Modeling a Realistic Futuristic Motorcycle in Blender | Abdelilah Hamdani | Skillshare
Search

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Modeling a Realistic Futuristic Motorcycle in Blender

teacher avatar Abdelilah Hamdani, 3D Photorealistic Designer

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction to Motorcycle Creation in Blender 3

      1:05

    • 2.

      Putting together the Motorcycle References

      2:27

    • 3.

      Set the Real World Scale of Motorcycle

      2:57

    • 4.

      Modeling The Motorcycle Chassis

      9:28

    • 5.

      Modeling the Side Shield of the Chassis

      10:12

    • 6.

      Add Bolt Holes using Boolean Modifier

      2:08

    • 7.

      Modeling Motorcycle Tank

      7:06

    • 8.

      Modeling the Motorcycle Tail

      7:28

    • 9.

      Modeling the Back Wheel Holder

      9:01

    • 10.

      Modeling the Electric Wires

      10:10

    • 11.

      Creating Suspension with Spring

      11:07

    • 12.

      Modeling Motorcycle Tires

      12:08

    • 13.

      Modeling Front Suspension

      6:28

    • 14.

      Modeling Motorcycle Steering

      10:15

    • 15.

      Modeling Motorcycle Steering Accessories

      7:00

    • 16.

      Modeling Brake Handles

      8:26

    • 17.

      Modeling Front Cover

      10:27

    • 18.

      Modeling Motorcycle Headlights

      8:18

    • 19.

      Modeling Motorcycle Rims

      13:45

    • 20.

      Modeling Brake Disk

      13:37

    • 21.

      Modeling the Brake Caliper

      7:56

    • 22.

      Modeling Front Fender

      4:49

    • 23.

      Adding Final Pipes

      6:36

    • 24.

      Texturing Motorcycle 1 Creating the Paint Material

      11:43

    • 25.

      Texturing Motorcycle 2 Creating the Tires Material

      6:02

    • 26.

      Texturing Motorcycle 3 Finishing Rest Materials

      9:49

    • 27.

      Lighting 1 - Adding HDRI Map

      1:38

    • 28.

      Lighting 2 - Build a Studio for the Motorcycle

      5:33

    • 29.

      Lighting 3 - Adding Lights Sources

      3:58

    • 30.

      Top 4 Tips to Make EEVEE More Realistic

      1:30

    • 31.

      Rendering & Compositing Final Motorcycle Scene

      5:04

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

240

Students

5

Projects

About This Class

In this class, we'll design a Futuristic Electric Motorcycle Verge Hubless using Blender.

You will learn about 3D modeling and UV mapping in Blender, as well as creating materials and textures like: Paint, Steel, Rubber...

Finally we'll set a studio lighting and render our final motorcycle.

This class contains 30 tutorials totaling more than 4 hours of content. In each tutorial  you'll be designing

You will also have access to the course project files which include the Blender scene files, the reference images, textures and HDR images.

