then push this out, which is the roughly the size of the hole that we
need to create there. Again, the tricky part here
is that we need to make this top areas as
flat as possible so that we get the
octagonal shape. The problem is if
we take a look at how many edges we
have here, it's 20. And unfortunately, even if
you're extremely good at math, we can't bite 20-byte
f by eight, right? So there's not a specific
amount of sites that we could use to generate the
perfect circle that we want. However, there is a magic number that's really close to
20 that we could use, and that number is 16. So if we could
minimize the amount of lines that we have on this edge loop going into
this top arrow right here, we might be able to make it a little bit
easier for ourselves. So how many edges do
we need to delete? We need to lead four edges. So I'm going to grab
one inch right here, one that's right here, one that's right here, and
one that's right here. As you can see, I'm going
to like the borders and doing a clockwise thing and
we're gonna collapse dose. So now what we've
created is we've changed the way the circle looks into a, into a sided circle. That should allow me to position the little points of my
hexagon in an easier way. However, this is not circular
anymore and I'm actually going to go all the way down here to this
guy's right here, this triangle is,
and we're going to collapse those as well. Because I don't want
to triangles to be in the round area
that I'm looking for. Now I'm gonna grab this
actual right here, like all of this one, and
we're going to circularize it. So Edit Mesh, circularize and that's going to really
give me a nice sharp circle. Nice. And we're going to do
the same thing here. There we go. You can see the
circle even moved a little bit, which is fine. Because what we're gonna
do is we're going to start flattening out some
of the edges here. So for instance, I know
that this one right here, like this, right here, that's gonna be my, my first pentagon or the first
part of my hexagon. So I'm just going
to start moving. This guy's slightly
so that we can create nice like
eight sides here. So let's go there. There, there, there,
there. And there. Now, as you can see, when you see it from afar, this should look like a hexagon. Right now it looks super
weird, that's fine. I'm just gonna go
mesh display and softer niche because
we're combining a lot of stuff that's
missing things around. Now that we have
the octagonal gate like we actually have
the sites that we need. Yes, you could, of course,
just like control E and extrude this
thing like back. And that's gonna give
us a very nice effect. But first I want to make
this a little bit sharper. So I'm going to assign a
international like down here. When we press number three, as you can see, we get
a nice effect there. This is where again,
we're gonna be using the trick that
we've used before. But before that I'm going
to bevel this whole thing. So I'm going to
bevel this width. Let's go into our options. Poly bevel. So it's gonna be
a small fraction and we're gonna do two segments. It's gonna be really important
that bevel is gonna be super supreme important
because that's the bevel. And we're going to use to stop the hard edge that we're
about to insert here. So when my little cut tool, we're going to go here, here and down there. And as you can see, that little elementary there
will allow me to create the nice little
pinch, that effect. Now, in case we wanted to make this pinch a little
bit less intense. Remember we can slide
this edge, mesh tool. Slight edge, just like move
a little bit more like out. And that's should
soften it quite a bit. There we go. That
looks quite nice. That tells me that the
cuts that I'm gonna be adding needs to be a
little bit farther out. And I'm thinking so
right about there. Again, that guy right there, we'll hold that and will
give me nicer, sharper edge. Maybe that's a
little bit too much. Let's go like half that. There we go. Same deal over here. It's 123. Down there we go. 123. Down there we go. 123. Down there we go. Oh, one. Deciding where to
go, right or left. That depends on where the topology feels like it's going to flow a
little bit better. Some of them it
feels like scuffled better on the underside. And some of them feels
like it's going to flow better on the top side. Where I get a nicer triangle, like a more like
equilateral triangle. That's usually where I'm
gonna go. There we go. Now. We get our nice hexagonal
shape right there. Now if it's looking a
little bit too sharp, that might be due to the, due to the bevel. So we could grab this edge. Of course, we're
going to have to grab all of the elements. I'm gonna see if
I can slide this. Yeah, we can just slide
it back a little bit. And that's going to make it
look a little bit softer. There we go. Because the Bible is not
gonna be as intense. Or you could also grab all
of this face is right here. Just slightly skilled. Him in. The Bible is a little
bit like a rounder. That should give
us a nicer effect. There we go guys, with this, we're pretty much done with the main faceplate
of the controller, like all of the crazy
buttons that we had to do, all of the crazy
edge loop being and things and movements
and stuff there. Now, done. However,
I do want to do something before we move
on to the next part. And that is I do want to do the height of this
guy is right here. So I'm gonna go up
this edge right here, go all the way to this actual right here. We're
going to control E. And we're gonna push this back. Now, again, this is
where things are gonna get tricky
because as you can see, some parts of the elements
in parts of the controller, like this ones right here, stop. Like right above there
at the seam line. And others started
moving up like this. But this is where having all of this reference images is gonna
be super, super helpful. Because we're gonna be able to know where to position
all of these elements. Some of them again, are gonna be really close together. And
then they can see that. I remember, I've
mentioned this before. I do have one of
these controllers, like lying here with me. I know that these
things are quite long. Like you're gonna see this
element going quite far back. But as you can see, this is the insertion point
for the hands, which is gonna be the
next part that we're gonna be working on. That we definitely
need to do the same thing on the other side. But since it's the
same geometry, I think it's better if
we just make sure that this is working properly first, which I think of this and I'm gonna show you
this trick right here. I'm gonna grab all
of those guys. And we're gonna say
Edit Mesh, duplicate. Then this new
duplicated the face that we have, that
object right there. That one, I am going to say mirror shift,
right-click mirror. In this case it's
gonna be World x negative pi halves on the
other side. There we go. And now this new one, we delete, this face is right here. And then combine
these two objects. If we go into vertex, select those vertices
and hit Edit Mesh merge. Remember 0.01 is a secret that only vertices that
are touching each other, merch, we should have
the perfect mercury. Were there. Look at that. Beautiful. Yeah, that
looks pretty good. I would say, yes, we're missing this inner
part of the controller. We need to find our
figure out how we're gonna be dealing with this. I definitely, definitely,
definitely know that we're going to have one
that should look like right about there. And we're probably gonna be like grabbing these two guys
and merging to center. We need to do that on both
sides of of course, but well, we'll take a look at that after we're finished with
the little handles. Because it handles
are gonna be playing a really important role on how everything else
are merged together. That's it for this one guys. I'll see you back on
the next one. Bye bye.
20. GC Handles Block In: Hey guys, welcome back to
the next part of our series. Today we're gonna be taking
a look at the gain handles. So let's get to it now
before we jump into Maya, this is one of the pieces
that I think we really need to take a deep dive in
hearing inside the Photoshop. Sorry, to understand
what's going on. We know, or at least I can even fear from this image is that the little circular things
that we have here are gonna be welded together to these
area to the right. So eventually
they're going to go all the way to the
bottom like here, where they're gonna be welded
on this height right here, the backside we can
see right here, it's made up of two parts. There's one and this
one. This back part. I don't think it's
that complicated. I mean, it does have a couple of things and the
curvatures and stuff, but it's not really
that difficult. I would say the most tricky
part is this one right here, because this is where the union of all of the things
that we've done so far, we'll come into place with
the handler we need to do. Some of you might be
tempted to start modeling this handle as a
separate piece and then this headless
another separate piece. But I'm gonna propose
that we actually start modeling both
at the same time, like this whole piece over here. This lists all of
this area right here. And then after, after we get to a point where
we can't continue, which is gonna be
right about there, I would say then we
separate the pieces and we continue like merging
this to our front plate, which is all of this
air right here, while still keeping this thing in tax so that when we merge them together or when we create the dilute
that they need, we're able to create a
nice little transition. Now, what are the things
that we need to consider? Well, there's a very
specific shape, like a different
color that's coming in this side right here. We have topology
flowing in this side. And then we have topology flowing on all of
this lower sites. So we need to make sure that everything flows in
the best possible way. And he creates a nice round
handle for the whole thing. That's where we're about to do. So let's jump into
my arrow quick. Cool. So we're gonna now
back here in Maya and it's time to start
working on the handle. Now there's one
thing I'm gonna do. I'm actually going to extract
this thing right here, like this, like the plates
that we have right here. So I'm just gonna say Mesh
tools Edit, Mesh, extract. Because I think it's a little
bit easier to just combine these things with
a handler rather than combine the whole thing. We already know that these things are going to work nicely, like we've done
the initial setup. So I know this are
going to organize and I'm also deleting that
one on the other side because we just
needed one side and they'll will mirror it to
the other to the other side. Before I continue though, let's clean up this thing
because it's a mess over here. So delay history, I love
this front cameras, so they created we don't need, It's probably mistakes are
just lead and that's it. We should only have two
poly surfaces right here, this one and this one. Now, if we take a look
at the controller, this is a very round shape. And some of you might
be tempted to do a Aquadro around or like
a plane or something. This is one of those instances
where it's a little bit better to work with a
three-dimensional shape. It's a little bit harder though. You're gonna see that it's a
little bit more tricky than all of the flat areas that
we've worked on this side. Because we now need
to think about the 3D structure of the thing. I'm gonna show you
one trick here. I'm going to go into right view. I'm going to create a cube. And then this cube, we're
going to smooth it out twice. So I'm gonna go mesh,
smooth once and g to repeat or just change the subdivisions
and it's moved twice. Because as you can
see right here, this cube has a really similar shape to what
we're looking for. I'm going to rotate
this slightly so that we're pointing downwards. I'm going to try to get
the middle section right here on the little crevices
that we have over there. Now, I'm going to start using the vertices
that we have here, which are relatively few. To start giving you this
the form that we need, I'm actually going to delete all of the top part right here. So all of this faces up here. We're gonna leap and I'm gonna
try and match this thing as close as possible to the silhouette of the
object is very important. We rotate things around and they were doing this on
the right view. Very important that
we're doing this on the right view because
that way we're selecting vertices on
both sides of this like little sphere thing. This one's gonna be my middle section
and the middle line. I'm gonna try and match
it as close as possible. Because eventually we're
gonna be using that to extrude the whole thing or to create a little
division there. Push this back. We don't want to live
as much distance here. So let's start moving
the vertices here. So the distribution of all of the elements, as
nice as possible. There we go. So as you can see, we're creating this
nice little cap here. Like we're, we're,
we're pretty much matching the civil
out of the element. You could even go to
the edge loop here, scale it, and then rotate it to match like the
perfect silhouette. And you can see when we
approach number three, that looks like a really, really clean effect on the site. If we go to the front though, not gonna be looking at nice. So we need to move this thing to the front position that
again slightly tilted here. Let's start by
moving this too in. And we're gonna go into number
four, which is wireframe. Here's where I like to
grab my image plane and lowered the Alpha gain 2.5. So I can see my lines
a little bit clearer. In this part. You might want to
do a double value. So I'm gonna go in order to make a W there, there's a couple
of ways to do it. Of course, I like this one. So you can select this one
right here, the second option, and then here I'm gonna go right view and this is
gonna be my front view. On the right view,
I'm going to select all of this Ashlar
right here, this one. And then here I'm going
to scale it only on the x-axis because we've already
modified the other axis. So only the x-axis to
match the elements. I'm going to grab the next ring, which is this one, and match
it only on the x-axis. Grab this one and match it
again only on the x-axis. Down here. Like this, kappa faces all of
this 16 phases right here. We're going to do
the same thing. Grab them on the
site and then match them on the front
view with the shapes. So when we press number three, as you can see, we get
this very nice effect. So now my handle is actually
looking like the handle. We have the proper
shape of the handle. Yeah. I really like
how this is looking. If it's looking a little
bit too sharp here, for instance, like on
this guy right here, we can either push that
one out or grab this guy's push them out a
little bit as well. This is a little bit
more about 3D box modeling techniques that we're looking at that as you can see, they're giving us a nice,
nice result when you see like a weird pinch like on
this guys right here. See this word pinch right there. Grab it. We push it because we
need to make sure it looks good on all of the sites. You can also change
the color of course, to the, to the blend
that we're using, the orange so that we see like a smooth transition of the surface all
along the elements. Let's go back to right
view on this one. I'm going to go to this
actual right here, and I'm going to
extrude it all the way until we hit this
border right here. When he Control E, W
and I'm just gonna move it all the way
up right about there. It looks really weird
because we were creating in some very interesting
overlaps right here. But this is part of this
technique where we move things around on
both sides and we tried to match them
as close as possible. Let's have a couple of factual, so I'm gonna go 12 over here. This ones are quite easy to select and move
around like this. Those wants to go over
there, That's fine. Then this one's person number four again there to see the
curvature off the object. There we go. So we match this really nicely. We can move this ones
as well little bit, just to get a nice transition. Here on the front view. Most of these ones on the
side of them are doing great. This
one's right here. A little bit tricky. Here's where I would
go into perspective. You be like, Okay, let's see. We're gonna grab this
edge, this edge, this edge, this edge
length, four edges only. Those are the ones on the side. And we're going to push
them slightly out. And then 1234. And we push
them slightly out like that. Perfect. Then 1234. Here I don't see it. It's hidden, but I can, I can estimate where
this thing would be, which is right about there. And if I see some of these
lines are a little bit too, like they're moving a
little bit too much. We can help them by
relaxing a little bit of tension that we have
there on the topology. So feel free to
move things around, but try to always
move them only on one angle at the
time or whatever, one of the axis at the time. Because you can see here, see how we start getting
this very weird effects. So that's where we start fixing some of that so that when we
press number three, there's no weird
Pinterest or anything and things are looking
as nice as possible. Perfect. Let's go back to
a right view and now it's time to start bridging this shape right here and this shape right here together
on this, on this area. But in order for me to do that, we definitely need to
separate this two shelves. So I'm gonna grab
this edge right here, and I'm gonna say Edit Mesh detach and then grab the
object and say Mesh Separate. And then the two holes
are gonna be separated. I'm going to rename this guy. So if you go to the outliner, you can call this back
a handle for now. There we go. And we're gonna leave
this one to work with. So now I know that I
need these two guys. Are this two guys
to work together? I'm actually going to select
my image planes and isolate them on both of the viewports. Isolate here. Then isolate here so
that we're working with the image planes and that
area are those elements only. And we need to start thinking
about how are we going to bridge this thing right here
to this plate right here? The easiest way is to create a world, of
course, a bridge. Now I know that we're gonna
be stopping right about here. So I'm gonna start
with my cut tool and I'm going to
create a little bit of Off an edge loop here. See that? We're going there. There and let's stop
right about there. Then what I'm gonna do, I'm gonna delete this phases. Now, when we combine
both objects, I should be able to fairly
easy bridge from one to the other and connect both elements. The way that they're
supposed to be connected can even
go here and connect. And even here in
Connect, there we go. If we need to, like if I
see that the interpreter hears a little bit to like
not as nice as possible, which in this case actually
looks really, really nice. But if we needed to, we could just add
one more edge loops that were there
and that'll be it. Now on this side
though, as you can see, we have a little
bit of a problem, but it's not really that
much of a problem because the only thing I need
to do as they need to lower this guy is down. I'm gonna go with
this two edges, bring them down on the y-axis. Then grab this vertex right
here and this one right here. Actually, let's make
it even easier. When these my cuts will again, I'm going to create
the edge loop that we lost over there. There, there we go. Now there's two phases. We just delete. That's it. Yeah, that's that's
gonna be the end of this front butt right here. Now, I would imagine since this thing is made
up of two parts, that these guys right
here like this, actually what we have
here on the circle will probably end all the
way like in here, because this is half of the controller and you
can actually see it. It's just really, really big. It's, it's a, it's a nice transition and you need to have some
sort of cut, right? Otherwise, this
thing won't work. So it's definitely
going to go like quite, quite inside of the object. Actually give me just 1 second. I'm gonna get my GameViewController
just to confirm that. And I'll show you a quick
video. Give me just 1 second. Okay. So I'm gonna switch
to the camera. We normally don't show our cameras throughout
the biggest, but I think this is important. So let's go full screen. There we go. How are you guys? This is my controller. And as you can see, I'm
actually missing something. Let me see if I can focus this. Like right above there. There's actually a line. Let's look at this finger here. The same cut line goes
over here, but yeah, you can see this things
are really, really thick. They do join with the background like they also have a
seam line going around. That seems like it's gonna
be important for us, I think, for the whole
modeling process. So let's go back
to to our course. Here. There we go. Yes, this thing will be as
big as you're seeing it here. It's like a really
big piece because he, they will eventually like a collider or merge with
the back part of the thing. But the thing is, it has
a seam line that actually goes like right about here. I'm looking at my reference
and it goes quite, quite low. So either will create
that seamless and that seam line actually combines with the seam line that we
have going on over here. This similar right here should combine with this
human right here. Which means the other
topologies flowing in a slightly like a wrong way. Because again, this seam line, like all of this line
that's our inner lives should actually be
all the way up here. Now, can we do that? Yes, of course we can, but we're gonna need to
slide this thing. So in order to create that shape a better way and make this thing a little bit more
close to what we need. I'm actually going to take
a look at the whole thing. Okay. Wow, it's really, really
interesting piece. It does go down like this. But then at the end here, like this line right here, this edge actually
goes like a really, really close to this area. So these two guys actually go
like really, really close. They join or during merge with this line that we have over here like that
one over there. We're probably gonna have to do a little bit of
a change in topology. I'm going to delete
that one right there to make sure that everything lines up as
nicely as possible. That's how this little plate goes in here and this one
actually goes forward. There we go. From here. Since we needed this main line, actually going to delete
this face for now. Let's ensure the edge loop where this seam lines is going to be welded to this guy. Let's move this thing
forward a little bit. Let's create another edge loop. Because I need this line to
flow in there like that. It's gonna be like that
transition that we're going to have this faces that
we have right here. I'm actually going to delete this other edge loop because
that edge loop right there is gonna be going
to a different part. Now. This guy and this guy, Let's
just bridge them together. It's gonna be a
little bit of a pinch there, but I'm fine. And just to make this
or keep the simple, let's just insert
eventually appear. And we're gonna go
from here to here, here to here, here
to here, Enbridge. That way we complete our nice little hand like the
front part of the handle, the front part of
the little wheel. And yeah, I mean, it is a complicated
piece. I'm not gonna lie. This is where things start
getting a little bit trickier. Here, for instance, I
definitely want to add another Insert Edge Loop to give this a
little bit sharper. You can see it goes
all the way over here. We can stop that from happening. We don't want that to go
all the way over there. Over there, you can actually
collapse this thing here. I think. Like if we collapse all of the edge loops and we just lived like a triangle on that area. Let's collapse. That should work fairly nice. Yeah, the finch that we see
there is barely noticeable. And that way we can add
one edge loop right here. And it's going to give me a nice sharp insertion
point right there. That's it eventually, because
I'm not gonna do that yet. We still need to do that like the back part
of the object. But eventually we are going to mirror this thing
to the other side. Of course, we're going
to create the back part. So this one has you can expect, whereas my imagine this guys, we actually need to push forward
because now they need to match this front butt right about there because
this is where the Ottomans, other half of this
wheel is gonna be, which is like the back part. So, yeah, our game can be
controlled is looking good. This is a complicated
object, but as you can see, as long as we are following the same principles and techniques that we've
been using so far. We're gonna be able to finalize this thing in a
very, very nice way. So keep on working on this one guys and make
sure to get to this point. Try not to rush too much ahead unless you're already
doing the exercise. Because you're gonna
forget about all of these techniques and it's
easier if you follow along. So yeah, that's it. I'll see you back
on the next one. Bye bye.
21. GC Buttons: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the buttons. And this is actually
gonna be sort of like a rest, be the OB GSA. These are very, very easy. I'm gonna show you a couple
of techniques that I think you guys are gonna like to very, very fast or very fast way
to create the buttons. Now, remember we mentioned that the little icons, the Adx, the DB, those are the kind of thing is the
scene in the cystic. Those are the kind of things
that you probably want to do with normal map
or with a bump map. Can we do with them with Paul? Yes. If you want to take
the challenge and do it yourself in a very
similar fashion. That's how we did the logo
for the toaster, go for it. One thing I'm gonna
mention though, in case you want to do it, I strongly recommend using
the type tool right here, which is going to
create some letters that you can use as edge loops. But for now we're
just gonna do it the basic shape of the bundles. So I'm going to select
shift and double-click the phases that we extruded
when we did the button holes. This one is right here. All of this ones. This one. There we go. Not the cystic and not the notice once the star
button, the width didn't do it. So only this one is for now, I'm gonna say Edit Mesh and
we're gonna say Duplicate. Immediately after
hitting duplicate, we can use this
little blue arrow to extrude them in
just a little bit, just a tiny little bit. There we go. Now, what we have is we have
four new bonds right here. The only thing we
need to do is we need to make sure that they're
working the way we want. So I'm going to go, I'm actually going to combine them all. Increase single
object just like we can work on all of
them at the same time. And we're just going to say Mesh display reverse so that the normal sort of
facing forward. And I'm going to grab all of the inner elements right here, the interfaces
control E to extrude. And we're going to
use a thickness to create a nice little
loop right there. Perfect. So that's, that's
pretty much it. Now the buttons are a
little bit like raised, so I'm gonna push this
guy's a little bit up, just a tiny bit so that they're not completely, completely flat. Now, we need to go
to each one of them. And I'm gonna say,
I mean, we can do traditional topology, but in this case it's just
since they're just caps. I'm just going to
go to each one of them and say a mesh, feel, whoa, whoa, whoa,
and feel whole. Grab all of the phases. And we're gonna
say Edit Mesh POC, which is going to create a nice little point
on the center. Now we're going to grab the both edge loops that
we just created. We're definitely going
to go probably like two segments and the slightly bigger fraction in this case, because we want soft
nice controllers there. Now you can see that
we have a little bit of a problem here with this one. And the reason is, if
you remember this one is where off-center and you
can see them right there. Like both of them are a
little bit off-center. So this is where you
might want to warn you. It's not that you might want to, you have to make sure that everything is properly aligned. So let me go back a couple of steps before the bubbles because it's gonna be a lot easier to make sure that it
says works here. So I'm going to press
Control F 11 for this one. I'm actually let's go to
vertex select both vertex control F11 on both of
them and the width, my art key, I'm going to snap them so they're
perfectly flat like that. Then I'm also going to do the
same thing with this edge. This edge. Make sure
that they're in the same element and then just push them back to create
a nice little better. Now, the like, we
shouldn't see any patria, anything because the objects are going to be completely fat. And of course, once
we add the bubbles, all of those weird shading
effects that we're seeing. Should the result. Grab all of those bubble, again, slightly bigger
bubble, two segments. And there we go. Look at that. Perfect. Now let's say a couple
of materials for this. Let's do a smooth here. Here we can see that they
are working quite nice, but they're a little bit like we're still seeing
a little bit of the other side of the
GameViewController. We want them to sit
really, really tight. Here. I'm going to split them. So I'm going to
say Mesh separate, center pivot for each of them. Now. I'm going to just extrude
them out a little bit. There we go. Perfect. That it's, it's very nice. There were probably going
to have to push this one up because the button's supposed to be uncompressed for this one. So press number three, scale it up a little
bit. There we go. Push it up. For this one. Number three. Scale this up a little bit. Push it up, look up this
to get to watch me. I'm going to grab all of them. Split-second here. Let's push this
out. There we go. I don't want to see
through the object now, let's grab them real quick. And one thing that
we definitely need to do is we need to
make sure that all of the outer edges are
deep enough so that again, we don't see any weird
things going on. There we go. Let's create some
quake materials here to indicate the color
of the buttons. So there's one sign
in material here. Just to blend. We
can bring this over, we can just grab
this one over here. Let's delete the history. Remember when you
delete history, you're gonna see the
material here in the attribute editor. It's
gonna be the last one. I'm going to go, this guy. The color sample. We're going to sample that blue color that we
have right there. That's good. Now let's go with the x and y. We can assign a new
material. Again bleed. That's actually a
great, that's perfect. Now it looks good. And finally the B button. So we're gonna say in another
blame, we're gonna do with, this is something
that I wanted to mention and this is why I considered this video
to be like a rest VT0. Because sometimes when you're working on a project
that's really demanding, such as this one that
takes quite a bit of time. You feel like you're not moving along or did you not
advancing its employees, doing small things
in the project like this bonds that we know that we could've done at any point. It's kind of like a nice little
incentive for ourselves. So it makes us feel better
because we're moving along. It's something that
we still need to do and it's something easier. So seeing things getting closer
and closer to completion, it's always a nice, a nice feeling and I
strongly recommend that you, you do that every now and then. So if you're advancing with the project and you
feel like you're not moving as fast as you
would like or things are not looking exactly how
you want them to look. Just take a couple
of minutes and model something or
events with something that you really know that
you can nail that you are sure that you're gonna
be able to do properly. And something that's keeps you enough motivation to keep going. Talking about motivation. That's something that again, a lot of people kind of
like haven't confused. You don't want motivation. You went the discipline. You probably heard this
in other aspects of life, glycogen when exercising
and stuff like that. Because motivation will
only get you so far. There's so much more
you need to do. And again, usually, what's
gonna get you there? It's gonna be discipline, not so much on motivation. So now let's do the cystic and the remaining
of the buttons. I think we have enough
time in this video. So this one right here,
it's like a sphere. If you've ever like open one of these guys up or any
sort of controllers, you know, that this
is like a sphere. This is like a half
sphere, like this. I'm going to try
to snap this and center this as best as possible. There we go. This sits of course, like inside of the little hole. A little bit like that. Then from the spheres you can see we have the little cystic. What's actually gonna
be like a little bit flatter because you can
see on the right view, we don't see this fear in here. So that's just gonna
be like hidden inside of the element. And then if we go
into face mode, we're gonna grab like
again, right-click face. We're gonna grab this
phase right here. Make sure that it matches. We'd like the size of the stick, which in this case it does. And then I'm gonna
grab this guy, this guy, this guy,
not those guys. Control E to extrude, bring them out and just
snap them or flatten them. Actually, maybe it's
a little bit too big. Let's only got that
one. There we go. Control D. Bring this
out, right view. There we go a lot closer. It's just a matter of beveling
this thing right here. Bevel, small segments. So when we swallow,
we get this and of course, on the base year, we definitely need to add
a couple of support that just so that we get
this very nice effect. I'm going to push this
forward a little bit. Because again, we
don't want to see, I'm looking at my
controller right here and then see how it looks. And it is quite deep actually, you do see quite a
deep on the bundle, the one that's not
as big though. So maybe the perspective there
is playing a trick on us. I'm going to bring
this thing back, but it is definitely
just the cylinder. Like there's nothing there. It's just like a nice
little cylinder. What you're seeing right here. We're really close,
they're perfect. Assign new material, bleed. And in this case, let's delete the
history, of course. Scrambling. Like a yellow color. It's
not yellow, yellow, SSR. Like egg yolk. Yellow. There we go. Perfect. Yeah, that's our
that's our cystic. Seemed like a nice on the
line that I don't want there. Remember Control O it was like oh, that's
a double extraction. Okay. To remove that double extrusion
just collapsed the etch. Like if you collapse that
edge loop and we're gonna give me back two to the
beginning. Perfect. So, yeah, that's the one. Now for the little crossover
here for our RD path. We definitely want
to grab like that the borders that
would be an option. Or we could just use a new
cube and build it from here. Now I can see that here we might be missing a little
bit of the quarters, like we're losing a little bit
too much with the corners. So one of the cool things
about this here, technically, we should be able to do a very similar technique
to have with them before, where we grabbed this corners right here and we label them. Let's go here. Let's do like two fractions are like a really, really
small fraction. And two segments. Yeah. I mean, there's a slight pinch
in there which we could or should be able to fix if
we just remove that link, if we collapse everything
to the center. There we go. That's a lot
closer, I think to what we had. So it's just a matter again to grab this Ashley's right here. Merge to center. And we get that nice little
transition there we go. Those ones. And those ones. Perfect. Now for the little cross
here, those details. Once again, we can model them. Our, or we can just do a, or use a normal map
to create them. I think since this chapter
is gonna be really, really long and we've
already covered the techniques to do
this sort of thing. I think we're going to skip the modeling again if
you wanted to take it as a personal challenge and Oldham yourself,
feel free to do so. But otherwise, yeah, this
chapter or this, yeah, this whole chapter will
be like five hours long and another one
that there's still other objects that
we need to model. Very cool objects, by the way. Yes, So we're just gonna
do the basic shape. Again, control E, Keep
Faces Together off. We extrude them out so that
we covered the main area. We're definitely going to
delete the back faces so that it's easier to
smooth and everything. And now this one,
it's a very easy one because we can actually just
bevel the whole object, give it like two segments. And again its mole fraction. That's going to create a nice
smooth across right here. So it's just a matter of
extruding this out again, I want this thing to be like
really close to the borders. Another thing we
can do is we can just grab all of those
guys, boost them up. All of those guys push
them to the side. All of those guys push
them to the side. There's guys push them down so that when we create
this little guy right here, It's really flushed to
the surface, so perfect. I think my crosses a little
bit too thick though, do you think guys, Let's go
back to the original size. And in this case, I think I'm actually
tempted to go here to the, to the actual object. Move the object. Move the object in down here. Actually, let's,
let's do that at the same time, it
should be easier. Grab all of those guys. Not the circle on the outside
is the insight that all of these guys all of these guys, this guy, there we go because otherwise the D-pad was going to look like super,
super, super big. And I don't think that's
what we want. We want them. Again, taking a look at
this, it's actually, it actually protrudes a
little bit more than the than this thing here,
which is what we have. So yeah, that looks,
that looks good. That the path is not have, it does have a slight curvature because I'm taking a
look at the references. That's the kind of
thing that's really, really difficult to
see on the elements. So I'm just gonna
grab this face, press B, which is remember
this MOOC selection. And I'm just going to push
this thing in a little bit. And since it's a very
uniform like sort of shape, like this thing
should give me like a very nice effect right there. So that's the, that's the
dependent we're going for. Perfect. Now we're just missing
the final stick, which is the main stick. And it's again, very easy. We can actually the same way. So I'm just gonna
start with sphere. That's just a snap
of the sphere. The center points here are as close to the center as possible. Let's increase the size. Rotate this 90 degrees. Again, this thing is hidden
inside of the elements. So when you see the
controller from the side, you actually don't
see the sphere. Well, it kind of
completes the curvature. It's about there. And half of the sphere is of
course hidden like you're never gonna see like
this back part. So it's gonna be like that. Let's go back to the front view. It's a little bit weird.
I did match the hexagon, but hexagon should be straight. I guess that's one of the cases where we're thinks I'm
not perfectly line up. If you wanted to change this, usually it's actually
fairly, relatively easy. I'm going to do a
mask lasso selection and select all of these
phases right here. Not this one's. Again, we didn't
match the elements, so we can just turn this
around a little bit. So the hexagon syllabary
more like straight. It's not going to really
change the topology because there's nothing changing
the flow of the topology. Let's push this forward
a little bit it and make it a little bit
smaller. Over there. There we go. The main thing
is I don't want to see the distinct to overlap with the objects so that
we don't see through it. That's great. This thing actually
does have a small head and then a bigger head
on the other top. The bigger head is
going to be all the way until this edge right here. And there's more, I would say
it's probably about there. An easier way is to just
select all of the faces. The big hit one right here, the middle, Control E
to extrude this out. Then I'm going to add
an edge loop here, which is the border of
the little stick there. Grab this edges and Control E, extra them in that way we create the nice little
neck of the element. And of course we need to again continue following
the curvature here. So this one, for
instance, we can bevel to create a nice
topology or a nice curvature. And we'll just move this
and scale it if we need to. We can follow the proper
elements right there. I don't see smooth transitions, more like harsh transitions. So just a couple of spore
the edges up and down. Like this. The stick is bubbled
on this side. So we're going to bevel this. You get a nice
smooth stick and you can see that we have groups, like we have, I believe
it's 123 groups. In this case it
will be 123 groups. Let's bubble them to
create the groups. And that was just a
matter of selecting those edge loops
that we just created and extruding them forward. That's it. Create a nice little
groups for the joysticks. As you can see how things are
looking quite nice again, remember we're gonna be mirroring
this to the other side. You can see how the whole
controller is shaping up, so things are
looking quite nice. In the next video,
we're going to finish this front plate because we still need to create
the groups are back here, which is eventually going to
connect to the backplane. It's actually super simple. It's simple transition
right here. And after that is just finishing the backplane and doing
the trigger buttons. The job we're, we're pretty much almost done
with this project. So hopefully this
has been again, hopefully there's a lot
of good information that they have found
that this project, I wanted to do this
project without like a lot of preparation. They actually wanted to go
like this for you guys. See how it really is
when you are working or whether you're
modeling something you've never done before. You're going to find
some parts that were, some parts that don't. And you're gonna have
you're gonna have, you're gonna have
to have, sorry, you're gonna have to
have that quick mine to adapt and create the different things
that you're gonna need. So yeah, this is for dunk guys and I'll see
you back on the next one. Bye bye.
22. GC Finishing the Front Plate: Hey guys, welcome back to
another video in this series today we're going to continue
with the front face plate. We're actually going to be
finishing the front face, but we have everything here. Remember every single time
try to do an increment and save just to make sure that we're saving all
of her projects. So the place here, it's actually really,
really simple. The first thing I'm
gonna do, I'm gonna go to the front part right here. They're gonna grab all
of this edge loop. I'm going to Control E to extrude it and we're
going to extrude it back, which is roughly about there. We can actually snap it with
V key to make sure that it's right there where
the other end meats. And on the other side, on the downside, we're gonna
do something very similar. We're going to grab
this face right here. We're going to hit Control E
and we're gonna bring them, snap them all the way back here. So there we go. Now we definitely need
to combine the objects. So we're gonna grab both
objects right here, the face plate and
the two handles. We're going to combine
them, go into vertex, select all of the
parentheses and say Mesh tools or
sorry, Edit Mesh. And we're gonna say, But, but bomb merch, very important. Notice 0.001 so that only birds, these are literally
touching each other, will combine with each other. Let's isolate this real
quick so that we can work on the Facebook in
that, in a better way. And we just need to think about what's the best way to
combine everything. I think, for instance here, it will be good to just
add one edge loop. As you can see, it goes
all the way over there. But I'm actually going
to work with symmetries. Let's try symmetry of World x. And let's see if this works. There we go. We're gonna do one right there. Why? Because now we're gonna
go etch, etch and bridge. This works a little bit better
when you delete histories, you all of these
things that we don't need, Let's do the history. Sometimes the symmetry will struggle when there's a
lot of things going on. And then here we're gonna do the same thing, it's just 12. And we're gonna do
123123 and the bridge. And that's it. That's pretty much
the whole thing. We just have a couple
of triangles right here and right here. So we're just going to say
mesh fill a hole. There we go. And verse number
three, we should see this very nice look at this. Look at how nice
this front plate for the
GameViewController looks. And it's a really complicated
like, Believe me guys, I've been doing
this modeling thing for more than ten years and modeling this sort of things is always super, super tricky. I tried to go as
fast as possible throughout this,
throughout this part, just to make sure that
we don't go super, super long into the videos. But this is the kind of
thing that you would spend a whole day modeling. So don't think that just
because we can do this in two hours or a little bit more,
you should do it as well. It's very important that we
do give everything a bubble. I'm gonna go through all
of the HCl right here. And here's where I might decide just to complete
the edge loop, to select all of those
areas right there. Let's try a bevel. And yeah, that's nice. Let's go into the bubble. Well, let's just
add two segments to have a nice rounded bevel. As long as we don't get any
weird pinch look at that, that even looks
really, really tight. I'm checking my controller, we have something
like that then. Yes, we actually do have a nice like a transition
on that part. There we go. That's the that's
the frog blade. Pretty much done. That was just a
matter of checking to make sure that we
don't have any weird, like Pinterest, that
one right there. Remember the poly
bevel, we can change this military uniform and that should give us a
nicer effect over there. Perfect. Here's where I'm
also going to start adding some Insert Edge loops. So for instance, I'm gonna go with an international
right here, like this area right here. And that should like really, really separate this part like the departs
from this other. For some reason the
work it tried doing it, but since the things might
be slightly different, Here's where I might
turn this thing off. Let's do it again. So CO2, Let's do one there. One there, and let's
check the result. And yeah, that looks good. So you always want the chiggers unmute options
and see that everything flows and goes from one part to the next,
as nice as possible. Now, I do want to close
this guys over here because otherwise we might
see the inside of the object and that's not
something that you might want. I'm just going to select
all of the elements here, especially the circle once first, like all of the buttons. A little bit easier. Because it would just say
Control E to Extrude, extrude into, create a
little bit of a bevel there. And then say mesh, feel whole to close
all of those holes. And then we just
select the faces, all of those interfaces. And we'd go Edit
Mesh and say poke. When we press number three, all of those areas
are gonna be closed. This one's actually
close to them. Really weird way. Because of that pitch
over there. That's fine. Quick, easy way to fix this. Just immerse to center
all of these guys. We don't need the transition to go all the way
like that sharp line. We can stop it right there
with this nice transformation. There we go. Now,
the shape assault, there's a couple of weird
peaches over here as well, which is a little bit,
it's a little bit weird. Maybe the faces are
not perfectly flat. We can flag them up very easily, just are just bloop. Same thing here. Just grabbed the
verdict X control F 11. And with our key,
just snap it there. Control F 11 and
snap it right there. There we go. Now, things are looking great. When we place the
buttons on top. Even if we were to press them, we're not gonna see through the whole thing or
through the other side. So there we go,
That's working nice. One more thing that
we need to do is the whole for the
cross, for the D-pad. So for this one, again, as I've mentioned, we're gonna do something a little
bit different. I'm going to Control
E. We're going to offset first or
thickness in this case, you can see how there's again, a little bit of mix
and match over there. That's what those
are the corners that we really,
really need to fix. Because otherwise
what I'm about to do might not work as intended. Follow the same
process. It's just that since it's a slightly
different shape, it's better if we do it
as a separate piece. Again to feel whole
graph this thing and Edit Mesh,
Edit Mesh and POC. So we get this nice
little light right there. And that way
everything is close. Finally, we need to create the little gap that
we have here and that's going to
eventually connect with the other part of
the controller. So I'm gonna show you a
nice little trick here. We're going to extrude
this whole thing. We're gonna do a little
bit of thickness towards the inside and
a little bit of offset. In this case, we're
gonna do this or like angles here,
that angle right there. And the other part of the
element is going to have the angle going
in the other way. So we're going to create here, let me show you
with this crayon. We're going to create like
a V-shaped going on here. Like weird. Oh yeah, we're
actually, there we go. So we're gonna have
a V-shaped going here and the other piece
was gonna go here. So when we smooth,
we don't have to fill in all of the back
part because there's moth will look like there's
like a seam light even though there's not gonna be
two different parts, but it's still going
to look very nice. Yeah, The only thing
I need to do here, this is a sharp line. So we definitely want to have like a couple
of additions here. Now as you can see, we have that nice seemed like
going over there. And we're gonna have
the other one going on the other side as
soon as we finish, of course, the backplane
of the controller. And that's it. This is a super, super small
video guys to short video. We're again getting into the last parts of the whole thing. It's just a matter
of building are finishing up this
back part right here, which is pretty symmetrical. Yes, we still need to finish
the triggers and we still need to finish the
what's the word? Like the rest of the elements, some of the bolts and stuff. Yeah. Hang on tight. And I'll see you guys back
in the next video. Bye bye.
23. GC Back Plate Blockin: Hey guys, welcome back to
the next part of our series. Then we're going to
continue with the game queue back plate. And here we go. So this is where
we left off and we already have something
above the bike. But I really like how
this one turned out to look at that super
beautiful geometry. That's what you want
to show on your demo reel like super
nice topology, everything like with
the proper shapes flowing nicely. There we go. So as you know here
in the front view, we actually do have the backbeat down here, however, well, the thrombi is not
a place that you normally will work on the
back view of an object. Which means that we
are going to have to switch on to the back view. Now there's two ways
you can do this. You can actually rotate the whole controller so
that you are working on the backside or you can actually go into the
back view right here. The problem with going into the back view is that the image, as you can see, it's gonna be like a
little bit intrusive. So you can have multiple image planes
and you can show them a high them either here on the outliner or down here
under display layer. But I'm going to show you
another one right here. I'm gonna go to frame one and I'm actually gonna
select this guy and press S. Now I'm gonna
go to frame two, and I'm just going to push
it to the other side, to the backside if they wish, going to make back view right
here and move this thing forward so that we match our controller as
nice as possible. So there we go. So now if we want to switch, like if we're working
on the front view, I'm just going to frame one. And if we were working
on the back view, I'll just go for
two frames to hit. That's pretty much it. The side view. We do
have the side view, but again, it's a murder, right? So in this case we're not
gonna be doing the right view, we're gonna be doing
the left view, and we wanted to do
something similar. So I'm gonna grab this
image right here. And I'm gonna go to frame one, hit S, which is my main frame. And then go to frame two and
move this thing down here. There we go. And on this view
we're gonna push it on this side
over here because now we're gonna be seeing the
other side of the object, which has, I think we're gonna be seeing
this one right here. Again, left view in this case. There we go. So it's this one right here. This should match
everything really, really closely, as
close as possible. There we go. Now
we're ready to work. So at any point I can
just switch to frame one and that's gonna
be my image planes for front and right. This is gonna be my image
planes for backer left. This is a method I'd like
to use because I find it a little bit easier since we're
not really using animation. If you want them to
get this even easier, just go here, right one. And to your wrench later. And that way you're only
going to have 12. Again. Let's go. There we go. So you only have
two selections here and you can do this as
many times as you want. I were clearly animating
the image weights. So I'm actually going to clean up a couple of these
things right here. So let's go into the geometry. Again, central pivot with this
information, the history. And let's start renaming
a couple of things. So all of the things that
are ready we should rename. I'm going to grab
all of these guys. I'm going to save them, were actually grouped
them control G, I'm gonna call this
a button's sticks. Again, sorry if my voice is
something a little bit like nasal in the middle
of COVID thing. So it might take a while
for me to recover, but hopefully
everything is clear. So this is gonna
be the B button, is going to be a bud. This is gonna be
the white button. This is the X button. There we go. This is the Deepak
directional path. This is the main stick. This is the C stick. This is the start button. There we go. And we can hide them because we're not going to be
using them right now. And this we're gonna
cold front plate. And we can hide that as well. Now you can see that we do have a couple of things like
this one right here. Let's delete the
history and there's this poly surface thing. Whenever you see
transform nodes, just like standing
there on their own, that usually means that they're
residue for other things. So just delete them as long as you don't lose
any object here, that means that they
were we're not doing it or there were not influencing
or doing anything. Now, again, Let's collapse
this hit H to hide them, grab the front, but
let's highlight as well. And we're gonna be working on this guy right here,
which is the backplane. Okay, so again, let's
go to left view. I am gonna go actually
to the back view. Technically, this is supposed
to be the other side. Let's go to frame two. So this is supposed
to be on this I, we're gonna go from this
site to the other side. So I'm just gonna say
right-click shift mirror x positive world because it's
actually sorry, x negative. There we go. We delete these faces right? Now we're gonna be
working on this. So that will go on the
left side or left view. This is the area that we're
actually working with. If we take a look at this thing, It's a very organic shape. And the main thing
that we want to worry about this,
this one right here. Continuing this
thing right here and the two little gaps down here where the
partners are being held. So I'm just going to grab
this edge right here. I'm just going to extrude
all the way up to there, which is where this thing
is gonna be stopping. Now here we actually do
need the back plate or the front plate because we are gonna be using
it a little bit. Because I know that
this line right here, this elementary here, should match with distributor
off the object. And actually, one
thing that we can do, and I think it's gonna
be quite helpful. Let's duplicate this guy and let's extract the
border of the elements. So remember that we did this
pebble thing right here. I'm gonna grab
that little border and this bevel
thing that we did, um, and I'm gonna say Mesh tools or Edit
Mesh and duplicate. Let's push this
back a little bit because that's where the
other student is gonna be. And there we go. So now we can again turn
this off because we are the front plate because
we don't need it anymore. We duplicate it. Yeah. Okay. So this one, we hide it and this is the only
thing that we need, which is the board
there, the actual, the board that we're gonna
be, we're gonna be using. So I need to make
sure this thing follows the same curvature that we have here on this board
or which by the way, we can of course
delete half of it. So this is roughly the shape
that we need to follow. Now, for this one, we're actually gonna be
doing a very traditional box modeling blocking method. So I'm going to start up here
on this edge right here. I'm going to extrude
this like back. So if we go to our
left view again, here's the curvature that I want or that they have, right? So I'm going to go like all the way down
here to about there. And then with my cut
tool, I'm going to start adding a couple of lines. I know they're invisible
right now, but they're there. And then we'd our vertex, we're gonna start like matching the curvature that we have here. There, there, there,
There, there. There would probably
need a couple more. Let's do 12. Again, keep it, keep it low, low poly, low rest. Because it's gonna
be easier to work with little or less resolution. And there we go. Now of course, the phases
or the other way around. So we're gonna grab
all of these guys and we're gonna save
mesh display, reverse. There we go. Now we actually don't
need this guys anymore, like those two guys, this ones, we might need them in
just a second because we now have the proper
contour on this backside. And again, if we
take a look at this, I know that this contour will go and becoming smaller.
What's hidden? Like this area right here? What I'm gonna do it, yeah, I don't think
we need this anymore. And if we do, we can just
get it again later on. This is the temperature
that I was going for. Actually, sorry, let me bring
this back because we do I didn't need to make sure that we're pushing this guy properly. So let's go to the backbeat now. And I'm gonna grew up
this guy right here. Well, not this guy just
like the front gap. This guy is right here. Go again to the back view. We're gonna do is we
can do a little bit of an extrusion from
here to this guy. So Control E, We're
going to move this up and we're going to
rotate it slightly. Probably going to scale
this as well so that we kind of follow the
shape right there. Control E. Keep going. Wrote it a little bit. Probably scale. There we go. We might need a couple
of more polygons, as you can see here, because we need to match this temperature as
nicely as possible. We're going to need
more over here, like see how much
geometry we have there. So close to that, it doesn't have to be
the exact same amount, but it needs to
be close to that. Another way you could do
this just to add one. Then again, just like start
moving this thing around. Very similar to how we built
the original controller. So see how we're going and
following the elements. And again here let's move this
guy a little bit so that, that distance is pretty uniform. Looks good. Go. Then if you need, we
can just add a bevel. So there we go. You can see, thanks are looking
in the eyes here. Let's go to our left view. Here. I could definitely
see that we need to push this guy forward, forward, forward,
same for those guys. Let's push them a little
bit forward so that the shape of the object
follows a little bit nicer. And we're only doing
like etched by h. That's why it's very
important to work with loa, loa topology because otherwise it becomes hydrophobic
conjugated. So here you can see that
the selectivity is like, I think that once
that one's nice. And again, here's
where we can use our double, double view. Let us go to a back view
and there's gonna be, or actually this is
gonna be the left view. And I see that this right here, this vertices right here. That guy, that guy, that guy, that guy, and that guy probably, they need to go in
a little bit more. There we go. And then the next
ones like this guy, this guy, this guy and this guy. They also need to
go a little bit in. There we go. And that's going to
be creating the shape before object against
super low Pali. And we start creating
this element right here. Now that we have this, which is getting
really close to what we need, we can actually. It started finding a way on how to merge it with
this other guy right here. One thing we can do though, like if I if I went to
keep the silhouette but still have this one
that's a separate piece. We can of course
go into mesh tools or Edit Mesh, just say extract. That way. This is a separate object. We can grab this
guy and this guy, and we combine. There we go. So I know that this guy right here will eventually merge
with this guy right here. And we can just
bridge it like this. Let's add a couple of divisions, probably like four I think. Let's go to our back view. We're going to push
these vertices. They match the curvature that
we have on the front plate. There we go here. Move it a little bit more again so they will match
as close as possible. The gap looks as nice as
possible once we spent, a lot of things are
going to get smaller. Of course, we don't have to
worry that much about it now, the next slide, I think it's
a very obvious as well. We could just control
E, extrude this back. It just again play around
with deconstruction here, making sure that the
curvature is followed. For instance, this
vertices right here, I'm just going to snap it
to the next one over there, and we're just
going to merge it. And then here's
where we're weird. We're going to immediately start seeing how this
thing needs to be or how would he needs to
start curving down so that we created the
back plate of the object. There we go. I guess if we take a look
at this object right here, I can see that
there's a big bulge. So right around, I would
say this edge right here. If we continue this edge, I know that this
part is gonna be a little bit more like bulging. Then it's going to flow nicely to the rest
of the elements. So let's grab this case now, for instance, work on
that bulging area. So all of this control E, we move them forward. I know that that's
gonna be the big part. And then from here, Control E. And we're gonna go in
because we're gonna have a nice curvature going
into the control. So this thing is
going to be flowing. Let's move this thing
around a little bit. Should be flowing and matching with the
rest of the elements. But there's a lot of
tweaking and moving and scaling that you are
going to have to do. It would be great if we had like a more detailed scaled model of the game cube
controller or like a lot of different views and
stuff for the schematics. But unfortunately
we don't, so we have to work with what
we have right here. There we go. Let's have one more line
here. Let's start bridging. So again, this tubers, he's there and let's
immerse the center. Let's go from here to here. From here to here bridge. And here you can immediately see how this vertices right here, especially this top, once they need to
start flowing down, I'm going to start moving
these vertices down. The help them flow. He did direction of
the topology that is needed in this specific places. Like that guy right there. There we go, because it's the
stricter about if you have checked the intro to Maya course, one of
the first videos, I think we do a barrel and we do a very similar technique where we analyze the curvature of the objects and we make
sure it matches and flows to the best possible way
on the on the assets. So there we go. That's looking good. Now
we need to take a look at the other side view and make
sure that the side view also has a nice
curvature and pretty much go line by line
polygon by polygon, making sure that
this thing's flows the way we expect this one. These two guys right
there, we bridge. Let's bring this
guy back in here. Again, you usually want that. You don't want to do
what I just did there, which is free movement. You will not go into the BU that you're working on like this one right here and push things
in the way they need to, even if we start
getting really tight. Like topology here, that's fine. Yeah, there we go. Let's start bridging
a little bit here. So let's do 1234456,
rich 78 here. I think I'm going
to have a triangle. That's fine. It gets heated and
it's a nice area here. We can actually save it. That's gonna be a tricky area because that's where the
trigger is gonna be. So I actually wanted to keep
it as nice as possible. Let me see if I can delete
this one right here and just reuse this line right here and just bring it
back a little bit more. Because again, they
know what, press three, we're going to smooth
everything there. So yeah, that that
kind of works. Now, I definitely need to add
one line loop right there. And that's gonna give me the remaining squares
that we did here. Now this becomes a square. So that means that we
really don't need a square. Because we could just, actually, no, that's the square that we
did with another position. So let's just move
this guy a little bit. And this becomes a squared
that flows into itself, right? So press number
three. There we go. I have this very nice effect, little bit of a page there. So here's where again, we can
start using our vertex over here on this right view and start relaxing
some of the elements. Remember that the further
apart things are, the software things
are going to be on a subdivision
modelling processes. Here we go. Press number three and we get that nice little
bulging shape down here and add the remaining part of the front element over here. Now we still need to finish. And again, I have my
controllers here. So you can see the reference. This bulging area continuous. Of course. Let's turn on our front panel just to see where the little
circles are gonna be. So yeah, so this
guy is right here. Like this guys right here. We can kind of scale them
down and bring them in. And then just scale them and snap them so that
they're right there. And then these two parts
exploits just merge center. There we go. Because that's gonna, this is where it's going
to join together with the other parts of the
little circles that we need to we still need to create. Sorry. Yeah, that's pretty much it. So yeah, that's that's
the base shape. Now, before we move on, we're actually not going
to stop it right here because we're already
running under adult high type control here. I'm going to stop right here. And in the next one
we're going to be polishing the border here. And we're gonna be doing
the back triggers, which are very important
parts of the controller. So hang tight and I'll see you back out the next
one, guys. Bye, bye.
24. GC Back Triggers: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the back triggers, which is where we left off. So as you can see, the first
thing I want to fix here, it's not going to
go to the top view. I haven't got to start moving
into Burtynsky's a little bit here that they really, really, really hug the surface of the fraud plate right there. So wherever we need
this to go like closer, you could go into E2
smooth mode right here. We should be able to really break this guy's
into the element. Let's delete that guy, which was the one where we're using as a reference.
And there we go. So because, because what
I want to avoid this, I want to avoid those
gaps that we're creating. We're gonna create a
nicer gap later on. But for now that,
that works nice. Now for the triggers, we're gonna have to go
to the back view and let's hide this guy
again a little bit. We have this thing
right here, right? So it's a really complex shape, but we can actually
make it relatively simple here with the things
that we already know. So what I'm gonna do is
I'm going to actually use the vertices that
they already have here. You can see that we
have a lot of vertices. We can start by moving them and pushing them around
to create the little like the little crevice where this
thing is gonna be. So I know it ends right here and I'm actually going to
use a triangle here. You're gonna see why
in just a second. So there's a triangle, and I know that this object, Let's keep the back
view right here. This object is like this face, this face, this
face, this phase, this phase they switch
this face, this face, this face at this
phase that's the, that's the area of the trigger. What they could do here is
I can just extrude this, offset, this quite a bit
and just move it in. Because that's going
to give me that nice sharp like a trigger
area that we want. Now of course this thing, we actually need to kind
of flatten this out, but other ones are
flattened and it has this very nice round shape. I'm actually going to
Pauli model by moving the vertices around poly modeling curvature that I
want this thing to capture. Even if I did to do a little
bit of free movement. And again, we don't have a schematics for
this sort of like, like around this that
we have down here. But I know that's
gonna be there. We're definitely going to
have a bevel along this line. So all of this line, we're going to bevel this thing. We're gonna do two segments
and a small fraction. When we press number three, we're going to get
the trigger holder. Look at that beautiful. Wow. I'm sorry, I'm getting a
little bit excited that here because I didn't
thought we weren't going to get it
on the first try. Usually this sort of things they love of more complicated. So as you can see, yeah, it worked, it worked perfectly. That's the trigger holder
that we're waiting for. That was just a matter
of creating the trigger. Now, eat this trigger holder. There's a trigger and
the trigger button. They look round, but the actual entrance
to trigger thing, it's really, it's not that S a surround this a little
bit more of a squarish. We're going to use this area right here like this face
is that we have here 12345 to create the
little trigger section. Now you can see
that, for instance, does bursae right here could be like a little bit
closer to the button. So we can move some
of this vertices closer into the bump area. So we select this they are holding or are there
close to the bottom? So let's just move this thing. Scale this. Now. We
can rotate this. So we're going to
have to have a lot of extra faces like this. And that's it. Now it's just a matter of adding a support edge right there. And that's gonna be like
the entrance for the, for the trigger
button. There we go. Look at how nice this looks. Wow. There we go. That's nice.
Hopefully you guys can like, you should be able to follow along if you're up to
this point of view. And George, all of
this construction, I'm pretty sure you guys can
handle this, which is again, it is a little bit tricky to build this sort of
like organic shape. Well, once you get
this look at how nice and tight this
element looks. Now let's do the trigger
and the trigger is again, a little bit tricky. It might seem like
it's super simple, but it's actually like
a weird cylinder shape. So let me, let me turn the camera
real quick for you guys. And hopefully you
can see it's frozen. Sorry. I'm not sure why
the camera is frozen. I won't be able to
show it to you, but there's this sort of
like, weird like line. You can see it right here. We actually have it. We do have it. So it's just a
matter of going into the left view,
creating a cylinder. Let's move to the right here. Rotate this, I think 20 sites is fine
for this sort of thing. 20 sites, I'm going to add a couple of
heights subdivisions. So let's five, Let's do five. And we're going to make
this bigger. There we go. That was just a matter
of moving some of this vertices select up. This gets code down. Down, down and up. That's the general shape
of the the trigger. Let's get to where
it's supposed to be, which is about there. That's weird. The left view, that's
the size of it, but then that's way too big. It's a little bit
more like this. Let's pull this out. Title rest. You can really
see it poke through. You're going to
see it like this. There we go. Let's just a little thing
that we have there. The industry, like a small
little taper towards the edge. Here I'm going to
show you another tool that's really handy, which is a, it's
called the lattice, the former right here to
form it's called a lattice. So it creates a box
around the object. And if you right-click the box and go into lattice points, you're gonna be able to move this vertices and they
deform the whole object. So they're really, really handy for things like this, where it, where you need to
modify certain things. And the cool thing is you can actually add a
couple of divisions. So for instance, I can
add two divisions here. That way when we
make this smaller, you can see that we can
control how the curvature of the whole thing transpires. So I can actually
see that this guy's, this guy's kind of go like low. They wrote it in a very, very interesting way like this, and they become like smaller. There we go this out so we
can see how this thing is. I'm actually going
in there and let's go into the lattice
points again. Let's push this guy back there, injecting themselves nicely
here on the bottom cavity. And the yeah, that's this free much ****
because they again, they have this sort of
like finger holder thing. Now when you're done
with the lattice, very important to delete
history so that you don't have it anymore and then
you continue working here. We definitely did a couple
of bevels here and here. So let's do a bevel
control be, Bevel. Let's look at bigger fraction and the segment. There we go. So we get a nice, Well, the fact that we're there,
it seems like, okay. So there we go, There
we go. Control B. That's really weird. It's doing that. Let's delete a straight just in case phase transformation. Because the Bible is doing something a little bit of weird. There we go, That's
a little bit better. Two segments. The smallest fraction
there we go. So it follows the
appropriate curvature. Nice. Now over here, the controller, I can see that the
ejection point is actually not like this and it kind of like grabs
some of this person. You can also use soft selection. I'm going to move this
vertices in. There. We go. Some of them out. We could go to the
boxy area here, like this thing right here. Grab the parentheses right
here and make them fit. B to get out of soft selection. Just move this thing slightly. Because I just realized
that the other reference that this thing is really
square, this area. We really want to hug
the button over here. Same for this British. See, this one's right here. There we go. That's a lot better. There we go. That's our trigger. Looking nice. This a little bit closer. There we go, just to make sure that hugs the surface, it
gets a little bit better. Now my level of concern about
that, like weird effect, the word getting there,
like the triangle shape, it's, it's looking really weird. And that usually happens when the normal sort of the phases
are not completely aligned. Here I'm saying that
the front and they are completely flat so I can grab this
resistor right here, control F11 and just
flatten them out and make sure that they're
working as intended. The backside, they do have
this sort of curvature. However, it looks
really, really bad. This is where we can just play around with the
vertices a little bit. One thing that really
helps is to really eat, set this thing to create
like a pole right there. Let's flat like that poll and just rotate it a little bit. That should alleviate
some of the, some of the effects that
weren't getting there. It's still a little
bit weird though. Let's move this thing
around There we go. Another huge fan of
that, to be honest. We could try just
like getting this iid here so that the stretchy
this is kind of hidden. A kind of helps, I think. Let's not perfect. There we go. That looks good. That
looks good. I like it. Perfect. That was a matter
of going to the front view. And we're gonna select all
of this bursitis right here, make sure that they're
completely aligned. They are. So once we do the
mirror, it will work. However, we're still basically
what part and that is at this guys right here,
the little elements. That's the only thing that
we're missing, I think. So let's get to it. And the easiest way
for me to do that would be two other hide
this guy right here. And we actually already
have this guys. So these are the
loops that we have. There are different,
I think they have different amounts of, do they have different
amounts of geometry? Either? Remember now let's
check it real quick. Easiest way to checks, just
grabbed one face right there. And let's go there. That's 14 faces. And if we grabbed from there
to there, that's 1314. Okay. Yeah. They're
pretty much the same. So I'm just going to grab
one of these guys like one. Let's go one and then all
the way to the other side. There we go. I'm just gonna say Mesh
tools or Edit Mesh, a duplicate. There we go. So now we should have a
different object right there. That one right there. I'm just going to center
the book points back. That's really close to the amount of thickness
that we want there. I'll just 11 more. There we go. I was just a matter of connecting
these two things. What's the easiest, most
efficient way to connect this? We can then reference it with controllers just to make sure that we're doing
this properly. Yes. Just combine them. I know that a couple
of these phases, like probably like 33 of them, will need to go forward. That's where this thing
is gonna be, right? Yeah, so that's, that's the gap. So that's the gap. Then again, I'm going to
grab 12345, control E. Let's extrude this. Let's extrude this. It touches the gap. There we go. Actually, I don't need as
many. I think just 3123. Get TRO E would just move
this forward like this. Perfect. And then we're going to bridge from here to here. Complete the element. Of course that edge has to go down a little
bit and match the, the curvature of the plate. Probably want more there and use it as well to
match the curvature. Oh, it's played.
There we go. That was just a matter of like
flattening all of this. I'm gonna grab this
edge right here. Like all of these
guys. Oh, actually, we need to combine it here. So again, I think the easiest, easiest way is to just
like for instance in here, just merge this
supersedes together. There we go. That's what we're, this
thing ends. Again. I'm just going to grab
all of this edge. This, this, this,
this, this, this, this, this, this,
this, this, this, this, this one,
this one, this one, this one Control E. We offset, or in this case, it's taking this going in
different directions. That's a shame. I'm just going to
press R and scale or Control E and
then R and scale. Sometimes you're gonna
have to do that. A couple of these vertices
might need some work. Like you can see that
one right there. It actually, I think it's
better to just combine them. They're perfect. Everything else seems nice. Like me maybe with this ones
we can just combine center. And now we grabbed
all of these faces. The most important thing
about this phases, like all of this element
that we are selecting, is that they need to be flat. So are we just flatten
them out? There we go. So now they're all
completely flat. We can grab this edge again, control E, get another
scale in there, and then just grab
this guy, mesh, feel, whoa, got this guy, Edit Mesh and poke. And that way we're going to have our nice little indentation. They're going through
the whole element. Here. The combination there is not working exactly as intended because
as you can see, this one flows very nicely. And this was not flowing
as nicely as I would like. But I don't really want
to add another edge loop. I mean, we could though,
I think we could. So here's what I'm gonna do. Let's isolate this
piece right here. Because again, I want this edge loop to flow into
the rest of the element. If I take a look at
the controller, Yeah, it goes in a very
similar fashion to how it how the other ones went. Like on the front. This guy right here,
kinda going to combine itself and go or
flow into this elements. So I'm going to do
something here. I am going to create a
nice edge loop over here. And then the only thing
we're gonna just from here to here add average. That way. This thing is just going to flow into this very,
very nice effect. As you can see there. It won't really affect
anything else because it's an area that we're very, very flat area for
the controller. So it should be
fairly, fairly nice. Now we can of course a mirror
this to the other side. We get all of the back face. And we're just missing
the nice little gap here. So the gap, we're going
to use the same tree that we mentioned what we're doing. The other part, hopefully you guys remember what that was. It was grabbing the
whole edge right here, all of the edge Control E, giving them a little bit
of thickness and offset. This gives the thing,
this is gonna go down. Offset this, remember this
v-shaped that we mentioned? So now when we press number three, number three on this one, you're going to see
this very nice gap going along the whole surface. It looks like if this thing is being held together by the
screws and everything. But it's actually two
different pieces. So we definitely need to bevel this thing or just like an
insert edge loop right there. To keep it really, really sharp. There we go. And
here is where I will manually go and modify
some of the vertices. Let me tell you the history
for his transformation. Let's turn on World x symmetry. And some of the
vertices will need to be moved on this mode, on smooth mode to match
with the actual controller. That the gap here is this
as uniform as possible? There we go. We can take a look at the gap. Looks good. This is the gaba is way
too big over there. Just a matter again
of pushing the sand closer because we want this to be as nice as
uniform as possible. Versus here I think the gaps
a little bit too close, like too tight, push back
a little bit. There we go. Nice little gap everywhere, like all around the controller. Couple of pieces
there, like down here. They might need just a
little bit more space. We get the nice little effect. There we go. Like a
section line that goes across the whole,
the whole surface. And that's it guys. Look at this beautiful thing, are gave cubic
controller is now ready. Of course we're going
to assign the same. Let's assign the same. Is getting crazy now. This is something covered
the way they went. Shortcuts, sorry, not
working properly. That's because mine
is having an issue. There we go. Mirror world x positive. There we go. We have
the second trigger. There's a couple of details
there. We're still missing. There's a couple of details
that we need to finish. There's a little hole up here. Then we need to
do for the cable, which we're not going to
do a cable right now, but there is a cable
and there's the sebum. That's probably the
only thing that there's also a couple of screws
that we might want to add. You can see them here on
the backslash, 123456. Good against topology is
pretty nice on those areas, so it should be
fairly easy to do. Yeah, this is it for now guys. I have got to stop to the
array now and we're gonna go on to the last video for
the GameViewController, other next ones, so hang on tight and I'll see you
back on the next one. Bye bye.
