WEBVTT

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Welcome to Profar modelling by extrusion.

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So in this video you'll understand what Profar modelling is potentially speed up modelling by mirroring.

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Use a series of methods to produce a profile that we can use in our scene and then in the next few lectures

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will use the same profile.

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In a couple of different ways which have significantly different effects.

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So what is profile modelling.

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What profile modelling is the outline you get when you view something from a particular angle.

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One of the best things to do is imagine slicing through your model.

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Now realize we have used them in the past.

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We've used the lab over them the ability.

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They realize we've used them in the past.

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We've got the lamp base which was produced with curves and the pin was geometry based so the methods

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we're going to use up ahead.

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We don't bump up our extrudes speed so we don't have to keep pressing E.

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Every time we going to be using the bevell tool for constructing and defining sharp edges and a subsurface

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modifier for making the surface nice and smooth.

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So let's hop straight on over into blender.

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Hello everybody and welcome back.

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First things first.

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This is an insert video.

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This is Michael from the future.

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And as you've probably noticed I'm on a P.S. here rather than a mat and I'm on a different version of

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blender.

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But what we're about to learn will apply to the version whatever you are using.

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So the first thing we need to do here is go ahead and continue our series by opening up our door.

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So I'm going to go ahead and open up my front door here and work on that and we're going to create a

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profile in a moment and then do an extrusion based upon that profile.

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So the first thing I'm going to do here is take a Jew placates of this of door frame here because we're

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going to produce something with a bit more detail.

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So I'm going to use shift indeed to duplicate it.

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And I'm just going to press Escape here so goes right bang on top of the previous version.

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Now we see here after duplicate and this is elodie a front door 001 over the outliner.

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I'm going to change that.

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It's going to be elodie be because it's going to contain more detail.

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Front door.

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And there we go.

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So this is our first stage here and elodie a will we can change that on the mesh data as well.

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Of course if you cannot see your mesh data remember it's these upside down triangle.

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After you've selected the mesh object.

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Okay.

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So now we've done that.

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The next thing we need to do is decide where we're putting our model.

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So we've got elodie Door front door and we want to hide the elodie a Otherwise it's gonna be messy if

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we try and render etc. So what we could do here is just hide elodie a by clicking the little hide icon

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here and we can even hide it from rendering as well.

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Over on the outliner what I'm going to do however is to just move this elodie front door to a different

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layer.

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So we've currently got everything on Layer 1 we can see the orange dots down at the bottom.

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If I press the M key whilst my cursor is in the 3D view I've got the option to move whatever the active

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selected object is to another LAN when to move it to Layer 2 and then we see because it is the selected

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object the orange daughters moved across and is now on layer 2 but we're not looking at there too so

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I'm going to click on layer 2 and we can now see what's going on.

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Okay.

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So now we've got everything set up ready to work.

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Let's go ahead and start making this profile.

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Now you can make a profile any which way you want to.

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I'm going to create a 3D object and start cutting it up a little.

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Some go into edit mode.

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No we're not going to go into edit mode and add it as more meche data to this mesh object.

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We're going to create a new mesh object and we're going to do that because we're going to apply some

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modifiers and we want the modifiers to apply to that new mesh object not just the front door.

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So let's go ahead into edit mode on here first because we need to find a placement for our new object.

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Some are going to find.

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Let's go to virtex select and this lower vertex at the bottom of the dorm and select that one and then

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go shift and S and move the cursor the 3D cursor to the selected.

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Now we can go ahead and add in as a separate object we can add in a cube that's going to be far too

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big for what we want to do.

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So going to bring that scale all the way down now we have got snapping turned on at the moment that

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shouldn't cause as many issues and we've got an object that we can work on now.

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I'm going to go ahead and apply that scale as well as a control an A and apply a scale okay and go into

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edit mode.

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And we're going to use bevell.

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We've done several before on this edge and this edge control and B and we can bring that in ever so

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slightly longer use my mouse will to make that slightly more curved.