Motorcycle Render in Solid Mode

Motorcycle Rendered in Cycles

Meet Your Teacher

Teacher Profile Image

Abdelilah Hamdani

3D Photorealistic Designer

Teacher
Level: Intermediate

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction to Motorcycle Creation in Blender 3: In this tutorial series will be created an awesome futuristic electric motorcycle from scratch. We start off by putting the reference images of our motorcycle in which 3D Viewport. Next we'll model the motorcycle chassis and decide she'll will learn to use the shrink wrap modifier ship perfectly placed objects on non uneven surfaces. Next, we'll learn to model all the motorcycle components. The tires with the thread on them, the suspension with the spring and the front suspension. Motorcycles steering, the break handles, and the brake disc and so much other stuff. Once we'll finish modelling, our bike will learn to tax rate, will be creating a variety of materials starting by the paints. Will urge to create an awesome realistic base material that you can assign to any vehicle, will also create other materials like steel, copper, the fiber, and the rubber for the wheels. To finally, we'll work on the lighting, will set a good studio lighting setup for our motorcycles seen, I promise you this, the process of creating this motorcycle is really fun to do. You will learn lots of stuff along the way. So if you are interested, join me and let's get started. 2. Putting together the Motorcycle References: In this first lecture, we'll be placing all the reference images were born motorcycle in between the viewport. So let's get down to it. Alright, so here we are in Blender. So I'd like to do first is to bring the references. So I got this folder that has five of these references of this nice motorcycle. So we're gonna be using them right now. So the first reference that I like to use is the first one, this one. So simply I'm gonna go back to Blender, press a X to delete everything. And I want you to jump into the right orthographic by briefing tree. If you parse tree can be on the right. If you press one, you're gonna be on the front. Also, if you press seven, going to be on the top. So on the tree, I'd like to simply drag and drop the first reference. You can simply drag it like this and let's zoom on it a little bit. Press N. And I'd like to set it to, we can select both of those locations and set them to zero. You have it centered. But actually that's where they actually do is to take our reference, check it up or lipids Intel, the wheels can sit on the green axis. So as you can see, what not able to see beyond this image, which we can do is to make it transparent. I'm going to just go to the Object Data Properties and I want you to check this opacity. So as you can see right now, we can see the grill. You can see this green line. So if we take our bike reference a little bit up, you can see it's gonna be a little bit off on the left side. So what we can do is to spin it. I'd like to spend it on the X. So X like a span of just a tad, something like this. And after that, we can move it down. So let's move it down here until both wheels are selling on the green axis. Perfect. And since we don't have a front view of our motorcycle, I kept looking for it by unfortunately, I couldn't find it. So we're going to rely e.g. on the second or the fourth reference. Or if you hover your mouse to this area here we can see this plus icon. So this allows us to add a new bell. From the bottom up. I can click and drag up. And I want you to switch this. We can click here and switch it to the image editor. So right now we're going to be able to drag and drop some images here and see them and use them as references. Alright, so let's go back to our folder and I would like to simply drag and drop the second reference. So this one is going to allow us to take a look and have an idea about the shape of the side of our bicycle. 3. Set the Real World Scale of Motorcycle: Before we can start the monitoring process for motorcycle, we need to give it real world scale. So basically real-world scale is essential if you want to apply some physics or make some realistic animations. So in our case, I don't have any information about the measurements of this bike, but there is a trick. There is a trick then we can apply. So we know for sure that the tires desires are common across multiple motorcycles. So based on this side is on the size of this side. We can have a pretty much good idea about the entire size of our motorcycle. So in this example we can see that the rim diameter is 18 inch. So if you convert 18 inch into centimeters, we're going to get 45 centimeter. So let's go back to our reference over here. I would like to put the cursor right at the center of our front-wheel, something like this. So Shift a and let's go to Mesh. And I'd like to add a cylinder. I've actually spin this and under edit mode on the y-axis. So our y. And let's type 90-degree exoskeleton way down until it fits the rim for motorcycle little bit here or something like that. Perfect. So there we go. We got the rim. So if we press N and if you jump into the item here, you can see the measurement that regard so far, which is 0.92. So that is almost a double of the real-world scale. So what you need to do is to credit by health, we need to make this diameter 0.45, which is the 18th inch, represents 18 inch. Alright, so basically we need to select first our Reference Shift, select our circle or cylinder. And we need to keep scaling down until these dimensions. So basically these are the dimensions of the last selected object, which is this cylinder. So we need to keep scanning down. Intuitive. Intelligence reaches 0.45, but check this out. If we try to scale it this way, we can lose the wheels. The wheels are loan no longer on the green line. So what we can do to fix that is to change the center discourse. So we need to put it at the center of our world. So Shift S. Let's put the cursor to the word origin, this one. And instead of scaling on this medium point, we need to change the medium point to the 3D cursor. Then we're going to be scaling on this point. So type S and keeps coming down until it reaches 0.45. So now reference has real-world scale. So we can try, let me just do this control space to maximize this window. You can play with a little bit on reference. I'd like to use the ruler to measure points, e.g. we can try to measure between this point and the center of our wheel. So it's 1.5 meter, which is reasonable. I think this number is familiar, so we're getting some good scale of the year or it's, and I'm going to just move back to the move tool and electric delete this syndrome which are present rims to x deleted. And now we're ready to start the modelling. 4. Modeling The Motorcycle Chassis: In this lecture, we will learn how to model the Casio. You will learn how to use the mirror and the bevel modifier for them refine the shape of the chassis. Alright, so let's get started. So first of all, I should do is to add some kind of mesh. But to do that, we need to put the cursor right at the center. So let's press Shift and right-click so that we can move the cursor anywhere we want. So basically if you want to add mesh, it's gonna be spawn right here. So Shift a go to Mesh and not actually start with a simple plane. So basically all I care about is just one single vertex. I don't need to start with a plane. So on the edit mode, I'm going to select any vertex you want. So you can start e.g. with this one and press Control I to select the rest. So we are invert the selection and x and dissolve or delete the other vertices. So this is the vertex that we got. I'm going to press 32, go to the side. Let me just try to move it a little bit so that we can able to see it. You can also check this toggle x-ray to be able to see it even better. So I'm going to push this vertex, e.g. as the starting position which is here. So basically I've actually do is to create this part. You can see that our bike is divided into multiple parts. So I'd like to do is to start with the top. So I'm going to extrude this one, like this extra down. Excellent Again here. And let's continue making that churn extrude up. And lastly, what you need to do is to select these two last vertices and press F to fail, or it's not. If we exit that right, orthographic, going to be able to see what we've built. So actually I should do is to fill these phases. So I'm going to select full four vertices, press F to fill, and we can select the bottom press F to fill. So now if we switch legs, you press Z and switch back to the wireframe. Actually we need to uncheck this toggle x-ray, gonna be able to see this object. Okay, So on the edit mode, I'd like to select everything. We need to give it some depth. So let's extrude it backwards, something like this. And after that, I'd like to create this shape. So from the side you can see the shape of this overload. So actually, we need to do is to bring this edge outside. But as you can see, you will still having the meeting point assigned to the 3D cursor. So let me just switch it back to the medium point. So right now, if you try to bring this one on the outside, e.g. chick these a little bit to the right side like this. Just a little bit. Looking pretty much good symptom for this olive springs outside, right? So now we got only the health of this unit. So actually what you need to do is to add the other health on the other side. So instead of modelling, e.g. can shift D S x and we can type minus one, can move it sideways like this. I prefer to use the mirror modifier because the mirror modifier allows us to make changes only to one side. You can see the same change on the, on the right side. So I'm going to press L to select these units X deleted. And I'd like to add the mirror modifier so we can scroll particular this window up this panel, because scroll a little bit to the modifier properties and let's add the emitter. So if you add the mirror, so you can see the mirror is projecting the second half or the duplicates on this side. So actually we need to have it right here. So to do that, we need to change the center of mass from this position all the way to here. Let me just select e.g. these two phases we can type Shift S and cursor. Selected it. You put the cursor right there. And next we need to put auto change the center of origin from this position right here to the 3D cursor. So to do that, we can go to objects at origin and origin to 3D cursor. And as you can see immediately, this second part collapsed on the middle. So what do we need to do next is to delete these inner edges. Let me just show you. If you press the switch to wireframe, going to be able to see these faces on the inside. So actually we don't need them and delete them. Alright, so the next step to do is to add the bevel modifier to this object. So right now, if we try to zoom in into these corners, you can see that they are pretty much sharp. All we have is just one single edge. Doesn't look realistic. Especially if you apply. If you do right-click Shade Smooth, it's going to look pretty much ugly. So actually we need to do is to add the bevel. So let me just right-click here at the bevel modifier and we can get a little bit. Let me just switch back to the shape flat so as you can see, those bevels. So I'd actually reduce the amount to something really low, something like 0.01 or even a lower amount. So let me just go with the 10th of this amount. So let's add another zero right there. Exxon's probably, I'm gonna go with two. We can increase the segments to about two trees. Fine. Alright, so right-click, Shade Smooth. Perfect. Alright, so now let's work on the second part of our chassis, which is this unit right here. So to do that, all we have to do is to simply select these two faces. Shift D to duplicate them and we can extrude just a little bit so that you can see this step. And after that we can press 32, go back to the side. And I want you to do this. I want you to switch, I'm going to press this switch to wireframe. I want you to select the top vertex and assign it to this corner right here. For the second one, I want you to follow this scene that we got here. Let me just show you this. See here, expand this window. So I would like to put it e.g. here. Lastly, this last vertex, let me just put it over there. Alright, so we can press Z, switch back to the solid. Check what do we got? Looks good. Probably we need to check this one on the inside. Like that. Little bit out. Telework can see this scene. Perfect. I would like to increase a little bit this amount. Let me just set it to 0.05 or it's an I like to work a little bit on the top section that regard, I'd like to start with these two phases. Let's select them. Shift D to duplicate these two parts, Let's extrude them up. But as you can see, we are having this cut right here. We don't actually need it. So I'm going to select these two units by pressing L and we can press M and merge by distance. So this way we can remove any double vertices. Alright, so I'm going to press Z, switch back to the wireframe, and let's align these vertices to the right place. So we got that one right there. This is the second one. And I'd like to check this one downside, e.g. about here, and extrude this one forward. About this, you can spend it a little bit on the X to make it align with this reference line and this x2 again here. So we can e.g. grab this section, check is a little bit up, Let me just a little bit backward. You can select this face and exogenous airport. After that switch we need to do is to insert another OH, group right here. And we can take, can create some kind of a nice curvature at the end. So next we have to tweak it a little bit, this object. So what I'd like to do is to bring these points on the outside so we can switch to wireframe. And let me try to bring these outside, something like that. Try to collapse. These are some of them on the inside. Same thing here, excellence. So now let's add last part that we got on the bottom of our chassis. So again, I'm going to be selecting these two phases on the bottom, Shift D to duplicate and extrude down. So again, we need to get rid of the space in between. So let's select both of these units by pressing L. Wlan can press M and merge by distance. Excellent. Okay, So let's go back to the side, or it's sort of swatch online these three vertices with the bottom side of our reference image. And as a last move I'd like to do is move these backwards a little bit in cell, they fit with that nice curvature. We can also try to bring these on the outside. Let me try. That. Sounds like it looks great. So now we've finished modelling the bottom chassis. So actually we need to add one last detail, which is this scene. We need to have some kind of a seam right here. This, so it's not visible anymore. So we can bring it back by going back to the bevel modifier, scroll down to the angle and limit we get a little bit. Okay, So we need to reduce the angle again to just send queries. So this way, we're having this nice light we can see right at the middle, which is awesome. Alright, so we'll continue our work in the next lecture. See you soon. 5. Modeling the Side Shield of the Chassis: In this lecture, we will add the side shell to cycle places on the shaft, will learn how to use the shrink wrap modifier perfectly. Options for an even surface or a gelatin. So let's work on this side shields that we got right here on the side of our motorcycle. So we're going to press tree in our geometry and press Z switch to wireframe. And I'd like to start with one simple vertex like always. So let's beyond the vertex mode. I'm going to select this vertex, e.g. this one, Shift D to duplicate. Let me check the position of that. Yeah, we're good. So I'd like to press P separate selection. So basically the new Schiele must be separated objects. Alright, so let's select that Z switch back again to the wireframe. And electric voltage down here. I prefer to have it snapped to this corner. Something like this doesn't need to be perfect. So again, extrude all the way to the left side. Alright, go up, exude one more time, keep pressing E. And here I want you to stop right here. I don't want you to continue all the way to the top. So first we're gonna be creating this geometry, this shape on the bottom, and then we're going to continue on the top. Or it's so let me just press a to C. What we are. Also we can do this, extrude up like this. And let's select these two vertices and press F to fill. So now we created this shape. Let me just show you this shape right here. Or it's so back here, which we need to do is to simply extrude it down. So I'm going to press a to select everything, press E and scale down like this. So right now we're scaling it, created this inner circle on the inside. Alright, so now let's try to align it with what do we got. So I'm going to e.g. try to print this one backward, e.g. here, this one right here. It's a little bit backward on the right side. Let me try to line it even better. Something like this. Alright, so now we need to add the third layer. So I'm going to press Alt on the inner lines so that we can be able to select this inner line. And I'm going to press E again to extrude an S to scale down till we reach this level right here. Alright, but actually, we need two other additional layers. So we can bring back this one a little bit backwards. But as you can see, so you can see this, we have another seem right here. I'm going to simply try to move it a little bit backward right here. And let's move this forward. Perfect, like that's probably here. Let's just eyeball the thin can, just move it. Let lipids backward. Here it's a little bit challenging. So let's just put it here. Alt, click here, and try to extrude for the third time. And we can scale it down until it reaches inner circle. So it doesn't need to be perfect. But keep in mind to keep these points, are these edges parallel? So they need to be on the same side. So the sender sends that you have here must, you must have here. It's not perfect, but you know what I mean? Alright, so let me just exit that edit mode. And basically what I'd like to do is to delete this top face. We don't need it for now. So X delete this phase plus three. Let's go back at lecture starts with this simple edge. And Alex, you extrude it all the way to the top here. Alright, after that, I'm going to grab this one single vertex and try to touch it up this space that we got on the top, like that, e.g. this one, we can bring it a little bit upward. Excellent. Let's do the same thing on the right side. So I want you to select this edge and exudates up until it reaches the top of that shape. Select the bottom vertex and try to bridge upward something like this. And after that you can select all these four vertices and press F to fill. Okay, then perfect. So let me just jump here to the solid. Check what do we got? Also, we can fill this gap, so let me just select these two edges. Press F to fill them. Alright, so now I'd like to do is to divide this shape that we got on the top. I'd like to divide it into two parts, just like what we got in a reference or so. To do that, I'd like to select our mesh on the edit mode. I'd actually use the key tool, which is the knife. So press K and we can start from here and take it all the way to the end. We can slide a little bit. So shift and middle mouse to go to the side and we can end that. Cut right at that. So let's press Enter to finish that sketch. Alright, so we're having that Scott on the top. So it's going to make it easier to select these chop, chop section right here and separate it and work on it. So we're going to do that in just a second. But now what I should do is to blend, we need to blend this shape that we just created with the chassis of our motorcycle. So to do that, we're gonna be using an interests in modifier, which is the shrink wrap. So let's go here through this modifier properties. I want to add the new modified, it's gonna be this shrink wrap for the target of the shrink wrap is going to be obviously the mash, our chassis, so we can click on it like this and it's consists perfectly blend in with the chassis of our motorcycle. So probably you could have a messed-up geometry right here. So it happens sometimes. So what I want you to do is to switch this rapid method from the nearest surface points to projects. So e.g. check the bottom right, you it's not perfectly fitting. So if we check it, if you change it to projects, it's going to perfectly planned the bottom, which is awesome. So another problem that we got, which is this area right here. So basically the new mesh that will just create it doesn't have enough details, enough geometry to work with this part of our chassis. So what we can do is to add an extra edge loop right about here. So I'm going to be doing that from the side. So let's press tree and you're on the edit mode. We can do this. I'm going to press K to bring the knife tool and we can make a cut right about here. You can see I'm following this seam that we got on the chassis, four bytes. So let's press Enter. As you can see now, it's perfectly blended. It's not visible, but I can assure you that from the inside. So we're not having that edge pop up on the inside, which is awesome. So the next step is going to apply this shrink wrap modifier so we can do it from here. So go to this icon and click on Apply. So right now it's applied. We can take it on the outside a little bit like this. But as you can see, we still have the same problem here at the top. So let me just revert back a little bit. Chill. We're having that shrink wrap again. And let's add, I would like to do the same thing here on the top. So I'm going to press again right here. And I'd like to bring it all the way to this side. Press Enter. Perfect. So now our shield is perfectly blended with the geometry or the curvature of our chassis, of our motorcycle chassis. Alright, so now we're good to go. I'm going to just go ahead and apply the shrink wrap. Let me go to the Edit Mode, make sure that we are on the inside doing good. Yeah, it's a little bit hard to tell from that, but if you extrude this part out, you can see that we have no trouble anymore, which is nice. Alright, so I'm going to just go back here. Alright, so now let's work on this shield. Let's make this pop up. So the first step is to simply branch on the outside just a little bit. We can extrude it to get rid of this clipping. So I'm going to extrude it just a little bit on the outside. And after that, I want you to select this edge loop. So I'm going to press Alt right here at the center. Shift, select this face and also all these 2D faces on the top. And what I want you to do is to kind of bring them on the outside like this. Alright, so let's take a look at that. It looks pretty much good. We can do this right-click, Shade Smooth. And now what do we need to do is to add this cut that we had right here. Let me just check the position of that Scouts. Alright, we have here. So I'm going to press Alt. Or actually we can just insert another edge loop, check it to the bottom. This probably, let's move it down, all the way down like this and tickets up just so that we can have those even edges. So after that, I'm going to select this inner face. So purse all here to select the entire strip, press X and delete that. We can select the top and let me work on the top separately. I'm going to press P, two separate selection. Let me select the top Control I to select the other components we can press H to hide them. In here on the bottom. I'd like to fill those phases are at, so I'm going to simply select these two, press F and continue filling. Alright, perfect. So we're having trouble with this line here. Actually, we don't need to have this line. So we can fix it by simply taking this edge line little bit backward. So Alt H, Let's bring back the other parts of the geometry. I'd like to turn now to work on the bottom. So select this shield control. I tried to rest and let's fill those gaps and now we're good to go. So Alt H to bring back everything else sick look at our geometry. So on little details that I'm concerned about, which is this line. So this line doesn't look good to be honest. So it's going from this position all the way to here. But I'm not sure if that is case in reality because as you can see, it's hard to see this edge line. So what we can do is to work a little bit on it. So I'm going to insert a double edge loops, e.g. the first one electromagnets about here. And for the bottom chassis, let's also make it brands about their excellent. Let's switch to the wireframe. Let's select these two edge loops and I'd like to bring them down, e.g. here. Alright, so let's switch back to the solid and let's take a look and it's can see it's perfectly blends with the geometry format. 6. Add Bolt Holes using Boolean Modifier: In this lecture, we will learn to add this bolt holes in our side shields using the Boolean modifier. Alright, so let's get to it. So to do that, we're gonna be using the Boolean modifier to cut inside this object. So first I'd like to put the cursor at the position of the first bolt, which is about here. So Shift and right-click. And what I'd like to do is to bring a cylinder. So basically this shape is about, it looks like a cylinder. So we can Bernie Sanders, so shift a sculpture mesh and British cylinder. We can press F9 and we can reduce the number of vertices true about the health. So we can add slash to divide that number by two, so we can press Enter. So now we have 16 vertices. I'm going to type our y and nine degree. And the edit mode, I'd like to scale everything down like this, even though we can press buried on the numpad to kinda zoom on that object. Scale is even down until it fits. Probably a little bit down. Perfect. All right, so let me zoom back a little bit in reference to see the entire shape, right when that's been done, I'd like to duplicate this object, Shift D to duplicate it, right-click to cancel that movement. And let me just try to bring it to the other side. You can also press tree and a stretch a line it by pressing G can align it like this. Perfect, little bit down. Perfect. Alright, so let's make sure that this object is inside. Our geometry, needs to be like that. So okay, Same thing here. Make sure that it's in the inside. Perfect, Alright, so I'm going to exit edit mode and I need to select our shield and the top part of our shield. And let's add a new modifier. So on the modifier properties, I'd like to add the Boolean modifier. So here inside these settings, I would like to set the object of the Boolean. It's going to be the subject of our Boolean. So we can pick this cylinder that we just created. That's been done. So right now, if we select our standards and if you press H to hide them, you can see that we're having these guide holes inside our geometry. 