25. GC Final Details: Hey guys, welcome back to
the next part of our series. Do they weren't
gonna continue with the final details add. It's just a matter of finding the seed button that
we're busy here. And we're gonna add
some of the screws to get this ready to go. For the C button, as you can see here, the reference image, It's just like a normal
cylindrical button that sits right on top of
the right triggers. So right around here. And it's mainly being
pushed by the outer plate. So the outer plates than
one that's creating the little cavity for it. So what I'm gonna
do is I'm gonna select this thing right here, go into the mode here. I'm going to start grabbing
some of these edges, just pushing them out to create the little area
where this thing is gonna be. Make sure that
you're not selecting anything bought this
part right here. So there, there, actually, let's make something different. I'm going to delete
the edge loop or the bubble for now,
just for a second. Let me get rid of
this guy real quick. Now what I'm gonna do is
I'm actually going to do a little bit of
an offset here. Again, the seawater,
this right on top of the right trigger. It follows a very
close approach. Right here. All of this because it's really, really close to it. Yeah, so I'm going to
offset this or Control E offset to create the place
where the button is gonna be. And then we're going to
Control E to extrude this down and push it in. Because this is where
the button is gonna be. Perfect. That looks, that looks great. Actually, pretty, pretty cool. So now we can
recover our bubbles. We should be able to
recover the pebbles fairly easy because this is a geometry that follows
along a surface. We can just do one there, another one there to keep a
sharp edge of the connection. There we go. That's like the
little hook where the C button is gonna lead. And that was just
a matter of having this face is right here. We're gonna say Edit
Mesh, duplicate. Let's push them up a
little bit. There we go. Grab them again, control E, and extrude them out to create the little c bar right here, which is just again,
it's just like a very nice soft bud here. It doesn't have any
tricky areas or anything. It's very, very
normal and smooth. Let's sign in your color to this bleed and this one
is slicker, dark blue. There we go. We of course need to modify a couple of the elements here. So first of all, we're going
to delete the lower faces. So the false very nicely there. I am gonna bubble like a top and a little bit
there are the buttons, are the sites, so it's
a little bit sharper. There we go. That's it. That's
pretty much it. That's our c, But they're ready. Let's move this thing a
little bit to the side. If we need to scale it, Let's center the pivot
point, of course. And let's just scale it a little bit so it fits nicely there on it's the cavity where
it's gonna be pressed. There we go. So that's kind of bothered
that we would press. Now we go for the screws. And again, screws are
really, really simple. Ic2 main screws like one right
here and one right here. Here we can try using
symmetry world x. So let's grab this
guy is right here. Control E offset to make
the small little hole. Let's try circularize so we can edit mesh and circularized. It's definitely make it
the same way, way smaller. Rotate this around
so that it matches the form proportions
as nicely as possible. There we go. Then we can try extruding, offsetting, and extruding
again and push again. We get that nice little hole, circular hole over there. Cool. So that's where one of the screws would
be, where we'd go. And then we have
another one like this phase right here.
This one right here. We can grab both of them. Again, control E, offset, then edit mesh,
so you can arise. That's a hexagon.
It's fine again, we just wrote it this. Give it a nicer shape. Control, ie, create a nice little offset
control and push again. There we go. That's the another hole
for another screw. And finally we have two
odd the trigger section like this place right here. You can see them right there. So I'm gonna go with
this one that this is what control E offset, mash or Edit Mesh, circularized. Smaller, rotate this around. This one's gonna go against
the curvature of the object. It's gonna be like on
an angle that's fine. So we can kind of go in there. There we go, Control
E off to the GAN to create a little Effect
Control E and push him. And that's going to create
the little entrance for our screws. The yeah, that's pretty much it. I think that's all of the
screws for the element and all of the screws for
our game controller. So that's it guys, we've worked were pretty
much data VD view what to add the screws. It's a very simple process. I'm just going to grab a sphere, actually, just going
to grab the cube. Let's go for two later
quick screw here. I'm going to say mesh smooth. Twice. The leaf like
the lower area. Lower area. There we go. Flatten this out. Grab like the square
sexually here. There we go. Let's turn this
off for a second. Control, offset a little bit. Control. Go in. That's it. That's it. That's a nice little screw. Usually this area
is like ghosts in. I'm actually going
to go back here. The flat this out. Then I'm gonna grab
this for faces, a little bit of
smooth selection. We can push this in. It looks a little
bit more like it. There we go. That's the cap.
That's all we did. So it's just a matter
of positioning them. Most of them will
have a center face. So it's just a matter of
finding the center face, getting this thing the
size it needs to be. Let's rotate this
slightly so that it's not perfectly symmetrical. Like a nice screw
head right there. Go. Control D. Let's go there. Saved view. And finally, we go right there. The three screws. Sure,
this one's right here. Shift right-click mirror,
and we're going to mirror this two x negative
and hit Apply. And there we go. We have our nice little scripts. We can even select them, and let's add a
different color as well. So Assign Material. Maya, surface bleed. Let's look like like a
dark bronze color subject. We have something a
little bit different. There. There we go. That's this guy is
quite the riot. Like it took us
quite a bit of time to get all the way
to this point. But hopefully, you are now
masters at creating complex, dynamic and surface he
shapes like this once. As you saw, it's not, it's not an easy task with
I think it's an easy task, but it's not, it's not simple. It takes a lot of steps
and it takes a lot of analyzing the forerunner of the object to get the
best possible solution. Remember, as with everything, there's tons of ways to model. So if you later on to find
other secrets or other things, make sure to share them because
that's the way we learn. This is it, this is the, in our final controller ready for
a very nice beauty render. And I'm going to be stopping
to be the right here. And I'll see you back
on the next chapter when we started with a new prop, which is gonna be the
second to last prop. So there's gonna be one more
for the four chapter four, and we're going to
have Chapter five. And after that we're
going to have Chapter six with our rendering process. So yeah, that's it for now guys, I'll see you back
on the next one. Bye bye.
26. Camera Setup: Hey guys, welcome back to
the next part of our series. Today we're going to
start with the camera. This is going to be able to,
of course, the camera setup. So the good news are that we actually got some very
nice images for a camera. So we're gonna go to
the front view here, view the image
plane, import image. And here you're gonna find
this one, the Olympus camera. This is a newest model. It's actually based
on an old model. I was debating whether to do the retro model or a new DSLR. I thought it will be a nice
idea to go for this one. Now, of course, with all of the techniques
that we've learned so far, you're gonna be
able to move pretty much anything you might want. We have this beauty
right here and we've had this front layer, which is just amazing because we can see everything in super, super, super good detail. Now just a quick note. At the time of this recording and the Federalists
last couple of months, I've been encountering
a WebP images inside of the Internet. When you download them,
they don't work for. You can open them in Microsoft, Learn windows with no problem, but they didn't work for me. And so just quick little tip
if you encountered that, you need to download
this little plug-in here for Photoshop,
photoshop webpage. There we go. And it's this or is it just like a little
plug-in and it's free. It's completely free. There we go and get hip. So it's just a matter of downloading this
plug-in right here, installing it on your Photoshop and you should be good to go. That's one of them and there's
another one that I found. Whereas this one right here, it says this one hidden
now it's not that one. So just look around. I'm not sure where did
the exact file is. There's a plug-in to
open the WebP images. And after Dad, you can, you can change the element. Now for this particular camera, I'm actually going to
try and find a section. And what I mean by
that is we need to find an option here to
center of the object around. And in this case of course,
is gonna be the lens. I'm going to move this
last like up here. I'm going to try to make
sure that this is asked nice and centered as possible so that we have the easiest time away when creating anything. Let's go to the right view now. And we don't have a rebuke, but we do have a top view. If you go here and you're going get into the
ellipse camera, you're gonna see that we have
the back open, back close. We're, we're gonna be using
this one's later when we do, of course, the back
part of the camera. We have front and then we have this one right here,
which is the top view. Usually as long as you have
a front and a side view, you should be fine. However, sometimes it
gets a little bit tricky. Now here's where one
of those instances, because as you can see, the top view is actually
facing on her way. I'm going to rotate this thing around and make sure that we go into the transformation notes
here on the channel box. We go to Options. Right here. The rotation on this one
should be minus current lady. There we go. Now the lens is on the front. Now, we need to of course, make sure that the lens matches with a length that we
have on the other side. So this is where I would go, like right above there and try and match this
thing as close as possible. Now technically, technically, since the images I got the images from
the official site, it should be the same scale, but as you can see, it's not. This one right here is a
little bit like fruits. If it's smaller, there we go. I think it was way too. I think it's searched. Oh, I know what
what's happening. So we need to move this thing. There we go to the
origin, perfect. Now we should be able to
match this and again, try and find the
middle position. Just going to be a
little bit difficult. This is weaker, it does
the image, it is bigger. So we're going to scale this down and try to find the proper scale
for the whole thing. And we're going to use again
the lens as a sort of guide. So make it a little bit smaller. There we go. That seems to be pretty, pretty,
pretty close. I'm going to check a couple of things to see if they line up. For instance, let's
push this forward. I'm gonna check the
lining with this, this little metal thing that's pretty darn close, I would say. Then if we check the width
of this object right there with the contra apart. So right about there. Yet we're getting there. It's a little weird. Let's match this
bond right there. There we go. Again, it doesn't
have to be perfect. With a closer we can get to the proportion that easiest
everything is gonna be. In my case, I'm using 0.811. And that one seems to
be doing the trick. So you can see that that little circle right
there is fitting nicely. And then this big
guy right there, It's also fitting nicely. Yeah, So there is a little
bit of perspective. I'm not too worried
about that one. I'm a little bit
more worried about the how we can match this
thing properly here, but yeah, this seems
to be working fine. And again, it seems to be matching with all
of the elements. So for instance, you can
see this thing right here would be
testing right here. That if we move it back. And down, it does
match the proper. Again, it might be slightly moved to one side because from the top view we're
seeing a little bit of perspective, but
it should be fine. So I'm just going
to move this thing. I mean, it really
doesn't matter. The only thing that I
need is to make sure that the lens is century in
the way that we had it. So we need to decide where we want the main body
of the camera to be like, do we want the camera to
be on the positive z-axis? Or do we want the
camera to be on like half and half
of the c-axis. I think I'm actually
going to make sure that the lens like the base of the lens ys on the or as close
to the front as possible. So that if we ever
need to change lenses and the
origin of the world who will be like as close as possible as we can
get to the element. And then this one
with, of course, we just move it back and this
one in the back as well. Now, we could already do the
proper size of the object, because right now
if I create a cube, you're gonna see
that this camera is only like six centimeters widen. I think camera should be
like ten centimeters. We can look, let's actually
look for the size. So Olympus Pen size, we're going to get
that it's a 4.9 by 2.8 by 1, five inches. So if we convert, because we actually have
the millimeters here, 125 millimeters, so that
will be 12.5 centimeters. So if I say 12.5 right
here, and then tall, it's 2.72 millimeters,
so it's going to be 7.2 centimeters and then the depth is going to
be 37 millimeters. So that's 3.7 centimeters,
0.7 centimeters. There we go. That should be again, 3.7. There we go. That's the size of our camera. Let's versus other, they
extrude weird problems. That's the dimensions
of our camera. So if I move this here, which is where I want
everything to be, I'm going to grab this two
objects, the image planes. So I'm gonna go
into the outliner, grab both image planes. We're going to scale
them up again uniformly. So even though this has
got this guy right here is going to be 2.061 and
this one is gonna be 2.5. So they're gonna be
slightly different because they were originally
different sites. We should be able
to get this really, really close to the actual
dimension of the camera, which has, since this
is a little bit, officer, Let's go there. There we go. These two guys are
again. There we go. That's the proper
size of the camera. So as you can see, both objects are exactly
where they're supposed to be. The lands, everything
is lining up the cube. We don't need it anymore. We're gonna be doing our
own blocking later on, this one that we push it back and that's when we push it down. This is the area
where we're gonna be working with this camera. Yeah, this is pretty
much it guys. Just the quick setup
for our whole element. And I'll see you back
on the next one. Bye bye.
27. Camera Block In: Hi guys. Welcome back to the next part. Today we're going to
continue with the camera, and this is what we have. We have the setup
and now we need to take a look at
the other parts. So all of the little
parts that we have, and this is a
rather cool project because we have a load to the February and we
have flat surfaces, we have curved surfaces. We have a lot of buttons
that needs to have a slot and look at this nice
gods like here, right there. So there's some other
really fun things that we're gonna
be able to build. Now, the thing here is we
definitely need a blocking. Now, we could go the same
route that we did that before. And just like grab the
values that we have on the, on the internet, there's
gonna be a little bit tricky. So in this case, I'm
just going to eyeball it right here on the front view. The front view is
gonna be the king of all of my reference points. Because again, as we've
mentioned on the top view, there's a little bit of
perspective and you can see it on the curvature
of the camera, like this part of the camera, this front part is closer to the lens than this back part. So we're gonna have
this sort of like, like lines going like this. We're going to see
a little bit of this sort of storage and this is very common when things are
laid out on the front view. However, since the
depth of the object, that's not as much, we're not going to see that
much distortion. So this is going to be the
rough size of my box here. And here I'm actually
going to start doing a little bit of basic
blocking for the shapes. So for instance, I
can see that we have a little bit of a change
in silhouette right there. That's not just one line there. And now I'm going to grab
the top faces, extrude them, go a little bit
there for this side, and then grab this phase right
here and extrude it again. So again, not worrying
too much about the exactitude or a curious you right now is
just a basic blocking. So just for me to understand how this thing is
gonna be looking at, Let's go to the top view. And I'm going to move this. We didn't mention
that we want to have the front view be right
there on the lens. This piece right here should
be right here on the border. You can see there's
a curvature to the camera which has,
it's quite nice. So we're gonna have
to build upon that. And now we're just going to grab all of these vertices right here and move them to the
back, to the first-line. Because again here
we're gonna start seeing the changing somewhat
and we don't want that. So roughly about there, which is where this
button is flushed two. And then we're gonna
have this love for the screen and everything else. So still a little bit of
a complex shape here, but nothing that we can handle. Yeah, there we go. So that's the basic
block right there. Of course, let's go
forward the lens and it seems like my
camera actually move. Sometimes this happens
when you scale things, especially when you
scale the image planes. Let's recenter this.
And of course, we're gonna have to go
to the perspective view. Let's bring this here. Recent through this as well. Because the skills are
rights, It's just a matter of luck when we mix things
around a little bit. Perfect, so that's good. I'm just aligning them on
the front view right now. And it's just a matter of
bringing them here down. Let's go to the top
view. And we're just going to push this forward. There we go front of you again. This little box that
we were modeling, just move it a little bit to
the side. And there we go. Again, the reason
why we want to have the lens on the front
view is because it's gonna be a lot easier to match like this are
things like you can see, you can just scale this
up and we're gonna be like matching the lens
pretty, pretty nicely. Let's go to the top view again. Let's bring this
guy move forward. Because that's the base
of the silver box. You can move the pivot point
with D and V back and then snap this to the
center of the grid and scale from the
pivot point origin. And that's going to make
it a lot more exact. So that's it. Quiet, nice little
block in there. Let's go for two blocking
under load things right here. One of the reasons I like to do a blocking in
elements like this, prompts like this
is because there's a lot of components or
a lot of components. We have a lot of little
things here and there. So it's very important that we don't forget about any of them. So very important. So we got that one right there. Then we've got dour right here, which is a little bit bigger. Let's go to the front view. Make sure that we're roughly into position that
we need to be. There we go. W again. Then we have
this guy right here, which we can't really see where it says flush
to the elements. So one of the little things
that you move around, so we can see the
little head over there. Perfect. Again, we're
following the front. I love him more than one
for all wind the top due to the perspective issue
that we've talked about. So if things don't line
up here, don't worry. Where again, more concerned about things lining up
on the front there. I'm just saying the
top view to get the proper scale and then the front view to get
the proper positioning. A little bit like that. Perfect. So we got all of those
buttons right there. Again, if we go to
the front view, you're going to see this
thing right here and another control little thing. You just position
it right there. Scale it down. Let's go to the top view. And I know that this one, as you can see there
sits on the front. It's gonna be right
there and it's gonna go all the way over there. Perfect. Even if it's floating
right now, That's fine. I mean, one thing that
you can do if you want to make your blocking a
little bit like nicer, just control if 11, extrude this thing,
move it back, scale it out, and create like that concave
shape that we have there. We go. The front, we again
have another one of this cylinder over
here that's important. Again, w to the proper size and roughly the
proper positioning. That's the, that's
the size right there From View and just
change the depth. We can secure that the depth of my cameras a little
bit off here. Probably due to the
movement that we did. Or actually, I'm just gonna move the box to
vertices of the box. It's gonna be a
little bit easier. Just match the curvature here. This one's go up a little bit. This one goes like it
right about there, there, there, there. Yeah, of course we need this
other element right here. Another topology looks
really weird them, this is not even
proper topology. This is just again, the
blocking off the object. So that said let's
go to the top view. And then we have this
thing right here. So from the front I can see that there's a cylinder, right? I'm gonna go to the front
creating another cylinder. Rotate this 90 degrees
so that's facing us. And I need to find the
curvature that seems to be, that seems to be right. And again, here's where pure
references I didn't mention. I forgot to mention this, but I, while I was recording
this thing, my computer decided to
update to Windows 11. I lost some of the
softwares that I have. Let me go here real quick
and show you the images. There we go. If we take a look at the
back view of the object, you're gonna see that
this thing is circular, like it's pretty, pretty,
pretty darn circular. So if we can catch
the curvature here, even though we're gonna
eventually modify the volumes over there, it's
going to work just fine. So for instance here, we just
do that Perfect top view. And I know that this thing right here is
just a cylinder, right? So all of the shape of this form should follow
this area right here. I'm even going to do a little
bit of mourning over here. So Control E. Let's push this out
and out like this. We get the nice little
while actually based on, again on the side Beulah, see if we can have
like a side view here. It fans out a little bit. So that kind of
makes, makes sense. That's fine. This one. Let's just leave it
like this for now. We have something like that. And even though we're
not modeling good, I know that this bottom part right here will have
a flattened area. So what we'll manage and
change that later on. But at least we know that
that's roughly the shape, an area that we're
going to have. Yellow, That's looking good. Let's go to the top
here and see if we're missing any other thing. We have this little thing
I think it's a flash. Again, I will need to
see more reference to see if that actually opens
just a little flash, which I'm supposing, expecting, it will have another
little thing right here. That guy right there, again, worst say this 90 degrees. And we go right there. Perfect. Now you guys remember the little trick
that we did for the, for the top and backbeat. So that's something that we definitely want
to do here as well, because otherwise it's gonna
be a little bit difficult to model or blocking all
of the things on the back. So what I'm gonna do, I'm gonna go to my back
view of my camera. I'm gonna say View image plane. I'm going to import image. And I think I'm going to
import the open element because I know that if I
can model are actually not, Let's do the closer 1
first and then we'll just listening so
that we can open it and close it so we're
just gonna hit open. And the first thing is I need to copy these values right here. So I know that this
guy right here, or this guy right here, this one is 1.643. So we're gonna go here, select all of these
guys and say 1.643, that we have the same scale. And we should be able to copy the same elements
over here as well. So it's minus, in
this case it will be 1.009 because it's the back one on the x-axis and
then it's 0.635.635. There we go. And then on C, on x rather. Let's go with this one. It should be right there. We can just guesstimate. There we go. 1 it
was 1.09, right? Yeah. If we wanted to be super, super precise, let's just change them. There. Perfect, So now of
course, the back view, which is somewhere
way over there, it's gonna be over here. Now the problem is, in contrast to what we had
with the game can controller, which was a single image that we can just animate like
moving back and forth. In this case, we can't because there are two
different images. So what can we do? We can animate the divisibility
of each of the subjects. This one right here. I'm gonna go to my Maya
Classic right here. I'm gonna go to frame one. Let's read or cut this. So we only have two frames
which are going to allow me to jump from one, from
one to the other. And the only thing I need to do is you need to grab
this guy right here. Going to disability. And on frame one is going to
keep key selected. Go to this one, turn the
visibility off and key selected that we
have this turn off, of course, and we were to frame two and we'll do
the opposite thing. So this one is turned on
and this one is turned off. There we go. So a key select both of them. And now if I went to work on
the backside of the camera, I'm going to jump to my
frame on number two. And if I want to jump to the
front side of the camera, I'm going to go to frame one. Let's go here, Let's
go front view. And it seems like I
accidentally move this thing. There we go. Now, let's go to the back part
of the object. So we're gonna go to
frame two right here. What happened? I forgot to set the keyframe, so click key selected. They'll go. And then for this 10 click key
selected, there we go. 121212. We check. Okay, perfect. So let's go here. We're gonna
go to the back view. Now. Back view, we're just going to create some
of the basic stuff. I don't want to, I'm
not going to create everything because I think
it will be a little bit of a waste of time
because we're gonna be modeling properly,
modeling everything. I just wanted to know where
the basic things are. I know that that
thing right there. Going to be right about
there. Screen, of course. Let's go back. We, again. I'm going to grab a queue. The screen bigger, That's actually pretty much
the screen size. There we go. Of course it's gonna be thin. Sitting in really, really
close to the border. So something like that. Keep going to the front
view out of habit. Then we can even create a
nice little center here. Here's where we can
see that the object, and here's where I can
see that the image is slightly off. Let's add a little bit better. Again, things are not
going to match perfectly. That's perfectly fine. We can move this thing. That's the problem
if you tried to match every single image. Since this image is
we're taking just for a beauty render and not
exactly orthographic views, it will be very difficult. So you need to stick
to one and say, Okay, this is gonna be the
image is going to dictate most of the elements
that I'm gonna be doing. Once you stick to that one, you don't change because
otherwise you're gonna be moving elements
and things around. Usually when you're working
with a concept artists, you're gonna find
this or thanks. Like when it, where
things are not working exactly like
you might intend. It's part of the
job to be able to, to kind of navigate through the different things that you're gonna be finding. So let's just some
small cylinders here to mark words as elements
are going to be. There we go. There we go. And then as you can see, I'm not doing the balancers
like a low-light think around the buttons
and then those bonds. So that's where most of the
things that are gonna be. And I can also see for we
take a look at the back view. There's this thing right here. So this element
right here goes in. I can see the shadow there,
like changing slightly. So that tells me that
from the top view, the shape of the camera is
also going to change it. And yeah, you can, you
can see it visible here. So it goes all the
way to this side. But then once it hits this area, if there's like an,
like an inclination. So I'm going to add a
couple of points here. On this object, on the
other main box object, we can take this
vertices right here and just push them
back a little bit. This one, let's keep them there. And it'll just push
this one there. So there's gonna be
like gapping there. Then in that gap, it seems like only on the
on the top area though, only on this air
because it then again, it goes back to, to the origin. I'm going to grab the cube here. I'm going to position
it right above there. Which is the like the
shadows what I'm seeing, I'm gonna go up to the front
area as a front vertices and scale them up. Then out. That's sort of like the shape, that organic shape that we have. Let's go back to object
mode. There we go. Push this up. It's up to the top view and
see that the thickness, you can see that the
shape of the obturator, they're really close to it. And again, I'm going to follow
that the top view here. And Internet created like the
channel shift the weight. Now we have something like this. You can even go like
add a line there. Bring this back on
the little line here. This phase right here. Let's go face mouth. Use that phrase right
there, Control E and just create a quick little
blocking here. Again, just to, just to give me an idea of where
things are gonna be. It seems like this is the
screen holding thing. This thing seems to
be going that way. Then here, like on
this area right here, I can see that the element
changes direction. It goes forward like
this, and back. Probably like this. Small, small change
in direction there. It joins together. Again. We take a look at
the elements here. It joins together
at the same height, probably increase the
section for the bottom. So actually let me go back here and grab this three
guys here, control, ie. What's gonna happen
is they're going to be creating this element. Then like the flat area. So all of these phases
should be perfectly flat. We're going to have
a sort of like changing directions over there. It seems to be also like a smooth transition
here, like a pinch. You can see that the
little picture over there. And that's where all of
my buttons are gonna be. So eventually into
their courses, things like all the way back
so that we can see the ones or the elements around like
pushed upon the forward. Let me guessing
something like this. And then again, we can look
at another division here, maybe grab this
face extruded out. This is why this phase is so, so important because
it will allow you to understand how the shapes
of the elements work. I'm going to collapse
those guys right there. That edge right there. Mesh tools or Edit Mesh collapse and then that one as well. So we get the source
shape I'm looking for, which is this thing right there. And then it just flows into
the rest of the elements. So just, just
trying to find the, the answers due to the complexity
of this, of the shape, because that's one of
the things with this, with this sort of prompts, they're really, really complex. So if you don't do a
blocking sections, you just started modeling. If you're gonna, you're gonna get to this
area right here. And you're gonna
start questioning everything about your model. And sometimes you
need to remodel everything and it's a really, really depressing
and he gets rid of your motivation
because you have to backtrack a lot of your efforts. So I don't recommend. So that's why this is staging. Staging area is
so, so important. So I think this is one
doesn't go that far out. Because then we're
gonna have the screen. And I don't think the
screen like pops that much out. There we go. That looks closer to a
blocking as you might expect. So from here, you have several server options like you can started modeling
simple things like say, okay, I'm going to model
this lens right here. I'm going to model
this thing right here. I'm going to move this
thing right here. And I think that's the
approach that we're going to use for this particular case for the game keep controller. We went for the main body first and then we went for all
of the little details. In this case. I think
the little details are gonna be really helpful to, to kind of built
around the shape. And at the end we build
the main shapes so that everything fits in lands
nicely where we wanted. So that's it for this one guys. I'll see you back
on the next one. Bye bye.
28. Camera Top Knobs: Hey guys, welcome back. In the next part of
our series today we're gonna start with
the camera knobs. And as I mentioned
in the last video, we're gonna be working with all of the small details first, like all of the buttons
are all of the elements. Because by doing that, we will be able to assemble
the full body of the camera. Now, I must warn you, this model of them about to
do is a really high polygon. And we're gonna have
a lot of polygons. And that's something
that you need to take into consideration when
working on your computer. Because if the computer
is running low on memory, if you don't have enough RAM
or enough processing power, you might be running
into some issues. So let's start with
this guy right here. As you can see, one of the
cool things about this is this like RIP
detailed like diamonds. There's a couple of
different ways to do it. I'm gonna show you one of them. I'm going to bring
this vertices down, then all of these guys
up right about there. And I'm going to use my
knife tool or actually no, I'm going to use my Insert
Edge Loop tool and we want to have 12345 lines of polygons. So we're going to select here multiple shots at
multiple edge loops. And we're gonna say four because we want five
rows of this assignment. So it's 12345. Actually we want six, so
that's gonna be five. There we go. So we're going to insert this
right here, and that's it. Now, one of the issues
are one of the things that you're gonna notice
is that for this, all of this things that
we're gonna be doing to work properly where the needs are a lot of polygons,
as I mentioned. So actually this cylinder
is of no use to us. I'm gonna show you
why in just a second. We're gonna be using a tool. Actually let me
use a tool like on another place so you can see
what we're gonna be doing. So we're gonna be using a tool that's called the
chamfer vertex tool. This only really works for
specific cases like that one. It's not a tool that I
use really, really often. And the way this
works is very simple. You're going to grab
all of the vertices. And if you go into Edit Mesh
and say chamfer vertices, It's kind of like
beveling and vertex. So, you know, when we
bevel and you get like a nice little erode or like
an edge, like a face loop. While in this case we're kind of getting this bubbly
things on each vertices. So we're kind of split
each vertex into four, and then we change this
width to, let's say 0.5. We're gonna get the exact same
plane that we had before, but then this diamond shape. And after having this, like you can imagine
what we're gonna do. First, we need to merge
all of the vertices because there are
separate entities. And then we're gonna
get all of the phases. And if we extrude this
phases and offset them with Keep
Faces Together off. And we do like an offset as
same thing like appointing five, like a thickness. We're going to create
this or like ruth shape, which is exactly what
we're going for. We're of course going to merge
everything together again. So Edit Mesh, merge vertices. There we go. That should work fairly fine. But as you can see, we
need a lot of geometry. So if we take a look at
this guy right here, you can see that we have one like
123456789101112131415 rows on one quarter of a turn. So that means that we
have a 60 sided cylinder. I'm going to grab
this cylinder right here, bring it over here. The first thing I'm
gonna do is I'm going to change its inputs to 60. So we're gonna go
with somebody within the heights or subdivision
caps and say it's 60, It's gonna be really, really, really, really dense. Let's make this a
little bit smaller. Position in the word supposed
to be right about there. And we scale it down. Now, I do want to keep an
edge loop going around the whole thing just
in case we need to do all of the other extrusions
that we're still missing. What I'm gonna do
is I'm gonna grab this face controller for 11, or just like both
vertices control if 11th to go into face mode, control E. And I'm going to extrude up a little
bit just like this. Now we have a nice little like an edge loop
in case we needed. We can do a lot of things with that edge right now,
that it's just there. Now I'm going to go again into mesh tools, Insert Edge Loop. And we're going to
go into the options, and that's gonna
be five initials. So there we go. So as you can see, the faces are relatively
diamond shaped, but it's not really like, it's still not there. And unfortunately we
can't go back here and the increases thing
because as you know, this thing just gets
destroyed, right? So I'm actually
going to go back. Because when we do
the five phases, I want this thing to look
as close as possible to squares so that
the diamonds that we get are as close as
possible to squares. So there we go. We're back to cylinder,
lets say AD divisions. And now again, if we insert, we now should have AT divisions. There we go. Let's give it a go with
the International. There we go. So you see
how those look way, way closer to squares. That's what we're going for. So again, just to have a backup
on the faces right here, like this one's right here. I'm gonna control if 11. And we're going to
extrude this things up a little bit
just to have again, a little edge loop there
that's going to help us with the whole like support that just and things
that work at an eighth. Now I'm gonna go into vertex
mode and we're going to grab all of this parentheses
right here, the inner ones. And if we do the same thing
that we did before, actually, I think we do need
to grab this ones as well to get the proper effect. So let's grab all of them. There we go. We're gonna say Mesh tools and
chat or Edit Mesh chamfer. Whichever two
vertices. There we go. Of course we changed this 2.5, which is gonna give us this nice little diamond shape effect. We're going to get
all of the vertices. We're gonna say
Edit Mesh, merge. Again, the threshold
should be 0.001 so that only vertices that are
touching each other and get the effect.
As you can sit. This is working
quite nice and we are getting a little bit
more though, 1234567. So let me go back. I think I was right
on the first one. Maybe it was just like
this case right here. Again, Vertex mode. And just like this
one's right there. Again, Edit Mesh and
Chamfer vertices. And we're going to
check for this 2.5. There we go. We go 12341234567 are
getting the same amount. That's weird. Okay. That's fine. We can we can very
easily fixed it. I'm going to show you how. Let's delete this. I didn't mesh and
merch, merch first. Now I'm actually
going to delete. I just told you that we needed the support that Let's
get rid of them. Let's just get this sort
of rip effect right here. And this is where we
can count the amount of triangles against 1234567. So I think I got one extra
row of elements here. But we aren't going to get the effect that I'm looking for. Now that's gonna be a
little bit too high. Let's go back real quick.
Critical shouldn't take long. Let's go back here real
quick, real quick. Remember, and I do think we were okay with the 60 divisions then. But instead of five instead of five cuts,
it's gonna be four. We're gonna go Mesh tools, Loop. Same factor here,
four, there we go. There we go. That's a lot closer. So same deal. We're just going to grab
all of the vertices. We're gonna say Mesh tools
Edit Mesh, chamfer vertex. And the width is
going to be 0.5. There we go. Now we're getting
the proper amount of triangles that we
weren't going for. The only problem is that
as you can see up here, we're getting a weird mesh. And it's not the end of the
world because now we can just grab all of this phases which are gonna be like
the triangle faces. That's the, that's the
mesh that we're going for. So he Control E to extrude. We're going to keep faces
together off and do an offset, 0.5 offset, and push
this thing forward. So we get the derivative,
the effect that we want. Of course, not like
super intense, but just good enough. There we go. We've got all of
the vertices again. We're gonna say mesh,
edit mesh and merged. So they all are in the same. Every single vertices
that's still joined together will
be joined together. Now, here's where we get
into the smooth mode thing. And yes, we can smooth this thing as
you can see right here. We're going to get the
sort of bumpy effect, which is quite nice and
it looks close to that. But usually this thing is have a little bit more
grip like this once. And here's where a couple of students might go like, well, why not just grab the whole
thing and throw in the Bible? Well, you know that the mother phases that
we're gonna have here for the amount of
bubbles that we're gonna get is just
way, way too intense. We can do it, yes.
If your computer can handle it, then Sure. Go for it. So when you press
number three, you still get the little diamond shapes. However, this is one of those
subjects that were never, ever gonna see like this. Like we're never gonna see
this smoothness of the effect. Okay? So if you can, if you want, you can
keep it like this. You're just like simple
smooth both It looks okay. If not, you can just keep
it in like normal like shaded molecule known in non-smooth modelling
in number one, again, sometimes you will have objects such
as this one that will not require this sort of
effect. Yeah, there we go. Now let me just move this
thing a little bit lower. Now let's start
working on the rest of the honest now,
some of you again, My be very observant and
you're gonna see like, Hey, don't we have like
England's right here, like aren't this phases,
all of them and guns? And the answer is yes. However, this is one of those
cases where England's are not really gonna
be problem and we can actually keep them
because as you can see here, we're not gonna be smoothing and therefore we're
not gonna get any artifacts and they are holding the shape
in the way I want. So the other option
would be to just manually go and triangulate
all of these elements. There's really no
need to do that. I'm spelling that
thing right there. Let's go to the top view. Let's position this thing
where it's supposed to be, which is right about here. And now here you can
see this is the, the actual like Shutter button. So I know because I am using a similar camera
that this thing goes in and then we're going to
have the bottom in the center. So I'm gonna grab this
vertex right here, Control F, 11, control E. And we're going to offset this. We created the circle again. It will not match here, but we know it matches
on the front view and that's the one
that we care about. Now this one, we're
gonna push down a little bit to create the
sort of effect. I shouldn't want a
bevel this one again, just a little bit there. Nice. And then we're going
to grab this vertex again, controlling for 11, control ie, push it down because that's where
the button is gonna be. Grabbed. This element. And we're gonna
have bevel again, two segments and
it's more fresh. And since we have such a high like division cylinder,
as you can see here, we really don't need the smooth modifier
because as you can see, we're holding the edge like
pretty, pretty nicely. It's very, very
difficult to see. It actually looks like a normal, like if you take a
20 sided cylinder and you bubble like
the corners here. There we go. It looks very similar because
you can see even this one, you can still see a little
bit of the, the segmentation. Because what we're
doing, remember we're smoothing this twice. Even if we're doing this, we'll still get a little
bit of that jaggedy edge. Unless we would
have two smoothers like five or six times. And we're still going to
get that sort of effect. Now as you can see,
this thing like all of these faces or
this edges rather. This vertex right here. Let's see, It's about there. We do have a nice little
bevel on this one. We're going to bevel. Same two segments
and small fraction. Then this phase right here, control if 11, we're going
to offset a little bit. We're going to extrude them. This is the front view. You
also have a little bit more. You can remember grab
this guy's press a Control click on
the green square. And that's going to scale
only on the y-axis. So we can get that they're
really, really nicely. And it seems to be seething. There's gonna be a
cotton the thing. So we still see more like
elements over there. I'm probably going
to go again to the the bottom face and
give it another extrusion. I can see like a kind
of like an offset. And then again,
this sort of thing. That's the, that's
the source shape that I'm seeing for
the whole thing. Because again, we're
gonna have like a, a cut here on the, on the element where this
thing is like sitting. And that's it. Now, I am going to create
a new cylinder because you don't need to copy this
under two to get the button. We can play with that nice
normal mark button over here. The button is very simple. You can see it's
just like a look on. I just wanted to hear. It's
just like a nice little bun. Their top view, it does
have a hole in the middle. So I'm going to snap
this to the vertices that were in line. And then I'm gonna got
this vertex Control F 11, control E offset again to
create a little hole there. Offset. Again a little bevel there, and then another
offset there we go. And again, I know that those bonds tend to be or
tend to have a little bit of an inclination on their faces. So what I'm gonna do is I'm
gonna grab all of these guys. Bring it down a little bit. Then. This guy right here bring
it down a little bit more. This guy bring it. I think that one's flat to the surface. Of course, we need to
scale the borders here. Control click on
the green button. There we go. We're going to start beveling. Probably going to bubble
all of the edges here. Two segments in a
small fraction. That's always, that's usually my go-to technique for
the sort of things. And there we go. And now this thing is gonna be really flushed to the surface. Usually the corner on this, it's a little bit more like a rounder that you can grip
it a little bit better. I'm going to just modify
this a little bit. So when we get this, we get
a nice look, smooth one. You can again scale
it up slightly. Like a really, really flushed
with the, with a waltz. 0.4. This is where having a
better scale, there we go. 0.455 minutes. It's like the golden number. As you can see, this fits
perfectly right there. That's sort of like
Shutter button. Which again, from why they can see that's roughly the shape. We can always of course, check our reference image, this one right
here, and see, oh, it's actually quite, quite,
quite right, so okay, so my bath, so lets
just grab this guy right here and push it up. And it seems like the center of the element is also like
a little bit of rice. That graph. This face control if 11, let's do another extrusion. Bring this up a little bit. And then will the corner. Perfect. There we go. That's our camera button. That's the one that someone who pressed to get a shot
out of the camera. And of course, if we're not
gonna see the lower faces, we can just delete them. Just leave them. There we go. Now something that we didn't do, we didn't do it on the game
cube controller that first, but we didn't do it on
the, on the toaster. And actually I should go
back in and fix that. E is a proper
naming conventions. So I'm going to create
a new folder here. I'm going to call this
the camera elements. And then inside the camera
elements I'm going to start dropping in all of the objects
that I know I'm ready. So this one, for
instance, I'm gonna call this knob shutter. It's not the shutter, but I'm not even sure how to call this. Let's call this two
guys Control G to group them and then
get them in there. So there's gonna be like Mike, I'm gonna call it Main, not going to be the knob. There's going to be the button. But always, always rename it. So I'm gonna call
it Shutter button, even though I know
it's not the shutter. I'm gonna call this shutter knob because we're gonna
have more knobs. And it's important that we
understand which knob at church so that we can
create everything properly. Yeah, there we go, guys. That's, that's it.
Now you can see here on the bottom
side of this object, since we're not
gonna be smoothing, you might see this
weird shading. If you want to fix that,
we're gonna use mesh display. So I'm just gonna
select this edge loop and this actual right here are entering and I'm gonna say meshes
flight software niche. That shouldn't give
you the smooth effect without actually some
moving the object. And that's exactly
what we're going for. We can even go on this
one right here and give it a nice little bevel. Let's go there. Segments. Two segments should be more
than enough and that's it. Make sure to the history
of freeze transformation. Same for this one,
delay history for social mission center pivot is now that's important right now, we can choose those
things later on. But since there were cylinders, the bullet points should
be on the under center. That's it. Firstname done. Let's move on to the next one. I'll see you back
in the next video.
29. Camera Option Knob: Hey guys, welcome back to
our next part of our series. Today we're going to continue
with DIY option knob, which is a decimal right here. And again, you would take a look at the image, this
one right here. You can see that it's a very
similar, it actually has, I think that the same density of like triangles as
the previous one, just a little bit longer, since it's gonna be bigger and the little thing right here,
it's a little bit different. Then that means that we might
have to model it as well. Now, as you can see
that right here, this actually is a, what's the word
symmetrical up and down. So we only need to do half. I'm going to start moving a
little bit faster because we've covered most of
these tools already. I'm going to go in this case, I am going to go for 8080 lights because I know that when we make this thing a
little bit bigger, such as this one right here, the size of the details
is also going to change. I'm going to grab
all of the vertices. This one is right
here and then bring them to the midline
right there. Perfect. Now we need to add a
couple of lines there. So we're gonna go Edit Mesh, mesh tools, international,
double-click. And we're gonna say
two edge loops. We do two edge
loops. There we go. As you can see, the squares
are very, very nice. And we're gonna go into vertex mode and we're
gonna select all of this inner vertices versus
we're gonna say Edit Mesh. And we're going to,
of course, Chamfer. When we do 0.5, we should get three lines of little
triangles, as you can see here. So it's 123. And then of course the
other section we're here, but that's the three and the
two, the two top sections. Now, in this particular case, I actually do want to have the proper triangles
on the top side. So I'm gonna grab all of
these guys right here. I'm gonna snap them to
the lower section so we get triangles there
and triangles there. We're gonna pick up
everything here. I'm gonna say Mesh, mesh, March, so that all of the vertices
that are on top of each other get joined together. Now this of course will make
our cylinder like bigger. It's going to face more than I'm actually going to
delete the phases. So we're only left with this
little ring right here. Grabbed all of the
phases control E, Keep Faces Together, set to off. And we're gonna do an
offset of 0.50.05. I think we'll have to
find the proper number, 0.3 and let's bring
the thickness up. There we go. Seems like it's
0.30.03, the opposite. Now, that's gonna be
our nice little album. Perfect. We're gonna go vertices, again. Vertex and edit mesh. Mesh, edit mesh and
merch. Perfect. If we were to do number three, you can see we've got
triangles right there. Let's rebuild the low-life
like face right here. So I'm going to just hit
Control E offset a little bit. As you can see, that's gonna give us
actually done that as a little ramp that we need
for our, for our button. Let me check this real quick. The, this thing right here. And this one is a
little bit flatter. I still see a little bit of
an F, an inclination there. I'm just going to grab
this guy right here, extrude a scale skill in. It goes like that. It's like the board
of that we're gonna have and then the scale again or extrude again, scale really, really close. Now let's go to the
top view because we of course need to capture
the whole right here. So let's move this thing
where it's supposed to be. I'm just going to be
right about there. We're going to go
this hole right here. Again, don't, don't look at the image because if we tried to match this
thing for the image, it's gonna be like offset. Just look at the circumference, make sure that it's
the right size, right there, even though
it's a slightly to the side. I know that that's the
right the right amount. Now you can see that we have actually this thing right here, which is trickier
because this is the actual selector button
that's gonna be moving around. So you're gonna be able to move from one side to the other. And that's where we got
to be on this top side. So we need to do
the mirror first. And to do that, I'm going to
grab this hat trick here to extrude down to
right about there. Now I'm going to go
the whole object. I'm gonna say
mirror bounding box or white and negative apply. So we get this on
the other side. There we go. Now of course on the other side, we don't need all of this
extra faces that we have. So let me select this guy
right here and delete. So we only get this little
section right here. Let's think about how
we're gonna do with the, the little, little extra NOP
that we have right here. So this thing right
here, I know that it has the same sort of
like a rebutted edge. Or at least that's
why they think. Again, let's take a look at the images that we
have right here. We have oh, the backfill. There we go. Okay. So it makes our job a
lot of these years. So as you can see
right here, yes, we have the selection up,
but it's a different piece. It's something that this
thing is sitting on top. So that's going to
make it a lot easier. And that's why having so many
reference images is super, super cool and super necessary. Because otherwise we will be modeling things that we
really don't need to model. This one, Let's just
make it a little bigger there. Scale
it up a little bit. I'm going to go to
the bottom site right here, Control E scale. So this is similar. It will always scale in. And I would just grab this guy and let's give it
a small bedroom. Let's small bubble.
So two segments. In small fresh, There we go. Now actually, since
this thing is gonna be like colliding with the
other thing down there. We can actually
leave like a really thin margin over there. And that should be fine. Now, what do you mean? Just want to congratulate,
gonna get pure. If we go down the pure
ref real quick there is to be able to get in here and really,
really see the images. As you can see right here. There we go. There's this little knob very similar to the one
that we had around, but see how there's a
little line right there. That's the thing I
think that lights up. I'm gonna go to my
top view again. And if we take a look at the image that's that
line right there, which is the circumference
that we actually have. So that's where we're gonna make the cut or the first got. So I'm just gonna see
control ie, move this down. I actually do want to keep
this cap so I'm going to hit Control D thickness in. There we go. And which didn't
say Mercy center. Of course grab those borders. That one, I think I'm
going to leave sharp. And since that one's
gonna be covered, we don't even need to
change anything there. Let's duplicate this
button right here. Although again, if we
check our pure file, it's not the same, so different cylinders,
screen anion cylinder, then snap it to
the proper vertex. There we go. Scale it. Top view to make sure that we have the proper
size of the button. There we go. So that's the, that's the size of the button. It's a very simple button, so we just need to double dispatch segment and it's more fresh in this one
we will smooth. So I'm gonna grab this guy. Vertex controller if 11. And we can smooth. So front view, there we go. Perfect. Now for this one right here, it seems like a really flat
lakes like cylindrical area. So what we can do is we
could actually duplicate this phases even
though it's gonna be a little bit like high in, in polygon count, or we can actually duplicate
this faces rather. Let me grab this guy. I'm going to duplicate it. I'm going to delete
the top faces. So we're only left with this sort of like a ring right here. Bring this thing down
so that we're hugging the surface quite,
quite nicely up. And then Control E. We're going to offset
out like this. Now we go here. I think I do want to bevel, this guy's just a
tad bit really, really sharp bevel for this
one's really, really tight. There we go. That's it. Now as you can see, we have a nice like selector knob and the little lip here
and light there. Were gonna be renaming
all of this and cleaning them up shortly. But now let's continue with the other part of the elements. So again, if we take a
look at pure rough here, you're gonna see that
on the backside. We see this from the back. There we go. We have another cylinder. And then on that cylinder we
have this thing right here. We already know how
this topology works. Like we're gonna have a nice
actual bright over there. And then we're gonna have like three extra shift
right over here. I think we can get away with
like a 24 sided cylinder. I'm gonna go here. 24 sides cylinder. We're of course going to
snap it to the vertices, to the central birthday where all of the other
ones are snapped. Why a 2424 sided cylinder? Because I'm trying to find
the exact number that we need to get three
edge loops here. So I think we might
need a couple more. There we go. 26 sided cylinder
seems to be working a little bit better
because 20 sided cylinder, which was the first option, is only two options or
two segments there. And 26th seems to be
working a little bit more. We can go even further and
I think 33 is fine or 34, I usually like to keep the
numbers like even so that's why I think 26 my
work as what we want. So again, taking a look at this, I know that this thing is
gonna be right around here. This thing is going
to eventually go. I can actually go here and make this template so that
we only see like a wireframe of the
object and that we were not getting in whether we know where it starts
and where it stops, but we're not getting weathered. Let's take a look at
this and as you can see, it says a nice bubble edge right here and then a sharp
edge right there. Before we beveled
though, I do want to add one that should work
right about there. We can actually go to frame too, I think, and then go
to the back view. We should be able to see
something really similar. There we go. So yeah, so that's the distance. 33 elements of this seemed
to be working fine. We can rotate them a little bit. This will freak out
a couple of you, but we can rotate
it a little bit. So these guys are exactly in the position
that it's supposed to be. And then we just control
E, bringing them out. A little bit of offset, a little bit of, I'm gonna
do a little offset first, get the proper shape, which
is something like that. And then I'm going to go, this guy's scale them down. Change the scale to world mode, press R, click and change
this to World mode. There we go, scale them
down and then snap them so they're at the same
depth as everything else. There we go. That's it. And then this phases seemed to be like a really,
really close together. You can see them right there. We're going to set our,
we're gonna go right there. Now we have this
tree little groups. And those groups are
gonna be important. First, we need to make
sure that these guys are as similar as possible. We need to add edge
loops on this guys. But other ones, this
action was to go and contaminate this outer
part that we have here. Very nice outer part. What I'm gonna do and
you guys already know the usual hard surface
he technique workflow. We're going to add
a little bevel. There. Actually weren't asked. But I'm gonna change the
bubble type to military uniform so that the polygons
or lung nicely two segments. Let's keep one
segment and I'm going to delete this for now. Now I'm gonna go
123456 actually, because I can see
that this guy stopped like really close to
the to the front. So right about there, I would say the in this case, I think it's better if we do
this properly or manually. So I'm gonna mesh tools,
Insert Edge Loop, and we're going to lose 123. Now I'm going to grab
this phase right here. This phase right here, and
this phase right here, which are like the
three low knobs that we're seeing there. There are even closer together. It's crazy. Can bring them really
close together. But I'm gonna have to
first do the extrusion. As you know, we're gonna do look a little bit of an offset. This is where again, scale is
gonna start playing against us or we're gonna have a little bit more
issues with scale. Because we're working
at really, really, really small-scale control, ie. Push this in again. Again, 0.005 opposite. There we go. Now. We can number three. We should get the nice little
three notes are there. Of course, we need to
position this guys, but in order to do
that, we're going to collapse some
of these elements. So when I got that
guy right there, Mesh tools or Edit Mesh
and we're gonna collapse. And then this one
we're gonna collapse. And then this one, I'm
actually not that one, the middle one, collapse, collapse, collapse,
collapse, collapse. And then we can just like
probably collapse this one. No, I want to keep
that the same one. So we'll probably add like
a melody triangular on another line on the
edge loop itself. So that means we're going to have to add probably another edge loop right here. There we go. And then
we're gonna go from there to the center, Enter. And then from there center, and then from there
center enter. Same deal on this side, we're probably going to
have to have an edge loop. So I'm gonna go to this
part C Control F 11, control E. Offset
this a little bit. There we go. Polygons much. Start
with something simple. Let's do one more offset because that's gonna be
the main opposite. And not from here. Same deal. Middle, click, middle, click, and middle and click. We've got the whole thing and
we should be able to bridge because it's the same amount of elements for number three. And there shouldn't be a super
discernible bench because it's a really simple
union right there. Let's give it the proper
bevel on the top side. And of course we need
to add a couple of support that we got to add a
support that's right there. There we go. Now of course my elements right now we're
looking really weird, but that's fine because we
can just go to the top view. And I know that if we give
them a proper squarish shape, things are gonna start
looking at allele blue closer to what
we're going for. Let's just start moving
this around them. Free modeling here a little bit. Just to make sure
that this things look as nice as possible. Could we go, it
looks a lot better. And we take a look, That's our
selector knob right there. If this thing needs to be a
little bit like even shorter, closer together, we
might be able to do it. Starting to go watch
this size of this thing. The back view. Yeah, that's
a lot closer and closer. We do see a little bit
of stretching over here. So we can grab this
guy and just push it. And this guy, okay, I'm gonna do something here. That thing is gonna
really help us guys and see how we're having a little bit of Phoenicia
with the scale of the scene. So one thing we can do if
we don't want to have as much of an issue is we
could scale everything, everything, everything
like a lot more like a different, a
different proportion. And then what's going to happen? This, our children are gonna
work a little bit better. I'm gonna continue doing it. I'm gonna continue
working like this. And then if I see that
we're having a really, really bad problems
with the element, I'll switch to a bigger scale. But there we go. That's our
little knob right there. It's a little bit off center, which is weird
because we were doing this pre the symmetric load, say, then at some
point we'd lost it. Let's go to the top view. It's weird because when you
see it from the top view, it looks like it is centered. And then when we do this,
it's kind of like off-center. I mean, one thing we
can do here is if we get as close as possible to
the proper division here, we can do a mirror. This case bounding. I'm gonna go Objects, but it's
the center of the object. We're gonna do an x mirror. I'm going to hit apply. Now you can see that
it should be mirrored. But it's a little bit off. A little bit that we do
know it's actually x, sorry, apply. There we go. Now, it should be perfectly mirror and this thing should look a little bit better. We might get a little
weird pinch there, the middle because we get
this center line over here. We can just delete it. Careful with this like crazy vertices that we sometimes get. There we go. Nice. So that base looks a lot closer to what we have and a lot nicer. So yeah, that's pretty much it
because as you can see here on the back view, this thing just sits there. It's a little bit bigger. I'll go a bit taller. This thing just sits on
top of the other one. And that's the thing
like the whole element right here, that's electron up. All of this thing are
gonna be one single piece. I'm going to Control
G, all of them. And we're gonna call
this selector knob. Let's call this selector for base selector knob,
selector light. And this is going to
be selector button. This guy will go inside
of the camera elements so that any point that
we can just turn that off and keep going. Yeah. I know I said it was gonna be faster and we were faster. I mean, that's still two
or three complex pieces. But this is modelling guys
and this is what is that? Unfortunately, it's
part of the job. That's why, that's why
this sort, sort of moles. You find them really,
really high in prices on sites like total
squared and stuff like that. Because it takes a
lot of time to do. It just takes a lot of time. So I'm going to keep recording. I'm not gonna skip
any single-part. We're just gonna keep going and I'll show you how to do
the rest of the elements. So yeah, hang on tight
and I'll see you back on the next one. Bye bye.
30. Camera Extra Knobs: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the extra knobs of our camera. We're
gonna keep it simple. I don't want to spend too
much time on this guys and let's just take a quick
look at how they look. This one right
here, it looks very similar to this one right here. The only difference is
that we have an extra row of like little diamonds
and the button changes. Then this one right here is very similar to this
one right here. The only difference
is the scale. So that means that we
can actually reuse, utilize some of the
things that we have here. I'm not sure where the image is down the other way around. So let's go to our back
of the ear right here. And there we go. Now we're in the back view.
So I'm gonna grab this one right here, this button. I'm going to create a
Control D to duplicate it. Just move this down, scale it down so that we
match the proper thing. And this is usually
used to change the f-stop or a couple of
settings inside of the camera. But we do need to get rid of
some of the elements that it has because it's not
exactly the same, right? So, easiest way to do it is just delete this gap right
here. This leaps in Ireland. So when you
double-click, you just select it and you're good to go. Just delete that one as well. And we delete that
this one right here. Again, Island the faces
just delete that one. That's it. Some of you guys,
if you've used Blender, you're used to the field,
which is the F key. And the feeling is it's fine. Now we're gonna do
exactly the same here, but we call it here
instead of Maya, it's called a pinhole. So
it's this one right here. We feel hold there. And quick little shortcut G, the letter G on
your keyboard will repeat the last
tool that you use. So in this case it
was a whole grab this face graph the other face. And I'm just gonna say
Edit, Mesh and poke, which will create
a board seat on the center of the
object. Very important. I mean, angles are
one of those things that some people who
still are not bad, some people will
show they're like the bane of existence
for topology. Usually you don't want angles.
If you can triangulate, thinks it's better, just do it. So here we go. Not bad, bad, like you can render with angles
and it's going to work like what we have here on the first, was it this one? Yeah, So those
angles right there, we can smooth this
out, we can render this out and there's not
gonna be any issues. But usually, usually
you want to get rid of England's top view right here. So this one's perfect
there. This one's gonna be rotating if we were to
animate, and that's perfect. If we again take a look at this guys and we know
that this guy has more triangles than this one right here, right?
So let's go back. There we go. So it wouldn't be like super accurate to bring
this guy right here, duplicate it and
use it on this side because even if we
were to expand this, we don't have enough,
enough diamonds, but we have this one
which is a lot closer, so we can just hit Control D, delete this one and bring
this all the way over here. We can scale this
up, move it down. And that's a lot closer
to the amount of triangles that we're
looking for right now. We definitely want to make
this thing a little bit nicer. So I'm going to scratch
it a little bit there. Then I'm going to grab in
a very similar fashion. I'm going to go up this
lower phase right here. Those are handguns. I
know. I've got this guy. Delete it. Delete
the cab right here, go back to a back view. Because right now remember
we're in frame two, so we're looking at the
back view of the object. And then I'm going to grab
this actually right here. Move it up to about
there, which is halfway. Shift, right-click. And we're going to mirror
this on the y-axis on the bounding
box option so that the lower portion
of the object gets referenced and we just move it to the other side. We apply. There we go. Scaled seems to be about right. And again, they got my pure
ref over here. There we go. So if I look at the
element right here, you can see that it has a hole
in the center. It's flat. The options here are flat and then we'll just have
like an indentation. So we need to account for that. Again, if we go
to the back view, we can see that our
scale is working. Might need to scale
it up a little bit here on the y-axis and
maybe move it here. Let's go to our front view. Of course, we need
to switch the image here because remember we're using the front view to
properly place our objects. We can't see this one that much. We can also go to
the top you see in front of you on top you all
are a little bit closer than, than, than the rest
of the elements. So we're gonna be using those. We might need to
increase the size here. So let's push it
up a little bit. There we go. We have the whole thing, super, super useful to have
this view right here because we can just
press control if 11 control E offset
this phase right there, that's the first
offset, offset again. And then this phase
right here that we have selected, we're
just going to push down. That's the whole, the
original cylinder. We don't need that
anymore, and that's it. Now, I'm going to grab this security here because we're not going to
smooth this object. Remember the little
diamond shape objects, we're not going to
smooth them and we want to have hard edges. So I'm going to select
those objects right there. And I'm gonna go mesh
display and hardened match. Perfect. Now it will look
as if it was hard, hardened, but it's
not hardly perfect. It doesn't mean it's perfect,
It's gonna be hidden. That's one just
to select things. This one is to
select some motor, something, that one right there. I see another one that has
this sort of like a river, the edge and that's
on the top you, you're gonna see it
here on the front. This one right here. Again, this one has four rows, so it's a little bit closer in India amount of rows to
this one right here. It's not as many. So we're gonna be
using this one. I'm not sure we can have
been used this one. I think I think I'm going
to use this one instead. So I'm going to Control
D, bring this rotate this 90 degrees so that we are seeing it
flattened the surface. Let's go to the
front view. And then this thing is gonna
be right here. We can already see how this thing is going to be
here on the front view. I'm going to grab the
vertex their control if 11, I'm going to hit
Control E offset, That's the first circle. Control E, also the GAN,
that's the second circle. And then this second circle,
of course we're gonna push in. That's the base. There's a black
line right there. I'm thinking that's more
material like painted on top rather than
rather than models. So we're gonna keep it at that. Let's go to the top view, grab this guy and move it forward. I'm not going to obey
this w right now. I'm just going to
look at this hole, and that hole is
gonna be important. So again, I'm going to delete this face and all of this capital
we have right here. I'm gonna grab this
edge loop and bring it up to where this starts. I'm going to hit Control E. The first thing I'm
gonna do is I'm going to give it a little
bit of fun, officer. Well, I'm actually
going to give it a little bit of thickness first just to have an edge
loop and then an offset. So offset, this case thickness. We go for a little bit more and then another
extrusion and pushes back. So we see again this from the top view because you can see there's a slight change
there on the size. Now I went a little bit too far. So I'm going to object mode. Let's tell her this thing
deleted, we don't need it. I'm gonna select
this guy right here. Control E, I'm sorry, are in control, click on the square icon to get
the proper height. And again, I'm not
matching it to the image. I'm seeing the distance
that we have here, and I'm trying to match
that to what I have. So it's roughly about there. Perfect. Now we know, because we've
talked about this before, that for a circle to give us a nice circle shape like the one that we
have right there, we need to have square faces. That's the squares possible. So I'm gonna grab this
edge, it'll break here. I'm going to extrude
it once more. This guy, I'm going to
push it a little bit up. Let's hit one more line here. As you can see, this section
right here is really, really **** square, if I may, even this one right here. Now unfortunately,
I don't think we have like super flat
faces or do we? Yes, this middle line and it's aligned to the top section. So if we follow that along this four phases are facing
our top plane surface and y, which is great because
now we can control E to offset this. Then we should be able to
use our circularize tool. So Edit Mesh, circularize.
And there we go. Let's go to top
view. Again, I'm not matching that circle
Specifically. I'm just matching the size of the circle which
would be about there. Now it's just a matter
of going Control E. Let's give it a little bit of an offset so that we have an
edge loop there. So I'm gonna go 0.005. Again, this is the
scale thing that's a little bit problematic and we'll just move
this thing down. There we go. So now when we
press number three, we're going to have
a nice little circle there that shouldn't be interfering with the
general situation of our, What's the word for
cylinder as much? Now if we want to solve a
little bit of that issue, like the cylinder issue, we can just like
beveled those guys. Because remember, we're
not going to really not gonna be smoothing this, or at least I didn't
want it smooth. I want to kind of
keep it like this. Or maybe this one we will smooth because we do need to see
this like circle thing. Because the other
option we have is to go into this edge
loops right here. The corners beveled,
which I don't want to do. That will definitely make
the circle a lot nicer, but it's gonna be just a mess. So this one will
probably just a smooth. If we were going to
smooth this one, then we definitely want to give this guy a couple of support, that just small
edge and segment. There we go. When we smooth, we get
that nice sharp effect. Yes, the texture on
this guys will be a little bit less intensity.
It won't be as nice. Another option which we
can also do this actually, I think it's a better solution. I'm actually going to go
here to this guy right here, and I'm going to say
Edit, Mesh and detach. Now we can smooth
out this section. Well, I'm of course gonna
say a mesh separate. Now there are two different
objects and they can smooth this section without
affecting this one. Yes, there will be like a
million metric gap right there. It's gonna be almost
impossible to see though. You will have to really, really, really close in to see it
and we can actually fix it. Easiest way to fix it. You're going to laugh if this
of course, just overlap it. So I'm just going to grab
this face right here. Scale it in. Just with W sent to the proof
point. There we go. Just suppose that pushes
a guy a little bit. There we go. This one's smooth. This one is not smooth, but since they're
overlapped, no one, no one will ever know that
those things are not combined. So yeah, that's not true. The only thing we're going
to have to keep them as separate objects from
the subject though, we do have this sort of thing, which is again placed on top of the main
frame of the camera. So we do need to do that one.
So I'm gonna go with this. I tried here. Go to the front view again, control E. I'm going to scale out to get the proper
size of the thing. Again, following as
close as possible, the section not
necessarily matching it. And then it's just a matter
of bringing this thing down. Now, I would imagine that this thing is gonna be
like really flushed to the surface there
and we can go to the top view and get an idea. Yeah, it's really, really flat. It actually curves. You can see that the main
frame of the camera curves. We can actually
use this one like at this point to
start like to do, to understand a
little bit more how this whole thing
is going to flow. Because you can see that
this thing actually like really curves quite a
bit. So that's about it. That would probably give it
another color right here, which is the thing
that's going to be going inside of
the other camera. Grab this edge, grab this edge. And we're gonna say bevel, two segments and
the small fresh. There we go. So that piece
is going to be smoothed out. Eventually we will have
to of course texture it and everything we're not covering texturing
in this course, we're just doing the
full modeling, but yeah, all of those left
letters and stuff, those would be our texture. Yeah, that's pretty much it. We do have one more
like Rebeca thing, which is this one right here. And this one is a little bit
different because we have this shape right here on
top of the whole thing. If we see again, let the front view then
take a look at it. It has a lot of robots. So the closest we have
one of these ones, I'm just going to Control D,
bring it all the way here. I'm going to change the besides of this things and let's see if
we can recycle it. And yeah, it seems like we
should be able to get away. No, actually, we need way more. This is one of the
objects that I'll probably do it again. Let's do a real quick. So you guys remember
the number that we use? It was 80 in the divisions, a lot of divisions, crazy
amount of divisions. Let's get it in here. Close as possible, focusing
on the rings only. So it's 123456789 lines. And we're going to add eight
mesh display or mesh tools. Insert actually double-click. The most important
part is that there as a square as possible. Let's square root amount. Then we're gonna need
another, like another rope. I'm just gonna grab that vertex stack purchase
control F11, control E. Let's go to the
front view again. Just like guesstimate where
these things are gonna be. There we go. There. We grab all of these vertices. We're going to say Edit
Mesh chamfer versus 0.5. Grab all of the edges
are diversities. Mesh or add the mesh, merge, merge them again,
go into face mode. Grab all of the physics
of except for those ones. Control E, Keep Faces
Together off offset. I think last time
I was like 0.2. Be working. We're going to push them. We're going to do point
to offset. There we go. So we got our nice
little triangle effect, Edit Mesh and March a perfect. So now if we were to do smooth mode, should
be working fine. You can see the poly count on the whole scene
is really going up. We're at 78 thousand. So that's quite a bit,
but it's required. So it's part of the
whole thing down here. I think it's rather easy. So I'm gonna go again to these vertices right
here, Control F 11. Let's do a small extrusion
here, small offset, and then Control E
and bring this down, which is there we go. Bring this down, which is like the support right
there that I use here. That seems to be going
a little bit lower. So I'm just going to
grab this section right here, bring it down. And then those two lines,
line the deadline. You know, the drill bevel
segments and its mole fraction. Some of you might be
wondering, could we not write the tool to do the
bevel and fraction? The problem is it's, it will change based
on the chapter, so things will be a
little bit different. Now, here's where things are gonna get a
little bit tricky. How would this particular knob, because we have this
shape right here. I know that there's not
should be about there seems like the sizes a
little bit bigger than done. It looks on the front view because it's kinda like hidden. But that's fine. The problem is we have
this very nice clean shape that's sitting on
top of the object. And here's where we
have to ask ourselves, do we really need
to suffer and model like a Ps is going
to flow from this like super high-quality mesh. Sometimes you don't
need to do it, but we can utilize
some of these elements to create the shape
and then just habit, sit on top like perfectly. So what does that mean? Well, I'm actually
going to duplicate this guy. Move it to the side. And I can see that this line
right here, this, this, so it's 12345678 pieces
of pizza puzzle. Those are the ones that are going here and
then going across, I'm gonna go to this one. I'm going to do the same thing. I'm going to go to face
mode or face mode. And then we go to
the middle here. I know that it's 12341234234. So it's those eight
pieces of the pie, right? Those are the ones that
are important to me. I'm going to select everything
else and delete it. Then from here, I'm going to
Control E and extrude up. And really the ones
that I really, really, really care about are
those ones right there. Like this, this band right here. Why? Because He Fei, mirrored this object on
its pivot point here. In this case, it's gonna
be, it's not gonna be bounding most gonna
be objects because we're following the pivot
point and we're going to go on x positive apply. We're gonna get exactly
what I'm looking for, which is this piece right here, like the curvature on
both sides of the piece. And then you can see
it's like really, really like when we
see the front view, you don't even see that
thing on the thing. I'm actually wondering
if this is not like painted or maybe going in. Let's go pure ref. They're going up. You can see it's going up
there. So it is going up. Now what I'm gonna do
is I'm going to combine bridge from this border
to this board there. And then from this border to this border there. And
we have the shape. So now we'll just a matter
of bringing the shape back to the center right there. And you're gonna
see that this lands perfectly on the surface. So again, no one will ever know that these things are
not combined like that. They're not the same
piece thickness wise. I think we're really,
really close. But again, taking a look at the reference or
at least at the, at the top view, I can see that this thing kind of goes in. I'm just gonna got this
whole edge loop right here, Control E. Let's are not
controlling just scale. I'm just going to
scale the scene. An ene like this. Probably bring it
a little bit up. There we go. And we need to rich. So we're
gonna go from here to here. And we Birch, Perfect. We're definitely going to
bevel the top part there. Because this weekend
try and do like a smooth version of it or we
can just leave it like this. But I think I do want to
have like a bubble up here. All of this area we beveled
two segments, small fraction. There we go. So we have a soft
effect over there. And there's a small
little detail we can see here on the
top view which is like a, like a cylinder, should
be on the center, right? So we know that
our central pieces are this one's right here. I'm going to, I'm
going to freeze the transformation
that this guy, I'm going to change
my symmetry to object or object X right here. Technically, if I add
one line right here, Should I did on the
other side, but it's not doing it actually,
it's not symmetrical. So it starts any dancer right
about there, which is fine. And then I'm just gonna go 1234. Where does it say Control E? Offset Control E
and push this down. And we're definitely
going to add another line right here.
