WEBVTT

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Welcome to the boolean modifier in this video.

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We're going to experiment with a boolean modifier understanding how it works.

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We're going to understand how to apply it to our model learn that it can be used constructively and

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destructively.

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It can and will work in edit mode if you choose.

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And also is real time and alive which is exciting.

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Not all modifiers are.

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So let's hop over straight into blender.

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Hello everybody and welcome to this lecture on the boolean operator.

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And we're going to talk specifically about the boolean modifier in this case.

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There are a couple of things we need to do a bit of housekeeping to make sure that the boolean modifier

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works as we expect it to.

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If you forget these two items you will end up at some point scratching your head wondering what has

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gone on.

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So firstly let's just hide the properties panel and the tall shelf and have a look at our lovely bishop

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and how it's coming together.

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Okay so the first thing that we need to look for is any inverted Normal's.

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So in order to make sure we've got that all sorted I'm going to hop into edit mode select all of my

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mesh and go control and n never had tall shelf still open we can see that the operator panel make normal

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consistent.

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There we go.

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Now we didn't have any normal flips going on there but if you did that should have fixed those.

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The next thing to do is whilst you're in object mode we can see that there is a scale applied to our

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model.

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Fair enough we scaled a top in order to make sure that the boolean operators going to work as we would

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expect it to.

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I'm going to go to object apply and apply that scale.

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Right there we go.

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I'm really happy with how that is all set up now and I'm ready and happy to add in the bouley a modifier.

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So go ahead and do that.

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Let's go ahead to the modifiers tab add a modifier and go to a Boolean which is on the Generate were

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generating new geometry and boolean.

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We can see once this opens up it's got a series of operations intersect Union and difference.

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We'll see what those two in a moment.

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And it's got an option for selecting another object so I'm going to need something for it to have a

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difference with too.

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It's a unified two or it intersects with.

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Let's go ahead and do that.

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Now I'm going to turn off snapping before I do anything else and then place my thrilly cursor over here

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and add in a new mesh.

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It doesn't really matter what we add in I'm going to add in an eco sphere because it's this kind of

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cool.

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Now for this to really work.

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We need these two models to intersect one another so let's just put them close enough together that

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they eat into one and have an enormous scale that one up ever so slightly and push out.

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It's just cheap taking a chunk out of our model.

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There we go.

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Okay let's go back to our low poly bishop and under the object and the boolean modifier select the IKO

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sphere rule when it's disappeared straight away.

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This is what I mean by it's interactive.

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It has changed itself.

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And as we can see if we move our model it's changing what's going on.

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If we go to wireframe mode we can see that even more.

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I'm lifting the low poly Bishop up and down and we can see the base of it there.

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So what it is doing at this point is it's intersecting the low polybe ship with the Ika sphere and it's

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keeping the low poly bishop any part of the load poly bishop that intersects with this sphere and if

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we were to go ahead and apply that and have a look after hiding the eicas sphere we can see that this

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is a chunk of the bottom of that model.

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And on this side it's going to look like an outer spear because that's that's that's the the where it

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was terminated where it had been cut off before.

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Now before we go any further.

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One thing to mention whenever you use the boolean modifier is is very messy.

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It will destroy a nice apology.

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So whereas we had edged loops running up and down our model before and face loops for that matter they're

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now pretty much destroyed where ever this is intersected now there is going to be one I think just here

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when we go we've got a face loop that extends three faces.

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So what that really means is going to be much more difficult to modify your geometry if you've gone

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ahead and destroyed it like that and we'll cover read topology later on in the course where it comes

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to taking the mess you got in front of us here and making it better in terms of animation and for editing

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later on.

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Now I'm going to undo a couple of steps here until it all comes back.

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Excellent.

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And I'm going to unhide the like asrar again and labrie my bishop back down to about here and let's

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have a look at the other options so boolean objects intersecting with the IKEA sphere.

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Well soak it so it's intersecting.

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We know what that does.

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Now what about Union.

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Okay so we can see both of our models here and the sphere itself has this horrible hashing over it.

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Now if you ever see this horrible hashing of a mesh object going on that's called.

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Said fighting.

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Basically there are two objects on top of one another and blender literally does not know which one

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to display.