7. Modeling Motorcycle Tank: The next step is to work on the top, check Let's regarding this. So to do that, so I like to select, let me select these faces, is Shift D to duplicate them, can execute them up, select them by pressing L, and we can press B separate selection. So whatever you should do is to hide the other elements that we already modeled. So select them and press H to hide them. We need only to focus on the top tank. So let's switch here to the Edit mode, and let's try to grab that vertex and let's bring it down here. Same thing for the top. Let's take it all the way to the top like that, like that. Here we might go slightly a little bit off because we need to create this design that we cards here, here on the bottom. Let me just take it down and we can insert another edge loop, e.g. here in tickets. This way. Alright, so that's the first step. So next, I'd like to add another edge loop right about here. And we can extrude this area outside and scale it down. So we've got to fix the other side of this junk. But let's first worry about this side. I'm going to use the knife tool, press K, can start from here and right there and go down. Press Enter. And let's add the second loop. Can start from here, go up until we reach this point. And then second point, press Enter that we can select this point, tried to bring it to the center like that. Or it's sono can select that single vertex and we can move it on the x-axis, on the outside. It's carrying that, pop up that design. So from here, which we can do is to try to select all these points and let's try to bring them on the outside. Pretty much good. So you can see that this unit is separated into two parts, so I'm going to try to move it backward. Let me just select all those phases. Tried to bring them back. Just something like this. Even backward. Perfect. So that is for the first part. So let me just go back to the side and we can select the top face is again, edits continue creating this top units. E.g. here we can select this edge, stretch British backward here. Alright, select these two faces and we can extrude, will actually shift D First, can extrude them up. And let's try this. This down a little bit, down like this. And after that we can select top faces, Shift D to duplicate, and we can extrude up. Let me switch here to the wireframe. Let's try it this way. Okay. Try something different here. Bring these parts together. For the top, probably we need to add another edge loop. E.g. run it on the outside. Pretty much good. I liked the current setup. So here at the center we can flatten these vertices. Let me select all these SX and press Zero to have them all flats. Right now we can add the bridge in-between. So I'm going to select e.g. these three phases Shift D to duplicate, press E, and actually we need to activate the Philippines so that we can stop right at the center. X, delete those interfaces. And let me e.g. take this face up in such an edge loop right about there. Are k can take it up. Just this edge. Not bad. We can take this phase shift D, move. It's a little bit on the outside extra this up to create this shape can bring it forward. Pretty much group. So here I believe we have any screen. I've seen this before. So you can type, I create each set, delete this face, and we can take this face to the left side. After that, we can extract this backward to create that screen. So here we're going to be having that screen. Okay? I might want to bevel, e.g. don't need to have this sharp edge right at the top. Can take it a little bit down. Or Bevel it's Control B. You actually take it to the top. Backward is belongs here. Control V can search some edge loops. Alright, looks fabulous. I really like the shape. E.g. here we can tweak these corners a little bit, spend them on the y-axis and try to move them inside, or it's Alt H. Let's print the rest. And basically that's it. So we got our tank. We need to operate on it a little bit here. We need to add that ventilation system at some other references. Do you have an idea about that particular object? So this is how it looks like from the side view. I'm going to bring the fourth reference to keep an eye on the front. So we can try this. I'm going to select all of those edges. So I should bring them on the outside, RX, bring them back like that. Alright, so from here I want you to select this simple edge and simply take it down symptom for that outer edge. So when each create enough space for that ventilation should be. After that, we can select that simple phase and press I to create an insert and we can scale it down and extruded inside. Then we can shift that face and let's bring it outside to work on this bridge on the outside press P separate Selection. Alright, so the way to achieve the same result as we got internal reference. I want you to use the knife tool to create those cuts. So you can press K and keep cutting our mesh like this. So keep in mind that these guts needs to be at the same distance. So the distance between those edge needs to be the same. So basically continue until you failed entire objects. Alright, so after that I want you to select every other face like this until you finish. And after that, you can just extrude those phases on the outside. After that, I want you to delete every unwanted edges. So select them all and just delete them. Right after that, all we need to do is to simply select all those objects and spread them to their place. So here we are having some kind of a gap. So what we can do to fix it is to simply jump on the Edit mode. I tried to bring this phase to the left just a little bit, basically ad sets. So we finished working on our tank. 8. Modeling the Motorcycle Tail: In this lecture we'll be modeling the tail and the seeds for motorcycle. So let's get down to it. So I'm going to select this area, these two phases Shift D to duplicate them. Let me just make sure that we are selecting the right faces. Actually we are. So I'm going to simply ink through them, put them right here. Like to switch to wireframe. And we can bring this one like this. After that, we can select these two points and extrude them, check them up like this. So this whole little bit further here, let's take this one up, like that. Alright, so let's switch to the outside. Just take a look at it. I'd like to press L to select this unit, Press be separate selection and let's call it can press F2, F2 and let's call it cell. So water cycle, dash, tail, or it's on the edit mode, should go to the top by pressing Seven to the wireframe. And I'd like to select these middle phases, X deletes. Also, let's make sure that the clipping is enabled inside the middle modifier. And let me just bring these to the center, like this. It's going to have any gap whatsoever. As the last move, I would like to try to bring these close a little bit like this, to have that nice curvature. Same thing here. Let's bring it inside. Or about this one. Okay, Sounds like that we have that nice curvature on the back. And now let's add these leather seats that we got. We haven't having two of these leather seats. So I'm going to select the first one. Shift D, E, shortage. Let me just go back to the tree to the right orthographic. And it's simply try to assign it to make it look like that. Move it down. I'm going to insert another edge loop right here at the top. So this one should be going down. Let me try to put it should be exactly over there. So let's just fix it from the top. Movies on the inside. Symptom for this. Also here. Can bring them like that. Perfect. Alright, so as a last move, to select these three phases, Shift D to duplicate them. I'm going to press Control I to de-select the rest. So basically here, I need to connect these points together. So let's select over it and press M merged by distance, so vertices are removed. So let's make sure that all is connected. This, so this one is not connected. So let's add another edge loop right here. Just like this vertex shift select the second vertex plus m, merge at the center. Alright? Or electric do. Simply connect these phases. Press F to fill. Something here, press F to fill. It can insert an edge loop right here at the middle. Let's fill this gap. And tried to play a little bit with this shape. We can e.g. take this one down. Which backward? Probably take this one backward here. Now it does not work. Let me just check it from the side. Actually we're far away from the reference. Let me just stick it up. Okay. I'm not sure what to put this on here. It should be for this one. Let's take it up. And let's take a look at this shape. Not a big fan, to be honest. So we can simplistic it's backward little bit. Something like that. Probability gets up. Okay? I print these backward little bit. Alright, perfect. Let me go here to the side. What about insertion? Another edge loop right here, tried to bring this forward. They match with our seats. Alt H should bring the breast. And basically that's it. Can also try to move these backward, or actually let's do the opposite. Okay, it looks pretty much good. So as a last thing to do is to add this little objects. We're having this nice objects. So let's add this. I'd like to select, again, only one vertex. Shift D like to start from here. Down. About You go up. Okay? Continue this term. You can also select this part, press P, separate selection. Let's carry on. Alright, so let's select the last press F to fill. So after that we can press, switch to the solid. Let's press L to select this unit. Lecture Bridge outside. Can scale it, spinach on the z-axis. Also on the y. Just a little bit. Fringe back can press F to fill that space and we can exudates outside. Or it's sorted, select this part, try to put it here and we got it. So I'd like to reduce a little bit the bevel amount to something like 0.0 to select this object, right-click Shade, Smooth. Alright, so let's take a look at it from the side. Think we'll need this porch going to simply take it up. Alright, so we can select these two faces, trash extrude them, just trying to create some interesting shapes. Select these two SY, bring them up. Excellent. Alright, so the last thing to do is to add the screw. So for the screws, I'm going to just put just a cylinder. So Shift a go to Mesh, bring a cylinder. So let's reduce these vertices to something like eight to make it look like a screw RY nine degree. And we can scale it down. And also we can bevel. This area. Sounds like that. Can delete interface. Go. 9. Modeling the Back Wheel Holder: In this lecture we're going to be modeling this backup that's going to hold our meal to the Shasthya for a motorcycle. So let's get down to it to create this piece over here. So what I'll actually do is to start with a simple vertex. I'm going to select my chassis, switch to edit mode, select one single vertex n. We can start anywhere you want, e.g. consult from you. So I want you to extrude it two times here. After that, we can extrude all the way to the top corner, right here. And here for the bottom, we can extrude it again twice the first one, the second, and let's go for the third. Let's go all the way to this location. So after that, we must meet right at the central ray here. So we can extrude the first one, select the first vertex. The second part is x and press F. So hold Shift so that you can keep the selection on. So right here, I want you to do this. I want you to select only the top part. We don't want to intersect. We need to have some kind of a cut right here at the middle. So let's select, Shift, select the bottom, press F again to fill. And basically we got the first part of our engine. So next, what we need to do is this. We need to go down a little bit. So this one, I'm going to extrude it down, somewhat like this. Same thing here. Let's extrude this one down. I'm not sure it's hidden. We don't see much right here. You can just be creative a little bit. Press F to fill that gap. Select these two edges, press F to continue. Here on the top, we can extrude this one all the way to this area here, e.g. this one. Let's extrude it back right there. I'll select again these two edges. Press F to fill and we can continue. I'm going to extrude one more time. Select these four vertex, press F. Awesome. And finally, you can select this one extruded and extra one more time. From here we can do this. You can select these two, press F. Press F can also add another edge loop. We're going to need this edge loop later. So let's just add it. I can select these two faces, S, y and zero children flat. So I'm going to show you why we will need this extra edge loop. So right now, let's do this. I want you to select this unit by personnel Presby, separate selection, or it's on the edit mode. Grab this parch exhibit outside. After that, I want you to select these edges and let's try to bring them outside. Brendan, like that. This particular edge should go down smoothly. Okay, Let's make sure that the bottom is deleted. This vertex pushes outside. Right-click sheet auto smooth. And Ben, got it. So here on the bottom I'm going to press all just select the entire row, shift as closer to selected. And what I'd like you to put the cursor right here. But actually we're going to lose this. But actually that's fine. I'm going to change the cursor to the 3D cursor. Remove the zero. Let's try this z. Okay, so this is our object, e.g. here we can slide this point a little bit to the right side. Awesome. Here we can grab this edge and try to push it outside. Outside. Let me select this one. Tried to scale it up. Same thing here for the bottom. Let's scale it up. And Pam, we've got that nice shape. So right now what do we need to do is to simply collapses around this circle. So let me just try this. Can push this one down right there. Second one, Let's put it over here. Third. Okay. It looks great. It looks promising. Might want to check this part down to have that cylinder looking good GZ tickets up. And it looks fabulous. So right now, let's add that circle, that cylinder right at the middle. We can put the cursor right here, shift a mesh cylinder, can spend it on the Y. So RY nine degree on the edit mode, you can scale it down until it fits that shape. After that, we can select this face. I discreet inserts, shooting outside. I can exist outside, create that shape. Right-click Shade, Smooth. I'd like to select this object first shift, select our back engine control J to join those two pieces together. So here for the bottom, you must delete, must only create the bottom parts. So let's select this unit, press H to hide it. And here I want you to delete the bottom phases. After that, we're going to press all to select that entire row and then press F to fill it. I'm going to select everything, try to bring it back, hold back again. And it looks fabulous. So for this part here, I think we have to scale it a little bit up. Let me just move it outside. Select these faces, tried to push them backwards. So actually must not select this one. So let's push this like this, select entire porch. Okay, also select this one, tried to put it at the middle. So now let's duplicate this units. So basically what I like to do is to snap this face right here. So we can put what actually, let's just snap it. So I'm going to select this face, activate the snap tool. It's going to snap right at the middle. Okay? So Shift S, put the cursor right at the center. And now let's switch, change the center lecture set origin, origin to 3D cursor. And let's also include X. E.g. here we can check, gets up. Same thing here. Let's take it up. Push this and under on the inside a little bit. And there is awesome. So now all we have to do is just start adding the other components. The next step to do is to work on this part, this little piece that we got on the top right here. So to do that, I take to select our objects on the edit mode. I'd like to start with a simple vertex. So Shift D to duplicate this pores and press E, extrude it up like that. Extra one more time. And we can go down like this to form this first part. Also, I like to settle actually this part by pressing L plus B separate selection so that we can work on it separately. Let's select these two points. Press F to fill or two after that, I'd love to extrude again from this point all the way to this area. Okay. After that, we can extrude to fill this little gap that regard. And I think we can go again, extrude over there one more time. And let's fill these two points. So now I'd like to do is this. I'm going to start filling those phases. Let's start filling all of these phases. Can press Alt right here, press F. Next, I want you to do this. I want you to select only the top patch. Can grab these two edges and try to bring them on the inside like this. Push them even more. I think let's stop right here at this one more time on the x. So e x like that, perfect. On the top, I would like to, e.g. let's select the single vertex and try to push it to the left side, which create that nice curvature at the end. And as a last point, I want you to select everything and type II to exude it, give it some depth. And basically that sets we can right-click Shade Smooth. Also, let me just tweak a little bit. The bevel angle. Yeah, I think let's try 25. 25 is fine. So as you can see, this object is not symmetrical on the bottom. So I only have it on the top. So all we need to do is just uncheck the z location here, the z-axis. And basically we got it Only on the top, which is awesome. 10. Modeling the Electric Wires: Alright, so the next step is to add these wires as regards, right? So to do that, pick it up, you're reliant upon path. So let's start with electric. Put the cursor right here. So shift, right-click, shift a go-to curve path. On the Edit mode. Let's select everything. Press Z and Spanish by nine degree. And we can scale it down like this, or is this press three? And let's start getting a little bit up. So electric check this point all the way to here and start lining those four vertices or fifths. Just something like this. Okay, check this one up, one down like this. So keep in mind, you need to be focusing on this line. Let me show you this line here. Okay. That looks acceptable. So next what we can do is to simply duplicate this one. So a, to select everything Shift D duplicates and let's take it down just a tad, just a little bit like this. Select, see, LSD is like the first vertices in here. We need to bring those back here, and let's duplicate our curve for the third time. So let's select it by pressing L Shift D to duplicate, and let's stick it down. Can proceed. And this left shift and dislike the first vertices. And let's stick these down like this. You can take this one up. Perfect. So I'm gonna go back to the solid view and let's take a look at our curves. They look awesome. So what we need to do right now is to go to the object data properties, this icon, and we can scroll a little bit down until we find geometry. And I want you to check or to increase this depth, some axial 0.01. Actually that's really tiny. So something like 0.01. Let me check if that's reasonable. It looks a little bit big. Can see that. So let's go with 0.0. 75. Looks perfect. That is perfect match here. Awesome. So once we can do is to simply push, going to select all these three vertices, we can try this RX. So I just spin them a little bit like this. And type e x. E x again, let's go inside like that. Perfect. Alright, let's go even inside to make sure that everything is connected. Also, in order to make this object looks a little bit good. Can try this. So our x, Let's spin it a little bit like this. Push it down. Okay, It looks fabulous. So here on the back. So what we need to do is create this object right here. So to do that, we need to first create the rim of our back wheel or the engine because this is the engine parts. So let's create it really quick. So I'm going to put the cursor right here, shifts a. Let's go to Mesh cylinder. I want you to spend this cylinder on the y axis by 90 degree. And on the edit mode, we can scale it down until it fits the inner circle, this circle right here. So we need to push it down, scale it up. Something like this. I'm going to select this face deleted, this phase also delete it. You can select everything and type II to exude as shift X, L is exuded outside, just just like that selects everything. Let's stretch, push it in the right place. Okay, Sx, go inside. Alright, so in order to create this particular part, this piece that's going to hold our y's. So what do we need to do is to select our wireless switch to edit mode. I want you to select these three vertices. Should teach duplicate them and type EY, such rhythm. Here. After that, I want you to select only these duplicates tubes so we can press L to select them all, Press be separate selection. And after that, I want you to go back to this object data properties. And we can increase this depth to something like 0.01. Like this. Even bigger, or about 0.15. Now that's so much 0.0, 12. Something like that, looks good. Next, what I want you to do is to simply take this simple vertex so you can take it to the right side, create this nice curvature. Okay? Same thing here. We need to push these a little bit back. Right? After that, I want you to make this object a mesh. But before doing the conversion, I want you to do some optimization. So here for the resolution, we can go with the only tree. And also for This resolution, preview wire, it's just to reduce it to something like four. So basically this is the number of edges that's going to have right here. So with this one selected, we can go to objects and converge into a mesh. Alright, so this is what we got, looks perfect. So the next step to do is to simply select, I can select e.g. these two phases, but actually we don't need these extra edges. So you can press Alt, Shift, Alt, select them all. First x, dissolve edges. After that, I want you to do this. Select the top or the bottom faces with a top Control E and bridge edge loops. So now they are connected. Let's do the same thing to the bottom here. Select those shifts. The bottom Control E for each edge loops are, so that looks fabulous. So the next step is to delete these new phases that we got right there. And what we should do is create some kind of a churn secrete this term. What we need to do is to go to the top. We need to place the cursor at the pivot point. So I believe that this is the pivot point needs to be right here. So actually to be precise, we can select one of these vertex, Shift D to duplicate them, and let's push them, e.g. here. Alright, so as you can see, we haven't just luck bit of error. So Shift S cursor to select it and we can just delete this vertex or it's, so let's go back, press All to select that entire row. Like that. We can go to the top. And I want you to use this pen tool. This tool can click and you can simply drag it like this. Okay, we can do which mainly. So I'm going to set the angle to 90 degree, press Enter. Alice cyclic. Looks fabulous. So we might want to reduce the number of edges to something like 66. Looks fine. Okay, Let's go ahead and extrude this on the x or e, x. Let's go backward. So it's a little bit off. So let me just select all of those. Try to push them backward right here. Okay, select the middle, try to push it to the right side. Awesome. After that you can feel compress. All cheer, press F. Continue. That's filling. Press Alt again, right here. Press F. Let me try this. We can select these four phases, tragic suit them just a bit outside. Alright, it looks awesome. Let me try to add the bevel to see if this shape is going to look better or not. So let's add the pebble. Shade auto smooth. You can increase the segments to tree. Looks interesting. So what we can do instead is to add another edge loop right here, and let's select the rest. Tried to push them inside. We're just trying to be a little bit creative secretes. Nice outcome. Okay, We can roll with this. Alright, so the last part to do is to add this little hook that we got right here. So this hooks cannot hold all these wires together. So let's work on it. So here let's select this object. I would like to start again with a single vertex Shift D, and it's put it right here. After that, I want you to extrude it to the right side and go down until we match. Same thing here, extrude down like this. After that we can select this particular objects, press F to fill it. And we can extrude it inside. Extrude like this. Select this phase tried to bridge Backward. Select this simple edge. And what we need to do is to simply bevel on the top. So Control B, stretch bevel this and in search, few edges. Right-click, Shade Smooth. And there we go. We've got our. So actually what you need to do is to check the wires a little bit up so we can select this particular part, check it's up there. Same thing for these pipes. Stick them up. 11. Creating Suspension with Spring: Welcome back over into this new tutorial. So now we're gonna be creating this expansion of our model. This part right here will be filling this part. Alright, so to do that, I'd like to start with the simple plane shifts a. Let's go to Mesh plane. After that, I want you to take this plane to the right side, e.g. here. And on the Edit mode, I want you to select only one single vertex, press Control I, and delete the rest. Alright, so this one vertex, so this is we're gonna be doing, we're gonna be adding the screw modifier. Alright, so let me show you that trick so we can go here to this. What if I add properties and let's add the screw. So right now it's one circle because it's completely flat distance the screw this up is to zero. So let's increase it to 1.2. Or actually before the wind that we can increase the iterations, which is the number of data loops. So let's increase the iterations to something like we can do simple counting right here we have 12,345.6. Are, it's always set it to six here. Perfect. Wants you to jump on the edit mode and make this vertex simply closer to that center, just so that we can reduce the size of our spring. Let's make it something like this. Alright, perfect. So what I want you to do right now is to switch, I want you to switch this objects from a simple mesh to a curve so you can go to objects and let's convert into a curve like this. Right now. It's a complex curve. So all we have to do is to go to the object data properties and we can tweak the geometry. So we can click here on the geometry reduced, go down until we find the bevel. So under the depth. So we can increase it to something like 0.01. That's a little bit big. So 0.01 that small so we can increase it mentally to something like