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