WEBVTT

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Welcome to Using the Bevel Tool! In this video we're going to

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box model the chess piece base and then using the bevel tool

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to round off our sharp edges! So let's hop over

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into Blender!

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So here we are in Blender! So let's start

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working on our shape here! So before, when we've

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had a curvy shape like this we've used Bezier Curves, but I fancy doing this with

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box modeling. So we've got it at the top here and the

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bottom, that's absolutely fine, but we're going to have to put in some loop cuts,

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in order to make this work properly. So let's go ahead

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and do that now! Control and

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R, there we go we've got a loop! And I'm just using the

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Scroll Wheel here to add our level of detail. Now, I'm guessing it's going

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to need to be about, this is going to be 1,

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2, 3, 4, 5,

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and then, this one here. So 1, 2, 3, 4, 5, so that

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is perfect! Then, once we've positioned them, I'll position the first one

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here. Now, I'm going to leave

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this flat, right at the very bottom, so that all of the pieces

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have a really nice flat bottom. And now, we can

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select the loop edges that run

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around, and we can just make sure, by disappearing from that view, that we've

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selected the loop edge all around and just go back to

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our Front View, so we can model it. And first of all, I'm just going to

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move some of these edges into a more appropriate place. So that one's

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fine. Let's select that one and move it up

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slightly. Let's go and select this one and move it up,

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so it's in the middle of there.

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So we're moving these edge loops,

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so they're in line with our reference material

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there, and then, we're going to grab these edge loops and

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scale them accordingly. So in the 3D realm, obviously we're looking

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from this front on, but on the 3D we'll be shrinking and pulling that

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in and out. So

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this one here, we can lift up much higher,

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and this one here is going to be right on the edge, where that little lump

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is around here. So that's fine, as far as that goes, but this

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still is just a cylinder, at the moment. So let's go ahead and

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go to Solid Mode here and just make our Background

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Image a little bit dimmer, so we can work with it.

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Alright, so let's grab this one here

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and scale it just inwards,

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until it's roughly in the right place.

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Perfect! And let's do the same to this one here, let's scale

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that inwards, grab this one and

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scale... Ooh, let's make sure we grab the whole edge loop

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and scale that inwards. You see what I'm doing here,

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I'm just modeling our... Oops, I can't see my keyboard!

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Be careful which keys you press! That one there, and then, finally

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this top edge loop here, I can scale that all the way

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in to the appropriate place, so I've got a rough outline of

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our model there. So we're going to want to, now,

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smooth out these edges, and you can do that using the Bevel

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Tool. So we'll start down at the bottom edge here.

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So select the edge you want to apply a bevel to,

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and then, the shortcut keys for it are control and

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B. That's a nice easy one to remember for Bevel, B for

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Bevel. And as you move the cursor

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further away, we start to add that beveled edge in, and you can use the

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Scroll Wheel to increase the detail level in that bevel.

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You can, of course, go too far and force your model to look

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very odd. There may be an application for that but I can't think of one,

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at the moment. And of course, the more detail you put in there, you can start getting silly, that's the

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amount of segments it's going to make up. Because we're working on the low poly,

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probably 3 or 4, something like that, then we can just left-click to

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apply that.

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And in the menu system, because we've selected an edge there,

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let's go have a look at the Mesh, Edges

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OK, and there we go, Bevel is

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at the bottom for me, depending on your resolution. But it looks like it's about

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in the middle. So there we go, Bevel is also in the menu selection there, and

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we can see the shortcut Control and B.

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And finally, we've introduced it a couple of times, but

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you can just press the Spacebar and then

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type in what you're looking for. And there we go,

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Bevel! It's a very powerful, a very quick way of finding things

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in Blender, if you know what they're called. So remember that, Spacebar and

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then you start typing the command you're looking for.

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OK, so there's one final thing to go over with the Bevel

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Tool, and that's when you can Bevel an individual vertex. So let's

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go ahead and open up a default cube, because I don't think there's anywhere on this pawn

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that we can use that on. OK, so now

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we're on a default cube! Let's go ahead and go into

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Edit Mode and select, let's say, this edge here. Now,

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of course, the edge is made up of two vertices, one at either end.

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If I go ahead and use Control and B to bevel, we will get what we

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usually get, and then, if we go into the Operator

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Panel, in the lower-left, we can see we've got some options, so we can

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change the Amount of the bevel, the Segments, etc. Or we could have

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changed those with the Scroll Wheel, as we were creating it.