this. Alright, so right-click, Shade, Smooth, perfect. So it's a little bit. So let's go here to Edit mode and try SZ charges carried on the z-axis, something like that. So I want you to jump on the front by pressing N on the Edit mode. I want you to select the first vertex and all the way to this one. So we need to go in line. So press control so that you can select everything and type S, Z and zero to have it flat. After that, I want you to drag it down, something like this. Let's set this up. Perfect. Alright, so let's do the same thing to the bottom. So let's select this one first. Control is like this one. So this is a complete circle. Z is zero. Let's take it up GZ, let's take it up till here. Perfect, So this is the core of our suspension. So right now I want you to add these pistols that we got on the inside. So Shift S, Let's put cursor to Selected Shift a. You can start with a simple cylinder. So on Edit Mode, I'm going to try to scale it way down until it's inside. I'm going to press one to go to the front GZ and tickets up, something like this. So probably we need to scale our spring of limits up. So select everything S, z. So it's just scale it up, Something like that. Take the middle, take it up. And Z, switch to wireframe. Select the bottom, move it down a little bit. You can do this shift D, right-click, and let's scale it way down. Get it down with limits and extroverted downside. There we go. So we're doing good. So we can add this little hook on the bottom. So let me just press one to go to the front. Take it here. Shift D can duplicate this part, extruded up, something like that, and extrude it down. After that, we can do this. We can press holistic it up a little bit, press E again, S, scale it down and e, del this, we can get that nice shape, Right-click, Shade, smooth, looking perfect. So let's do the same thing for the top. I'd like to select the top face. And let's pull it down a little bit. Extra. It's up. Press Alt right here, and extrude right-click and type S, Shift Z so that we can scale by excluding the z-axis. Something like this. Looks good. Okay, so what happened the core of our suspension. So let me add that other circle so you can scale it up a little bit like that, looking good. Alright, so this mode, I want you to take this face a little bit down, make it look like this. So now we're going to need to make the hooks that's going to connect our suspension to our bike. So here on the top, Let's put the cursor right here. So Shift S cartridges selected, I'd like to start, or actually we can simply duplicate this same phase shift D, duplicate this phase. Let's take it up over here. I'd like to spend it on the x-axis. So our X 90 degree, we can go to the front by pressing tree. And I want you to select only the bottom. These phases and type S, Z, and zero you have is flat. You can take it down lipids. E.g. here. And after that, I can select the entire units by pressing L and extruded through this a little bit, then I want you to separate this part. So let's press L to select the entire units Presby, separate selection. So now I'd like to do is to make a cut, circle cuts inside. So to do that, I'd like to add a cylinder so we can put the cursor at the center. So I'm gonna select these two points so that we can put the cursor right at the center. So Shift S, Corps, which is likes it. Let's exit edit mode, Shift a, go to Mesh, and it's brilliant new cylinder. So I'm going to spend our x type 90 degree on the edit mode. I'd like to scale it way down until it fits inside. Something like that. It's probably a little bit smaller. Alright, right-click, Shade, Smooth. Let's select this object, go to the modifier properties. Let's add the Boolean modifier, the third one on the second row. So click here and let's add this object. Alright, so now we're having a cut. So all we have to do is to simply apply the Boolean modifier and simply delete this cylinder. And we're good to go what having that shape. So after that, I want you to do is to simply select this entire run it, and it scared it's way down. Sorry to put it here. I think the whole is a little bit big. So let me just try to scale it. I'm going to press Alt here, just like that and gyro and type S. But we don't want to scale it like this. We don't want to screw up with this distance, so we're going to exclude the y-axis. So as shift, why this, you can go like this. Perfect. Alright, let me try to add e.g. the bevel. What I'd like to do right now is to duplicate this object. Let me go to the top. So we need to have two of these. So Shift D to duplicate, and let's take it to the middle, e.g. here. So let's make sure that everything is centered. Something like that looks fine, or it's what I'd like to add. The other organ that's gonna be connected to this first. So I'm going to select this part, Shift D to duplicate it. Go to the top. And let's put it at the center. And I like to scale it on the Y. So as to why sketch is something like this was also for these, we can scale them up, skit on the white, but actually we need to scale them on the individual origins. So S Y, Let's get a little bit up. It sounds like that. Chicken them up a little bit. Perfect. So we can spin this one around. So all it's a good select this part. So basically we should be at the center. Let's can see it's not centered. So what we can do is this. I'm going to press Alt right here, put the cursor right there. So Shift S cursor to select it. And once we select this entire object, we can swatch here to the 3D cursor instead. And we can do this, try this. I'm going to type RY, going to spin it like this anywhere we want. Perfect. So let me spin it for now. By 180 degree, we can type that 180. Perfect. So now it's facing the top, or it's the last move. We need to add that screw that's going to hold these two together. So to do that, we can simply press Alt right here, Shift D, duplicate, and we can try to move it to the center. You can see we're still using the medium points as 3D cursor. So let me just go back to the medium points. Can press 32, go to the side. Let me just put it here at the center type S Y. Scale it like this. Take it to the right just a little bit. Alright, maybe scale it up and we can fill these. Press Alt right here, press F, and the same thing right here. Press F to fill areas can see it looks acceptable. We can roll with it. So let me just auto Shade smooth. It looks perfect. So we can duplicate the same geometry. So Shift D gets sick it down. Right here. Let me press one, can type RY and 180 degree. And let's stick it down. Something like this. Let's take a look. It looks great. Alright, so now all we have to do is to simply take this suspension and put it at the right place. So I'm going to select everything, press three. I'm going to try to scale it way down. And let's put it at the right place. So I'd like to spend it on the X or X I would like to spend it by. But actually first, we must spend it on the z-axis. So our Z Spanish by 90 degree. Let's go back here and our x can spin it e.g. by -45 degree. Let's put it back here so we need to scale it way down. Again, it up. I think, yeah, our x again, spend it by minus ten. Okay, something like this. So now let's work a little bit on these hooks. So we can select this first, this hook right here. Just like we did before. I'm going to put the medium points like super-rich right here. So Shift S, but cursor to select it can switch the meeting point to individually origins. Alt a true, make sure that everything is selected. I'm going to press L right here. Go to the side. By pressing injury. Show must be on the 3D cursor. So let's type RX and let's spin this around. Intelligence match the chassis of our bike. And I don't want you to do the same thing. So let's put the cursor, can write here alt a to deselect everything, select the bottom hook and RX. Let's spin it around. Alright, so let's take a look at our suspension. So basically, or obviously we need to put it here. Okay, Let me just check it from the center. So I'm going to switch back to the middle point. And I want you to move it to the right side, put it right at the center. And basically that sets. So we got our suspension and it looks awesome. So we're going to continue in the next tutorial. See you soon. 12. Modeling Motorcycle Tires: In this lecture, we will be designing our motorcycle tire with the thread mornings. So let's get started. So let's go ahead and create our back tire. So Shift a and we'll just start with a simple plane. Let you take it to the right side, e.g. here. And I'm going to press seven to go to the top. So basically the first step that we need to do is to subdivide our plane to have enough geometry to work with. So on, Edit Mode, I want you to press Control E and choose sub-divide. On the bottom here I'm going to have this menu. So all I want you to do is to increase this number of cats or something round 15 to 20. I would like to set it to 20 cuts. Alright, so we got that. So basically the reason why we're adding these cuts, let me just show you. So I'm going to duplicate or just create a new plane. Shifts S goes. Alright, third shift, a mesh plane. So let me just take it sideways. So this one doesn't have enough geometry. So we can add e.g. one edge loop right at the center. But this one has a lot. So check this out. If we try to select both, let me e.g. select this edge and the center right here. You can activate the proportion editor if we try to take it up. So on the left side, what happened? Enough detail. So work with, so when having this nice curvature, on the other hand, here, we don't have that nice curvature. It's completely sharp because we don't have enough subdivisions right here. So basically this is the reason why I'm subdividing our plane. It's warning me, just go ahead and delete this one and work on this new sub-divide plane. So the next step is going to be to design this thread separately. So on Edit Mode, I want you to select one vertex, Shift D to duplicate it. Electric tickets up little bits, but also let me just deactivate. The proportion is essential. Let's take this vertex up, press B, separate selection. Let's select that single vertex. Jump to the top. And let me e.g. I'm going to press G. Let's move it here to the top and let's start to design. If you pay close attention to this shape, can see that it looks similar to the Mercedes logo. So let's start by creating that first so you can press E, extrude it like this. I would actually have enough details right at the middle. Something like this extrude. Go up here. And for the last time, let's add that third edge loop. Can keep extruding. Good. And as a last point, we can extract this one back here. We can select these last two vertices and press F to fill. Let me just put this one a little bit close. Alright, this one backward excellence. So that is for the first thread. So let's add the second one and the third. So we can select these three points, e.g. Shift D. Let's place them right here. We're going to spend them by pressing R, spin them around. You can select these two vertices and try to extrude them, e.g. here and extrude again, right there. Can press F to fill that gap, control E and sub-divide so that you can have additional vertex right at the middle and we can take it forward. Alright, as a last step, what you need to do is to select this second threat and duplicate it so that we can form the third one. So Shift T and let's stick it down here. We can select everything I tried to scale it down until it fits inside this plane, something like this. We can take it to the right side. And actually we don't need these additional phases. I'm going to press Alt right here, or as you can just select by the left-click x and dissolve those phases. Alright, so now what you need to do is to subdivide this object, this design right here, just so that we can avoid having these sharp corners like this. So let's go to the modifiers and we can add the subdivision surface modifier. It's can see it now it's pretty much smoother. You can increase that level viewport to two. Now it looks much more, better. Alright, so the first step that we need to do is to extrude this object up or down. So let's select it all by pressing a and we can type E and Z n over two to go down until you intersect with our plane. Something like that looks perfect. Alright, so let's investigate the normals so we can right-click Shade Smooth. So we're having some problems with the normal right here. So let's switch to edit mode, select everything and type shifts n. So this way we're flipping the normal so the right location. Alright, we got that. So the next move is gonna be to add the Boolean modifier. So let's select our plane, go to the Modify, let's add the Boolean. So I want to use this eyedropper to pick this through design. Alright, as you can see what having that thread current itself into the plane, which is nice. So I'd like to select the plane and apply it as a Boolean modifier. So we can take it sideways and let's see what do we got. Alright, so we get the Boolean applied to our planes. So what we need to do right now is to optimize the shape or the geometry if you pay close attention to these borders. So e.g. we were having this dense concentration of vertices. So this one is going to give us some trouble later on where we are going to be beveling or extruding this down. So it's, what we need to do is to select this plane and press M merge by distance. I want to decrease or increase this amount. So we can increase this by, but we must keep an eye on the geometry. E.g. here is too much. So let's just reduce it down to something like 0.0 20. Okay, looks better here. Can just investigate everything. Looks acceptable. So e.g. here, we can try to make this edge not that sharp. Can bring it like that. Take this one to the right side. Okay, something like that looks fine. Alright, so now what we need to do is to select everything and we can try easy to extrude it down, go down like this. I think this is the right height of those or the depth of that thread. So it should be this deep. So next I want you to jump to the face mode. We can press Alt right here, X, delete those phases. After that, we can press one if you go to the side and you can switch to wireframe. And I want you to select the bottom, this bottom right here and press X deleted. All right, looking good. So we might want to take this up just a little bit. Something like that swatch of the solid and we can press F to fill those spaces. Excellent. So the next step, we might want to bevel e.g. these edges. So to do that, we need to select them first so you can keep pressing Alt right here. But it's gonna be really hard to do that. You might also miss some edges. So there is a better way to do this selection. You can go to select and select sharp edges. So as you can see what I'm selecting everything, all we have to do right now is to bevel it. So let's try Control B. So go slightly like this, can increase that segments to three by scrolling the mouse and it looks fabulous. So as the last movie can do, right-click in shade, auto smooth. Alright, so let's move on to the next step. So basically what we need to do, okay, I'll just call it this design. So what do we need to do right now is to duplicate this part. We can duplicate it on the other side, symmetrical, symmetrical way. So we can try Shift D to duplicate this part. Let me just take it right here and type S, x and minus one, which kind of inverted. On the edit mode, we can select them both, Control J to merge them. And e.g. let me select this bar is activate the snap tool. And I'd like to snap it right here. So as you can see, the snap tool I'm using the vertex. So we got that, but also you will have in some duplicates. So check this out. So we need to merge all these lines together. So I'm going to press seven, switch to the wireframe. And let's select these vertices right here at the center, press M and merge by distance. Alright, so 22 vertices are removed. Excellent. Okay? So the next step to do is to create this curvature that we got on the top of our tire. This curvature right here, not the roundedness, but this curvature, the top. So to do that, Let's, let's do it by selecting again the middle. So let's make sure that the middle is selected and we can check this proportional editing. But it must be on the sphere, the mode must be on the sphere. You can see this shape right here, this roundedness. So let's select the sphere. I'd like to go express one, to go to the side. And we can take it a little bit up like this. So I think it's a little bit up, something like this. It's gonna be great for our purpose. Alright, so let's go ahead and create the sides of our tile, this part right here. So to do that, we can press Alt, e.g. here, and also shift Alt to make sure that they are both selected. Let's just enable or they activate the proportion editing. And I can type easy and go down like this. We can try Sx to go little bit inside like this. But also what we need to do is kinda bevel these sharp edges. So let's press Alt, Shift Alt right here, and try Control B. And I think something like that's gonna be reasonable. Alright, so we've got one part of our four thread. So we're trying to do right now is to duplicate it and spin it round, wrap it around a circle. So let's add that circle first. Let's put the cursor right there. Shift S cursor to select it. Shifts a, we can go to curve. Let's use this nurbs circle. Alright, so let's spin it on the y-axis, on the Edit mode, Let's type our white elite Spanish by 90 degree, can simply type that ostrich go to the site and we can scale it a little bit up. Something like this looks reasonable. Alright, so the next step is to select our porch of the tire. We can also reset the center of geometry to the center. So let's go to Object Set Origin, origin to the geometry axons. And let's add the curve modifier, this modifier right here. So basically for the curve, we need to pick this circle. So let's select it. And as you can see, it's wrapping around it. But this is not on the right axis. So what I want you to do is to spend this object so can try RZ. Let's spend it on the z-axis, e.g. by -90 degree. And as you can see, it's perfectly matching the curvature of our curve for our circle right here. So all we have to do is to add more of those. So to do that, I would like to use a rain with a file. So let's go to modifiers. Let's add ray. And you can see it's not, don't want it to be like this, wanted to be continuous. So as we need to do is to switch the order of these modifiers because order matters. So let's take it up, e.g. here. And also we need to change the orientation, so it must be on the y-axis. So let's set the X factor to zero. But the why of factor 21. There we go. It looks great. So do we have to do is to increase this counter something around. Go ahead until we finish that loop. Something like eight, it's going to be fine. Alright, so let's scale it a little bit up until we connect with the other sides of control. S, shifts should go up. Real doubt. I want you to check this merge feature right here so that we can merge these vertices altogether. Excellent. And basically that says, we got, our tile. Looks excellent. So we're going to continue our work in the next time tutorial. See you soon. 13. Modeling Front Suspension: It's in this industrial going to be developing front of the bike, this stereo into stars by creating this suspension. So I got this references. We're going to be using this one off the front suspension. I'm going to simply take it, drag it, and drop it in our blender, see right here. Alright, so let's go ahead and create this object. So Shift. You can start with a mesh. Mesh. You can reduce the vertices to only 60. Just take it a little bit forward. So I need to scale it down, but I don't want to scale it on the z-axis. So S Shift Z. Let's get it like this. Something like that. Alright? Right-click, Shade, Smooth. Alright, so if you pay close attention to this object, you'll find it's symmetrical. So we're going to only work on the health with that one selected. Let's go to the modifier properties and let's add the mirror modifier. Alright? Alright, so on Edit Mode, I want you to do this. I want you to take this one, move it to the left side or to the right side like that. Probably a little bit back. Something like this. Looks fine. Alright, so let's work on the top, this little piece that we got on the top. So I'm going to select the top phase shift D to duplicate it. And we can scale it up just a tad like this. Selects all of those vertices in charge, move them to the left side. Also, I want you to check this clipping so that we can stop right at the middle. Alright, after that, we can scale on the y-axis SY scattered like that, ticket a little bit down, something like that. Alright, on the edit mode, select this entire units. Let's press E x del. As the last move. I don't like to have a sharp end here. So what we can do is this. I'm going to insert an edge loop right here, control our tickets little bit backward. Something like that. Let's do the same thing here. So control our second e.g. over their tickets backward, perfect or incident can add the bevel modifier. Let's add the bill. Okay, also we need to check the scale. The scale is a little bit messed up, so Control a and it's applied to scale. Perfect. I would like to reduce the amount of the devil. The devil amount to something like 0.01 or even down. Something like that's a little bit too much. Something like this. Right-click, Shade Smooth. Okay, so here on the top. So what we need to do is to duplicate this, parse, this section here. So let's select this box Shift D to duplicate. Let's take it to the middle. Something like that looks fine. So now we need to add the screws that because on the top. So to do that, we can select this face. Actually this one Shift D duplicates that, suck it up. And all I need to do is to wanting to dislikes every other one. We can do that from here. So select, check are these legs. I can press X dissolve vertices. Okay, So we got that shape. I'm going to simply extrude it down, selected by pressing L and let's put it on top. Like that. Perfect. We need to scale it down a little bit. Put it on top. Awesome. Okay. I tried to scale it up. And as last move for me to add the one on the middle, this bolt that regard right you. So we can duplicate, shift D, duplicate. And let's stick it right here. Scroll to the top. Simply put it at the center. Might want to scale it up a little bit. Ticket to the right side. Looks great. We also need to add a pipe right at the middle. So what we can do is this. Let me just go to the top Z switch to wireframe. Let's select those, try to bring them down little bit. Tried to align these vertices even better. Something like that. And with that one selected, let's press L to select that you didn't shift D, duplicate, stick it down. And you can try this as Z. Scale this up. Let's grab the top snippets. We can add the snap tool or activate this natural to the vertex. Snap, this one to the top, and this phase to the bottom right here. Awesome. Alright, so now what you need to do is to take this object and put it at the right place. So I'm going to press 32, go to the side of electric brain, Alt H to bring back. And let's put this one at the right place, which is right there. The activate snap tool or x spinach by, let's say 20 degree. Smooth it a little bit forward. Scale it down, take it up. Let's place it at the right place. Something like that. Perfect. Looking great. So now we need to work a little bit on the bottom of the suspension. So basically we have to stop right here. So on the Edit mode, I want you to select the bottom vertices. I want you to switch the mode to the local so that we can go in line with our suspension. Let's take this one all the way to dislocation. So what it actually do next is to add control or let's add an edge loop. Can put it e.g. here and add another one at application. And after that, we can grab this porch and tried to scale it up. Scale it up like that. After that, we can select the bottom face type I. It's creating insights and exudates up something like that. It looks awesome. 