Let's turn this off. We don't need it right there. When we smooth it, we should get a really,
really close shape. But wonders to be a little
bit more cylindrical. No problem, We go top, you grab all of these
vertices right here. Scale them up. Grab
this one's right here, kill them up just a tad bit. And it's gonna give us the
sort of like Rauscher. And we can keep polishing and moving this
even more if we need to. To get the perfect
cylindrical shape. There we go. That's the detail right there. Now, the only problem
where the only thing I'm a little bit concerned
about is that again, since we're not gonna be
smoothing this thing out, if we split this one, the thing might not
match perfectly, but in this case it actually
is matching quite nicely. Now if we want this border to, to remain really tight, That's something that we
can very easily solve. As you can see, we're gonna get this again when we render this, you shouldn't be
seeing any problem and you might seem like
it's the same or it might seem like
it's just one piece when it's actually two of them. And it's a really complex shape that we're able to
solve it this way. Now, can we actually stitch
this back to this element? Yes, of course you can,
with enough topology, enough time and enough work. Yes, you can stitch
this into this. This is a flat area so we
can get away with a lot of us teaching and a
lot of crazy things. But they also want to show
you that sometimes you don't need to do it at
the end of the day again, and we've mentioned
this before with a client cares most about
is the finer render. It's a final commercial,
is the final shot. Imagine this is just a camera. It's gonna be there
on the background. Like you didn't
even like I would even go to this amount of detail is more like for a
commercial renders and stuff. That should be more than
enough because again, no one will ever notice
and I can show you this if I were to
assign a new material, will sign it, bleed material
which has the shy to it. You can't see like where
this thing starts in it. It's barely noticeable,
they're very noticeable. We might get away by doing a bevel really, really
small fraction. Again, it's gonna be super hard to know as you
would need to zoom in here to know that these
things are like a separate. And even here, we might
even get away with, again, very similar fashion. Just like scaling this
just slightly in. It won't be flushed anymore. You will see a small gap. But this might not look
bad on the render. So yeah, it's a little
bit of a concession. You're going to have to concede a little bit of detail there, but I will ever need
this render right here. Cool. You're probably gonna
see it at this distance. Anyway. This is it guys
for the extra nops. I think we're finally
done with an ops. We're going to start jumping
on to other accessories. So the thing I wanted to
do like these little guys that are poking from
the size of the camera. And I want to do some of
the bottoms on the on the back as well because
those are gonna be really, really telling them that I'm aware of things are gonna
be placed on everything. So yeah, on the next one we're going to keep working on those areas. Hang on tight Anansi
back on the next video.
31. Camera Strap Hooks: Hey guys, welcome back
to the next part of our series today we're going to continue with this chart hooks. So let's get to it. This is where we left off and
now we have those little, I call them strap hooks because I imagine that's
where you're gonna be trapping the hook or hooking this trap for other that
we're gonna be using. So the one that I really like is this one right here
because it's pretty much perpendicular or at the same distance or
our site at this one, it's like a perfect
side view or from BYU. So if we do one, I know that the other one is pretty much exactly the same, or at least might be
a little bit longer, but it should be
fairly, fairly similar. So we're gonna go to
the front view and we already know how to
deal with this or shapes. Hopefully by this time
out, none of this, like modeling challenges
are like complicated. So we're gonna start
with the cylinder. We're going to modify their rotation so
that it's facing us. There we go. We're just going to move it
there to the center. We're going to grab all of
the faces, not those ones. And we're gonna
control E extrude outside to push this out. And then we can just grab this, all of this faces and delete. Now of course, this
ones are not hollow, so we are going to
have to go here, grab those one right
there and bridge. Yes, you could actually
use pipe as well. Maybe you'll find it a little
bit this year. Go for it. I'm going to change the
twist here so that it matches the proper section, or rather the bridge opposite. Now we want to find the
proper officer perfect. Now, for the next part is
just grabbing this outer faces Control E again to
create the next section, which is that one right there. And then we're gonna do another control E and we're
going to push out. But this one, we're gonna
change something because we're actually going
to be scaling this in. Because from the
top view you can see we can move it there, that there's a little
bit of a bevel. And it's better to
just do the bubble. Now, here we can change the thickness of the
element, fairly simple. Now here's where
things are gonna get a little bit tricky. We need to find a way to properly create the
rest of the elements, the straight areas that go here, but we want everything to
flow in a nice direction. There's a couple
of ways to do it. I'm gonna show you one
that I really like, which is I'm actually
going to delete all of this faces. Delete them. Then I'm gonna go to
this edge right here. Like this sort of
like little hook that we have on this guy. And then this one over here, front view again
was going to say Control E. And I'm going
to extrude all the way in. So we continue the edge
loop very, very nicely. And that should allow me to create a couple
of edge loops here that are going to
allow me to stitch the other edge loop that
I have right there. So no needed for them to
really like perfectly cylindrical or anything
because this is going to eventually be
a nice flat surface. So here I'm actually
going to bridge. I know that we're gonna have
a triangle right there. I don't mind. I don't care. Actually, to save a
little bit of fun. Why not just delete half of it? Grab this guy controlled,
move it here. This guy controlled
move it here. Just marched his
vertices together. Grab all of this guy's,
scale them together. Perfect. And breach from here to here. Nice. Finally, we just got
that edge right there. And we can say mesh,
feel, hold, perfect. Got the whole guy, the object. Right-click mirror and we're gonna mirror on
the bounding box. Why a negative? Apply that? Yes, we need to change the
threshold to costume dot 001. And this one is
going to be dots. There we go. We don't get any weird
in sessions or anything. Perfect. And that's it. We have
our art piece now. We need to make sure that it
works in subdivision mode. So in order to do that, I'm going to grab this
actual right here. Just save a little bit of time. Why not just add
one line there at the center and then
delete the back island. We need to grab another
one over there. We delete, but the Buck Island, like that, this
one's not aligned, so let's just snap it there. Perfect. I'm going to go because
you can see that there's a looking intention or
something like a little look. So we grab all of these lines. That might be the only
downside to having a triangle that the edge
flow doesn't flow as nicely. But once we do this and
you're gonna see that we actually get a nice flow. I don't want to grab, I
think this thing again, Let's go to our pure ref. Let's try and see how it
goes in a little bit. So that's cool. So we're going to do that. So I'm just going to go here,
Control F and just extrude the spin a little bit there.
That's fine. Don't worry. Yes, we're getting
double phases. I'm going to delete this guys. Actually delete
this guys as well. Then this episode we're
going to extrude and we're gonna snap it to
the mid-section, which is that one right there. And that's it. Now again, we're
gonna do a mirror. In this case, we're gonna do bounding box z
negative hypocritical. We were going to the
back. And again, I'm not sure why this
is not doing it. I measured it set to
costume dot CS101. That should be always
a setting Perfect. That was just a matter of a beveling the parts that need
to be bubbles in this case, that one, that one,
that one, that one. The other one and we bubble
segments and small fraction. That's it. Clean, nice-looking
little strap book. Now we just duplicate
this guy, of course, and we're going to move
it to the other side, which we're gonna rotate. We're going to rotate a
180 degrees top view. And this one's going to be, I would say at a
45 degree angle. So I'm going to freeze
the transformations. We can find the it seems to be like a minus 30
degree angle loop. Minus minus three. There we go. Yeah, that seems
to be it. I mean, it, we can go like Superman
ethics act here minus 20th. I'm going to keep it at minus
30 just because I think it's a nicer number to remember. And we're pretty much
covering the shape. When we go to the front
view and let's say Yeah, it's position where
it's supposed to be. So again, we take
the camera here. You can see how our
camera is taking shape, but we can see all of the different elements moving,
pretty much moving along. I'm going to go to
a back view. Now. Let's turn this
on or place it in temperate mole again. And
let's go to the back. Boom. I'm actually going to
add this to this layer. There we go. You can see that we have a lot
of buttons right now. Most of the bones are
very, very similar. Again, if we take a
look at this once, that's like the section where
the button is going to be, it looks like an M&M to
me. They look like M&M's. So I'm gonna do this button
down here first and then we're just going to duplicate
them and place them all in all of the different
places that they need to be. Not all of the buttons are the same like this one right
here is the friend. That's alright,
here's the front. But at least like this
once or Rayleigh, this humor, really,
really similar. So remember how we've mentioned
that the spheres are bad? Well, yes, or bath. And in order to get a nicer, better looking button, we're
going to use a cube again. I think we've used
this technique before, so I'm not gonna go
too much over it. But what we can
do here is we can say Mesh and smooth mesh. This will give us this shape right here. I'm going
to smooth it again. And now I'm going to delete
this guy right here. Now the only problem I have
with this tool is that yes, it'll give us this round button, but sometimes it's not
super, super round. It looks a little bit like, whereas squarish, because we are deriving this from a square. But once we do this, you're gonna see that
the button looks pretty darn circular. Again, it looks a little bit squarish and we know
that we can use. So if I click this guy and say Edit Mesh circularized,
you can see that yes, things do change a little bit and we can actually go through the remaining parts of the button and
circularize them as well. And that should give
us a nicer more rounding around are
looking element. You can actually grab all of this like 16 phases right here. But the problem is, remember
whenever we have curvature, if we trace it to
circularize this, we might get a flat edge. And I mean, it's not the end of the world, but where
I have the smoothest, so I'd rather keep it and maybe just scale it down a little bit, it in a little bit. When we move things look
a little bit nicer. Like closer to like
about maybe maybe not to be honest thing was
it was looking quite good. Like I think just
especially circular icing the back parts should
be more than enough. I really want them to be
circular because once we do the circular like
indentations here in the frame, things are gonna be, things need to be like really,
really precise. You just Control D. We get this guy over here close as possible to where it's supposed to be in control. The both of them because
they're perfectly or should be perfectly aligned to the ones on the bottom.
And there we go. That way, we have our
four bonds right here. We of course bring
them to where we think they're going to be placed, which should be about there. And nothing we can
delete this guy's for now because that's gonna
be part of the frame. And it seems we already
have the buttons. We know where things should go. So those are just
four little bumps I'm gonna control did this one. As you can see, we have another very similar
buttons here on the top. So I'm gonna go to the left view in this case because I want to
see this part right here. And we don't have a
left view, right? So we're gonna have to
go from the back boom. And tried to find where this
thing is supposed to be. It's right about there. It does seem to be a slightly
bigger, a slightly rounder. So I'm gonna push this out. Then what I'm gonna do is
I'm just going to grab this guy Control E and go down. But as you can see
when we do that, things are gonna
start like shove, but I'm moving in, in directions
that we might not want. So I might be tempted to
grab this edge right here, push it forward so
that when we do this, it's a little bit
nicer in general. Then they changed
this to World mode, the scale to world mode. And if we do this, it should look fairly natural. Yeah, that looks
that looks okay. I mean, the deposit is
not gonna be that big. Like normally this sort of
buttons they would get the, actually I think this
will be better to try and go in the same
direction of the normal. So that if we were to press it, we will need to of course,
change. The pivot point. Will be like this. So when you press
it, we do this. Yeah. That's better. Yeah, that's those are the
four main buttons over here. Now we still have a
little bit of time, so let's just keep
chugging along. Gonna go back view again. I see one more bond did I miss? Which is this like
search thing, Control D. And that's it. So
that's another one. It seems to be the same size, if not slightly smaller Omega
and keep it the same size. Then we have this one over
here, which is the function. It seems, I'm not
sure if this is for recording or something. Kinda looks like
it, but that's more like cylindrical
in nature, right? So again, just under 90 degrees. Let's go here. Now let's see how we're working
with a lot of degrees. One thing that you can do to help to avoid going
all the way up here. You can press E, click and
select discrete rotates. So now when we wrote
and told you is when I rotate in increments
of 50 degrees. And that should save a little
bit of time because I'm a little bit tired
of going up there and writing what
we need to control E also to get the proper size. And then I note that
that face right there, it's like pushing forward like
this really not that much. Yeah, that's that's
pretty much it. That's her that's
her bottom right. So it rests right about
there. I would say. We can delete this back part and just bevel and babbling and
segment distinct around. There we go. That's our nice little
button right there, that one, this one back view. Now there's another
very curious button, which is this one right here. And this seems to be again like, like a slider, one of
those lighters that connect clicks when
you move it along. And you can see that
it has 12345678, the visions creating a sort
of like bunker like shape. For this one again, it's very important whenever you're dealing with things that have a lot of sections, you need to find the proper number because
if you just start with a 20 sided cylinder and you tried to make it work,
it's not gonna work. So in this case, I think
I'm gonna start with 16 sided cylinder because this tells me that that's the amount of lines that you see
here, which are eight. And there's a little
bit of spacing between. Then I'm gonna rotate
this 16 side cylinder. It's not going to be 15 degrees, probably gonna be
like 20 degrees or 25 degrees, 40 degrees. There has to be a
magic number here. I'm going to, i'm, I'm
actually going to select the screen rotate
and turn it off. It's about, there seems to
be like 33 or 32 degrees. Now try 3233 themes
a little bit more. I want to find a number
that's as exact as possible. Even if we are not matching those guys right
there, right now. For instance, if
I wanted to go to a really straight element, 45 degrees, it seems to
be the magic number. So now we have a symmetry which is also
gonna be a helpful. I can see that this
one right here, where it appears to me,
that's the problem. We didn't cover a back view
of the beauty shot here and impure if I can't, I can't really see it. There seems to be like an inclination like
this top part of the elements seems to
be going further it in. So I'm going to grab this on
the right here or this edge, just going to scale
it in to about there. Then, you know, at
least I can I can perceive of course
now that's thick. Probably something like that. I can perceive that you're
going to select one of them. You select one and then
skip the next one. What we have there
in the reference. Then you create some
sort of like shape here. So I'm going to
Control E to extrude. I'm going to offset
this a little bit. And then I'm gonna push in. Now, I'm actually going to grab this extra
faces that we got. I don't see, I don't see like there does seem to
be like a base. To make this a
little bit easier, I'm gonna control
the 11th and keep me give myself like an
edge loop right there. Perfect. Now when we press three, you're going to see that
we get this sort of shape, which is really, really close to what I'm
seeing right there. Then I'm going to grab
this phase right here, this interface control if 11th. Let's go back to the back view. And we're going to Control E. Given myself a little bit
financial control E again, a little bit more edge loop. Because I want to,
I want to create the button again like an indentation that
I'm seeing there. So I'm gonna go over
this one controlled ie. Push this in with a
little bit of opposites. Like barely, barely
noticeable so that we get that nice little cut there to keep this guy's like really, really, really, really tight. We need to of course add
a couple of support. They're just so we're
gonna have support edge right here and down here. That's going to have
definitely help hold the shape a
little bit better. Then. I should have done this
when I did the extrusion. We're going to add the one
and h of this like segments. Again, we're throwing
symmetry away and this one. But again, it's really
not that much of a deal. I remember when I saw one
of my teachers doing this, he was doing a sci-fi armor, was doing a couple of details
and we were like teacher, but it's not
symmetrical anymore. Like the distances
between the bubbles are not perfectly exact anymore. And he was like so who's going to measure
my bevel size is someone's going to come into this little guy right here and measure that
every single thing. It's like perfectly Babel. No, they're not doing that. Don't worry too much about. There we go. Now we have this very nice shape
and that will be like my little slider to the clicks when
they move it right. Let me check the
pure ref real quick. Yeah. It's very, very close to
what I'm seeing there. It does seem like the, like this thing has more
like this sort of effect. I'm going to have a
one-line right there. Because when I see
it on the front. In the back, yeah. See how it's shines
like this is very flat and then this is not flat. So I'm actually going
to flatten this. And let's push it forward or not flat and just move it
forward a little bit more. And then we're going
to bevel that one small fraction into segments. And I think that's a little bit closer to what we're looking for because we see the light
shining on those elements. So yeah, that's that's it, guys. I'm gonna stop to
the right here. We're pretty much done
with all of the buttons. Let's do a quick recap to see if we're missing any button, at least not in the back. I'm not seeing any any bottom
in the back, to be honest. Let's go back to the front. Where do using this button right here and this lens right here. Now, hopefully you don't mind. I'm gonna do this bottom off camera just to save
a little bit of recording time
because I don't think you guys need help doing
that one right there. It's going to do the
other one off camera. And then we're gonna start with the lenses because
the lenses are actually quite important and I want to make sure that
we get them right. So yeah, hang on tight and I'll see you back on the
next one when we start working on some of
the lens aspect of the thing, That's it. I'll see you back
on the next one.
32. Camera Lens: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the camera lens and in the interests of not making this course a masterclass on
modeling a camera. We're not gonna be modelling
the insights of how the lens actually like locks into the main
body of the camera. We're going to model it as if
it's already with the lens, which is what we have
here on the image. Because I was looking
at the front view, not the front view, the top
view right here, this one. And as you can see, that's
a little bolt that can be used to guide where the
whole thing is going to lock. If you've ever played around or seen one of these cameras, DSLRs, you're gonna see that
this guy is right here. Can change, you can change. The deadline says,
we're not going to model all of the intricacies
of how those things connect. We're going to model it as
we're seeing it right here. I actually added a
couple of images to this pure ref file which you
are going to find in your, what's the word in your
source images folder? And this is the lens
when it's collapsed. This is the lens when it's
of course, activated, as you can see here, this
is a 1442 millimeter lens. So that means that the
distance from the lens to the sensor changes from
14 to 42 millimeters. Meaning that you can get a really wide lens right here are really wide shot and a little bit more of a medium
shot right over here. We're now going to be
modeling all of the inner like components
of the camera. But I'm gonna show you how we
can make a very simple rake to be able to move this and in case we
want to animate it, we can animate this thing
like going up and down. Now, if you take a look at
this or rings right here, which are the things
that we're gonna be seeing connected to the
main body of the camera. You're going to see
that that's made out of like three layers. It's 1231 of these
layers usually changes the focal
lengths you are going to change from 14 to 42. The other one usually focuses. So you're gonna
change the word of the focuses on your,
on your element. And this one is
just the base that usually happens, the
information overshoot. We're going to go
here to the top view. Again, as I've mentioned, we
don't have the full length, but we can again estimate how
big this lens is gonna be. But before we do that lens, I would like to do the
base of the camera, the vehicle to the front camera. You're going to see that
the most interesting thing is this piece right here. Let's talk about
this one because it's actually quite interesting. We could start with just like a simple term there,
like this one right here, and then rotated around
to try and match the proper size and then
give it the proper element. But the problem is,
once we start adding, you remember the
Insert Edge loops. We're gonna have a weird shape. So what I'm gonna
have to do here, so I'm actually going
to have to really increase the division
of our elements here. I'm at 37, I'm going
to go even higher. I'm going to go to
probably like 60. That's a little bit
closer as you can see. The reason we're going all
the way to 60 is because now we should be able to grab four of
these edges right here. Let's go to the
front view. So this four edges right here. Let's go again. There we go. Nice. And we can extrude them
out and move them out. Now we're going to
use this for edges, just a re-creating this little circular shape
that we have here. The reason why we have to, or we had to go all the way up to 60 subdivisions instead of keeping it low is
because when we do a smooth element right here, I want to keep the
roundness of the element without pinching this
as much as you can see, that's roughly the one
that we're going to have. Now on this one right here, we can actually go back to 20, but we know that
this is a circle. And we know that one of the magic numbers for
circles is a four. And right now we actually
have four phases over here. So if you put 22 together, that's roughly what
we're gonna do, right? So I'm gonna go to
the cylinder here, rotate this 90 degrees, and I'm gonna change the
subdivisions to eight. And we're gonna do the trick
that we normally like to do. Work in gonna please
this right here. We're going to grab faces, outer faces, and we're
going to extrude out. I'm gonna go directly to the final portion of
this thing first. I'm actually going
to give it its own little edge right there. Before doing all
of the molecule. Which again, if we
check the pure, if you're going to
see that this thing, can we see it
somewhere? There we go. It's this thing and it's
like the base of the thing, like really thick on
this element right here. And then we have the
thing like pushing out. I'm not sure what the
says, To be honest. We would have to go into the
guys and see what this is. This definitely
seems to be thinner. What I'm gonna do is
I'm actually going to make this thinner. Let's go to the top view. For this one, let's keep
it the same distance. This, all of this vertices, I'm gonna snap them with v to this line right
here and all of this, I think it's gonna
be like Dad thing. Now on this guy right here, I'm actually going to grab
all of the vertices again. This guy's angle will be
this number to that guy. Because now what happens
is this face, main face. The main pole of
the whole thing. It goes a little bit further up. Like this. You can see that again here. See how this thing is only
like on the bottom part of the element and then it just
blends into the next part. So there we go. I know
that these two guys share the same amount of folk
like sites and stuff. Now, I am going to go
to front view again. We need to probably rotate
this guy a little bit. I'm going to get rid of
the screen rotate so that the faces match a little bit better to
what we want to do. And we need to start
creating, as you can see, the edge loop that's going to
go around the whole thing. So I am going to grab the whole faces are all of the phases for this
guy real quick. And let's give them
down just a tad bit. What I'm gonna do is I'm going
to grab the border again, the outer border, and
do one more extrusion. Then I'm actually
going to delete. We're not delete,
but I'm gonna move this vertices right here. These vertices right
here, like there. Now, as you can see, we have four faces. If we delete, this
guy is right here, so we're going to
delete these faces. We have 1234, and of course we have four
faces on this side. So again, I'm going to grab all of those four
phases, delete them, combine both objects, and we
should be able to bridge. Perfect. So as you can see, we are merging or bridging from
1 to another eight, we get the exact
shape that we want. Now this guy, a lot
more complexity. So let's bridge first and
again, let's go here. And you can see
that from the base, it goes up, up. And in. Now, I'm not sure if this thing is it seems to be on
a different border. So that's kind of weird, right? It's going to look
a visual illusion. But I think this is
another skin detail because otherwise if this What's at the same distance
as this one, it will be shadowed
because of this thing. This is like a flat surface. So I am going to go
to the front view, find out where this first element are
changing in some way, this which is as you
can see it right there. And so we already have
the first section. So in this case I'm
gonna grab this edge. I'm going to make it go in. I'm going to grab that
face and push it up. It's going to be like the
first, this first one. Which actually, as you can see, that first one is pretty much the same distance
as the border. What can we do here? I'm not collapsed us. I mean, we can put up,
okay, let's collapse it. So let's grab the whole ring. Will not the whole
ring, but that guy, that guy, this guy, this guy, this guy, those guys only
go, Let's collapse them. So remember mad
at mesh collapse. Now, that flows nicely. Okay, so that's, that's
the first board. We know that that thing goes up. And then there's
like this flat area like this flat area right here, which I'm not really seeing, but I'm guesstimating that's gonna be like right about there. This one probably know
that those improper, maybe a little bit more just
to talk to them more there. And then we've got
this guys right here. We extrude out the image here. It doesn't seem to
be going inwards, so it's just like a
nice extrusion there. And yeah, that's pretty much it now it was just need to add
a couple of support edges. We're gonna have one support, support edge there,
there, there. Now you might be wondering
why are we not beveling? We're going to
bevel some of them, the ones that we want to
look a little bit rounder, but the ones that we
want to really sharp like those ones right there, we're gonna get them
really, really strong. Now, say for this
one here and 111. Look at that. Beautiful right now. For the other like leather
beat that we have over there, I am going to add
just like a cylinder. Let's rotate this 90 degrees. We're going to move
this right here. Just have it be in there. Unfortunately, we lost the pole, so we don't know
where the element is, but we can do
something like that. Actually, we don't need
any of the other phases. We can just leave the
cap on this object. We just leave the
cap. That's it. There we go. That's our
main piece for the lens. Now, again, if we were doing this like super,
super like exactly. And we're gonna be doing explosions of the
camera where all of the different parts are
gonna be like a moving and revealing all of the
internal components, then we will definitely need to model the remaining
bits of this element. But in this case, we're just
gonna keep it like this. Now, for the next
parts of the lens, which is that the main lens we of course need to
go to the top view. We need to create
a new cylinder. Rotated the cylinder 90 degrees. It's gonna be a tricky one. And the reason why this
is going to be quite, quite tricky is because again, we have three main rings, which is this main ring,
the connects everything. And as you can see,
it has a couple of details there at the, at the side of the element. Barely, barely
visible on this one. But you're gonna see like
this guy is right there. Then we have this and
then we have that. So it is a complex shape,
I'm not going to lie. It is a complex shape. And unfortunately, as you
can see, for instance, for this zooming device, the amount of geometry
that we're gonna need is going to be
quite, quite high. So I'm just going to do the
quick blocking right now to kind of get the idea of where these
things are going to be. And we can actually
go to the top view. We can insert another
image plane right here. So I have here on the
Olympus camera at the lens. Yeah, I mean this is
not the proper size. But we can get an idea like
if this lens was here, I would expect to
have that sort of amount of detail and
you can see it here when you hold it, like yeah, the lens goes quite out, so it is relatively normal, I would say maybe not that
big, probably about there. I'm going to be focusing
on this side right here. This is gonna be like
my first cylinder. See how I'm comparing
that side right there. That's gonna be the first
cylinder that we're gonna see. Then we're gonna have another cylinder that's a
little bit bigger. So it's a little bit
bigger in this direction. A little bit wider. Then the next cylinder is like a really small one, the blue one. It's a slightly smaller, like right about there. Finally, we have this one right here, which is a
little bit bigger. I would say like that. And it's pretty much the
same size as the other one. Now we're going to grab
all of the elements right there with my art key. We're going to expand them so that we're only
moving the y-axis. I know that that's the size, that's the blocking
for the size. But of course we're going
to have to rebuild them and recreate them to get
the proper element. But as you can see,
yeah, this makes sense. I'm looking at my
camera right now in the sizes are
relatively there. So that's pretty much
it for now, guys. I'm gonna stop the
video right here. I don't want this to go super, super long because we're
going to be spending quite a bit of time with all of these elements right here. Like all of these
little sections right here that
we need to build. Our gonna be building
and some of them are gonna be separate pieces
or we're gonna be able to move independently in other ones are going
to be joined together. This is it for this one guys. I'll see you back
on the next one. Bye bye.
33. Camera Lens Rings: Hey guys, welcome
back to the exploited for a series of their
work in the computer with a camera lenses,
lens rinks rather. Let's go. This is where we left off
and we needed this blocky. And just to get an idea of where the general elements are gonna be right on
our, on our camera. And you can see this is something I actually
found really interesting. This piece right here
that we just modeled it, it's pretty much there. I think we're a little bit off. Maybe the scale is a little
bit off on the c-axis. Just barely, just
barely compared to our front view or a top view. But you can see that the curvature of the
camera that does not change until we hit
this area right here, until we do the little
switch there on this lens. Everything on that camera
is completely flat. You can actually see
the shading over there. That's quite interesting in
contrast to the other side, because on this side you can see that the inclination
started going over here, so the camera's not
symmetrical either. Very, very curious. Now, going back to this rings right here, let's open our pure ref. There we go. You can see that the first one, Let's start with the first one. This is our zoom lens. And it's made out of turn on this little
blocks right here. And we know how to do this is just a we would need to counsel. Of course, I'm not going to count every single one of them. I'm just going to make an
estimate is just 12345678910. I count ten, unlike
a 20 side of things. So it's probably
gonna be like 200. Dad, of course we'll bring
our resolution quite high, but shouldn't be that much of a problem
because of course, we're not going to be
subdividing this guy. So first things
first, let's go here. And the subdivision axis,
we're gonna say 200. Yeah, that looks quite similar. So that's a good indication. We're going to, of
course, snap this to the center of this
cylinder right here. Rotate this 90 degrees. Let's turn on the
screen. Rotate again. Scale this up. Like this. Here is where we're
gonna evaluate whether or not this looks okay. I think it does. I think we're in a
really good position. But you can see that
the whole thing of this ring is not all made out of this
elements right here. So we have the little things, but then it goes into this, a smoother Bevel
effect over there. So I'm going to do this
bevel effect first. And now down here I don't
really see the connection. I think we do have this thing's
going all over the place. So first things, first year. Here. Let's scale this properly matches the the scale that
we have on the other one, on the one that we're
using as a reference. So that's the value. There we go. Then let's isolate it so that
we can work on it alone. We're gonna grab
this guy, bevel, small fraction, which is close
to what we had right here. I'm actually going to
do an insert here. So control of 11th, Control E, or an offset, they call it
an offset in this software. Here we can actually
go to the front view and take a look
at the reference. Again, we can see how like
how much distance we have. A little bit difficult to see. Let me go to the pure off again. You can see that's the, that's the element and
then we have that, that, and then we go in. I think I'm going to use
the same piece to go all the way into this
area right here. This brand thinks it's
just a different material. I'm gonna keep it as
a different element. Actually, this is a
different material as well. Since it's a different material that the proper thing to do is actually to have it
as a separate piece. So yeah, here I'm
just gonna make this go in and then delete the faces. There we go. If we take a look at this
guy again, we have this. Of course, we're going to delete the back faces because
we don't need them. Now it comes to the
moment of truth. We're gonna grab
this guy Control E. Keep Faces Together
off and we're going to offset each individual
face a little bit. I think that's enough. I can see that this
thing is right here. Quests quite soft. So I'm actually going
to push them up. Move this game with
the x-axis like this, so that we get that nice sort
of like soft sharp effect. There we go. This is another piece that
we're not gonna be smoothing. We don't need to do it
because if we smoothened, that means that we're gonna
have to add an edge loop to every single quarter
of the object and that's completely,
completely unnecessary. The one thing I do want to do just to keep things a little bit more solid is I'm gonna
grab this line right here. And I'm going to snap
it to the back part, to the back plate if you wish. And then I'm just gonna
grab this guy and this guy, and since they're
the same amount of edges, we can just bridge them. And of course, change the offset until we find the
proper rich officer. There we go. There we go. That's it. That's our nice little
camera rig right there. We don't need this guy anymore. And now we need to
start analyzing again our mainframe or main camera. And you're gonna see again, we take a closer look here, that we have the outer ring. And then there's this
ring right here, which is pretty much the lenses. This is where we're gonna
start seeing the lenses. I really like this one
right here and it has 12. And then we have the mainlands, which is the little Leica. This thing right here
that we're saying, which doesn't really match. This seems like different
lenses for some reason. Yes, if this is a
twelv millimeter lens like only that lens, and this actually has
the ability to change. So we're gonna go for this one. We're going to go forward
for this one because that's closer to what
we have right here. You can see it here. This is the main ring that
we just built and we have 12 and then they'll nice
little rake over there. I'm gonna go here. And again, in the spirit of taking this are keeping
this as optimized as possible. I'm actually going to create a new cylinder because otherwise this is gonna be
way, way too heavy. Can we duplicate the one that
we had and just move it? Yes. But why why would
we need to do that? Because we know when
we smoothest thing is going to follow the
curvature like perfectly. We might end if you want, you can make this
like, I don't know, like a totally
four-sided cylinder. So it's a little bit
cleaner if you wish, but it's not really
super necessary. I'm going to get
this all the way out until we touch the
little borders there. Of course, we're gonna
make this a lot smaller. I think we can already like delete the other
ring, a list I want. Just so we can see this
one a little bit better. Now this one that we'll
extrude a little bit. So I'm expected to have a little bit of room for
this. So probably like this. It will get stored like here. But when you started
like switching this, they will just go and come out. So that right there
looks, looks okay. I am going to grab
both faces, Control E, offset them a little bit to create like the first barrier, delete them and go here. The next one I'll
do with a pipe. So just as you can see how
that can be done as well, of course, I'm going to go
all of the outer edge loops. The outer edentulous,
we're going to bevel two segments and
its mole fraction. There we go. Now, we should be able
to grab these two guys. Let's go to front view so we can perfectly match like
it should be like really, really, really nice, tight fit. Let's grab this guy are, and we can press control and the middle circle right there. There we go. Now, I know that this
one can sit right there. This is like the base, a position for this element. And when this thing gets, US gets extruded, we're
gonna get the next one. Here. It's a little bit
thicker though. It looks a little bit thicker. So we can go and grab the
elements or the edges again. Let me see what else can we do? Yeah, I guess we're
just scratching. It. Shouldn't be that
much of a deal to, to grab a couple of
edges right here. We just got all of
those guys are, again, control click on this one and that should give
us a little bit more of a thicker
effect. There we go. That's a little bit closer to what we have in the reference. I like it maybe a little
bit thicker though on this. There we go. Although I think now are
we getting an overlap? That's normal. Okay, Let's go back. Now. I am going to just
grab this guy, Control D and make
it smaller, right? That's, that's the second ring, which is this one
right here, which is a little bit smaller. And as you can see
on the reference equals a little bit like closer equals a
little bit like that. So that's gonna be
like the second, the second ring of
our, of our element. And then we have the mainlands, which as you can see here, is a really big ring. It has the shutters right here, which we're going to do in
a different way as well. When you close the
lens, sometimes you get this sort of like cover. I think those are the shutters. Yeah, we're gonna move from
there to build that brain. I think we're going to reuse this one because it has
a really nice shape. So again, we're
just Control D are control this guy and
make it smaller one. But again, we need to grab
all of the sides right here, which again, it shouldn't
be that much of a problem. A couple of edge rings. This is to make sure
that everything is as uniform as possible. So are, again, control, just make this a little
bit bigger here, we could actually use our
front view two together, an idea of, of this, remember this less than
we have right here. It's a little bit
different to the one that we have on the reference. I'm following the reference
a little bit more. So it's quite thick. Over there. We go. Of course, we're gonna have the little barriers that it has. It's like one over there
and one over there. We've got this face
is right here, Control E. Here's
a little trick to save a little bit of diamond
in the bubbles and stuff. You just push it a little bit. And then Control E again, push a little bit more
and then Control E Again. We pretty much inserted
the two support edges before we finish
the whole thing. There we go. We have the main, the
main area right there. Like the main the information where the whole information is. Now again, I don't want
to make this lesson or this course a masterclass in camera like with all of
the inner loves this stuff. So we're gonna keep it simple. And for that I'm
just going to use this fear for the mainlands. Of course, if you want
to take the challenge, tried to model everything,
every single piece. So as you can see, we had
that big lens over there. Perfect. Usually lenses are not
perfectly spherical. They have an elliptical shape. I think about there would be nice to have a little
bit of sweat showing up. Eventually we're going to add
probably like sort of like glass material to the
thing in the renders. But for now, I'm just going
to delete the back part. If you want this too. If this eventually, if you eventually everything
and you want this to give proper refractions
unique to give it a thickness. So make sure you, you give it a little bit of
thickness because the glass needs to have thickness
to to reflect refract. Thanks properly, even if it's
just a little that's it. Now the one thing that I
do see on the reference, it's the sort of
banding over here. I think. I'm not sure whether
this, to be honest. I'm pretty sure it's
a lot more Zoom. It's not like this
thing's going to pop out all the way through. Like I've seen this effect. I'm not sure if it's to
catch the light better. I'm not sure if it's to
isolate the light better. I don't know something, something must be
going on there. But as you can see, it's
a very important part of the camera because it gets a lot of texture and
all other elements. And we can very easily
solved that with a pipe. This pipe example that
I was mentioning, Let's grab all of those guys. At least a couple of them,
just have a proper size. And we're gonna go Create Polygon Primitives and we're
going to select a pipe. Technically the pipe
should be there. We're going to rotate this
around 90 degrees in the pipe. The only thing is that
you're gonna have to focus or play around with the radius, which is this one, and then the thickness,
which is this one. So as you can see, the
radius is the outer ones. So we're going to
match that 1 first. Then the height
or the thickness, which will be around there. Perfect. That's the basic
shape of this thing. Now of course, I know that this thing is inside
the other things. And if we take a look at
this guy, it's interesting. It goes like a really deep
and then it goes forward. We're actually not it goes
really deep and it's like a flat surface and then this thing just
like kind of pops out. And then right about
there, it goes in again. I'm going gonna
add one edge loop there and then grab
all of these faces, bring them up, actually
extrude them up. Extrude them up like this. And they do have seemed
to have a little bit of fire of inclination. So I'm going to make
this right there. Then, then after a little
while, this edge loop. Then it goes insight to
hug the left like this. This shape is what
we're looking for. I'm going to eliminate
all of these elements right here are the
backfired, the back faces. This one we can
actually push forward. We don't need to have as
much distance over there. For this one looks a snap them. So let's write that actually, those faces and start back faces and you're
not gonna see them, but we can do this
and we can count it. So 1234 lines on this
area right here, and then there's like
1234567 lines on this one. And then there's like
four lines, so it's 474. And then this is a smooth. I'm going to go into mesh
tools, intellectual. Let's start with four. And we have four
there and four there. And then we have a
seven right there. Now, I'm going to
grab all of them. All of them. All of the lines that we just added. And we're going to bevel them. Then we're going
to grab the little like a rich that we
just created there. All of the little edge loops. I wish there was a faster way to do this or to select them, but unless you
want to write like a command or something,
I don't think there is. Then we're just going
to say Control E and extrude them
up just like that. Because when we do number three, we're gonna get this perfect. The only thing I
need to make sure is that this edge right
here and this edge right here remain quite
sharp when we do this, this movement, same as
this one right here. So segments and
some mole fraction. Perfect. As you can see, our
lens is complete. Now let's play around with
some materials real quick. Let's add like a, like a, like a blend material. And I'm gonna make
this blend material. Let's delete history. Of course, we need to do
a lot of clean up here. I'll probably do it off camera
again just to save time. Jealous described like
this sort of color. That's gonna be like our lens. Eventually that could
be glass, of course, you can play around
with transparency here, for instance, just to
kind of see through it. But yeah, you can lower
the eccentricities. It's a little bit like sharper. And there we go. While most of the components of our camera are already here, we're running a little bit
low on time for this section. So I'm gonna stop the
video right here, guys. And in the next
section we're gonna be talking about the
remaining ranks. So we're going to use
the focal length rink and all of the supports are
here to finish this lens. And the after that,
we're almost done. We just have this land spending and then this little
guy right here. And once we're done
with those two guys, I think that's pretty
much all of the details. We can start working
on the body, which is going to be the, the last and final part of this camera though the
screen, No, No big deal. It's just a big square. Yeah. I think where they're
really good position. As you can see, a lot of
components, not very difficult. I would say there's a couple of tricky parts here and there, but not something super
complicated. So yeah, that's it. I'll see you back
on the next one. Bye bye.
34. Camera Lens Focus: Hey guys, welcome back to
the next part of our series. So today we're going to continue with the lens focus ring, which is this one
right here, which is, you can see it has a
nice little diamonds that we've come to love. We know the trick. Let's make this as fast
as nice as possible. We're gonna talk
about the weight. They delete something that
they shouldn't. Yeah. Okay. So those guys are
supposed to be there. We're gonna talk about the the rigging as well
in this video. And it's just a very quick
rig so that we can push the camera in and out and make sure that it looks
as nice as possible. Okay, So what I'm gonna do is I'm just going
to create a new cylinder. Of course. It's also going
to be 200th sites on the subdivision axis. And we're going to snap them or just rotate this
and scale them. It has the size that
we're going for, which was a little bit bigger, just a tad bit bigger than the main focal
length over there. Let's go to the top view. Again using this or like
a guy that's a reference. There was a little
bit of a gap on, in this picture that
we have over here. There we go. There's a little bit
of a gap that we still need tomorrow
and then this big one. So it's, it's like the same size plus 50% of
this triangular right there. So I think, I think that's a good size for
this one right now. We need to add the lines to create the little
diamond shapes. I'm going to go here. I'm gonna go into mesh
tools, Insert Edge Loop. We're again going to
select this and I'm gonna go for six
sides right here. Because that's gonna give
me some very nice squares. And now I'm gonna go
to the top view again. Vertex. Nothing that we
haven't done before. We're going to select all of the ear elements right there. Perfect. So we again go Edit Mesh. And here that chamfer, chamfer vertices perfect 0.5 on the poor and five
on the value graph. All of the vertices
Edit Mesh and March. Now we've pretty much like
switch the topology flow. Of course we're
going to select both those elements and delete them. So we only have this
nice little effect. W, go into face mode. I'm going to select
everything and then select the border and this border. So we only get the nice
little triangles control E offset. Keep us together off-course. If we go, offset is going
to be 2.2, I think. And then thickness. Let's go to a little
arrow here to see how we're gonna push
this guys. There we go. It seems about right,
grab everything again. Mesh, edit, mesh, sorry. And March again, 0.001. I know the drill. And that's it. We have our nice little
focus ring ready. Now of course, if we
take a look at this, there's a couple of
bevels and stuff that we need to take into account. So I'm just gonna go with
this guy and this guy Control E and push them in. Probably about there
because we're still missing one section right there, which we're going
to add shortly. This guy right here, this guy right here, and Bevel. And this one's gonna have like a little bit of a more
aggressive bubble. And that's it. Because again, we're
not gonna be smoothing this guy at any point
in our process. Yeah, that's it. Now afford the next one
which is this blurring. We can actually use one of
the rings that we have, not this one because this is the outbreaks are just
going to grab this guy, Control D, move forward and start playing around with
the thickness, this stuff. Let's move this there. So this really close to the
focus slider or element. And then this one right there. There we go. We definitely want this thing
to be a little bit thicker, so it's going to be
going right about there, I would say when we smooth this, of course with proper
edge loops and stuff, we got a nice effect. Let's grab all of these
faces, delete them. Then this guy we're
going to extrude in to get like a nice
little ring shape. And then of course,
mesh display a reverse to reverse the normals
of the element. And Pauly going to bevel this guy's kinda sharply
right about there. And then this new lines
that we just created, along with this lower ones, if we wanted to
be super precise, are going to do the lice,
fraction and decimal. There we go. So now we have this nice little band that
bridges this guy and this guy. So as you can see, it's right there in
the middle of them. I think it's a good job of highly HENI issue or
things that we might have. The yeah, that's
that's pretty much it. So we have this one, the
only missing pieces, this one right here, which
is similar to this one. And I can see it has
a couple of details. So this one has details. And then this one's
really smooth. Again for the, for simplicity sake, I'm
going to keep it smooth. I just think we've already cover enough information in regards to adding details to
cylindrical shapes. So there's not much that
we can learn from this. I'm gonna keep it like this. But let's, of course, let's
move a little bit bigger. Let's give it something. I'm gonna show you
a nice little trick here for a section
line or something. So actually if I want to
show you the section line, actually have to go quite high. So let's go to 60, which should be quite high. And here's some
nice little trick. Let's say what I want to add. Just like one nice section
line that goes across. I'm taking a little bit of
artistic liberty this year, but I think you guys are
gonna like it. There we go. Let's go to the front view. And then let's say this
vertices right here. We're gonna push them up,
and that's a section line. But that's a nice very
common section line that we find that in stuff. We just got that one. We of course do a small
little fraction there. It's very important that
we go for quite a while, a high amount of polygons when doing this
sort of like sexual lines. Because we can't
add more elements. If we add more lines
here to support it, we're gonna lose the cylinder consists of the, of the object. So it's quite the, quite important that we, that we do this right here. This one's on this or this one. And this one we're just
going to Control E, push it in to have a
little bit of depth. And now we can just
grab the borders, give them a small
fraction of that bevel. And there we go. When we smooth things
out, as you can see, we're gonna get that nice smooth section line
across the August. If we want this to be even
sharper though, I mean, yes, we can try adding a
couple of edge loops here that's going to hold
it a little bit better. And we could add a couple more into the trick that
we've talked about before. When we like international peer. Because again, if we
answered the actual here, yes, we're gonna get
that sharp line, but as you can see, we lose the roundness of the cylinder. So either you start
with a really, really high similar like 200 sites or something like what we did with
the other pieces. Or you do the pinch strip
that we've done before. So this one's going
to be right there. All right, about there. Right there. Doubled the Ottomans.
So it's just to add something there. Just nice section line
that makes it look a little bit more advanced,
advanced if you wish. This, since we changed the thickness of that guy,
we need to push it in. There we go. Now
let's talk about the what's the word the
rigging process for listening. Because eventually one
of the cool things about camera or a
camera animation, if you want to do a render, is that we can just push
the lens in and out. Just one of the only things
that you might see on a, on a camera commercial that
it's important to have. So what I'm going to do
here is first I need to decide how many things can move. Like, what are the things that I'm gonna be able
to move around? Right now I can see that
this guy could rotate. And when this guy rotates, Let's get rid of
this creed rotate. When this guy
rotates, we're gonna see this guy's like this one, this one, this one and
this one push out. All of these three guys, there's 123 are
pretty much the same. They're not gonna move, so
I'm gonna grab all of them, combine them, and I'm going
to call this main lens. Because again, we
know that all of these pieces is going to
get a move as a whole. It's never gonna move
as a separate piece. And then we're gonna
call this the next one, lens myth section. We're going to call this, sorry for all of these
things right here. It's part of the cardiac think. There's gonna be called
Lens base section. We're going to grab all
of these guys as well. We're, we're gonna
do is we're gonna do a very simple rick. And the thing is, if the main earlier than
base lens moves, all of the other
lenses move, right? Simple as that.
Well, first of all, let's freeze the
transformations and everything. There we go. So if the, if the base section most
all of the other lenses should move as well because that means that we're pushing out. That means that the mid-section
is gonna be parented. So middle mouse drag and
drop on the base section. The mid-section is parented
to the main section. So if the base section
moves, as you can see, the mid-section is
moving as well, but that means that
the midsection can move independently, which is also very helpful. Finally, the mainlands
is going to be parented to the lens midsection. And we're going to have
this very simple rig. So that means that I
can grab the first one, move it, and then grab the second one more with
a little bit more. And then grab the mainlands and move it a little bit more. We're gonna be able
to animate the lens. Now, if you want to
be leaving cleaner, you can of course
create controllers and stuff to control them
in a better way. But this is very simple
parenting option is should be more than enough to create a nice
compelling effect. Another thing you can do, and this will be a little
bit more advanced. We will have to cover that
on the reading course. We could create a set driven
key that when we move this thing at the whole thing most automatically
the way it should. It's doable. But again, we're gonna have to leave that for another,
for another time. So as you can see, the lens here is are
ready, it's finished. And as I was mentioning,
we're really, really close. We have most of
the details ready. And you can see
that the camera is already like shaping
up quite nicely. I'm going to do
this little guy off camera as well, guys again, just to seem a
little bit of time, you can see it's a
very similar lens. It's actually even simpler. It's just a couple
of bevels and stuff, but I'm gonna do this as a
separate piece or Afghan registered against
civil little bit of time on the
recording session. Yeah, that's it for now, guys. And I'll see you back on the next one on the
next video, guys, we're gonna be working on
this piece right here, which is the one of the viewports that we have to see what the camera you see. Hang on tight and I'll see
you back on the next one. Bye.
35. Camera Viewfinder: Hi guys, welcome back to the
next part of our series. Today we're going to continue
with the camera viewfinder. So let's go. The viewfinder is this thing
right here, which again, we check our pure ref. You're going to see that on the backside is
this rubber thing. And usually when the
screen is not active, you can use that one to
properly place your shot. If we see it from the top, you're going to see that we have this hard plastic effect. And then it's the rubber,
the rubber thing. But they seem to be following
a very similar shape because you can see here we have a very nice interesting cut. So I'm actually gonna
be using the top you now to properly place
some of these things. And the thing that I've
mostly care the most about right now is this
line right here. So that the rubber like
the hard rubber line, I'm just going to go out
with this line right here, push it out. And we're going to use
this one right here to start beveling and creating
the shape of our elements. So I'm going to bevel the book. Similarly, we'll have
a weird bevel there. We shouldn't be seeing that. Oh, yeah, that's right.
Because we already I already changed the way
this thing was looking. I actually don't
want to do that. So I'm gonna delete this and I'm gonna start with
the new cylinder. Again, I'm going to
change the sides of the cylinder to
something like 24. That it's a little
bit easier and we have more lines to use. That should also
help with any sort of like hard edge that we
might need to add later on. So let's go again to the pub. Boom. Position this here. And again, I'm gonna
follow this sort of like dark plastic,
which as you can see, it's just slightly bigger actually than the
actual viewfinder. It's right about there. Then we're going to
select the faces. We're going to hit Control
E, a little bit of Offset. Control E, and push
out was way too much. No problem. We grab this face is right here. Control E, or sorry, not control you just are. And we scale them without
the c-axis in this case, to get the proper size. There we go, grab all of the vertices and
push them forward. Nice, something like that. I'm actually going to bring
them down a little bit because when we do the bubble, we're going to get a
little bit more volume. There we go. In this case, we are going to have
a big fraction, probably like two segments. To get this very
nice around effect. We push this guy's forward. I'm probably make
them slightly bigger. There we go. I like that shape right there. Now again, if we take a
look at the pure ref, you're gonna see
that we have a nice little small area there and then flat and then the
bevel towards the inside. So I'm gonna go with this vertices right here,
control if 11. Control E to offset. Going to create a nice
lip is mobile live there. So that one, we're actually
going to extrude out, Control E, Push it
out. There we go. Which goes around and under. So that's good. And then we're gonna go
to this controller if 11, it's the flat surface. Now we can actually
go to the back view. I think the back, we're
just going to give us a nice indication here. Let's go to frame. Two frames. There we go. Where's my time slider? We're going to go windows, UI elements, and let's
go with the terms later. There we go. Here. We positioned this properly, what's supposed to be,
which is right there. Again, we can go into vertex
control if 11 control E offset to create
a nice flat area, and then Control E, and
it seems to be going in. We're gonna push in a
little bit of, of Babel. How much will it depends on, on this thing right here,
right on the concepts, so right about there and
then we have the lens. So this is our shape. The only problem is we need
to make sure that this shape is flat on this
underside right here. This is where things are going to get a little bit tricky. Before we do any further
modifications to the elements. I'm going to try and
find one burdened, see, which in this case
it seems to be this one. This segment right here are the ones where everything
stopped, right? So we have this nice
like a variable like the flat area and then the
verbal and the bubble stops right there on this segment
right here like 1234. And it just kind of fans out. I'm actually going
to delete this guy. Of course not this one. So this guy is right here. You're gonna see
this sort of effect. We really don't need
this one right now. We can rebuild them later. So that's what we need. And the reason why
I am deleting, instead of doing like
an extrusion or edge, it'll turn anything is because this is really, really flat. So for the edge up to properly
go the way that I want, I think it's gonna
be a lot easier if we do this in a flat away. Now, I'm going to grab
all of these vertices. And the good thing is
they're all like most. To a certain degree. We should be able. For instance, this
guy is right here. This is the main,
Actually I think the main bevel, little bit too. Where am I? I'm a
little bit lost there. I think we're a little
bit too big here. So let's push it back. There we go. I'm going to move this points. All of these guys, and
they're gonna flat, I'm going to look
this Five Guys, I'm gonna flat them out. And then this one right here. Actually, I think I'm going
to delete this one as well. Like this face is. Because this one's
from here and here. It gets really, really small. See that? So it's going to create a
flat surface over there. And this is going to project
itself to the next area. I think I'm also going to
delete this once right here. We're creating the
sections that we need. So I know that from this and this, we're
gonna have a bridge, very obvious bridge
switches again, this one that I'm seeing there. And then from this bridge, we're going to extrude
and we're going to get this sort of like
flat area as well, which has to wear the
little rubber thing ants. So again, taking a look,
Let's go pure ref. So you can see that this thing follows along and then it
kind of stops down here. We do need to respect that like the fact that this
guy is right here. I'm going to rotate
them slightly. They're going to keep
on flowing in there, sort of like circular
motion right? Now I did a couple
of steps there, so I wanted three and then just push them
out a little bit. There we go. So this is the flat areas. So I know that these
two guys should be fairly easy
from here to here. Now this is where things
are gonna get tricky. I don't want this
thing to continue, so I'm going to stop
it right there. I'm going to press G to
repeat my last action, G. I also don't want all of
these guys to continue, so I'm gonna flatten
or tried to flatten all of these guys as,
as nice as possible. I'm going to snap
this guy there. These vertex. We're going to merge
them together this week. Merge them together. See how nice that looks. Now we're also going
to grab all of this lines and just
reach them together. We should be able
to breach pretty much all of the other pieces of geometry in a relatively straightforward
manner like this. Because most of the elements
are gonna be squares. Now this triangle right here, which is felt, mesh, feel hope. And we can press a number three, we're going to get the
proper, proper shape. So the only thing is of course
we need to start adding a couple of support edges for
that, for the whole thing. So let's start on this side. I'm going to add one there, one there and one there. We keep the soft and then
this one lobe is sharper. This one sharper. And we get this. So
that's roughly the shape. However, we're still need to add a little bit of like a
couple of bands over here. I'm going to go there.
I'm actually going to delete this guy
for just a second. So we get proper
topology on this side. There. They're gonna give me that nice sharp look that
we're looking for over there. Same over here. We can add one line there. Let's delete. This guy gets all of this area. Remember something similar
to what we did with the GameViewController of
that area is a flat area. So we should be able to sharpen all of this
in a very nice way. Same thing, I'm going
to sharpen it here as you can see that the
flow is going in this way. I would love it to
go the other way because I want to like beveled
this whole bottom area. Wait what happened here? It gives us like I forgot to add a couple of extra
lines in there. So let's go back a
couple of steps. There we go. Okay, so for this area, I think it's better if we add one right there and
one right there. And then this vertex we go there and this verdicts
week up there. Technically, all of the areas
down here should be flat, so I'm not sure what
happened there. Let's just grab one of
the vertices first. Let's do emerge. I didn't mesh and
March, There we go. Now we're gonna go to
the back view again. All of these areas, bottom better, Cs
and Gs, nothing. There we go. So it should follow the
proper shape of the element. Now something that
we could do here, I'm not sure if it's going
to necessarily work. I think it should work. Let's give it a shot. It might give us a little
bit of a weird topology, but we can use our CO2. Just like cut across. That should give us a, a sharper edge under on the
back like this. So a couple of pinches there, which I'm really worried
about, really holds. It's really weird. Okay, that's fine. I mean,
that's a square mesh. The whole then feel whole again. There we go. That's a lot nicer. I loved software and it follows the shape that we're going for. The only thing that
we're missing now are the little things that
I wanted to add here. Another faster ways to describe this edge and this
edge which should, should move it all the
way to the other side. Remember, whenever
you're doing pebbles, you want to complete the loop so that we don't have any
late weird effects. That case, we are getting
some weird effects is because this line right here, It's really, really intense. Another option is
just at a couple of really why is it having issues there
that we have like an extrovert series, something? No, that's weird. It's kinda weird
because it's not like behaving nicely on
that under polygons, sometimes it happens, sometimes when you do breach and stuff, certain polygons just
don't, don't play nicely. So let's try it again.
Let's rebuild it. And let's see if we go. Nope, that's really weird. Okay. Let's, let's called Maya. So I'm just going
to delete this guy. I'm going to insert the
attributes that I need. So I'm gonna do 1212. So that's three edge loops. That should give me a fairly
sharp line right there, which is similar
to what we have in the concept. And then
this one's right here. We can just mash, feel whoa, whoa, and grab this one and say, We're gonna have been gold
mesh and triangulate. Let's see if it doesn't either. It's like a super horrible job. Easiest way here is just
use art Cut tool and go from one to the next. Then from one to the next, we can't do a POC or just
grab all of these guys. The lit mesh feel WHO
and re-post this one. So just make sure that this
is all in the same plane. When we do this, we get
that nice sharp effect, perfect on this side. To solve this issue, again, just keep it simple. Don't over-complicate things
if you don't need to. I'm just going to go like
this, whereas history and push them back. Grab, there we go. That's a weird edge
that we had there. See that there's a weird face, that face, that's the problem. There we go. Now, let's just check. Yeah, now we should be able
to grab this and this. So you control E, just move
it all the way to the front. Add like 1234 lines so that we can grab these
two guys to center, this to Gary's Mercy Center. This two guys Mercy Center. Let's do guys smarts to
center this semester, center. Same thing on this side, or we can just mirror
the whole object. I'm just going to do this, but if you want to, perfect, perfect symmetrical
topology is another option. It's still giving me a weird
like pinch right there. See that? It's this face fleet it
and this one as well. So all of the weird
faces, Let's leave them. Yeah, that's weird. Okay. Let's just rebuild
this bridge there. We can just bridge
there and feel, feel hold air, mesh, feel Hall. There we go. That's cleaner surface. What do we have the issue there? So now I'm going to mirror. So we're going to
mirror on the object. This is going to be x positive. Apply. There we go. So technically
which shouldn't get any issues and the
ankles or anything, and things should
be looking good. I don't like how this is
looking due to the new mirror. So various your weight fixers just grab this
whole thing again. Now mesh and then to
grab the whole thing, Edit, Mesh and poke. Now we should have
a nicer effect, and of course we can go, we can grab it like all
of these phases again. Give it an offset to help hold the edge
a little bit nicer. Of course, actually, well,
this is where the Lance's, so we actually told
me this faces. We're just going to delete them. We've got this thing and give it an electrician going
to the inside, we can create the viewport. And that's it. This is a nice little viewport. The only thing that
we're missing is a spirit to work as a lens. So we're going to rotate
the sphere over here. We can actually kinda get it in there because there
is a central line, so we can snap it
to the center line and then just bring
this in here. I'll say something
like that, that we need all of those back faces. Not really. So we
delete one line and the whole There we go. We have the viewport, right? Yeah, This is it guys, this is the end of
this thing here. We've probably want
to go back, boom. Either delete those
faces or flatten them. I'm not sure how nice the
flooding is gonna work though. Sorry, guys. There we go. So yeah, it works. It works for what we
want. That's it guys. This is the db
Board thinking for our camera and it's looking,
it's looking quite nice. And we got pretty much
every single thing ready. I think I think the only extra leg
accessory that we're missing is the screen. But
again, it's just a box. I mean, Let's do it right now. We still have a
little bit of time. So as you can see the screen, the only tricky part about this screen is that it
has a hinge on here, but it's a hinge that's not
even on the same piece, it's going through the
inside of this thing. So we can just grab this box. And I do see in the reference
that it's kind of like beveled how the thing is on the inside of
this little box. And this box is just a,
it's just a bubble box. We can describe this box, bevel it, give it two segments
and the small fraction. There we go. We have our screen. No, No big deal over there. Again, this is part
of the whole thing. Yes, we're gonna
mold, doesn't worry. So we're going to model
all of these things that we can open the screen. But I think we're ready,
we're ready to jump onto the main box of the element. I don't think we're missing
any other button or section. I think we've pretty
much covered everything. Yep. That's it, guys. I'll see you back on
the next one when we start working on the body. Now, the next couple of lessons we'll probably be like part of 1424344 depending on
how many parts it takes. But it's all going to be
about the camera body. Hang on tight and
I'll see you back on the next one. Bye bye.
36. Camera Body Base: Hey guys, welcome back to
the next part of our series. Today we're going to start
with our camera bodies. So yeah, let's get to it. We mentioned this at the
beginning of the whole chapter. You don't have to
start with all of the accessories before
doing the body. You could do this
like afterwards. However, I thought
it was gonna be a good idea to do it this way, just to practice a little bit of all of the hard surface
things that we have to do. And also because
since the camera has a specific curvatures
and elements to it, I felt it will be a little bit easier to approach it this way. So the main thing that I want to point out right
here at a is that the camera has this sort of
like a rounded bevel edges. That's very obvious right here. You also have a
lava lake changes in silhouette, like right here. This is rounded over here and then there's like
a curvature over here. And then we kept
going over here. So it is a complex shape. We already had the block in
which is this one right here. Now, we could start working from this blocking or we
can just start fresh. And I think in this
case it's a little bit better if we start fresh. One of the first things
that I'm noticing is this like leather
thing of the camera. And I think that's gonna
be a really good place to start because it's
going to allow us to understand like the form
of the camera before we do all of the metal
bits like this down part right here in the
upper parts and everything. I'm going to start with a cube. I'm actually going to go through all of the other elements. We need definitely need to do a clean-up pass on
this guy right here. And I'm going to grab
all of the elements, including that cube that I just created are
except for that cube. I'm going to create
the new layer. I'm gonna call this accessories right now at this point
week don't need it, so I'm just going to
turn this off so we can focus on only the main camera. I'm going to extrude this out. Of course. You can see that this is
not even that's fine. Let's go all the way to
the border right there, and all the way to the
border right there. Then we're gonna grab
this guys and push them up to about there. We can see a change
in this lead. They're totally fine. We'll do a little check
in just a few moments. And then we go, Let's
go with the Cut tool. We're gonna add one there and probably worn like
right about there. And want a right about there. Now, this vertices right
here on this cube, we're just going to move down. This guy's right here. We're going to move up. We're probably going to
need one more extra line, right, right about here. Let's snap this guy
Right there. Perfect. So actually you see another
change in the lead here. So probably got have one and to grab this two vertices as
well and just move them down. Perfect. Probably going to add
one more line right there and then this
guy snap it there. Perfect. So that's a little
bit closer to what we had. So that's the main blockchain,
the leather shape. And if we go to the back view and to our backbeat right here, I can see that the leather
shape kind of like blends into this sort
of like a plastic bits. So we really only go to
halfway of the element. So let's go back
to the front view. Actually we're gonna go to
the top view because this is where We're domain like
important thing is gonna happen, which is the curvature
that we need to capture on the camera right here. Well, I can definitely
see that we're a little bit too thin. Let's grab all of these
vertices and bring them back to about there again. Do we need to remember that
there's a little bit of perspective going on here
on the camera shape. So we're going to get as close as possible to what
we have for effect. And even though they
are asymmetrical like meaning distributor
on this side is different to the
curvature at this site. They're quite
similar, I would say. In this case I'm gonna
grab this edges first, like the ones on the right. And we're going to bubble,
add a couple of segments, probably like four segments, got to the top view and try to match the curvature
as close as possible. Again, this is one
of those things where were the perspective might be a little bit different. You can see there's a little
bit of a curvature here. That's the kind of thing
that we need to catch here. I'm gonna got this guys right here and just push
them in a little bit. So that's like the angle
at which we're flowing. See, don't worry about
this thing not lining up. We know that we're lined
up on the front view, so that should be R
cubed the front view. We're gonna do the same
thing on this side. So I'm gonna grab this guy and this guy gave you the bevel, a couple of segments
and a bigger fraction. Let's go four segments to
have enough resolution. Let's go again to the top view. And this one's a little bit different because
as you can see, the curvature actually
starts from this point. So at this point, bro, probably at this
guys right here, when it start pushing
this curvature in, just start creating the,
the changing silhouettes. So all of these guys, the Bible was pretty good. I would say, I think we're
in a good position there. Maybe change this
a little bit here. Just push it a little bit there. There we go. And on this side, you can see that the main
body of the camera, all of this guy's going to go like a little bit further back. There we go. And then we'll start
getting like a hall of the different details
here on the, on the bag. But at least this is the
rough shape of the camera, at least on the on the other side of things.