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And on this edge here I'm going to bevel again but this time bring it inwards so we've got our curve

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there that's fine but I want it go any other way.

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So over on the operator panel I can bring that up in out a little.

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We've got the amount of bevell That's just bring that back down to where it was the number of segments

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and the profile and obviously if we push that inwards we get a slightly different profile going round.

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Okay so that's looking good so far.

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The next thing to do here is start thinking about the profile itself because we're really talking about

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just how it's looking here from the top and bottom so we could go ahead here in at a subdivision surface

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modified to smooth things out.

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In fact if we do that we can learn a few other tricks as we go as well.

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So let's go out into object mode and apply a subsurface modifier subdivision surface and you see here.

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It crumples everything up.

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Now one way we can remove the crumpling at the top and the bottom is to actually just delete the faces

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at the top and bottom which is absolutely fine.

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We can go ahead and do that we're not using these faces anyway in a few minutes.

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But let's learn something whilst we're here.

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Now we've got this here.

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We could increase the mean crease off the top edges as you can see there.

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Overall the properties panel for those particular edges we could increase it there.

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But in this case I am literally going to delete those faces so would both of them selected press the

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x key and delete faces and you can see it automatically straightens that up anywhere because there's

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no Lot is no longer trying to smooth out those faces because they dont exist.

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Okay so that is looking pretty good at the moment.

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And of course if we zoom in a bit too far you will notice that the clack the camera clipping distance

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not the rendering distance but it actually starts eating into our object.

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We cant see it.

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And again over on the property panmure facts right here we've got clippings is the 3D viewport clipping.

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If we move that down we can start seeing things when we zoom in nice and close into our model.

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Okay so now we've set up all of those options there.

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We can use that crease for these two edges here to make that nice and sharp.

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If we were to go ahead and make that sharp and then final thing I might do here is go in and set the

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shading to smooth.

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So there we go we've got a relatively straightforward object there that we could repeat round but we're

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more interested in the profile and controlling it a bit better.

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So what can we do here.

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Well we can go in and start with just the base and extrude it to a particular height instead of back

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into object mode.

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I'm going to use the old key and select top edge loop running round.

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And once that's done I can press the x key and rather than deleting just that top edge firmware delete

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the vertices and that I'll delete everything coming up.

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So again we can now go ahead and go out and select this edgerley around here.

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Now we're about to do some extruding some quick extruding rather than just pressing E and extruding

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all the time.

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We're going to use the control key to extrude rapidly but we need to be in the right direction because

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if we hold down control and left click we can see that we can put edges in but they've gone somewhere

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random in 3-d space.

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Can undo control and Z.

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How.

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So what can we do here.

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Well we can make the view orthographic and press the number pad 5 key and then number pad 1 to view

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it from the front.

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Now we can line everything up.

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I'm going to dismiss the tools on the left hand side with the T key and the properties panel on the

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right hand side with the n key.

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There we go.

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They are gone and now I can hold down control and zoom in to where I want to go and click there.

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Click here.

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Click there and click their number just holding down control as I do that.

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Now we've got a couple of options here where it comes to this top point because we're now going to mirror

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this object and if we go ahead and mirror this object we're going end up with this horrible triangle

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in intersecting geometry.

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But we can get around that by going all the way around to the next point.

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Now if you wanted to make this just a little bit let's say all you wanted to make this a bit less mechanical

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or less candy you could carry on going all the way around and then it would be unique on both sides

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which can add an element of being natural into it.

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But cannot undo that because I want to think about speedy workflow.

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So once I've gone this far because this top bit here is going to be pretty much upright I can then just

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delete this edge again with X and then delete the vertices and it brings it back and notice this time

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it's kept this relatively upright.

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Now the more egalite amongst you will have noticed that our lovely profile that we've extruded up in

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around the door frame has its Normal's the wrong way round.

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So I'm going to select everything there and go control an N and we can see that's flipped around and

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the normals are now facing the right direction.