14. Modeling Motorcycle Steering: Welcome back over into business journal. So now we're gonna be working on this theory, just like it is here. This part right here. And I'd like to start by curve. So first I would like to put the curse of righteous or shift, right-click shift a. Let's go to curve. I can start with the Path. Alright, So on that edge mode, I want you to scale this path written down until it fits the dimensions of dads steering. Let's go back to our fifths. Let's take a look. Yeah, we can rely on this one, even the front. Actually, the French doesn't give us much information about the CRM. This one's good, so we can take it up a little bit and let's start operation on it. So we can take this one down a little bit. You can select these two vertices, go to segments and sub-divide. So this we can add more details at that location, can check this one down. Also, I want you to do this. I want to actually delete the left part X delete vertices. So again, not going to be using the mirror modifier. This uses right now. The better on the other side, perfect. Or it's, so here you can take this one to the right side, select these two vertices, go to segments, subdivide, texture a little bit to the right side. So as you can see, I'm trying to create this nice curvature that we got in our CRM. So let's add the same thing here. Let's add a new segments. Try to touch an up. This area. Can take them to the left side. Something like that looks acceptable. Intake this or like this. Tweak those vertices a little bit and excellent. So the next move is to give this line some depth service. Go to the object data properties can scroll to the geometry, the depth. Let's give it 0.02. Okay, I would like to make the bottom little bit straight. So let's select the bottom type S, Z, and zero to average flat, just like what we got right here, the straight line. I would like to reduce it just a little bit. So I'm going to press Shift and try to reduce the size just a little bit. What about 0.0, 18? Like that, it looks acceptable. All right, So now I'm gonna just add this object, does handle those we got on the right and left side of our pike. So to do that, I want to duplicate this object. So Shift D to duplicate it can go to Object Data Properties actually need to go to Objects, converge into a mesh. So we can jump on edit mode, press Alt right here, X delete this part, and let's select the rest by pressing L X deletes. Okay, so there we go. We've got this parch, so we can zoom right you to see that shape. We can rely on other references, e.g. the fourth reference, pressing political. Let me just drag it. The force reference also, the second reference looks really good. I'm going to use the second reference here. Okay? So this is what we need to create. Okay, So on the end, Let's scale this object's little bit up like that on the end right here, I'm going to press Alt and let's create that end. So we're tripe each, extrude S, scale it up on the x. So e x, scale it down again. And we can extrude on the x again. Control R on middle. Scale it up. All tier. Press F to fill. Okay, we've got that porch. So let's add the second parts. On the other side. I'm going to extrude S to scale up type E, x and E scale again. Pretty much good. Press all to select as Bosch Control P to privilege. And you can insert e.g. two edge loops. Excellence. So let's go to the modifier properties and let's add a subdivision surface. It looks great on the edit mode, you can insert another edge loop to sharpen those edges. Another one, e.g. here. And we might want to reduce the size. Scale this parcel little bit down. This one I can check it's a little bit forward. Try to scale this one down liquids. Okay? Something like this, looks just fine. So let's add the mirror modifier to this object. So the mirror. And as you can see, we got our theorem. Alright, so the last thing to do is to add some kind of hooks. It's going to connect our serine Joe suspension. So to do that, let's add a simple cube so shifts can start with a cube. So basically this is the Hooke's. We're going to be creating this box right here. Alright, I'm going to take it up and work on it separately. So under this model, sketch way down. I like to sketch on the x, something like this. So basically this hook is connected, so it has two parts. So let's do that. So I'm going to type SSE. Shift D can take it up, e.g. here, s, z. And so I just scaled it down. Something like this. I want you to add edge loops. Right here. Same thing on the top. Edge loop sets lecture all these edge loops by pressing Shift Alt and we can type S Y and take it to the side like this. So now we need to add some kind of a whole. So let's select these two edges shift S courses just selected. Let's exit edit mode, shift paying go to Mesh. Let's bring a cylinder. I want to just spend the cylinder on the y-axis, but also let's increase the number of vertices to 32. Okay, so RY and a sideline degree mode, you can scale it way down. Okay. As you can see, it's at the center, which is nice. Tickets up, something like that. And let's use the bevel. So it's like this object go to multifarious and the Boolean modifier. Let's pick seventh. Excellent. So let's apply it as Boolean. You can just now delete this similar and it's a little bit this shape. But actually I would like to, let me just go back. We'll do a little bit the size that cylinder. It doesn't need to exceed this edge that we just created. Okay, so let's apply that Boolean. We can delete a candidate, Senator Ellis sweet a little bit. The shape of these hooks, e.g. select all of those edges and Sx, try to scale them down. Pretty much screwed. Can grab the top. Let me just try to tell it which looks good. So let's add the bevel again. Right-click **** auto smooth. Looks acceptable. So let's use these as hooks, but also we can add e.g. the screws are the top. So let's select this phase. Shifts pass, just liked it. Shift a, we can use a cylinder. We need to reduce the number of vertices to something like six. Alright, so let's keep its way down. Go to the top. Tried to have it centered. Excellent. So Shift D. So let's put it on the other side, right there. Okay, We can also do, do something on the top here. Let's select both of these tops and we can jump e.g. let me just go back here to the global e.g. here we can switch to the origin. So this we can scale each one phase on its own, can tell by which create inserts x, shoot them down. It looks awesome. Let's go ahead and use these hooks to connect the serine, the suspension. Or it's on the test mode, select everything, try to scale way down to go back through the medium points, start to scale them down. Also, we can bring back, let me just reset the rotation. Just zero, okay, we can press through which go to the side, this one, as you can see this, the origin is way far from the geometry. So let's go to objects as origin to the geometry and you can check it, e.g. here at the middle skeleton, skeletal little bit down here, a little bit to the side. Something like that. Let's select the theory. Let's try to bridge the right place. Okay. Let's scale up our hook. Okay, good. Contiguous one, backward, probably a little bit down. Okay, so let's duplicate this hook. We can also make it part of our handle. So let's select this one first shift, select the handle Control J. But it's considered using subdivision. We can simply press B separate selection. Let's remove subdivision from here. Also the right-click Shade. Smooth. Okay, looking great. So let's bring back, can spin everything by joining degree or x. 20 degree at desperate, at the rich place, secret to the left side. There we go. So we've got our serine and it's connected to the suspension. So we're going to continue our work in the next lecture. I'll see you soon. 15. Modeling Motorcycle Steering Accessories: In this is sory oil actually create these excess series that we got in our serine. For example, we have these two bottles, and we have some kind of dashboard, something like that. To do that, let's get started by creating this puzzle. I believe that this is the oil or the fluid for the brakes puzzle. We're having this hook right here. I'm going to simply duplicate the same hook that we created here to hold the serine and use it at this location. Let me just grab this shift D duplicate, and let's tack it sideways, tack it up. And we need to spin it on the x. R x, let's spin it like this. Try to make it well aligned with the sein. Let me take a look as it at it from the side, something like that. We must leave a room for this object. I'm going to take this one to this side, select the handle, move it sideways, something like that. Next, I want you to extrude this object a little bit forward. Let's tick it up a little bit. I want you to extrude it from here. We can, for example, extrude scale down, scale on the Z axis, type S y p zero to have it flat, or let's spin it just a bit, and we can extrude it forward, something like this. Also let's make it tiny. There is no need to something like this, also on the sides, S x, scale it down, and on the end here, let's add those bottles. We can add, let's work on it. I'm going to put the cursor right here. Shift A, coach mesh, let's use a cylinder. Right, let's take it sideways. On the edge mode, let's scale it way down. I'm going to insert double edge loops. Control R, let's take it up to this location. Control V to val it, something like that. I just want to check it a little bit down. S Z, sce it down. Here on the top let's select the top exuded and try to scale it down. Exude again. Scale out like this. Click shade auto smooth, looking great. On the edge mode, let's go back to these two iss old shift i press control B to paveel this area. Let's spe e to extrude right Click S shift to scale it on the inside. Something like that. Also you can add another Xtra edge loop, srt to scale it up to have that well rounded top excellent. We might want to add the subdivision multifier and work on it, but I don't think it's worth those extra details. For example, here, we can try this Let's select all of those edges. We need to sevel them. So Control B. Let's pavl them just a little bit in search. So x edge loops. There we go. L and good. Let's also select these inner edges, shift. So Control B can to pavl that area. Something like that looks acceptable. Let's put it at the right place. On the edit mode, selects everything, scale it way down, and go to the top to make it fit that object. A let's press period. Also, I'd like to select the bottom, press I, take it down just a little bit. Again, press to create that inst, we can take it to the side, scale way down and xd down. We might want to make it a little bit smaller. Let's press here, S z, scale way down until it fits that object. For the bottom let's take it up a bit, something like that looks acceptable. We might want to spin it. X, let's spin it by ten degrees. Put it over there. Excellent. Let me try to make it part of this object so that we can benefit from the mirror multifile, so Control J. There we go. We got it duplicated on the other side, excellent. I want to add the other accessories. We're having this device right here. Let's add it. I'm going to duplicate this part. Old to select that and gyro, Shift d to duplicate control to ska it on the z, z. Skate it like this. We can separate it per P separate selection. Let's select that part E X extrude it like this. Press I or actually E, extrude a down. E again scale way down like that. Re click, shade out a smooth. Let's just samthing on the other side, press all here. E a, es again. Looking great. We're having this kind of, I don't know what's happening here. I think it has to do with the normals, so's select everything and type shift N to fix the normals, as you can see it's fixed. What I'd actually do is to make the top a little bit smooth, not curved like this. We can jump here to the side, so wi frame. We can, for example, select the top L et's select all of those. S Z, scale them down. Let's take a look, look right, scale them a little bit down. Let's bring this one to the side, this entire part, stick to the right side on. Now let's add this button that we've got. I'd actually put the cursor right here. Can simply duplicate this phase duplicate this phase. Try to push it a little bit inside, skate it down and exude outside. Let me I to hide this part, les press H to hide it the backpase of this button and delete it. We can insert an edge loop, tack it down. Make it look like this, and also here for the front, let's add another edge loop. And do something like that. I think this button looks a little bit huge. L et me press old age to bring back the hidden parts. Old Age to select everything and only select the button. Let's try to ski it down, and try to push it sideways. All right, looking great. We're going to continue our work in the next hemisphere, you soon. 16. Modeling Brake Handles: In this tutorial, we need to add the brake handles as regards to the right. So to do that, I got this reference that we're gonna be using. The first break handled reference image. This reference image, I'm going to simply take it, drag it and drop it in our 3D view port. Alright, we can take it to the side, to the right side, press N, and go to Item and lecture reset the rotation so you can select all of these areas and press Enter. Alright, so let's go to here to the top and let's starch can sketch a little bit down. Let's start operating on it. So let's put the cursor right here. Shift a mesh Blaine on Edit Mode should keep only one vertex. So control, I. Delete the rest. Let's take this single vertex and we can start e.g. from here. So we need to go up, just a little bit up so that it can be visible just like that. Alright, so let's put it e.g. here, extrude and keep making that churn. So I want you to complete that. Reach the end. Once you're done, I want you to do this. I want you to select all these vertices and press F to fail. What's, what we got on the inside? After that, we need to accelerate to give it some depth. So it's extra this up, something like that. And after that, we need to add e.g. when we try to add the bevel. Yeah, the bevel looks really good. So we can increase segments to something like to right-click, Shade, Smooth. An excellent. So for the next move we need to add these holes that we got right here. So I would like to switch to wireframe, put the cursor right here, shift a mesh cylinder on the Edit mode. Let's scale it way down. So it's just solid. Scale it down like this. A little bit through the left side. The right side. Switch again to the wireframe. So it needs to be at the center, doesn't need to be exactly at dislocation. So Shift D, Let's duplicate for each year, scale it down. Shift D can, let's put it here and let's get it down to form a third loop. So we need to stay away from these importers. So let me just take it a little bit down here. Awesome. Alright, so with that being done, also, Let's scale them on the z. Sound like that. So let's use these as the Boolean, but also we forgot to add the last hole. So I'm going to use the middle one. Shift D duplicates. Let's put it right there. Try to make it fit that whole excellence. Alright, so now let's select our handle and let's add the Boolean modifier. I don't need to pick this new cylinders, right? So let's check. It looks good. So let's select these objects. Jade others mode, we can try to e.g. leave the bevel to be last. Yeah, this is the right way, so we need to switch when you just start with the Boolean first and then the bevel. Alright, so let's apply the Boolean. And we can just hide or remove these senders x just to lead them. There we go. We've got our handle. So as last move, I would like to add this new layer of detail as we go on the side. So to do that, I'm going to press Alt right here. Duplicate these parts. You can duplicate this press P, separate selection, and let's add the solidify modifier to this new objects. So let's add this new modifier solidify. So it needs to be on minus zero point for the thickness. Let's make it -0.0. Add another zero. Now actually that's too much. Five. Sick look, it looks acceptable or it's an hour and you add this part as we got right here. So let's select our units. Select again one single vertex Shift D to duplicate it. Well, actually we can do this. So we can select all of those phase. Let me just hide this one for just a second. Can hide this object. Selected our break handle, and let's select all of those faces. Let me go to the top. Yeah, must exclude this. So Shift D to duplicate this part and we can extrude it. So X tilde is on the x-axis. Let's try to fail to fit these points altogether. Let's put this one, e.g. over there, and Let's continue aligning these vertices like that. This one a little bit down. This one should be about there. We can add another edge loop, e.g. here, and try to check this one little bit. Backward, this one up, just create some interesting shape. There we go. So Alt H is bring back this objects, but as you can see, it's a little bit what having some clipping. So let's select this part, try to move it sideways just a little bit. Also here, we're having a problem with the normals right here. So let's select everything shifts n. So nothing happens. So what about, let me try something else. We can, e.g. we can just bring this one outside this movie just a little bit to fix that problem. Alright, that's been done. Let me try to print this one a little bit down here. To the left side. Excellence. I also want to scale this one on the z-axis by two. Alright, so let's put it in place. I know it's not perfect, but we can go with it because this is just a minor detail. So let's go ahead. I'm going to go to the top by pressing F7. In this part it's at the right place. We need to scale it way down again, or Z spinach on the z-axis by -30 degree. And let's place this correctly. Scale it down again, but actually it needs to be on the other side. So let's move it here as x and minus one to flip it. But actually the flip it does not work as x. So we need to apply these rotations. So let's apply, select each one of these and control a, apply the rotation. Apply the rotation so that we can have it all set to zero. Okay, let's select both of these as x minus one. So let's press seven to go to the top ellipse, place it at the correct place. Something about here, but also we need to add that extra. Ok, it's going to connect it to this handle. Let me just scale it up a little bit. But we can offer can do right here is this, let me just make some room for this new objects. Drag this one sideways, e.g. here. Select this object. I want to duplicate it should the duplicates for each year might want to scale it a little bit. Sketch even on the z-axis. And let's try to place or something like that. Alright, so that's been done. Let's apply all these modifiers. So the bevel, the solidify something here. Let's apply the bevel and it's merge these two pieces together. Control J. Alright, so let's make our break handled part of this object so that we can have the similar Modifier applied on the other side. So let's select this one first shift, select this object Control J. And as you can see, we're having does handle on the other side, which is awesome. So we're going to continue our work in the next tutorial. See you soon. 17. Modeling Front Cover: In this tutorial, I would like to work on the front cover for cyclists can hold headlights. So I'd like to switch to the fourth, a reference. You can simply drag the temperature right here. So this section, this orange section as regards. So let's start operating on it. So first I'd like to do is to start with this simple vertex. So let's select this object on this mode. Select one single vertex, Shift D to duplicate it. And let's move it sideways. I'm going to press three to jump to the side. And let me just put it right here. So the starting position needs to be from dislocation. So I'd like to extrude it up, something like this and extrude all the way to this corner. So I want you to complete that journey by simply keep extruding. Check it over here, and let's double that extrusion so that we can add easily add one phase right here. And let's continue to the top. So let's select these two vertices and press F to fill that last gap. Or it's sweet, that's been done. Let's press L right here. Press B, separate selection. So we got this unit, I'm going to select it and try to burn. It's a little bit to the right side. So I will actually do right now is to add a subdivision surface modifiers so we don't need the devil. So I'm going to just promote the bevel and let's add a subdivision surface. So on the Edit mode, Let's start working on this object. So I'd like to select this edge and we need to create this kind of curvature that regards right here. So e x, x extruded like this. Alright, we might want to bring it a little bit back. Ex, again. Pretty much good. Alright, so now let's start filling these spaces. I'll press F to fill. So it's considered having that nice Jerne. So right-click, Shade, Smooth. Looks great. Let's continue filling those spaces. Can select these two. I'm going to insert another age groups or Control R here. So I'm going to press G to move it a little bit up. And let's grab these two edges, press F to fill, and let's continue filling. Alright, so let's fill that on the top. And let's continue. So e.g. here we can select these two. Press F. Looks great. For the top. Let me just take a look at our reference image. So what do we got at the top? So we need to do first, we can extrude, select this top edge e x extruded to form this shape. So after that, Let's continue. I'd like to switch to the vertex so that we can see the number of vertices that we got. So I'm going to insert loop, try to bring it over there. Let's select this, press F to fill. Alright, again, control are here at the middle. Let's fill these two edges. All right, and lastly as a last step, let's try to fill all of those. Perfect, Alright, so right-click Shade Smooth. Looks good. So let me go to the front. So by pressing one, actually control one, and let's try to spin it a little bit on the y-axis, so we need to spin it like this. Move it to the right side. Looks good. Also, we need to tilt it on the z-axis. So RZ. Let's spin it by, let's say 25 degree. It looks acceptable. Let me just go back again to the side. Here. We need to get even more. So let's try. So we can select these three vertices, try to push them to the left side. Also, I'd like to do is to make this edge a little bit sharp. So we can do this. I'm going to press K right here and take it all the way to the scholar can press Enter. Now it's pretty much Sharp. Also were able to add the two loops, which is awesome right here. Alright, that's been done. Let's work a little bit on the front and we need to finish to catch to fill that gap. So I would like to activate the snap tool to the vertex and we can extrude this edge down here and extra one more time until you reach the bottom. After that selects everything to merge these points. So press M and merge by distance. So now two vertices are moved. And it's can see we're having this nice curvature similar to what we got right here. That's awesome. Alright, so as the last move, we need to make these edges a little bit sharp, e.g. this one right here. So I'd like to extrude or add some edge loops. Let me just remove this snap tool WJ to go up multiple GI. Okay, and another one here on the bottom. So control our second number, one here to the bottom. Alright? So our next move is gonna be to add the solidify modifier. Also here we can make this area a little bit sharp. Perfect. Alright, so the next move is to give this object the solidify modifier. So let's add it. I'd like to add the solidify modifier. Alright? So actually we each must be on the minus. So minus for the thickness. Let's give it a -0.0. Can try this. But as you can see, we need to fix these problems. So let's try first to flip the normals. So Shift N. There we go. So a fixed jaw was just a problem with the normals. Now it looks pretty much good. Alright, so next, we can try to push it here. Try to work on it a little bit on the France, because the French must be like this. Or actually let's select all of these vertices. Try to push them forward. Probably a little bit down. Same thing for the second edge loop. Circuit. A little bit down, something like that. Let's take a look at the front. It looks acceptable. Alright, right-click, Shade, Smooth, ER, yeah, **** others month. Let me try to increase the number of subdivisions to chew. But also we need to add, let me just hide the solid five are just now. Let's add another edge loop right to you to sharpen that and take this one up. Let's bring back the solidify still nothing's still not sharp. But for the thickness, Let's try to reverse it. So it looks just a little bit at the top here. So let's hide solid if I can construct to bring these to the right side. Something like this. Also for those can push them backwards. Alright, so let's try. Let's see how we're doing with the solidify on. Okay, it looks a little bit big, but I think that's the right scale. You can see that from you can switch to wireframe, can try to scale that thickness or reduce the thickness lipid by 0.0, 12. Or it's another to do is to add this object on the top. So let's do that also as a last trick. So I'd like to tweak this one little bit to the right side. Alright. Okay, Not bad. Alright, so let's add this object on the top. We can start, I'm going to select these two vertices. Shift D to duplicate. Let's move them sideways. Extrude. Also can activate the middle. Clipping like that. Select these two and let's try to move them forward, stretch of them, bring them down. Also, we can separate this part so l breastfeed separate selection. I don't think the solid fine with a virus cannot do much, so let me just remove it. So also for the subdivision, we don't need it. So let's operate on this one without those modifiers. So I'm going to take this one to the side here. This one, let's push it backward. This one a little bit back. Alright, something like that. Selects everything type E, extrude, go up. Also here we can try. We add, let's add the bevel, right-click Shade. Smooth can increase the segments to tree, but we need to make it look in interests. And so you can insert another edge loop right here. Press Alt at this area. Let's take it up. So we're just experimenting to see which one's gonna go. Well, also we can, Jake, I think we're having too much distance over there. So we need to take it a little bit up. So let me select both of those phases structure, bring them here, alright, as the last move, we can make it a little bit smaller. Let's check the front. So I'm going to take this edge and let's try to move it backward. Something like this. Alright, same thing here. Move it down. There we go. You can keep tweaking. It was also afford this object. Let's try to push it to the right side. Let me check the bottom. Yeah. Actually, it's pretty much tied here, so let's just reach back. So RY, Let's Spend it by minus three degrees or something like that. Alright, so let's check from business. So that shape looks excellent. Let me just go to the side. It looks pretty much good. So now what we need to do is to add the hook that's going to hold this piece together with the suspension. So one last trick that we can do to this fonts cover to make it look even better, is to go to the solidify modifier. And I want you to decrease or increase the offset value. You can increase it to something like 0.25. And as you can see, we're having dealt sharp corner. Also. Let me just try to brands a little bit close as you can, like this. Sideways. All right, so that's the last trick to make it look interesting. Alright, so see you in the next combinatorial ticker. 