Are right now let's do another little practice modeling here we're going to be seeing how we can model
a gear.
So we're going to be using the array modifier.
We're going to be using another modifier that we haven't taken a look at yet which is called the boolean
modifier which is really cool.
And we're going to be using some little tips and tricks along the way which we're going to learn from
which we can then implement into any project we want.
So let's go right ahead.
And this is how you learn just by doing projects and when you do them you learn something new every
time because for every project you might need a different tool or different way of doing things.
So for a year let's delete our default cube by hitting X and delete hits shift day and we're going to
add a mesh circle going to leave at 32 vertices and that is just fine and dandy.
Now hitting tab to go into edit mode again.
We want to work smart not necessarily hard.
So what we're going to do is duplicate our our gear around four times and just have to model one portion
of it.
So to do that let's go ahead and box select all this by hitting the Beaky left click and dragging.
Same here and hitting X delete vertices minus that vertices.
All right.
Now let's go ahead and go to our modifiers tab click and modifier and let's add an array modifier.
We're going to duplicate it four times and we want it to spin around here.
Now we can see that right now it's not duplicating how we want it to.
So what we need to do is with our cursor still at the origin of our sites or circle go ahead and hit
shift day and we're going to add an empty.
Now going back to our circle.
Go ahead.
And instead of relative offset which is offsetting it on a certain axis go ahead and uncheck that and
we're going to select object offset by go ahead and select the empty.
You can see nothing has happened yet but selecting the empty five selected with right mouse click and
then rotate it.
You can see that's offset via the object.
Pretty awesome.
So what I'm going to do is I'm going to hit r to rotate it and then 90 degrees.
So now this empty is offsetting our array modifier and you could see that.
Now anything we do here will happen on all four.
All three of the other ones.
Pretty cool.
All right so now what we want do is bring out our years.
So hitting control tab going to edge select mode I'm going to go ahead and select this edge right here.
This one right here.
This one and this one so every other edge we are going to select.
Now making sure our cursor is at the bottom or still in the center.
And if it isn't just hit shift us cursor to selected and we want to hit you to extrude right click to
leave it and then scale it out.
Except right now it's scaling in a weird way.
So let's go ahead and move our scale in position from a median point to 3D cursor because right now
it's scaling around here.
But if we go to a 3-D cursor you can see that if we scale it it will scale along the 3D cursor.
Pretty cool.
All right.
Now what we want to do is scale these down or scale them and so that they're thinner at the top.
The way we can do that is go in here individually and scale them down.
But that might take a while.
So what we're going to do is go over here go to individual origins.
So median point is basically if I select all of these go to median point and I try to scale these along
their axes or along the top right here so what I want to do.
And if we change this from global to normal we can now scale along the y axis so s y once and then Y
once again to scale along its normal.
But I don't want to go individually one on one to do each and every single one of these.
So if I select all of them you can see that right now it's set to median points so averages out all
four of them.
And I can no longer scale them individually but if I go over here and select individual Origin's you
can see that now if I hit as Y and then hit Y once again it's actually scaling them along each of their
origins.
Pretty cool.
So let's go ahead and do that and you can see that every single one of them has a different line and
a different normal which is scaling along their.
All right so let's bring that out.
Let's bring this back to median point and let's leave it at that.
And let's also bring it back to global.
All right.
Awesome.
Now let's all right click alt shift click all these edges.
Hitting e to extrude.
Let's then scale it down towards the cursor so if we hit s it's not scaling properly.
When you actually move this back to 3D cursor and now when we scale it it will scale it down towards
the 3D cursor.
Awesome.
Now you can see we have some kind of strange artifact going on.
And if we hit a to select our entire mesh and then control and it will do what's called recalculating
the normals because the problem is some of the faces there are normal's were flipped the other way.
Not the actual object itself but the normal meaning the way that it was facing.
So basically flipping the normal's recalculates all of them and make sure that they are facing the right
way or that the normals are facing the right way.
You can see right here if I hit control-C to undo if I go to a normal and select a face here control
tab face and I go to the median point you can see that right now the normal of that face is going down
the Z-axis Whereas on this one it's going up.
This one's going down.
This one's going up.
This one's going down.
And so that's what the normals are the normals are facing in opposite directions on every single one
of them.
So when we hit a to select all of them and then control an recalculates the normals.
So they're all facing the same way.
And basically the the weird artifact we have is because the light is bouncing differently on every single
one of them because the normals are facing the wrong way.
All right.
Awesome.
So that is the start of our gear and we are heading in a good direction.
All right ladies and gentlemen if you want to find me after I'll be snowboarding down the mountain.
OK our quote for today or this video is Don't believe everything that you think sometimes we can buy
into the illusion that it is us but in reality it's usually a belief that we took on from a long time
ago that has no more validity but yet we are still running with that same old program.
It's hard to update yourself to you oh and see how much your life changes.
Remember you're never stopped.
You can always change.
I'll see you in the next video.
Oh boy.