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So it kind of displays a mess of both of them and you can end up with some horrible rendering artefacts

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if we go into rendering mode here.

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Yes.

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Look at this absolutely horrible in terms of what's going on there that doesn't look like a decent surface.

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However if we go ahead and hide our ecosphere it's nice and clean again if we hide hid our Ike.

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Our probably Bishop It would also be nice and clean but the two together because they're exactly the

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same they're intersecting with one another and causing this horrible geometry.

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However if we have a look at the wireframe mode we can see that whilst it's all together we've now got

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a chunk being taken out of ah ah or what looks like a chunk being taken out of our bishop.

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But it's not if we go ahead and hide our low poly Bisha OK sorry if we go ahead and hide our ecosphere

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we can see what's happened.

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There is these two mesh objects have been joined together perfectly and we go into solid mode and not

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rendered mode but solid mode and then we see that it has joined them together perfectly.

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And it's one mesh object one continuous mesh object so if we were to go in and apply vats and go into

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edit mode we grab this vertex here we can see it's manipulating the surface of that face.

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Now once again it has destroyed our geometry whereas we did have some face loops going up and down and

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we had them going round while they still do go round.

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But they dont continue round our our ecosphere in this case.

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And again thats not useful for this notch that we want to put in the top.

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But it is useful when youre joining things together.

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So that of course we come back out and.

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Have a look at our boolean modifier again.

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That leaves one option left which is this difference and our ha.

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Weve taken a chunk out of it and because the eicas is hidden I can go ahead and select it and move it

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about if it was not hidden and take out different chunks of our model.

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There we go.

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So there's lots of options there lots of cool things you could see that potentially if you were to acclimate

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the movement of the Ika sphere and make it transparent in your scene or not render it and then have

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the low poly bishop there you could probably eat away at the surface of a model.

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Very exciting perhaps thats something you want to try later on in the course when we learn a bit more

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about animation.

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But that should give you all you need to do to go ahead and make the notch in the top of our bishop.

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So its time for a challenge.

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I would like you to cut a notch in the bishop so using an boolean modifier cut a notch from the bishop's

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hat in the top.

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If you need to have a look at reference material to make sure its placement is good then go ahead and

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do that.

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And before you get into the challenge just another reminder I did mention it earlier but I've seen so

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many people fall short on this.

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Remember you've got your Normal's to look out make sure they're outward facing and also make sure you

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have the scale of your model.

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If you don't do that you may have some interesting effects happening Paul's video now and give that

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a go.

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Okay guys.

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Welcome back.

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Let's go cut and notch in the bishop's hat.

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Okay so we need a notch rather than a big chunk of ecosphere taken out.

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So let's go ahead here and I'm going to delete my ecosphere from the scene all together.

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Making sure I can see it before I do that.

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And then it's just a matter of going ahead and giving this a new mesh object.

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Now I think at this point in time we're looking at let's look at it from the front to begin with.

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So we start setting things up as read expect so and I'm going to look at it in orthographic perspective.

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Okay so that looks like it's gone a bit funny.

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Looks like he's got really small.

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I swear I scaled that up before.

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So looks like I've made it much smaller than it should have been.

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Whoops.

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Okay well let's go ahead here and scale this up.

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By one point three three four three.

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Ah ha.

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Relative to the cursor at the bottom of its shift.

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An S cursor to centre.

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So then we can scale around that amazing the things you pick up as you're going through to scale by

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one point three three three three.

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There we go.

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Let's look at it from the front again.

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Yeah that's much better.

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So let's go ahead and apply that scale that's now done and dusted apart from it look like it was slightly

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above the floor as well.

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Did I.

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I think I must have saved the porn as a bishop before I got round to actually lowering that back to

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housing and I have to do that as well.

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Whoops.

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Whoops indeed.

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Okay so I know the value of this by selecting its face cursor to selected origin to the cursor.

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And then in the properties panel we can bring that back down to zero.

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Okay that looks good.

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And then I'm going to move the origin back to the geometry itself.

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Okay so let's have a look at that and we're going to have to scale this slightly with the pivot point

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being the 3D cursor on the z axis and there we go.

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And that's pretty much in that part all sorted out.

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There are some additional things we can modify there.

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So we've got a shape here and it comes down it's like a wedge but it's got a curve in it.