On this guy right here. I would love to have them. Actually, we do have right? I think we do have one
three-quarter view that we might be
able to analyze. You can see it kind
of stops there. There's a little
band over there. But here on this side. Yeah. So see how it right
there at the middle that it changes from this
leather like effect. The plastic bits. So just keep that in mind. We're going to have
a change in texture. We're eventually going
to have a change in texture right about there. Now that we have
this, we can actually start working on the next parts, which are the bottom part right here. There's two options. We can inherit the elements
from this piece right here, or we can just create new ones. I think we can actually just copy the faces that
we have right here. This guy, this guy
from here to here. Since that's an angle, and of course we're gonna have some
issues, but that's fine. I didn't mind the
annulus right now. I'm going to go Edit
Mesh, duplicate. That should give me a
second piece right here. There we go. And then I'm just
going to Control E and bring this down
and scale it in. Now we have this nice effect
right here. Like that. That's the bottom part
of the whole thing. We can see that there's a
slight bevel on this site. So we can grab all
of these vertices. I think it just push
them in a little bit. We have this line right
here, this cut line going across the sections. So that means that we're
definitely going to have to add one
line right there. Grab that edge, scale, it would go there. Let's push this out again so that we have the
proper curvature. There we go. And then there's
probably going to be like a cut over here. We need to add a couple
of lines over there too to properly
hold that surface. I know that on the back view. We also have some
details over here, so we have this weird corners and then this one's pretty soft. We also know that based on the, on the screen position
on this side, this thing is probably going
to go in a little bit. So we're going to create a
little bit of thanks tuition. Here's where we might
bring the accessories in. The, I think the screen in this case should be a
little bit more flushed. That's a big
question right here. Because this does seem
to have the proper size. Maybe I'm a little
bit too short. So let's let's push to
protect a little bit more. There we go. Yeah, that's great. I think in the proper position. Even though we have that, we also need to grab
this vertex right here. Don't push them, outlined it. There we go. So here were the screen is, we're gonna have a
couple of lines. Let's leave this guy, Let's go back view. Actually, let's delete
the lower phases for now. We just need to sorry, this one right here,
because again, their guns and since we don't want to mess with
English right now, we just delete everything
here and discuss. So we only have Leica, like a ring of faces right here. We're gonna go again
to the back view, afraid to, so that we have
this other selection. And here I can see that
we have this corner. This is where we're
going to have an extrusion going in, right? And it's going to end
right about here. Here we go. Let's go here. Of course, we don't need all of this information like
this guy is right here, so I can grab this edge
and just snap it down. We should be able to delete some of this edges
as well as its effect. It does a very flat area so there shouldn't
be any issues. Let's go to the back view again. Just make sure that we are. That's the line. There might be a little
bit of curvature there. That's fine. So now I'm going
to go to school. Here. I'm gonna go up. This face is right here. I'm going to extrude them in to create the little cavity
where this thing is gonna be. Okay. Let's delete this
guy. And this guy. Now of course, as you can see now we have a little
bit of thickness here, and that could be
slightly problematic. So based on the reference
again that I'm seeing here, we're gonna have like
an extra little step. I'm just going to go
over the whole edge and give you that one Control E, two extra this down
just a tad bit to get the nice little shelf where that's super
small area right there. Or another option would
be to just delete this. I think deleting this might
be a little bit better. In this case, just having
the hollow area like this. Now that we have this,
we definitely need to rebuild the lower section so that we can start working on the what's the word
on all the details. So the corners that we have
right here, like this one, that's actually fairly easy, but we do need the bottom area. So thankfully, this is outset rather simple because
we didn't have 12. When we did the bevel, it should be fairly easy to just go from one side
to the other like this. Do the same thing
on the other side. So 123, then 123. There we go. And
then what I'm gonna do is I'm going to insert
a couple of fetch loops. So let's say one that's
actually right there. Then we're gonna have like
one inch right there. And when I should
have right there, this vertex is going to snap. There. Were actually no, we're
not going to snap it. Let's insert an edge loop. Trying to see the best flow of typology because I know we
need that natural right here. Because we need to snap
this vertex to that corner, like those need to be together. But I want to have,
It's sort of like a nice edge loop here
on the insights. So let's just move
this on my snapping. That's really weird. If this ever happens to you word the tools are
behaving weirdly. You can just go here
and hit reset to o. When this happens, this
is a super awful thing for Maya to do. But it's unfortunately part of it just like
books itself out. One quick way is tried to
save real quick and then just reopen Maya or try
re-opening the same file. Sometimes that fixes it. Let's see. It's not fixing. How do I know? Because I can click one object or actually did not,
It's not fixed. So as you can see, the
tools are behaving weirdly. Okay, so you're gonna have to recent Maya area seating is not the end of the
day, but it is annoying. So let me show you real
quick how to do this. You of course save this case. It's not even letting me close. I don't know what happens. It's some sort of bug in some versions of
Maya Arlo bit more. What's the word there? A little bit more. Control. There we go. Some versions of Meier a little bit more stable than others in that regards. So we're gonna
have to go all the way to the Task Manager
and delete that one. Sometimes, again,
when reopening, it might work again. If it doesn't, you're going
to have to go to Documents. Your documents, maya, the version of my
other you're using, and then delete all
of these things which are like base preferences. Unfortunately, you are gonna lose the shelf that
we build a first. You've know this. I actually
haven't used that one in a long while. You can't save it. If you go here to
preferences and two shelves, you can save the shelf that you created and just reimported the ones in my yuck kinda
like recovers from a crash. But yeah, it's it's
an unfortunate thing. Seems to be working now. Let's try opening
the camera scene. There we go. Let's go here again. Again, what I wanted to do, and it's fairly simple. It's just want to create
a nice edge loop here, C. Instead of, instead of
merging this with border, I think it will be a
better idea to just create a nice edge loop that goes
around the whole thing. I'm going to add
another one right here. Let's just move this like this. And as you can see
from here to here, we just bridge from here
to here, which is bridge. And now we just need to
modify the topology here. So this thing flows
a little bit nicer. So before we do that, let's have one more player. Delete these faces right here. This is going to allow me
to kind of rebuild the, the, what's the word
the edge loop, right? So doing something like
this, there we go. So we're gonna go
from here to here. That's a bridge. And then
from here That's the bridge. And then from here to
here that's a bridge. And that rebuilds
a nice edge loop around the whole element, around the whole lot
like camera border. However, yes, you,
some of you might have noticed that this topologists
like really, really tense. So we definitely want
to fix that one. Very simple fixed, I would say. We can just keep
one triangle right there and go all
the way over here. There we go. So now even though yes, we do have a triangle there, all of these topologies,
way, way nicer. Now it's just a
matter of grabbing all of this actually right here. I'm gonna say Control E. We're gonna do a first
sexual their control ie. Second edge loop control E. Third edge loop control
E, Ford Edge Loop. And then we're going to
start merging things. So grab all of these guys, March to center, all of
those guys immersive center. All of those guys
so much to center. And those guys March to center. Perfect. Now we're gonna go here
and the question is, should we add more lines
just to keep it simple, yes. Let's just add a
couple of lines. They're like add as many lines as you need on this borders. And that way it's gonna be way, way easier to just like
bridges this thing. The edge loop, in this case it's continued on this
site, which is fine. And then on this side we're gonna have to do
something similar. We're going to go with this
guy Control E, push it in. I know that this vertex right here has to be snapped
there and Merced. Then we need to create
the edge loop over here. So easiest way, Let's
delete that face. We're going to go 123. There we go. Grab those two
guys from March to center. This guy on the side the same. So it's 12. Tree. Grab those two guys,
March the center. And then we need to move the
faces around a little bit. This things flow in
a nice way, right? Like, I know that we need
to grab all of those guys. Control E, You can actually go are you just kind
of bring them in, push them in like this. And I know that those two
need to be merged to center. For those ones starts to center. We're going to add the lines that we're getting from here. So 123, merch, those guys, those guys, and those guys, remember we're using the G key
to repeat the last action. And we just started like getting this guy
into place again, little triangle there
shouldn't be that much of a deal. Over here. One more line. We should be able to bridge this two
elements. This tool I miss. There we go. Perfect.
Our little element right here is ready. Like of course, if we
press number three, we're gonna get a weird result. But here's what we're
gonna do because we're still need to do
the little corners. If I want to word
line right there, we're gonna get a sharp
line on the bottom, which is what we're going for. And then let's go for the thing we're in the
background right now. On this side we have that corner right there, kind
of like a rice. What we're gonna do is
we're going to go over this two vertices right here. And would self-selection,
which is the B key. Rather in this case, I'm
just going to push them up for this ones right
here, push them up. Same for this one is right here. Just push them up
and out, out, out. So now when we do the number
three, as you can see, we're going to get
that sort of like erased elementary there. And of course, if we wanted
to make this thing look even nicer or sharper, we cannot. Another score that's right here, which is why we added the initial actual right to be able to do
this sort of thing. Same here with
definitely the one that should right there. When I should've right there. You can see we get the
very nice like race corner on that area of the camera. Set the proper one. Actually, I messed
up. Let us go back. That's the strategy, but
that was not the corners. The corners should be
this one right here. So same deal with just
grabbed like 1234. Just those ones were
adhering and this one, so I think just raise them up and then grab these two
guys and raise them up. They're really, really
close to the upper edge. So if I need to grab
all of this and really move them, let's do it. There we go. There we go. And it's going to give
us that nice rice quarter that we are looking for. And again, we can add
one line right here. And even like in here. And it's going to give us
a nicer like sharp effect, which is what we're
looking at there. Yeah, that's, that's
pretty much it now, for the inside thing which some of you
might be wondering, we're gonna do a
very similar trick to what we did with the
game cube controller. I'm gonna go to the
whole edge right here, Control E offset
in a little bit of thickness in to create
the bevel of the thing. That's it like now we're just going to have a couple
of support that just like here and here. And that's going to
create the little sport because on top of this we're going to have
the leather thing, which we're gonna
do, a very similar thing so that the board of
the elements are matched. Now of course, sharp
corners like this one. We need to add support
that just like 12 to get the proper
division there. Same for this one over here. One to probably
like one over here. One over here. That's it. It looks cool. Now for this piece, which
is the leather thing, we're gonna do
something similar. We're just going to, we need
to delete the caps as well. The element so that we
can grab the top areas. Control E, offset and a little
bit of thickness to go in. Now when we press number
three, of course, after we do a little bit
of sharpness over here, and over here, we should be
able to see this very nice. Seemed like on the bottom part. It seems to be going
to love it down. So I'm gonna go to
the front view. You of course need
to add the sport I did like the same
support edges are as close as possible to the ones
we have on the other side. We get the sharp lines
that we're looking for. There we go. That
looks a lot better. Probably going to add one
line right here as well. We need to push a
couple of these lines, like up or down. Might not be a valid yeah. I mean, we're still
going to build. Remember we mentioned that here, the leather thing becomes like this other plastic
thing back here. So that's gonna be like
a different piece. But everywhere else
it looks pretty nice. Same thing here,
like probably going to split this thing
right about there. There of course. We can just delete
all of the faces back here because that's
where this thing, yeah, that's it guys. This is the first
part of this element. So a couple of areas
here that are not matching nicely as
I would've liked. Then we can get rid of
this one right here. There we go. Looks a lot nicer. Let's add the quick
material here, like a bleed material. Let's delete the history. We're just going to give you the dark material to get an idea of how things
are looking, right? Because it's very
important that we still get a remain motivated
for the horror elements. I'm going to go here actually, and I'm gonna divide
this right here. Well, not yet Because we
might use some areas from this piece to create the plastic pieces that
we're still missing. So yeah, this is it guys. I'm going to do an increment
and save real quick. And I'll see you back
on the next one. Bye bye.
37. Camera Body Top Section: Hey guys, welcome back to
the next part of our series. Today we're gonna
start with the camera at the second part
of the camera. So yeah, let's get to it. Now. This next part is probably
the most complicated part of all of this, all
of this project. And that's like the top part. The problem with this or
the thing that you might be overwhelmed with first is
there's so many changes, so many like little intricacies
and details on the thing. So for instance, when
seeing it from the front, we have this element going up, down, up, down there. And you can see on
the top view we have this thing right here where it's like a cut where
the little cylinder is. And then we have the cuts
were this like Northstar, so this EA, complex shape, it's a really, really,
really complex shape. But again, one of the
best techniques that they can give you is
try to simplify it. Tried to find the best
possible scenario for each part of the element and it should be a little bit easier. So I'm actually
going to duplicate this guy here real quick. I want to grab the
silhouette that we have. So I'm gonna go with
this faces right here and just shift select,
delete everything else. Grab this edge right here. Are actually just like
top edge Control E to extrude it up. Then we're going to delete
everything else. There we go. So now we've pretty
much extracted the same profile that we
need on the other parts. So I'm going to bring
this back to blend. And one that we do have a lot of edges that we might
not need just yet. So let's just Control
N Delete to make sure that we're not keeping
any of the vertices, just cleaning up some of the areas again through
to make sure again, everything flows
and most nicely. We've got this guy right here. Let's move it right here is
where it's supposed to be. Again, I'm gonna go to the
layers that we created. Let's turn off all of the accessories and actually
let's grab this guy. So I'm gonna create a new layer and that's
gonna be like the, like the main layer over there. This is what we have. Let's focus on the main
shapes first and then we're going to start adding all of the differentiates,
don't we need? So I'm going to grab all of
the upper edge on this guy, go into vertex mode rather, all of the upper vertices, I'm going to snap
them, so they're in the same line and push
them up. There we go. Then as you can see,
like right above here, like this one, probably, we could probably move this
one a little bit like back, so we match that line
that a little bit better. And then from here we're
gonna add 123 lines. And we're going to use
this vertex right here. Just started like creating this little profile
that we have over here. This, this, although over there. Let's grab this guy and push
it a little bit closer. Then this guy's,
we're just going to snap them to this top guy. Perfect. Since we already have
some elements right here, we can try and utilize those to create the
shape that we want. So there we go. So what I'm gonna do is
we're going to go up all of these guys right here. Let's go again to
the front view. We're going to start going
like this guys, let's go down. Then this guy is cool
it down like this. We of course are going
to need more elements. You can see how, how things
change really rapidly here. So this one, we definitely
want to snap it to the top. And probably this
line right here. Actually, yeah, that's not
a one line right here. Again, let's go here. Object mode K2. Let's have the
one-line were there. That way we can grab these
vertices and use it to create the curvature that we're eventually
going to need here. This is the cool thing about
working with low Pauli's. We've mentioned this before. We were able to utilize
and move things around so that we can get
exactly the shape that we want. So again, let's take a
look at the reference. Let's look at the back view. We can see that
this thing pretty much goes all the way through. So I'm expecting to see the same kind of temperature on this side and
on the other side. Both sides should be
fairly, fairly similar. So that means that this one is probably going to be
right over there. We can already
bridged this thing. Because we know that this area right here as
we're seeing it here, It's the same area. So right about here
where this thing stops, which is this one right
here, it will be flat. So again, just to make things a little bit
easier for ourselves, let's just start adding
the lines that are eventually going to create
this OMA right here. Now, do we want a natural? Probably, yes. So that means that instead of doing what I'm
doing right there, I'm actually going to grab all
of these edges right here, Control E and use a
little bit of an offset. In this case it's thickness. There we go to create the edge loop, as you
can see right there. Let's delete this face for now. We don't really need it. I'm actually going
to delete this side faces as well just for now. In now on this one that we just created
that we're going to add one line right there and
one line right over here. So we can now join both of
them like this and like this. And we create the little effect we have here which
has this sort of curvature and then
it flat theory. Now, this guy, this guy, we can again join them together. So you can see that
here we have two lines, probably going to need them. Guys right here, probably
going to go a little bit lower to create
the curvature. So again, I'm always,
when we smooth, those are going to
create a nicer effect. Then we bridge. We bridge. And here to add a little
bit more resolution that we're eventually
going to need because we know there's a lot
of details here. Let's add a couple of elements
right here. There we go. I'm again going to keep
a couple of triangles. It's a flat area, so it
really shouldn't matter. And it will allow my topology to flow a little bit better. So we will mesh and filled home. There we go. Now because you can see we
have that nice little effect, so it's a curved area and
then listening right here. And then we can see though, and that's why I
added a couple of extra elements that
on the top view, we're gonna have the cylinder. We have a little bit of a
shelf for this guy right here. Let's turn on our accessories
for a little bit. And I'm going to go into
this area right here. And I'm going to go
into vertex mode. As you can see, we don't have a lot of vertices
here, we just don't. So it will be a good idea
to add a couple more. Let's add like 123. I think those should
be more than enough. Let's give it a shot.
I'm going to go with this three guys pushed back and then it's this
guy push it back as well. As you can see,
it's four phases. And we know that
number four is like our magical number, right? Because that's going
to allow us to create the proper elements here. I think I'm just
going to move this thing to the side a little bit. When we press three,
which will have the smooth effect right there. Now of course we need that
same smooth effect to be propagated to
the bottom side. So I'm going to grab
this bird sees as well. I'm just going to
push them back. Then this one and push it back. And now we're pretty
much creating our little like a cavity for the
element, for the little knob. Of course, we need to clean
some of this stuff up. We get as nicely so that we can create the little slot there as nicely as possible. I know when we added some more
support, that isn't stuff. This should look a
little bit nicer. But at least right now, we get that nice effect
where this thing is just like leaving and it's
gonna be rotating from. It's this one that
we have right here. Yeah. That's that's pretty much
it for that specific area. Now if we keep moving,
you're going to see that the next slide, challenging area, it's this piece right here we'd, which has to do with the
cover piece right here. The cool thing is
the cover of bees actually has some nice topology, so we can utilize that as
a listen, as an eighth. So I'm gonna go to the front view and I'm
going to use this one, or I'm going to extract
this last ring right here. Let's delete everything else. There we go. I'm going to use this last ring as a
guide for myself, which is gonna be right there. Again, they can see in the
reference that we have this thing a little
bit bubble and then all the way to the back, right to the back area, which is this flat
area over here. I'm gonna grab this
edge right here. We're going to snap
it to the back here, to the back area. Because that's the
that's the area that we're gonna be moving towards. And then I'm going to grab
all of this control, ie, push it in, give it a
little bit of a bevel, which is this bubble that
I'm seeing right there. And then when we see
it from the firm, there are certain there's a
little bit of a flat area. So we take a look here. This is the line that we
want to, we want to match. So I'm going to delete all of the other faces.
All of this faces. There we go. And then the last
vertices that we have, Let's turn this off again. That's the, one of the issues. Removed selected objects. This is one of the issues
we're working with so many elements instead, it gets a little bit
tricky at the end. So let's grab these guys
and just flog them amount. Probably scale them out like
the last ones, this guys. There we go. Now of course, we're going to go up all of these
guys and we're gonna snap them to the
line that we're following. In this case, to
keep the roundness, I'm actually going to push
this up a little bit, again, going away from the
original reference just to, just to make sure
that everything lines up as nicely as possible. And now we combine both
of these elements, like both of these sections. And he starts, started
like joining them. So in this case, again, if you want to keep it simple, don't try to match
every single element, just match the ones that
we need like those ones. For instance, here, I'm going to Control E to extrude
and create this nice little elementary hear
Merce to center those ones. I want to have a little bit of an edge loop on this area
right here on this border. I'm going to hit Control
E, pushed his back. I'm going to add, of
course, one line right here, one line over here. That way if we need a
support edge going around the little cylinder thing
that we have over there should be a little bit easier
to manage because again, all of that area is
completely flat. So see how we're working in implementing all of the topology inside of
this element right there. Here's same thing like, I
really don't want to merge this to that point because
if we do that, we can do it. But then when we add a
support edge right here, it's gonna go all
over the place. So when I keep the
edge loops of this guy inside this ongoing or bring
it to a different position. So what I'm gonna do some HQ
going to extrude this thing. And move it out like
this. Now we have that. Now if we are a support
edge right here, it will only flow in
this particular area. I'm actually going to
do the same thing here. So I'm just going
to create a nice little square over here. Let's snap it to
the same position. Now, I'm gonna grab this guy and this guy
we're going to bridge. And here's another
trick that you can do. All of this area
that's a whole right? So we can say edit
mesh, mesh field. And then from that filled hold, you can just start
using your gut tool to create the topology
that you want. So I know that this thing is
going to go down like this. And then down like this. Then download this. This is square, but I
don't like those squares. They tend to be a
little bit weird. So I'm just going to try and delete that
one and that's it. So as you can see, we've
revealed the surface and eventually when we inserted the actual
is that we need, we're gonna be good to go. Now, as you can see
here on the front view, we can just bring all
of those lines to the front view and it's
not gonna be an issue. But if we want, we can also simplify a couple
of these elements. So you guys remember the
three-to-one conversion, I'm going to say
Control E versus out. Then move this guy's like
this guy's control, ie. Push them out. There we go. And then these two guys Mercy Center and these
two guys most of center. We're just going to
grab this edge and this edge and we're
going to bridge. And that way if we've reduced
the amount of polygons are now on the front view
here we only need two. This two lines. We're rebuilding all of this
area and we're trying to simplify some of the topology just to make sure that it
flows a little bit nicer. So for instance,
here, we can actually use the same topology that
we have to control E. Just push this forward. Melinda concerned that there seems to really look at
change in depth there. Now. Just grab those two. Merge the center. Add another edge loop right
there. Merge to center. Again, just to keep this
a little bit cleaner, Let's bring them back. That's also this like pushing this line back will
also help me with the what's the word wood keeping things a little bit closer or
tighter here on this area. And again, I don't want to bring us like all of these
lines to the front. So let's simplify a little bit. Like 123123. Those are fine. They are fine. Actually we do have
look, just street. That's nice. Just move this over there. Here. Again, if we
want to simplify, we can use this little
arrow right here to do so. It's just a matter
of pushing this going from here to here, bridge, from here to here bridge and from here to here bridge. And as you can see, we've
simplified from two to one. And again, since
it's a flat area, is gonna be perfect, it's going to work just fine. Let's assign the blend
to get a nice effect. And there we go. There's a weird pink over here because we did a
couple of extra loops. So we're just going to want to versa Center, mercy center. There we go. Now, all of this
part of the body ESR ready and we can keep going. So let's take a look
at the front view. On the front view, I don't
see any other thing. Like it's pretty, pretty
clean on the side. On the top you though, the one thing that I see,
there's a couple of them. There's two little holes. I'm not sure what that is. I think it's like the
microphone or something. And of course, this
section right here. But first, let's complete
this segment right here. Again, to make our lives
a little bit easier, Let's just extra ones. Extra twice. We grab those two
vertices, March to center. Those two vertices
merge to center. We do 12 Merced center, whereas the center there we go. Not all of that area
is completely flat. Yes, we're getting a
weird effect over there and let's just grab this guy. I'm going to straighten
them out to make sure that they're
super nice and clean. And just extrude this
all the way over here. Perfect. Here's where, if you
remember, there's, We're gonna start having a
little bit of inclination. So since I know this is flatly, I'm actually going
to move this one up instead of the other one because I really wanted to keep my top surface like
really, really flat. Let's of course add
support that over there so that this little guy
right there stays really, really clean on
that specific area. And let's go to the top view. Find this little
guys right here. These little guys are very similar or we're going
to build them in a very similar way as to how we normally build the circles, any circle like indentation. But I'm gonna make it
little bit easier. So I'm gonna go to pipe,
let's just say pipes. So I'm gonna go Create
Polygon Primitives and we're gonna use a pipe. And we're gonna
change the divisions of the pipe to eight. This going to position this right where
it's supposed to be. It scale it down. We can play around. I think it's pretty
much what we're pretty much there on the effect. So I'm just going
to delete all of this half, push this over here. You see what I did here is
I wanted to face mode and I push this back so that the
pivot point on object mode, it's still in the
center right there. So I'm just going to mirror
object mode x positive. We're gonna get this. Now we can just grab these
two guys and Bridgestone. Remember Object Mode uses the objects pivot point
to position the elements. Now of course we delete
all of the other phases. We only want this top faces. What we need to do is we
need to create the topology. Let's go. Let's make sure that they're
completely snapped or let's center the pivot point and then snap them right there. So that's the place
where it should be. But we need to make
sure that the topology of this object right here matches or it'll helps me create the topology that
I need here, right? So we're definitely want to have like one there, one there. I need to be very careful if
I add it over here or not. I don't think we needed let's
do one here in the center. We're probably going to have
a lot of stitching here. Now, I'm going to grab
this face is right here. The lead them. That's the area that we need to stitch together. Before we do that
though, I'm going to duplicate this guy and move it to the side because
we're gonna use later on for it
for another piece. Here. I mean, you can modify this so that it looks
a little bit nicer. But again, since, since
it's a flat surface, we really don't have to
worry too much about it. So I'm just going
to combine them. We're just going to
start merging them here. Let's see. I think we can go 1212
and we can bridge them. 1212, we can bridge those. 12. We want to, we can bridge those and that
can emit triangle, that's fine. And same deal here. So we're just gonna
do this and this, and we're gonna keep
this triangular mesh. And Philo, remember we
can keep this or do this because these are flat surfaces. And in flat surfaces, triangles are our
friends because we can do some really,
really crazy stuff. Let me go here to the reference just to see because on
a three-quarter view, I don't know if this
guy started like rice up or going down. Now they definitely
are going down. So again, if we take a
look at the top view, you can see that they go down. So it's just like a
nice bubble here. So this guy is gonna go down, just literally push
this thing down. Probably give them an extrusion. And I know we are not
seeing the Capstone. I'm just going to do Control
E and then R to create like a little bubble and
then mesh, feel whole. Grab the face, Edit
Mesh and poke. And eventually when we
smoothest thing out and flattened this, we're
going to have a nice effect. This thing that you're seeing
here, That's the material. So I'll just assign
a new material that we've been using
and that should be it. Again, if you really want to see the nice hard surface
technique here, very simple, just a small
fraction and the small segment. And that's the effect
that we're going to get. So super clean, super nice. Everything's super plotted
with the rest of the elements. Again, no need to
do it right now, but that was pretty much a
stitch of very, very nicely. Now, what if I told you that we can save ourselves
a little bit of time, but just recycling
all of these things. I'm just going to
go up to this guy. Let's duplicate this face and then grab that section
and delete everything else. Again. Grab that section and then
delete everything else. There we go. And then it's just a matter of grabbing
that little thing. This is a trick that we do quite a bit when we're
doing keep bashing. So if you create an object or a piece of geometry
that you really, really, really,
really like this. A very easy and nice way
to reuse this element. So let's go back to this
one that we're here. Object mode. Let's add just the support
that just the wind. So we need one there, one there, one there. Let's go to face mode with a
little spaces and that's it. Grab both of them, combine them. Just stitch those
two guys together. Again, thanks to the fact that
we're in the flat surface, that should very easily become
the element right there. So I'm going to stop right
here, guys, as I've mentioned, this like a body part is probably the one that's going to take that the most parts. I'm not writing specific
pieces because it's all one single
piece and the Yes, So now we're going to jump
onto the little camera here. So in the top view, we need to do this
section right here. So it's like an extrusion. I think it's gonna be
fairly easy to manage. And after that, we're
going to jump onto the, what's the word onto all
of the buttons over here. Hang on tight and I'll see
you back on the next one. Bye bye.
38. Camera Body Flash: Hey guys, welcome back to
the next part of the series. Today we're going
to continue with the body of the camera or the main body of
the main shapes. And we're going to work
on this guy right here, which is the little like it. I think it's a Flash. I'm
not really sure what it is, but it's sort of a square shape. So if we go to the back view, should be able to appreciate
a little bit better. So you'll see there's
like an indentation here where this little
bracket ghosts. And then we of
course have all of the other buttons that
we've already modeled as just a matter of modeling
the remaining pieces. But yeah, let's model
this piece and it's, I think it's one of the ETEC pieces because as you can see, we already have the edge loops. So it's just a matter of moving this guy like over
there to the side. Then this guy right here
to the side as well, grabbing all of the elements. So all of these phases, I might move again to recycle some of the
edge loops on my moves. This one's right here, just
a little bit up like that. Then if we go here and grab
all of the phases again, we can just Control E offset to create a little edge loop
that we're gonna be using. Very important and
we're going to delete this face is right here. And then this border, we're going to snap
it to the side. And then grab all of
these phases again. If it is that we're
gonna be using control ie and move them
down to create the element. Let's go to the back view. And here we're gonna
know how deep it's supposed to go
right about there. Again, we're using the top
Bu more than the side view. You can see there's a
nice little change there. We can have it. It shouldn't be that
much of a problem. Again, we delete this
sketch right here. If we went to add that little
extra step that thing has, which is a good control E. Give it another little
officer right there. Again, delete these
guys right here. Push this case right here. These two guys are three guys, snap them so they're the
same distance as this guy's. Grab all of the phases again and give this
thing a little push. Careful there. Make sure that we're
only grabbing the faces that we want to grab
and nothing else. So careful there, Control E. There we go. Again,
super important. We are going to delete this
border face strike here. When we do this, we get
this nice little section where there were the flash
is going to be safe. I'm not doing any bevels. So as you can see where
we're not babbling and thing because since this is
such a complex shape, if we started babbling, then it will be very
difficult to continue other pieces or parts
of the element. I actually need to finish
this part before we moving on because
that's gonna be a tricky part as well. Yeah. But this is it. Now let's do the little
flash right here. And again, I'm, I'm
really not sure, like the main or the supposed shape that this
thing is meant to have. But I can see that
this thing right here, it's probably the pivot
point or the hinge. And then from the top view
I can see that there's this balance that hold the
thing and then a main square. We're going to keep
it really, really, really simple at
this time around. And let's start with look at
the main blob right there. This is gonna be the main block. That thing like that
triangle thing. I mean, we can model it. But again, for, I think for
simplicity and time's sake, because we're already, we've invested quite a bit of
thymine in all of this. I think I'm gonna, I'm gonna
skip it and that thing we can just add it later on
on a normal map or something. So yeah, this is set and
then from the back view, you can see that this thing
actually has some winks. It's kind of like having
gonna go face view. And we're going to
extrude this phases out. So again, I'm following
what I have here as a guy. That's pretty much it. That's the shape of
demand, our main object, let's give it its,
its febrile already. So that's gonna be
the main shape. Then we have this
C-shaped things that are like hugging the
surface and I guess this are the ones that
pulled up or something. So I'm going to
grab another cube. This ones are gonna be
like this particular area. They're going to
hold the surface or the thing here like this. Let's add a couple of lines. So it's gonna be like one right here and the
other one right here. One more leg right here. That to me looks like the
C-shaped that we're going for. Go grab this faces delete. I got this faces delete. And would just bridge
this thing real quick. There we go. Get this thing at the distance and how it's supposed to go. From the top view. Because the hinge to
the hinge back there. So the top view, we're
in a good distance here. This one right here. Again, I'm just going to bubble
the whole thing, two seconds and
the small fraction to get the effect
that we're going for. Like hard surfacing
thing from the top view. Yeah. I mean, it has one
section line going around here. So I'm going to create
a real quick, remember, very simple way to
create sexual lines is just create a line, bevel it, and then
grab this line and just push it forward or in. That's going to give you
a nice section on line. There we go. Control D. Let's go here. Rotate this thing
around a 180 degrees, and position it right here. Now here's where it might
need a little bit of adjustment to make sure
that they all fit. So let's first transformation. Probably scale them
up a little bit. There we go. And then scale this one
up a little bit. Nice. There we go. The tub bu, this things are supposed to go all
the way to the front. So let's combine them both. The vertex, vertex, there we go. Just pushed us all to the front. Here's where we couldn't just
like smoothest thing that we are eventually going to
have of course on national, but it's going to go around
this elements are close to this area to hold the
edge a little bit better. But yeah, so you can see
this matching nicely. And now we just need this
sort of like hedge that we were seeing there. It's
a little bit tricky. For the handwriting. We're just going
to go for a cube, like a bubble cube. I think we can keep
it simple for now. Gonna be like right about there. Let's give it the
proper thickness. There. We're just going
to bevel it fresh. That's it. That's
just like that. We're going to use it to C or to yet to see the black piece. Actually the black business
like an extra piece. It's kind of weird.
Really worried. It's like this. We can just duplicate
this piece. There's something like this. Again, just to simulate the
area there because we're, we're not really going for, for super accuracy on
this particular piece. Mainly because again, we're running a little bit low on time for this whole project is what like four hours or five hours. What? I've mentioned this
in other some of my other tutorials and
in the YouTube channel. One of the challenges that I have as a teacher in this
particular cases is I need to make this as quick and as
accurate as possible so that you guys can get all of the ideas without
making it boring. So it definitely is
quite a challenge. But it's one that I'm
happy to take here. I'm just going to
start extruding this thing around to start creating the different elements. And in this case, an easy way to do
this as, again, just, let's move
it, snap it there. Let's grab those vertices
right there, much to center. So that's the same piece. And then this edge and this
edge which is like rich. And we just add a
couple of clips here. So it's going to be like
one to three to three. And we do want 2341234 bridge. And those are gonna
be triangles, That's fine. Mesh, feel whole. And I'm not really
worried about that area. Because again, since we're
not going to be like, What's a word on assembling
the whole thing. This element right here, like
the little viewport Finder. This is going to be, Let's
first transformations. This things are gonna be
like right here, right? So we're never going to see
the inside of this area. So the only important
thing is for topology to be flowing in
the best possible way. So here we're just
breach that as well. And there we go. We are, I think in that, in a
very good position here. Network in the jump onto the rest of this area right
here, which is the balance. And as you can see again, one of the cool things,
It's a very flat area, like all the way up
to here to this area, it's really, really flat. So we can just
continue bridging and creating the proper topology
for this flow of elements. So I'm gonna go to the main one right here to this three phases. Control E. Just snap them all the way down to the same distance
right there. Now so you can see
that it seems like we have some weird
depths over there. I'm just going to
flood them out. There we go. And now here is where we
need to start stitching. And it might seem a little bit counter-intuitive at first, but we need to make
sure that all of these guys are like
nicely laid out. Let's go to the top here because I'm a little bit concerned about the straightness
of all listening. There we go. So let's make sure that everything's completely, completely flattened
the same plane. And now this tool versus right
here, we can just merge. And we should be able to bridge very easily
from here to here. We need to do that
bridge because now we're gonna grab the next
series of phases. So all of this control E and snap them all
the way down to here. We again grab all
of these vertices or the down versus here, and we brushed them,
immersing them, sorry. Then here we've got
one to control E. Let us go to all
the way down here. And here's where we're
gonna start adding edge loops on this area. And we needed, because we're eventually going to add
this one right here. Now those two smashed, smashed center has
emerged to center. Thinking about Smash
Brothers or something. There we go. That's gonna be the first
line and then we're gonna have a second
line right here, and second line
right here as well. Grab those two vertices. That we can bridge these
two areas right here. And finally, we can bridge these two areas
with your perfect. So we just need to be very careful that the new
lines that we either are not modifying or changing anything that
we did over here. Now we'll see this. It seems like a one-point. I selected some phases and did the opposite and I
didn't want that. So the cool thing
is we have all of those areas and we
can just collapse. Well, actually, no,
we can't collapse. A little bit annoying,
but let me show you how, how to, how to fix it. I would say, like it's
not super super simple, but it should be
fairly, fairly soon. Just going to start
snapping all of these vertices where they're
supposed to be going. So that's the oriental face. It they have. So let's just go there. There, there, there, there, there. There. There there. Perfect. So grab everything and then
just mesh, mesh merge. That pretty much just salts it. Now let's say we
don't want this like, let's say this two lines
are a really hurting my, my flow over here and I don't
want it. What can we do? Well, we know the answer.
We can just collapse him. Like, since this is
again a flat area, that page that we're
gonna see there. It's gonna be barely noticeable once we do all of the elements. So I can just collapse that one, select the remaining echelon. We should go all the way around, collapse everything else. And then it's just one line, which I don't think one
line is going to hurt us. It's actually going
to help us do to keep some areas overlap sharper. And yeah, that's
that's pretty much it. The only thing
that we're missing here is on the back view. There's this circle right here. It's one of the circles that follows this bottom right here. And again, it's an area
that we should consider are doing to get the
proper proper technique. We know the drill. We're going to grab a cylinder. That's a snap it right there. Rotate this 90 degrees. And we're gonna say
it's eight sides, the whole thing make it smaller. Like right above there. I'm going to face
mode. Like the caps, like the other elements. Just extrude this out. Grab this guy right here in
bird select, grab this guy. And we need to insert
this shape right there. So centrifuge would
snap to plane. So we're gonna snap it
right there. Perfect. Let's grab these two guys again. This sort of things that we
need to be mindful here, we can actually recycle some
of the lines that we have. For instance, this line,
we could recycle it. So we already have like several of the
lines that we need. I'm just going to add 123. And we know that normally for this sort of things,
we need eight phases. We can move this thing around, even like this edge right here. Let's move it just a
little bit to the side. Let's grab this face right here and move it
into the silo swell. Like even this ones. Because eventually
we're gonna have like another flat area we're here. We can just move them a little
bit more, scaled him even. It's fine because it's flat. But again, all of
these areas are flat. So just grab those
areas right there. This vertex, for instance,
let's push it up a little bit down. That's it. There's just
all of these guys, all of those guys
and we just rich. We of course need to
combine the objects. We're not gonna get anywhere if we don't combine the objects. So we combine the objects
that we've reach. Make sure that the offset is properly laid out there as
nice as possible. There we go. Again, just to give this
thing a little bit cleaner, just more a couple of these
vertices around, align them. That's gonna help. We can collapse some of
these lines as well. I don't think we need
to go on the reference. Of course, the back view. There we go on the reference, that button goes
up a little bit. So going back here, I'm just gonna go
with this edge right here and just move it up. Then control ie,
probably going to give it a small little scale there. And then Control E and
pushes it so that when we do the number three and we have
the button right there, this one is gonna
be sitting very, very nicely there.
Grab this whole thing. Existing material, blend
one, and there we go. It seems like my calculation was a little bit too far away. I'm just pushing things back to where they're supposed to be. And again, if you already want to see how this
thing is gonna look, because this is a self-contained
part of the topology. We can just bend
it and that's it. We're gonna see the
nice little button. So yeah, as you can see, little by little, we're
building the whole camera body. We're gonna go into
the complicated. They are one of the
complicated areas. But as you can see, if you, if you follow this or
rules in a segmented way, like if you take pieces
by piece and try to build up on all of the techniques that
we've learned so far. A super complex
shape like this one, because it becomes a
lot simpler, right? Like I know that if I
ask any of my students, Hey, build this guy right up. And I showed them
the topological big, I don't know, I don't
even know how to start. But if you again, like visualize the shapes,
the basic shapes, and start building it from a basic pieces and
basic segments, segments, it becomes a
lot more manageable. So let's take a look at the
whole piece because a look at that little camera is
almost they're homozygote, which is missing this
part right here, and then the
controllers right here, which is another
slightly tricky area. But it shouldn't be
that much of a deal. Yeah, that's it, guys. That's it for now and I'll see you
back on the next video. Bye bye.
39. Camera Body Knob Section: Hey guys, welcome back to the next part of
the first series. Today we're going to
continue with the next part of the body of the camera. So now we're gonna be
jumping onto again, one of the tricky
parts of the element, which is all of this
section over here. I actually realized
that I forgot to model one of the little
buttons right here. I'm gonna do it off camera again just to save a
little bit of time. So now as you can see here, we have something
interesting going on and we can take a
look at this and impure of what happens here is that we get a sort
of like small bevel. Actually that one goes
all the way through the object, all the way
through the object. Then from that bevel, we get this new section, which is where we're,
we're gonna be placing all of these
buttons right here. Again, we see that
over here That's the bevel and there's all of these pieces just going in and out of different
parts of the camera. We can see the
bubble here as well. So this is one of those occasions where I would
definitely do the bubble. The bubble that we
eventually need to do. This is where I would,
I wouldn't do it. So I'm going to grab
this edge right here, except for all of these
areas right here. So I just want to do, actually, I think we first
need to connect. Let's isolate this. Too many things going on to really pay attention properly. So I didn't think this guy
goes all the way down there, at least not back here. It's take a look
at the back view. Let's turn these
guys off. Let us go to backfill the isolated. Yes. So as you can see on this side of the camera like
on the backside, we don't go as far in
us on the front view, in the front view a week
or really, really down. And then this is like the size that we're gonna be following. So I'm going to grab all of
these actions right here. I'm guessing it's like
halfway on this area, but there's probably like a
sexual mine or something. Probably like there
where we're gonna be moving all of those guys
to that specific height. So something like that. Yeah. Now that we have this, it's just a matter of
combining from here to here. Technically, it
should be quite flat. It seems like
there's a little bit of a nucleation which is fine. We did know that there was
going to be an inclination. And then there's a lot
of lines coming on here and we got to see where
they're coming from. As you can see, they're
coming from the circle there. We might not want this many, but I don't want to have some
big triangles over here. I'm going to collapse
it like right about, about here or even here, like hidden behind the element. I'm just going to collapse
that line right there. Or actually let's collapse
this one and this one. And that should allow me to collapse all of this edge loop, all of this without having
that much of an issue. Now, we have waitlist
geometry here. We should be able to
just bridge from here to here and from here to here. So yeah, that's pretty much it. That's the,
that's the line. So now that we
have this section, this is the section that I
want to do, the Bevel tool. I'm gonna grab all of
this area is right here. I'm going to hit Control E air. We're gonna give it a little
bit of an offset right here. Like this. Now I know a lot of thickness is just the creation of
the of the border. They're gonna be like the inner bevel that
we're going to get. Then from here, I
can see that on the front view, It's really, really sharp, like we're not
going to see a lot of stuff, but all of this area is
really, really interesting. There's a lot of
things going on. So again, whenever you're
faced with something complex, break it down, break it down into simple, into simple steps. So let's start, for instance with this section right here. So I can see that a right
around here at this height. From here, we're going
to extrude and bring this guy all the way back
here to right about there. There we go. That's like the
main area because I know that if we
extrude from here, this is where all of these
elements are gonna be doing their stuff that actually might
be a little bit too high. That's fine. Let's actually delete this face. What I'm gonna do is
I'm going to extrude this face forward like this. And again, that's
roughly the shape or the area that we're
gonna be working with. Of course it's not perfect. You can see that right here. It doesn't match on
a couple of areas, which is five and we're
gonna be fixing all of that. But at least we
know that this is the rough volume of the element. Now of course this thing, let's push this face back. Then. This edge we're going
to go eat like this. That's roughly the, again, the shape that we want to
follow. Let's push this in. I'm actually going
to, I make this thinner like this.
On the back of that. We don't have that
though on the back where you can see that it's
it stops right there. So I'm just going to be
like a hole in here. We'll address that one
a little bit later. Now we need to make
sure that this thing is sticking to the
side of the object. So let's delete some
of the phases here. The phases that we were using. And let's scrap it.
That's elements merge the center and both of those elements and Marsha
center, there we go. Now, it's a matter of first
completing this area. And then once we have
the area complete, we can start modifying and well, first thing is, I think
this a little bit too high. Yeah, we're a little bit high. So before we do anything, we could just grab
this face and just Bringing it slightly back. There we go. That's a lot closer
to what we have. Perfect. Now. It's just a matter of
finding the edge loops here. So it's like one I showed there. And this edge loop, it's going to be that border. This one. Let's push it a
little bit more like they're going to have
one that shows up there. And this one, we're
going to push it like they're one edge loop there
because that's actually, let's grab these two guys. Because that's one. That means that we have
one there and one there. This one is going to be
that one right there. Then this one is going to
be this one right there. Now technically we should
be able to say 12341234. And Rich, This
guy's together like this to create a little effect. Here's where we're going
to use a little bit of traditional box modeling to make sure that this thing that
looks as nice as possible. We're going to babble
a lot of things were suddenly took out, a
lot of things out. But at least this is the general shape
that we're going for. Here. Let's bridge. Bridge, and then hear that
little triangle right there. It should blend into the
rest of the element. Then I'm going to add
another extra line there. I'm going to use
this line to create the flow of the apology in this area so that
it blends into the, into the rest of the shape
of the camera right there. Let's continue on this
side. We're going to add an edge loop right here. And we already have
the edge loops here. So it's just a matter of using them and moving them to
where they're supposed to. And we're gonna be
modifying a lot of these areas because
this is where we have the cuts for the for
the other geometries. So don't worry too much about how this is
looking right now. Let me go probably going
to need another line right here and a couple
more right here here. And then 1234. We go from here to here to here, here to here to here. Rich, Rich bridge. Bridge. Then we definitely need to
push like this guy's up. Again, a little bit more like
traditional box modeling. More than that, I
remember, I recommend only using one axis of the time. Things flow in a nicer
way. We're gonna go here. ***** bridge,
bridge. There we go. Now we have the section
before we started joining it with the other section
because I know that there's gonna be a
nice ramp over there. Let's start working on the abundance that
we have right here. So we have our first button, or a first section right there. And we actually do
have the button, which is this one right here, which represents what
we need to create. This is the element
that we need to create. So I'm actually going
to grab this guy, I'm going to duplicate
it. Let's isolate it. One thing you can do is
you can actually collapse. I think I was going to
collapse and stuff, but I think it's easier
to just create a new one. I'm just going to create
the new cylinder here. It's going to be an
eight-sided cylinder. Of course. We're going to move it to the book point of this
guy right there. Perfect. Make sure that we match
the purpose scale. And as you can see
here on the reference, this thing is like
a cutout, right? Like if we see it from the top, there's a nice little
cutout where this, I think that's is that
the power button? It looks like the power button. Yeah. This is gonna be right there. So I need to make sure that this shape right here
is calling through. What we have. Here is where we can actually use one of the
tools that we used before, I think we used with the
was it the the toaster? I probably was a toaster. If the button is going
to be right there, which it certainly looks
like it on the top view. Let's just make sure yeah,
perfect, perfectly in place. We can actually use a Booleans to create a
little edge that we, that we need. That's one option. The other option is just use the traditional technique
that we've used before, which is Control E. And
just create the Bible. Select the faces that are
gonna be our, like our guy. Just cut this faces
inside of the shape. If you're using Booleans, there's gonna be
a little bit more clean up to do, of course. And if you're using
this technique, there's not as much clean
up some thinking I'm gonna go with this
one for this piece, Let's see how it goes. So we're gonna say edit
mesh, mesh display reverse. We're going to center the pivot point and
snap it there too. The first transformation tried to find the vertex. There we go. That, that should be here. We need to again
find the shapes. So I'm gonna go to the top view. And what we can do is recycle the points that
we already have here. So for instance, this
point right here, it's perfectly line up. We one of the vertices. And then we can grab this
point is right here. Just keep the same curvature. But move them closer
to where we're gonna be doing the cut
which is right about there. Same for this one that's
gonna be around there. We're following that one. We might want to move
this one over here. Then here's where we
might add one more line. Because this line, as
you can see right here, will help us build this
connection right here. Perfect. So now we delete these faces. We actually delete
these faces as well. Combine both objects. We're going to snap the one on the outside to the one
on the inside the exam. Pretty sure that the
one on the inside, it's the proper circular
one and the one on the outside might not be
exactly where I want it. We're going to match
them over there. We actually don't need
this faces right here, like this, two phases. So let's go grab all of the vertices and again
Edit Mesh Merge. Now we have a nice
little circle there. I'm going to grab this circle, the top one, Control E. And we're going to
bring it back to about the same
height over there. We just breached death or
bridge that bridge that, Let's grab these two
edges right here. Extrude them in a little bit. Much to center, to center. Grab this whole lets me control E to create
that nice little effect. They're flattened this out. It's gonna be like our
base. It's Control E and scale it in
again. There we go. Now we do the mesh,
edit mesh poke. In that way we've built our nice little cylindrical
indentation there, which if we check
our accessories, should be matching pretty print nicely as you can see there. Here's where we might need to move a couple of the
vertices in or out. Like for instance,
all of those guys, let me just push
them slightly out, get the proper hawk
on the surface. Eventually when we
add more sport edges, things should look a
little bit better. But yeah, that's the, that's the first button right there. Again, I still need to model this power button right here. That's gonna be
sitting on this area. But that's, that's pretty much the process that we're
gonna be following for, for the remaining pieces. So let's go for one
more right now. I'm going to go through
that to the backside. Now. On the backside, you can see
that this thing right here, like this one has a surface on top and on the bottom that's
kind of like poking out. We really want to have that. Let's rebuild this. We'd lost for some reason. I'm going to, I'm going
to create a new cylinder. Again, let's try do
eight-sided cylinder to, to keep it simple. There we go. We go right there. It's a
slightly smaller than the ones, so probably something like that. I can see it's like this. It's kind of like like this. We have a surface right
there, hugging that area. Then we have another
one down here. As you can see, this
geometry is right here are really, really
simple, right? So that's just a sender and
we need to simplify it. So let's called the half of it. And what are we gonna do here? Since I know that all of this
back area is right there, I'll just push it forward. Push it forward so that matches the round is that we have here. And if we need to give these things a little
bit more roundness to recover the disorder
like cylindrical shape. That's what we're gonna do. Same for this one, which
is even smaller one. So again, we would delete
alone, but lower faces. There we go. We're gonna go up the
vertices, pushes things out. Or another thing
we can do is just grab the whole cylinder. Let's move the pivot
point to the center of the cylinder, like this. And then let's move
this thing out. Rotate it a little bit,
and then just scale it so that we get the size that we're going
for. Kind of weird. I think I might go in and maybe this one is going
a little bit too, too far, far in. Let's push it out
a little bit more. Because I am pretty sure that this thing
should be like this. Let's just holding a
slightly on the surface. Now we can bringing this
out again or backup out. This guy, let's push
a little bit out. The only thing we need to do is combine them and make sure that the elements
flow into each other. That's pretty much it. So let's combine it. Again. Let's add a couple
of edge loops. So let's say one that
should write their work, of course going to
recycle this one for this one right here. It's in for this one like this, this guy right here and
this guy right here. Why not just move
this up for this one? Let's move them up.
That way we save ourselves a little
bit of geometry here for this one
might not be possible. We're gonna have to add, Wow, that's a really weird, really weird flow over here. I mean, I'm not super
worried about it, but it is a weird flow. Same deal here like
that. Scrub this guy. Just like push it back. For this Bernstein,
push it back. Because I know that that's four phases that
we need to delete. Technically, those
four, those four, we should be able to
bridge just like that. And just start moving. This guy's a little
bit to one side to the other to make sure
that we have a clean, nice transition later on with
the bubbles and everything. Thinks she look a
little bit nicer. So those two guys, this guy and this
guy, and we bridged together and make sure that the opposite is the proper one. We need to move
the branch offset. That's it. Again, just move the lines
a little bit so that they are as nice as possible to the, to the shoot that
you're going for. That one when we create or
when we smooth things out, things will smooth a
little bit better. I think 16 material and
blebs and one, That's it. We're getting there, the
shapes of our main body are looking better and better
with each passing video. We're really close
to the final part, part of this body, body thing. Again, we still need to do this other part right
here, the main wheel. There's still a little
bit to go probably like other one is secured. You guys was probably like
two more hours of videos. That's it for this one, guys. I'll see you back on
the next one. Bye bye.
40. Camera Body Details: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the part five. So here we go. Now I think the only couple of buttons
that we're missing, if I see this top
view right here, or the like, the the
insertions that we need. Are we missing one
not right there. That's really weird. I do remember making
dentin up though. They hide or something. It's quite weird that
one you guys remember. Pretty sure we didn't model it. So I'm going to save a
little bit of time here for that now I'm just going to duplicate this one over here. Let's go to the top view again. The sort of like selector
knob that goes right there. So we're missing that
indentation right there like the cylindrical
cylindrical thing. And then that's then
this one right here, where the main Like button here. So let's go for those two. We're gonna follow a
very similar approach. We're going to start
with a cylinder. Let's make this eight sides so under so we can
keep it low poly. And we're gonna go to the
center of the element. The vertex that represents the center which is
downward right there. We're going to encompass
the whole thing. Let's go to top view. The boat there. Here I'm actually going to rotate this thing a
little bit so that the border here matches as close as possible to
what we already have. We're going to look this
guy's delete everything else. And then extra this in. There we go. Select this
top face right here. A ring, the main ring
that we're gonna be using to cut things out off. We're gonna say Mesh display
reimburse central point. And there we go. That's the first one. And then we're going
to use this one. Of course, let's
go to the top u, w, and this one's going
to go right there. And it's gonna be a
little bit bigger. So right about there, That's the hole that
we need to cut. Let's grab both elements
that we're gonna be using. There we go. This one of course, let's get it right there. Again, we're going
to follow a very similar approach to
what we did before. So all of this area, like
all of the segments, we need to create this
cylindrical shape right here. So if we go to the top view, we're going to find
which vertices we can use to recreate this shape. And as you can see, we have
this vertex right there. We're probably
going to need a one extra edge loop right here. We can start creating
like this one. Right there. This one's gonna go right here. As you can see, we
have more polygons on the outside, what we need. But that's fine because
we're going to be deleting most of those guys. So for instance here one thing
that we can do is we can actually triangulate this
little guy right here. Because all of the sections
is going to be cut out right there and over here. Very similar thing. I'm just going to
grab these two edges, scale them, and move them
to where the cylinder ends. And that way I know
that it's all of the section that we need to
delete after the bubble, of course, all of these phases, because that's where
our asymmetrical shape this week are. Both of them. We combine and let's
use what we have here. So this one, we're gonna
snap it right there. That's why I'm we're gonna
snap it right there. This one right there. This
one right there. This one. Here's where things might get
a little bit complicated. So again, since this
is a flat area, we can get away with our
traditional trick here. I'm actually going to cut the other thing like
this guy right here. And I'm actually going
to move this point. They're merged, so center
because we're also going to be leading this guy's in a very similar way to what
we did with the first one. That way we create this
little shape right here. From here is where we're
gonna be creating the cut. So this guy and this guy, we extrude, bring them in. Let's merge those
guys to the center. There we go. Here's where we're going to
start creating the edge loop. So this guy's all
of this control E, we're going to extrude in, going to create a nice
edge loop right there. Grab all of these
guys, Marsha center. Then this two guys, we're going to extrude,
push them out like this. Mercy Center and merchants. There we go. Now we have this
area right here. Now, I know that this
cylindrical shape, it needs to be conserved. So I'm just gonna
go with those four phases and bring them down to about that
distance right there. Let's have the one
edge right there to match those guys right here. And we figure out this
two guys, Mars to center. Let's do guys members to center. On this side. We're going to go
from here to here. We abridge, probably
from here to here where the bridges well,
and almost a triangle. But we know where we are. We know what's the
journal with triangles. That way we get this
flat surface area here should be able
to fund this out. Control E, get
another edge loop, control E, and then really close in there,
just merge to center. That way we create that
nice look at that. When we smooth, we're going
to get this cut right there. Of course we're going to
assign the same bleeding one material so that we
get this shiny effect. There's a couple of points there that I think we
forgot to combine. There we go. That's it. As you can see, we have
that nice little curvature where the other
button is gonna be. We're gonna follow a very
similar process on this side. I'm going to go to the top view. Let's start moving some of these faces around
or points around. This one can go right there. Actually in this case, I think I wouldn't mind adding one
more edge loop here. Just to again help
myself a little bit with the proportions. Go like that one right there. And then pretty much all of
these guys are gonna be gone. So yeah. So as you can see,
all of these phases, I don't even need to bother because we're gonna be
eliminating this case. Phases gone. This is gone. Then from this guy, from the main cylinder,
we're going to delete. This face is right here.
Let's go to the top view. They need to make
sure that this vertex gets all the way to the border, like right about there. And same for this one.
So let's just use our CO2 code right there and
delete that face perfect. We combine both objects. That's what we've done
before. Combined. Then this vertex goes there. This one goes there. This two. Actually this one I kind of
wanted to go over there. And it's a lot more
sense topology wise. So for this one makes
more sense to go there. And we go there. Yeah, that's pretty much it. So now we describe all of
the vertices versus center. Whoop, sorry, Edit Mesh, merge. Let's do a quick little history. Because there's a
lot of things going on here and I want
to keep it safe. And let's do a quick
save just in case. Now we grab this
border right here, and we're going to
extrude down until we hit this vertex
area right there. So that's gonna
be the dissection that we want, that
we want to keep. Now from here when it started
like bridging things. So let's add one more
inch right there. What's going to happen
here, of course, is we're going to grab
this guy is right here. Control E. We're going to create a nice little bevel
shape right here. From here to here. We're going to create
our nice bridge, which is like a flat area. To make it simple for ourselves, we're gonna add 123
lines right there. Technically, this guys should be going to those
points right there. I do remember that there's a
little bit of a ramp here. I'm going to be
moving this things down so they follow the
same height of the ramp. Like that. There we go. Again, grep, all of the
products in this area. Just hit the merch. They become a single vertex. We add one more
line right there, grab those two guys and emerge. Finally, we grab this
guy and this guy and we bridge in here. I mean, we have a
line going there. Can we use it? Yes, we can use it. So let's grab or
add one more line there so that we can bridge these two areas
very, very nicely. That's it. We're just grabbed
this guy right here. Same deal. Mesh, feel hall, grab this guy, Edit Mesh and puck. Perfect. One was would we get
this very nice effect? Again, we can assign
the same material that we had before to blend. Those are the areas now there is a little bit of
a pinch there and that's because of the
inclination of the elements. Here's where I might debate whether or not to
keep the inclination here. Maybe, maybe, maybe, maybe
like this guys right here. We bring them down. On this area of
the button is like a little bit straighter. And we don't get any weird
shavings over there. Now we can finally go into
this area, which again, if we go into a reference, which is just like a ramp
connecting both, both elements. And then we can start bridging
all of the elements that we have up here with the
elements that we have down here. So we're going to go here. First. Let's fix this area right here. So I'm going to extrude
this out there. Those two guys
Merced the center. Then same deal here,
like this one, Control E, Push it. Marcia center. Here. And here's where again, we don't want to add more, like topology them when we need. So for instance, these two guys, I think we can merge the center. And that way we
only have like a, like a bridge here and this
becomes like a triangle. We need to be careful with
triangles though we're adding a little bit too many
triangles for my liking, that could potentially
create some problems. Because triangles do make it a little bit difficult
to bevel later on. However, I think we
might, we might be fine. Now up here, we definitely want to simplify
because as you can see, we only have 1234 phases and I'm sure we
have 12345678910. Very simple to simplify
because it's again a flat area so we can
just start collapsing. One of them. We collapse one and keep
the other one collapse on, keep the other one, collapsed
one and keep the other one. Now it should be a little
bit easier to bridge this. For instance, here. We got to be careful
with this guys. I might want to do a
triangulation as well. So for instance, those two guys, I don't know, I really liked the sharp edge that
we have there. The other thing we can do is
we can add one line here. Then if we fill this
whole mesh feel whoa, we can do a little bit
of topology tricks here to go in this
other direction. We do this change right there. You can see that the flow
of the topology changes and now we're moving
all the way over here. So that could work. And then over here though, we're gonna do
something similar. Match feel, whoa. Cut tool. We're going to go
down there, there. Then from here to
here, there we go. Now everything is flowing in a nicer way and we do get the little ramp
that we wanted to. Of course, we need to do traditional box modeling
techniques as well here. And start pushing some
of these guys so that the transition from one to the other becomes like
nice and smooth. So in this case, I do
recommend going into smooth mode and then using your smooth mode like resolution to see how the elements are flowing from one
piece to the other. Gets really, really
tight in here. So I'm actually going to push
this one a little bit more. There we go. We get them nice. Factory form shape. Yeah, This is it guys. This is pretty much
it for the top part. I think we're done here. I think we have pretty much all of the
things that we need. Let's take a look
at the elements. Yeah, that looks pretty good. Now it's time to go
into the bubbles. So let's start, let's
start beveling. And this is where we're, we're might get a
couple of angles and stuff and we need
to be very careful. For instance, I'm gonna
try to bevel everything, whereas many pieces at the same time as
possible, for instance, that way, That's a nice line that we can buy
all of this line, the main line that goes pretty much around
the whole object. That's, that's another one that we definitely
want the bevel. Same for this one right here. For some reason
it's not flowing. We go all around
there, there, there. The upper section
here, There we go. Remember what? We've talked about this. Whenever you're doing a bevel, It's always good if
the bubbles connect. That makes it a little
bit easier for, for Maya to understand what, where you wonder pebbles,
all of that area. It looks like a good
area to bubble. Bubble. Yeah, there we go. Perfect.
We get a nice bubble there. Let me just let's just make sure that we don't have any handguns. There might be a couple
of icons like they're, they're, I mean, they're not the end of the world
because remember, we've mentioned this when you do a final smooth at the end, you can get rid of the
bubbles or the ankles. But usually usually seems
like I forgot to select. Right there. Perfect. So yeah, when you get rid of the bubbles here, Let's
continue this one. Actually, I'm not sure
why he didn't continue. Let's go there. For instance, here. We can connect there. That's a flat area, so
it shouldn't be too much of an issue for this
one right here. Let's give it a go. Remember we can change
this military from auto to patch and
that should make a little bit easier and it
might not perfectly solve it. And we can see
couple of pinches. Well, that's horrible.
Let's go back. Let's try it again. It's a really weird topology. Bubble. There we go. Single bevel, just normal level. Looks good. Let's keep bubbling
other pieces. For instance, this
one right here. Since it has its own
sort of section, it's like an insertion
to the whole thing, but should be able to only isolate this case
with a single bevel. Again, here's where the patch will work a little bit better. Two segments if that works. Nope. To Beth. You know what I think
for those ones, instead of doing bubbles, we're going to use
internet loops. So let's try it in such
a natural right there, there we go. That's
a lot better. Let's do an Insert
Edge Loop right here, right here, right here. And I'll just start
analyzing the surfaces, see if there's any weird
Pinterest or anything. Nope, Everything seems to
be flowing quite nice. We get a couple
of pictures here. So how do we solve triangles? We collapse this guy right here. And then collapse the triangles that we don't need over here. So Collapse here,
let's collapse. Then we collapse
those over here. Let's collapse that one. And collapse those. Collapse that one.
Collapse those. There we go. So now we recover our
nice little circle. Everything else seems to be
looking nice, nice, nice. The most important
part about this is, is making sure that
there's no weird like Pinterest or anything like here. How there's like a little
bit of a weird well, that's where that word
the angle changes. You can see that it's barely noticeable but it's there
and it's got a bothering me. We can try and like
collapses the whole thing. Let's see if it if it works. Yeah, I think that makes
it a little bit better. It's getting a little
bit pinched over here. You can see that
it's an angle and so I think I'm just going
to march to center. That's a square now. And if needed, we can just merge all of this
into a single point. And that should give us a nicer and nicer curve or nicer effect. There we go. Let's bubble this guy's
mole fraction two segments. So we get that
nice sharp effect. Then this one right here. This one, I'm gonna do something
a little bit different. I'm gonna grab this guy is
right here, this faces. I'm going to extrude
an offset them. That's another way
to kind of sharpen that area without modifying
the topology around it. Think that's gonna work. I want to see if I can add
one more line like right here to create a nicer effect, even like like this, such I kind of want a bevel. There we go. Again, we're getting that change
in silhouette there. It is kind of expected. I think I'm gonna get
rid of that one though. I think I'd rather
have like soft, soft transition there if we
want to create this area. So as a more like defined
cylinder for the, for the button, it might be
easier to just control ie. The opposite. It's going to give me a
nicer, nicer effect, right? Yeah. I mean, this is
looking pretty darn good, I would say, especially for the amount of time
that we've invested it. I think we're in a really,
really good position. So yeah guys, I mean, this is it, this one. Let's delete this layer. And the initial. Whereas the blocking,
There we go. Let's delete the blocking
and look at this. Not too shabby. It's one of my
teachers used to say, which means not that bad. Yeah, we're in a really
good position, guys. We're just missing a
couple of pieces now, which are the black
plastic pieces that are go under this whole thing. We're gonna do a very
similar technique to what we did here with the pebble once,
once we're done. But it's just a
matter of finishing this back piece right here. This is the other section that we're that we're missing
on the main area here, it seems like we went
a little bit too high compared to our, our initial to our
initial blocking. So let's fix that real quick. Let's go to the back view. It seems like all of
these vertices, like, especially like the ones
on the back. There we go. Then let's just push
this like that. That's better. Now, when we create the
black piece right here, which is the one
that we're missing. Yeah, thanks. You'd be
looking quite, quite nice. So that's it for now guys. Make sure to get all
the way to the sport. I know it's hard, I
know it's difficult. I know it's a little bit
tedious, but that's our job. That's, that's part of what
we do as, as 3D orders. And sometimes things can get
a little bit complicated, like what we're seeing or
what this camera right here. Well, the important thing is
to keep pushing, keep going. And that's why these
models are so expensive. Yeah, that's it for now, guys. I'll see you back
on the next one. Bye bye.
41. Camera Back Section Block In: Hey guys, welcome back to the next part of
the first series. Today we're going to
continue with the back part. That's the last part. We're almost there, almost
done with the whole camera. So as I mentioned, I've finished the little
thing there was the power button and the something else
like little sensor. The other was still
missing off camera, but now we're ready to go
onto this main section. So first let me limit to
lead the layers here. I'm going to create a
new one with everything. So there we go. Because on this back area, I actually want
to focus on doing it without actually seeing
any of the other camera. Because as you can see down
here, it's really flat. And then we have this section right here, very interesting. And then over here we go
all the way over here. So it's a rather, I mean, it's not super complex, but it is tricky.
