WEBVTT

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So we've created our pin and

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we're moving on to the bowling ball! So welcome

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to Choosing the Right Sphere!

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So in this video we're going to learn that the

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sphere is just the defining shape. The mesh topology

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of that sphere can vary greatly,

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and, just for example here, we can have a UV sphere,

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an ico sphere, and even a cube.

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And we'll be taking a brief look at the subdivision modifier.

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So let's hop over into Blender now and

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experience some of these first hand.

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OK, so welcome back into Blender!

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I have loaded up a default file. If you've still got a previous project

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open do remember to save it, before closing it and moving on to this.

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Let's start, not with the cube, we'll go on to that in a

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moment, and we will add a Mesh

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object in Object Mode, that is a UV Sphere. Let's

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take a look at that! And before we do anything else, let's boil it

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down to its fundamentals. How is it made up? So let's have a look over

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here in the Operator Panel, so we can see

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it has 32 segments. Let's play with that, let's move it up and down!

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Excellent! So we can see that's changing the vertical ones, that's a bit like a

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segment of an orange, so that's a good way of remembering that. And the rings...

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Ah, there we go, the rings define how many are going around

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the surface around here in a circle. So

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we've got our rings there and our segments coming vertically, and the rings are horizontal lines

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going around. Latitude and longitude I suppose, much like the

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Earth. So if we boil this down to its very basics, so it can only have

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a minimum of 3 segments and 3 rings, we can see

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that's what it looks like at its simplest form,

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so some sort of diamond or something along those lines.

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And as we increase the segments, it can get very very

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smooth and detailed, but you end up with

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a stonking great bit of geometry there. That's

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64 thousand faces, 130 thousand

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triangles, so that's a pretty high def sphere. Usually you

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would not be modeling anywhere near that, so we'll just set that

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back to where it was before at 32 and 16, and we

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can adjust the radius here to whatever size we want,

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as always. I'm going to leave that at 1. So I'm going to leave that on

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our view, I'm going to open up the Outliner here,

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and I'm just going to hide that sphere from

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view, so we can open it up again in a moment. So that's that object created!

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Let's now play with another type of sphere,

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an Ico Sphere. So an Ico Sphere, lets

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go down to the basics. So we've got Subdivision here

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in the Operator Panel, let's turn that right down as low as it will go. OK, so

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let's inspect it, let's move around, and we can see quite clearly

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that this is a spherical like object

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that is made up of triangles, and the more

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triangles there are, the more detailed and more spherical

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it becomes. But it's always triangles, so the entire surface

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is completely even and divided with these triangles.

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However, that can cause problems

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with your geometry later on, because there's not defining edge

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loops on that, whereas with the UV Sphere there is. So

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let's close off Icosphere. So we've experienced those two. I'm

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just going to up that back to about 3 or 4.

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Yeah, that's quite high def there, we'll leave that there. So let's hide that one.

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And then, I mentioned a Cube!

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And most of you were probably thinking, what's this guy on? Is he off

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his rocker? That is not spherical! Not yet,

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so much like an Ico Sphere is made

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up of a series of triangles, if we

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subdivide this cube, then

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you actually end up with something that's rather spherical.

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And this is a modifier that we'll use quite a bit, later on,

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but I just want to hint on it now, because it's a very powerful modifier

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that does come with some constraints. So if we hit the Modifier

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tab up here, in the Properties

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Pane, and Add a Modifier of type,

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here we go, Subdivision

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Surface. So it's in our... Oh, gone of there! ...in the Generate,

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but if we scroll down,

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you can already see with it set here in the, no

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Operator Panel this time, over here in the Modifier Panel there

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is a number of Subdivisions, so 0 is no Subdivisions.

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But if we Subdivide once, we get a kind of

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spherical shape. If we bring up our Icosphere,

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we can see it's still slightly bigger than what it was

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before, but however, when you Subdivide a second time,

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and we hide our Icosphere again, we can see it's gotten smaller. And

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if we subdivide again, it gets closer and closer to a

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sphere. Now, it's a little bit wonky still, but we're

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almost there! And there is an operator called to sphere, I'm not going to show

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you that, at the moment. I just want to show you that the cube can

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actually be a sphere, using the Subdivions Surface,

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and I'll just cick Apply to apply the modifier

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to our cube.