18. Modeling Motorcycle Headlights: Or its analytics work on headlights. Alright, so to get started, I'd like to put the cursor right at the center, right here. Let me just select, put the cursor writer exit as small shifts a, Let's start with the cylinder. I'd like to reduce the number of vertices only to health 16 or x ten degree. And let me go to the front by pressing tree, actually one, control one and shake it up on this mode, I'd like to scale it way down. We can do this switch to wireframe. I like to grab e.g. these threats to take them down. Also for these, we can just remove these extra vertices x, this all vertices. So now we're having an even shape. Alright, so let's just go ahead and put it at the right place. Can switch the solid. And let's try to put this objects at the right place, right here. So S Y. Scale it down, take it up. Move it forward. Excellent. Alright, so that's been done. So it looks a little bit weird. Let me check the scale. Control a, let's apply the rotation. I think this phase is not filled, so let me just do some cleaning so we can select these edges, press F to fill. But it's also write your press F. Same thing on the back. Press F to fill those gaps. Or it's so let's add the headlights. So I'm going to press again control one to go to the front, shift a, Let's bring a cylinder. I'd like to spend it on the X or X punished by 90 degree. On this model can scale it way down until it fits this area. Something like this. Alright, SY, can scale it way down, try to push it inside that shape. Next, we need to select this phase, press I to region inset, and you can go inside like this. Next, I want you to put the cursor right here. So Shift S courses you selected shift a. Let's go to UV sphere. So for this UV sphere, I want you to move it sideways. I would like to spend it on the RX spends by nine degree. And I want you to delete the second health. So press Alt right here, EX, Delete, select the arrests using l, x Delete, and let's select this last part. Can sketch way down control. One can go to the front. You can scale it down until it fits inside that cylinder, something like that. Also we can move it, push it inside. Amazing. Alright, so right-click, Shade, Smooth, garbage. We can add the subdivision surface. Add some details over there. Lies can also add some edge loops. Looks great. Here on the back. Let me select this patch. We need to delete this back face, check the difference here and having some stretching. So X delete that face and now it looks great. Alright, so as the last movie, we need to duplicate this part. So control one, duplicate this unit down, but I think it's a little bit big because we still have to add this middle lights. So something like this should D to duplicate it. Let's move it down. Right there. At the center. We can do this. We can select this object. Go to the Edit mode, select only the front phase shift D to duplicate and type RY Spanish by nine degree. Control one again. And let's scale it way down. Something like that. Let's move it down a little bit. S, z. And also we can try this. Let me try. Can select this porch. You can type Sxx by 0.5. Alice is sending to the rest. So as 0.5, Let's select the entire units. So I just scale it to the sideways and we can extrude it. I can repeat this same process with it here. So I'm going to press I to insert tragic go inside, extrude. Something like this looks acceptable. So right-click, ****, auto smooth. Also, we can add the bevel to this object. So let's add the bevel. Increase those segments. Should probably three or four. Right-click, Shade, Smooth. And there we go, we've got our headlights, but we still need, we need to fix a little bit this objects. So let me grab only the bottom parts to actually make some space here to take it to the left side. So for these can take them like that. Perfect. So now it's much more believable. It so as last move, what do we need to do is to add the hooks that's going to connect this object to this expansion, just like what we got right here. Alright, so let's work on this little piece that we got over there. So I'm going to press 32, go to the side, switch to the wireframe, and let's start creating this part. So I'm going to use a vertex from this objects. So Shift D to duplicate, and let's move it sideways, switch to wireframe. And basically we need to start from here, extrude again here, and continue extruding on a round shape. Can go down here to create some nice curvature. Same thing here on the top. So just be creative about this bulge. Right? You can select it by pressing L plus B separate selection. And as a last move, let's connect these two points together. Can bring this one that sideways. All right, so let's take a look at this part. Construct your brains outside, press F to fill it. Okay, It looks good. We need to remove the subdivision surface. Alright, let's go to the three and let me check. What do we got on the inside. So I'm going to press K, and let's try to make that cut on the inside. Press Enter, press X. Delete that face right in the structure. Bring this one sideways. Also, let's reduce this amount or something like 05, right? So e.g. at this location, let me just remove or hide, solidify for just a sec. So I'd like to add these cuts right here. So we can do this. I'm going to press K and it's got all the way to the bottom like this. Press Enter. And I want to select these two faces or Z, just spin them around. And we can take them to the right side. Something like that. Probably we need to check this. Check them down. So let's bring back the solidify modifier. Alright, it looks good. Alright, so let me just check what we got. So I think having some empty space here. So I don't like this emptiness that we got here. So we're going to fill it with wires. But I prefer to take e.g. this phase. We can play little bit with it. I'm going to type, I, create an insert and you can extrude backward. We might want to spend it on the x-axis. Take it down. Just play a little bit with it. That's all our x. Alright, we got that shape covered. So we're going to continue our work in the next tutorial. So it's useful. 19. Modeling Motorcycle Rims: In this tutorial, I would like to work a little bit on the front lines specifically, we need to create this ramp, this regards on the front or it's why I got a close reference that looks similar to that room. So I'm going to simply take it, drag it, and drop it in our blended Racine. Alright, so let's just go to the side and work on it separately. So first we can put the cursor right here. So Shift S cursor to select it. And I'd like to start with a simple, plain Somesh plane. So let me just on Edit Mode, select again one single vertex control. I dissolve the other vertices. Alright, so that's one selected. Let's create only one unit. So as you can see, these are just duplicate, so we can create one unit and duplicate it four times. Alright, so let's start with the one on the bottom. So we can start from here. Start exuding, so extrude like this all the way to the bottom. Something like this. Alright, so we get that. So I'm going to simply duplicate this single vertex Shift D, duplicate it. And you can start again from this area. And let's continue extruding down like this. All the way to the bottom again. Extrude. Let's continue that churn. Excellent. So this is where we got. So let's try to fill the spaces in-between so we can start from the bottom, press F, and continue filling those phases. Let me also switch to the vertex so that you can be able to see everything. Let me just switch here too. I'm going to check this toggle x-ray to see if it's gonna be better. Let's just go with this. I'm gonna just remove this vertex. We don't need it. So x dissolve vertex. Alright, and we can exit that mode and checked out. So here for the top, Let's select these four vertices. Press F. Here, I'm going to insert another edge loop tickets little bit to the left side. Press F, continue filling. Also here we can insert e.g. on edge loop doubled j double G. So WG two tickets up, another one. And we can fill, select all of those vertices, press F. And as a last point, Let's do the same thing. Let's do the same thing to these two edges. Alright, that's been done. So now we're going to be easier to insert an edge loop right at the middle. Similar to this. So let's do that. So Control R insertion edge loop that you try to bridge to the outside. Alright, so let me just bring back or just turn off this toggle x-ray, right-click, Shade, Smooth. It looks good. So to have a better idea, let's add a remedy flower as a circle. So to do that, I'd like to put here, so Shift a, let's add an empty empty access. After that, Let's select our objects. Let's add a remedy file to it. So basically we need to spin this object on. This acts like it's going to go like this. Alright, so let me just scroll to the settings. So first we need to check these objects offset and we can pick this empty right at the center. So right now if we try to spin this object on the x-axis, so our x, if we try to spin it, e.g. to the second like this. And if I increase that count, can see that automatically will automatically. We're going to have the other components. Alright, so let's continue filling this objects. So e.g. here, we can extrude to dislocation. Extrude again x, which is this location. One more time to finish that loop. Or it's, again, let's do the same thing here. Also we can continue. So extrude like this for the second time. Third, you continue until you complete that germ disc gap that we got. Alright, so let's select these two edges. Press F plus F to fill in e.g. we can select these three phases. Press F, Let's continue. You can select these all. But actually we must complete that journey. So let's select this point and try to extrude it by following that final line. Alright? Press Alt right here. And we can press F to fill that space. What actually not yet. Let me just go back. So we need to extrude this one up. And let's go up again. I'm going to press J of this one a little bit to the side. Swatch. You combine those by pressing f. Actually we don't need, actually just leave it. Okay, so I'm going to fill these spaces that we got right here. Alright, so let's select all these remaining edges. Can press F to fill that space. Alright, so basically we need to do the same thing to the other side. Can see here it's a little bit messed up. So we need to set the x factors to just zero, to have it all flat like that. Alright, so let's work, or let's do the same thing to the other area right here. Let me try first to duplicate, can try to duplicate this part. So Shift D to duplicate this. Move it here and we can type S z minus one, flip it, RX, spin it around. And let's put it here. But actually we need to make sure it's connected. So RX spinach again. Alright, so let's go ahead and try to please those correctly. Okay, something like this. Let's make sure that everything is merging the right way. Let's try this. I won't edit mode. I'm going to select everything and press M merge by distance. But here for the merging distance, I'd like to increase it. So that's these can collapse. So I'm going to increase, keep increasing that distance. There we go. Five are moved. So it looks better right now. Can try to get rid of these residue. So X delete that vertex. Perfects also for this edge, we don't need it. So x delete or delete edge instead. Perfect. So right-click, Shade, Smooth. And I think we are, we have to flatten this surface. Let's try to do that. So sx plus zero, to have it flat, strive to push it outside. So as a next step, what do we need to do? It's going to extrude everything outside. So I'm going to type E x, x2 and type S x minus one. Which kind of flip that. Design. Something like this. It looks awesome. Right-click, Shade, Smooth. Scroll back to take a look. So yeah, we're good. So as a last step, what we need to do is to add this rim. So to do that. So what I recommend doing is this shift eight, Let's add curve. I'm going to be using a circle. Alright, I'm going to get the circle, so I'm going to spend it on the y or y by non-degree. Let's go back here and scale it until it fits that size, something like that. So let's take it to the left side. Press three excellence or so before we can apply the array, I want you to do final tweaks to make it easier to merge with the other circle. I want you to select, press Alt all to select that entire edge line. And type S x approaches zero. Press Enter, and we need to do the same thing to the other side. Press Alt, select everything as x and zero. On after that, Let's select everything, all those lines, and try to scale them on the x. So as x, Let's try to scale them. Something like that. Right-click, Shade, Smooth. You're gonna be much more easier to fill that gap. Alright, so I'm going to turn that ray, apply it. Let's select this circle. When you just snap it, I'm going to activate the snap onto snap it to this edge. On the edit mode, you can select everything type EX, extruded to the other side. Alright, we got that done. Okay, after that, what I want you to do is to select the entire circle and try to scale it down until it fits the inside of that RAM. Right-click, Shade, Smooth. Alright. You can scale it again on the x, give it some depth. And is can see our room is ready. Alright, so we got a ramp. So let's take it back to our wheel. So I'm going to try to make everything porch feature another. Alright, so let's say a rim else places at the right place. I'm going to press Delete. You go to the side. It's right at the center. Sketch way down, right about this size. And after that, Let's bring back, we'll shift D, duplicate this barge and let's move it to the front. And on the inside, I would like to delete the ramp in place, the new one. Let's place it at the right place. Can see we just duplicate it, this one. So this is the right size and the right measurements. So we need to adapt. So I'm going to select this object Shift S, put the cursor right at the center, selects a rim, go to objects, or actually Shift S and selection to cursor. So now as you can see, it's totally centered. So we might want to scale it up a little bit. So let's do that on the edit mode, select everything cytoskeleton a little bit up like that, and let's continue working on it. So as you know, the front wheel is not as big as the back wheel. So we can start first by scaling it on the X. So sx, Let's make it a little bit tiny. Probably that's a little bit too much. Also on the side. Let me grab this bar, pressing Alt, and we need to scale it up by activating the proportion Editor. So let's enable the proportion editor smooth and we can scale it up. I'm going to reduce that circle. Charge, increases a little bit up like this until our wheel, no, actually that's a little bit too much. Let's go down. So I just get it outside like this. Let's switch up. Alright, we've got the front wheel, so let's just place them correctly. Just scale it up again. Okay, down a little bit, because we still need to add that edge loop. So let's do it. So I'm going to select this line and type. Also, let's select everything as x without the proportion editor. So as x gets up. And let me grab only the edge. Can, actually we can divide it into two parts. So control are right at the middle. We can delete the right side and let's work on the, on the left side. Alright, so from here, what we can do is this. So we can extrude as, scale it up, something like that. But also let's add another layer so we can control our right here. Press Alt, I can extrude, shift X, create that nice rim. So as last move, let's add the mirror modifier to this, applied to this object. We can press B separate selection. Let's go here. Let's add the middle with the file must be on the X. So let's apply this origin. So control a, apply the rotation to have the mirror fixed them. Sick. It's a little bit to the left. Excellence. Also we can add e.g. the bevel and Mitch right? While this area. Alright, and we need to reduce that bevel amount of something like 0.01. Increase those segments. Right-click Shade Smooth. Also here at the middle. Press Alt, right here, and back to the metal. Can check the Colombian. You can stop right at the center. Alright, so we got our front wheel with the rims. So we need e.g. let me try to scale up the rooms. Let's push it. You move them a little bit to the left side. Probably we need to scale them a little bit on the x. Alright, so in the next coming to Israel, we're going to continue adding more details to our bike. Or it's too. See you soon. 20. Modeling Brake Disk: So in this new tutorial, I'd like to show you the process of grading this breaking desk that we got right here. So I got to references. We're going to be following this reference right here. So all we have to do is to simply drag it and drop it in our blender scene. Alright, after this, we can take it sideways and let me reset the rotation so you can press N, go to the item, can select all of these rotations, and let's set it to zero. I can press Enter. You can see now it's laid down on the floor with plus seven to go to the top, can take it sideways and let's start operation on its separately. So if you pay close attention, you got to find that this center here is a little bit off. So I'm going to right-click and tragic per each year just for chess. So Shift a, go to Mesh and I want you to start with the circle. After that, I want you to scale this circle on Edit mode. Let's scale it up like this also, we can switch the vertex mode. I want you to scale the circle until this vertex here sits on the edge of our reference image. Let me just get this little bit down or it's so for now, all I need is just a single vertex. I'm going to press Control I, x until H. So we're having this vertex and the Central which is set here. Alright, so the next move, it's going to be to spend this vertex round. So before we can start modelling. So if we pay close attention to our reference image, you're going to find it's symmetrical, so this disk is symmetrical. So pay attention to this part right here. So if we do cut right here and multiply it nine times based on the number of these edges that we got right here. So we're going to form our desk. So we can do simple math here. So we can divide 360 degree by nine. So it's going to give us 40 degrees. So let's do that. So on the Edit mode, I want you to select this simple vertex. Can scroll here for these settings, we can scroll up to the spin tool. Let's click on it and we can tell that just a little bit so that we can see this movement right here. And I want you to set the angle to 40 degree, just like what we did for the steps. So I would like to increase the steps to something around 20 to have enough details to work with here. Alright, so for the next step, we need to duplicate this circle is part of our circle. We have in one edge right here. Second, the third, fourth, and the fifth. So we need to multiply five times. So let's do that. I'm going to duplicate this part. So Shift D duplicates. And action which we need to do is to switch the pivot point to the 3D cursor. So right now, if we try to scale it down, it's going to perfectly match that second edge here. So Shift D can, and let's continue doing that right here. Shift D scale down, perfect. And after that, it's scale all the way to this location. And the final one is going to be at right here. So Shift D and let's get it down. Perfect. So for the next step, I want you to connect these edges. You can select them, press F, continue with this way. So actually we missed one. So let's select this one first, like this and continue filling those vertices. And I want you to do sentence on the other side. Alright, so now let's work on this edge design. So we need to align these vertices with this reference image. We can simply take these up like this and try aligning those vertices. So one thing to keep in mind, I don't want you to change the position of these two because later where are we going to be adding a remedy file? So this object is going to be continuous. So you don't want to mess up with these two. If you want to change them, you can select them both and press G. Double G can move them down or up. Alright, so let's go ahead and continue this selection, something like this. So we need to align those vertices. So take your time, do the alignments. Alright, so we got the first edge aligned. So let's proceed to the second edge, this one. So what I'd like to do is to simply select these vertices X, delete them. And we can continue from here by extruding. So actually, what's happening here? We need to check this reference a little bit down. So that's John's clip with our objects are at. So with this one selected, we can keep extruding, make that churn, extrude site, and continue like this. So e.g. he doesn't need to be perfect. It's going to be hidden later on by this bolt. Just create something like that. Alright, let's continue. Selection. Can select these last two vertices and press F to fail. Perfect. Alright, so let's proceed to the third edge line. So what I want you to do is to delete these three or just to delete them like this. And you can extrude that churn. Select these two, press F to fill. Excellent. So now for this part, so I'd like to delete these vertices, shifts, print that one back, x, dissolve those vertices. So here it's a little bit difficult to see. We can keep selecting all, have an idea about location of those vertices. So let's keep extruding. Like this same thing here. Can move this one up, extrude like that. And let's select these two vertices, press F to fill and we can extrude e.g. let me just extrude two dislocation can try to scale it up. But as you can see, the pivot point is right here. We can switch back to the mid points. And let's scale it up like this. Extrude one more time. Scale even up. What I'd like to do right now is to delete all these vertices x and delete them and let's connect. The rest can select these, connect them, can select all these four. Press F to fill. Perfect. So let's continue filling these spaces. So I'm going to press C to select all of those vertices. Press F, perfect. And let's continue. So we can select all of those. Alright, sounds like this, and we can press F to fill that space. And lastly, let's select the last phase or edge line. This one over here. You can continue select everything and press F to fill. Perfect. Alright, so now let's work on this inner design that we got right here. So we need to cut these two holes that we got it. So I'm going to select one single vertex Shift D here. And we can extrude this shape like this. So keep exterior. Alright, so let's fill that. And after that I want you to select this botch Shift D to duplicate can take it to the second area and we need to invert it. So I'm going to type S x minus one to have it inverted. So our z, and let's spin it around, something like this. Let's put it at the right place. Perfect. So next what we need to do is true. Let's select these two parts. We can extrude them up. So easy. Go up. Alright, you can switch, I'm going to press Z to switch to the solid. And I want you to select this entire two objects by pressing L. Let's select them both. Press P to separate selection can take this object little bit down here, so it must intersect with our plane display. Alright, so let's select this object. Let's add the Boolean modifier. We can pick this object. So as you can see, it's cutting only in one place. So the reason why it's not coming here is because of the normals. So once you invert this objects cannot flip the normals. So what we can do is to select everything. So let me just show you the problem with the normal so we can do right-click Shade Smooth, can see this darkness that we got right here. This darkness. So it has to do with the normals. On the edit mode, you can type Shift N. And now if we select this object, you can see that we are having two holes right here. But also I would like to do is to add some details. So let's select this object. We can add a subdivision surface modifier. This one, just so that you can have more details at this loop cuts. Or it's sort, it's applied that. Good. Also, let's apply the Boolean modifier. I'm going to just delete these two objects. And bingo regards our shape. So these two halls, our cut down, which is nice. So the next step is gonna be to add this bolt that we got right here. So let me e.g. put the cursor or you can select all of those. Put cursor shifts as coarser tool selected. And shifts a. Actually we must be on the edit mode. So Shift a, go to cylinder. Alright, I want you to scale this cylinder or wheel down until it fits. That's a bolt or something like that Also on the solid. Let me try this. You got to type S, Z charges skeletal little bit down like that. After that, I want you to select these two faces. And we can create an inset. So I'm going to press I to insert them inside like that and Control E and bridge edge loops. This one. The third one, as you can see, we are having that Scott perfect. Once you can do right-click, Shade, Smooth, perfect. And last thing to do is to extrude this shape. So let's extrude it up. Monotype II, extremely rich, something like this. After that we can select the entire part and type GZ, have it centered. So let's move it a little bit down like that. Perfect. Also here at the edge, I would like to delete this phases. Don't need them. Same thing for these edges. Delete those edges. Alright, so the next time it's gonna be two bevel, these sharp edges that we got. So let me try to add the bevel modifier. All right, we got it. So it looks really nice. So here we're having a problem. So let me just do some investigation on what's going on here. Let me try first to Philip the normal. So Shift N doesn't have to do with the normals. So let me just lady's face and redo that connection. So also the bottom. Let's delete them. You can e.g. select this edge shifts like the other edge. Press F. Also here, Let's press Alt, just like that anti Ro, press F to fill it. So we're still having that same problem. Let me try to see right here where we got. So all we have to do is just move it or tilted a little bit too on the x-axis. And as you can see, that's problem is fixed. I'm gonna do the same thing on the bottom. So press Alt right here and press F to fail. That's cap. And as you can see, we got that part. So also we don t need these faces because this object is going to be continuous. So I'm going to just delete those faces are now also the year. Let's delete these extra faces are. So now all we have to do is to spend this object nine times. So to do that, I'm going to just, let me just hide our reference. So let's select this part. We can add the array modifier. So I don't want it to be on the relative offset. I'm going to just uncheck that box. And what I need to do is to check this object offsets. So basically me to spin around this particular objects. So let's put the cursor right here. So Shift S, cursor tool selected. You can go shift a, let's go to curves are empty and I'd like to bring this plane, access it. So let's select our objects. So here in the array. So if you check this object, offsets, offsets. Let me just click here and simply use the eyedropper to pick that plane accesses. Alright, so check this out. If we select our plane access and try to spin it. So our Z, we're going to be spinning it. There's two form that second loop. So let's set it to 40 degree. Perfect, and we can increase that account or you know what, let me just switch back. Let me just first increased discount to nine. Let me select this and type or Z to spin it around like this. And as you can see, it's gonna be spinning in a beautiful way. So we can set the angle to 40 degree. Can see now it's perfectly matching our geometry. So all we have to do right now is to apply this remedy for sequential space. To go back, let me just apply the array and we need to take this object actually let me just apply the bevel first and then array. Alright, so let's take this object and places at the right place. Alright, let me just scroll back, so we need to spend it on Y. So RY spinach by 90 degree can press three if you go to the side and let me just scale it down and put