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Now we may increase the subdivision count on this later on but remember we're only working at elodie

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B for the moment.

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In fact I'm going to nest this cube whats called cube we should do something with that.

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I'm going to put it under neefe l'eau dbe and I'm going to call this door profile number one because

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we may make more than one profiles.

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So now that's done what we can do is add a mirror modifier to this so we go to add modifiers mirror

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modify.

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And that's why we created it as a separate mesh object because otherwise the modifier would apply to

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the whole door.

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Now I'm just going to hide up the subdivision modifier for the moment subsurface to vision modify.

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And let's think about this mirroring at the moment it's happening around the objects origin.

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It be nice if we can mirror around the centre of the door.

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Let's just try using the mirror object as the door for the moments elodie front door.

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That's not worked as expected.

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The axis is correct.

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We're mirroring along the x axis.

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Whats happened there.

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Well if we use the door then it's mirroring around this origin.

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So we need to mirror around something else.

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One of the easiest things to do here is create a mirror point using an empty so we can go ahead and

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do that.

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One of you at the front again.

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And if I do that I can see that the middle of the door is well has a width of two we can double check

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that in object mode under the properties panel we can see here the X dimension of the entire object

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is for Blender unit so the middle is going to be two.

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Couple of options of moving the 3D cursor to that point to create our empty or in fact we could just

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place the empty there manually afterwards.

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But let's go down to the 3-d cursors position and on the x axis type in a number of a value of two.

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That's going to place it in the middle.

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We can then go shift and 8 add a new object.

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I'm going to add in an empty it's going to be just a plain axis and I'm going to call that plain axis.

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Mirror point.

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I'm going to make sure that the Mirror point is a child of the dorsal if we move the door it doesn't

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ruin our mirroring.

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And then finally on this mesh object that we've created the door profile now we've not named it door

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profile here let's do that as well.

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Now that those are named If we go to our modifiers the mirror objects we can use the mirror points and

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there we go things line up perfectly.

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But what of this very top we probably dont want a gap there.

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Well there are two options here.

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At the moment what will happen is if we're in edit mode and grab this edge loop move it just to we got

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snapping still turned on yes we haven't turned it on and just move it you can see that it intersects

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with itself which you may have that could be quite cool but around this point in the middle where it

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does intersect you're going to end up with it potentially looking horrible during rendering because

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it won't know what face to show you.

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So I'm going to undo that if we turn on clipping We could manually move these two things together and

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adjust it to our heart's content.

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That's a pretty good starting point and we can lower it down.

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Alternatively you can go to the merge limit himself and just turn up that merge limit and they will

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naturally snap together.

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Now you do have to be careful with the merge limit because because if it's a more complicated object

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you may end up merging points that you didn't intend to merge and that you intended to leave a gap on.

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But now that's set up there we've got a mirror modifier in place.

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You could extend this even further a mirror of the whole doll that would be a possibility especially

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if we wanted to join the door profile onto the front door we'd even have to do that and mirror the whole

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object.

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All we'd have to apply our mirror modifier.

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I'm not going to apply the mirror modifier at the moment because I still probably want to go in and

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tweak this a little bit more.

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And what you see here is a little jerky as it moves around.

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Not to worry with that we can even.

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Increase the subdivision's surface modify.

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And I think because we remove that looks smooth shaded to me I could see faces.

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So if we go to our tools here and go shading smooth That's much better and then you can easily get away

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with a much lower subdivision surface in its entirety and in deed we can just turn it off at the top

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here we can just use the eyeball to hide it and see what it looks like on its head and you know what

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that looks absolutely fine is.

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Now the shading gets a bit weird around the bottom here and that's because we have a look at the bottom

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is got no face around the bottom so the final thing we could do here is just fill in that base.

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So let the Edge loop going around the bottom.

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It looks like it's broken in one place and then have to select it in two lumps and then just fill that

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in we'll make sure we press the right key and fill that in.