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Now, there is one thing to take into account whenever

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you subdivide an object like this, and if I hop into

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the Wireframe mode, you'll see it really clearly. So we're in Wireframe

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mode. If we enable another one of these

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objects, you can see that those two pretty much line

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up with one another, but this sphere in the middle is nowhere

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near. In fact, I think it's about 16%

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too small. So if we go into View and set it to

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Orthographic, so we can make a judgement on size a proper one, and then, just

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move around it because it's a sphere, it doesn't actually matter which way you're viewing it from.

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If we decide to scale our cube ironically, because it looks nothing

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like that, we can see down in the lower-left the Scale

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by which it needs to go up by is about 0.16 or

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0.17, in order to match the same actual size

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of the sphere we're working on. So there we go, there's three different

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types of sphere to rack your brain around! Now one final thing

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on this cube, because I've just spotted it by

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looking at this wireframe, actually. So let's hop back over into

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Solid Mode and hop into Edit.

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Now you see,

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here in particular and in four places along

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the top and bottom, are the remnants of it being a cube, so you

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can never really get away from the fact that that was a cube. You can see it

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straight away here that it in fact was a cube, because you've

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got these points joining together, but it's still spherical in shape.

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Now, the great thing about doing this is, you end up with

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a mesh topology that's all quads, rather than all

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triangles, which has its benefits later on.

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So I feel a challenge coming on!

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I would like you to choose a sphere type

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and make a ball! So choose your sphere type,

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and the way that should be guiding you is, you should be

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thinking about the placement of finger holes. Which one of those

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three, that we've just been through, will enable us to equally space

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finger holes, without causing us any problem?

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So try out all three spheres, think about equal spacing for

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our finger holes.

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Now, according to Wikipedia, a bowling ball's

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diameter is somewhere between 21.59 and

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21.83 centimeters. Wonderful! So do

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pick an appropriate scale to work in,

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as we've done before with our pin. Finally, make

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that sphere, and we'll cover the finger holes next. So don't worry about

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making those, at the moment, we'll do that in the next lecture.

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Pause the video now, and give that a go!

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OK guys, welcome back! Let's hop over into Blender!

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So let's think carefully about our

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sphere that we're working on. Well we want equal spacing.

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Now, we can see by looking at this sphere, which is made from our

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sub-divisioned cube, we can see that is not even.

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It does vary, our mesh topology varies, and it

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gets closer and closer in funny shapes. It's not all complete squares,

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as it goes around it can't possibly be that, and it ends up at funny

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points here, so that would be no good for making our pin! So

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I'm going to hide that, by clicking the eye over here. Oh,

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I can't do that, because I'm not in Object Mode. So let's get rid of that! Let's have a look

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at our UV Sphere! Now, this is great for globes

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or perhaps an eye, by the looks of things, because things meet

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at a pole at the top and bottom. However, again

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this isn't evenly spaced! If we look at

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some of the squares running around the middle they're squares, and as we come up to

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the top, they're no longer there. So that would be a real

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pain to work with, if we wanted evenly spaced stuff. So that leaves

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our final one, which is the Icosphere! And looking at this,

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anywhere we want we've got lovely segments,

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and it's even across its entire surface, so we will work with our

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Icosphere! Now, I'm going to work to

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2.6 Blender units, and that will actually align it to

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the same scale that our bowling pins are at,

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as well, so it's a 10 times scale. So let's do that now!

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So I'm going to scale it up evenly on all axes.

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Because it started at one, I can just do

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2.6. That's right! And

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there we go, we have our bowling pin at times

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10 of real size, at 2.6, so again, it fits on our plain nice

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and neatly.

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And there we go, we've created our sphere

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at an appropriate scale, ready for our finger

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holes, which we will make in the next lecture! See you soon!