it here. We can also do this. Let me select my wheel Shift S, put the cursor to selection, selected. Let's select our desk and Shift S selection tool cursor. So now it's perfectly snap to the center. Can simply take it a little bit to the left side. There we go. Alright, so we got our breakfast so we can continue our work in the next tutorial. See you soon. 21. Modeling the Brake Caliper: In this tutorial, we will be creating the final parcel for braking system, which is the caliper. So let's get down to it. Alright, so let's go ahead and do that. So first I want you to select the desk and we need to switch to the vertex mode at our two e.g. to select all these vertices, we can start e.g. from here all the way to this location, e.g. can press Control right here. Alright, so by pressing control, we're going to be selecting every other vertex that is between the first and the last one that you just selected. So Shift D to duplicate this edge line and let's take it to the right side. I'm going to press P, two separate selection, and let's operate on it separately. So first of all, I'd like to do is to extrude it. So I'm going to type II acts and it's extruded outside. Also, we need to delete these faces on the top sky and optimize our geometry or can e.g. spin it a little bit. So eax, Spanish around, alright, something like that. It's also, let me just delete them because we need to extrude them. Forward. Can delete all of those. Alright, so after that, select this face and try to extrude it. Also here on the bottom, Let's do some cleaning. Cannot delete these on the bottom. Center for this one. Okay? These two. Alright, so let's select everything and try to extrude it on the y-axis. So type II and go on the y-axis forward. I want you to extract that just a little bit, something like that. So the bevel is not now actually it's working. The bevel is working. So what we can do right now, as you can try, let me just try to be a little bit creative with this shape construction extruded or two scales on the x. So as x, let's scale it up. Something like that. Can check it's a little bit backward. And after that we can execute this again on the y-axis. Alright, the next step or the last step, it's gonna be to add two edge loops. So control are right at the middle. Scroll the mouse just twice and press Enter. And I want you to select these faces. Should not be missing this one on the bottom. We can extract this forward. We're actually right-click to cancel that's moving. And let's go forward like this. Alright, let's do same thing on the other side. Let's select the first phase all the way to the bottom by pressing control. Can extrude it again. Right-click and let's take it forward. Let me just go to the top to see that alignment. I think we're almost there, just a little bit off, a little bit backward. It's going to do, which is excellent. So this is our caliper. So as you can see, it's really quick to do it. There is no need to spend some time to create that shape. So let's take these objects and let's push it inside. Our desk. Should be at the center like that. Alright, so let's go to the side by pressing tree. And I want to check the location of this brake disc, the scalper based on the reference. So actually we should scale it a little bit down, Something like that. So let me check. Check it's a little bit to the left side. And basically that's it. So we got our caliper and it looks nice, or as a last step or electric do is to add this axis that we got on the middle. Let me talk a little bit on this. Let me just show you. We can add this object that's going to hold the hour we'll with the caliper and the suspension and everything. So let's try to create that real quick. So make sure that the center, make sure that this course is put at the center. You can select e.g. the rim of the wheel or any other objects, shifts as selection to coarser. And we can start with a cylinder. So Shift a go to Mesh a cylinder. So for this cylinder, Let's go buy only 16 vertices on the Edit mode. Let's spinach on the y-axis. So RY, Spanish by 90 degree can type that Nanodegree. After that, we can scale it down until it fits that center. I'm going to press period on the name Patrick and zoom on that object and let's kill it real down. Something like this also lets keep an eye on it from the outside. So as x, Let's extrude that objects. That's fine. You can scale everything down. Alright, right-click, Shade, Smooth. Looks perfect. I'm just press three. Switch to wireframe. And let's see what we got. Let's create this bomb suspension, the second part of our suspension. But also I would like to switch our reference to the first one just so that we can have an idea on what's going on right here. Alright, so I'm going to select my suspension. As you can see, it's flipped. We have to work on the other side. So I don't want that arrangement. So we can try Sx and minus one, which can invert it. So now we're going to be able to work right here. So on the Edit mode, I want you to select this edge line by pressing Alt Shift D. We can duplicate this edge line and we need to switch e.g. to the local images. Yeah, look, it's gonna be fine. So when it should go this way, you go aligning with the suspension. So I'm going to type E Z extrude. Let's take it e.g. right there. Consortia, the wireframe is can see it's a little bit off, so we have to move our wheel little bit forward. But we're gonna do that in just a second. So that's been done. I'd like to insert another edge loop control are e.g. here. We can press Alt right here and try to E, extrude, such as skeletal little bit up. Probably can take it a little bit down, something like that. Right-click, Shade, Smooth. Alright, so let's select all the wheel components. Let me check them down to see. No, actually we forgot rims and we can take it a little bit forward. Right here should be about the center of that suspension. So for this part, let's try to scale it a little bit up until it fits that poem suspension. It's a little bit big so we can scale it up or write skeleton on the x. So as x gets backward and I've actually create this nice shape. So I'm going to select this phase. Try to add an inset, can take it e.g. your extra inside type. You can create another insets and you can extrude it out outside. Inwards and outwards. Alright, so now let's match we collected with this shape should not be having That's clipping. So let me again select all of those components. Need to check the backward. Just a bit. Struck the front, front looks fine. So as the last move I want you to add the bevel. Right-click Shade, Smooth. Looks great. Also, we can add another edge loop right at the center. Here. Let's switch to the global. Okay, something like that. And you can delete the rest. Select this porch Shift D as x minus one. We can check it here. The other side, perfect centered for this disc caliper. So you must duplicate them. So Shift D, Let's duplicate and take them to the right side. Just like that. Perfect. So we can continue our work in the next tutorial. See you soon. 22. Modeling Front Fender: Welcome back everyone to this niche. I also not gonna be working on our last piece of cheese, this vendor, right? You should do that. I'd like to press three if you go to the side and start working on it. So probably I need to check the reference little bit up, a little bit up. Put it like this. Skill down just a little bit. Alright, so we, that's been done. Let's try to start e.g. with once per vertex. Let me select it from the suspension. Shift D duplicates. Here. Let's go back to the global ticket sideways. Press three, Let's press B to separate selection. And let's start working on it. So I'd like to start from dislocation extruded and keep the extrusion all the way to the top here. Alright, so let's continue that churn until we reach the end. Excellent. Let's take a look at what we just created. It looks good. So let's continue all the way to the top. Something like that. Also here we can add another edge loop. Keep extruding until these lines can match up. Press F, it is some of this last vertex are right. For this one, e.g. can try, continue extruding. Can press F to fill that gap. Alright, got the front. So what we need to do is to start filling that space. So let's do it. I can select the bottom here. Actually, let's switch to wireframe. Little bit difficult to see that what, it's fine. Alright, so we can't dance part. Same thing here for the top. Select those press F. Same thing here. Alright, Excellent. Let's select everything. Try to move it outside. And I'll actually delete this vertex. Try to fill these spaces, something like that. Okay? So let's try to select everything. Stretch, bring them back. Right there. We can select only the top edge spine. Can take it to the right side. Here. Press Alt again or select the first one, controls the last one. And a sub e, x and extrude. Can add another edge loop. Press Alt right here and G, C, and go up. And basically that's it. We got our vendor. So let's just tweak it a little bit. E.g. we can add an extra edge loop. Just try to have that nice curvature. So GZ, sick this one up. Right-click, Shade Smooth. Alright, and as a last step, let's add the solidify modifier, right? Also, I'd like to take change the order of these modifiers. So I want you to have the solid five-fourths and bevel. This shape they're writing the sheets mouth. Alright, so let me check the orientation from the side. It looks acceptable. So basically that's it. This is our vendor. 23. Adding Final Pipes: This is our ethics to add a couple of wires is going to connect the brake system, jaw or motorcycle. Right. So to do that, let's get started. So I'd like to start by putting the cursor right here. So shift right-click shift eight. Let's go to curve and let's use a bath. On the edit mode. I'd like to scale it down and let's spin it on the y-axis. So RY, it's finished my degree. And let's stick it down like that. Alright, so I'm going to scale it down, move it up. So basically this area right here, it's gonna be connected to the shaft. So let's take this up a little bit like that. And what we can do is to let's just expand it a little bit down. Should be able to see it. Also, we can add amigo to double-check those properties. Scroll down again to bevel. Let's increase the depth to some of those zeros, 0.1, 0.3, something like that. Alright, so that is the first pipe. We can e.g. connected to this objects from the bottom side. So let's check it from your extruded on the x and exit on the z-axis. Can see it's connected from the bottom. Which is good. Alright, so that is for the first, let's take this one downside. So this is the first pipe. So let's add the second one. That's going to hold. It's going to take from this device, from this break handle all the way to inside our motorcycle. Alright, so let's place the cursor, e.g. right here, shift, right-click. Let's select our pipe on Edit Mode. Select everything Shift D to duplicate. Can take it down, press B, separate selection. So that's the first point, shifts S selection. Cursor can also try this. Let's make it a little bit closer. Alright, select all of those points, try to bring them down. Okay, push these insights. Can try to bridge a little bit outside to make it more visible. In here. Let's go ahead and push it inside our chassis. Okay, so let's fix this clipping problem. Can take it to the side, bring it outside like this. There we go. It looks great. So this pipe, you can try to push it a little bit down here. Easy. Can keep it connected to dislocation. Easy can, BY UI it can go inside. Excellence. So that is for the first pipe, we can make it a little bit stretch straight here. Alright? Alright, so I want to actually do is to duplicate this wire on the other side. So to do that, we can put the cursor right at the center. So you can select every part. So Shift S, PUT call social selection, right? So this one selected Shift D to duplicate it. And we can switch this pivot point to make sure that your precursor and type x minus one, as you can see, because it's inverted to the other side, I'll say let's just go back to the medium point. Alright, so here on the bottom I want you to align these two pipes in a better way. So just work on them a little bit of drag this one to the left side and the other one to the right side. Make them go liner line, hand-in-hand. Alright, so for this one, let's make it a little bit. This is only to make it skip it symmetrical. To make some variations here. Okay, stretch pushed outside ticket to the right side. X. Looks great. Excellent. Alright, so let's select this barge. Duplicate it. Constructive chicken down, type S z minus one to take it up. And let's start working on it. So we can put e.g. the wire on the top like that. But I prefer to have it on the bottom. On the bottom is going to give its kinda show. It's gonna be in better shape. Something like that. But we have to invert this porch to the left side like this, right? And right at this location. So we can do this. I'm going to put the cursor, e.g. here, Shift S courses selection. Select this single versus shifts S selection to go reserve. And we can do the same thing, e.g. here, Shift S selection, cursor. Select the top Shift S selection goes, alright, so just take your time and try to be a little bit creative with The Wire positioning. You can just keep tweaking those lines so random it's going to make it look more realistic. As you know, these pipes are not all symmetrical. Alright, so now let's duplicate that pipe objects. So let's select this top. And we can put the cursor right at the center. And let's select our objects. We can Shift D to duplicate it, but also we need to change the pivot point to the 3D cursor. And you can type S x and a minus one. And as you can see, it's going to be inverted on the other side. Perfect. Alright, so there we go. So we finished modeling our bike in. It looks pretty much good. So if you have any questions you can feel free to ask me. So the next step, it's going to be just started texturing. Let's see. 24. Texturing Motorcycle 1 Creating the Paint Material: Welcome everyone to this new details. So now we're going to be texturing our bike. So the first material that we need to create is the paint. The paint material. So we need to assign it to both the chassis and the tail. For motorcycle. This means misery all is what we're gonna be creating will work great for both motorcycles and cars together, or it's the sketch work. So the first thing that I'd like to do is to change or to switch this panel from the timeline to the shader editor. You can take it up a little bit, collect here and switch it to the shader editor. After that, I want you to add a new material, but we need to select which objects. So let's select this shall see right here, let's add the new material and we can call it number one, dash one. Alright, so the next step I want you to switch to the material preview. So I'm going to press Z, switch it immediately. Previous to that, we can be able to see that material. Alright, so we got it. So the first step between each grid, I'm going to just check this one up. Just go back a little bit and maximize this window. So the first step is to add those small, noisy details that you can see right here on any paint surface. So to do that, we're gonna be reliant on the voronoi texture. So shift a right here and let's add the Voronoi texture. This one, you can go ahead and connect the color to the base color to see what we got. So you can see we have the cells. So we can increase the scale e.g. to something like dirty. But also I'd like to do is to increase the scale even up. So I don't want to increase it here. So instead I would like to press Control T. If you want to have access to this control T shortcuts orange to do is to have the Node Wrangler add-on activated. So it can go to Edit Preferences and jump on Add-ons. And here you can search for wrangler and make sure that this Node Wrangler is activated. You can check it from here. So this way you can have access to all these shortcuts. Select the Control T to add the mapping and the texture coordinates. So here on the scale, I wanted to increase the scale to something around 100. So right now, you can see that we'll have in those small noisy video that's going to be a really good once we finish working on our material. Alright, so for the next step, we need to work a little bit on the principal PACF. So I want you to jump into this clear coach, and I want you to increase this value to two for the clear coat roughness, I'm going to just leave it at 0.03. The default value works just fine. And lastly, for the roughness, I want you to take it to zero. So you want to have pretty much a glossy surface. We can give it e.g. 0.1, 0.1, it's gonna be fine. Alright, so now what you have control over the color of our page. We can add here the color ramp. So shift a lit search for color ramp. You can drop it on top of this line like that. And we can work a little bit on this curb ramp, can take the black all the way to the right side. And you can see that those nice sparkles, those nice noisy details. So we can take them a little bit. Something like this looks just fine. We can make this a little bit darker again, please click on that angle, drop it down. Alright, so that is for the first step. So next what we need to do is to work a little bit on the normal map. So let me just show you. So I'm going to simply take all these nodes, tried to drag them down. So I want you to add the normal map, so shift a normal map. So we need to use this normal map to have some kind of bumps on top of our surface. But actually if we don't want to use this, check this out. If we try to connect this one to the base color. So the shortcut is to press Control Shift and left-click twice so that you can preview this node. So this is what we got. So it doesn't look like a normal map. So what we need to do is to convert it into a normal map. Usually normal maps looks like this, this purple color. So to do that, let's add the separate I'm going to just can take or actually let's just preview the principal PSF. So Control Shift. Let's click on the principal USEF shift a. Let's start with separate, separate color lecture. Put it here. And I'd love to connect it from the blue to the base color. So as you can see, nothing is happening. Sellers say, but if we add the combined, so shifts a, let's add combined color. Could put it on this line again. And if we connect the blue to the blue or the red, we can have our normal map. So it's noisy a little bit with having that noise. If you zoom really close, you can see that noise, which is excellent. So let's go ahead and use this channel as our normal map. So I'm going to just maximize this window by pressing Control Space. Can take it from here, from the base color and connected to the color. Let's make some room here, something like that. Also here, the material output, let's put it on the right side. So for the normal map and it's connected, the normal, the normal, or it's a control space is called back. And let's see the difference. Alright, so you can see that we're having some change on that couch. So what we need to do is to reduce this strength to something like 0.01. So still nothing is happening. So let's check. So what we need to do is connect the base color. Alright? Can try to increase this value. The difference, I think something like 0.25 is gonna be fine. Alright? So also here for the metallic, I want you to increase this metallic to something like 0.75. So for the last step, we need to add some kind of a bump, which add some noise. Let me just show the surface right now it looks perfect. It looks 100% perfect. So we need to make it, or bit, little, bit, add some more effect. So to do that, let me just show you I'm gonna be adding a noise. So shift a noise XOR, and let's connect it to a bump. So shift a search for a bump node. And we can connect the factor to the height and the normal too. This clear coach, normal. You can see that warp effect that we got on our clinical. She's looking good. So what do we need to do is to reduce the scale down. So let's set it e.g. to something like two. And let me try to connect the vector to the vector here. Alright, you've got the noise, but that is too much. So you can play little bit with this scale is set to 0.25, even down 0.1. For the details, we don't need any detail, so let's just set it to zero. And let's reduce the strength, something like 0.1. Okay, We've got that warp, but we need to work on it a little bit. So for also, for the distance, let's give it something like 0.2 or 0.1. Okay, we got that warp, but let's increase the scale. Can increase it by 0.25. Just see something like this. But also let's also, let's reduce the distance to something like 0.01. Something like this starts to look good. So if we pay close attention, you're going to see that wobbling. That's warp effect. It's not perfect. And there is the key for having that realistic paint material. So here it looks a little bit weird. So what do we have to do is to go back here and switch. This mode, can pick e.g. the objects sick, I'll look at it. That looks even better. Got the Warp effect. And it's awesome. So forth. The last step we need to duplicate this material and apply to the other elements. Let's, let's just go to the paint here. I can click on this duplicate or add a new material and click on it and let's call it paints number two. So this way we'll duplicate this material. So we can go to the top and play little bit with the color. It's also one that should do is to select, Let's select the first. Actually this one should be the black, so we can call it paint black. Right? So let's select the site shield. Let's add first one. Can rename it from here, we can call it red or any other card that you want. So here on the Color Ramp, Let's pick this black handle. Can click here and change to get a little bit. Can make it red. Not that dark red. Six up a little bit. Something like that looks just fine. So let's select the top two and expect it to red. Or is I'm going to just minimize the shader editor because we're done working on our material. So e.g. here on the top, Let's add the black paints. Also, we can add thread, but e.g. the red, we can apply it only to this area. We can select these four phases right here and we can apply to read pinch. Nice, it looks excellent. So e.g. here for the tail, Let's pick the black page. Alright, even though I don't like this problem here, we got a problem here. So let me just go back to the shader editor so we can get rid, let me try to get rid of this mapping and the texture coordinates. You can just increase this scale to 250 or even up something like 500. Guy think we must increase it even up 750. And also go here, try to make it a little bit dark. There we go. Okay, So on the other side, so let me just select e.g. this objects and we can give it the black for the frontier for our suspension. Let's start with the black. And we can add also the whites or the red, red, and we can apply it on the edit mode. We can select a, let's select these suspension hooks and you can apply the red material for the front. Let's give it the black paint for this side covers. Let's give them to read. So let's just be a little bit creative with this parch. Okay, here Let's go with black. We need to add that sign on the back. We're going to do that in the next tutorial. Same thing here for the fender. Let's give it the red or the black. I think the plan is going to be better. As a last step, I want to just select the chassis and I want you to add some edge loops so can press Control R, like this insertion as you, I already got this one selected. So let's select these three phases. Can add a new material from here, let's pick the red, can simply assign it to that line. I really like this strip line that we got. E.g. these objects make them red. Same thing here on the top. It looks fabulous. So we can continue working on our motorcycle in the next tutorial, it's useful. 25. Texturing Motorcycle 2 Creating the Tires Material: Alright, so in this lecture I'd like to continue texture in our motorcycle and specifically I'd like to add or to work on the tires. So let me select the back tire and I want to add a new material. Let's call it so we can expand the bottom window a little bit up. Okay, So we got the principal BST F, and we got the material outputs. So what I'd like to do right now is to bring this type of structure. So we can simply drag it and drop it in our shader editor. And after that, we can connect it to the base color or it's regarded, as you can see, it's not well unwrapped, so we need to work on it a little bit. So this is a trick. I'm going to press three. If you go to the side, which should edit mode, select everything by pressing a, then I want you to press U and click on projects for a view bounds are at zero. Now, if we go back to the UV editor, let me just control space to go back, we can divide this bottom window two parts. The left part, let's set it to the UV editor. Okay, So this is our time movies. So we can print our reference image, the tire. So control space can e.g. press G, which kinda move it. So it's underneath that texture. So I'd like to press Alt right here, and I need to scale it a little bit up. So you can do that so one by one, but it's going to take a lot of time. But what I want you to do is to press 0. To activate this proportional editing. I'm going to keep it as smooth and I want you to scale it up, scale the circle up. So as you can see, scaling up. But it's affecting too much of those vertices. So what I'd like to do is to reduce, can scroll down the mouse. Something like this. M can keep scaling up until we reach that level. Alright, so let's press control space to go back to our scene. So control space right here to minimize this window. And let's take a look at our UV mapping is you can see it looks excellent. So we are having this text inside this border, but it's an x. What do we need to do is to work a little bit on this tile material. So I'd like to do is to add some kind of pumps to fill this emptiness. This small area here should not be having this smooth, smoothness or so to do that, I'd like to start with noise sector. So Shift a, you can search for noise texture. And what I'd like to do is to connect it to a bump node. So shifts, edits at the bump. Eric can connect the factor to the height and the normal to the normal. Also in order to control the height or the scale of our noise texture type Control T to add the mapping and the texture coordinates. Also for the texture coordinates, I prefer to use the objects so that we can spread this moist secretory and even way across our wheel. Alright, so for this scale ethics, you reduce it to something like two. For the details, let's increase it to four. For the roughness, we can take it down a little bit. Like 0.3 is going to be fine. Okay? You can play a little bit with the distortion. Check this out. Looks really fun. For the bump strength. I'd like to reduce it down to something like 0.2, which just need to have those small bump details, something like this looks fine. So the last detail that I'd like to add is the roughness. I actually will make it a little bit of reflective our tire. So we can select all of those nodes sticking down, Shift a, let's add curb ramp complexity right here. And let's connect noise texture from the factor, which is the factor of Oracle ramp. And it's connected to color, the roughness. Right? So we're having some differentiation for the roughness. We can tweak it even better. So I prefer to switch these, make it black to the right side and the white here. Can e.g. put this one here, we can make it less dark. Even something like this looks reasonable, it looks fine. We got our backtype finished, so I'd like to do right now is to duplicate it. You can repeat the same process for the front, but I prefer to just duplicate this wheel. So Shift D to duplicate it. Move it forward right here, select the front wheel, Shift S, selection tool cursor, and I'm going to just delete the front. We'll select this one, Shift S and type or click on selection tool cursor. Alright, so we got it. I'm going to press three. Here on the middle. I want you to select both of these edges. Shifts, olds, so that you can be able to select everything. Just like this. Brush too weak and we can scale it up. So just get it up until it fits that rim. Excellent. Next, let's select everything. What actually we messed up here a little bit. So let me just go back. Should remove this selection. Sort of structure, skeletal little bit up. Something like that, selects everything. Try to sketch on the x so as x, scale it down like that. So let's switch to the material preview. You can see it looks excellent. So we're having this part's right here. I don't know what's causing it to happen. So let me check. Yeah, it has to do with the UV's. Uv's should not exceed the edge of this borders. So I'm going to press Alt, e.g. here. Press bowl and you can scale them down. Alright, so let's take a look. Perfect. So now it's fixed. 