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Now, one of the options there is Vertex Only, and if you select that you can

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see that the vertices themselves are now being beveled, rather than the

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edge, and that can come in use, depending on what you're modeling. I don't think that's going to be

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use for it in the chess set, but do prove me wrong and make yourselves

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some beveled vertices in there, if you wanted to. But what we can

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do here is also use a shortcut key, so we don't have to go down and check this

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box every time. So I'm going to undo the bevel that I've

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just done and go to Vertex Select. I'm going to select this individual

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vertex here, in the corner, and hold down Control,

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Shift, and B. So it's not just Control B, it's Control, Shift,

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and B, and then, we can bevel that edge there. And of course, with the

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Scroll Wheel we can add more segments, if we wanted to, to smooth

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that out. And there we go, we've beveled a corner, we've cut

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a slice through our cube. Now, of course, this has got many uses,

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in the chess set it might not be but I'm sure you'll find lots of uses

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in your own work, as well, and if you do use it to create something funky,

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of course, share it with us all. So now, it's challenge

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time! I'd like you

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our sharp edges that are left, finish of the detail to the

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base, if you feel it needs more. I think it does, towards the top, as it just bulges out

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slightly towards the neck of those pieces. And then, of course,

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use your artistic license, go wild if you want to, try and be a little bit

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sensible because these are official chess pieces, and then finally, remember to

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save your file. Pause the video

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welcome back! Let's hop back over into Blender!

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OK, so I'm going to start with this big bulgy bit

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here and try and smooth that out a little. So let's select the edge

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here and edge loop and add

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ourselves another bevel. Now that's good

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what it's done there, because it's a pointy edge, it's beveling on both sides for us.

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I'm liking that!

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I'm going to move out and have a look at how it is! In fact, I'm going to hop into

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Object Mode, and... Well let's

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pull this down a little and set the shading in the Tools menu,

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over here, to smooth, just so I get a better impression of

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how it looks. I do want that to move in a bit further there,

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so I'm going to go straight back into Edit Mode, grab this edge loop

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here, and simply scale it in.

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Let's hop back into Object Mode and see how that looks! That seems much

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better, but this whole section here does now need lifting up, I

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feel just a little. And we can play with this to our hearts' content! So in this

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case, I think I made a bit of a mistake there, I should have

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brought that in first before making that beveled edge, because it's made it look a bit weird.

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Fortunately, I've got enough undos to go back and do that now,

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so I'm going to go to here and grab the edge loop, scale

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it in. That's great! And in fact, I could even

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add a tiny bit of a bevel inside there, not much,

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but just enough to round it off as we go around.

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This one here, I'm going to use my artistic license and lift it up a little, so it's a bit

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more equidistant here, apply another bevel on this edge,

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and let's round it out. Probably

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only that many is necessary around there. Let's flip around, back

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to the front again. Oops, I need the cursor on the 3D view to do that,

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and yes, I think we can scale that out! Because it's all selected,

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you can grab it and straight away scale it out, just push it out ever so

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slightly. Brilliant! So I'm happy with those bits there, so it's just this

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bit towards the top. So let's just bring the Opacity up.

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You can see on this image that there's kind of like another bulge

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ring that runs around here, until it goes into the neck,

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so I'm just going to use a couple of the tools we've done already, in order

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to do that. So first of all, I feel like

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I probably need to inset this top face just a little. So

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I'm going to select the face and inset ever so slightly, not by

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much and there we go! And we're going to need a a couple bits more of

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detail around here, because it kind of bulges out. So we're going to go back

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into Edge Mode

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and put in an edge loop or two

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around here. Now, I've simply, once I've placed those

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about there I think, we can hop into Face

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Select, and I'm going to select this face ring going around

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and scale that out, ever so slightly.

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I think that's going to have the desired result

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I'm going for. Let's just have a look here and see!

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Now, there's a bit of a sharp edge there, I can

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pull that down to rectify that, so let's hop back into Edit Mode.

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So moving backwards and forwards between them and checking your model out is a

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great way of making sure that your model is exactly how you like it.

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Hop in and out and in and out. I'm just going to set that back to Smooth Shading.

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In fact, I think that comes out a bit too far,

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I didn't want it quite that large. So again, back in ever so slightly!

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We've got the hump there, I do feel like that needs to come down ever so slightly,

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so I'll select this top one here and pull that down,

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as well. So we've got this lump coming up and I'm going to pull that one down,

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and you can do this and tweak it till your heart's content, but I think

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I'm going to leave it there, as I believe I've reached my

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80/20 principle going on there. So I'm happy with

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that as my standard base, that we're going to use across all of our models now,

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and remember, at the end, we do need to save it. So we've saved

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our chess piece base! Brilliant! I will see you in the next

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lecture!