It's a tricky part. And I think one of the best ways in which we're gonna
be able to build this ease by doing
a little bit of quadrant following our topology. I'm going to go into mesh tools and I'm going
to do a Create Polygon. And let's create
a small polygon. Over here. We go. First thing I'm gonna
do is I'm going to scale this emergencies in so that they are skilled. I mean, so that
they're perfectly flat on the top
and on the bottom. And that way when
we start working, things should be lined up. I'm gonna go mesh,
display and reverse. So this thing is facing me. And then we're going
to go into quadrant. We're going to extrude this
thing all the way over here. So I know that from here we're going to start
getting a curvature, but we're going to take care
of that curvature later on. What they really
want to take a look at this area is right here. Let's start by adding a
big square over here. And again, don't
worry too much about the buttons right
now we know that we can get them into the section without
too much of a problem. But here, I can
definitely see this thing going in like this. And then of course this, it goes all the way to the top. So I would imagine
that on this area, we're also going to
have a face like some sort of board or something. And you can kinda
see it right there. Now, I'm going to continue
with this thing right here. And again, if we
take a look at this, there's a very obvious
edge loop right here. This edge loop is going down this way and it flows into
this area right here, not into this area,
but rather down here. We need to capture that area
before we do anything else. There we go. Now of course, where it ended a couple
of edge loops here. And let's start bringing
up this little ramp here. Now for this room, I do want
to keep it as a square as possible because
it's going to help me with everything
else that we need to, we need to do there and there. And push this up here. There we go. Now you can see
that we're matching the, the area's quite nicely. Now this thing right
here crosses or goes across like this. And then we get another
little boards are going down. And it's important that we get an idea of where this
borders are gonna be. You're gonna see why
in just a second. Now from here you can also
see that this thing flows down into this big section. And then we should finally land on this flat
section right here. Like this flows down. And then this thing again
to keep it straight. Let's do this. Perfect. Now from here I know
that we're gonna go to the side view right about there. And again, I'm going
to have just one for now to have an idea of where this thing
is supposed to be. There we go. One more. Perfect. Now it's time to
strengthen some of these vertices because they are definitely a little bit skewed. So for instance, like all
of this sideview vertices, let's make sure that
they're really, really flat to the side. Same for those ones are
not that important, but this ones are
this one's over here. There we go. Now the reason why we
kept the shape really, really simple and really smooth, is because now we're
going to start pushing those very simple faces to the proper depth
that they need. So I know that this
thing should be sitting right about there
with a curvature, right? So let's say right about there. We'll take care of that
curvature later on. Now, I know that this
thing right here, this phase, this phase and
probably this phases as well. Like this. Four phases are the ones
that are further down. That means that I'm gonna grab this face is like all of this. Once this one, this one, this one, this one, this one, this one, this one and this one. Probably the sideview naught. But all of the other ones
and just push them forward. Like this. That's
like the first Bush. And then we're gonna
have a second Bush on this guys right here. But then we know that this thing blends into the proper like the normal depth
that we have over here. So very similar to
how we did the, the CAN going to
match this there. And then this
things are gonna be blending in into the shape. This is how I would recommend
doing this sort of shapes. There's like very
organic looking shapes. Because otherwise
if it goes really, really complicated, safer
like this piece right here. You can see that We're going to need that
love and more resolution. I mean, we are going to
get the soft effect here that we need a little bit
more help in this area. So I'm going to add
one more line here. And then we're going to use
this vertex right here. To push this back. We get the nice little
soft effect that we're seeing on the element. Now that we have this
edge right here, we know or we can start
matching it to the top view. Here. On the top view, I
know that this thing should match like
roughly about there. Then we extrude, we
can move this thing down to that point right there. And then extrude and
move it to this point right here. And then extrude. And that's a flat area. That way we create
this area right here and it should match very nicely with the rest of the elements in this area
or this guy right here, a thing we can give it a
little bit more roundness. Just push it out and around. Again, it's a blending effects. So each little polygon here
should be blending and it should be creating the
DH that we're going for. And that's it. We have the basic
shape of the element, which is looking
quite, quite nice. Now of course, I know that this thing has a little
bit of a curvature. It's not perfectly flat, or at least on
this area's flood, but then it gets like
a weird curvature over there. But
that's not a problem. I'm gonna grab
this edge for now. Just extrude the
whole thing all the, all the way to the other side. Actually should go all of these edge loops and extrude the whole thing
to the other side. There we go. Let's snap it together. So we have a nice straight line. And here's one of the things. On this side, we go
back to the flat area. So it seems like
there's a point in here where we tend to recover the
flatness of the elements. And I think that's
gonna be our top faces. I'm going to delete this
face is right here. And even this one. Because I really liked
this face right here. And I want this one to
be the one that guides my depth of my, of my camera. So let's push it right there. Let's grab this edge right here and push it right there as well. Right there, that we're following the shape because
eventually this thing is actually going to go all the way around and through like
about halfway here. I would say, I'll probably
delete this actual break here. And delete this one right here. Perfect. So this thing right here or this phase that we
have eventually need to rebuild this
area and create the elements on
this, on this side. Now if we go to the
back view again, you're going to see that this thing actually
has a little bit of curvature to it. So let's grab like
this elements right here, snap them together. And we're going to
have one national there and another
rational there. Because now this edge right
here gonna go down like this. As you can see, this matches our line and we're going to have a natural
break right there. The black line that
follows everything. We're going to have a cut
line on that specific area. Eventually. There we go. Now on this area and this little
button right here. I think the best idea would
be to bridge the things like to make sure that there's a
natural, that continuous. I'm going to grab
the whole thing. Let me, let me isolate
it for a second. I'm going to grab
these three guys, Control E to extrude them back. Merge those two
little guys together. Then same thing on this side. Like grab this guy's control
E. Just scale them in. Let's go Control E
and just get them in. So that now we should be able
to again grab this guy's, Bush them in and create a
little edge loop right here. These two guys would bridge. Then from here to
here, Woodbridge, sorry, from here
to here we bridge. There we go. Now from this area right here, I'm going to extrude, create one nice little
line right there. From here to here we bridge. And then again to keep
this clean because again, this is gonna be a flat area. So eventually this
thing should be like going forward, like that. Probably add one support etch, like right here, which is already the side view of
the camera, which is fine. And that way we can bridge
those two together. Because we wanted
to have a really, really clean surface over here. Like all of those guys were gonna do a lobe of
the poly modeling to make sure that they match like a nice
little curvature here. That was just a matter of
grabbing this two guys, getting them in there. Grabbing this two
guys merged together and merge together. That's it. I'm going to stop right here. Guys would just this, just a basic blocking
of the shape? And in the next video we're gonna do a little
bit of refinement. We need to fix a little bit
of this area right here and the wind started working
on the, on the screen area. So hold on tight and I'll see
you back on the next one. Bye bye.
42. Camera Back Section Refinement: Hey guys, welcome back to
the next part of our series. Do they work on
the continue with the BEC section of our camera. So yeah, let's go. This is where we left off. And the first thing I want
to do is I want to fix the flatness of this
top bar right here. So I'm gonna show you a
nice little technique and this has to do
with both points. So what I'm gonna do is
I'm going to select all of this area that I know
it's gonna be flat. All of this points shouldn't
be perfectly flat. I'm going to press R and
I'm going to scale them. And then I'm going
to press D and I'm going to move the
people with point a back here so that
we can rotate this. Let's get rid of
the screen rotate. We're going to rotate
it and of course, move it up a little
bit more because I think we have a little
bit more curvature to it and then push it
forward so we can create the nice little effect that will ensure that this thing
is completely flat. Now what we can do, of course, is we can play around with a couple of these
guys so that we have a nice transition from the different areas that we
need then as you can see, Yeah, that is perfectly flat and it's working
the way we want. The only thing we
might need to do is this outline right here. Remember this is
our section line. We might need to fix it a little bit to make sure
that when we do the, when we sharpen this up later on with our nice section line, it follows the same sort of
like volume that we have. That's nice. Okay, now, everything
else is looking. It's looking, it's
looking quite nice. And now we need to figure
out the screen section. We know because we already have this indentation right
here on the bottom side, we know that we need to follow that sort
of indentation up. And here's again where it really utilizing some of
the parts that we already have might prove a lot easier
than having to start again. So I'm gonna go to this area, just grab this whole
section right here. I'm gonna say Edit Mesh, duplicate to duplicate
that window, little window thing right there. Perfect. Let's isolate it and let's get rid of some of
these vertices for now, or some of these edges. Because I only want the
square to be honest, because that's the square at the proper depth
that we need, right? I know that that square
right there, we'll start, let's center the pivot
point right around there. Now I know that
those pieces are, that piece should match with
the top piece right here. Let's add one line right there and then one
line right there. And we should be able to grab these three guys and these
three guys and just rich, of course, newbie mistake,
I forgot to combine. There we go. We
combine both objects and we grew up all of these guys right here and we
merge or *****, There we go. Now we need to fix
this area over here, which is getting a
little bit too crazy, especially on this
area right here. I know that the easiest thing
to do on this guys right here is just to extrude
back like this. And then of course insert
an edge loop right there. Grab this guys right here. There seems to be
a curvature there, which I'm a little bit
concerned about. That's weird. That's weird, but
they all follow it. And the reason why I'm going
to follow it is because we know that the camera does have
a little bit of curvature. So let's just add one more
piece right there and let's just snap them right there later on if we
need to blend them out, we can do that as well. So we march to center all of these little
guys right here. Remember we can use, Let's snap to point there. We can use this guy right
here and this guy right here. So now we're missing
this one right here. This one right here. There's a weird face
happening there. Let's delete that
one. There we go. Grab both of those points
and merge TO center. You guys don't want to do it. Sometimes, you know, Maya
behaves in weird ways. No problem. We'll just
delete that face, the one that was
causing the problem, and we create a new one. There we go. Now, this thing is fixed. Now let's fix this
error right here. And again, this is one of
those complicated areas. And to make it a little
bit easier for myself, I'm just going to push
this a little bit in because we really need to have some sort of
like extra border here. So I am going to insert
an edge loop here and delete this edge loop right
here that we just created. I know. Let's insert a
natural right there. Grab this three guys and give
it a little bit more space. There we go. Now of course, we delete this back faces
that we have here. We don't need them. All of these guys. Bye-bye. We're going to delete
this one as well. Actually, no, this one I'm
actually going to extrude, bring it down to that
like bursae right there, which is the problematic one. And then grab this edge
and bring it forward. That's where we're pretty
much creating a border. And we're gonna do
the same thing here. I'm going to delete this face is grab this guys right here
and bring them forward. Now we're going to
combine those objects. Let's keep bringing this
guy's forward. There we go. Let me take a look at
pure ref real quick. I just want to know that we go. So yeah, it's it's
pretty straight. And I think we're
actually pretty straight. Let's just take a look
at the other one. So the this one, the bottom one is the
one that's correct. So I'm gonna grab all
of this edge loop, then snap down there. For this one, let's
just snap it there. Perfect. Now it's just a
matter of merging these two guys and
these two guys. Nice. Of course, over here, when you merge those
two guys as well. Now, let's isolate this again. We can fix this by
merging these two guys. Deleting this face and
bridging from here to here. Oh, I forgot to delete
this face as well. And this back face, from this edge to this edge
we're going to bridge. Then from this edge to this edge we're also going to bridge. We're going to start combining
these little guys as well. Again. Here, an extra edge
loop, one hurt us. Let's percent there
were sent there, isn't there, isn't
there. And that's it. So that as you can
see, this is going to give us a little bit of a break because he's going to relax the geometry
a little bit better. Of course, it's still a little
bit too stressed above. We're gonna be adding some
ad supported edges later on. Are there does seem to be weird. But this face has seemed
to be doing a weird thing. Don't worry, let's just
rebuild them so they are properly connected.
There we go. That looks a lot, a lot better. So that gives me
the section that we're looking for over here. I'm going to
delete this face. We don't need it anymore. And that's it. We have the little section
for the screen now here I can definitely see that
I'm not perfectly aligned. No problems. So I'm just going to
go back to this guy. Bert says, Hey, this, I wish mine was a
little bit smarter on the selection set of things. I'm gonna grab. This thing
that we just created, which is this little border. Actually this screen seems
to be a little bit too big. But this does seem to be
a little bit like this. Let's move this in a little bit. And this green, I'm also going to move the vertices
just a little bit closer here. There we go. Now on this side, we also have a little bit of
a challenge because we need to recover this sort of curvature that we have
on this area, right? So first I know that I
need to grab this thing. Yeah, you can see
that this thing goes forward to create a little hinge and then they goes around. We actually again already have some of the
curvature down here. So I'm going to duplicate
this faces mesh, edit mesh and then duplicate. Then we're gonna select that
piece that we just duplicate it and this piece right here. And we need to kind
of combine them. I know that this guy right here, outlet center, the bullet point. Let's go to this edge loop. This is going to go all
the way over here and it's to capture that
sort of silhouette. This is again, I
really feel like all of these phases
should be flat. So I am gonna flatten them. There we go. I do feel like they
have to go a little bit like like this. Then here, again, if
we take a look at the, at the screen placement, then this thing will go out to write it in
back into this, after this element, we definitely
need to bring this guy. Let's find the proper height. This thing goes there and then guys are
gonna go over there. We'll take care of that one a little bit later. Here we go. Now, I know that
this light right here should match
that one. Perfect. What I'm gonna do is
I'm going to go up all of these vertices, snap them together again. It's nothing to that site. I do think we need a little
bit more depth on this, guys. I'm not sure because
the screen already has some nice yeah. We definitely need way more
definitely think do we know? I think we're fine though. It looks like we're fine.
Let's grab the pieces again. In this case, I'm just going to start adding
some edge loops here to bridge the little
gap that we have there. I think I'm going to
just delete this one. That way we avoid any
desired edge loops. Snap. That's go from here to here, and from here to here. And we breach. We don't have the exact
same number of elements. Silly me forgot to combine
the objects. Simple thing. Just from here to
here, and from here to here and we reach, there we go. Now of course, that's probably
going to have a bevel or something we can already
added if we want to. Make things a little bit
tricky on the upper side, but now we have the proper
section for the screen to be. Now there. Yeah. I think that's
pretty much it. It does seem like
this thing though. Based on the reference, it
doesn't like this thing goes for worth a lot more. Like this curvature right here. This curvature, not this depth. That's where the word
that the point is for the for the hinge is for
that for the screen. That of course means that
we're going to have to modify the lower part as well. The screen or if the element, to me, it kind of
looks like this, like this thing is
pushing back a little bit more than, than
what we're seeing. Probably all the way
towards the screen ends, which would be
right about there. Which again would
mean or will tell me that all of this
corners right here also need to push forward
to match the element. I think that looks a lot, a lot closer to this
area right here. So I'm gonna keep it. Which again, since all of
the topologies like pretty, pretty nice, it shouldn't really impact anything on our belt. Let's let's do add
one support edge. Right there. There we
go. Keep it sharp. Yeah, That said this
thing now it looks like it's deep enough which
has one of my concerns. Let's save real quick. Let me check. Let me see what
else do we need to do here? I think we need to
do much though. I mean, here I can definitely
see that the screen, Let's go to the back view. I can definitely see
that the screen here, here's where the hinges. So this thing is gonna
be like slaving out. I am going to add an insert
edge loop right here. There's probably going to be,
or we're probably going to extract this shape right here. Later on to create the
hinge for the screen. We're going to extract
it from there. But yeah, this is
pretty much it. I think again that we're really close on the other
curvatures here. Things are looking
nice like this thing I know that's eventually
going to be like over here. Same for some of those
guys who we need to, to bring them down for them to match what we're gonna do that. But in the next video, I want to focus on the button
section right here, which is a fairly
simple, I would say, like all of these faces,
it should be flat. Let's make sure that
they're completely flat. There we go. It was just slightly
off. Yeah, We're gonna build all of the buttons, like the button layout for all of these elements
right there, which is definitely needs to be pushed back a little bit more. And after dad was just
going to start working on the edges and then the
final parts of the screen, hang on tight and I'll see
you back on the next one. Bye bye.
43. Camera Back Section Details: Hey guys, welcome
back to the next part of our series today
we're going to continue with the back section that I mentioned in
the previous video. We're gonna be working
on the buttons. Button started actually quite, quite simple, but they did
have some interesting shapes. And the cool thing is, shape right now is actually
really, really clean. So we should be
able to implement the position of this button
is fairly, fairly easy. So I'm gonna start
with the cylinder, you know, do you know the drill? Actually let me show
you the pipe approach. I think we haven't
really used it. I'm just going to go into
the pipe right here. Rotate this 90 degrees. Changed the amount of elements that we have
here from 20 to eight. I'm going to select this
faces that are facing me, select everything
else and delete. So now we should have only
like a nice little circle. I am going to snap this
to the center there. And we should be able
to scale this and create the proper
size of the bundle, which is roughly about there. Now let's select the inner
edge and scale it as well. There we go. So that's
the bottom number one, Control D and snap to
point to the center there. That's button number
to control the both of them and
snap them down here. It right about there
that will be or those will be one number 34. And finally we snapped this guy right there
on the center, and that's gonna be the insertion
for button number five. Now you can see the
bum number five actually has some nice
interest like that, like the outer loop,
the black lobe, which is the one that I'm
looking at right now. It's very simple, but
the inner loop actually has this sort of
like cross-section. So we're gonna have to
deal with that shortly. But yeah, you can see when
we press number three, we get our traditional
normal looking loop. So let's bring this out. There we go. Now, the process we also
know we need to do first, Let's select all of these guys. All of the circles. I'm going to combine
them and I'm going to scale them so they're
in the same plane. We do this a couple of times. As you can see, there are now
scaled at the same plane. And now I'm going to center the pivot point and
I'm going to snap them to the outer edge. There we go. So now we could
get bored of this elements. Got this guy, say Mesh display reversed
so they're facing us. And we can start working
on the situation here. Again, it's fairly, fairly simple because we've
done this before. It's a matter of adding, let's say one edge loop right there. Let's grab that edge loop
that we just created and make sure that it's
completely straight. So we can have it right there. You can see this vertex
right here where my need to move it
slightly up so that we don't interfere
with the sections here on the circles and we
know how many phases we need. That's, it's eight,
so it's gonna be one there, one there. Just making sure that
we're not snapping, we're modifying anything
that we need and it seems like we're
not so perfectly fine. There we go. And then down here we
can have one there. We can recycle this
one right here, this line which against
the very straight, so just flatten them out. It's very important
that we recycle or use as many
lines as weekends. For instance, this
one right here. Let's just move it up
and that's going to be the line that we're going to use for this particular section. Now you can also see
that the circles are really, really
close together. I don't remember if
looking at the image they were that close the other
really, really close together. We might have a little
bit of overlap here and there shouldn't be
that much of an issue. Let's start with this one's actually we need one more line, I believe right here. There we go. Let's start
with the middle or the small buttons first,
let's isolate this. And I know that's gonna be
this face is right here that we're going to have
to, to delete. We delete them. Now we circularize
them, circularized. There we go. Circularize,
circularize, and circularize. Of course, the proportions
are not gonna be proper, but that's fine because we can
just go got this two guys, combine them and
isolate them again. There we go. Let's start with, for instance,
like this one right here. So I'm just going to make it smaller and get it as close as possible
towards supposed to be. For this one, Let's
scale this down. If we need to give it a
little bit of rotation, we can do that as well. Move it to the side, especially because
we want to have enough space on this
side eventually. As long as this is a flat area, which it is, we shouldn't be having
that much of an issue. There we go. Finally,
this one right here. There we go. Now, let me actually, I think I'm going to extract this one from the
rest of the elements. I'm going to grab all
of those guys and say Edit, Mesh, extract. So now there are
different shapes. We should have this main
shape and this one only. There we go. We combine them of course, and we're gonna do
our traditional and already used to so many
times, our bridge element. There we go. I work in a bridge. Rich, and finally, bridge. There we go. Now I'm going to go up
all of the inner faces. Actually. I saw in the, in the original concept
or a, it looks like this. Things are indented
a little bit. I'm going to grab all of
the circular patterns. We're going to extrude
the mean to create a little bit of the
element or the hook. And then we're going to delete. This guy is right here. Grab the edges again. Control E, an extra them back. So when we smooth, we get this very nice holes, pretty
much everywhere. We've got this guy, this guy, this guy and this guy
and we can already bubble segment because that's where the bumps are gonna be. And those are the marks for the abundance which
technically should be there. In this case, the only
thing is that they're a little bit too far D, because we didn't have the proper depth
sorted out beforehand. But it shouldn't be
that much of a problem. We just did that. And there we go. We have our
nice little info buttons. It's the info, the gallery delete and the menu
buttons right there. We are missing the, this one right here,
that's another button, but let's do the
main button first. The main button, as you can see, it's a really, really wide, it gets really,
really close to where the other pieces are. That's gonna be a little bit of an issue because we
don't want that. We want to modify a
couple of things here, but we don't want
to create a mess. I'm going to pick up this
four phases which are really relieved
like square-like. Then from here we're
going to extrude in, going a little bit of
offset to extrude in. We definitely want
to have one actually break it right here and
another one right here. We're going to use those points to build up the
asexual right here. So I'm going to again
combine both objects. They should be in the
same, at the same plane, which I think they are. They, it seems to me that this one's a
little bit further back. Wait, no, I think when
I did the extrusion, when they did the
extrusion students like I pushed those in or something. Let's go back here. Let me show that this
thing is completely flat first Control E, and then just scale them in. There we go that should
be perfectly flat. Grab both elements again. We wanted to look there
and another one over here. Combine. Perfect. Let's isolate against that. We can work cleaner. We might need another
edge right here. Just find all of this are
going through this flat area, so it shouldn't be a problem. Here. What I'm gonna do is this inner, that's the one that they
cared the most about. I can actually just start
bridging this guy over here. Again, as long as we do not
break the inner edge loop, we should be fine. Very similar to what we did
on the game cube controller. And again, this only works
because it's a flat area. Here though. Here, thanks are going to get
a little bit tricky, right? You can see that already over
there because for instance, here might not be a bad idea to mean it's gonna get
really, really tight. That's the only thing that's a little bit concerning to me that these things
are going to get a little bit too tight. Mean we can make it work as long as we give it that
list little bit of space. And we can receive
circularized this thing. So we can circularize it again. And then we needed to
make it slightly smaller just to get some space there. That might be a good idea. Let's just breach
here. Breach here. Reach here, that's a
triangle, triangle, triangle, triangle. This point sweet
merged together. And finally, that's trying. Perfect. Now technically we should
be able to grab this guy. Let's give it another
small edge loop here, which is going to be our
actual, our actual loop. Then let's do another one. This is the one that
we're gonna be pushing in because I think this
is a slightly erased. Now we've grabbed
all of those guys. We beveled with two fractions. So when we do this, That's the whole that
we create, the perfect. So yeah, that looks
good. That looks good. Now we are already adding some
supportive I just saw them might not be a bad idea to
start babbling certain areas. For instance, this corner right here that goes all the way over there might not be a bad
idea to just bevel it now. We start getting a
better sense of how this whole thing is
going to be smoothing. Because again, we're
already doing some of the main smooth on
the, on the subject. So it might be a good
idea to do that as well. Let's now go to the last button, which is this one right here. So again, let's perfect squares. So we haven't like a very
squared surface right here. Control E, offset a little bit. Circular, circular rice. We create the size
for the button, which is right about there. Control E, another offset. We delete that one. And then we extrude this guy in. I grabbed that one, Control E and push it in there. Grab this guy and this guy bevel segments in
this mole fraction. There we go. Just got this little
button right here. Bring it forward. Let's make sure that it's lined up with our new
circle right here. A little bit in. There we go. Cool. So now we of course are missing
the main bond right here. Let's go for that one. The main thing I'm
seeing on this button is that it also has a main
button on the center. So that's something that we need to take into consideration. But it has, this
section is right here. And remember what we talked
about those sections. Whenever we're dealing
with the selection, thinks it's better to
start with really, really high polygon count. I'm going to delete this
cylinder right here. I'm going to create
a new cylinder. Weird, it's a little bit of a
weird topology right there. And we simplify. Maybe we can simplify
like for instance, these two points,
we might be able to combine them together. Well, know, a little bit
concerned about the shading, but it looks good so far. It's a little bit of
a pinch there though. Let's just do edit mesh. Mesh fuel. That's a lot cleaner. Those look clean. This are the ones that
look mesh feel whole. Let's merge those two center. Let's merge those two center. Let's delete this two guys know should be able
to agree the square there, square there, and two
small triangles over here. Those are complicated areas that we need to make sure
are really, really clean. For. Four, we're doing
to properly work. So I'm going to use append
to polygon tool here. So Mesh tools a bit polygon
from here to here, Enter. And then let's delete
this phase right here. This one, which is the, seems to be the
problematic phase. Let's go mesh feel. Whoa, There we go. That's a lot cleaner. And the finally this one
that will hold. There we go. Yeah, there were a weird
a couple of pinches there and pretty
much fixed them. And again, if you see
a couple of parts where things are not looking
as nice as they could. Merging them into triangles
might not be a bad idea. That might give you a better
topology, better flow. And it will also look better
on the low poly thing. So it's more about the cleanliness of the topology doesn't really affect
the model at all. You can see that the
sheets pretty nicely. Just a good practice. Again, let's start
with the cylinder. We're going to
changed decides to something like probably
like 36 or something, but we'll see what the proper
amount isn't just a second. Let's rotate this 90 degrees. Let's go to our back view again. How am I going to know
the exact number? Well, when I place this thing here where it's supposed to be, like the amount of
elements we will tell me which in this case
it looks like it is. And usually you
want to have like, like half's, like a quarter or two quarters of
the, of the elements. So that seems to be working. I'm gonna go with
this guy, control F11, control E, offset. Run that. I just want. This guy right here. Here we go. Back view again. Go. So this is gonna be
like the outer edge. You can see I'm lining
it up on this side. Remember if there's
a little bit of fun, weird perspective going on, so don't worry too
much about it. Then. I'm trying to think what's
the best option here? I'm not sure. Let me let me take a look
at pure rough because I'm not sure if those
things are rice. What direction they're rice. It seems like just Let's look just, it
seems like buttons. This will be the button. A little bit difficult
to pinpoint. I know I totally
know that this thing goes in and that's where the
main button is going to be. But then on this outer side that I'm not sure
what's going on. I'm going to insert an
edge loop right there. Then I'm going to extrude this thing out to give you the volume for clicking effects. Then if we grab like the
parts that we're not seeing, so it was like 123456. Then on this, there
will be 123456. Then that means that it's two and then we split
six and then it's two. We split this side. Sorry, again, 123456. And then this side with
all we don't have a half. Now. We do have I think
it's 123456, It's three. So it's 123. And
then we skip 33123, we skip 33123, we skip 331123. That mirror. There we go. So
that's like the site. Now what I'm gonna do
with dose is I'm gonna push them back in
or showing gonna, we're gonna extrude
them in like this. Now this will of course
create a couple of bad phases that I don't want. This one's right there. Those ones right there. Now this is why doing something or an object
that's symmetrical, it's gonna be a
lot easier because rather than doing
that four times, I can believe,
like the quarters, I think we did this with the
GameViewController, right? So there's this face right here. Let's fix it. We're gonna do is we're
gonna delete those guys, insert a natural right there. They're merged those two points. Then mirror or breach
this element right here. When we smooth, we get
that sort of effect. Now of course,
we're going to grab all of this etch root looks like right around
here, babble it. A nice effect. That's the sort of dial effect that we're going for, right? You really don't
need the back faces. I'm going to delete them. There we go. This one says,
well, actually no, that one we might need for
that, for the inner button. So just this. Once we delete, that way, we get a nicer, sharper effect. And now we're gonna do the
respective mirrors, right? So we're gonna mirror, it's gonna be bounding
box x negative apply. Or in this case r is
x positive Apply. And then y negative apply. Perfect. That when we smooth, we
get that sort of effect, which is I think closer to
what we were looking for. We center the booth point, get this inside the nice little
hole that we have there. Push it a little bit. Then if we go again to the
back view, we have the button. There seems to be like
a nice little like a ring again like
an indentation. Small fraction there. Grab the button, push it in. When we smooth, we
get that nice effect. A thing this faces
should be a little bit closer in of course, a nice little bubble like that. And now we're just missing
a button which we can recycle from any of
these guys over here. So Control D, right there, I'm using the V
key to snap it to the center of the element. There we go. Make it bigger and get it in. That way. We have our nice little
effect right there. Of course, once we
do the materials, it will be a good idea to create a material
for this thing. I do think we need to act
the section line though. So here, I'm also going
to bubble that thing, create a small fraction. Then just extrude
this. In. There we go. That looks a lot better. A lot closer to two what
we have right there. Yeah, That's it guys. We're now done with the with the button
sections of the elements. So we're now going to
jump onto the screen. And after doing the screen that we're going
to go back here. Well, it's part of the screens this case right here that
we still need to build. And after that, it's
just about limiting the lead on both the
lower and the upper side. When we smooth
everything our camera, it looks as nice as possible. So like little pieces like
that one right there, that one right there, which is supposed to be
like a sharp edge. Those are some of the smaller details
that we need to fix. But we're gonna have
one specific breathe. I'm gonna do one more,
probably going to be like one or two more videos
for the screen. And then we're going
to have one video called cleanup where we're going to start matching and making sure everything
looks as nice as possible. So yeah, hang on tight and I'll see you back
on the next one. Bye bye.
44. Camera Screen: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the camera screen, almost, almost done with this
model right here. So the first thing I want to do is I
actually want to create the actual camera frame in case we ever need
a different material. And that one is
super, super simple. So I'm just gonna go with
this phase right here. I'm going to Control E to offset control.
Again two or sorry. Yeah, Control E again
to extrude that in. And I'm gonna do one
more control E2, get it in there. There we go. Now of course, I know that we need a couple
of edge loops. One right here, one right here, right there, and the other
one on the other side, like the corners,
than we normally get to get a really
nice sharp screen. I'm actually going to bevel
this edge loop as well. So let's bevel there
and two segments. There we go. And we'll get
this thing right here. Now as you can see, one of
the issues that we have here with the screen is
at this line right here, like the actual line that
goes around the screen. And technically, if you
want to have a super, super sharp angle without having to add too
many attributes, we are going to separate this. I'm going to go into face, grab hold of this phase is
over here and keep going. Sorry if I'm inhaling and
exhaling pretty, pretty deeply. I think after COVID, I
did get a little bit of a little bit of a
weakness in my lungs. So it's becoming
a little bit more difficult to speak for
long periods of time. So we're gonna go Edit Mesh and we're going
to extract right here. There we go. Now we
have this screen which we want we can smooth
out and this one is, well, the border will
never be noticeable. You're gonna see a super clean divide between both elements. Now, I'm guessing that right now this is green is flipped
on the opposite side. However, I know,
and I'm going to actually combine
this object even though they are separated. I'm going to combine
them to the same object. And we're going to
move the pivot point all the way over here. Because this thing, what
it should do is it should move this way around this area. They wanted to push this
a little bit further out. Moves around the soft
area right there. And then it has this ability to switch around
and then go back. So that's one of the things
that we're gonna be doing. Now I just notice we're
missing a face right here. Weird. There we go. Yeah. It's just a
matter of again, do they separate that face? I think it's like a
floating physical there. No. So now that we know that
the pivot point is going to be there and it's going to give me this or so their movement. Now we need to create a
deep thing right here. Again, we've got a pure ref, is this certainly hinged
that gives us that movement. And as you can see,
the hinge lifts with the same shape of this element like this
place right here. I'm gonna go to the back view. And let's find where the
two lines of my hands are. Again, Let's recycle some of
the actions that we have. For instance, this
one right here, we're just going to
move it forward or up. And then this one right here, we're also going to
move it right there. We can do that which is
just aligned diversities. And there we go. I know that we go
from here to here. That's my hinge section. Let me grab this
object real quick. Let's go again into
the selection. There we go. So I know that my hunch is this thing
right here, this section. So what I'm gonna do is we're just going to grab that section right there and I'm
going to extract it. So Edit, Mesh and extract. Now we need to
rebuild this thing so that it's like
a complete piece. Because again, when this
thing moves around, I would expect, I mean, I'm not sure if we would expect this thing to move as well. I think it does move. When you open the camera. Let's move the pivot
point down here. This thing would move like this to kind of open
if you want to, if you want to see the whole
thing at the other side. And there's a very easy
way to test this out. If I parent this to
this guy right here, and I move this out, like this is what I
would expect to see. That that looks quite natural. I think that looks pretty, pretty close to what I would
expect a camera to have. So that means that we need to
grab this piece right here. Let's compare this against
Shift P and just rebuild it. Makes sure that it
works as intended. So what does that mean? Well, it means that we're probably going to have
an edge going from here. Back. Then. We're probably going
to have a bridge over here. There we go. To make things easier, we can delete this, let us toward these beveled. For now. Let's delete the middle section. Then collapse. That will give us the old version of the things. Again, this, this ankle. There we go. Now, let's add just like
an extra line back here. And it's just a matter of
going from here to here. From here to here. From here to here, and from here to here. Perfect. Of course we are going
to double this and give it a nice smooth edge. All the way around. Perfect. There we go. Level two segments
and a small fraction. So when we smoke, we get
super, super clean effect. Perfect. Now, this, as you can see, this is no longer match over to here because we've
cut it out and we need to make sure that this thing is also
repaired like right here. So again, easiest
thing to do is just go from here to here, Control E, snap it back there. Then technically it should
be the same amount of sites. Bridge. There we go. Perfect. We add one line right here. We can keep the bubbles
because the bubbles are there so should be fairly easy to breach
them once we get there. So just bridge
from here to here. Bridge from here to here. From here to here. Now we have the pebbles. Don't, we have the bubbles? It seems like we don't
have the bubbles. Okay. Well, a couple
of options here. Because I can see
the bubble there. So it might be easier to just
add the one actually right here and go from there
to there, for instance. That's going to
leave a triangle. Let's do, Shall we do too? I think we can do to that. We can grow with that
little line right there, that line right there, create a nice
little long square. And then down here, I'll see that it has actually continued over here,
but that's fine. I mean, if we wanted
to reduce that, we can just grab that board that right there
and get rid of it. I think that will be ideal. Or rather, let's go
into a flat plane. Remember when white flat
areas are super important, Let's just to optimize and minimize the amount
of edge loops. Let's go like their, their, their collapse dose. And we're just going to
collapse that one right there. There we go. Now, of course we keep collapsing all the way
to the bottom part. When we smooth, we're gonna
have that nice transition. There's so little bit
of an issue here. That's weird to see.
We are missing, we weren't missing some of
those lines. Kinda weird. Okay, let's, let's analyze what we have in and
see how we can fix it. Shouldn't be that
much of a problem. I think easiest way here
is delete these levels. And then merch this
point over here. Now let's say they
said full piece, and now we need to add
another bubble here. We just do it. Just
one more bevel there. And that's gonna give
me a sharp effect. Of course, we need to add one more line going
all the way over here, but I don't want it to
contaminate any of these areas. We're gonna do a
very similar trick. Let's stop it. Let's add, for instance,
we can use this area. Let's add one line right here. Call it code deadline, even deadline as well,
who in just a second. But let's go there. It's going to give me a
sharp edge right there. Perfect. Of course, Let's go here. Should hold the edge a
little bit nicer over there. Yeah, See that That's
Laude lot better. It should match a
little bit closer to what we have or it's
really, really sharp. Okay, So that means
that we're going to need another line
right about there. The sea that might give us the, the weird pinch that
we've seen before. Here's where we might do
this trick where we have just a small little triangle
on the connecting corner. Let's clefs. There we go. Finally to relax
that I went a little bit, maybe same for this
one over here. So we're probably going to
grab this guy and collapse. I think I collapse a little
bit more than they should. Let's find. Now from here, since we
have that line right there, It's just a matter of going what our CO2,
that's a weird one. Just go back. I'm gonna go with my
CO2 and we're gonna do 123 like that. That of course it's going to
create a nice polygon over here that keeps my
edge flow flowing. And then over here
we're gonna have a little triangle, perfect. Still not quite like
in love with that one. We might do the same thing here. The leader face into
the national loop, which I don't really mind
the going this way because it's really like it's flat,
it's a flat surfaces. So we're not gonna see any
weird effects or anything. But they do mine
about this area. So that should again, let me add the Field Hall. We've been using
this quite a bit. There we go. Now we're gonna have yes, it very weird pinch over there, which we can again simplify. We add another
support edge whenever we're gonna have a really
nice hard edge over there. And we need to repeat the
same thing over here. Let's delete this
face for a second. I had the one that
you'll write here. Then rebuild that face. Then fill this whole delete
this face for a second. That's actually a square.
So we might actually get away with just having it there
because that's a square, very strict square or
very stretched square, but it will work. There we go. That gives us a
nice sharp effect. We wouldn't get that
nice little line there. Kind of like a section
line. Looks cool. Yeah, there's this
thing right here. That's, I mean, it's
not a difficult shape, but it is a tricky shape that we would need
to input over here. I think it's actually
a rather simple. Let's edit, insert that
you'll write here. Let's grab the image and
that guy isolate and go to the back view. There we go. Weird. This guy, this guy,
this guy isolated. There we go. Backfill. There we go. I would need to
change the image, but we can just see that
it's like a circle going from this point right here
to this point right here, just roughly where were the lens and switches
deadline right there. We can move very
simple process of just pushing this here. Then I don't think circularized works, but
let's give it a go. Let's see what happens now. I'm going to use
soft selection here. And then start pushing vertices. For instance, there's
two and this two, let's print them back. And then this one and this one. Let's bring it back. This one does one. Then this one and this one. To create a nice little
circular shape that we have. There we go. Now since that's an edge loop, we know what we can
do with actual trade. We can babble them when
you Bevel and that should loop and then grab
that line right there. An extra depth out a little bit, maybe a little bit of offset. We're going to get the detail that looks a little bit square. We're going to have to and play around with the
vertices a little bit more. I think this one's needs a
little bit more curvature. So just be very mindful. Make sure to grab
the same amount of vertices on the top
and on the bottom. And start pulling and pushing. Thanks to one side or the other, you can also grab a
cylinder and use it as a, as a guide to make sure that
you get the most exact one. Now, remember, we already saw that here we
have this angle, so I might just add a
couple of support edges. So when we press a smooth mode, we get the proper technique. There seems to be an angle in there. Let's delete that one. Good. Let's add one there
and one there. So as you can see, we're already doing a little bit of polish as well to make sure that all of this looks as
nice as possible. Looking at both polish,
there's this shape right here which
is really sharp. So I'm just going to
give it an offset. We'd like to divisions again so that we can get that sort of like hard surface he
effect over there. I also see that there's a nice line in this
guy right here. We're gonna go throughout
the whole element. There we go. This guy, I also would like to bubble it. Again, two segments. Let's change the filtering to patch to make sure that we don't get any
angles or anything. Yeah, that looks a
little bit better. We are getting and then
going though, she's a weird. There we go. Much better. Sharp effect, nice effect. Cool. Yeah, that's the screen
thing over here. It's working nicely. Let's fix this elementary there. Again, let's do the same trick. Let's grab this face and delete
that for just a second in certain natural right
here so that one can allow me to hold this
corner a little bit better. Then we're going to
collapse. I don't know why. I'm not sure if you control C something over there
and got rid of it, but we already had that salt. Again. Let's just
collapse that one. Now collapse rather. Let's go from here to here. Then just fill the hole
there. There we go. Better. I should fit. As you can see, this
thing a lot nicer. It seems to be fitting better on the upper side than
on the lower side. Another thing we
can do is we can give it a little bit of help here by randomness
thing off a little bit. Changing the topology.
Not actually, I did not, because it does
look good on this side. On the lower portion, the pinch is happening
on this guys right here. So remember another thing we can do is we could slide them down. Slide them down a little bit. That should alleviate some
of the pinch as well. Let me isolate
this a little bit. Let's move this guy up. And that should give
me a software pinch. See, it is there the
pinch still there? Which I think we're
going to be able to really avoid this. Otherwise, we're not
gonna be able to hold the surfaces such as
nicely as I would like to. I mean, we can try and bevel this guy as well.
That's another option. That's giving us a
weird effect either. Let me, let me really like how it looks like flushed on the
surface, this thing. Let me just fix the upper side. Maybe when we do the upper
side will find nice solution. We know that we
need an edge loop going like stopping
or rather both here. Let's use that
triangle as a stopper. So I lost my shelf. Give me 1 second. There we go. So I'm just going to answer
the national right here. As you can see, it stops right
there, which is perfect. And that should give me a
sharp brush over there. Let's try this one again. I think that might
be the solution. Yes, we do get a little
bit of a pinch over here. But I think once we
go into texturing, we should be able to avoid it. Or we can add another
edge right there, even if it hits our
temperature just a little bit. We can do is like up here. Like this guys, we can use
remember the slight edge T2 to relax this
curvature a little bit. And that should minimize
the pinch while still keeping the
sharp effect going. Burden, particularly like
super convincing on the, you know, what, we're missing. Something that could potentially be really, really helpful. That's a pebble. Maybe we do a bubble across the
whole corner surface, will be able to create
something interesting. Let's try that better. Kind of better. Let's delete this one. Was holding a little bit better. I think. I think that's a
little bit harder or a harsher than what we had and that seems
to be working. That seems to be working a
little bit better. Yeah. Like God, this is not good
guys, this is not good. I usually don't like
stopping and solving it. I'd like you guys to see how
we can solve all of this. Let's really, really
give you the thought. I know that I'm
backtracking quite a bit, but let's think
about this, okay, So we know that this shape
is becoming a little bit too complex for what we want and pinches that we're getting
are super, super ugly. Another way in
which we can check the Pinterest is with
the blend materials. So we add a blend
material to this thing. You're gonna be able to see those pinches a little bit more. Obviously, this seems to be
one of those pieces that would really benefit for us from a super, super high topology. However, it, since this piece is connected to this other piece, I really don't want to I really
don't want to create like a mess in regards to
the Bulge because if we'd had a lot of
divisions over here, this will be avoided because we wouldn't see
any weird pinches. Same on this side right here. What I'm going to do
is I'm just going to insert a natural right here. First, let's, let's backtrack a little bit before we deleted
some of the edge loops. What I'm gonna do,
I'm gonna recreate the curvature with new actions. I think that's gonna be the
solution for most of this. Let me get rid of that
bubble that we did as well. There we go. This is what we have and
I'm going to delete some of the support that
is that we have to work really, really,
really ugly. So those ones right there, Let's go back on this one. There we go. That one is fine. The one
on the inside is fine. But I know that we need a couple of support
legend right here. However, here's the problem. If I had the support edge
right here to really hold, hold the edge, we're
going to get that sort of pinch. How do we avoid that? Well, if we go to the top view, we select that row of
vertices that we just added, which is going to be
this one top view. We follow the same curvature
that we have here. We should be able to
rebuild the one more here, for instance, we should
be able to rebuild a curvature without
generating that pinch. Yes, it will be more
geometry, but as you can see, the pinch is now
barely perceptible, which is closer or better
than what we had before. That's the pinch on the
vertical side of things, not on the horizontal
side of things. Something very similar
is going to happen. We're going to need a
couple more edge loops here to make sure that
this holds nicely. So one over there, we're going to need
one over there. Those will allow me to
have a nice, clean, sharp edge there
on those corners without seeing that much of
a pinch on the materials. And now it's a matter of
patching the holes that we get. That one and that
one. And this one. There we go. Now the piece should
be a lot better. There we go. That matches a little better. Again, if we were to
parent this thing here, this thing would be able to
move out to about there. And then this thing on its own would probably need to
move this thing a little bit closer because there'll be able to rotate from one
side to the other. Yeah, there we go, guys. I think that looks a lot better. Let's move the screen
here so that it's really flushed with the
rest of the elements. This means that we
probably need to push this a little
bit more over here. Let's flush on
this side as well. And that's it guys. That's pretty much it. I think with the screen size with this black piece over here, I think we're in a
really good position. And now the next
step, AS2 cleanup, we need to start cleaning up, I think a couple of edge loops
and stuff to other things. So we're gonna go now into
the detailing part of the whole process and the
last video of this series, complex shape, complex project. Nonetheless, of course,
with more time, there can be, we can publish
it even more and more. But we don't want
this course to run 30 hours because
it will be really, really difficult
to follow along. So, yeah, this is it
for this one guys, hopefully you learned
some cool techniques. I think this one's over here. We're really, really helpful and I'll see you back
on the next video. Bye.
45. Camera Final Details: Hey guys, welcome back to the
last part of this chapter. We're finally in Chapter
four and final details. I always find it really
challenging to do this sort of tutorials where I am doing a full modelling a
relatively short amount of time because normally when
you're working on the job, you're not going to
be doing this fast. Like it usually takes
quite a bit of time to get until you get all the way to a point like what
we're seeing right here. So for us to be able to
do it in like six hours, I think that's something
it's not perfect. There's definitely
room for improvement. There's always this, I think it was Michelangelo
or dementia thing. We've talked about this before. They mentioned that never
finishes, it's just abandoned. So I really like that phrase
because it's really true. You never really
truly finish a piece. You just abandon
it and move on to them until the next,
until the next element. So the first thing I
want to do is I want to do the section line
that we have over here. That's going to go around the
whole thing here. I think. Let's go into smooth mode. And you can see here how this
thing is supposed to go. So that means that
this piece right here, the one that they
have over here, it's a little bit, It's
going way too low. So I'm going to go to
this section right here. And all through this
section right here, this should be really, really high up, like
right about there. When we smooth this thing right here that
would just build, the back part should blend nicely with the
rest of the piece of, for instance, this
piece right here. Let's lower it a little
bit. There we go. There we go. So at this thing sits right on top of the,
of the other one. I'm tempted to add another
extrusion here, get this in. And now we need to finalize
this sidebar over here. So all of those guys need to go and match this guy sober there. And we're definitely going to need a couple of other visions. I think this one right here, it should be a little bit tighter. I'm not sure how much I'm going to affect
the whole piece by, by making this a little
bit tighter here. So if I enter a natural
break right here and right here to keep
a nice round edge, Let's just make sure
that there's nothing affecting any other
piece of our element. It doesn't seem to be. We might have a couple of angles
here and here and there, but we already know
how to solve those. We're gonna be doing that
shortly as well. Over here. We're going to insert
one that schlep, which is gonna be our
main line over here. That matches pretty closely. There we go. And then we're gonna have
one more readable there. These vertex. We're going to bring them down. Well, same for this one.
Bringing them down. And then this vertex right
here, bringing them up. They match the same piece
that we have there. Of course, we're going to add a nice little support
that right here, right here, right
here, and right here. So when we smooth,
thanks land and nice. Now for this one, for
this upward piece, one thing that we forgot to do was the inner
piece right here. So I'm going to Control E. Just extrude this in a
little bit like this. Probably lower than a little
bit as well so that we have a nice little lip that we can use to cover certain
areas of the thing where if things are just
blending into each other, Let's, instead of doing
a bivalent is going to insert an edge loop
on the border there. So we have a nice sharp edge. There we go. Now as you can see, the elements
is flowing nicely here. In dealing with, we need to
add one line right there. And again, just making sure
that we're not affecting anything over there. It
doesn't seem like it. Same thing over here. Perfect. This piece right here. Same deal. Just want to
prolly 12 over there. Perfect. So that should start giving
us all of those sharp, nice lines that we
have on our camera. For instance, here we can see a little bit of a weird pinch. That's real thing and we
need to avoid that here. I think by adding
one that should be right there, that
should solve it. And if we need to move
this verticies up a little bit, in a little bit. I think that's better. There we go. Perfect. Over here, Let's
start looking at the transition like down here. Because on this piece
we also need to create that nice little
lip that we just talked about on the other one. So I'm going to grab
everything here, Control E. And I'm just
going to bring it in. In this case, I think
an extrusion might be might be a good idea. There we go. Yeah. Let us, we don't get where we're gonna get some of
those weird pinches. That's unfortunate. Unfortunately, something
that we get when we do a bevels and stuff. I mean, they shouldn't
be that much of a deal, especially we ensured
like a support group here to help us get the nice sharp
edges that we're going for. Just make sure that
you don't have any super weird
Pinterest or anything. And we should be fine. Let's add one more
line right there. Now, of course we have
the section length here. So this line right here is
our main section light. We're going to bevel it. We're going to extrude it. We're going to push it in. Nice. Now we have that
nice section line going all around our element. I do want a bevel, this edge right here,
just over here. Remember it's always a
good idea to complete the edge loop that the bubble behaves a
little bit better. Go to segments. And that should give
us a nice hard surface theatrical or there
which is where the button supposed to be. We also where I remember seeing a bubble-like on this
borders right here, which are the ones that go
into the into the main camera. I'm just going to bevel
those keep us mole fraction. There will be pinched, for instance, that guy we're just going to emerge to center. I know that that's a triangle, but that's to hold that sort of shape a
little bit better. See that sort of effect. Again, angles and triangles are not our enemies as long as they flow and they generally follow the form that
we're going for. So as you can see right there, those ones are working
perfectly fine. Buber here, we might need to
add one edge loop over here. Again, here's where all
of the segments we really need to make sure that they
look as nice as possible. Because we don't
want to be seeing inside of the element
of any point. For instance, here,
if we need to, Let's just bring this out. For this area right
here on this corner. Let's just follow
the corner of the, of the object in the
best possible way. Other camera has a really nice, clean feet all the way around. For instance, here this reserve going a little bit too low. I love true if it's
all the way around, it does seem like it's
all the way around. So I'm gonna go up
all of the vertices, just bring them up a little bit. So when we create the nice little edge
there, there we go. Thanks, flow. A little bit nicer
here for instance. Well, we're still
missing this piece. On this area. I'm going to
grab all of this vertices. Snap the ultimate
dose, this ones. Because I want this line
to start right here. There we go. Probably going to add
one natural right here to again hold that
the support there. I'm a little bit worried about this because Sunday camera. Yeah. Okay. So we
need to fill it. You'll see that we need to
fill this, fill these areas. So that means that we
are going to have to do a little bit of clean up here. All of those vertices. Let me, let me delete this face. This thing's gonna be
easier if we do this. There we go. Let's delete that.
Let's isolate them. I think it's gonna
be a lot easier to work when this is
isolated because we only really see that problem
on those particular areas. Everything else seems to
be flowing quite nicely. I would say here, super easy solution, just
Control E and extra days. To fill in this little
blocky area of the element. Let's start adding some support. I just hear. So that's 12121212. We bridge. Then we breached there. And that's a triangle, but
it's on the flat area, so we know that that is okay. Then from here, here's where the bubbles are gonna
be playing a little bit of a complicated game. We definitely bridge those ones. This one, let's do a
small bridge and then another small
extrusion like this. I want to keep this simple. I'm just going to isolate
this one here and this one, I'm actually going to go
all the way over there. Because what I want to do is
I want to grab this one and this one merge to
center and these two Marcia center. There we go. I think we're missing
those two center that we might need another
support edge right here. Really hold that edge
a little bit better. Then over here where we have the bubble's gonna be a
little bit annoying, but we're gonna have to insert a natural break right here. So we can go, let's
say from here to here. Then another actual right here. Well, I don't want
that to happen. Let's fix this one. This
one's a little bit ugly. Let's clean that up. Patch this up a
little bit better. Rich. Now we should be able to maybe
add one line right here. Bridge. Bridge again, just making
sure that we don't have any weird things
going on down here. Everything seems to be normal. And now let's scrub this edge, flatten out with Fort Worth. And let's rebuild this
thing in a better way. Shouldn't be that difficult, which is moved this thing here. It's 123, control ie, the first section,
and then Control E. That's the second section. Those two guys Merced center, those two guys
emerged the center. Again, we can we can simplify
this area is right here. That was just a matter
of growing like this guy control going all
the way over here to center. Let's do another one here, small one, and Marsha
center. There we go. So now we have a flat area, which is what we have
there on the reference. That black area where there were the screen
is as hooking up to it. And there we go. Now for
this piece right here, we definitely need a
couple of more edge loops. We also need to harden this
thing a little bit more. So 12, there we go. And here we're gonna say one. And to grab this vertices
right here, push them up. And of course, at their supporters support
that is right there. That's pretty much shared. I think another thing
that I might want to do is grab this
border right here. And again to hide the
connection a little bit, just push this in in certain that should loop
right there on that border. Now if we take a look
at the whole thing, I think our camera is ready. I mean, it looks
pretty, pretty good. Aerosol, lot of pieces, a lot of complexities. But this is looking quite nice and we're gonna be
taking a look at this guy later on when
we do the rendering, we're going to have
your rendering chapter, which is Chapter six. And it's gonna be fairly
simple as you can see, we have very simple
materials just like rubber glass and
then this leather, leather, anything on the front. So I'm going to show you
how to do that later. I think as well, we're
gonna do UVs for this little piece right here. Hopefully guys, you learn a lot. And now again, we've
mentioned this before. As with anything, the more
time you invest in something, the more time you
spend on something, the better and the nicer this
thing can and will look. As you can see it. That's weird face over
there floating around. As you can see, there's a couple of
pieces here that we can probably push further
out, further back. I think these border right here, push it forward so it matches with the blackboard
or the with it. When we move the
screen, if we move it, everything lines up perfectly. So any model guys
will take time, it will take there
will be challenges. You saw how I was having some
issues with some pieces, but the thing is, the best advice I can give you guys is always tried to look for the best possible solution with the techniques and
the tools that you know, I'm going to add a couple of
support edges over here to make sure that all of those
things like lions nicely, a little bit of a mismatch
here with some of the vertices like
this ones right here. Let's move them. Let's grab this top ones. We go because we want everything to look as nice as possible. Yeah, this is it, this
is the final model guys. You can see the complexity of the topology is quite, quite, quite interesting, but you can get some very amazing
renders from this guy. So hopefully you guys will be able to get all
the way to this point. Be patient. This will take time. Take your time. As I mentioned in the
beginning of this, be either one of the
challenges that they have is that I need
to make this thing relatively faster so that we can explain everything
in the best possible way. You don't have to rush. You can take as much time as
you need a model like this. I would say at least it
will take a full week, like 40 hours of work. The downlink, imagine that if we our tutorial, I
would love to do it, but you guys probably wouldn't get bored of my boys real quick. Hopefully with this
quick overview of modeling this camera, you guys have a lot of, uh, better ideas on how to approach complex models
such as this one. And now anytime you need to face anything
similar to this, you will be able to do it. We're now going to jump
onto our final chapter, our final prop for this course. And it's gonna be a fun one. I wanted to save it if on
one for, for the last. Gonna, not gonna be
as complex as this. But we're gonna see a
couple of other techniques that I think you guys are
really going to enjoy. Yeah, that's it, guys have a good one and I'll see you
cut back on the next one. Bye bye.
46. Chainsaw BlockIn: Hey guys, welcome back to the next and final modelling
chapter in this series. Today we're gonna
start with a chainsaw. I wanted to save a cool
project for the very last one. I know I knew when I was
pulling the course that we had to go through a very
technical modeling section, which in this case
was the camera. You guys saw how complex and difficult It
wasn't certain areas, but I think we managed to get a very nice model at
the end of the chapter. So now we're gonna go into another kind of
hard surface modeling. And there's a couple
of tricks and techniques that I want
to share with you. I was looking online for a cool, like what's the word a cool, nice little chainsaw to model. And I decided to go
again for a retro one. And the reason I wanted to
do a retro is because I think this one
looks a little bit closer to what you might
find in the video game. I mean, you can of
course, find like modern chainsaw or
modern-looking chainsaws. But this one looked
pretty, pretty cool. So this one is aim. The brand is Remington. I think the brand, which we're going to be
referencing quite a bit, it's called the DMM. Whereas if they had the
name over here, lost it. I think what's called the wood. Wood what? Log log breaker or lock? Log molar or something like that version
two or something. So it's this purple one
that we're gonna be doing. And as you can see, this
or an upper row, sorry, this blue one that
we're gonna be doing, it's the same one
as this red one. So we have a couple
of images here. Unfortunately, we don't have a perfect like front view
or a perfect side view. I found this one right
here, which looks similar. It's not the exact same one. But I just wanted to get
an idea of how most of the things we're just
there for reference, but we're gonna be doing
this a blue one right here. Now as you can see, it is
made up of several pieces. We do have a front view
or this view right here, which is the, this would be like the left view and this
is the right view. And there's some very cool
objects and things that we, that we can model from this guy. So, yeah, let's jump into my and start doing a quick blocking. So I'm gonna go
to my right boom, and I'm going to import of
course our source image. So here in the
chainsaw, we have, I think it's this one called
chainsaw, see, change. So C is gonna be all right, buh, remember whenever we
modeling side of Maya, you want things to be
pointing towards the c-axis. That's like the front
view of things. So if you imagine like a
character picking this up, the character would
be facing that way. And then he just grabs this
thing from the ground. So that will be my right boom. And I'm going to scale this up. Sorry quite a bit. Let's
do ten because remember when we worked with
like high or even 25, when we're working
with a high size. Certain tools like the
bubble tool to extrude tool. All of those tools will
work a little bit better. So that will be my side view. We can do something
very similar to what we did with the camera. Let's create two sides here. On frame one, we're gonna, we're gonna give this
thing a disability. And on frame two, we're going to turn
the visibility off. And let's go to the left view. Now. Let's insert a new
image plane again, chainsaw. And we have this other
view, which is a side view. We're also going to
scale this up 20. I don't remember if
we move this one. We did translate in
y-axis 25 units. So 25.8, I think
it was that way. If we were to see both of
them at the same time, they should be pretty much
on the same, same area. This one, which
is the left view. It's going to be on this side. Let's animate this
on both frames. And then on frame one, we're
going to turn this off. There we go. Now, if we want to work on
one side of the element, we can go to this frame and then we want to
work on the other one. We go to the left
view in this case. And this is where we would work. Again, we are going
to place this here just to get an idea of where
this thing is going to be, but it's not really
gonna be here. Now, the way we're gonna do this is
actually quite simple. We're just going to
look very, very quick, faster blocking right now. So I'm gonna go
to my right view. And I know that there's
like a cylinder here. I'm not even going to bother, we'd like perfect, so unjust because we're gonna
be replacing them. You guys know how we normally work with
this sort of things. We have this polygon right here, so I'm gonna go
into mesh display, sorry, a Mesh Tools,
Create Polygon tool. And let's just create like a really big polygon
that's going to represent our main hook. And then we have another
circular security of body shape. So let's rotate this 90 degrees. It's a little bit like, like an oval right about there. And now from my understanding, this thing would be about there. And then this thing would
be a little bit wider. I think this thing
is only on one side. If we again, I'm going to have my pure file on my
other screen for now. On the other side,
we don't have this, so this thing right here, it's only going to be on
one side of the object. Like this. It's not super light. You can see it on this
image right here. It's, I mean, it's blocky, it's big, but it's not like
super, super, super big. I think the size
that we have right now it's fairly decent, maybe a little bit less,
something like this. Now this thing right
here is on this. Like side views on this part of the element that's
really important. There's a cube sort of section. On this side. Again, if
we go to the left view, we're gonna be able to
see it here, that cube, you'll see that for those
of you that don't know, and I didn't know either when
they started this project, I did a little bit of research. The way chainsaws, chainsaws work is of
course you'll have a little engine
and you hear that creates like all of the
rotation on all the forces. And there's a little
thing right here. I'm not sure, like a
gear or something. That gear is the thing that
rotates the chain around. And thanks to you the way that this chain is tied
into this metal grip, into this little wheel
under on the top, it flows around the
edge of the metal bar. So yeah, I honestly didn't
know how it worked. I thought this thing
was like Amazon, like complex and
notice it's just like pretty much
like a bike chain. But instead of having this
thing being a hollow, It's it's filled with his
metal so that it can hold the form and go through
trees and trucks and stuff. This little block right here is what holds all of
that mechanism together. Okay, so let's go again
to the left view. Let me move this thing closer to where it's
supposed to be. Moving the image. So thanks, match a
little bit better. Let's grab this guy, get
it all the way over here. Because again, this
is where, where the rotation happens and when we're actually
going to have the chain moving around, then we have the handle
like right above there. Which again is like a
very nice cylinder. This one is centered, so we're going to center it to the grid because even though we don't have a perfect
symmetry on uncertain areas, most of the shape has a
certain symmetry to it. Like this big block, it's
probably gonna be centered. Let's go to the top view. So let's center that block and then if we need to
move things around, we'll move them
around the center of this thing as well. There we go. Then of course we have
the handler right? So let's go again to the
left view for instance. For the handler, we
can do again with the Create polygon mesh
tools, create polygon. And I'm actually, I'm not going to care that this is an angle. I'm just going to
create a polygon there. That's gonna be
my blocking right there. Something like that. Of course, sent to
the book point. And then from the top view, we just snap it to the center. That looks quite nicely close
to what we're going for. Let's go to the right
view. Here. I'm definitely going to use my
right view as my, as my main guide. So yeah, just just
keep that in mind. Yeah, that's pretty much it. We have the cord here. This is where you
would create the little what you would start the motor with
this little thing, you just pull it
and then it goes. Of course, we're not
going to model it here, but probably one
of my lit up here, but this is pretty much it. This is like a little blood like what's the word
blocking of the whole thing? In the same way as how
we started the camera. You guys can start with whatever piece you find
the most interesting. In this case, I think
I'm going to start with the main chain. So I think that's a really
cool piece that we can start working on that I really want to show you how to
do this chain links, which is gonna be real roof on. So that's it for
this video guys. We're going to
start modeling this one. It's going to
take us awhile. I'll try to do it as fast
but as clear as possible. So make sure to follow along. Don't skip ahead. Watch everything
so that you know how we do every single piece. And yeah, I'll see you
back on the next one. Bye bye.
47. Chainsaw Chain Support: Hi guys, welcome back to the
next part of the series. Let's get to it
because I'm really, really excited to start with
this element right here. I'm gonna grab the
whole thing here, make a new layer,
make it visible, and maybe you like keep it as a template just to get an
idea of where things are. But I'm not gonna, I'm not gonna be paying too
much attention to it. Now. This is the piece that I
want to model right now and it's a really
interesting piece. And the reason why
it's very interesting is you can see it here on the reference that on the very
front part of the element, it actually has a mechanism that allows the whole
chain to rotate. A little bit nicer. I'm guessing this thing is
as some sort of, again, like a gear or something that holds or helps hold the
whole chain together. And then we have, of course, the chain going around
and these are like the little cutting things
that we're going to get. I don't know because we can't see what's happening
on the inside. But I'm guessing that's
pretty much the same thing with the only difference
that this thing might be attached to a motor. If we were to do
half of this thing, of this metal support thing and then mirror it
to the other side. We should be good to go just in case we ever
removed this thing. If not, we can just leave
it like completely plane and that's fine because again, as long as we've
done on the sample, the whole thing, we're never, were never going
to know from here. You can kind of see how
this thing is going. Yeah, that's quite important, but I don't think we're really gonna see
what's happening. Let's start with, I'm
gonna go into Maya and I know that this is a
very flat surface. Now I know in my in my blocking, the blocking we did was actually going in a different
direction. I don't want that. So I'm gonna start
with your plane. And I'm going to rotate
this plane at 90 degrees, so that's facing us. And we're definitely going to make it just one sided face, like a one-sided face. It's facing the other
way, so just mesh display reverse. There we go. And this is roughly
the size of it. I also know that we have
this thing right here. For this one, I'm
actually going to keep a cylinder like a
20 sided cylinder. So I'm going to move
this thing up here, rotate this 90 degrees. Let's select this
vertex C Control F 11, and then shift select
everything else. And then I'm gonna select
this guy and Control E to extrude this thing out. So that's the ring that I want. I'm gonna keep the
pole like really, really close to the center. This thing is going to
be like right there. I'm using my grid, snap to grid to snap a tube-like
specific point, which one seems to be fine. Then of course, I need to
make sure that they're both line up perfectly
to the same distance. So that will be, that
will be the distance even if we later on the
To move this thing. Or we can just
grab both of them. And at the same time
just move them a little bit lower, like there. Again, looking at this
thing right here, I can see that this wheel is kind of like a
free-flowing wheel. And then we have this support on top, kinda like guiding it. I don't have another
view of this thing, so it's little bit difficult. We can kind of see them.
This, it seems to be welded or like, like place together. So this doesn't seem to
flow like this piece, but there's a small
wheeling there that might be moving along. Again, it's a little
bit difficult to see, but it kind of looks like like two plates that are
screwed together. And there are holding this bar right here,
which is the support bar, and this wheel that's
moving the whole thing. It does look like a gear. You'd really, really
does look like a gear. Since it looks like a gear. I'm going to make a gear.
I'm going to go right here, Control E to give it a
little bit of thickness. Let's extrude this out. Not a lot. It's not like a super big gear. I also don't see like
super big teach either. So I'm just going to graph one face on each
parts of the element. There we go, Control E, push this up and
give them the sort of little t, the effect. There we go. That's gonna be my main gear. So if we take a look at
this guy right here, that those would be going into the teeth of the elements
and those actually looked to be fairly uniform to the distance
of the bike gears. I think I think we're in
a good position there. Now on top of this, we
can see this plates. And those plates actually
have a very nice topology. So I think we should
try to follow along. And the easiest way
would be to use a pipe. We've done this before. So I'm going to use
a pipe right here. Let's move the pipe over here, rotate this 90 degrees. I'm going to reduce
the amount of divisions a little bit.