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Now just to make sure that everything working as we'd expect there because it does look a little bit

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funny I'm going out once I'm in it man I'm going to select everything off my scene.

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I'm going to press the space bar to do a general search for all operators and I'm going to type in doubles.

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I think there are some doubles in our model and I would be correct it's remove seven vertices from the

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model and there we go.

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That is looking much much better.

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Excellent.

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And again I'm going to turn back on the subdivisions surface modifier and that has come along really

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nicely.

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And of course now it's time for your challenge.

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Okay guys a quick challenge for you.

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I'd like you to create some more extruded profiles so try using extruded profile on other models.

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So we've got the window you used to round there and you can maybe even put some detail on a wall.

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Now do remember this can be used at a macro and micro level so it can be used for many different levels

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of detail from archways to arms.

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Other bench for instance supports a video now and give that a go.

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Okay guys welcome back.

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Let's go add some detail to a window.

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Okay so first of all I'm going to make sure I've got everything named appropriately great.

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And I'm going to save my work.

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And then I go and find and open up my window a lot easier to find it now it's just called window and

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we're going to add a profile around here.

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I'm going to move the 3D cursor to where I want this detail if I can add a couple of profiles I could

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do the window ledge itself and the arch way.

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But going to focus on just the arch way and I'm going to go all the way round rather than mirroring

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because I want to slight a symmetry to it any way.

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So I'm going to flip over in two virtex select select a vertex and using the cursor movement.

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I'm going to move the cursor to selected once I've done that I can add in a shape for I want to work

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with and I'm going to add in a cube and scale it all the way down.

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It's nice to work with that.

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So now we've done that we just need to add some detail so I want it.

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I am actually quite pointy here so I might need an extra level of detail but again I've got to remember

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that this is going to be all I've jumped straight ahead another ad it started adding to the level of

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detail.

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A.

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So what can we do here.

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Well it's very straightforward to sort this lot out.

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Fortunately I haven't gone too far or jumped ahead of myself.

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I'm just going to undo a couple of times and then go ahead and duplicate that object.

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There we go duplicated the object and let's move it to layer to rename it l'eau dbe B and then Windows

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absolutely fine.

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The 44 just describes the size I don't have any other sizes.

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At the moment I was going to be a bit of a lethal one on the end.

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There may need to sort out that naming convention later on as long as I'm consistent.

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That should be absolutely fine of renamed all of those things hop to lay a toe.

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And now we can start modelling Fortunately the 3D cursor is still in the same place so I can go ahead

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and add that cube.

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I do want to add it is a different mesh object at the moment so its going to object mode.

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I could add it to the other mesh but I don't want to ruin the underlying mesh just at the moment.

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I don't want to ruin it at all of course but I don't want to disturb it.

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So let's go ahead into edit mode.

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Click fair and let's move this edge right in to make it nice and pointy.

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Now I'm going to use this profile to stick it in a little.

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And Paul that so we've got a nice homes or curve going on.

18:00.500 --> 18:06.230
They are like fabulous it's slightly in the wrong place so we can start moving things about snapping

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turned onto whole increments.

18:08.390 --> 18:12.210
I don't want that something to hold down Shift to do some smaller increments.

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Once we finish the bevell of course.

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Select everything and let's move it with much smaller instruments instruments.

18:22.690 --> 18:26.580
With much smaller increments locked to the x axis.

18:27.960 --> 18:30.450
Move it on the x axis.

18:31.980 --> 18:34.090
And yes I'll go to that.

18:34.130 --> 18:35.850
Maybe not that depth.

18:36.050 --> 18:43.580
Let's go and see where it's placed here and just move it back so it's just inside the wall that's perfect.

18:43.580 --> 18:52.070
Now I'm going to grab this face here extrude it slightly this way that's not slightly That's lots.

18:53.000 --> 18:54.410
A turnoff snapping to do that.

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There it go.