26. Texturing Motorcycle 3 Finishing Rest Materials: Alright, so let's go ahead and continue. Texts are in our motorcycle. I'd like to start from here from the rim, the backroom. So what I'd like to do is to add the steel material and apply it to everything on the back. So let's add a new material here with this one selected. Of course, let's call it steel. Here under the settings, we can reduce the color, can make it a little bit dark, Something like that. Let me just zoom in for the metallic value. I want to take it all the way to one. For the roughness, I'd like to make it a little bit glossy. So let's set it to 0.25. Alright, so let's take a look. It looks good. So let's select the rest. And we can choose from the library, the seal. Pretty nice. I want you to select this suspension and we can apply the same seal to it. But I'd actually have some variations in it. So I'm going to add a new material. I'm going to choose the same steel, but we need to duplicate it. So I'm going to click on this icon, click and let's choose, we can rename it to true seal numbers to this new material is going to have the same characteristics, the same settings as the first one. But this one, we can change it, we can play with it a little bit on the edit mode. Let me e.g. applied. I'm going to apply to the bottom and the top of our suspension. So let's apply the second steel so whether we can make it dark, let me just see which one goes well or it can make it white. I think I'm going to just make it a little bit brighter. For the other SEO, let's make it more dark. Something like that. It looks acceptable. Alright, so for these screws that regard, I would like to go with this second seal mice Center for these. Let's go to the second seal excellence or it's enough for these hooks. I would like to pick the second paint or the first page, which is the red switch, must be duplicated on both sides, which is nice, right? So now for these pipes, let's add a mission. I let you add some glow effect. So let's add a new material, let's call it emission, or it's. So I'd like to go to the settings here, to the shader editor. I've actually delete this principle, PACF Shift a, and let's search for emission node. After that electric connect this emission to the surface and we can change the color for admission to some, I like this bluish, I really like it. This one. And after that we can increase the strength to something like 75 or that's too much, just 25. There we go. So we got that. We can also try to make it a little bit dark. Something like this looks just fine for this objects right here at the center. Let's pick the second seal off, the S1, the dark seal. That looks interesting. We check the back. Also here we can select the other pipes and let's choose again this emission. Nice. Let me check this for these hooks can give them the second seal. Same thing here. Just give them the second seal. So just be a little bit creative. Does not need to be the same as the reference images for these pipes. So let's select all these pipes and let's give them first or the second seal like that. Let me select the suspension. I'd like to add the black seal. It's also let's add the red paint. The red paint applied to these parts of our front suspension. So let's assign that for the front. Let me select these sites and you can make them red. Which much good. For the top here. Let's go ahead with such great Some fiber. Also we can do this. Let me just fix this clipping. You can whether shake it up, up like this, Let's do the same thing on the other side. This point you can check it's the right and tickets outlet, which pretty much good. Alright, so for our serine, it's add a new material, let's call it a fiber. So for the fiber, we need to give it some kind of a dark color, something like this. But also we need to make it a little bit rough. On the roughness gives us 0.65. Pretty much good. This screen won't have it right now. We're going to work on it in later updates. I'm going to just hide it. And e.g. for these accessories, let's add the same fiber, but let's duplicate it. Duplicate this fiber, Let's call it a fiber number two. And we can make it darker from here. It's pretty much torque. Also, we can add a new material, let's add the steel material and we can apply it to this bottle. Pretty much good. For our break candles. Let's work on it a little bit. I'd like to add the red paint and we can add also the black beans. Seal. On the edit mode, I'd like to apply the black steel to the sides of our handles. E.g. these it's a sign that seal. Amazing. Also here on the top. We're having this object duplicated. It's assigned to which the black seal looks good. Alright, so next for these headlights, let's, let's select the headlights. Can give them the steel material. And for these on the front, Let's add a new material, let's call it headlights. So I'm going to just get rid of this principle, the SDF. So now we can add image and so it shifts a, let's search for the image and lights. And let's repeat the same steps with it, with those pipes, those electric lines as we got here. So we can increase the strength to 25. Let's check that out. It looks really nice. You can increase it even more true? 50. Perfect. You can try to work a little bit on the light color. So let me just make it a little bit. Give it some interesting color. I like this bluish. Bluish looks fine. So let's set it here to 75 or even 150. Alright, so also for the color of our paint, we can tweak it a little bit. E.g. make it white. And we can make it white liquid like there's probably a little bit dark. It looks enter a scene up. Something like that looks acceptable. Alright, so what do we got next? For the fender? We already selected the gods, the paint material applied to it. So here let's add again the seal. And also let's add the second type of steel, the black one or the dark one. We can assign it to this bottom section for expansion. Just like that looks perfect. For the rims, can give them the same steel also for the seats. Let me select this stage. We can add a new material, let's call it seats, and let you make the base color a little bit darker. Also for the roughness, Let's increase this up to 0.75. Alright, so let's select the Shasthya for motorcycle and let's add that same seats in material and can apply it to the second part of our seats. Awesome. Same thing here. Let's add can add the seats to amazing. Alright, so here on the back we need to work on it a little bit first, I'd like to add this plates. So let's add it right away. I'm going to add the new material. Let's call it plates. So we need to bring this reference image can bring any blade that you want. I'm not going to just go with this example. Let's go ahead and connect it to the base color on the Edit mode. Let's select these four phases on the face mode by pressing shift, can focus on them, can pursue and unwrap. Alright, so let's check the remapping here. We could also press Control Space to maximize this window. And let's switch to the plate. So basically this UV mapping must fit our image texture. I'm going to just enable or deactivate the proportion, the proportion Edison can try to stretch them over to the center here. And S x scale it up, scale up until it fits those borders. So as Y scale it down, perfect. Can also select everything and try to scale it down a little bit. Control space, scope back. And let's do this. I'm going to select this material and I need to press a sign. Alright, so we got it signed, but as you can see, it's flipped. So what we can do is this. I'm going to type as x n minus one. So I'm doing it here in the UV editor. Excellent, So now our blades looks amazing. So the last thing to do is to add the tail lights. So let me just add I'm going to add the headlights. I would like to duplicate this and we can call it tail lights. I need to add another L right here. So lights daylight, right? So let's press Enter and we can assign it to this section. Select our material, assign that it also we need to change its color. Let's make it red. Something like this looks perfect. All right, so there we go. We got our motorcycle textured. So in the next coming tutorial, we're going to start the lightened process. So you see. 27. Lighting 1 - Adding HDRI Map: In this tutorial, we will be working on the lighting. We need to build a good studio lighting setup to present the final results of our motorcycle. Alright, so let's get down to it. Alright, so the first step is gonna be to add an HDR map. So right now if you press Z and so should render mode can see that the license is going to be boring. So we need to add an HDR map. So this is going to reflect itself on the body of our bike. So to do that, I'd like to split the barn scene from here can collect intake up like this. And let's switch this new menu to the shader editor, also for the type of switch to the world so that you can affect the word lysine. Alright, so here we are going to have two nodes, can have the background and the world outputs. We don't need neither of those. So I'm going to add the third node, which is the environmental hygiene. So shift a search for environment, texture. Let's put it right here. Can connect the color to the color. And I want you to click on Open and we need to pick this parking garage HDR map. You're going to find that in the resources. So simply double-click on it and you can see we can have it in our scene. So right now, the lighting of this HMM is reflecting itself on the body of our bike, which is really cool. If you want to play around with HDR map. So we can select our environment, texture, and type Control T, so that you can add the mapping and the texture coordinates. So right now we can add or can tweak a little bit. The rotation of the HDRI map can pick the best angle would be e.g. chooses to Amir. I think something like this looks fine. 28. Lighting 2 - Build a Studio for the Motorcycle: Alright, so we have our HDRI maps. So the next move is to build our studio. So I'd like to start first by adding a plane for the grounds or shifts a mesh link on the Edit mode. I want you to scale it up to fit that bike, something like this. What I'm going to just disable this proportional editing tool and press seven to go to the top. And let's center our plane right here. So next what I want you to do is to add the ground texture. So let's just work on it. But before doing that, let me press three here and we need to check our plane and move it up until it touches the wheels. Something like this, looks so g, Z and go up just a bit. Excellent. Now let's add concrete texture, taller floor to our plane. So I need to switch in the shader. I need to switch from the word packs to the objects, can add a new object here, Let's call it for. Next, we need to bring a reference I'd like to show you the references are going to be using, which is this concrete. So I'm going to simply drag and drop this structure right in the shader editor. And we can go ahead and connect the color to the base color. So as you can see, we have the concrete assign Joplin, but we need to work on it right now. It looks like a paper. So what we can do, we can add curb ramp shifts, a search for curb ramp node. It's pretty great. You control space to maximize this window. Let's connect to the factor and the color of our ramp to the roughness channel control space is go back and let's take a look, is conceding nothing is happening. But if we try to take this black handle and move it to the right side, you're going to see this will start to have these nice puddles. Get press Z, switch back to the material preview. I don't want it to be like this. So let's take a little bit backward. We can take the white handle, charge, you have it at the center. There we go. So we're having some excellent variations. So probably we need to add, I'm going to press Control and click right here. So basically we need to get rid of this glossiness you. So let's select this handle and we can make it white or something like that. Looks excellent. Alright, so the next move is to add some kind of bumps. As you can see, our surface is completely flat. So you need to add that pumps. So we're gonna be using the bump notes. So Shift a and its search for a bump node, gonna put it right here, console space to maximize this window, this node. So I'd like to connect again the color to the height, the height slots. And on the other side, Let's connect the normal to the normal control space. Let's go back to having our bumps, but we need to reduce the strength. So something like 0.15. There we go. So having those slides pumps, we can even reduce them down to 0.1. Alright, so now what we need to do is to match the same color that we got in our concrete with our HDR map. So I'm going to press Z switch to the render mode. So I would like to fit the same concrete color. So to do that, I want you to do this. I want you to increase this metallic value. Let's say get up to something like 0.8. Let's take a look. Let's take it all the way to one. Let's go back to our color ramp. I think from this side looks fine. So let's take this white handle. You can try to make it a little bit dark. Sent in here. Something like this. Alright, very much want to reduce that metallic value to something like 0.85. I know that this is not the right way because our brand is not metallic. But as you can see, it did the trick. It makes. Our plane looks similar to the HDR map ground. So it's almost blends here. Alright, so the next move is gonna be to add some faults. Let's do that. So on the edit mode, I'm going to select these two edge lines. Shift D can duplicate them and type easy and extrude them up, Something like that. After that, we can select these two faces by pressing L, can press B separate selection. Because for this objects I would actually add a subdivision surface modifier. So let's go to the modifier properties and we can add the subdivision surface. Alright, it looks really bad. So what you need to do is to affect it. And we're gonna go to the Advanced and under the boundary is smooth. I want to just switch it from all to keep corners. So this way we're always going to be affecting the corners of our plane. Next move, I want to increase this level of viewport to e.g. something like four, right-click, Shade Smooth. And there we go. It looks perfect. Sorted like to do is to speak a little bit the material for walls that we got here. So let's go to the material properties. I like to just delete this floor material, can just get rid of it by this minus. And we can add a new material, let's call it walls or its, I'd like to make it a little bit dark. So let's go to the base color, tried to make it a little bit dark, something like this. And also we can increase the metallic 2.75 for the roughness. It's, it gets a little bit down 0.25. There we go. Now it looks much more better also for the ground, I want to take this metallic value. Let's select the ground. I want you to increase this metallic to one. We need to have it a little bit dark like this. Excellence. 29. Lighting 3 - Adding Lights Sources: Alright, so now let's add some light sources jaw or seem to make it look more interesting. So I'd like to start first by adding strip line. So let me just show you shift a. We can go to Mesh play. It's thick, it's a little bit up. I like to spinach on the Y so RY can spin it by 90 degree. On this mode, I want you to scale is on the z, so S, z written down something like this. Let's get it on the Y. So S, why? Something like this looks good. Take it up, a little bit down. And after that I want you to add some edge loops. Control all. Let's insert e.g. 25 edge loops, excellence. We can press to reach you, go to the side, Let's select everything, charge for tickets up. And I want you to do this. We can select e.g. this parch, try to check it up, but I want to affect the surrounding vertices. So let's activate this proportion editor. Can take it up, it can increase the mouse a little bit up. Something like that. Here we can select this one, try to take it a little bit down, just create some interesting shapes, or even we can take it up. Let me take this one up little bits. So next what I want you to do, you can select this corner. Switch on the x, so e x, actually not that one, but edge. So it acts like this. We can insert some edge loops. Press Enter. Nice. Next let's add a subdivision surface. We need to add two modifiers. First, we need to add a subdivision surface so that we can have more details at this curvature. And after that, I want you to add a remedy file for the array. I need to switch this factor two minus one. And we can increase the count to something like four. Also, we can reduce that value to something like -0.85. Next, let's add the glow effect. So here in the shader this, I would like to add the new material. Let's call it. Alright, so I need to just get rid of this principle, PACF, so we can select this and press X, Shift a, and let's add an emission node. And you can go ahead and connect the emission to the surface in here for the strength, can give it e.g. 75, right? Also we can change the color. Let's make it a little bit blue, bluish, something like that looks awesome. So we're gonna make it glow in the next lecture. For now, let's just continue adding the other light sources. So I'd like to add some kinds of lamps. So shift a search for lamps. We can add e.g. the spotlights. So just feel free to be creative with the lighting. You can add a spotlight here. Constructors spinach on the x. Could take it up a little bit of it's back here in the object data properties. We can increase this power to something like 150. I think, even up, what about 500? Alright, spin it a little bit like this to cover more of that. Bike. Can try to move it a little bit outside or Z. Let's spin it sideways. Also here for the back wheel effects to add a new lamp. Let me just show you, I'm going to select this rim shifts as selection cursor just selected this one on the bottom. Shift a, you can go to lights and let's add a spotlight or just like Yeah, this one. So basically I want disliked, you have the same color as this straight line. We can click on this color and we can use this eyedropper. And let's pick the same color that we got here. Can tweak it a little bit, try to make it more blue. Let's increase that value to 150, perching much good. 30. Top 4 Tips to Make EEVEE More Realistic: Let's continue lights in our scene. So in this scenario, I'd like to show it to each EPS that's going to make your EV lighting standout can achieve some realistic lysine in EV render mode. So first let's go to the render properties. I want you to check this ambient occlusion. So check out that difference right here. So if you check the ambient occlusion, can have some kind of a shadow right here. Check this out. With without. Also we can increase this amount to something like 1.5 meter so that you can have more dark here. Excellent. The second tip, it's going to be this bloom. So for this trip lines, as you can see, they are not glowing. If you check this bloom. So you can see the change that we got here now are still looks much more better. It looks more realistic. For the last tip, I want you to check this screen space reflections. So as you can see, we don't have too much reflections here. So if we check this screen space, reflections can have that nice reflection going on, on the ground, which is really a nice check the difference. Awesome. You can also do this. Let me just go back to the word in the shader editor. We can increase the strength. You have some kind of this parking garage isn't a map when you should have is reflected in our ground. So let's set our strength to 1.5 and we can try to spin it around a little bit to pick some better angle. So something like 1.80, it's can be fine. Excellence. 31. Rendering & Compositing Final Motorcycle Scene: In this lecture, I'd like to show you how can we render our scene? So the first thing we need to do is to add a camera. Chelsea, I'm going to press Shift a and let's go show camera. If you press zero, we're going to be switching to the camera view. What the camera will see. So actually I want you to do is to put the camera at this position. So how can we do it? Let me just press control space to maximize this window. If you want to put the camera at the same view that you can see right here. You need to press control alt and zero. So as you can see, the camera is looking at our bike. We can pick, you can start to move. It's a little bit to the left side, so Gx can slide it here. Geoeye can move it a little bit forward, something like this. Also here for this trip lines, I'd like to show you a cool thing. You can duplicate them, Shift D to duplicate, and you can try to track them down, leave only one on the top. We can just get rid of that array. Let's go back to the modifier properties and we can just remove this array. Just need to leave one line. Also on the Edit mode I want you to select. Let's make it straight. Just deactivate proportion antigen can press Alt right here as z zero. Sitting here press Alt S, z is zero. You have them flat. So let's select this trip and we can take it down e.g. here. So as you can see right now, it's going to be reflecting on our ground, which is really nice. We got that. So next what we need to do is to render our scene. So I'm gonna go to the render properties to make sure that you are on the EV mode. So next, let's go to the Render Output. Output purposes. We can check this format, the resolution that set it to 100 per cent. We can have a two k quality render it. So let's go ahead to the render tab and we can render an image. Alright, so there we go. We got our bundle and it looks really awesome. Alright, so now we need to do some composite drugs to improve our final render. So let's go right here. So we need to switch to the compositing so you can collect on the compulsion you, I want you to click on this, use nodes. So we have in the render layers and the composites, we need to add a new node. It's gonna be the viewer. So shift a search for viewer. So basically this view is going to allow us to see our render in the background. So let's connect the image to the image. So now we have our random in the background. You can press V to zoom back, or Alt V to some n. Let's keep it like that. I've got to press N to hide that panel. What I want you to do right now is to add two nodes. So first let's add color balance. So Shift K. Let's search for color balance node, this node right here, let's put it at this line. Can connect this both to the image like this. And what I want you to do is to pick this color, this purple color, check the difference. It's going to be really good. I really like this color right here. So try to make it a little bit dark, so just feel free to adjust it. You can also go back to the layout and we can try to tweak a little bit this bloom for the intensity. Let's set it to just 0.0, 25, or even down there, 0.0, 15. Also, I want you to check this paint color so we can pick, you can pick any color that you want. In my case, I'm going to just go with the whites. So let me just pick the white color here. So the whites cannot really blends with our render. You can go e.g. with the blue or the red. Any other color that you want, Let's just go with the whites. So let's go ahead and give our scene a new render. And let's see the difference. Here we go. So we got it. It looks really nice. So let me just go back to the compositing settings. So I want to show you a new node that we can add, which is the glare. So shifts a search for glare node. Wants to put it right here. You can see that's a fact, would have industry weeks. So we're having lots of fact. We can add e.g. ghosts. I'm going to just go with this tweaks, but we need to reduce the intensity of this glare. So let's increase that threshold to something like 25. Let me just take this node down so that you can see our render. Let's decrease that threshold to just e.g. 15, 18, 17. Let's pick the right angle for districts. We can increase them to eight. So basically districts is the number of rays that we got here. So let me just set it to 0.17, 0.5. We can also change the quality from medium to high. There we go, we achieved our final bust cycle results. So thank you so much for sticking with me during this class. So if you have any questions, feel free to ask them down below. So thank you so much and I hope to see you in future projects. Ticker.