Let's go to like 12. There we go. Then on this pipe, I am
going to delete half of it. Grabbed the phases in phase
mode and push this out. Then I'm going to
mirror the object. Shift-click mirror
the object to in this case this
object C positive. We get this. And now
we should be able to bridge from one
side to the other. There we go. We can grab the whole thing. A nice isolated real quick. This is definitely where we
flatter than what we have. And the thing that I'm mostly concerned about is the
things right here. Like, I want to make sure that, that we can close
all of them into a nice little topology. So let's bridge actually
breached the other way around. Let's reach to
their breach there. In order to breach this,
I think the easiest will be one that you right there. I want to
actually right there. I'm going to shoot right there. And we go from here to here, bridge from here to here, from here to here, bridge
from here to here. And then again, I don't want, I'm a lazy artists or
Other want to call, teacher used to say that being lazy as part of being an artist, but it's not really being lazy, it's being smart, right leg,
work smarter, not harder. So this side is right. I'm just going to do
an object c negative, then an object x negative. And that way we're actually
gonna do That's weird, yeah, since it's white, but let me freeze
transformations. So there we go. Should be x negative object. There we go. So now we have both
sides are ready. Of course we're going to
push this to the front. Let's go to the
right view again. And let's scale this up. This thing is holding the
main gear right here. So this would be like right
about there are no overlaps, just just keep them
really, really close. We might make it lightly,
slightly thinner. There we go. That will be on one side. And of course, in this case, easiest way to find or to
create the other mirror object. I'm going to go to the wheel or the line right there
in the center, and then grab the pivot
point of this guy, snap it. Snap the pivot point
to that center line. And then from there we just
mirror on object, again X. And there we go. Now we're properly hugging the surfaces of
the, of the object. That's my plates that we
have there on the support. Back to the right view. We
have this guy right here. I know that, that this
face is right here. I know that this face
is right towards this vertices are gonna go
all the way there. This ones right here are going
to go all the way there. Now, an easy way to do this would be to add a
couple of divisions. Let me add 45. There we go. I'm gonna grab this four
phases which are really, really squared and I'm
going to erase them. Great. We're actually, yeah,
Let's circularize those. Because now we can delete. This face is right here and
this space is right here. And this should give us a
relatively close approximation of how we want the
elements to move right? So I know that these
guys are going to be like right there, right behind the gear, just
kind of like protecting it. Now it's a matter of
grabbing this guy. So I'm gonna move
the pivot point of this selection to
the center there. We can scale it up and find the proper proper elements here a thing I'm
gonna grab this guy, just make it slightly smaller. So that's inside of
this object right here. Again, grab this guy,
move it forward. This should be like that. The support for
my, for my gears. Very important and I'm actually going to isolate them
so that I can make sure that this is actually
working very important that the centers are four
of these guys are lineup. For instance, let's, let's
move the pivot points here. They can see that this
guy was a little bit lower than it was
supposed to be. Now I can I can push this guy's a
little bit more forward. There we go. We have a very nice bucket. Now of course, this guy, I'm going to center
the pivot point. I'm going to snap it to
this wall right here, to this wall, and then Control E and snap it
to this other wall. If I can hit the V key, because the problem is
the pivot point is off. Let's do the other way around. I'm going to grab this face. Snap it to the wall
right there, to the, to the wall on this
side there and then Control E and snap
it to the next wall. Let me just grab the face again. For some reason, the point
is not playing nicely, but the problem That's really weird at the pivot
point is right there. Let me let me tell the history. Maybe that's it. Yeah. Because for some reason
like the point of this selection should be. There, Let's see if that
works a little bit better. There we go. Now this thing is
actually where it's supposed to be now we'll
just bring it back. There we go. Slightly tricky shape,
not super difficult, but it's just
slightly tricky time to start adding the all of
the supports and stuff. For this one's
super, super simple. We're probably just
going to bevel with our same
traditional effect. We get the very
nice salt effect. This one, we definitely need
support that right there. And they supported
us right here. Of course we're gonna need
Support which there and there. This is one that I do want it
to be a little bit harder, like hard surface, not
not like a bubble. That's why I'm doing that. Let's do one right there. Right there, and then
one right there. Told her the circle properly, probably one right there. Right there. Now since we have a little
bit of changing sublet, we can actually go
here and since we have a couple more vertices, Let's go here, reset the tools. We can move these things
around a little bit. You can see how they're kind of like collapsing with the
whole thing a little bit. So it's a matter of grabbing both of the
sites at the same time, just moving them to
the side of the limit. Well, we got a weird
pinch over there. That's interesting. I was not expecting that. Oh, my bad. Let's go back here
again, right view. We're going to move. It seems like the
British started like jumping way too much over there. There we go. So now we know that this
are the proper parentheses, just American pushing
this case back. Then this guy, since this
guy's a little bit back and this guy lower like that to get the nice circular shape that
we're seeing over there. It's kinda weird because
I'm not on the reference. The reference here. There's no holes, but I think
there's no holes because this thinks are poking
into the element. I'm not sure that that
would mean though. That would mean that
this thing would be like higher like this. Maybe this board right here. We'll have a little bit
of overlap like this. Not sure how this will work, but that's how it looks
under the elements. That's where we're
gonna go focus. That's kind of
weird on this one. There does seem to be like an empty space there
and there you see that maybe some of the
vertices there are, are wrong. Maybe, maybe, maybe this
thing just holds or just like remains like outside
of the effect like this. A little bit tricky.
I don't know. I'm not sure. I'm gonna keep it
like this because it looks a little bit closer to what we have on
the original concept, on the other concept. But yeah, we might need
to look into more stuff. I know that with the chain we're gonna have a different effect. Of course. Again, they can see here
on the pure ref reference that we have a couple
of bolts and stuff. So there's one main bulb right here and then there's
like four bolts on this side and then the
middle section, it's weird. I'm still, I'm still really, really confused. I
can see the shadow. And now here see that. You can see that this
thing is going outside of the element.
Really, really weird. No worries. Let's go to the bolts. Going to do very simple bolts. I'm just gonna grab
like a sphere position there were supposed to be. Again, keep it low
in, in sub-divisions. Rotate this 90 degrees, push it out to save
some polygons. So I'm gonna delete
the half-life, the back half part. And then on object mode, we're
going to scale this down. So it looks more like
a, like a nice bold. This ones are not the ones
that you can take off, I think right there. And then we'll have
another one right there. Then two down here. I think they're a
little bit too big. So I'm going to scale
them down on the y-axis. There we go. Again. I know that when we
do remember three, those are going to look
quite, quite nice. And then there's one
right in the middle of the gear, right there. And then there's another
one like right on this side of the
element, right there. The one on the middle
of the year, of course, would be like out there. Yeah, those are the balls. Those are the ones that
I'm seeing right there. Those bolts and then
there's some indentations there on the elements as well. I'm not sure what that is
though. That breath thing. It's only on that
one I think because everywhere else it's normal. So yeah, there's just
those four little bolts. I think they're a little
bit tighter to the surface. So we're just going
to scale them down. Imprisonment. We only get a nicely to end. This seemed to be a
little bit smaller even. So. There we go. Now we're
gonna go up all of them. I wish I actually would like us because this thing is
very symmetrical, right? Like, well, now it's
not that symmetric. I mean, geometrical, but
it's not that symmetrical. So I was thinking of both having this be on the center
line of the object. It might not be the best idea. What I'm gonna do
here for the bolts. The subject of links to
go there, there we go. This one's a little bit off. Let's go top. You. Going to move the pivot point forward so we can better
calculate this thing. There we go. This thing off-center,
something. We're there we go. Let me the scene
a little bigger. There we go. Because we scaled this
thing, right? Yeah. I think it's because
we scaled this thing. Let's center the pivot
points again on this thing. There we go. Now
we have the shape. We got all of these
guys right here. We are going to group them control G. And then
I'm going to go top you. And I'm gonna move
the pivot point of this group to a midsection,
like right there. And once the pivot point of that group is where
it's supposed to be. We can just shift
right-click mirror. This gives us object x negative
when he applied and we should have it on the other sets and not
on the other side. That's really weird. No, it should be it should
be on the other side. We in the middle section, No. Maybe we need to
combine the objects. So let's grab all of this guy's combine them til the history
for transformations. Again, I'm going to
move the poof point to the center there. Shift right-click
and we're going to mirror this on the x, negative x. There we go. That works. Yeah, that's it.
That's the support. Are ready to go for the nice little
chainsaw that we have. In the next video, guys who were gonna do something really cool, we're gonna do with
the change itself. We're gonna do the chain. And I'm gonna show you a nice little
technique that we can use to make sure that they
were super, super nice. So hang on tight and I'll see
you back on the next one. Bye bye.
48. Chainsaw Chain: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the chainsaw chain. And I'm gonna show you
a really, really cool technique for this
sort of elements. The first thing I'm gonna
do is I'm actually going to go to my front view, or in this case, we're going
to import this a chainsaw. Do this one right here, which is our chain links. I assume, I imagine like
we're not gonna be molding each specific link
that will take forever and it will be a really, really bad waste of time. We need to understand
how many pieces we have here so that we know how many pieces
we have to model. From what I was able to do in
understanding my research. We have two types of pieces. We have this link right here, which has called the
coding when chord, the one that uses or doctor
actually cuts the width. And then this one right here, which I think it's
called the driver link, which is the one that
gets pushed with the different engines and stuff to move the chain
around the support. If we take a look at
it, that's two links, that's one and then two. So we technically only need
to model those two links. But since we're gonna
be creating a tile, we might need to
create a third one. That's going to be the one
that combines both of them. I mean, there are quite
easy tomorrow I would say. So let's start with a plane. We're going to start
with a plane. If someone displaying all the
way over here. I'm gonna make this fight
Britain playing a four-by-four. We're going to rotate
this and many degrees, so that's facing us. Let's of course pushed
this image back. Actually let me grab the
whole thing right here. Let's get it into
a layer for now. There we go. You rotate, 90 degrees rotation.
There we go. Mesh display, reverse. The the reason why I started with a
four-by-four is because I can grab this four phases as you guys know, and
circularize them. Circularize. Now, this guys, remember, this happened just recently, tool for transformation that
the history there we go. This guys are gonna go right there and we can actually
grab the outer edge. And in particular, I said this wall with this
one right here. And it's gonna give
us a relatively circle edge, which is fine. In this case, it's not
so circular though. It's more like a
hexagon kind of shape. I'm going to go like this guy, this guy, this guy and this guy. Let's get them in there. There we go, a
little bit closer. We can of course see that as we go towards the center like
this guys right here, we're going to get
a flatter effect. Then of course from this edges, we're going to extrude
it to about there. We're just going to create the other link on
the other side. Here, I can also see that
we have sort of like a like a sharp line. Let's grab all of this and
make them sharp. There we go. That's it. When we smoothest thing, we're going to get a nice
little factory there. Of course, this guy, we're going to
extrude it to give it a little bit of thickness, a little bit of
thickness like that. Then delete the circular faces. Let's find the rich opposite the proper which offset?
And there we go. We're going to delete. This guy is right here. And we're going to, of course, a mirror this to the other
side with a bounding box. Bounding box in this
case is z negative. Apply. Well, we have this guy
right here now we should already be doing the hard edge. Thanks, they're hard
surface things. Let's go all the way
around our elements. And the hard surface
all the way around. Make sure that we're
not missing anything. There we go. And we beveled. We're definitely gonna have two segments and
its mole fraction. So when we press number three, we get this very nice
sharp effect on our link. Now, I've seen these sort
of things and usually what happens is you have two
of them on the side. So there's two little
links that hold together this other
links that we have here. So as you can see,
this two guys, we'll hold this specific shape, the driver and then
this one right here, it's going to be on
the opposite side, like it kind of like interlocks, like you have one on this side then the other ones
on the other side. But you do get this sort of thing on the, on
both sides, right? So you can see it here and here. So let's make the next shape. And for the next,
next, next shape, I think it's easier to do
to just do a quadrant. I'm gonna grab my quadro again. So Mesh Tools Create polygon. Let's start with a nice
little polygon there. With my quadrant tool. I'm just going to create the
shape that I'm seeing here. I do see some hard edges, hard surface edges
that are easier to, to create like this. And then a little curve there. There we go. Now we start adding
these things right here. We start filling in the
little triangle there. No problem. Remember the 32 gotten
to one thing that we can do to simplify our elements. We can do a two to
one over there. Let's relax topology
a little bit. And this is just to
give a nice like small topology on the
piece right here. There we go. We're going to extrude
this thing, of course. Give it the thickness
of the needs. It's probably gonna
be way, way thinner. Mesh display, reverse. And it's just a matter
of grabbing all the external
actually right here. Cruise with all of
them are selected bevel segments and
small fraction. Of course we're gonna
start adding a couple of hard edges like there, and they're probably
there as well. There we go. We have this
very nice ashamed right here. This one. It's probably
gonna be right over there. We're of course going
to have cylinders. Let's bring a cylinder here. I'm going to use
the little holes from the circularized
that we have. That's bringing
this down to eight. Again, it says we're going
to have so many of them. It is a good idea to
try and simplify them. There we go. And there we go. That's 60. This will go through
the, through both sides. So we're going to
be really flushed. Of course, we're gonna grab
the edge loops, bubble. When we smooth, we get this
very nice, clean piece. We need to make it a
little bit bigger. There we go. That one's gonna go there. And then we're
definitely going to have another one right there. This one, this piece right here, it seems to be the
same direction. I'm just going to
grab this one and it goes like right there. So that's like 11 link, that's going to be
happening there. And then we have
this other piece, which is the actual
like cutting piece that we have, the actual
cutting piece. We can see a little
bit more clearly here has this very nice shape. And I also think that
it's a lot easier to just do it with quadrant tool. So let's start right here
with a quadrant very quickly. Let's mesh display. Reverse it. There we go. And then we're going to
jump into our quadrant, grab this guy quadrant. We're gonna go there. There, there. There, there. Create a nice little
edge loop here. We can catch that curvature. Curvature there. So we should catch the
curvature as well. There, there. Let's keep going down, down, down, push this down, down. There we go. We'll just finish this thing. One there and one there
there, there, there there. Relaxed to the whole surface. And we have our nice
like cutting piece. This one we extrude. One thing that there's
one that will have is that this part right here, it's gonna be really
sharp because that's the one that we're gonna
be using to took up. You can see at the
right there on how the shading changes. Now some people like to collapse that thing
to create a super, super like razor sharp edge. I think it's a little
bit unnecessary, especially because you will get it will make the bulge
a little bit harder. So I prefer to just
keep it like this and then just add hard to adjust
if you're doing a game, though, that's a different,
that's a different process. Here, as you can
see, by doing this, we should be able
to create a really, really nice and sharp effect. As you can see, it
will look sharp enough for World War II,
for what we're doing. You can go even more extreme. Really, really, really
extreme on the sharpness. They're really looks
like that, like a knife. I want this to actually
show the knife edge. You can add another
edge loop right there. And they will show like a,
like a knife like that. So yeah, that's it. This is the this is the link. I know again that
this guy is going to be connecting there and there's also a couple of
these guys over here. It seems like whenever
we have one of this, we're also going to have one
of this as well about there. Joining both elements. And then we're gonna
have the cylinders as well going across. So this is like the, this would be like, I would
say one link of the element. Then technically, again,
technically this ones. Or actually that's one
of the thing we need to I think the
thickness is right. So lets just grab this guy's make them a little bit thicker and just push them out a little bit more. Probably not that much. More. There we go. Perfect. So technically,
if we grab all of these guys and we
were to group them, for instance, center
the pivot point, duplicate this and
move this forward. As you can see, we're
going to get our link, like we can just continue this and we're
eventually going to create our nice
little chainsaw link, which is exactly what
we're going for. One thing that I do know though, before we do that is that this thing is
the other way around. So I'm going to grab this group and let's rotate
this 180 degrees. 180. There we go. Because this thing is
the one that should like Shrek through the woods, like this, like
little eraser thing. So I'm going to call this chain link base and
I want to keep one copy. So I'm going to
duplicate this and hide this just in
case we ever need to do any sort of like change to the chain or anything right? Now, this one That's
the new duplicated, what I'm going to combine
it and we're gonna do it. You really, really, really cool trick that's going
to allow us to duplicate this thing along the curvature of the actual
acts or accident change. So change, so, so the first thing we need
to do is we need to create a curve that's going to tell us where all
of these things are. Let's bring this thing back. I'm going to go create nerve spring tips and I'm
going to create the circle. And I'm going to bring
the circle forward, rotate this 90 degrees. We're going to
position this thing right here on the board. Thinks should
technically be like holding or hugging the element. So in theory, we should
be able to actually snap this thing exactly on the
pivot points of the Kia. And it will be like
something like that. Perfect. Now I'm going to go
into the control Burtynsky's of the curve. And you're gonna see
that we have way too few controlled
diversity student. What I want to do. I'm going to go into
my modeling tab curves and I'm going to go to
rebuild curve and I'm going to change the number
of spans to something like 24 and hit Apply. What that's gonna do is it will create this exact same
curvature that we have. However, as you can see now
we have way, way more points. And the only thing I
need to do is I need to bring all of this points all the way back to where I would expect
this thing to me, which based on our
research, if you remember, would be like inside of a little box probably
all the way over here where the main engines is gonna be like moving
the elements. Yeah, that's it now to have this group be a
little bit cleaner, I'm actually going
to rebuild it. So I'm going to go back
into Curves, Rebuild. And let's say again
24 he'd applied. As you can see, it's not enough. We carried like a
really weird effects. So let's go like a 100th. Hit Apply. Now we go with the
a 100th points. This curve is a
lot, a lot nicer. You can see that we get very, very clean all the way around
and that's how we would expect the whole lake
chain to be behaving. Now I'm going to move the
curve is gonna be important. They've got to move the curve to the middle section
right there because that's exactly where it's
supposed to be going. Now comes the fun
part. We're actually going to be using a mash. Mash is a plugin that we
have here instead of Maja. And it allows us
to instance thanks across a lot of different
areas and options. If you don't have
the Mash plugins journal and make sure
to go to Settings and Preferences Plug-in Manager
and look for a mesh. There we go. You know what, I just forgotten, just
realized I haven't used them. The Karnak thing in the wild.
Sorry about that, guys. Yeah. Then after you have the
mesh thing turn on, you're gonna select your
chain link right here. And you're going to click this option which is going
to create a, as you can see, a mash network,
you're going to click this option box right here,
and this is the mash editor. Now, we do go a little
bit more in-depth in above the mash editor in
the intro to Maya series. However, we're gonna be just
taking a quick look here. So the mash distribute here is the main node that's
working right now. And we're gonna have
this little note that will in this case duplicated or instance this object ten times and
it's instancing them, as you can see on
the x-direction, which in this case we
don't want that to happen. We want them to go
This PSC offsets, so we want to push them forward. And as you can
see, look at that. We're creating our
nice little chain link one on top
of the other end. And we can create
like if you just want to create a straight chain, this is a great way to do it, however, and here's
where the magic happens. I went to have this
guy on this curve. So we're gonna grab
the repro mesh, this thing right here,
which is the instance mesh. We're going to graph the curve. And then I'm gonna click
this button right here, which is the curve
of work, the former. And what the curb
war of the former will do is it will try to form the object throughout
the curve right here. So one thing that
I did forgot to do is delete the history. So this one right here. Let's go to poly
modeling history. Now, we should be able to
grab this one, this one, and again go into the mash menu and do a current or former. Doing it a little bit better, but not exactly like I want. Let's check the options here. We definitely do want
to do an envelope. We're definitely going
to need way more copies. So I'll probably like a 100th. And maybe we need to
change the offset here. That's really weird. Let me go back. And maybe one thing I forgot
to do before the repro mesh, let me, let me delete the
repro mesh real quick. Maybe I forgot to freeze
transformations on this guy. So let's. It does have frozen
transformations with That's weird. Okay, let's try it again.
We're gonna grab this guy. We're going to go to match. We're going to create
an instance mesh. And then we're gonna
grab the object, grabbed the curve, and we're going to use the
curve of the former. As you can see, it is doing it, but for some reason
it's doing it on a different loop, closed curves. It's taking on a
different distance. I'm not sure another thing
that could be happening, which would be
really, really weird. But maybe the amount of points that we have in the crypts
are a little bit too much. Because it doesn't seem to be respecting the
proper effect here. As you can see, this thing
is trying to duplicate it and move them through
object, but it's not the curve. Let me, let me pause real quick, figure out what the bug is. It's probably the count here
and I'll be right back. It's just gonna be
a quick jump here for you guys.
That's the process. By the way, I'm not
making this up. This is the actual process. I actually did test
this out beforehand, but for some reason
it's not working now, let me check real quick. Yeah, so super simple solution. The problem was that my object was originally
like up here, it needs to be on the origin. So that didn't notice
that when we apply the correct format, it
jumps to the curve. Now, we should be able to play around with
the sea officer. As you can see right here,
we can start pushing the elements and increasing the amount of a
change that we need. So I'm going to
increase the points. Let's say like, I
don't know, like 50. And we can start
pushing the DCF. So now it says that
it stops right here, but it doesn't actually
stop right there. You can keep pushing
it. Since here we're gonna have like 350. It's way too much. Let's try 40. It will scale them
as you can see, it's kind of scaling
them a little bit. Let's try 30. That's a little bit better,
but now we're there we go. That's a little bit better now, I want to make sure
that we were actually getting all the way through
to the end right here. For some reason the last one is not it's not touching,
but that's fine. I mean, it's just the last
one that we can we can fix it relatively quick now it's also the forming
them a little bit here, but this is just a model. So even for animation, I think it might work. But as you can see, this is
working, I think nicely. That's a really nice proportion. In my case, I'm using
30 points and I'm using 243 on the offset. And that's getting me
the element that I want. The only problem was
the only thing I don't like is that the things are
going to the other way. Let me see if I can
rotate this guy around a 180 degrees or 270. No more. I know because it's rotating each one of them individually. Another thing we can do is we can go to this one right here, which is the original element. And right now it is doing
this again to the other side. If we rotate this thing around, it should do it the
other way around. So again, I'm just going to rotate the original thing that I'm instancing 180 degrees. And as you can see, this
works or looks a lot better. Actually nothing we
weren't, We were fine. But the focus is on the inside. You'll see that the
hooks on the inset. So I'm actually gonna grab
this guy, rotate this around. So now the hooks on
the outside like this, 180 degrees as
well. There we go. So now the hook of the chain
is actually on the outside. And the yeah, I mean, the the grid right here
matches the the chain. I mean, it's close, it's not perfect, but
it's kind of matching it. Then we can make this a little bit smaller and that will look a little bit better. I think we forgot to even
like a bevel this thing. We forgot to bubble. That's fine. But yeah, as you can see, this is our chainsaw. Now the one thing
that we definitely need to change a little
bit is the curve. I think the curve is a
little bit to a wife. So we can actually push this in. And they will adapt itself
to the curvature of the element so that it hugs the support a little bit closer. This yeah, that's it, guys. That's the that's the chain. That's how you model a nice
little chain right here. Let me show you something
cool real quick. I'm going to turn on this thing called
ambient occlusion and then this thing
called anti-aliasing so that we can see a
little bit better. And if we add a light, like directional
light, we press number seven and turn on
shadows as well. There we go. Now we're gonna
be able to see the little, the little details of each individual parts of the element. Quiet, nice, right? Not bad, I wouldn't say, I mean, this looks
quite, quite nice. Yeah, that's it, guys. Now, let's do a little
bit of cleanup. We still have a
little bit of time. Let's do a little bit of
clean up this repro mash. If we don't want to
mess with it anymore, we just duplicate it. And then we can eliminate
the original repro mesh. And now this one
is like geometry. So this is just like
normal geometry there curb doesn't
influence it anymore. There's no connection. We can actually delete the curb after I've
I've done using it. So I think that's,
that's a good idea. Now let's just clean
this up a little bit. So I will grab all
of those guys, probably Control G and
call this chain saw. Saw. The main part. We're gonna call
them welded plates. This is the gear gear saw. This is a main
support main bolts, and this is going to be the
actual chain. That's it. We have our very nice
first finalized pisa the chain was is looking pretty, pretty dope, pretty,
pretty cool. I think. We're ready
to jump onto the, onto the next one,
which is gonna be the body of the whole thing. Hang on tight. I don't see you back
on the next one, guys. Bye, bye.
49. Chainsaw Cover: Hey guys, welcome back to the next part of our
series is still there. We're gonna do the
chainsaw cover or the cover that
goes here where the War of the chain and the main blade of the thing, which is
this one right here. I'm going to turn off the initial thing
that we had there. One thing I'm gonna do, let's, we don't need the
image plane anymore. This third image
plane, that's fine. This one we also don't need, so technically you can save it. Here's where I recommend doing
the increments and safe. So in case you
need to go back to a scene where you have
all of these things. Just go back in and that's it. Let's go back to number
five, which is no light. Grab all of those
guys. Of course I need to grab these
vertices right here. This would go all
the way over here. We would expect to have some
sort of like a round effect, even though we don't see it. That's where we would
expect to see it. So it's gonna be hidden behind this blade right
here, this main area. Main area, it's quite easy. I think it's a simple shape, but they got this thing is
kind of like in the way. So I'm gonna go everything, right-click this layer that's
selected objects so that we can turn this off and
just hide them for now. As you can see, this
round shape has a round shape over here,
kind of like a cover. And we can see it here on the,
on the pure file as well. This site that has
this sort of effect, a little bit of an inclination and then flat, pretty
much flattened. And this two little lines
there as a little detail, the bolts as well. So I am gonna go with quadro. I think quadro is
gonna be one of the four main tools
throughout this exercise. In the same way, the cylinder is worth the main thing
during the camera. In this case, I
think the quarter is going to be a
little bit better. So let's start with a
big plane right here. Or we go, Let's go
into vertex mode. There we go. We're gonna go poly modeling
quadrant 12345 over there, 67, you can see sharp
changed right there. So instead of following, flowing with the elements, we're going to
create a new 1463. So let's do one more here. And then there,
there, there, there, there, there, there,
there, there, there there. Here we have again four. So easiest solution. Just add one more line there. That's gonna be there we go. Now of course this are super, super dirty, so let's
start stretching them out. I like to work this is, and you probably have seen that throughout this whole series. And then you've have any
of my other tutorials. You probably know that
I like to work very, very dirty at first
and then start polishing us as we move along. So that's just one way to do it. There's other people
that are really, really perfectionists. The way they work. I have a good analogy for that. Some of you guys may
be fancy for baseball. I'm not, I'm not
really a baseball fan, but I do know a
little bit about it. And one interesting
fact that I learned some time was the fact
that it apparently, or there are apparently
different types of pictures. Some features are good at
the beginning of the game. Some pictures are
good at the end of the game are some pictures aren't good at the
end of the game. So depending on what kind of pitch you want to have
throughout the games, part of the strategy. You're going to be a changing
who is the main picture? I think in 3D is something similar like you
are going to be. Sometimes you're
gonna be better at starting projects and
then someone else is gonna be really
good at refining them. Or the other way around, someone's going to
be really good at making the blockings
and the main shapes. And then you're gonna go in and really apologize and things, especially when you're working
in a team environment, that's something that's gonna be really, really important. So I know that we're gonna
have a line right there, but before we add
any of the details, I think we need to add the
main volume right here. And that's why I started. We'd like a super, super simple solution care because I can just grab all of these
guys right here. And again, if we take
a look at a pure ref, you're gonna see
that we go pretty much all the way through. Maya. There we go. I'm just going to W and just
push us forward like this. Just keep them nice
effect right there. If we want, we can give
it a nice little bubble here to help me around
everything off. Yes, we're going to
get a triangle here, but the easiest way to solve this triangle is
just to delete it. Just delete that triangle. Delete the vertex right there. Let me move this thing a little
bit down, and that's it. That's the, that's the
main plate that we have. Now we can start thinking
about the details, but before that I would like
to add a thickness to it. So I'm going to
extrude this thing out to give it a little bit of a thickness to this main plate that we have over there. Now, if we go back
to the left view, we can see the
details right here, this line, this very
nice section, light. And I got all of these borders here and add them together. The whole thing, Let's make sure that it's completely lined up. Let's move this up and let's add one more
line right there. And yeah, we're we're pretty
much at the finish line. I'm just going to have one
extra line over there. We also have this
holds over here. This will address them now. So there's one over there, and then there's
another one here. It's one to 12. And then there's this second
line right here, right. The second detailed line
that goes all the way, pretty much all the
way to the back. This does seem to have a little
bit of funding clinician. You can see that
it starts up here and it goes all
the way down here. I'm going to create
the thickness first. There we go. Then what we can do
is we can just use this vertices and just move them down in a very
similar fashion to how we've been
working so far. Just kind of give them
the proper inclination. Like make sure this
thing is like flowing down in a nice controlled way. Now, let's of course add
the actual extrusion. So let's grab this,
this, this and this, this, this, this, this, this, this and this Control E, or through them up and give
it a little bit of offset. And I'm actually
going to immediately extrude them up again to
create the edge loop, the support that we have there. And that's gonna give me the nice little
line right there. Look at that super clean. And here's where of course
we can go to the left view, take a look at this
line right here and review the
inclination, right? Let's make sure that
this thing is actually flowing in a nice, straight away or as
straight as possible. There we go. Now if we want to sharpen
them a little bit more, we can of course add a support edge and
just be careful that this support which does not change the shape
of the elements. So for instance there,
I don't like that one. So we might have to do something, something
different there. But I actually do
like the way this are looking, like they're
looking quite nice. The only thing I
might want to do is I want to fade them out
as they get closer. I'm going to start pushing
them in like this. So they kind of
like flow and the emerge back with the
original effect, especially on the lower one. The upper one does seem to have a really straight
edge over there. Of course, we need to add
a couple of support edges. So we're gonna have
one there and one there to keep this thing
like nice and tight. That's how the
one-line right there, one right there and
one right there. Those are also going to help with the overall
shape of the plate. Looking quite nice over there. We're still getting
those sort of like pinching problems here. Should be able to solve them without too
much of a problem there. We do get a little bit
of a weird pinch there, which I personally don't
super, super like. Let us go to the left view. And since it's few
polygons here, we might be able to just
spread them out while keeping the curvature like this. That way we don't have
the pinch anymore and that we still have
the hard edge over here. So yeah, that that's
looking good. Now, of course the word what
was the word of this thing? Remington, Remington brand,
would need to do a super, super complex shapes and elements to get that
specific shape. So I'm not gonna do it
for this particular one. I'll probably do that
in Sievers to be honest and with a displacement
map or Obama or something. Because yet so it's a little,
little bit more complex. But this plate, this,
we're looking quite nice, Quite, quite nice. The only thing that
we're missing are the little square
holes right there. The allow us to kind of
see inside the element. It's weird. Let me, let me look at
the reference and see. Yeah. They allow you to see
instead of the of the thing. Yeah, absolutely. You can
see them right there. There's actually this
one is another brand. You can see that on the handle. It's a different one, so there's only two lines
as you can see there. And then there's two, those
two elements right there. Perfect. Let's go to the squares. Left view. Seems like I forgot to
add one line right here. Did I do it wrongly? It looks like I did wrongly. I'm going to add two
more lines. There we go. So select those faces, delete, select those faces and delete. And that's gonna
be the two holes. Super messages go from one
to the other and the bridge. And then etch, go from
one to the other. Oh, it seems like things are not really weird from
here to here and rich. Now to really hold
the edges, of course, we don't want this is
very important and we don't want to add any offsets, because if we do offsets,
we're gonna get the circles. We actually want to
keep them like this. And when we insert a couple of edge loops to support the shape, we're going to have a really nice straight,
straight elements. So you can see that right there. Of course we're gonna
need like one on the inside and one
on the outside. No bubbles, no
nothing in this case, we want the metal to
look quite, quite sharp. We go much, much better. Now as you can see, I'm
not adding lines on the horizontal side because it's going to affect my
curvature over here. I only add the lines on the
vertical side of things. Yep, that's it. This is
the this is the plate. Now we're just
missing the bolts. Nuts and bolts. I am going to grab
let's do the cylinder. The left BYU. Have this right there. 90 degrees proper
size, just that one. Same for this one.
Well, let's do one and then we'll duplicate
to the other side. This is just again, this
are not going to be like completely engineered the
correct nuts and bolts. They're just gonna
be here for show. In this case, the
only thing I need is just a nice bubble there. We can actually delete the back faces to save a
little bit of topology. Because this thing is
going to be stuck there. Then the bolt, as you can
see, it's probably like Not symbols are usually
like six-sided. I think. Double-check that real quick. And not six sites. So I'm gonna go
here to the center. Let's go six sites. Then I'm going to go
up the outer sides, Control E to give
them thickness. Delete the inside
of the insights. Go from here to here, bridge that yet that's the,
that's the bolt. We can actually grab all of
the edges and label them. And that's gonna
give us the default. Let's go to the left view. Snap it to the center there. Rotate this 90 degrees. Find the proper size which
will be right around there. Usually, Usually Usually the
inside of them bulb though. It's usually like strict color. Let me see if I can circularize this things. I might be able to. That's not bad. I think we just need to
it's trying to do it. That tells me that one
thing that we could do is we could grab
the outer edge. Then grab this guy
right here, circular. I said, There we go. Give it a nice little offset. Then if we extrude
this thing down, and we of course
bevel this edge. There we go. Mesh display, reverse. And that's where not. Yes,
of course we could go to the circularize and maybe you twist this thing a
little bit straighter. That looks nice. I'm probably going to add
one bevel there as well. Keep it sharper, it nice. And you need to decide
how big this is. This tend to be quite
big to be honest. Most of the
industrial knots for, especially for things like this, like dangerous things
like this chain. So you would expect them to
be like quite sturdy, right? So probably something like that. Then for the actual bolt itself. In these cases we're just
going to use a cylinder. So same deal. We snap it there 90 degrees. In this case, I am
going to leave it as 20 sided cylinder. Because I went a little bit
more detail on the curvature. This edge right here, babble it. Now some of this like elements
have a threat on them. If you want to add the thread, I'm just going to add
it on the outside because we're not gonna see
the inside of the elements. I'm just going to bevel. We looked at nice
little thread there. Control E. Just extra. So when we did this, we get that nice little threat. And we of course
delete the back faces. That's it. Now we're gonna see a little
bit of threat for the bolt. Grabbed all three things. Let's combine them
into a single object. Left view. We're going to duplicate
and move them to this side. And there we go. My friends are back,
blade is ready. Now let's check it out
with this guy right here. Looks pretty, pretty good. I'm going to grab all of
those guys right here. Group it til the history of his transformation center pivot, and let's rename them. So this is going to be
what's called a saw plate. This is going to be bold. Going to be bold be, and this is going to be played. Now this one definitely
needs to go a little bit up, like right above there, just because it's
gonna be covering this whole thing, we still
don't know where it, most of the things that are
gonna be because we do know. So this one should be
like right about there. This group right
here, this change. So group should be
right above here. Yeah, there we go.
Second part, ready? Let's go to the next one. I wanted to live. There's just a quick
comment. I wanted to leave this one that at the very
end because I knew that we were gonna have some difficulty on a couple of the other ones, like the GameViewController was three key, the toaster was, I think EC, the camera
was definitely a tricky. But now that we know
all of the main tools, this is gonna be a
piece of caking. We're gonna be
enjoying ourselves because it's gonna
be so much fun. Yeah, that's it guys. I'm going to stop right here, and I'll see you back
on the next video. Bye bye.
50. Chainsaw Main Housing: Hey guys, welcome back to
the next part of our series. Today we're going to start
with the main housing of the chainsaw. As you can see right here. I think there's two
images are probably the best tool to understand what's going on here
with the housing. You can see that we have this orange plate, which
in this case it's blue. And this is where the
headless attached to with this circular thing over
here, interesting shape. We have this other
plate which is I think where the motor is gonna
be like breathing. Then there's two caps over
here that we're gonna be using to probably feel are
filled with fuel. And the other types of elements. Right here is
really interesting. And again, we can use
our quadrant to create the basic shape on this side,
on the, on the left side. And then just extrude all the way to the front to
create the front side. Now you can see that this thing actually goes forward like this. Let me see we have another view. Yeah, you can kinda
see that over here. It starts and stops there, it goes down here. And I don't have a proper
image for this unfortunately. But it continues to about
this place right here. Have this other thing which is like a garden or something. We're gonna be doing
that later on. You can see it's, it's with
this big piece right here and there's another piece of
blade like spiky things. But yeah, so this is the shift that we're gonna be going for. So let's go to our
left ear, right here. Let's delete the layers, won't actually this layer. Let's just rename it yet.
Let's just rename it. Let's call this blade. I know it's not ablate or probably that's not
the right name. Describe both groups, right-click and add
selected objects. And that way we
can turn them off. There we go. As you can see,
this is the image and as I mentioned, it's, I think it's gonna be a
little bit easier if we just follow this shape first and then we extrude all of this remaining base
R to the other side. Very similar
process, we're gonna go Mesh Tools, Create polygon. Let's start down here, like in this little corner. Let's start with our quadrant. Here. I'm actually going to be
a little more careful because I do want
to hold the Azure, the security trends of this
thing a little bit nicer. So we know that we
have some sort of like a round thing
going on here. Then this thing stops. And then we go over there, seems to be a little bit of
a fog from element there. Whenever I'm tracing an object, I like to go through the border first because that
way I know when things are going to
be hard surface or soft surface depending on
how we'd like, modify them. Here. I'm just gonna
keep going forward who weren't quite round. Actually. I mean, we can already do the sort of like cylindrical
shape, so that's fine. It seems like we stop right
about there on the front. And on this side, this
is a round surface, so I would expect this thing to start moving around like this, creating a nice little shape. You can actually go into, into smooth mode in
number three here on your keyboard to start tracing while at the
same time seeing how this thing is looking. Perfectly, perfectly
fine to do that as well. Now, one thing that I am seeing, and I think it's
going to be important that we address soon. See I'm adding a
little just to keep things nice as possible. I'm actually going to delete
these guys right here, like all of this element
because I think are rather extrude that and I
just wanted the main bodies. I'm gonna stop right about here. When this thing becomes
like a 90 degree angle, if you have extra points there, you can double-click the
tool and cleared thoughts. And there we go. One thing that I'm noticing
is this line right here, this section line called
light on the reference. It does look, it's
like a sticker, right? But we could model it. We could actually model it
inside of the upper plate. The only thing is we don't
have it on the other side, so I'm not sure if it's really going
to be worth it though. I'm just going to measure this. If you wanted to do this out, probably makes sure that the
loop follows that section. So we can just do a quick belt, just throwing this out there in case you guys
want to do something, something similar in
other, other occasions. Now here you can definitely
see that we're going to need a couple
more edge loops. Always want to keep this as
nice and clean as possible. We can start with
waxing some of this and I'm just going to
start adding in completing the puzzle
piece right here. This sort of technique,
this tracing technique, super, super useful and
super super common. Whenever you have a
volume or a shape that's EC2 to trace like
this one right here. And especially if you
have like a side view, like what we have right here, sometimes you need to
work without the sort of things and it becomes a
little bit more complicated. Here. Again, we can do our
little topology tricks. Remember those? Let's do 321 over here. Because there'll be way too
many polygons going on here. I think we can afford
a one more polygon, shouldn't be that bad. We relax this, a
surface over here. All of this, Let's relax it. We can have one more. Like loop going on here. I'm not sure if I
wanted to triangle, but I'm gonna keep it for now. And then here Let's
hit one more. And the whole topology is getting a little
bit weird over here. Here's where I will probably start simplifying a little bit. Like can we reduce some of these are just move them
back a little bit so that we don't have to have such a weird topology in this topology is
really, really weird. Let's, let's clean
this up a little bit. Another thing we
can do is we can go and do the three,
the two to one. Remember two-to-one. Can do two to one and
then that's a square. There we go. That's a lot nicer, a lot nicer closer
to what we have. And our topology is
flowing where we better. Perfect. Yeah, That seems to be
looking quite nice. Let me grab this whole
shape right here. And I know due to the reference or at least the blocking that
we have right here, I know that this is gonna
be like right around here. Here's where we might need
to turn this thing on. Because this is roughly the place again, we
check the reference. You can see this is a plate.
There's a little bit of a gap in here, and then
there's the blade. And after the gap, that's where we have this
thing right here. And we're gonna control E and the extrude all the
way to the other side. Like that. There we go. Mesh,
display and reverse. Not of course, of
course, of course, of course I know that we don't have any of
these interfaces. This is like a hollow metal
plate equals probably. Here's what reference is
really, really handy. Little difficult with product goes all the way around here. So all of this
front-facing elements are probably going to be gone. You can see that here again, from the reference, we have a section line right at
the middle, right there. That's a nice little group, same for this one over here, which is where
this thing starts. So you kinda goes
there and it goes out. So that tells me that some
of these lines over here, this front area,
it's a little bit thinner than the other
parts of the elements. So I'm going to, from here, I'm probably going to add those two lines that we have there. Let's do 20%. I think it's a good number. So 20% on both sides. Or another option here, let me, I'm gonna add one
that right in the middle. And then I'm going to use a
mesh tools offset edge loop. That way I know that
both of them are gonna be exactly the same distance. There we go. Then from this line
is right here, Control E. Those are the
ones that are going to continue our nice
trajectory right here. So Control E or Control E. E. Control E or Control E. There we go. So that thing is
going to keep on going and creating
the nozzle element. Because at the end, at the
very end of the whole thing, we're probably just going
to extrude the whole thing and give a thickness to create the actual like the
actual segments. Now, here's where we
can add this slice, this sexual ninths
that go pretty much throughout
the whole element. You can see they go on
the front side as well. This one like the one on the right seems to
be a little bigger. I'm going to scrub this guy. That one's going to
be probably about there and this one's
gonna be about there. And again, I know
that this line goes all the way around,
all the way around. To control E. We're going to extrude this,
however, at this thing. Oh yeah, it's fine. It's fine. What's gonna say
that we still need this curvature right here,
but yeah, we haven't drink. Yeah, that's the one. Then this one's control ie. Are you going to extrude
a little bit out so make sure that we don't get any weird faces or anything like this face
right here, like the caps. I'm going to delete
them for now, later on if we need them again, it will bring them back. But those could mess things up when we do
the full extrusion. So I'm going to
get rid of those. And as you can
see, we're getting the nice little
shape there on our, on our cartridge strength here. Now on this site
there's nothing. It's a very simple shift. Select a line here, it seems like a whole square. We can not that one, not
another big deal then. But then this side we do
have this bold sections like where this thing like what are these
things split collide and that's gonna be
on the front view. So let's go to the front view. All right. View rather. Again, I'm now following
the other photograph. I'm just going to find the
area where these things are. As you can see here, I kind
of missed the how far, far out or maybe not, maybe. No, we're fine. It does seem like on this
side of the element, this thing is like
more complete. That's something that
we might need to take care of right here. I'm gonna grab this
guy right here. Let's move this forward. For this one. This one only on the same plane. It's not, not moving
in them on the x-axis. And then I'm gonna grab
this guy Control E. This guy is gonna go up. This and then Control E. And we're gonna go like this. Snap it, because we wanted
this to flow that way. These two points we're
gonna emerge to center. This two points were
marched to center this forward and then this guy
Control E, pushing forward. We can grab all of these
guys, snap them together. Let's go again to the
right view and see, yeah, you can see this thing kind
of continuous a little bit more than the other side. Actually. Quite a bit more it seems. Yeah, it goes pretty much
like all the way over here. Here's where we
definitely need to correct some of the
housing things. Let's grab those
guys right there. So I'm gonna grab
this edge right here. Just control E. And kind of like, let's
go to the right view. Follow the same sort of direction that
we have right here. Where we'll following it. We probably want to curve
them out a little bit. They nicely bent towards the the other pieces and it does seem to
go like all the week. So I can see you see that
little piece right there. So it doesn't go all
the way to the front. Again. We move and rotate a little bit. We move and rotate a little bit. There we go. Now, it's
just a matter of bridging. Of course. The Brits shoot, be fairly, fairly easy. Can think should smooth
out pretty nicely. Like we're not really changing anything
on the silhouette. Now, of course, if of course we need to patch
it this area right here. And I think we can try
and do a quadrant. Let's see if this respects
it a little bit better here. So let's go there now. See the problem with quadrants. It's trying to go into
different directions. So we're probably
gonna have to do this a little bit more manually. Not the end of the
day, of course, just a little bit
more time-consuming. For instance, from here, let me extrude out like this. Like there. Then extrude forward. Let's scale them. Control E, or Control E for more than a little
bit of a rotation. Control E there in a
little bit of a rotation, control E there and
Control E there. And that should be
more than enough. Because this big
piece right here, this white piece will
cover everything else. So yeah, it shouldn't
be more than enough. Let's just start
grabbing this vertices. Merging two center. Since we extruded
from a single plane, everything should be in the
same, in the same level. So we'll just grab all of
these elements right here. And there we go. Nice. Yeah, that's looking good. Now of course we
need a little bit of a bevel on this side and
on this side as well. I don't see it on
the bottom side, so I'm only going
to do it there. But you know the rule. So we might as well just
bubbled the whole thing. Just to keep the
edge loops clean. Let's do a bubble. That's gonna be an
angle, that's fine. I'm going to keep it either by relatively big,
something like that. And there we go. That's looking quite nice. And of course we have
an issue over there. Delete those guys and delete
that, perfect right there. So that should be going back to a single square.
Delete that vertex. There we go. Now we have a nice effect there. We just forgot to merge
those ones. Cool. Let's do the little bolts that
we have there on the side. This one's right
there. For those ones, we're gonna be doing something similar to what we did when we were doing hosts inside
of the other elements. We go to the right view. I can see that one volt is
going to be unlike this. Let me go into face mode, like this area right there. One volt is gonna
be like over there and the other one is gonna
be like right over there. So those are gonna be like the sections where do
bolts are gonna be? There's a lot of ways to
do it, of course, a bit, I think here in light
Booleans might be an option. For instance, this one,
I think it's elevated, it's just Control E offset
to create the little hole. And then Control E. And I'm going to, I'm going
to select the more places. And I wanted to start
with this one right here. Control E, Let's
offset a little bit. And then Control E with our key. I'm just going to scale down. Now the problem here
is we actually, I actually want to
delete this guys. I want to create
the actual hole. From here. I'm going to extrude
and I'm going to push in. And then we're going
to bridge from this side to this side. We can create the actual
little hole in there. Just to keep it simple. I mean, if we have 12
pebbles Over there, should be fairly easy to just
bridge from here to here. And on the other side as well. The other way the flow of
the bevel remains intact. When we do this, we're going
to get that sort of effect, which has close to what
we have over there. I think there's some little
bit too deep though. So I'm gonna grab
this vertices right here and probably just
like push them out. That's a little bit closer
to two what we have with it. Again, if I take a look
at it, you can see that it doesn't go all the way
to that, to the front. It kind of sticks
right about there. Let's go again to the
right. We'll do it again on now on this face right here. 1234, control E Offset, Control E scale to
create a little hook. And then delete these faces. Grab this face control E, push it in, and then
bridge over there. Then we add the two edge loops that are going to
follow the Bible. 1234456123 for 56 level. There we go. That's it. Now again, very similar
thing to what we did there. We're just gonna move
this guy's forward so that the whole is not aspect. I mean, both holes should
be fairly similar in size. So either we make
this one a little bit bigger or we make this
one a little bit smaller. I think this one needs to
be a little bit bigger. So here's a trick
that you can use. I'm going to select all of the vertices that
are right there. And if I tried to go to the
right view and scale them, it's gonna be very
difficult because the pivot point, this is wrong, but we can actually
press D here, move the pivot points
so that we follow the side that we
want to scale it, scale it up, and
then we'll scale it. That's gonna give us a closer, something closer to
what we have over here. You can modify the pivot
point on the selection. Make sure it fits a
little bit better. That looks pretty nice, pretty different ice
we do have one like actual player that's like
pinching a little bit. You can see it right there. We can push this edge
loop up and up like that. That should soften
it up a little bit. Later on we can add
another support edge. Now let's go for the final bolt. So that one's gonna
be right here. So it's gonna be like
this face is right there. So here the only problem
is that the edges are getting a lot
more contracted. So I'm gonna grab this
and bring it down a little bit for this vertices. So we have more room on
this ones right here on this four vertices
that we've been using, Control E offset. Here's where are probably like work on the shape a little
bit better beforehand. And that will scale,
extrude the scale. Delete all of those elements. Control ie, push this back. Grab that one, bridge, sign like 12, and then
select the edges bridge 123. The edges bridge. There we go. So now we have that
nice round effect. The size seems to be fairly, fairly consistent, so
I'm happy with that one. We do need a little
bit more height. They think. They seem to be a little bit too shallow on the front view. Here, one thing that we can
do to make it a little bit easier is governed like this
face, use soft selection. Just tried to push this
thing like downloading more to get a little
bit more room. Same for this one. Just like give a little
bit more room there. In their way when we place
the actual like the bolts, screws, things are
going to look nicer. Let's do this real
quick so that we get everything in
the same video. And then on the next
one we're gonna work on this plots that
we have on the top. Or actually no, I think we're already over the normal time. I'm going to stop
right here, guys, in the next one we're
gonna be working on the details for this thing. We're gonna do the descriptors
that we're missing there. And we're gonna do
the what's the word? Ddt? Ddt team. Those caps right there. Yeah. Hang on tight and I'll see
you back on the next one. Bye bye.
51. Chainsaw Housing Details: Hi guys, welcome back to the
next part of our series. Today we're going to continue
with the housing details. So let's get to it. For the housing details. I mean, the two main valves
that we have up here, not this one and this one. And also the descriptive
which we need to model. Again, there's a lot of ways
to model the scripts we've already did one last time. I think we're gonna do the
same one to be honest, I'm gonna start with
a cube mesh smooth. Let's go there. Let's do it again to smooth. So in this case, we're going to select the lower half of it. Let's remove soft selection. Let's isolate this real quick. I do want to do something a
little bit different here. What I'm gonna do is I'm
going to blend this out. I'm going to make
this completely flat. It's kind of like a circle. Now I'm going to create the
borders here with an offset that I'm going to create
the screw on the instead of I've seen some screws and
some of them don't go all the way to the outside. They're only like, I think they're called Phillip's screws. This control E. We're gonna go down again to
save a little bit of time. I'm gonna do Control E, one
small x truth control E. Second extrude
control E one more. And that's gonna give
me that hard edge that we're going for. Now. I'll probably got
this guy right here. Press B again, self-selection. And I do want to
give this sort of like a round effect over here. Like I'm the head of
the screw like this. And then I'm going to reduce
this thing like the or. Rather than reduce it, we can
just select the interfaces. Let's go top view. This guy is right here
and this gets right here. I'm going to bring them
down, scale them down. I'm gonna go like this for guys and bring them a
little bit more like that. That's, there'll be a little bit closer to what you would expect. Then just gonna grab this guy, give it like the little
head of the screw. And that's what we're
gonna, we're gonna see. So grab that thing. Let's make sure that
it's completely flat. Give it a nice fraction
there. And that's it. That's her, that's her screw
for this, for this element. So it's not the point. Let's move it all the
way to the top here. Great, the boat there. I think I did forget to grab this vertex right
here for this guy, this guy, and just
push them forward. The screw is not
like a hallway in the border that we had there. Press F over F is always a
great tool to fund this thing. Now you can see that the
screw is really flat, but this surface is giving us this sort of like weird effect. In this case, it
seemed a certain sense the surfaces as flowing nicely. We can add one
actual right here. And that should give
us like a flatter, flatter bed right there. That's where screws is gonna
be like right about there. Here's where I'm might be even tempted to just give
this a little bit more of an extrusion and make this thing like
a really go in there. I know that this is not
what we would normally see. But since I don't want to
see the insight there, something like this might
work a little bit better. I'm going to go up
to this face is flatten them out,
bring them down. And that's going to
allow my screw to, to leave a little bit
nicer over there. Control D. Bring it on
this one over here. One fits a little bit better. Let's give it a little
bit of a rotation so that it's not all of them
are at the same, at the same rotation.
There we go. That's it. Nice little screws
on the top of the element. Now, we have the cuffs up
here and I know that the caps are going to be our
cylinders and they're gonna be inserted into this
area is right here. So easiest way to insert a
cylinder, we already know it. We create the new cylinder. We make this eight sites and we bring it towards
supposed to be. So let's go to the right view. And this one is
right about there. And we can see that this
is roughly the size. Again, if we take a
look at the reference, I know that the other one is a slightly smaller, so perfect. This one's gonna be
like right about there. Seems like a really big
concept right there. But my object is not as big. I mean, we can make it
bigger if we need to, we can just scale this thing up and it'll be the same or just centered a POC point and give a little bit more thickness
so that we have enough room. We have, of course,
is going to have to pick our little screws here and move them forward. They match the curvature there. And that way we can fit this thing right there
with as close to the Proportions as possible. Yeah, that seems like a
really big really big, but yeah, it seems to
fit that this is really, really close to the border. So now what I need to
do is I need to create the points where
this thing is gonna be, like emerging two. And we already had a couple of faces here that we can recycle. Let's move this a
little bit further here so we can use
this two phases. I'm going to insert a natural
or right around this edge, right here, right there. So that's 12. Then I'm going to use
this middle section. Let's move. It shouldn't
affect anything really. And let's insert another
section right there. Now I'll have this one,
this one, this one, and this one, which I think I wanted to
match the closest. What I'm gonna do is
we're just going to start moving these
points around. For instance, like this
point, Let's move it back. This point, let's move it in and back a little
bit at this point, let's move back a little bit. This point Let's move with Ian. And in like this
one's fine there. And let's move this
point link over there. By moving these points
around a little bit, we're gonna make
sure that the bridge goes a little bit cleaner. Let's grab this
object real quick. Let's select the
vertices control if 11 delete and combine both objects. Of course, grab both
objects here and bridge. Now, this thing is molded
through that thing right there. And we can of course
add an insert edge loop right there to make sure that the connection is
a little bit better, I'm probably going to add
another connection right there. So this thing is nicer. Now this is where you would
pour gasoline and stuff. And again, I'm not
going to be like this assembling any
of this elements. But they might not be
a bad idea to just create the little
hole right there. So that will be that
will be at the right, that will be the whole
for that, for the gas. Now for the cap, we're
actually going to go for a high polygon cap
because as you can see, similar to the camera out
we have a lot of divisions. I'm not sure how many I would say about in 4040
seems about right. Let me just but will this
thing once there we go, we get a nice effect over there. Yeah, I'm just going to
create the cylinder, change the options
on the cylinder to 4040 degrees or 40 divisions. I know based on the
concept of its riches, but it also has a
cap on the middle. So control if 11 offset, then this thing, push it up, and then we have
the caps, right? So I'm going to delete
this edge right here. Like this guy right
here, Control E. Keep Faces Together off. Give you a little bit of
offset and extrude them out. When we smooth, we're
gonna get this thing. Of course we need a
couple of support legis. One down there, one
up here, probably. One. Again, one up there, one done there, and a couple
of ones over here, here. And now here, we get this very
nice effect on the inside. If we want to be super
precise, we can of course, an offset this a little bit
and then bring them in. Just said this is
like a true cap. You can even more like
the like the screws here, like the thing that actually
screws onto the capital. I don't think it's
really necessary. Let's go to the center
point here on the cylinder. And we're going to rotate
this to try and match the curvature as
nicely as possible. Let's scale this. I'm gonna change the MLC
two objects so we can move this thing that's
smooth this out. That the pretty much
fits, fits nicely there. It says it's gonna be our main
Leica section, therefore, the capsule, that one, that one's looking quite nice. Now we're gonna do
the second one, which is quite small or smaller. It's gonna be in this
area right here. So very similar process, just cylinder eight sided. Let's bring it over here. Pretty much at the
same distance. It's about this size. I do feel like this thing, it's a little bit
bigger than it. It's showing right now. I am going to grab all of
this bird you see right here and give it a
little bit more room. So otherwise this thing, the size that I'm seeing
on the reference, it's not going to match what
we have on the elements. So that seems about that. It's smaller. You can see it's flatter, It's a little bit more like
flushed to the surface. Let's move it. There
will be like right about there, I would say. Again, we're going to create the loops that we
need. So we need 123. We delete this face
is right here. We're going to start moving
this point a little bit closer to to where
it's supposed to be. That one's fine. Small down a little
closer, closer. And again, the reason
why we move this closer is just to
make sure that the, that the geometry that's
not a stretch as much. And it feels a little bit more
inline with what we have. Grab both of them. Combine them. Vertex, scrub that one, delete the lower faces. Edges, select the faces here. And we reach. There we go. How would a nice little
connection over there? You can as well add
one right there so there's a little bit closer
and closer to the surface. Control F 11. Let's
extrude, offset, extrude and create the cavity and probably just beveled
edges for good measure. There we go. This guy Control D snapped into the vertex there. Of course make it smaller. This one is again, a little, flush it to the
surface. That's it. Look at that. Quite, quite nice. I would say. Yeah, I think we're pretty much done with
this piece right here. The only thing that we're
missing now is the thickness, because we should have a
little bit of thickness. However, here's where things might get a little bit trickier, complicated because
we've changed the way that the object works. Sometimes and I think this is one will be one
of those cases. Sometimes you're
gonna keep Worth have things that are thin, like this one right here. Unfortunately, we can't just like control E and
extrude that out. I mean, we could try it, but it's going to
look really weird and it really doesn't
change that much. I mean, it actually doesn't
doesn't change much, but now it's not really
helping in the problem is, we have so many nice shapes
over here that it might be a better idea to just try it and create something similar to
what we did with the camera. So I'm going to try
and do that here. So I'm gonna do Control E. Just create a little bit
of a Philip right here. Okay, So now, yes, this thing is gonna be
like thin like like I know what that will look
weird, Wouldn't it? We need thickness. We didn't thickness.
I'll do this. I'll keep it like this for now. And later on when we fill the remaining things that we are still missing
inside of this area, like that thing right there. There's a couple of engines
are cylinders right there. We'll we'll fix it. Okay. Because it's again, it's
not really nonsense. It's really, really thin. It's a really thin object. But this is important, I
think will be important for us to consider it, right? Yeah, we're gonna have
to find out how to how to fix the sort of
thickness right there. So how are we doing on time? Okay. We still got a little
bit of time. Let me see. What else do we have here? There's another plug to them. See here it's this
one right here. You can see it
here, right there. This one. So there would be like a cylindrical hole
on the front here. Just that one right there.
I think we should add it. So I'm not going to
add it as a whole. It's gonna be more like
rather I'm not going to add this as a protrusion is gonna be more like a whole. Let's go eight sides here. We're gonna go
something like there. It's roughly about there. The cool thing is
we already have, or we should have enough
information here. In this case, since
we have this here, it seems to be aligned
with a big button. So I'm just going to use this four phases that
we have right here. But I don't want to grab an edge from that, from the border. So I'm going to add a
natural their control E. And we're going to
offset right there. Now let's try to circularize
that one. Yeah, perfect. That works nicely. Then let's keep just
making it smaller. There we go. If we take a look
at the right view, we're a little bit low. So we definitely need to to
move this thing up and up, like they're trying to match the same circumference that we have and we just delete. Eventually, I think
we're going to end up doing this sort of thing where we just create like a sort of thickness
to a thing like this. There we go. I think this is gonna
be the way to go. Later on when we, when we add the thing that we're
going to add this sort of like lips to the two, like this settlement
because otherwise, I think we're going to
be eliminating some of them very nice
details that we have. The other option is to rebuild the whole thing
over here with that, I don't think it's
going to yeah, I don't think it's
really good at all of this edge right
here that we have. We could just like Control E, scale it in or something to create the thickness
as you see there. Something like that
I think is going to be what we're gonna be, we're gonna end up doing. We'll see, we'll see for now. I think that's it for
this, for this part guys. This thing doesn't need
to be a little bit further down or back like this. Let's first transformation. We just push this thing
open more like this. Because there's,
there's some space between this guy and the actual like this plate right here. Yeah, that's it. The next part that
we're gonna be working on, I think
it's the handle. Let's do let's do the
handle, the handle it. I think it's gonna be fun. It's a little bit tricky. I mean, we've got a
couple of sections here that needs some work, this knots as well. We have this rubbing over here. This section will
be here as well. We have the same
thing on this one. Yes. Very similar. So yeah. We're gonna be working
on the handle, so hang on tight
and I'll see you back on the next video. Bye bye.
52. Chainsaw Handle Main Shape: Hey guys, welcome back to
the next part of our series today we're going to
continue with the handle. Let's go. This is where we left off on the right view of the element. And this is a handled
the heterosexually, I think pretty
straightforward shape, as you can see here. It is not part of the element, it's more like welded
together, paste it together. We have this big
cylinder over here. And it's really curious, sometimes these things are
like air exhaust or something. So I think we should
do that 1 first. It's a relatively simple shapes, so let's go for it. I'm gonna start with
histones are here. Twenty-five, this,
this is fine to keep it around and nice. In 90 degrees. In this case, we're no longer
gonna be using or blocking. We're gonna be using what
the shape that we have here, which is following most of
the elements are properly, as we can see here
in the reference. It has the same size as the, as the main thing right here. Let's make sure it fits
right there. Perfect. On one side it's this
weird spiraled cap. And then on the other
side is like hello, Let's start with the hollow
side. Move this thing. Okay, there's a nice
little cut here. So let's look at this. And then this thing
goes in a little bit. And it actually has,
you can see here like a nice like a ramp for
those kind of ramps. He says wasted at this sort of thing and didn't
just without the y-axis, just scale them down like that. There we go. Then let's label
this border here. Grab the main
element right there. You can see it gets quite small. So Control E, Offset, Control E and push them in. There we go. Again, we're not really
interested about the whole of inner
workings of this thing. Just getting the
general shape out. On this side. You can see it on
this side over here, we have a very similar effect. So the beveled edge, rounded ledge and
then this support going in another couple
of insects there. And then this is spirally thing. So let's start with
the nice bubble. Fractions segments. Control E, control if
11 control E, offset. That one's not as big, then we do have a big officer
right here that's like the gray area. And
then we go in. And then we have another offset. This thing seems to be going in with a little bit of
liquid nuclear nation. I can kind of see
it right there. Actually seems to be
a little bit bigger, so I'm going to scale this up. There we go. Let's go for the bubbles,
trustee bubbles level. There we go. Now, this thing is
supported by something, I think you can see
like a plastic, like a black plastic. Those are usually like seal. Thanks. I think it might be a good idea, but I also want to add like
this, like silver thing, which is this two borders
I think control ie. Let's give it a little
bit of Offset, Control E. Let's push it out and a
little bit of opposite. There we go. So we have that nice
little shape right there. That's looking good. I'm just going to
create the tourists. Snap the tortoise. That pivot point right there. 90 degrees of rotation. Small section radius. There we go. So that's gonna be like the black thing that's
holding that thing. And then there's like
another cylinder. And here you have a
couple of options. You can get it from
the same piece if it's not gonna move, I'm probably going
to be doing that. But if it's gonna
move or animated, probably want to have it from
a separate piece like this. Given a nice bubble. There we go. We get that sort of effect. And now we can use to
do this partly thing. So I'm not going to
introduce a one-to-one. I'm not sure if we've used it
before, but it's a really, really handy tool which
is called the sweep mesh. I think we've used it before. So what I'm gonna do is I'm
gonna go here to this object. I'm going to go into Create
curve Tools, EP Curve. I'm just going to trace
the curve or the spiral. Teresa, Teresa, Teresa as nice
as possible. There we go. Now let's isolate it and let's
clean it up a little bit. Looking a little bit weird. That's fine. I'm just gonna go off the curb here and listen to the point. And we're going to go
create sweep mesh. And the sweep mesh thing
where they will do it will create a sweep
measure in an element. You can see it right here
throughout the curve. So there's a couple
of things we can do. We can change the scale of the profile which we
definitely want to do. We can increase the precision, which is gonna give
us a nicer effect. We can change the
size in this case, I think I'm gonna
go to six sides because we're going to
be smoothing this out. And as you can see, this is giving us something
closer to what we want. Now the cool thing
about this one is that the curve actually
modifies the object. If we grab the curve and we go into the controlled
burns, he's on the curve. Let's go to the left view again. You can actually move
these points around. The curve will
automatically try to, try to find the best
position for this thing. If you want to fix a
couple of areas that seemed to be like colliding
a little bit too much. Here's where we can do it. Again, as you can see, the
geometry updates and he tries to match whatever
we have on the elements. Don't need to be like
super, super precise. I think that's more than enough. Delete history is very
important to history. And now we'll just center the pivot point of
the sweep mesh. We positioned the
word supposed to be. And there we go. That's our little like spiral thing that
we have over there. I don't know if it's like
a heat sink or something, but it's gonna be
like right there. Yeah, that's the,
that's the cylinder. And now that we
have the cylinder, I think we can go on
and start working on the handle itself. So small little introduction
there that we needed because the handle
curvature of the handles, you can see right there is quite a bit to do with
this thing right here. The handle, I mean, when we look at it, especially on the reference
here, it's very square. You can see it's quite square and then it's just
beveled edges. So the best thing to do is use our quadrant because
the quadro will give us a very nice profile that
we can just extrude and then just modify it and move it around in
the way we needed. I'm gonna go into my
shadows, create polygon. Let's start with a small
polygon over here. And let's go into quadro. I'm gonna do three
polygons for the base. Actually it's 24.