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So I think I'm going to move the 3D cursor up here and start with the cube and scale the cube in ever

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so slightly so that's roughly the right shape.

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Apply the scale on that Q and hop into edit mode and select this top face move background to the front.

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And I can just move it up in this case in roughly the right direction and I'm going to intersect all

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the parts all the bits of geometry of what I wanted to.

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I think it's going to be narrower at the bottom.

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In fact I'm going to add a loop going round this model so I can have it pointy at the very bottom.

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I'm not sure if this is going to work.

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Always always up for an experimentation and I'm going to move that edge down so it's pointy.

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Okay so that's the basic shape there.

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There's a few tweaks I need to do here this this face here can come in ever so slightly and that's pretty

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good.

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It needs to be extended this way so I'm going to select both of those faces and extrude through and

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the other thing to bear in mind is this model itself and look at it from the side now so the image won't

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be correct and we can see here that the notch itself goes sideways through our model with the bottom

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of its being at the front and the top being at the back.

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So I should be able to line this up if I select my entire mesh and then go for the pivot point here

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and select roughly around there.

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The middle point of this notch and then we rotate its wall and then probably have to shift it up as

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well.

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We can get it to roughly the right area.

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That looks good to me.

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The only thing I don't like at the moment is how much of this sphere at the top is being cut off.

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So no grab the edge here and push it in ever so slightly so as more of that sphere.

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And you know what I think I'm ready to do a cut.

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So back into object mode I'm going to select my bishop.

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So the object that is currently called Cube.

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I'm going to call it a notch.

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So we know what's going on and then make the notch a child of the bishop by clicking and dragging it

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up to low poly bishop.

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And that means if we move the bishop around the notch follows whiff and then we need to go ahead and

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selects that as ARM boolean operator has a difference.

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And then we can hide it from our scene and excellent book that has come across really well.

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Now I would quite like to have a bit more of a better kirven it's I can go back into my notch this is

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the great thing about a modifier This is why we use modifiers.

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It enables us to be creative and experiment without risk of damaging our model essentially suck and

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add another loop cuts in roughly there and one on the other side as well.

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And what that will enable me to do is grab the edge that runs down here and down here and whizz back

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around to the beginning and move and down slightly on the z axis to give it a more rounded appearance

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rather than it just jutting out.

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And again now we've done that we can remove the notch or hide the notch from our scene with the low

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poly bishop there we've got the notch in and there we go we have tab in an hour of edit mode that does

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happen sometimes that's a much better notch and it's not quite smooth on this side.

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Again now we're starting to get a bit picky and criticizing our own work but that's essentially the

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challenge done now.

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One final thing because I know someone's going to do this if we have a look at the outliner itself even

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though we've hidden it from view.

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If we go ahead and render an image to show with everybody and the camera is not in the right place.

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So let's go and sort that out.

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If we go ahead and render that what we'll find is that notch is still in the render So let's go back

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to the 3D view.

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Don't select the camera go to the view itself go to cameras and go to the active camera.

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We can see why that can't be seen at the moment.

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Now I'm going to use shift and F to go into first person mode to lift this upsets roughly in the right

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place you could of course move around for cameras propertys itself.

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And now we go to far off file and render render and render image.

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We see that notch is still in there.

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Now in order to make sure the notch is not rendered in the outline you need to turn off the camera icon

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as well.

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And then you go to render and render image.

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It's not in the scene.

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Brilliant.

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Okay.

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Well that's almost ready to share apart from.

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It's not got light on this side we can go ahead and add that later on.

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But I'm happy with how that turned out.

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Let's go into a 3D view and you know what the only thing that I want to fix is this back bit here and

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again I can show the notch again find the bits that I want to edit which will be this bit here in fact

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I could probably grab that Vertex and go Gee Z on that Vertex and just bring it down.

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So it's got more of a curve coming through in fact I could move in 3-d space here and not worry too

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much about everything else hide it again.

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Tab in and out of edit mode.

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And there we go.

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Excellent.

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That's all sorted.

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How are you guys getting on.

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What do your bishops look like.

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Did you go for this type of watch.

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Did you do something else.

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Looking forward to seeing your work over in the discussions and I'll see you all in the next lecture.
