All right now let's take a look at actually modeling our sort.
So let's go ahead and start with this cube.
And for the sword I'm going to be modeling the big portions of it we're not going to go and add all
the tiny little detail that is going to be basic modeling.
And so that we get a flow and a feel for how modeling works.
All right let's hit tab to go into edit mode.
And I'm also going to hit and to close both of those windows.
And we have our mere modifier on a cube.
We're good to go now in edit mode.
Go ahead and make sure you're in wireframe mode as well and hit the box select.
And let's like all of these vertices.
The reason we want to make sure we're in wireframe mode is because you can see that our cube has four
vertices right here that have been selected.
But if I hit one to go back into front view if I go to solid mode and hit B to box select you can see
that I will only select the front vertices and not the back ones.
So wireframe mode allows for you to select through the Masch and select everything that's behind it
as well.
Another thing is we're in orthographic view.
So 5 on the numpad of course.
And it allows for you to see your image as well.
So let's go ahead and grab this hit as to scale Z to scale it down on the z axis and let me grab all
of them once again of course as I explain that I only have two that are grabbed and let's hit B.
Bring this up a bit too so.
All right.
Box select once again.
Eido extrude.
Let's bring it all the way out to here and hit ass on the keyboard to scale it down.
Too about so.
All right.
Now let's tumble around see how it's looking over here.
So what I want to do is I want this to be thinner over here as it goes out so I'm going to add in a
loop cuts right here and leave it in the center and hit s and y to scale on the y axis.
And also going to add another one here control our Add in the loop cuts and hit s and Y and scale it
along the y axis.
All right back into front view heading one on the numpad.
Let's go ahead and add this little nub that's over here.
If we can call it that.
So box select B left click and drag.
Let's hit it to extrude and right click to leave it in the center as to scale it up a little bit and
then bring it out along the x axis.
Scale up a little bit more and now either extrude once again.
Scale it up to about so and then let's hit either extrude once more scale it down.
And one last time Eido extrude.
Scale it down like so.
All right so now we have that low nub portion of the model.
And what we can do if we want to rounded out a little bit more actually we'll do it.
We're going to block it off first.
It's usually better to block it off and then add more detail and rounded out more later.
So make sure you save your scene as well.
I mean to hit Control s save my scene and let's move on to the handle of the sword.
Why going to go ahead and select these verses right here.
Box select bring them down by hitting G and Z
and now for the handle of the object or the handle of the sword.
I'm going to go ahead and hit shift day and mash and I'm going to add in a circle.
Now our circle going to hit TAB T key and bring the vertices.
I'm going to bring them all the way down to six.
Now the reason for that being is that we're going to be using something else after that will make it
less blocky and you'll see it's another really awesome modifier that we use all the time.
It is really cool and very useful.
Go ahead and scale this down hit G Z bring it down to about here.
And make it the size of the handle now hitting tab to go into edit mode.
Let's hit it to extrude Z to bring it down on the Z-axis and bring it to about here.
Now you can see that obviously this drawing or this reference image is someone who drew it.
So it's not all exactly proportional.
The drawing and saw exact You can see right here this one lines up correctly and perfectly but over
here it's a little bit off.
And we know that this object is perfectly mirrored because of our mirror modifier.
But when they drew the image they drew it a little bit off this off the off the center.
And it's a little bit higher than this one.
So again keep that in mind as this is a drawing that someone made.
Now to add this little this little you know this nub type of detail that we have here.
Let's go ahead and hit you to extrude.
I don't believe I hit you.
I think I hit as easy to extrude as to scale it up.
And let's bring it down a little bit.
And then either extrude Z to bring it down on the Z-axis and then eat it one more time scale it down.
A little bit and bring it down just a tad.
All right.
Now let's hit Eido extrude one more time.
Z bring it down and once again when you're modeling things it's always best to block it out and then
add in more detail because if you add in too much detail too fast it might be hard to go back and you're
gonna have vertices and things all over the place.
It's the same thing with drawing you know when you draw you you block it out you draw the basic shape
and then you fill it out and add more and more detail and then the smaller details are added in last.
Now right here we're going to do the same thing.
Easy to extrude.
Bring it down or bring it down a tiny bit and scale it up and extrude again.