Again, using like even numbers usually
yields better results. For instance, here, this
thing is going to continue. We're going to have, of
course, our four polygons. So one of the big advices that I gave you guys when we were first starting
this, of course, is whenever you are
using the quadro, try to match or grabbed like big areas first and then we polish because otherwise
it takes forever. I know that over here we're
gonna swell, have 1234. Again. We just match them. Now we start adding
a couple of edges. As you can see,
it's a lot easier to make this things
flow in the proper way. Once we have this now here I'm going to try and
be very careful to have like a one-line where
this pattern starts, where the handle things starts in another
pattern where it ends because we're gonna be
using those edge loops to match everything. See how well the second
actual there also matches where this thing
starts an int that's going to allow me to kind of like what will be the
worth to isolate that, that section so that we can
work a little bit better. Let's keep going here. They're careful there because
we do need a couple of extra polygons there for this twist to give us
the proper effect. Gets you there? No, there's no problem. Like I have no issues in adding extra polygons if we
need to on areas like those where we're going to
need like hard surface or a hard corner, cut
corners, something. Let's go all the way over here, which is the final
section, 1234. And then it would just connect them at a couple more and we start modifying them so
they fit the proper area. There we go. Now if we take a
look at the shape, the shape is looking quite nice. We can still clean it up a little bit here on the
product side of things. But yes, you can see
when we smooth this out, we get this very,
very nice cool shape. Now let's center the pivot
point Control E to extrude. Let's give it the things
that it needs in here. I'm going to
reference this thing. It looks a little bit like this. Let's center the
pivot point again. And we don't have a center
line on this thing anymore. Or at least I don't
think we have. So we're going to have to
go with this right here. And let's just our modeling. So I know that the
base of this thing flares out a little bit once it hits the
surface of the object. So I'm going to press
and just flare this out to the way I want this
thing to eventually connect. And then we're
gonna go to each of the next ones and
just give them, give them a little bit of that sort of effect,
like the flare effect. And then we have the
proper thickness of this. And then down here again, you can see on this
guy right here, we flare again at the very end. So graph, this case right here, flare them out, and
then grab this one. Flare them out. And there we go. I think this one's a
little bit too thick. You can see it
here. I'm going to grab this face is right here. And we'd self-selection. I'm going to increase the
soft selection radius. I'm going to scale it in. And that should give
me a nicer effect like a Softer software. Like I think I'm going
to even go a little bit crazier here. Let's go here. B and middle mouse and
really go in there. So we can create that
nice little flare fake. There we go. That
looks a lot nicer. Cool. Now let's focus on the
basis where were they land? So I'm going to insert
an edge loop right here because that's going to
hold the insertion point. Let's go to the right view. Grab all of this, Let's get rid of self-selection. Grab the vertices. This vertices. Now, it's a matter
of going to smooth mode and making sure
that when they connect, they actually are
touching the section of the what's the
worth of the chain. So then on this side, and let's go to the
right view again. And that's why we
had the cylinder. Let me turn off the
reference because it's kinda confusing me. And now we're going
to use this points to hug the surface of the
cylinder like this. Now we can again use our Insert Edge Loop that
when we smooth this out, it looks like that
thing is actually holding to this thing. Let's go to the right view. And here's where I'm going in the right view and it's
smooth more rather, we're just going to push
this thing a little bit closer to the
elements, are they? It looks like it's
actually intersecting with that thing, the curve. We don't need it anymore,
we can just delete it. So there we go. That's it. We have the basic
shape of the abdomen. So this main shape, it's working quite nice. We will have a section
line down the middle, which is the two
pieces that are, as you can see, screwed
together, which is fine. That's like super,
super easy to do, which is in certain natural
right here at the 50% mark. And then that would just bevel, give it a small fraction. Grab that small fraction
and just a scalar. They're going to give us
a nice middle section. We already know how to do that. I don't think it's
a, it's a big deal. Now on the right view though, on this view right here we have this thing but the handle,
the ergonomic handle. The first thing I
want to do is I want to make sure that
this is ergonomics. So I'm gonna go to this
section right here. From here to here, from here to here. And we w, I'm going to push
it in and up so that we get, start getting this
sort of like round the fact I'm even going to scale it in to again get that sort
of like a round effect. Remember how, when we
were doing this thing, I told you, Hey, we're going
to segment this thing. Here's what we're gonna
do. I'm gonna grab a knife brush and
I'm going to start cutting two points that are close to where I want
to segment this thing, which in this case it's just
that piece right there. So this one right here
and this one right here. That's the one that I need. Of course, I need this object that's
centered the poet point. I need a mirror. So let's do a mirror object and in this
case is x negative. Apply. There we go. So we have the two triangle
on the other side. Now, I'm going to go
back to right view. Select those faces right here, where the ergonomic shape is. Going to face mode, like this guy's
all of those guys. Because that's where the
ergonomic things is gonna be. I'm gonna Control E.
Offset this to create the, again, the low place where all of this
is going to happen. And now what I'm gonna do is I'm actually going
to extract this thing. So I'm gonna say Edit,
Mesh and extract. Now this piece no longer
has those elements. It's empty. We need to fill it
in or at least give it a little bit of an offset. So I'm going to
give it an offset, a little bit of fun scale in just so that when we
plays the new object, we don't see any
gaps or anything. And then this thing right here, this is what we're
gonna be using to create the riches
that we have there. So let's go to the
right view again. The first thing I need
to do is I need to try and fix this
geometry right here. Just to make it a
little bit easier to work with what
I'm about to do, which is the regions. And unfortunately that
triangle might be a problem. So I'm just going
to cut right here. And that little
triangle right there at all of those points,
Just Mercy Center. Well, of course, we need
to do it on each side. So those guys right
there March to center. And those guys are
there Mercy Center. So yes, two triangles, but it should work. Because now what we're gonna do is I'm going to start
moving these things around. I'm going to start inserting lines where we have the ridges. All of these ridges, as
you can see right there. It goes a little bit up. And then that one right there. Now, I'm going to grab
this thing again. For this one, I do think I
want to delete the midsection. I'm not sure though, because I would imagine that we still
have the midsection there, so let's keep it. Let's
see if this works. I'm going to go to
all of the edges. All of the edges,
all of the edges, all of the edges. We're going to bubble. Small fraction. There we go. Then I'm gonna go to the phases. Here's where I'll probably do like half and
then the other half. So let me select this edge, deleted half of it to
make it a lot easier. So, yeah, it's a little
bit of selection work. But it will work quite nice. If I'm not mistaken. This. There we go. And
we're going to say Control E extrude out little, just barely and element. So now when we press number
three, as you can see, if we get this nice effect
and we can insert a natural there and probably an edge
loop Right, right here. And that's going
to give me like a, like a nicer ergonomic effect. Of course we mirror this. The, in this case it's gonna be the not the object
bounding box apply. Technically, if we go out, this thing should be sitting
quite nicely on this thing. It's not sin perfectly though. Like we'd definitely created
a little bit more like hard edges then when
we have right here. So here's where we would, in a very similar way to how
we work with the camera. I'll probably grab this guy, center the pivot point, which is a skill it
in a little bit. Probably like like that. There we go. Now that looks way, way, nicer. Looks like the ergonomic. We still keep the
midsection line. Even though they're
two separate pieces, they share the
same section line. And we get this very
nice and cool detail. Yep, That's looking quite nice. Now there's still
a couple of things missing on this object. As you can see, we have the holes where the screws
are gonna be going through. So it's one right there. And there's another
one right there. Here I can see that's it's
three of them, so it's 123. Then there's this thing, which I don't know what that is. So very worst thing, this thing right here. I do
know what that is. That's the trigger that's the trigger thing
that we pressed. You press to run
this whole thing. I guess that has
something to do, maybe like a safety
feature or something. But yeah, I'm gonna stop
the video right here, guys, because we're already
almost at the 20-minute mark. And the in the next one
we're gonna do the trigger, that trick that we're
missing right there. We're gonna explore
the shape and we're gonna do the
little holes for the amount of scripts. So yeah, hang on tight and I'll see you back
on the next one.
53. Chainsaw Handle Grip: Hey guys, welcome back to
the next part of our series. Today we're gonna
be talking about the handle or the second
part of the handle. Yeah, let's go. This is where we
left off and as I mentioned in the last video, we're gonna be doing
the trigger now. The trigger, I think it's one
of the easy parts as well. So I'm just going to
start with a cube. Bring this all the
way over here. Rotate this. Let's take a look at
the reference here. As you can see, it has
a bubble or something, so it's only gonna
be like there. Then let's snap this to the with the V key
to the center there. For effect, Let's get the proper size that
seems appropriate. Let's go over this
face, push it up. We're going to grab this object, this object Control
E to extrude this. And then this faces like
all around, control E. Trivalent a little bit more. There we go. So now it's
just a matter of babbling, probably the whole
thing, like we can, the whole thing here,
and that should give us a nice straight
little trigger there. Now, if we wanted to,
we could of course, a model of how this thing
goes inside of the object. But this is one of
those things we're, unless you're gonna do
on the sampling thing, this is perfectly fine. You can just move the pivot
point like about there. When you animate this, are probably there and you only made this like
going in or something. So you really I mean, yes, we can model it would be
difficult a little bit. I mean, they will definitely
take some time and we would need to call the holding here. It would definitely
take some time. Should we do it? I'm wondering whether we should do it or not, because this course
is already running like 15 hours long and I
don't want to bore you guys, but I think I think it would
be a good idea to do it. So, yeah, let's do it. Let's start with this
piece right here. And really this half, because we're
eventually going to redo it in certain
natural right there, which goes all the way
through the flat areas. No big deal. And then it's just a matter of grabbing this edge
is right here. The ones that mark
where this thing is, which are all of this,
and delete them. Then we're gonna grab this edge and all the
way to the sexual life. Control E. Just bring it up. We're definitely going
to have is supported that right down there. That's going to create
the little entrance for the trigger. Here's where I will
probably grab all of this vertices and move them
forward so that we have, are given enough room to that the trigger to move through. I'm not sure if this trigger is supposed to be like a
round or something. We can make it a
little bit rounder, like by moving or by adding one or a couple
of sexualized right here. Giving you this sort
of like round shape that we went when we move this, we animate this thing. Everything moves in a nicer way. Like I'm not really sure where
the pivot point would be. I'm guessing who'd be
like right around there. So this is what we would get. That seems a little closer. I think. Let's go back here and
bring some of this vertices back. There we go. I know when we move this thing
to the other side should be fine and we can add
a natural right here. We shouldn't have any big
Pinterest or anything, and the hole is
going to be ready. We could also try and babylon doesn't think
it's really necessary. I think we can live with
that and it'll be fine. This is the business
is going to be a little bit trickier. So let's go. Not that big of a deal, but
it's just keeping in mind that things do get tricky depending on how
complex the shape is. So there we go. This one. What I'm gonna do
is we actually like it matches word
this thing and it's like where were this gap, this, I think what we can do is we can just add the
one that should right there. Delete this faces. Very similar process to what
we did with the other piece. I believe those pieces, pieces, which is where this
thing is being inserted. Let's isolate this. The very careful here because the geometry on this
guys are in this area is a little bit different to
the other one. Control E. Let's see, we can
just move it back up. Yeah, it seems to be working. Should work nicely. Let's have a support that's
right there to keep it nicer. And probably one like
right here. There we go. Yeah, that looks good. Now of course we probably need to move some of this vertices from this guy, like all of this back and back. Nucleon, clean those ones. Once we smooth, this
thing is writing there. Perfect. So now we just mirrored this. Technically this should
be working quite nice. We have the ergonomic
shape and the effect. Now, this is getting a
little bit harder here. We might be able to delete this lines and hopefully
not get, let me, I know that we have and
then gone right there, but hopefully the angle won't
be as noticeable and that way we can have a
smoother effect overall. You can also see
that we have one line right there that's really, really making a real ethical, Let's strike getting rid of
it and see how that looks. It's not that bad. Well, no, wait, I think
we do need that line. That lens is gonna be a
little bit more intense on that specific element just because we needed
for the trigger. There we go. So now
the trigger can go in and it animates nicely. There's, there's a hole in. Everything is working fine. Let's do the screw holes now. So let's go back to this area. That's one of the areas. So all of these
faces on both sides, of course, we know the drill, so it's just Control E. We offset and we circularize. And then we scale
them down as well. Let's scale them on the, without the x-axis there we go. Go to a right view and
move it right about there. Actually, the
circularized didn't work as exactly as intended. Because remember there's a
little bit of a curvature. So it actually did work. Again, this is one of
those areas where I will definitely do half of it
and then the other half, half of this one as well. Again, this four
phases control offset, circularized, scale that down. Control E. Bring them in. Grab that edge loop,
that inner edge loop. And a Bible Segments.
And smooth. There we go. That's gonna be
our first element. Nice and clean, following
the soft shape. Perfect. Let's go to the next one. Here. This face right here,
controlling set log more faces. It should work. It should still work the same. I don't think there's any
change like important changes, whether they're so that should
be a little bit easier. It is still quite big. Control E pushed it in. That one, that one, that one, that one, that one, we bubble. Small fraction. There we go. So that's the second bolt and the final bolt,
it's down here. So down here, we can see a due to the
TDM, What's the word? Changing the perspective. But it would be like
right about here. Control E offset. We scale the same. Control. That one, that one, that one, that one and
that one, we double. And some mole fraction. There we go. Perfect. Now we can just mirror
this to the other side. And we're going to have the
elements on both sides, on one side of the
elements and we have a not like this ones right here. I'm gonna go with this
surface right here. And the actually the
surface of all of them. I'm going to say Mesh tools, duplicate, duplicate.
There we go. Now we move this
thing to the side. We should have this
elements right here, since the field point,
and let's move them. Let's bring this back towards, to where it was supposed to be. Is this perfect,
this hard at once? Then we need, this
guys are going to be living this side of the element. Let's combine them. Just make them smaller. Rotate them a 180 degrees or 80. There we go. Get them in there. That's one. That's two. Over here. That's three. Perfect. On the other side of the hole, select on this other side, we have bolts or scripts
like this one's control, lean, rotate this same deal. 90 degrees. We can snap them, should be like a middle
point right there. Break them out. Go control Dean. This out There we go. Control diem and pushed us out. Great. So now we have our
nice cruise over this side and nuts and
bolts over this side. Even though it's not actually going through the whole thing, it should look fairly, fairly
nicely and look at that. The handle is looking amazing. Now we just need to do
the vinyl little part, which is this
section right here. And again, I don't even
know what this is. It's really complicated, the ones that
really complicated, but it's a complex
piece of sorts. I guess this again assumed
like safety measure, maybe you need to
press this thing and the trigger
at the same time. And this thing is
connected to something on the inside out of. The thing that I do
know is that there's a little compartment
right about here, like on this face. This face right here has a little compartment
where all of that thing is happening. This is one of those things that I would definitely extrude. An extrude and extra again
to create a little shape. And since this is again
the flat surface, I think we don't have an
issue adding a couple of edge loops here to get
the hole in there. As long as we don't get any
weird Pinterest or anything going anywhere else,
which would be fine. Actually, we do
get pinches there. Let's go back then Trying to
think how we can solve that, because I don't want
those to go there. We can use the same sort of thing that we did with
the GameViewController, but I think it's gonna
get really weird. Let me go back. I think this is one of those
cases where we can just overlap a couple of things
on top of the others. So I'm gonna start
with a cylinder here. And I'm going to do this
thing so you can see it's a cylinder and then empty and then another
cylinder right there. This sits right about there.
Let's go to the right view. We can actually matches quite
closely Roosevelt there. And what I'm gonna do
is I'm going to add a couple of edge loops there. Grab those phases control E, offset and thickness to the
point that that thing has. Then bevel all the
transition points here. There we go. There we go. Perfect. Now we need to create
the little cap thing like this thing, which
is this cylinder. You can see it's a cylinder, but a couple of the edges are going out and they're inserting themselves into
this thing right there. So let's start
with the cylinder. I'm gonna modeling liking
big scale here first. So control with 11. Let's leave that
one right there. I can see that this
is like Bevel. And then from the image, I can see that there's a little
bit of this indentation. So something like this. This thing is gonna be like up here facing this guy right here. Of course it has thickness. Scale it to the proper size. Just right about there. I'm going to rotate a little
bit because I know that we're gonna get this two
sides connecting there. Or maybe it's gonna
be like three sides, like right about their
students monitor. The silhouette doesn't really
go over the things here. So that's what tells me
the size of the object. Then of course, let's
give it some thickness. And then say Mesh
display a reverse. Then what's going to happen is we're gonna get a
couple of edges, again, probably from here. Like this one and this one
Control E, or Control E. I'm going to push them out. I'm going to make them
thinner, like right here. And then Control
E, push them out. That's the thing that
holds them to the element. Control E to push
them out. Again. That's gonna be like the, again, the sort of holding thing. I don't even know
how to call this. This element right here
IS already freaking out. Just do a quick delete history to help my out freeze
transformations. Let's do an increment and save
just in case this crashes. Because as you can see, I
can't really move this thing. There we go. Then this
thing would be like overlap with this
element right here. Again, there will
be sometimes where if the item that you're trying to model doesn't
have enough information, you can get away with doing a
little bit of overlap bend. And when you see the whole
model, it looks fine. It looks like yeah, this is pretty much it guys. This is the end of the handle. We're pretty much done
with handling this thing. I think in the next section, we're gonna be doing
this area right here. This I don't know what this is. I don't know how
to call this, but this white area on the, on the other reference,
it's this white color. And as you can see, it has a nice shape here and
this is a cylinder. We're going to start
probably with that. They had that Nana, I'm gonna
show you how to do the net, which looks pretty, pretty cool. And yeah. That's that's the next step. After dad, just to give you
a little bit of a heads up, we're probably going
to do the tube that connects to this other side. And then we need to
discard right here this thing that connects
everything as well. And then we're gonna start doing the internal components and we're gonna be pretty much done. I think this is a
little bit simpler, like it has a lot
of parts as well, like the camera, but the parts that are a
little bit easier, I think so That's why
I wanted to save it. For the answer that
you guys can see how all of your hard
surface skills are now paying off and you're
gonna be able to model this relatively
easy, easily. So that's the guys. I'll see you back
on the next one. Bye bye.
54. Chainsaw Exhaust Base: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the chainsaw zoster. At least that's what
I'm calling it, which is this white
part over here where we have the base, we have this section, the nice little NADH right here. This is, oh, it's lovely. Excess is where you
actually turn this on. So this is the piece that
we're gonna be doing. Now as you can see, it's a very cylindrical piece. I think what we would really benefit from starting with
this piece right here, like the big white area first. And then building on top of this because this
is just a cylinder. So let's go. I'm going to go to
the right view. There we go. You can see the white
area. It's all of this. Well, in this one that
says quite a rusted, but work AS or with a cylinder. I'm probably going to
increase the size of the cylinder to 24 to have a little bit more subdivisions because I think we
are going to need them 90 degrees here on the resolution and
just make this bigger. So that's roughly
the wheel there. We're gonna do the
same trick that we normally do to get the, what's the word, the sections here or this are right here. Control E and extra
that, there we go. So let's go back
to the right view. And actually let me grab
everything else again, it into the layer and turn this off so that we can
focus on this thing first, as you can see
from this top bar. So from this section all the way to about this section
or this section, we're going to have an extrusion and create this area right here. So once that I know
where the faces are, which are like this
ones right here, what I'm gonna do is I'm
going to extrude out. That's gonna be the
white section on top. And we're going to respect the fact that this
is a cylinder. So for instance, I can
just grab control F11. This, this because you
can see kinda goes up. So we're just going to
extrude this, like this. Perfect. Now we're going to
save that shape and we can keep on building the other ship which has
this one right here. I'm going to use, utilize it as a British straight here
and just start pushing them to create the
nice little shape that we have on this other side. And it kind of blends. It sounds like really,
really soft and they couldn't just starts
growing and growing. And here's where
we need to decide how we want this
topology to float because we don't really
have a specific idea. So I really like
keeping the curvature. I would say up until here, where things can start
getting a little bit too stretched out. And then from here
what I'm gonna do is I'm going to do
another extrusion. This guys. I'm going to use this to build the remaining parts
of the elements. So this gets are gonna go like there, there, there, there. And then here. We're going to use this to build the
remaining pieces here. Now we need to of course, join these two guys together and we need to again decide how
do we want to handle this? Like do we want to add
another edge loop right here to make sure that this thing flows
a little bit nicer? Or do we want to have triangles? I think having another event like super small elementary
there will be better. So just a little extra on there. Delete this thing right here. Then from here to
here we bridge. From here to here we bridge, and from here to
here, we'd reach. There we go. So now when we smooth,
we're going to get the shape that
we're looking for. Of course, this thing
is also like, I mean, it has thickness of course, but we're not going to
see the inner side, or at least not yet. Now, one thing that I'm noticing here is that
on this cylinder shape, we actually have another small cylinder here where it worked. The other elements connect and I see three pieces
here, so it's 12. And let's see, we
have another view. Yeah, there we go. So three, so we need to
have those three cylinders. And I actually see
that this thing goes all the way around, which is what we have. But we might want to
grab this guy right here and just extrude this or make this thing a little
bit thicker like this. Then here, this
piece right here, it's a little bit
weird, like that transition there is looking
a little bit weird. So let's help it out. Let's relax a little
bit so it cannot flow s2 into itself like this. Now we need to, we need to add the
little faces right there and we kind of know
how to do that. We know that we need to
insert a couple of cylinders. But in this case, it might be a little bit trickier
because we don't have enough resolution here and things will get or will become
a little bit different. So the first thing is, I want to model this in
a little bit better. So let's start
creating this sort of shape for the reference. There we go. So it's this shape right here and
then there's a bevel. So that bevel, I'm
actually going to add it right now because I think we're going
to use it for the, for the insertion
of the cylinders. And then let's start
adding in the cylinder. So this is gonna be an
eight-sided cylinder. Of course. Let's find where
this is supposed to go. So the first one goes like
this versus E right there. And then the second
one is going to go on that bursa right there. Then the third one
is going to go, I would guess, like on
this bursae right here. So those three, those are the three
sides where we need it. So let's start with the first 1. First things first,
I'm gonna rotate this 90 degrees so
that is facing. The same direction. And the problem here
is we need to paste this in such a way that it
works the best possible way. So it's a little bit bigger. There we go. This thing needs to be inserted into this area right here and merge
with this area right here. So the good news is that we can actually use
an incident actually right here to create like
the eighth phases that we need right here. That should help us
with the process. Because remember when we insert a natural
into a cylinder, since these are triangles,
it becomes a square. And the, Technically,
yes, we will have, will have a little
bit of a harsh, harsher edge right there. But it shouldn't be
that much of a problem. Now I know that this one, I should rotate it a
slightly like this. Let's of course, delete
the faces there. Now, this should
be pretty flushed. I'm actually going to delete
all of the borders here. I just wanted to remain
or keep the cap. Because now we are going to
combine these two objects. Combined. And what I'm gonna
do is I'm going to start moving these
things around like this points to kind of
give it the same sort of like cylindrical shape
because we can't really, what's the word we can't really circularizes because of the changing in depth, right? So I'm going to manually move these things around like this. Now let's go 12341234, merch. Then here's a problem. You can already see the problem. The problem is
that here, I mean, we can't breach, of course, It's going to look a little
bit weird. Let's try it. Let's try breaching. It doesn't look that bad.
I think here what we can do is we can
just grab this edge, flattened it out,
or just move it up. So we get the nice surface. Yeah, that that kinda works. And technically should
be able to do that. There we go. Yeah, that looks good. I like it. And we can even another
one like right there. That looks, that
looks quite nice. Yeah, that's the, that's
the insertion point. That's, that's the first one. Now we need to do
the second one, which is this one over here. One thing that I
did forget to do is I should have saved the, the size of the cylinder. So I'm going to paint
this guy over here. Again. Let's rotate this 90
degrees. There we go. We're going to scale this up. We did rotate this a little bit, so it's the scale is about 1.83. Okay, fine. This one we know
is like down here. And same deal. I'm going
to only keep the cap. Either way. There we go. Let's center the pivot point. Lend the capital to this thing. Let's go to the right view and make sure that we're
on the proper. That's the vertices
that we need. And this are the faces
like we need to create a, an insertion on this
face is right here. Here's where again,
we might be able to add that just one
more phases there. And start playing around
with the elements, right? So I can delete this
phase, this phase, this face and this
face probably, I mean, they're a little
bit too far away. So let's add a couple
of edge loops here. And it's this ones,
the ones that I want to add or delete. We can even that we could even delete those ones. Be honest. Like this two guys. But then we don't
have eight phases. So maybe that's a no-no. I shouldn't know because
this thing has to be like outside of the edge. So right about there.
Let's grab them. Combine them. And I know that this two guys are going to be a
very simple bridge. Same for this one
is very simple, very simple bridge from here
to here, from here to here. And then I know
from here to here, from here to here as well. But of course, one of
the things that we're going to have to do
is where I have to move this line all the
way down and kinda like fade this out in the
cylinder, right? So a little bit of fluid
traditional poly modeling here. Make sure that this work
as nice as possible. Here I'm tempted to
even move this thing around to give it a
little bit more room. Again, it's a little bit
difficult to see because there's no specific reference
to that part here. I don't really get to see
how this thing is looking. Or another option
is, we go back here. We could actually create this
thing like a floating bit. So if we were to
grab this for faces. Control E and just move it down. We could also just create
something like this, which I think my work a little bit better because
it will allow me to keep the cylindrical
ness of the whole thing. Let me grab those guys and
snap them to the same depth. There we go. Now the only thing is it's going to get a
little bit tricky here for that, for the topology. I mean, it's not the end
of the world whether Mike, a little bit tricky here, I
think we can just Control E. We're actually because if students were in the
cylindrical shape, there was no specific
direction to do this. Let's see, let's see what
else can we do here? Let's do a bridge
from here to here. Then let's add a line
right at the center. Then this vertex, we hope
we snapped a point there. That way we can select both of those vertices and
merge them together. And finally, it will just
create a bridge there. Cool. So yeah, that works, that little additional works. And I think we're gonna do pretty much the same thing
on this one right here. Let's repeat it. The scale was 1.85 or something. This forward. Grab that guy, delete
everything else. Center the pivot point, snap it right there. And then we needed to add
like 12 lines over there. We're going to delete
12345. There we go. Then just move this thing, that point to that point to a right view and move it
like right about there. Wrote it a little bit. There we go. That way. We combine both objects. And then from here to
here, here to here, that's a simple bridge. From here to here. That's similar, simple
bridge, simple bridge. Then we were gonna grab
those four phases control E, snap them to that
area right there. Simple bridge. Simple bridge. From here to here
will reach again. We are the one line right
there in the center. We move this vertices
right there. Grab both of them,
march the center. 121212, rich, Perfect. Now when we spoke, we get
this very nice effect. And if my calculations
are correct, we should be able to add
support edge right here. Gonna keep those
guys a lot tighter. Same for a sport
like right here. It's going to keep the
whole piece where we try to look at that beautiful,
beautiful, beautiful. This one looks a
little bit wonky, like we're adding an
extra edge loop there. I don't think it's
the end of the world. It's one of the pieces
that's right there. So it's not against, not
the end of the world. We can fix it or at
least help relax it. So if we go here
to the vertices, we just tweak them a little bit to bring back this
sort of around the shape. That's your work. Perfect. There we go. We have our nice little
effect right there. And this is looking at,
this is looking quite nice. Now, of course we're gonna
grab this face is right here, Control E or Control
F 11, control E. And we're going to
extrude this in. Now technically we would see the motor there or something. But in this case I'm just
going to keep this cap. I think we can skip
the inner details on this area because we have still some introduced
on other areas. We can do something like this. That's a little bit, Oh, yeah. The triangles there. Okay, so we definitely
need to fix those. So when they get there,
let's collapse them. And collapse them. And collapse and
collapse, collapse. That way we should be able, it's not a natural anymore, but it's not dirty anymore. So when we bubble this, as you can see that
it will hold nicely. Now this one should be
fairly easy. No, No problem. So though, There we go. Now let's very quickly do the net because I
think that's a really, really cool thing that
we can, that we can do. For the net. There's a lot of ways
to do it, of course. But I'm gonna show
you one that I think it's really, really cool. Let's go to the right view. You can see that we have
this like literally it's just like a grid and we have a lot of little,
little, little points. So again, there's a
lot of ways to do it. This is one that I really like. I'm going to make a plane and
I'm going to give it out. Lot of the visions,
probably like 50 divisions everywhere.
There we go. So the thing that
I want to match is I want to match
the, let's say, the proper size of the grid, which in this case, that to me seems to match it quite nicely. Especially for what I'm about to do, what I'm about to do. And you might have
already imagined that. I'm going to select
all of the phases. Control E to extrude it, Keep Faces Together
off and offset then. And then we'll just delete that. That's going to give us
this day right here. When we hit actually, I think I went a little bit
too far under the extrusion. Let's do a little bit of
offset and delete it. When we smooth, right now
we're getting circles, right? But that's not what we want. Now before we create
the circles though, we need to cut this out into the shape that we are going for. Which in this case is
this shape right here. Again, just to make things
a little bit easier, I'm going to go into face mode. I'm going to select this thing
called the Lasso Select. And I'm going to draw a circle
around the outer edge of the element and select
those faces as you can see. Then I'm going to shift select everything else and delete. That should leave me
with those phases. Now I'm going to again draw a small circle around
this thing and delete all of the other phases that
we don't need because that's those are the only phases that
we're gonna be seeing. This one's right here. Of course we bring this forward and you're gonna see that
we're still seeing more faces were where
we don't want them. Let's go again to right view. Let's go get into face
mode very carefully. Now, we're just going
to select the ones that are in the outside. There we go. That one right there. There we go. Topology wise. Yes, there might be a couple
of weird thoughts and stuff, but the only thing I'm Kara
or the thing I care the most about this is the
general shape of this thing. Now I'm going to Control
E to extrude them. Give them a little bit
of depth like this. There we go. That's a nice, nice effects. Of course, let us mesh,
display and reverse. And that should give
us this flat effect. However, this is not flat. You can see here on the
reference that it's actually like a
little bit the round. So I'm going to grab this thing and I'm going to
go into the form. And I'm gonna say a
nonlinear and we're gonna do a waveform. Okay, so let's
grab our guy right here and the wave of the form
handle and that's isolated. And the way, the
way it works is if you start increasing
the amplitude, as you can see here, he will change the way this thing works. So the way this thing looks. So I'm gonna change
the wavelength, make it really, really small or really big in this
case, like this. I'm gonna change
the amplitude to the other way, to
the other side. As you can see, this is
going to allow me to create this world like around effect all throughout the day surface. So that to me it looks good. So I'm just going to delete the history, bringing it back. There we go. Just push it forward
a little bit. We're going to have
this very nice effect over the whole thing. Yeah, this is it
for this one guys, I'm gonna stop right here. We're still missing of
course, a lot of details. We have like some bolts that we need to add
like there, there. We have this big
thing where it's where the pulley system is. But as you can see, this is
looking quite, quite nice. Let's take a look at
the other whole thing. We can already bring this
thing towards supposed to be. So let's freeze transformation
and bring it forward. So it's gonna be like
right about there. I'm actually kind of
tempted to the lead like the backside so that we
don't get this weird etch. Or we can just have IT support. That's right. They're going to help me the shape a little
bit better and look at that nice little, nice little chainsaw is looking nicer and nicer
with every single point. Let's just quickly add
the one bubble there. It's slightly bothering me. There we go. That's it. Just save increments and save. This one will remain
in number one. This is actually something hopefully you guys didn't
skip through this. But this is actually something important on this
one right here. Actually, I'm gonna say
this on the next one because I'm pretty sure
some of you guys well, if you're watching
this, of course not, but I'm pretty sure some people will skip this and
it's important. So I'll talk about this at the beginning
of the next video. Hang on tight and I'll see
you back on the next one. Bye bye.
55. Chainsaw Exhaust Details: Hey guys, Today we are going to continue with the exhaust. We're gonna be doing this thing. We've finished the nasal. Like what's the word? The net? This guy. Now it's time to move on with
the main thing right here, which is following
this main section. So if you remember when
we created the cylinder, we used a 24 sided cylinder. So I'm gonna do the
exact same thing. Let's find the poof point. There we go. Just move this thing, wrote to this 90 degrees. And this is going to
be 24 sided cylinder. We did you say 24, right? I think we did USE 24. Yeah, because as you can see, we pretty much have one light and matching
to each one of those. We can rotate them a
little bit slightly or was it 2020 is way too much, so not it looks to be
a little bit better. There we go. And let's just rotate
this a little bit. Because we need to
do something very similar to what we did here. We need to stick it or
create a connection point. Now, the good thing
is this doesn't have to be perfectly cylindrical
as you can see here. It's just a nice
rounded thing and that's where this thing connects to the
rest of the pieces. But we do need to have
some sort of entry point. This is going to go
right over there. And as you can see,
this is of course thinner because we see a
little bit of the net, probably something like that. Sitting right about there. We do have the edge loop
right there which is a ventral you going to
connect to the upper side, will see something like that. And then we have the
beveled areas that will their segment and a small fraction that's like
the main basic area. And then at the center I
see another ring where the, where the brand of the,
of the element this. So let's offset this. Grab this guy bevel fraction. Grab that face edge
loop, extrude offset. There we go. Of
course we are going to a couple of
levels on this guys. We have a really, really tight element right there for our main,
our main section. Then here's where
things get interesting. Now we're going
to grab the faces 123 and we're going to
extrude all the way, all the way out until we hit the little
points right there. Some of them we might need
to move a little bit like they might not be
perfectly straight. But yeah, that's pretty much it. Of course we are going to
add a couple of edge loops. I'm going to add the one
at the middle section. We still get that sort
of Around the effect when we go into this character
right there or element. And we're going to of
course, other one line right there and one line on top. And that should give
us the nice effect that we're looking for. Now this thing, we're
going to push it. So they're like really, really standing on
top of the element. Look at that nice, beautiful fit that we got there. And that was just
a matter of again, moving this thing maybe
slightly, a little bit. So we get the perfect fifth. Perfect. There we go. Now, we do have the bolts over there and there is a little
bit of a whole. So the ideal thing would be
to of course add that thing. We're gonna do one line right
there and one right there. One land right there.
One line right there. One more. Let's do four. So we get a nice little
section for the bolt. One there, one there,
and one there. Now, I just want to make
sure that I think that line does not really
affect the cylindrical, cylindrical net, the cylinder
shape of the object. So it doesn't seem to be
affecting it that much. Which has a great news for us. That's a nice little
shape right there. Now, let's just
grab this for guys. This four guys, in
this four guys control E offset and we should be able to
circularize all of them. And then of course, Do we have a radial offsets? There we go. Just make it
smaller all at the same time. That's gonna save us a little
bit of fine control ie, create the first
one's control E, pushing them more control E. Again. Remember those three little
guys who are gonna give us the nice doubled effect
that we're going for. Look at that
beautiful, isn't it? Pretty, pretty, pretty
nice, I would say. Now for those ones,
so we're gonna use bolts again, this guys. So Control D all
the way over there. That's snap it to
the middle section. Rotate this guy
again, 180 degrees. Definitely make them bigger. This is how you recycle
a lot of these guys. So Control D, That's not
the point over here. Pushes out Control D. Snap to point over
here, and push it out. There we go. That part is ready and it's looking quite nice if
I may say so myself. So yeah, that's, that's
pretty, pretty cool. Now let's take a look
at the reference. And the only weird
thing that they see on this guy is at the
listing right here. As you can see, this thing
goes all the way up there. I also see another cylinder
over here which joins with the other elements
on this, on this section. And of course, this pipe
right here, That's important. Actually, I missed that one. I forgot about that
one. But we'll add it real quick just now. So let's do that first bolt. There was like a boat over
here on this, on this section. You can actually
see it right there. Let's do, let's create
our section there. Let's grab this four phases. Control the offset, circularize, scale it, move it there. Rather big, big one right there. So then just control ie. Let's give it another
little offset just to hold the DH quite nicely. There we go. That's it. Flat area, no problems. We know that working nicely. Just grab this guy, literally
snap to point right there. We don't have a central point there and no matter no problem, just move it and there we go. Like that. The main bolt of the body. And the, again, I did see
where I'm seeing that we have a sort of cylinder on this
area is kind of hidden. It's like this side. I'm not sure. It's very hidden. That one right there. I'm not sure we can we
might be able to skip it. I mean, in other words, it's
just a matter of like having this face right here and having a little bit of an
extrusion to create a little sort of like
cylindrical shape. We can add another one there. Something like that could work. I'm not sure. I really liked the
shape right now. I really like how it's looking. So I might take just
a little bit of artistic liberty right there and not do that specific piece. The one piece that we can't
avoid though is the cylinder, as you can see, that
one right there, which has word this
thing is where you pull, you pulled this thing to start this thing
like the machine. So I'm gonna start
with a cylinder again. Let's go eight sites. And I know that this thing is gonna be like right around here. It's quite thick. We take a look at this thing, it's quite thick, so
it goes about there. We need to make sure
that this thing joins with this
element right here. And I think the best way
to do this as again, to create these sort of
cylindrical shape on this side. This thus CMD or this whole shape seems to
be a little bit bigger. You can see it here. So this cylinder fits a little
bit better on this area. Or maybe this thing where it, where this one connects
like all of this faces. It's a little bit
thinner. So all of these phases are
probably a little bit thinner because we have
the cylinder there. And we don't want this to be like be affected by
the other elements. This guy will be
right about there. Again, we need to
create a connection. So the easiest way to do this is to make sure that we have
eight sites on this face. And one of the
ones that where we had eight sites as
this one right here. That's the perfect place
for for the whole I think. I'm just going to
grab these two guys. Leave them, grab this
guy and this guy. And we should be able to
breach just like that. Just reached now, I am going to give it a couple of divisions. Like Let's start
with two divisions. Of course, let's
change the offset. So this thing is like properly facing the way we
want this to face. Because of course
we smooth this out. It looks horrible. But this is where
we're gonna grab. This edge is right here. We're gonna start giving them
a little bit more volume. So this thing, it's
actually pushing out of the surface like this. Now, here are some people and I didn't not saying
that it's a bad thing, which needs to be very
careful in how we do it. Some people might
want to actually combine or well together
a couple of phases here. So for instance, this
face right here, you might be tempted to
just delete it and say, hey, why not just combine
these two things? Same for this one is right here. Let's delete this guys. We can say, hey, let's do a bubble or a bridge
from here to here, so that this thing
looks like it's more like another word. Combine are welded together. A little bit nicer. We can do it. It's no problem to do it. We just need to be
very mindful of how we're welding
these things together. So it looks nice, right? So for instance, that triangle right there,
Let's fill the hole. There we go. That's the kind
of thing that the order effect that
we want to achieve. Here. I think this guy went a
little bit too far out. Let's bring the faces. The backend. There we go. That looks a lot nicer. We do have sort of
like a cap here, so I'm going to extrude this. Then of course we
need some bubbles. There we go. You can see that we are missing some geometry pieces in there. So let's fix those. So let me isolate this. This is where it
gets tricky, right? Because it's going to be pieces that don't really see where you can't
see the other. Well. For instance, this
protects right here. Let's move it over here. I'm not sure if this is a
20 edges, what the ****? Five edges. Okay, so let's delete this face. Let's immerses versus
to the center. Then that triangle right
there that we get there. Let's just fill it. And yes, there's gonna be
a weird pinch slash like, well think we're there. But yeah, it's, it's,
I mean, it's fine. It works, it works
for forward doing. Let's go with this
guy, control if 11. And we're going to
extrude this in. There we go. Then we're going to
bubble this thing. Given the fraction
and two segments. We can even do the same for
this inner one right there. Fraction into seconds, perfect. Because that's where this
thing is going to be in. This is another piece
that we need to model. Not difficult either. I would say it's, it's
another simple, Easy-peasy. Let's go for it. The first thing we
have is a cylinder. Now she got them all
this on the outside. I'm also going to make this
a, an eight-sided cylinder. You can see it has a
couple of sections. Based on the sections we have
like one sexual route here, and then it goes up. It goes up. There's a second
section right here. This guy's, we extrude out. There we go. Perfect. So eventually what's going to
happen here is we are going to be welding this
to a square shape. And you can actually create this square-shaped
from this element. We can just extrude this,
create this thing right here. And this two phases
are going to be flat, so we flatten them out. There's two phases
are also going to be flat with Latin them at this are a little bit
round so we keep them. We can just scrub this
guy's this guy's Control E or Control E. Strip them out. Control. I'm just going
to scale them out. There we go. And then this two guys
flatten them out. These two guys flip them,
blend them out as well. There we go. As you can see, we've
got this sort of shape. Of course it has a little
bit more curvature. So let's add one of
the 50, 50% percent. And let's just do the same
trick that we've done before, where we manually create the curvature off an
object like this. Like that. As you can see, when we smooth this out, it looks quite nice. The topology is not helping. But here's, here's a cool thing. You can just go
leave those ones. And that's a squared topology. So as you can see, that works pretty, pretty
nice as well. Now one thing I am gonna
do is I'm going to add a support that's right
here to start like, I didn't like the hard edges that we need for the
subdivision modeling. Aren't you glad that you took
this course, my friends. Now you can do any single pieces you can
imagine and look at this superfast and we're already created this nice little
piece right here. I'm going to bevel
the corners because I definitely want to have
a harder surface edge. You can see it's
it's kinda round on the bottom and then a little
bit harsher on the top. So we might do it the other
way around like this. Harsher on the top and
then round at the bottom. Yeah, that kind of works. Great in this case,
I'll probably just go mesh and smooth to give, to give it a permanent smooth. And it's gonna be like closer to the, to the
shape that we want. Now I'm going to move the
proof point down here. Then with this pivot point, snap it to that
place right there. Rotate this so that we
match the proper section. And then just scale it
to the proper size. Wave way thinner. So let's make this a
little bit smaller. If let's say that the thing here, like
the black thing, that, that's good but the upper piece is not doing what we need. We could just grab the top faces here and scale them
out a little bit. Now, let's take a look at how everything
looks in contexts. That actually looks quite fine. I'm actually going to
give it, I'm gonna freeze transformation.
Yeah, perfect. Look at that. Fovea. Therefore, this is
looking quite, quite nice guys. I think. I think we're really are doing
ourselves from this one. Let's try another one
bubble on this border, I think will really benefit
from one bubble here. Okay, let's go down
here. With the bubble. I know we're going to probably get an angle in or something. I want to see what we
can get a hardship. In other words,
it's not worth it. There we go. That's it. That's the exhaustive
done Look at this, look at how many pieces
with models so far. I think they were,
were going a little bit faster with
this one as well. Again, as we've mentioned, that it's not as specific or precise as the,
as the camera. So that really helps us and move along a little bit faster. So yeah, this is it
for this one guys. In the next one we're going
to be modeling the bar. That's a really easy one. You see ECM model. As you can see, the
only important thing is this connection that we
have down here or up here. And then there's
another connection that we can see down here. That one's gonna be
actually really fast, that the only thing
that might take a little while, this
piece right here. But yeah, hang on tight and I'll see you back
on the next one. Bye.
56. Chainsaw Support: Hey guys, welcome back to
the next part of our series. Today we're going to continue. We did Chainsaw support, which is the little
tube that we have going from one
side to the other. And it's actually a really, really simple piece because
we're gonna be using curves. We're kind of using curves
to build that one as well. I'm going to go into, I'm actually going to show
you what can I show you? Drink to think. If there's
anything that we haven't seen yet? I don't think there is. I think most of the tools
we've already covered. So yeah, we're just gonna
go to create characters. We're gonna go epi curve.
Let's go to our front view. And the thing starts
right here. On this side. He goes up and then
it goes around, and then it goes down
and it goes over here. As you can see, the curve
is super, super horrible. So here's where we're
going to go, of course, into the control
vertices and we're gonna start scaling them. We can scale them
in the same way as if they were vertices. And this is going to, of course, I cleaned them up
quite, quite a bit. Like all of these
guys definitely have to be quite straight. And finally, this
guy is quite strict. Now of course, if we see
them from the right view, which is where our
two bys and they're not matching the perspective. Here's where to abuse are gonna be really,
really helpful. Because we can see
this on this side. Let's go to the right view here. I know that this
guys are gonna be, if we take a look at
the reference there, like here on the side. So on this arrow right here, Let's move them all
the way back here. Let's rotate them because that's the direction that
they're going to have. And then the two here, all of the straight area, it goes like really straight in front of the
elements right there. So little bit like Fort Worth. And then like this, there we go. Then on the other
side you can see that it's pretty, pretty straight. So I would expect this guy to
be like right above there. It goes to the side or one
of the sides of the element. And then it just goes
onto it and it finishes. You can see it ends right there. It's barely visible,
but the tip ends right there with this thing that
we haven't built yet, which is one of the rotor, rotor holders or something, which is also going to
be an important part. Shortly. You might have a guess
while we're gonna be using, we're gonna be using
our sweet mesh. So just click sweep
mesh and there we go. That's it. The only thing we need
to do is of course, increasing the skill profile so that it follows the
department size, which right now, right leg, that one looks pretty good. And that's it.
Nothing else to do. The tube is ready. Let's just make sure to delete
the history so that we don't have or we're not carrying any extra information
that we don't need. And of course we need to finish
some of the details here. So the first thing I'm
gonna do, I'm gonna give this tube a little
bit of thickness or Control E and give it some
thickness in like that. And of course we're
gonna mesh display and reverse the curve that we used. We don't need that anymore. You can save it if you want in a folder or something
instead of the outliner, just in case you ever need
to reference it again. But I didn't think were
going to really be using it. There we go. That's sort of simple as Athens, you can see that already gives a chainsaw like a really,
really nice profile. Overall. As you can see, we
have a support here. It's something that's holding it and we're using some
bolts and nuts as well. This is looking more like
just like regular screws. To do that very quickly. I'm just going to grab
this face is right here. It's going to say Edit,
Mesh and duplicate. And we're going to extrude them out a little
bit right there. Since we've already
duplicated them, we're going to now
bring them back in. So let's center the pivot point. Scale them back in control
E to extrude everything, give them the element. And then I'm going to
grab this centroid here. I'm going to bevel this. I'm going to erase it. That way. This looks like a little thing that holds the elements, so
grab everything. Not feel whole, sorry. Yeah. 123456. Rich. Decided 123456. And the bridge. There we go. Now it's just a matter of
grabbing the outer edges. Outer edges, outer edges among Maya helped
me out with this. It's really late. There we go. That looks a lot nicer. And they looked like this
actually holding onto the, onto the element
like tightly right? Now the only thing we need to
add are those little bolts. We're elements right
there that are. What's the word? Like hooking up to the
to the other. Thanks. So we can actually, I think
we can't recycle this one. Let's start with the POC point. Just bring one of these ones in. It's going to do
one right there. This is one of those
situations where yes, we could like modeling new one, but why bother if
we already have this one thing I might do
is just to push the same, like a little bit closer there. This will not only save me some modeling time when
we go into texturing, we're not gonna
go into texturing in this series unfortunately. But if you were to texture this having the same element like repeated several
times will save you some texture space because we can picture them
in the same way. And it's very difficult
for anyone to notice that this thing is doing
some sort of thing. Now, the only other
thing that we're missing is this is the thing
that holds the tube, but there's another piece that combines the two with
the section right here. So right now we're not
combining and thing. And again, we can just
duplicate this thing, scale it up a little bit. If we go to this camera view, we can use the yellow
ring to move this thing around and make sure
that this thing kind of like hold
hold this thing, holds this thing together
with the plate like this. That makes it look a
lot more interesting. You can scale this up. So it'd be weird
that the PUC point, it's not following the object. That's unfortunate. Let's
see what else can we try? Because there's not a lot
of information there. Let me see if there's if there's
something in the others. Now see it's just a, it's
just like a welded piece. No love, no love. Interesting elements. It's just a it's just
a simple welded piece. So yeah, no, I don't think
we need to do anything then. I think this guy is right here should be
more than enough. The only thing we
might need to do is just move like everything here, like closer to the elements so that when we
add the thickness, which we will add later on, everything like false
nicely into place. Short one today, guys. So we're not today in
this in this video. I'm not sure if you
guys are seeing it everything in the
same day or not, but if you're doing this
in separate sessions, then this is just
a short session. I'm actually going to want to
extract this thing as well. So let's extract or not
extract a duplicate. Push this out. Let's extrude this thing out. So well, I just want to
have something extra at the end because otherwise
it looks gonna kinda empty. So some sort of
support or something. There we go. That's pretty much
it for this one. So on the next part
of this series, make sure to say
increments and save as well to make sure that we
have a couple of copies. On the next one,
we're gonna be doing this remaining piece
that we have right here, which is have this
really big spikes. This one started here, see that? And then there's this,
we're we're piece with well-off would like mechanical
stops and supports. That's where this thing is
actually like going into. Like this thing
stops right there. And I guess this
thing is it doesn't seem to be welded
with anything else. It's important part you
can see it right here. Let me see if we have
it on the left view. Let's go to the left
view right here. And let's see, we
have the profile, yeah, yeah, we have the provost, so it's this down
perfect right here that goes all over the plate
on the other side. And it's gonna be important for this part that we're here. After that, it's just
a matter of filling in the insights of this element
with the remaining pieces. And we're pretty much
going to be done, I think probably a couple
of hours with this one. And we should be we should be over with hang on, tight guys. And I'll see you back
on the next one. Bye.
57. Chainsaw Blade Interior: Hi guys, welcome back to the
next part of our series. Today we're going to
continue with the blade. I'm calling it the
blade interior, which is this part that we mentioned that we're
gonna have over here, which we can see on the
left ear right here. So it's this plate,
this blue plate. It has an interesting
thing right here, which is the sort
of spiky things. Maybe if something gets stuck, it destroys it before it goes into the interior
of the element. I'm not completely sure. But yeah, let's just grab
everything here again, just right-click and
add the objects here. You can see that we
have that right here. So I think it's a pretty
straightforward shape, as you can see, it has
this round sort of effect. I have a couple of
circles over here, like there and there, then the right view. And this is really,
really important. I can see on the
inside maybe not here, like not on this
picture right here, but we can see it here
on the pure file. Whereas B riff, sorry, how
about the other screen? There we go. So there was a shot right there. See, so you can see
that we have this row like thick thin effect. And this is something that
they do to metals like quite often where
they will kind of hollow them out and
that's to make the things lightweight while at the same
time retaining some shapes. So as you can see,
this goes pretty far in this whole support
that goes really far in, I know it's not the same
one, but it's similar. It's a similar model. So you can see it here. It goes all the
way over there and there's like one side on that side and another
side on this side, and then we have this
borders right here. It's a nice shape. I don't think it's complicated, so yeah, let's go,
let's go to it. You're going to go to
the left view again. And here's what we're going
to start creating the thing. Again. I think this is a perfect
job for the quadro, so I'm gonna go Mesh tools. Let's do a Create polygon tool. Let's start right here. Right-click that's selected. There we go. So 1234. There we go, and we
jump onto quadrant. Again, big shape for it here. For instance, here
I know that we're going to need a circle, so I might as well start drawing the eight sides
that we already know. And as soon as we
do a nice little, what's the word security? It should flow
nicely. Now, I don't want this thing to
flow into the circle. So let's bring the
topology outside of the circle so that when
we tighten this up, we don't affect the circle
which is going to go over it. We're just go over here. And then there's this
thing right here. Then we have all of
these things are very straight all the way,
all the way to the top. Unlike a really straight
line over there. Then they can see a little
bit for bumper there. Then we, since we have
those four lines, might as well just use them and continue this all
the way to the top. So imagine we're working on the inside part of
this thing first. And then we're gonna
do the extrusions like you can see this. Imagine we're going through that middle section like
this plate right here. And then we're going to
extrude this things out. So we'll just continue this
thing right here again, keep it that simple. We don't want to use too
many, too many polygons. We have a circular
cylinder here as well. So this one actually does. You can see the typology
does go through it. We might need to capture the
topology going through it. So we know that we need
at least eight sides. Let's do this, this,
this, this, this, this. I know it looks super
jury right now. Don't worry, we're going to
fix it. But I didn't know. I mean, I guess it's bulgy
has to go through it. I don't really like it to be
honest because I think it's going to create some
problems later on. We might as well
just follow what we have there under
other concept. Yeah, there we go. Now, we just fill in
all of these elements. Again, keeping it
straight and nice, as nice as possible. Working with Vic shapes first. And as soon as we start
getting into these areas, we'll start adding more
and more supports. Here. Triangle right there. I think it's perfectly
valid, perfectly fine. One more square there, there. Here we're gonna have a little
bit of a tricky situation. I mean, we have three-to-one
so we can if we want create the I'm like
a connection here. I don't think it's a
good idea to be honest. Actually like one of these
parts are like this, this under, I think we would benefit from having overlaps. I know we haven't done
a lot of overlaps. But I think for this particular
piece, having an overlap, it will be better because otherwise it will look
a little bit weird. And the overlap we can make it look like it's
wealth or something. And that should make it look a lot nicer than, than
what we have right there. We're gonna go for
an overlap there. Let's clear the dots
and there we go. Now we're just smooths
things out so that the mesh is a little bit
like nicer and smoother, especially here on the top. Wanted to make sure
that this thing is like really, really nice, really clean. Number three. Yeah, that looks, that
looks pretty cool. Now, I would imagine
that this thing where the big chainsaw is holding onto will be like
really, really straight. I know here we are seeing a
little bit of perspective. So I'm going to snap
this like this. And probably like
this one over here as well. There we go. And that way we have
this nice straight edge. As you can see, the depth
is not properly laid out. Sometimes happens. I'm not sure why it
happens to be honest. Because technically we're
working on Blaine and we're not using any sort of live
surface or anything. It was just a matter
of like pushing this thing into the same x
square a couple of times. And then it will flatten
the whole, the whole thing. Now what I'm gonna
do is I'm going to create first the
vase of the object. So let's give it a little bit
of thickness. There we go. And then you can see that we
have this actual like hoods. There's a line that goes
across the whole element. And then we have
this sort of hold. I think this is a
little bit thicker. So I'm gonna make a little
bit thicker for this plate. Then I'm going to insert
an edge loop going around this edge right there. Perfect. And we're going to grab that edge loop that
we just created. I'm going to hit Control E. We're going to scale it out. Because that's like the, again, the hood that we're creating. Now you can see that
on this side it's a little bit like It's not
going all the way through. And then on this side is
kinda Rex rounds off. I don't have the other view. I mean, we kind of
have it right there. So a little bit difficult to appreciate how that
thing is working. Just a little bit
better, better effect. But yeah, you can see
how this thing is just like flows and it creates, creates this interesting
looking shape. Trying to see, yeah, the hook goes all
the way over there. Perfect. Now, this face right
here, it goes down. And this phase will also
create its own little like a hood going like it
will corrupt outside, right? So we're getting control E, we're going to extrude this out. Let's rotate a little bit. A couple of caught lines here, like here and here. Let's go to the left view
or the left view again. Now we're going to
use this points here to curve this out a little bit. Tried to keep the same amount
of volume that we have. There we go. That's the that's the
hood that we have there. I can also see that this thing actually that
one remains right there. Yeah, this is pretty much it. This is the shape. There's
a little bit of a cut here. So to keep things
easy or simpler, just going to push this out. As you can see, we
have a little bit of a weird topology over there. I mean, it's not
impossible to work with, but it can get a little
bit complicated. So I'm just going to go
up all of these guys right here and delete them. And then flatten
this guys again. Bridge. Of course, that pretty much
breaks the, the edge flow, which is fine because
now we can grab these two guys and extrude
them forward like this. I think I grabbed
like something else, scrub that one that
one and extra this one's sure whether I was That's a little extra extra little piece
that we have there. There we go. That's pretty much it now
I didn't see I didn't remember in which image because I remember seeing it yesterday. I was recording this
yesterday as well. And so it's a little
bit difficult to Show which the recording. But sometimes there are a couple of like again,
there we go. Here. On this side you can see that on the inside of this element, we also have this hoodie
that they actually goes all the way around which
we might need to add. And then we have all
of the supports. And all of these
reports are going to be important because
they're going to be adding more support
to the whole thing. So that of course, as I mentioned, is happening
on this side over here. Let's create that little
thing that we need. And it's actually very
simple to create, even though we already
did the Scott, because the only thing
we need to do is grab this actual right here, Control E and bring
this thing out. Just snap it to the same
like this, this over here. And then of course,
like, I mean, there's a couple
of different ways, but we can just
delete these faces and delete that
phase right there. Grab 123123, Rich. Rich. Why is it not
letting me out? Because I forgot to
delete that face. Sorry. I was trying to do something
that can't be done which are non-managerial
geometries. There we go. That's it. Now we would pretty much
bridge the whole thing. So now this looks like
what we have right here. As you can see, there's a lot of
cylinders right there and they create this sort of
connections to other cylinders. They create a net and that
net reinforces the material, makes it a lot more sturdier. And it also allows it
to, what's the word? It allows you to be lightweight because you don't feel everything with metals. So I can definitely see
that this guy right here, which we need to circularize. By the way, let me see if we
can circularize that one. We're going to have
to do this 1 first. So you can arise and
that one, there we go. So technically that should
be pretty nice. Circle. Grab this one. Let
me give it a little. Unlike a nice little
extrusion, super small, just a little bit of fun, fun. Offset. Just with scale,
just a skill it in, but not on the x-axis like that. There we go. Because
I want to bring this. You can see there's like
a cylinder over there. This one's a little bit
thicker on this side, so let's make a
little bit thicker. This one also goes all the
way to the front like this. That's the beginning of the net. Now, for the net that
we need to create, yes, of course we could make it again in such a way
that this thing follows the net and it has holes and cylinders all over the place like this
and this and this, however, this or one of those things that
I don't think it's really necessary to make
them a single geometry. We can, we can simulate the
welding of the effects or the elements without really compromising the way this
thing is going to look. Let me show you how we're
gonna do is we're gonna start, of course, with the cylinder. Let's rotate this 90 degrees
so that's facing us. And we're gonna change
this to eight sides. Then I am going to
grab the outer edges, control E, give it a
little bit of thickness. Delete the interfaces.
There we go. And then go from here
to here and rich, Let's offset until we
get the proper element. There we go. I'm gonna move the proof
points to the base. Then I'm going to snap this
guy to that base right there. We can create the proper height, which is the high that
we're seeing right there. Seemed to be a little
bit smaller though, so I'm probably going to make
them a little bit smaller. I'm not sure. Let's keep it keep the big. I think this one's a
little bit smaller. Now. It's weird. I think this one is
smaller right about there. Now we're going to
place them or replace this one that where
we see some of them. For instance, I see that there's one like right around here. Then there's another
one at the side. Here and here it's a
little bit bigger. Let's make it a
little bit chunkier. And then there's another
one like up here. Then I see a line going there
on the line going there. So I would imagine
that there's gonna be another one over here. And here I'm just taking some artistic liberties to
create this, this piece. Let's do a couple of small ones. A combining some of the
elements like there. Then maybe another
one over there. Cool. Now I'm going to grab all of those guys and we're going to combine them into
a single object. So Mesh, Combine. We're gonna start deleting
some phases so that we can pretty much like
connect them together. So for instance,
this one right here, I'm gonna wrote it a little bit. So this face is facing
backwards, say for this one. And we can delete that face and that face bridge
from here to here, creating a sort of
a webbing effect. I know that when we smooth, we're gonna get
this sort of like interesting effects
from all of them. For instance, this one, like I'm going to delete
this face right here. And then this one, Let's wrote it a little bit so
that it's facing this guy. Delete that one. And we're gonna be
able to go from here to here in the desert. They all measure
the same distance. We should be able to create
this very nice effect. Same like here. We can delete that face and that face and go
from there to there. Bridge. There we go. And then I'll probably delete
that face and that face. Go from there to there bridge. And then we'll probably going
to go from here to here. Same deal. Just grab this
elements and the rich. Then this one. Let's go from here to here. And to make a little
bit more interesting, Let's go from here to here. Then from here to here. Like I'm not going to
connect this guy's to the bottom once again, just to make it a little
bit more interesting, this is where you can improvise a little bit because it's
just going to add noise and complexity to
the object without unless you're doing a
product render weight needs to be perfect. And those cases, you definitely want to follow a blueprint. But in this case, since we don't have a
lot of information, we can actually start
improvising a little bit on areas that we don't see to create this very
cool shapes right here. Finally, let's grab
this guy and let's say that guy, bridge. And I think we do need to have, because I do see one
line going there. So we might need to have this one right
here, going there. Comb, which is perfect. Now we have this
very cool effect. And as you can see when we place it on top
of the element, that's going to look
quite, quite nice. You can also see that
this guy throws one line, this one right here, to the
main pipe, right there. I'm just going to extrude
it and leave it like that. I mean, we can even delete
that phasor when we smooth, we didn't have any issues. And you can see how
this thing starts looking quite, quite nice. Now let's add components
or support edges. But I'm gonna show you
one quick trick here. I'm going to go to a top view. Instead of going to
each little element, I'm just going to grab
my cartoon press Shift and got all the way across. And that should go through the inside and the
outside of the elements. And as you can see, that's
gonna give me a nicer, nicer effect, which is that
one that I have right there. And I definitely want to add supported that just on
this part right here. Which are going to
make it look a lot, a lot nicer now that's
a soft going to give me this very nice hard edge look
to the whole connections. We go. There we go,
and there we go. Perfect. So that's looking good. And again, when we,
when we see it with the rest of the elements, as you can see, when
we move this thing out, it should look quite nice. Now if we want this
to look even better, I'm just going to push
it slightly in the now. It should look like It's
wallet and imagine we texture and Ross and stuff like this. No one would ever
notice that this is not part of the same
of the same model. Now we definitely
need to start adding some support edges over here. So for instance, that guy, Let's add support
edges right there. Now let's go to this guy. This whole guy right here. When we smooth, of course we
get some nice sharp lines. That's the one there. One there, and there we go. That's looking, it's looking quite nice because you can see that's a really nice platform. Little bit of a weird
pinch over there. I mean, it's not the
end of the world. It's due to the
topology, of course. The other thing is, I don't think it's the end of
the world for that one. That's pretty much it. So now this one, of course, we need to position in
the word supposed to be, which it does seem to be there, does seem to be
the proper place. You can see the
reference images here. That's a little bit like the
same distance or really, really close to the main bridge. So it will be like like
right about there, like following the sort
of like the same shape. I like it right there. I think it looks, it
looks quite nice. Then we need one more
support niche right there. But now one thing that's
not matching anymore is this little thing that we had
right here, the, the tube. Because this thing right here, it's supposed to be I
think it's supposed to be where the
tube connects to. So I'm not sure what
we're doing wrong there. Are we wait too high? I'm not sure where is this thing supposed to go like there. Maybe rotate it a little bit. Based on my on my calculations. It shouldn't be
like right there. I think that's probably
means that all of these elements need to go a
little bit like further out. Again, Let's first
transformations, which just move this guy a
little bit out like this. Probably a little
bit forward as well because we can see a
little bit of space. Yeah, I'm concerned about
this guy right here. We have a really nice
tube on this upper side. But then once we hit
this section right here, that's not lining up. Now, there's a relatively
easy way to fix this one. Let me, let me do a real quick because we really need
to bring this one up. It's weird though. I really thought really thought the things
we're going to match. Let's go to the left view
and take a look at the oh, yeah, No, no, my two
is the one that's wrong apparently has
really, really long. I mean, we can try to scale
this down and move it up. I think to be honest,
the easiest way would be to just rebuild occur. So I'm gonna do I'm gonna
do this off camera, I guess I'm just gonna rebuild the curve, grading your curve. Make it go probably a
little bit further here and then make sure that it gets it gets all the way over there. This also tells me
that this thing should probably be like a
little bit further towards the front
seats down here. I think it's it's down here. That will mean they will also mean that the chainsaw,
it needs to sit lower. Maybe my chances of way
too high. There we go. That looks a little bit nicer. And now the tube is not
as far away from the, from the pieces. I thought. This is also like closer to
the mainframe of the element. Yeah, I think this is
a little bit better. Of course, we need to
move this thing as well. Make it match this inner side of this elements
that we're using to, to create the support and their score and all of the engine block the worst
still missing on this. But yeah, I think this is
the proper proportion. I still don't like it
because you can see the tube can't really go there without going
through this thing. Like even lower, move
this thing you've been lower? I don't think so. Because again, as you can
see, the tube will look like this is as far up as I
can go with the tube. Maybe bring this forward. But then if we
bring this forward, everything that's
gonna move as well. Because if we move this thing
right here, that's really, really far away,
I think from the, from the other pieces sudden no, I'm gonna I'm gonna keep this. Where was I think, I think we weren't the
right, the right section. I think following the curvature here of the object like this. I think that's, I think that's
the right object is I can also see where this thing ends and where
this thing starts. So this is, I think this
is the proper distance. The tip also seems to be in the appropriate
distance like up here. I'm not sure if that's
like an extra support. I didn't think so. Maybe maybe that's something
I'm not considering. Maybe district does
have like because I'm guessing that the tube has
like a flat surface over here, but maybe it's going up, right? So maybe we're on
the proper space and it will just go like
to the side like this. So I'm gonna rebuild the curve creating on YouTube
and see how it looks. And then, and then we'll, I'll show it on the next video. Okay, guys. That's it for this one,
guys in the next one, we are now going to
jump onto the details. I think we're going to start
working on the details. So we need to do the
spikes right here. This spikes that we see
on this arrow right here, and all of the inner components, cables and like this little
electrical blog or something. Yeah, hang on tight and I'll see you back
on the next one. Bye bye.
58. Chainsaw Blade Spikes: Hey guys, welcome back to
the next part of the series. So today we're gonna be doing the blade spikes and you're not gonna believe what
just happened. I actually just finished them. And I forgot to turn off the
little screen capture thing or the cupboard thing that I normally turn off to show you. So don't worry, let me let me just go very quickly
over how we did this. I think we can save a
little bit of time. Hopefully you guys
can execute that one. That quick timescale over here. Our first, as you can
see, what I did here is I duplicated this
bulge right here, and I'm just deleting the
rings of the elements. All of these ranks
that we're only seeing the bolt and the
ending not of the object. I also did change
this guy right here, as I mentioned that we used in YouTube or a new curvature. You can see that we
pretty much follow the exact same shape over here, going all
the way down here. The only thing that
changed was this S-shaped right here that I modify. This thing could go around the object and into our
element without the, without cutting causing
too much issues. Now for this part right here, this wasn't going to
be a short video, just looks just like
four or five minutes. Let me just very quickly
show you how I did this. As you can see, it's a
very flat surface thing. I'm just gonna go
to my left view and I'm just going to
replicate it on this side. What I did is I went
with my mesh tools. I created a polygon tool, and first I created
the the path. So you can see here we have
123456 phases right here. With my quadrant, I created
this one and the quadro, we created a 123456. And then all of the
vertices of my object, we align them to create
a nice little shape. And then they grab
each individual face. Or you can also do it with
the, with the quadro. And I created the
spikes just like this. Now you might be thinking,
why not triangles? Why are we not doing triangles? Where are we doing squares? Because triangles can be a little bit difficult
to work with. I mean, yes, we can do it and it will give
us similar result. Here. I'll do three
triangles on the top and then we'll do
squares on the bottom. On the bottom, I'm just
going to keep the points of the square slag or really,
really close together. As you can see there. That's it. Of course you're going
to match the actual leg out like silhouette of that guy. And after that is just extruding this, pushing them there. And then giving this
everything a bevel. So two segments. I'm going to grab the
whole, the whole object. We're going to do this
and two segments. Now when we are actually the triangles
don't look that bad. But the secret to
this piece right here is to grab all
of the points of the tips and then just scale them down to give them
the sharp look effect. And if we do this
properly when we smooth, we should have this
very nice sharp effect, which is exactly what
I have right here. The only difference is this one matches the spikes that we
have here on the reference. And this one's
just a quick demo. But that's it. That's
pretty much it guys. That's the, that's the way to do this little
piece right here, this like a metal bits and the, yeah, I think it's looking
quite, quite nice now, one thing that I do want to add, because this thing looks very like cooling complex
on this inner side, but on the outside it doesn't
look like as complex. I would imagine that we're still missing a couple
of pieces here, but I would also imagine that we might have a couple of these
bolts over here like this. Things should match
like the thing. So we're here, right?
So for instance, this big one right here, I would expect to have the not going through it so
it will match something. So when we see it from
the side like this, we're going to see something
a little bit like nicer, same thing down here. So I'm gonna grab
one of these guys, bring this thing down
and then got there. Just thinking a little bit
of artistic liberties here. Just to make this piece
look a little bit nicer, because I just want to have
something everywhere so that the overall
height of the object, this as interesting as possible. And yeah, that's it guys. This is a very,
very short video, probably one of the shortest v. This will be fired
into the series. But I'm going to
stop right here. And then the next one
we're gonna be talking about the inner components. We're gonna do the engine. We're gonna start doing
some of the cables and just filling all
of these things in so that we have our our chainsaw
already ready to go. So hang on tight and I'll see
you back on the next one. Bye bye.
59. Chainswa Engine: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the chainsaw engine. And one of the final
parts of this very, very cool model the
women are working on. So again, if we open pure, if I felt I had it open,
let me just 1 second. There we go. Which by the way, I know I didn't mention this, but it's I think it's
pretty obvious you do have the pure ref files on
your folders as well. So if you want to just open them, you've probably
already did. Where did they go
now into a part of the model that we don't have
enough information about. And even if we were
to analyze it, I mean, it's just not there. There's nothing there. I can
see this piece right here, and I can see this
other piece right here. I see like a nice connector over here and then some
sort of element. I can see this blog
over here as well. So there are a couple
of things that I see and I understand how they're behaving and I can kind of guess like how things are gonna
be working, right? But unfortunately, we don't
have all of the information. If here's where we can use one concept called a kid bashing or sometimes also known
as the sci-fi world. They call this concept gribble. It sounds really, really weird. I remember the first
time I learned about it was it was weird. So it's called grieve or
the gribble is just nice. Whenever you do a hard
surface gribble, there we go. It's when you're doing this sort of things
and you just add like indentations and little things and little clips here and there. And it makes an object look complex without
actually being complex. There's no rhyme
or reason of why those things should be there,
but they just look cool. The cool factor and the best example I can
give you about gribble being applied to the something is of course, the
Millennium Falcon. We've all seen the
Millenium Falcon, a really, really cool ship. But most of the pipes
and things and elements that are on the top
here are useless. I mean, they don't
really serve as a specific purpose rather
than to just look cool. This is something that they did quite a bit in sci-fi movies. They still do because it's a very easy technique
to add complexity to something without
actually having to overthink it or
open or engineering. Since we're kind of seeing
this object before, like animals like a beat the game to the
magnetic or something, we can get away with doing
this or gradeable thing. So the first thing I see is this sort of like
this like shape, which has this thing right here. So to me it looks like
a disk like this. You can see that this
thing plucks into there. So it's line up to
this hole right here. And there's a lot
of ways to do it. I'm just going to keep it
really, really simple. I think the simplest
way to do that would be to just create
one of those ranks. So I'm just going to create one. I think 20 sides is fine. Let's give it the bevel. Think that that's fine. I'm going to make
it even like there. And then I'm going to have
all of this hedges as well. So that when we smooth this out, mole fraction, there we
go, we get this effect. Now, let's count how many we
have here on the reference. It's 123456789101112131415. So it's 15. Really cool. Quick trick Control D. And just move this down and then shift the and that's
going to create a new duplicate, this
56789101112131415. It's going to be the
new duplicated with the same distance
that you had before. So it's a really,
really easy way to duplicate something
in a specific order. Now all of these guys, we're
just gonna combine them. Let's go to the left view. This thing should be like right
there, increase the size, of course, rotate them around so they're born are
supposed to be. We need to make
this thing bigger. We just make it bigger element, I guess we don't ask questions. That's just the
way this thing is. Now, I know that
this thing should be aligned to right
about there because that's where the block
is gonna be coming from. We can align it as
best as possible. There we go, because we're going to have something
coming in there. Now, do we need to add
in another cylinder on the inside to give
this thing for yes, we can, and I think in
this case we should. So I'm just going to
press Control of beaches, not this to the
vertex right there. And since we haven't the
transformations here, I can see that the rotation, Let's say it's going
to be 45 degree angle. So we'll just grab this guy. We rotate this at
45 degree angle and now it should
match all of them. Just make this thing
a little bit bigger. Let's make it smaller like this. And that's it. That's gonna be, again, just another piece that's
going to add complexity to my, my object without actually without actually giving me a proper recent to
why this is there. It's just a just a
nice little detail. Again, you're going
to find that a lot of this thing happens,
especially in the, in the entertainment industry for B two games,
movies and stuff, commercials, you're gonna
have a lot of things that really don't make any sense,
but they just look cool. And when something looks cool, we usually swirl with it. For instance, I also know that we need some sort of
engine down here, like something like a
block or a certain kind of element where the main motor
is going to be contained. So I would imagine
something like this, like right around there. That's why we have
this whole housing, probably like there. And then we know that
there's gonna be a wheel spinning the
element that we're here. I'm just going to use
this thing right here, this cylinder I just created to create a very basic
blocking of how I imagine this sort
of like engine to be like extruding, it's forced. So I would imagine this thing. It goes like this and then
we just go right there. So as you can see that actually I can believe that exactly, but that, that
matches our rotation. Therefore, the chain like
quite, quite nicely. So we would see this
thing right here, and that's the thing that
will rotate the chain right? Now, we have this piece, we don't have any information. Let's give you the
cool, cool effect. We could actually go for like a car accident and take a look
at how the car axles look. So we can reference some of
the axons and stuff and you can see the type of screening
of connections that we would normally see on a car. And this thing we can
just try to emulate it. So for instance, I think
I'm going to go to this guy and this
guy, Let's bevel it. A small fraction. I am going to add like
a natural, right? They're gonna be like two caps. So let's do something like that. Let's bevel all of
this guy's fraction. What we're creating our nice little engine
element over there. There we go. Let's
do another one of those borders right about there. Control E, extrude
this out a little bit. Maybe add a section line
right there at the center. Again, this is
where we can apply all of our knowledge
from hard surface, just start adding or
creating a complex shape. That's going to again,
the only function that we want for the
shape is to look cool. We want the shape to look cool, to fill the space, the empty space that we
have on our element. When we do our nice
little render, everything looks super, super
cool. Something like that. There we go. That's it. That looks a lot like an engine. We can even bubble
this thing right here. And if it doesn't look
like an edge in, it, at least looks like
a mechanical device. So it's some sort of mechanical device that has a nice little effect over there. And we're gonna be
able to utilize, let's push this guy
up a little bit so they're above that thing. Now that things like appears
to be connecting somewhere. So again, we can just grab
this on the right here, Control D. Let's duplicate it. And let's just create another small cylinder that overlaps. So that way, it kind of makes
sense that something is going into that specific
element, that specific area. Here's where we have
this thing right here. Remember, we've talked about the thickness of the element. So we need to decide what we're
gonna be doing with that. Because I really
like the position of the engine right here, but that thing right there, it looks a little
bit out of place. Again, if we took a look
at the reference impure, if we don't have any
more information, we just see that there there's
another cable going here. And that's it. It's a little bit tricky because normally those
are the things that are hidden inside of the home
and the only thing I can kind of see No, I actually don't see anything. There's one right
here. This is like a box or a right ear box. So I know there's gonna be some sort of
like a radiator box. We take a look at the
reference. There we go. So it's following the same
direction of this curvature. So we just look the same. It will be like
right about there. This thing will be
probably like connected to this thing like
overlapping or something. We don't know. We don't have
enough information, so we just need to
make this thing look as cool as possible. I don't think it's going
to be overlapping, so I am just going to have
it attached to this side. Probably we'd like a
screw or something. Maybe that's crew
that we see right there that kind of holds
it together somehow. I'm just going to
push the sensor. We don't touch it. And yeah, that's that's the blocking. I
kind of like this. I think it keeps it
keeps it simple. Like down there. Let's
let's take care of this guy before we move
on because I really, I really need to figure out
what we're gonna do here. For instance, the engine there, it's touching some of
the areas and that might be something that I
don't necessarily want. We had this elements before, but now I think it
might be a good idea to delete at least some of them. Like maybe this
intersection right here. The other way the engine
can fit a little bit nicer. There we go. And now here's where I would start thinking what to
do with this thing. So I think in this case, creating a sort of a thickness
here might be the best, the best idea for us. Something like that. And then this guy is
Control E. We extrude out those two guys. So let's center. There we go. See how we can create
that border right there. Here. Kind of want to keep
that like sharp effects. So let's go there. Merge those two borders. Then. These two
guys, there we go. Let me isolate this so
that we can work on that sort of like patching
a little bit better. Same thing here, for instance, like on this edge right here. It might be a good idea to give it a little
bit of thickness. So we're gonna keep it thin. We're not going to fill in
the remaining of the gaps, but we're gonna give it a little bit of cover
in certain areas. So for instance, that
guy right there, that cover, I think
that's going to help. So let's fill in this
little block right here. I think this will be
important to fill out. And the easiest way is just to snap this
thing right here. He'd give it a nod edges because this stops right
there on the other border. So even if we get
or we create a lot, a lot of edges shouldn't
be that much of a problem. Let's just grab all
of these vertices. We go Control E there. That guy, that guy, that guy like this guy and this guy and this
guy immersed center. Then here we need one
more line. One more line. Bridge. Bridge. Perfect. Yes, we're gonna
get that soft edge. We can try to harden this. Hardened or this is going to harden a little bit of that guy. And I really don't
want to do that. Or we can just go here. That shouldn't really
affect the curvature. That's much cleaner. Yeah, I mean, this looks good. I'm not really
concerned about this like other area that
area over there because for that area we
actually have distinct cover. Yeah, that's pretty much it
for the, for the object here, we probably are going to have
one line like right there, which again, shouldn't
really change that much. Again, don't don't be
too concerned about just adding what I just
mentioned, the degree will think. Now let's go back to this
guy in this radiator. Interesting shape. I'm going to bevel the corners. I know that this is going
to create an angle. Don't worry. I'm actually going to
delete those faces. Then I'm going to add a
couple of lines right here. Grab, let's grab the edge loops. Bubble Control B is also a shortcut and think
we've used it, that one. We've used that one
that as much grab. This one's right here. Again. There we go. Wait. I'm not sure why I am. I'm in multi-select. Another query option. If it's a view, you can select the
faces like easier. Just select everything and then de-select what
you don't want. A very nice trick. Just put us in a
little bit of offset. So when we smoke, we
get that it's perfect. I am going to
duplicate this face. Edit Mesh, duplicate. Let's add a little bit. That's gonna be the cap. Work out with this guy
pushed it up, control ie. Thinking this to the inside. Then mesh, edit, mesh and poke. Probably need to do the same
thing on the other side. Grab this guy is Control E, thickness, then mesh feel whole. Mesh. Polk. There we go. Grab this thing. Bevel. The borders. Two segments
is mole fraction. Then I'm actually also
going to bubble this guy. So we're just going
to create a mess on the central point. That's fine. So pebble
because it's a flat area. So just pizza we want control D is going to be on the
other side as well. Then this thing, of course, we're going to bubble all
of the corners as well. We get this very nice
hard surface thing. Bevel, two segments
and small fraction. There we go. And we get this effect. And that's it. We'll grab this three guys. Let's combine it and
against society, since I liked the shape
and it looks kind of cool, we can just duplicate it and
bring it here on the inside, like filled that gap
that we have over here. Might look weird and
might look interesting. But the good thing is, unless someone created this machinery, like an expert at
the, what's the word? The chain sauce. It's fine. Like no one's
going to ever know that that thing is not
supposed to be there. Let's modify this pivot point. And I don't want to scale
this one in a little bit. Then what's going a
little bit too far out? Then on the reference,
I see that it has a couple of bolts. So again, here's where we
can add some complexity. Because by adding just
like a random stuff that's not actually engineered anything but just looks cool. We're going to make this
thing look cool as well. Again, it's, it's really, even if it's asymmetrical, it's perfectly fine
to look at that gets cool little things that make the whole element that Hopi
is look even, even better. You can see that
right now we do have this ambient occlusion
and turn on, which is giving us
those nice shadows. That's exactly what we need because those shutters
are gonna help us create the complexity
and the depth that we, that we want here
for our element. So that's it for this one guys. I'm going to stop it right here. And we're gonna have one
more video, one final video. We're going to do this like
cable thing that goes here, just a couple of
other cables I see here that a little hose
that goes over here. So it's just small little
details that we need to finish this thing
and make sure that this looks as nice as possible. That's it. Hang on tight and I'll see
you back on the next one. Bye bye.
60. Chainsaw Details: Hey guys, welcome back
to the last part of this chapter or the final
chapter, the final countdown. We're now into the details
of the chainsaw and there's just a couple of things that
we need to add to make sure that this thing looks
as nice as possible. There was a couple of connections and there's
a lot of cables. Cables. We already
know how to do them. We're going to be doing them
like super, super fast. If we take again a
look at the pure file, I can see that we have three main cables that I want to add. We have this cable right here, goes into there and
there's a sort of like a cylindrical shape
there and the plug, there's this cable right here with another kid
will go into the site. And then there's another
cable right here. So it's those three cables
that I think are going to really add the final
details to the whole thing. Since we have some sort of like cylindrical shape over here, I'm just gonna move my
little box right there, my extra little agreeable thing. And again, don't
overthink it just like we have this nice little
cylindrical shape here as well, might as well just read through, recycle it and use it to create a little plug thing that we're
gonna have like over here. Especially because it's
one of those pieces that we don't have a lot
of information about, which is known that
this thing is coming from this side right here. And we're going to have
some sort of like cable, like Codman farm it, right. So there's going to
be that cable going here and it goes
like down here now, where does this thing
going to be connecting? I don't know either, but why not just add another
little piece here? That again is going to
have complexity and the, a cool element to
the whole thing. So maybe this thing
goes like right there. Again. Don't overthink it here
where we're improvising. We're taking some
artistic liberty, which is part of the job, as well as some things
you're gonna be giving concepts that
are not super clear. And that's where you're
going to have to be like, okay, what can I do to
make this thing look cool? Now we go for that, for
the MNC LOG right here. And this does have a
nice little shape, but the metal part there, it's really similar
to these pieces. I'm going to recycle this piece. Again. It's just snap it
to the tube right there. And I'm going to use this as a connector base on this area. So this is the thing where
we connect the element two. So it's going to be
like my little cap. And then on top of this cap, we're gonna play as
the other elements. So let's make this a
little bit smaller. So we go through the
whole very nicely. Maybe not that much. There we go. That's a little plug again. And now it's like an
elbow sort of shape. And then there's a
little a little pipe that goes all the way over here. Again, we don't see it on
the right view like here. Like I don't see where
this thing goes. This area, like I know that
there's something in there. It kind of goes in this area. So there's probably gonna be like another sort of
plug right over here. There's going to be
like a movement there. To create that little thing. I'm going to use a cube. I'm going to use, actually,
I think we can just know, yeah, I'm gonna use
a cube and I'm gonna explain why in just a second. I'm gonna use a cube. And the reason why I'm gonna
use a cube is because that has a very sharp 90
degree angle churn. So let's make this cube a little bit bigger because we know
when we move the cube, we're gonna get a
very round effect, even though we add once
report that right there, you can see that we
get that nice effect. I'm going to go to this
Kube Control E, push it up. Control E again, push it up. And then here's where we're
gonna get the elbow shape. There we go. Now again, when we
smooth this out, we're going to get the very
around like hard surface he thing right here which
is the elbow sort of thing. I think that's a
little bit thinner. The only important thing is
we need to make sure that the faces are asked
of squares possible. This thing looks the way
it's supposed to be looking. I do want to add like
a base on both sides, kind of like a cap. So let me delete these
border right here. Insert edge loop
there, grab this face. This face is Control
E and the X truth. And then this ones
as well, control E. Let's give it a little
bit of an offset to hold things a little bit nicer
and then just push them in. There we go. We have this nice
little shape which is like a, I've seen this guy. So this plastic key, things that make a nice
tight grip on the elements. I think that one's going
to look quite, quite nice. Again, we have a cable that goes over there. Let's
create the cables. There's gonna be
a couple of them. So I'm gonna go
create crypto beaker. Let's go to the front view.
Let's start with this one. So I know that we're
gonna start right there and we're gonna flow into there. If we go to the side view.
Let's center points for this cable and position in the word supposed
to be. The boat. They're controlled brushes,
Let's move them down. You can make this cable
will be like a little bit looser and maybe
it's like, I mean, it's probably relatively
tight or relatively stiff, but not super, super stiff. So something like that
works perfectly fine. Then we have another
one over here. So let's go to the left view. And we're going to go again
create curb Tools, EP Curve. And we're gonna go from
here, like down here. So. So we grab some of this controlled vertices right
here, rotate them around. And this cable is
going to be going into this pipe right there. Again, we'll just grab some of this point right
here, push them out. Wherever like this
one right here, push it up and make
sure this cable is like traveling in a believable
way right from that point. In doing that, there we go. So it was like a like a nice little hose is going
all the way over here. If there is a couple
of extra points, remember you can delete them
and that's also going to clean up the curvature
a little bit better. So super, super helpful there. Finally we have another
connection down here, which again, it's just
like a natural host that goes from top to the
inside of the element. So we need some sort
of connection there. Let's again recycle
one of those guys. Like no need to
reinvent the wheel. And we've been, as
we've been saying it. So we're going to have one of
those guys, maybe this one, we flatten it out
a little bit more. We're going to have it like
right about there. I think. Push it out. There we go. And the connection points probably going to be like
it goes down and forward. It's probably gonna be like
a point on the engine. Let's rotate this 90 degrees. And this thing maybe it's
like welled up there on the, on the edge like that. From here, maybe it
goes at an angle and ejects some sort of fuel
or gasoline or something. So again, let's go
to the left for you. Let's find the
points. So it's that one right there and
this one right here. So create Curve Tools EP Curve. We go there, there, there, there, there, there, and there. And that way we're gonna
have another piece. Let's send to the pivot point. Rotate this so that's going where it's
supposed to be going, which is right about there. Perfect. Now we can grab all of the
curves at the same time, all of the cables that we just created and just say a mesh, sorry, create sweep mesh. Of course this are
gonna be way with thinner because they're just like cables, like
connection elements. That one looks cool. I'm not sure if we can do specific size for
the elements now, since all of this are
the same strip mesh, we can't do that. So I think this one's
a little bit thicker, which means that I'm
gonna go back and I'm going to select
this 2 first, which are like
small thin cables. So create sweep mesh. I think something like
that works perfectly fine. That works fine. Let's select the objects
and hit Delete history, saying for it, for this
one, delete history. And now we'll grab this
one, create sweep mesh. And that one's a
little bit thicker. Let's increase the
precision so we have a nice little
transition over there. Maybe even increase the scale
just a little bit more. Here's where I would probably grab that last curve
that we created. Let's go into the, into the points here and
just move them a little bit so they match the
element a little bit closer. There we go. A lot, lot closer. Perfect, Cool. So yeah, just grab
everything here, delete the history,
and we're good to go. We just only history of
freeze transformation and look at this view,
the full chain saw. So congratulations
guys, guys have, you've made it all the
way to this point, then you would say, are perfectly prepared to model any single hard surface thing
that you might encounter? Yes, there are a couple of
things that aren't even more complex than the ones that we've modeled throughout this series. However, I do think you now have all of the necessary
tools to create amazing models as
the ones that we've done throughout
this whole series. It seems like this
thing is right here. Got a little bit. Forward. We go, we move something else. I think this is it now, one thing that
definitely needs to be done is make sure that
this is all cleaned up. So make sure that needed to go into your Hypershade and
delete all of the things. I'm gonna show you here
something real quick. So first, as you can see, there's a couple of
floating cameras. I'm just going to delete all
of the floating cameras. You can grab everything. And again, I don't want to
center the bullet points. I just want to
delete the history and freeze transformation. You can see all of the
side Thompson ones. It's just delete them. We don't need the image planes anymore on this on the scene, so I'm just going to
delete those as well. All those extra cameras. They get created whenever I press Space-bar and hit
this option right here, which is new camera and whatever camera you're Andrew
can include extra cameras. So as you can see, we have
a lot of extra cameras that I've been creating throughout
the, throughout the course. We don't need the
curves anymore, so all of the curse
can go. There we go. Cameras can go. And you can see we have
all of this poly surfaces. So the worst thing you can
do is keep a poly surfaces. What I'm gonna do
here, so I'm gonna grab everything, I hit Shift P. Now every single objects should be outside
of a parent group. So there shouldn't be
any parent groups. All of these groups
like this sweep group. This poly surface,
the supply chain. So saw those. Let's get rid of and let's get rid of the directional
light swell. And we should only be left
with all of these pieces. Now, we did rename some of the pieces from the
chain saw before. But as you can
see, there's a lot of other pieces that
are not renamed. My best advice is to of course, go and select a specific group, like groups, sections
of the object, group them and make sure
that they all work. What I'm gonna do here
is I'm going to do a, let's call it a general
grouping of the ons. So here let me show you. First, I'm gonna go
like all of those guys, like the blade guys. And I'm gonna go up here. And there's this
option right here hidden called the
rename function. And I'm gonna call this
saw on their score. So the JI JO underscore, I'm not I'm not giving it a specific names is just solved. Goce 123 and all of those
I'm going to Control G to, I know. And then
sent to the Pope. I know that that's my
soul, my soul group. So let's hide it so that
we can clear things up. Then let's grab all of
these pieces right here. Like all of those sections, all of those elements
here, I think that's, that's another good group. We're going to
call this housing. Housing underscore. Underscore. It's gonna be against so
a haunting underscore 012345 group this
and this is gonna be saw housing group. This is not the
right way to do it. The right way is to actually name all of the
things that we need. In this case, since
I just want to do a quick grouping
because we're gonna be talking about
are rendering next. I want to show you a quick,
a quick or your history. All of the elements here,
all of this engine elements, like all of these
things right here. As long as the things are
connected to something, I think it's worth
to have it on the, unlike in the same section. All of the settlements. So those guys, that
guy right there, that guy right there. I think all of that should
be like another group. We're gonna call
this engine block. Engine block, underscore. Underscore, and then
Control G. This is gonna be the engine
block on Discord group. Then we're gonna
have all of them will actually like
this guys right here. These guys right here, like
all of those bolts and stuff, Let's call this
bolts underscore. Underscore should also be
inside the engine block. And now all of these
guys I'm gonna call it supports engines are gonna be Engine
supports underscore, GO, underscore, Control G, and that's the engine support. Hide this. As you can see, we
have other stuff here. I didn't even know
what those things are. I don't know what they are. It's probably the basement
shafts, the base mesh. So yeah, just just delete the base mesh.
We don't need it. I'm not going to delete
it because I want to show you look at how far we came. We went from having
this right here. Was her blocking
this right here, which is our final mile. And look at how nice this looks. So, yeah, this is the
beauty of 3D modeling. This is why I loved
this job and the way he loved my career. Because you're able to
create amazing stuffs from pretty much nothing. However, yes, it takes time. Yes, it is complicated
and it will take some amount of effort to be able to achieve amazing
results such as this one. But as you can see,
you're gonna be able to create some really,
really cool stuffs. Yeah, that's it guys. Thank you very much for
following along in this chapter, chapter number prime, we
have one more chapter, however, the next chapter is actually really, really short. We're just going to take
a quick overview at rendering and how to best
present a juror works. I'm not going to be
doing the rendering for this piece or the camera. We're actually going to
be using the toaster, which was the first element. We're going to use the
toaster us, an example of how to properly prepare a scene. And then we're gonna
be talking about certain lighting situations
and how to render a turntable and all of the
things that you might need to create a very cool
looking elements. So hang on tight and I'll see you back on the next chapter. Bye bye.
61. Clay Render: Hey guys, welcome back to
the next and final chapter of our series today we're gonna be talking about are rendering. And I wanted to include this boneless chapter or I
considered kind of a bonus chapter because we've been doing so much work creating amazing
props, amazing concepts. We might as well. We'll show them off. And the best way to show a nice model off is
with a nice render. I'm gonna be showing
you one of the most basic and the most like, nice-looking our renders
that you can do, and it's called a clay render. Clear renders our renders where you don't need to
worry about materials. Now, don't worry, I
will show you how to do materials in a later video. But today we're gonna be
focusing on this or a renders. And as you can see,
Clay renders allow you to appreciate the modeling. Modeling. You don't get
distracted by any like specific lights or any
specific materials. We just focused on the modeling
and we can appreciate all of the hard work that we
did, something like this. First of all, let's
import our toaster. So I'm gonna go here.
I'm gonna say Import. I'm gonna go to the final
element of our toaster, which is this
toaster for import. And this is the final
result we have. Now if you remember, I did show you a little bit
of a render here, but we're gonna
start from scratch. So I'm just going to
delete everything here. Let's leave the HDR. Let's
delete the image planes. And I'm actually going to
select all of my objects or right-click and assign an existing material
and just lambda one. So it's pretty much
back to basics. And I'm actually going
to save this scene for you guys because you have
a lot of cameras as well. Very common for me to create cameras, even though
I don't want them. There we go. So to clean everything
in the scene, you can go here into the
Hypershade and hit Edit, Delete on the US notes. And that's going to
delete everything that we're not using, which in this case it
should be all of this. I don't know why we still
got some of those elements. The volume we don't need
anymore, and there we go. So this is the actual toaster. So let's freeze transformations
to make sure that we don't have anything
delay history. And there we go. We should only have
the main things. They definitely need
to clean this up. I would recommend that you do
whenever you are finalizing a model just to make sure
everything is nice and clean. But let's create
the first of all are infinite background. And the infinite backgrounds gonna be really important
because it's going to ensure that we have a nice surface to
light our object from. So I'm gonna select this edge
right here, more of it up. Select this edge right here with up the saturation, a little
bit up and there we go. Smooth this out. As you can see, that's
our infinite background. There we go. Now if you want the
shadows to be close, you can push this closer so that the wall is a little bit
closer to the object. If not, we can
just push it back. Now we need to
create our shot cam, which is going to be the main camera that
we're gonna be using. I'm going to go to the
rendering section right here. Do we have Karnak Denon? We do, right? Yeah. I'm gonna select the camera. Angle panels will look through selected so we jump
inside of the camera. We've done this before as well. Let's find a nice little render it in
elementary lip right here. Actually, whenever you're
doing a clay render, one thing that I recommend
is you can grab the object, the group it, and have a couple of copies
for the objects. So this is gonna be
the main side view. And then we can duplicate
the group Control D, the toaster to this side. Let's move it to the other side so that we can see the logo. Right, the boat there. We can even do one
more duplicate all the other way around. So we can see the back view. Let's have more space
to all of them. There we go. Maybe we can grab the
first one and let's push it forward because that's
the that's the main one. There we go. That looks like a like a nice little
collection there. I'm going to open the
shutter little bit more and just move
things a little bit to the side so that we
can see them a little bit clearer and we have some
empty space in here. Let's close the shutter
a little bit more. There we go. Now, this guy right
here, let's open it up. That's a little piece that we, it took a little bit
of time to model, so let's show it off as well. There we go. We have our nice
little setup here. So I'm gonna go again
to this camera. I'm going to rename it
and call it shot camp. This is the camera
from where we're gonna be doing our shot now, to save this position, there's
a couple of ways to do it. I like to do a keyframe, so I'm going to just go
and press S to keyframe this thing and make sure
that this stays safe. So if at any point I
move this thing around, as long as you are going to have all the keyframes turn on. Like if you move
this thing around, folks again, that's our shot. Hit S out of your friend turn off and then you can just
move this thing around. And if you just go back and you're going
to go back to this, another option is you can
go here BYU bookmarks, and you can add a
new bookmark with this little shortcut
right here, this one. Now at any point I can go to the bookmark and that's
the camera view one, which is this one. So if I'm lost and I
wanted to go there just BYU bookmark camera
view one. There we go. Now we need something
called an HDR. And I'm not gonna go too much into the details of what an HDR, high dynamic range image. It has a lot of light
information baked into it. It's a very
specialized image and we use this site
called poly haven, which shares with us free HDR. So they are really, really good. And they actually
have some studio HDRI that are perfectly suitable for this kind of
product, product rendering. I liked the warm scenes like this Christmas photo studio or there's a studio
country hall, because you believe with
more warmth to the scene, it's not that's artificial
as the other ones. But if you want to have
like an artificial studio light, that's fine. Let's go with this one,
Christmas studio 04, which is. It's not as warm. There's a little
bit of colors here. I'm gonna click this
Download button right here. And this one, we're
going to move it to your source images folder. So I'm going to
Control X to copy, go into my projects
real quick of camera. You're going to drop this in
your, in your source image. You can see we already
have a couple of studios here that I've been using
for some render tests. But we're gonna using this
one Christmas photo studio for now inside of Maya, what I'm gonna do is I'm gonna
go into my Arnold section. I need to make sure
that the Arnold render engine is turned on. If it's not sure NADH
you're gonna go Windows, Settings and Preferences
Plug-in Manager. And you're gonna
write here m c0, which is Maya to our node, which is the blogging that
converts the scene from my yet well to our notes
and we'll just load it. I have it set to overload so
that we always have it here. I'm gonna go into Arnold lights and I'm going to create
a sky dome light, which is this big main light that's going to use
the image that we just imported or added into our source images to bring delight information
into the scene. So control a to go into the attribute editor, which
is this one right here. And on the color option, I'm going to click this little
button to input a node. And we're going to
use in a final note. On that final note,
I'm going to plug in the Christmas a studio
photo, and that's it. You don't have to
do anything else. The only thing you need
to do now is going to are known and hit the Render button. And if everything is
set up correctly, you should see the Arnold
window pop up in just a second. There we go. And after it converts the image texture
because it does a little bit of conversion
under the hood. Or conversely, the
image section we should see here the r elements. So let's just give you
a couple of seconds. We are getting error there. Kind of weird. Open something that gets different etched
apology to Maya poly fill two. Interesting, Let's try it again. Okay. I'm really concerned about
that one. Let's close this up. I'm not sure if it has a
setup that I don't want. Everything seems to
be working fine. The only thing that
I might be worried about is for there to be like an angle. I'm
going to select. Show you a quick way to
check if there's an angle, because sometimes
angles do break up the topology that you have
on your, on your scene. You select an object like let's select the toaster right there. I'm going to go
into mesh cleanup. And I'm going to
change the option here to select matching polygons. And I'm going to
select faces with more than four sides
and hit Apply. Okay? Yeah, there we go. So that means that
we haven't gone. You can see it's right there. Actually we have a
couple of angles, so we'll have one
angle and right there, and another angle right here. So this object right here and the upper object are objects
which we know how to fix, just mesh and smooth. Mesh and smooth too. If you just make
everything squared, grab both objects on
the other guys as well. Just hit the mesh and smooth. Now we should be able
to grab everything. He had some old again to
get this very nice effect. And technically we shouldn't
have any more anions. Let's try it. Render. There we go. So it's probably, it was probably a bad morning. Usually Angolans do render like it's very aware
when they don't, but that's why you don't want to angle in
turn your objects. However, we were able
to nicely solve it. Let's just wait for the render here and we should see it
really, really shortly. There we go. So our torts trusts
are right there. Of course, this is
not the camera. I'm going to stop the render, go to my shotgun
and render again. And this is where we
get usually the HDR. So you're gonna give you in
the very nice soft image, but it's not perfect. It's also very noisy. We're going to fix
that, don't worry. But this is not perfect. The HDR tend to give a very light, ambient light
illuminating everything. And this is where we need
to go in and add a couple of specific or
hand place lights. I'm gonna go Arnold
lights and I'm going to create an area like
this area light. We're going to position it
to the right of the object. This is something called
a tree point light setup. And this is super, super
common lighting sub that we can use to generate
a very nice effect. So we're gonna go here. Let's increase the exposure. Let's go for a
twelv for something and let's give this a try. So not enough. Sometimes the lights
need like really, really high exposure.
Let's start like 15. There you go. You can see that now we're getting a little bit more light. I usually my key light, which is this one to
be a lot more intense. Let's go waiting.
That's way too much. Stop. And we're going to go 17. Still too much. Let's go 16. There we go. Another thing
we can do if we were really close to the
amount that we want, we can just bring
this thing back or make it a little bit bigger. If you make it
bigger, the shadows are going to be softer and
the light is gonna be, of course, a little bit dimmer. So this one works a
little bit better. I think I want to increase it just a tad bit. Let's go 17. There we go. That's a lot nicer. Now one thing I
definitely want to do is I want to add a little bit of temperature to the
light and they're very common color combination
is blue and orange. That's like a, again, we call it in Spanish labia
comfortably from SpongeBob. You guys remember the
episode where he grabs like a special net,
that's the trustee. The trustee won't
like, it never fails. This technique never fails this. We're gonna use colder
temperature and we're gonna make it
slightly warmer. So this is going to
be my warm light, as you can see right there, because we already have
a very nice cool light on the other parts of
our, of our scene. This is giving us a very
nice effect right here. Let's stop it there. I wanted to change
my, my effect here. I think I want to push
a little bit closer. One thing we can do is
we can actually increase the focal length or decrease the focal industry like a 24. That's gonna make them look
a little bit more like epic. Like a nice little
product right here. There we go. Instead of looking
like flat like this, now they're gonna
look like, Wow, boom, like the
product placement. A lot, lot nicer. Now, we already have
our main light, which is the one
that we just placed. We already have our field light, which is making sure that the
shadows are not as intense. Now we need to create
something called a rim light, which is a light that is
going to be giving us some very nice light shines on the back corners right here. So I'm going to grab another Arnold light
in another area light. We're going to
move this thing to the site and position
it right here. Now this one that's
also needs to be really intentional
as good like 16. And this one's gonna be cool. So let's push the
temperature up. And if we take a look now, you're going to see
that we have this very nice rim light over here. Now, this is not exactly
where I want it. I'll probably want it hitting the sides of the
elements like this. Now if we run
there, there we go, we get this very,
very nice effect. I think that's a
little bit too much. So I'm going to push it back
a little bit more like that. We render look at that. So we get this nice little shines on the corner
of the objects, on the rims of the object. And that's going to allow me to appreciate the
form a lot better. This is it, this
is a clay render. However, as you can see, we
have a couple of problems. First of all, this is
not the correct size. I would like a full HD. Full HD, usually
the size that you want to go for whenever you're doing this
kind of renders. And there's a lot of noise, a lot of those noises. So we need to fix that. There's a couple of
ways to do this. First, if you're gonna go
here to come on and we're gonna change the presets
from HDF5, 42 hg19, 80. Now when we render, the image is going to be
rendering at ten hundredths. It's gonna be a lot
bigger In a bigger image, of course, it's gonna
be a smaller noise. So the noise won't be as noticeable as what
we had before. Now, if you have an NVIDIA
GPU on your system, in my case, I have
this a G4, GTX 1080. If you had, if you have an
immediate G4 NVIDIA GPU, you're gonna be able to change
the render device to GPU, and that sometimes speeds
things up a little bit. So let's render this
thing real quick. Will be a little bit more,
more noisy at first, but the render time should
be, should be shorter. So let's give this a go. The first time you
run it though, it will be a little bit slow. Just keep that in
mind. It always takes a couple of minutes
to like kick off. Again, compresses everything
and make sure that things are working the way they're supposed to be working. And then it does the render. Sometimes I even like to
stop it and then restart it. It kind of like it's not a bug, It's just, it just takes
a little bit too long. So I'm going to stop
this real quick guys. Let me, let me wait
for the render to finish and I'll show
you that the result. There we go. Now we're rendering with GPU. You can see it's a lot faster. It took only six seconds
to render the whole thing. We can stop it and play
it again and you can see how fast that it's
salts the samples. However, it's a
little bit noisy, noisier than the CPU
because it's not as exact. Gpu tends to be a little
bit less less exact. However, in the newest
version of Maya, Maya 2022, we have this very
cool thing called an imager. And imagers are a
post-processing thing that we can do after
the rendering is done to render or to polish
the image a little bit more. And there was a very cool image, imagery called the
denoise or optics, which uses nicer to
work very nicely. Now down here, it says
forcing bucks filter. There we go. And that's it. I didn't even have to rerender, as you can see that now
my image is like super, super clean, especially
since this is a clay render, it's very easy to clean up all
of the noisy that we have. Again, we play, it renders, it starts doing the
render that we want. And then as soon as you let
it run for a little bit more, the optics kicks in. This is what you get. So you get this very nice final
render off your elements. So I'm just going to
say File Save image. And you can see this image as, as any kind of image
that you want. So here I'm going to call this, let's call this toaster
clay, render dot JPEG. Now you can share this, upload, this to your portfolio, do whatever you want with it, and you are going
to be in possession of a really nice
clear render setup. Now, what else can
you do with this? Well, of course
you can just group this guy's into a single
object called as toaster. And you can import more stuff. You can import the chainsaw, you can import the camera, you can import all of the
different objects that we've done and use this scene
as your render files. So I'm actually going to save the scene for you guys in case you want to use it for
your, your own renders. This is gonna be called clay. Render a scene. And if you want to use it for any objects like it
could be the ones that we model here
in this course or any objects that
new model later on. This is already set
up for you as long as you have the proper HDR, things should be looking good and you should be
getting a really, really clearly clean result like what you're
seeing right here. Yeah, this is it for
this video guys, in the next one we're
gonna be talking about are no materials like, okay, we have a nice
effect right here. But what if I wanted to add materials to make this
thing look even better? Well, that's what
we're gonna be SE so hang on tight and I'll see
you back on the next one. Bye.
62. Arnold Materials: Hey guys, welcome back to
the next part of our series. Today we're gonna continue
we'd rendering and we're gonna be talking
about are known materials. So yeah, let's get to it. Now. As you can see, we're in
the same clay render scene. We're gonna stay here.
I'm going to open toaster groups and I'm
gonna delete group 23. I'm going to save the scene. So you also have access to this, as let's call this
materials render scene. The wind materials
work inside of Maya is through this thing
called the Hypershade. The hyper sheath is this
area where we're gonna be building our materials
if you're used to Blender, this is very similar
to the shading parts of the winter interface. In the Arnold section, in the shader section, we have all the different
materials that aren't all Hess, the most basic one, the one that you're gonna
be using the most is this one called the
AI standard surface. I'm just going to click it here. And once we go into this
AI standard surface, you can see all of the different
things that we have here inside of the elements. This thing right here
is the material viewer, which will give you a
nice little preview. If you want to see like
a realistic preview, you need to change
this to Arnold. And this is actually gonna
be rendered in real-time. You're gonna see
the Reynold going on here and you're gonna get the exact result
of how this thing is going to look
inside of a scene. I usually like to keep
it in the hardware. It's not act as exact, but they will give you
a nice approximation. If you've never, ever done any sort of like
shaving injure life. If this is the first time you're learning modeling and you want to create some very basic stuff. The only thing you
need to understand is that every single
material in the world, everything plastics,
wood, paper, foam, like every
single material, as long as it's not transparent, as long as it doesn't
let light through. We'll have two properties. The color, which
is this base thing right here, and the specularity, which is how the light is
reflected from the surface. So let's say we want to
have a read toaster. Well, the only thing I need
to do is change the color, select a red color, like this, dark red
color for the toaster. And then we need to select how the specularity is
going to be working. So if the specularity, that means if the
light that hits the object is going
to be reflected like perfectly dendrite going to
have a really high color. However, if you start lowering
this and you're gonna see how we lose light. And now this becomes
like a mat object, usually specularity,
there's gonna be all the way to the top. And the thing that you're
gonna be changing the most is this thing
called the roughness. If you increase the roughness, the light that's being reflected will be more diffuse as you can
see right there. So we're gonna get
this or like bell but he look like plastic. And then Belbin, this is
more like polish plastic. And if you bring the
roughness all the way down, this is pretty much
like a mirror ball, which is probably something
that we're looking or something that we're
looking for in our toaster. There's one more thing that
we might need to change, but I'm going to talk about
that one for the metal bits. So let's say this is
our red, red materials. I'm just going to call this
m underscore red plastic. The only thing you
need to do is select the pieces of your object
that you want to be read. So in this case it's gonna
be like this whole thing, this little thing right here, and that thing right there, assign existing material, and
we assign the red plastic. And you're gonna
see the red plastic here in the viewport as well. Now if we go into our rendering, Let's close that for a second. And if we go into the
render and we render, this is what we're going to get. Let's just wait for the
whole thing to update. Oh, ****. Maya did not like that. Yeah. Unfortunately, that can happen sometimes. Nothing
else we can do. So just let's open
up this up against, let me set the project real
quick and I'll be right. Now. The good thing
is that we did save the scene as the
material render scene. So technically we should
have this right here. We don't have the element,
so let's create them. Let's go Arnold. Ai standard surface shader. And then here, AI
standard surface, we selected our dark red
material right there. And we lowered the rough
as to how like a really nice like almost
mirror-like surface. Let's bring it a little bit off because I don't want
this to be like super, super perfect, but something
like that should work fine. Let's call this m toaster. One thing that we can do, let's assign this material real quick, existing material or a toaster. Let's save the scene real quick, of course, before
anything bad happens, Let's go to our shop
cam and let's take a look at the framing. So definitely let's bring this
closer so we can see this in a more of a nicer view
like something like this. There we go. The one thing I'm
gonna do is I'm going to edit or sorry, File. And I'm going to
use this, which is called Optimized scene size. And this will delete and remove anything
that we're not using. In this case, any empty groups, empty selections, anything that we don't want, it's
gonna be deleted. Let's delete the
history as well to make sure that we were
super, super clean. Let's save again just
for good measure, let's open the render
view right here, and let's hit Render so that
the noise is activated. We left it on from the other part of the modeling
we are rendering with GPU, which if GPU is causing
you to many problems, just change it back to CPU
and you should be fine. There we go. You can see
that the denoise or kicked in and we're already getting a really, really clean image. The longer this spends, the nicer the image will look and the toaster is
looking a lot nicer. Now I think that breadth is
a little bit too intense. So let's go back to the material and let's bring this color down a notch like this that
we go and hit Render. That's a lot closer, that's
a lot nicer than they look, looks a lot better. Now you can see that
the denominator is a little bit aggressive, so guess it will get
cleaner and cleaner as we, as we push this order. If the denominator is a little bit too much
and you can't go here to the nicer and
either disabled it. So she didn't have
that the nicer or reduce the blend
mode right here. So the blend is how much
you're actually getting. So if you go to like half of it, you're gonna get a
little bit of green, which might be good to get like a nice sort of sparkly effect. Now, let's say we wanted this to look a lot
more metallic. What can we do to get this mud tubes will be metallic. There's two ways to do it. There's the proper way
or the scientific way, if you wish, which is what this thing called the
index of refraction. And there's the
ISI artistic way. The easier artistic
way is just this metal necessary if we turn
this all the way up, now this is a metal and
it will shape as a metal. So as you can see, it just
looks like ligamentum. Nothing else we need to do. We will control the shininess of the metal with the
roughness of the element, and that's pretty much it. So in this case, we can turn
this up a little bit more. Let's do render, and that looks pretty,
pretty, pretty good. So if you wanted to just
like a quick simple metal, just hit that button right
there and you're gonna get this super nice effect on earth. Cool thing about the
materials here instead of Arnold is that there's actually some presets that you can use. So if you select shader, and again, let's do another
AI standard surface, and this is gonna be our
chrome material, M Chrome. We can go here to the presets
and you can see there's a lot of different
presets that we can use. One of them is gonna be the, I think we do have a Chrome. No, we don't have a Chrome. That's weird. There's usually like a Chrome. But if there's no Chrome, no worries, we can make our own. What I'm gonna just
gonna make this a metal. It's completely white and bring the roughness
all the way down. That's it. We have a Chrome. So let's go into our element. Let's not move our render. Let's, let's select the
camera and just hit S on the scene that we saved that position
in case we lose it. And the Chrome parts that are, of course is going to be all
of the insight elements. I think the buttons were
crammed. And this guy, right? Where this guy says, well, I think this one guys,
we're as well. We're gonna do all
of those, assign existing material, Chrome. The Chrome will look
black on the viewport, which has a little bit annoying, but they will look really,
really nice over here. Look at that beautiful
looking Chrome, realistic. The reflections and
everything should match perfectly with
everything that we're doing. There seems to be
like a duplicate. You know why this looks like
super white because it's reflecting the lower
portion there. Let's grab this guy, assign existing material,
Chrome as well. Just render, and
that's gonna give us a nice chrome effect. There we go. That's our chrome material, are ready to go and
as you can see, it's reflecting the HDR. So the studio lights
that we have, it's making this look quite, quite nice, and it's also
reflecting the floor. Let's pause this real quick. And then now we just need to add the plastic like this sort of beige plastic material
that we have over here. Actually, this thing right
here should also have the chrome material
for that plastic one. I'm actually going to
show you another type of material that we have here with the Harland
Sanders Shea there, which is going to give
us a little bit of this surface effect. For those of you that are
unaware of what subsurface is. Surface is. The fact where light goes
through an object but not like, like if it's going
through glass of water, it just bleeds into the
material of the object. So you see this in the marble, in certain types of plastics, in wax, in skin. And it's a really,
really cool effect that I think we can add
here to our elements. So this one, we're
going to call this SSS, which is subsurface plastic. Now, we're not going to
be using our base color. We're actually going
to turn this off the weight value
here in the shaders. It's like an on and off switch. So if it's at 0, there's no color information being
insured into this shader. We're gonna go down
here to the subsurface and we're going to turn this on. Now here, the subsurface color, we're going to select the
sort of like a beige color. So let's go for like
beige color right there. And you're gonna see
immediately once we, once we add this to
the plate right here, the That's the SSS plastic. When we render, what's going to happen is we're gonna
get a lot of noise. So surfaces, one of those
things, it's quite noisy. But the object will look like it's bleeding a
little bit of light. Right now I think
it's a little bit too shiny because it is inheriting things from
the specular channel. I'm going to increase the
roughness a little bit more, so that's a little
bit more Matt. There we go. Now, the subsurface is a
little bit more obvious when there's a direct
light behind the object, the object, but you're gonna
be able to see that they're right there on the
border of the object. And they will look like a
really nice matte plastic that's gonna blend super, super nicely with the
rest of the elements. So yeah, that's, that's pretty much it for material
shaders, my friends. You can play around, you can add as many
materials as you wanted. You can't plastics,
different kinds of metals, rough metal, soft metals like there's still so many
things that you can do. You probably saw
the renders that we have on the intro video where it with the game controller and
the chainsaw and everything. This is the exact same
meant that we're not using the UBE is this time
everything is modeled, so we're just procedural
shaders to do this. Now I'm going to stop
the image right here. We're going to bring the
blend color all the way up. There we go. So now you can see super, super clean that are
nice effect right here. And this is also a great
way to present your work, to present your renders not
only with the clay render, but also with this
sort of the word with this sort of final
elements, final touches. Yeah, that's it, guys. This is it for this chapter. This is the materials, the Arnold materials section. Again, given your given the, given the goal, I try
different things, move sliders around, see
what kind of effects you get and you're gonna
be able to explore this. However, with this basic things that I just
shared with you, you should be able to get this very nice pre-render
is quite fast. That's it. I'll see you back on
the next 11 more video. We're just going to talk
about animation now. So hang on tight and I'll see
you back on the next one. Bye.
63. Turntable Animations: Hey guys, welcome back
to the final part of this chapter, chapter six. Today we're gonna be talking
about animation now, how can we create an animation with this very nice element or any object that we decided and present this as a turntable. It's actually very, very simple. There's a lot of ways to do it. Of course, there's
lots of weights to animate MongoDB showing
you something very, very easy that you're gonna be able to recycle for
a lot of things. That's actually one of the
ways that I was able to create the renders for the
intro video that you saw. I'm gonna go here to Create, and I'm going to
create a locator. This locator is gonna be the object that's
gonna be moving. Our scene are rotating RC. Now we need to define how long
we want the scene to take. Usually, usually a turntable
takes about ten seconds. Five seconds is a little bit
too fast at ten seconds, it's sometimes a
little bit too slow. But I think ten seconds, it's like an ideal thing. Now if we were rendering
at 220 frames, 24 frames per second, then that means that
we're gonna have to have 2040 frames right here. So very important,
we need to move our toaster like the PUC
points of a toaster. We need to move it to
the center of the grid right now it's off-center
show we do the turntable. This thing is gonna rotate from that point and that's
not what we want. So we're gonna go to
the group and I'm gonna say center pivot. And then I'm gonna
go to the top view. And I'm going to snap
to point right there on the center of the grid or on the center of
wherever the locator is. And we're going to take
this group and we're going to parent it
to the locator. Now wherever it is located goes, the object is going
to follow as well. The reason we're using a locator instead of a group is just to have a visual indicator of where to locate
or is in the world, we're not actually going to
be seeing the locator on the under anywhere,
anywhere else. It's just gonna be right here. So I'm actually going to show you a nice
little variation. You can do this with 10th
friends or ten seconds, but I'm going to do five seconds of the object turn table. And then we're gonna
do five seconds of the light trend table, which is also something
that you see frequently. The locator then we'll
rotate in frame one, I'm going to hit S to set a keyframe right
here on my timeline, and it will rotate 360
degrees until frame 120. So I'm going to jump all
the way to frame a 120. And we're going to
change the rotation and y to 360 degrees. There we go. So you're not gonna
see any difference. It's gonna be exactly
the same work in that. Select the locator again and hit S to save this new keyframe. But if we scroll
through the timelines, you're gonna see that this
thing is actually rotating. So we hit Play. You're going to see this thing rotating as it's supposed to be. Now if feed, if the animation is playing
like super, super, super-fast, and that's
probably because you have the playback set to free. You're gonna right-click
here on the timeframe and you're gonna set
playback speed real-time, and that should give you
the 24 frames per second. So again, if I play, you
can see that we get this. However, there's something
that's happening right now on the animation
that I don't like. And it's actually going to make the animation look
a little bit weird. And that's the fact that
there's a little bit of a slow in and slow
out in the animation. You can start slow
and then speeds up. And then once it's
about to finish, it goes back to normal. Usually in a Trinity, especially if you
want to recycle your keyframes and do
like several turntables, like two or three turntables, you want to keep the speed
of the elements consistent. So what I'm going
to do something that grabbed the locator and I'm gonna go into
Windows animation Editors, Graph Editor at this
curve right here, the rotation white curve is
telling us how we're moving from 0.02.360 in
our wire rotation. And as you can see,
we have this slow in and slow out. We
don't want that. So we're gonna grab both the
little icons right there. And we're going to click
this button right here, which is called linear tangents. Now, the interpolation, the way we go from point a to
point B will be linear, meaning that if we hit Play, the speed will
always be the same. This is really, really
helpful because we can have frame one and just
hold the frame on. Like video editing software like After Effects and
the whole data frame for like two seconds. And then the spin starts
and then it stops. And we're not gonna have
a slow in, slow out. If you want to have
this low in and slow out, very easy thing to do, just grab these two
guys right here and hit this thing which is
the spline or sorry, the other tangent,
that's all right here. It will give you a
slow in and slow out. Very simple. In my case, I'm going to
keep it. There we go. Now in frame a 120, what I want to do now is I
want to animate the light, the HDR light, especially
the HDR light. But we can also animate
this case right here. Like all of these
guys, we could animate them and make them go
around the object. That's another, another
thing we can do. And I'm thinking whether we want to move everything
or just the, just the HDR. I think we might want
to move everything. However, I'm a little bit concerned that when we wrote it, this guy's, they're going to collide with the main
element right here. Let's take, let's
give it a shot. I'm going to grab
all of the lights, all of this tree
lights, and I'm going to group them, control G. Now the group, as you can see, it's on the center of
the world as well. And we can do the same thing. We hit S on that group on frame 120 and then a hundred and twenty
two hundred and forty sorry, we wrote to this
whole thing around. It doesn't collide,
so that's perfect. And we wrote to
this 360 degrees. And we also need to go
to the Animation graph. So we're gonna go again Windows animation Editors, Graph Editor. Grab this two guys
and heat linear. There we go. Now, let's take a look. So let's go into
our render view. And unfortunately, we can't even though I
would love to see this, if you have a strong
enough computer, you can actually turn this
little icon right here, which is that the lights. And it will give you a slight
preview of how this looks. This is viewport to 0 and it's giving us
a slight previous. Technically, if we go to
our shot camp panels, Luther selected, we
should be able to see it. So it will be
something like this. Toaster rotates. Then after the toaster
finishes his first rotation, last row to this wall. And we can see how the lights reflect throughout
the whole thing. You can see there's
a weird shadow in certain areas,
but that's fine. Yeah, this shrink table
looks quite nice. Now before we render though, one advice that I
like to give my students is try to grab, let's say, five points
throughout the animation. So middle 0.1-fifth, two-fifths, three-fifths, and so on. So that you can see how the animation is looking
throughout the frames because sometimes things might not look exactly like you want. So let's go to
frame one and let's see Arnaud and let's hit Render. Let's take a look at how this
render looks, which is the, usually we had from Busby
different materials video. So let's give it a
look for this finish. Hopefully in my I won't crash. There we go. There we go. So yeah, that's a render. I think we're a little bit
far away from the object. So let's go to the
camera panels. Little selected. I'm going to punch
in right here. I'm going to hit S. I'm going to select
the camera and hit S, So that's my new location. And that's where
we're going to see the whole thing happening. Let me save this in a real
quick for you guys as well. So this is gonna be called
turntable render scene. There we go. Yes, so this is
frame number one. Frame number one, looks good. This is the frame that we have. Perfect. Now let's go to frame 60. That's surrender. We're gonna see the back of
the element looking good. I like how this is
looking perfect. It did forgot to add a material to this
little guy right here. We did that, the
chrome material, but I think it's supposed to be red. So I'm gonna grab this
guy right here. Let's go. My grabbing it. I made this. There we go. Right-click assign existing material, and
let's do the Chrome. There we go. Now if we render this thing
should look like Chrome. It's got to look
very, very similar, but it's gonna
look like perfect. Now let's go to a
frame of a 120, or in this case like a 100, which is when this thing
is finishing the turn, looks good, perfectly fine. And then we're gonna
go to frame a 160, which is the toaster is going
to give back to the origin, but the lights are
gonna be like a rotating around as you
can see right here. Let's go to frame like 200th. The lights aren't gonna
still rotate around and this is where we're
gonna get the, uh, yeah. I mean, the render
is looking fine. So I know even though I
can't see it right now, I can't see the final
result just yet. I know that the renderer
is gonna be looking fine. So now we need to setup a couple of things to
make sure that this thing renders the image sequence
that we're eventually going to combine into a video
in another software. To do that, we're gonna go to this little option right here, which is the Render Settings. And on the common tab is where we're gonna be
doing auto magic. First, we need to
select the format that we want to export
this image is into. And if you don't want to mess up with color correction
or any other things. Jpeg is fine, PNG is
fine, teeth is fine. Those are the three
basic file formats. I actually really like tiff if, especially if you're
using transparency, but in this case, JPEG
would be perfectly fine because we just want
the image sequence. If you're gonna be doing more intense post-processing
and things like that, then you definitely
want to do ESR, which is like the most
advanced or one of the most advanced image types that holds a lot of information, but also the images are gonna
be a little bit heavier. Makers, we're going to
do JPEG right here. And this is the most
important part. This is where a lot of
my students screw up. So make sure to, to make
a little note here, you need to change the
frame animation extension. Right now as you can see,
it says single frame. So even if I set up the
frame branches and stuff, I won't be rendering
the sequence because it's only rendering
a single frame. So you'll want to click
this right here and select name dot hashtag or
number dot extension. So as you can see up here, of course you need
to set your project. Don't forget that. And you're gonna
see that the render that we're gonna get
is gonna be called turntable render scene
dot 0, CO1 dot JPEG. And it's gonna go from
frame one to frame ten. Now how do we change
the range right here? Don't forget to
change the range. There's some other
very important part of where people mess it up. So in this case we
have two quadrant and 40 frames where we
go from frame one. To train 240. And then we need to select
which camera we want to do the render from which
in this case a shotgun, another important feature of
the law that people miss. And then you go to sleep where you leave your
computer rendering. You come back after
the render is done and you're completely the moralized because you forgot to set the
proper camera and you'd get something completely
different to what you thought
you were getting. So make sure you set the
proper camera right here. Finally, the preset,
this is the size of the image if you want to
make it bigger or smaller, this is where you change it on the image size and that's it. That's pretty much it. The last thing that you need
to do is render a sequence. Back in the day we
used to do something called Batch Render
and it still exists if you go here into the
rendering tab and you tried to do here render in Batch
Render is two works. However, if you
do it right here, you're gonna get the watermark. And the reason is when you buy Maya or when you're a student
and you're using Maya, you are not allowed to use
Batch Render to render on multiple computers or use multiple servers to
render your image. You can only render locally on your machine,
on your machine. So a Batch Render will give
you a watermark unless you buy an Arnold licensed
like a proper or no lights up. It's really expensive and
we really don't need that, especially if you're just
randomly words your computer, you can do something called
a sequence render sequence, which is the exact same thing, the only difference
that it's being done locally in this case, to keep this short and show you how this thing
is going to work. I'm just going to do
ten frames for now. So just the first ten francs, I'm going to click this
little icon right here, which is the render
view from my job, I'm gonna say render, render. And I like to do a test here in this render view because
there's render B is different than the RNA
one you're gonna see that even goes through the process in a slightly different way. But this is going to
give me a render time. The render time is going
to be really important because that render time
will tell me of course, how long the render will take, as you can see, it
took ten seconds. So here's where we bring our calculator and do
a little bit of math. So that's ten seconds. And if we multiply
that by 240 frames, that means that it's
gonna take 2400 seconds, which if we divide by 16, it's gonna take 40 minutes. So my whole animation is
going to take 40 minutes of render time with the
current settings that I have a turn on. Now, this is not accounting for the light
movement or the animation. So sometimes depending on the angle of the object
and depending on the ly, depending on the
complexity of the scene, certain frames we will
take longer than others. So even though my
calculation says, yeah, it's gonna be 40 minutes,
it could be less. It could be like 35 minutes or it could be a little bit
more like 15 minutes. So use this time as a
sort of approximation, but it doesn't mean that that's
gonna be your final time. After that, you're
just gonna go render and he'd Render Sequence
little square right here. Very important because
we want to make sure that we're
using the shotgun. Otherwise, you're gonna get
something that you don't want and just hit render
sequencing close. What's going to happen is
we're gonna go to frame one. We're gonna render frame one. And as soon as he finishes
rendering frame one, it will jump to frame two. And they will continue
rendering frame two. And it will continue doing
that until it goes through all of the ten frames
that, that we have. As you can see, it took 11
seconds there and it usually takes a little bit more because it needs to finish the render, save the image, and then jump to the next frame and
start to render it again. So it's not gonna be perfect. That's why the time is
only an approximation. But this is how it goes. And this is a part of
where you go and grab a coffee or go for
some food or something because you are not supposed
to use your computer during this time because
your computer is using all of its
processing power, all of its graphics power to get you the best
possible render. So you don't want to
be playing any games. You're the one
that would be like watching YouTube or anything. Just let the computer do his job and wait for it to
be, to be finished. Of course, the more
powerful your computer, the better it's gonna be. And yeah, that's it guys, would this where we're now
at the end of this series. It's been an honor for
me to teach you all of this techniques and
all of these tricks, we've learned a lot. We got frustrated as well. We have challenges and we
overcome, overcame them. So yeah, hopefully
you guys learned a lot of different
cool tips and tricks. Make sure to do the exercises. One of the main
things that people do is they buy a tutorial, they watched it grow and then they don't do the exercises. It's like you
didn't do anything. It might seem like just by watching it you're
learning and yes, you are learning
a little bit, but you need to put
it into practice. Otherwise, you're not
going to be really sure if you really learned the things that
you need to know. We're still gonna have one more final video, final words video. We're gonna talk
about what's next. What would, what would
I recommend that in a couple of extra things
that I want to mention. But for now, this is it, hopefully this animation in this rendering extra
chapter that we just had is helpful
for you guys. I can't wait to see all of the amazing things that you do remember that we
have, of course, the YouTube channel
that portfolio reviews and everything
makes sure to stay tuned. And I'll see you back
in the next video. It's not Albert's
just one more video and then we'll be out of here. We'll be ready to
start our next course. So hang on tight and I'll see
you back on the next one.
64. Final Words: Hey guys, welcome back to the
final video in this series. And this is the final
video, the final words. So the very first thing I
want to say is thank you, thank you very much for being part of this,
for supporting us, supporting the channel
super next stood for, well, having watched like
all of these videos, hopefully you did the exercises, adopt, go back and do them. That's the way you're
gonna be learning. I just wanted to take a
couple of minutes to again, thank you for the support and let you know that one
of the ways that you can help us and help us improve is by
giving us the feedback. So if you have already seen the whole course and
there are things that you liked, things
that you didn't like. Please leave a feedback,
honest feedback. You can leave, of course,
wherever you feel, it's right in any of the platforms that
you got this course at. And that's gonna help
us quite, quite a bit. So that's something that we always ask from our
students because we really, really appreciate your feedback. Intense, thanks to that feedback
is that we can improve, that, that's the way we improve and that's
the way we grow. I only want to give
you a little bit of a hint on what to do next. Let's say you are
already finished this course and you want
to know what's next. Well, what else should I learn? I would like to recommend
to our courses to you if you've never
done ZBrush before, we just released
not so long ago, The Complete Guide
to see verse 2022, which is in a very
similar fashion, a really complete guide to all of the tools and
features inside of servers. That one, I believe
has ten chapters. So it's ten chapters covering a lot of different tools
throughout ZBrush. And if you've never
used sewers before, That's one of the
best ways to start. It will teach you all of
the basics and see where she plays really well with Maya inside the production
pipeline because you can create amazing
models because I like the ones we did
throughout the series and then bring them
to ZBrush and damage them or add some details from surface stuff that will
make them look even better. So that's the first course
I want to recommend. The second course that I would
like to recommend would be deem rigging course that we released a couple
of months ago. We'll go as well. The reason course is
a real good next step for whenever you already
know a lot about Maya, if you already know how to
model texture and render, then a very natural next approach is to
learn how to rake, because you are gonna be able to rake all of the elements
that we just saw. If you want to do
an animation where the game controller moves the stakes, the
balance and stuff. You can create a rig for
that one is really easy. You can do a report the toaster, and we even go and do a
refer a full character. So if you're looking for anything else to continue
and anything else, learn more about Maya. We have DAG one as well,
the reading course. And that's it, guys,
remember that we do have our next two
YouTube channels. So make sure to go there, subscribe, share, of course. And we upload
videos every day so that you can learn more and
more cool stuff about 3D. Again, thank you very
much for your support. Thank you for being
part of this course and that's it for me. I'll see you back
on the next course. Bye bye.