Z.
Bring down the Z-axis hitting each one more time.
If you don't know already Schelling hit them with the esky and bringing it down just just let me know
if you guys understand that e is to extrude.
All right either extreme one more time.
Let's bring it down and just repeat the same process each extrude.
Scale it up bring it down a tiny bit eat extra.
One more time Eido extrude once more.
Scale it down.
That's going to be the word of the day.
Extrude word of the day for Blender.
All right.
Extrude it one last time and hopefully we'll be done with that word.
Bring it all the way down to the base or to this spherical shape over here.
All right.
Awesome.
So now we have the handle for our sword.
Pretty cool.
Now let's go ahead and add in this portion right here.
The spherical shape down here.
Nor do in order to do that.
Scuse me we're going to be adding.
I actually do want to connect it together as it will look better I believe.
So I'm going to go ahead and write here.
We can see that we have eight vertices.
Try to see my screen.
Actually we have six.
Scuse me we have six vertices.
So what we're going to do is in edit mode.
Let's go ahead and hit shift day and we're going to add in a U-V sphere.
Now if you add in an object and when you're an object mode it will add in a separate object.
But if you're an edit mode of another object and you hit shift day and add in let's say a U-V sphere
you will see that.
Now if I hit the tiki first we want to make sure to put this segments to six and the rings to six as
well.
Now if I scale it way down you will see that if I had tabbed to go into object mode that these two are
one object.
So when you add an object in edit mode of another object it will actually become a part of that same
object.
Pretty cool.
Now what I'm going to do is select the center point right here of the sphere hit X and delete the vertices.
Now what I want to do is connect this and this together.
The way we're going to do that is with the snapping tool.
So if you remember correctly we have our snapping tool here.
And let's set it to vertex.
Let's hit Allt right click to select the loop of our sphere down here and if we hit S and then control
two
to snap it you can see that it will it will scale it to about the size of our of our circle over here
for our handle.
Now it didn't do exactly what I wanted to wanted it to do.
So what we're going to do is go ahead and scale it down just a little bit so it lines up better.
And now all we have to do is line up the vertices so that they're actually lined up together because
right now you can see that our sphere is rotated in different way than our handle.
So let's actually undo the snapping and it might actually work better if we have it rotated in the same
direction for us.
Let's go ahead and hit 7 on the numpad to go into top view and hitting control L to select our whole
sphere.
Let's go ahead and rotate it so that this these are aligned all together so we could even grab it with
the GQ and aligned them so that these vertices are all aligned together and it's nice and symmetrical.
Now hitting one to go into front view.
Let's go ahead and try that one more time.
All right click so as to scale and control to snap it now it will align much better to the mesh and
all we have to do now.
Now that's scaled to the correct size Let's hit G.
And Z and hold control to snap it up to these vertices right here.
Let's go ahead and you can see that right here you might neer do a little bit of manual manipulation
by hitting g to grab it and then control to snap it on to this vertex back here.
And this one as well.
And this one as well for that matter.
So it's all about.
And again yours might have aligned perfectly.
But again sometimes they don't so you might have to go in there manually and do it.
Let's go ahead and hit a disliked everything w remove doubles and it says it removed four vertices so
there still are two.
Are not removed.
You can see this one.
So g control to snap it to that vertex.
And this one G.
And they hold control to snap it to this vertex to select everything w removed doubles.
All right.
Now we have all of them removed.
Let's go ahead and hit one.
Go into front view.
Let's hit Z to go into wireframe.
And now what I want to do is basically I want to scale this up a little bit.
And now I want to add in the loop cut right here by control our left clicking scaling it down.
And then hitting control are all right clicking this and bringing this down over this part of the mesh.
So that kind of looks like so.
All right so that's the base of the sword.
Now let's actually head to box select select all this and I want to hit s z to scale it along the z
axis.
Make it a little bit more round.
And also as to scale it up and bring it down.
And of course you can see again the reference image is a little bit off to the left and that is because
either if we hit n and we go down here and we change our rotation a little bit either because we've
rotated it.
And there you go.
So actually the image is actually quite good.
The rotation was a little bit off and hence the reason that the reference point was off.
But even though we have lined it up a little bit more you could still see some of it is still off.
So keep that in mind.