18:55.660 --> 18:57.260
And I'm just going to do that bit by eye.

18:57.260 --> 18:58.890
So that's that's okay.

18:58.900 --> 19:01.930
I'm going to round off this particular edge.

19:02.850 --> 19:04.480
Again using the.

19:04.740 --> 19:09.560
I'm not going to go free inside rounce on the change that profile and make it move the other way.

19:09.930 --> 19:14.400
And then finally I'm going to add a bit of detail using a subsurface modifier but I'm going to delete

19:14.400 --> 19:18.650
those top and bottom faces first so it looks nice straight away.

19:18.780 --> 19:22.970
So at top faces and bottom faces the leak those.

19:24.690 --> 19:31.710
Then we can add a subsurface modifier up seemed to have zoomed in so that selects something and they

19:31.800 --> 19:33.740
get perfect.

19:33.750 --> 19:37.780
So now we've got that now I just need to make this edge here sharp.

19:38.100 --> 19:40.420
And the one on the inside as well.

19:40.680 --> 19:43.600
So I'm going to be careful to do that.

19:44.890 --> 19:50.330
It's already on the round setting so I know that an arm and a bevel there as well.

19:51.310 --> 19:56.800
Now if this is being mirrored on the other side this would need to be totally sharp or near enough sharp

19:56.800 --> 19:58.560
otherwise it will look silly.

19:58.570 --> 20:04.690
So what we can do there to make absolutely sharp is a couple of options.

20:04.690 --> 20:09.310
I'm going to bevell but make it incredibly small bevell.

20:10.500 --> 20:15.150
And I can change that here on me and mount's by point one there.

20:15.180 --> 20:17.730
SS Absolutely tiny now.

20:18.210 --> 20:21.230
Okay now we have our I can delete this top edge loop.

20:22.670 --> 20:24.680
Select the bottom edge loop and start modelling.

20:24.680 --> 20:29.260
I'm going to whiz around to the front and I'm going to go all the way up and all the way down.

20:29.540 --> 20:31.880
So let's control and click.

20:33.100 --> 20:34.650
Click there.

20:35.750 --> 20:42.140
Now we can see there start is slightly off centre but so k. because we can go back to it later on and

20:42.140 --> 20:42.860
sort it out.

20:42.860 --> 20:49.670
One of the benefits of this ikenne or it's also slightly at the wrong place down here but that's okay

20:49.670 --> 20:55.410
because we can select that bottom edge loop and start moving it and straighten it out again.

20:55.470 --> 21:01.220
Don't have to be perfect unless it's a model that absolutely requires everyone to turn snapping on here

21:01.790 --> 21:08.030
and faces and moving in the z axis only I'm going to snap it to this bottom face.

21:08.030 --> 21:13.270
Now that's looking pretty good as a couple of things that we can do to make it look a bit better.

21:13.280 --> 21:18.590
We can go and grab an edgerley running around here for instance and scale only on the z axis and we

21:18.590 --> 21:24.540
can give it a much taller or thinner approach that's now I don't like thin ultra.

21:24.550 --> 21:28.790
This would probably work a bit better on the door and snapping turned on which is not making it very

21:28.790 --> 21:29.370
smooth.

21:29.480 --> 21:34.500
But I can make that smaller or thinner if I want to make it slightly bigger.

21:35.280 --> 21:40.360
And around these edges here I've having trouble selecting them.

21:40.420 --> 21:41.870
We'll get there eventually.

21:42.970 --> 21:44.920
That edgeley there and this one.

21:45.120 --> 21:46.150
All missed it.

21:46.170 --> 21:47.110
That one there.

21:47.880 --> 21:53.820
Hopefully that skorts the entire age group selected what we can do here is add a small bevell to those

21:53.820 --> 21:54.770
areas.

21:56.440 --> 21:58.520
To help define that shape a little more.

21:58.540 --> 22:03.280
And of course smooth shadings not turned on here so we can go ahead hop into object mode and turned

22:03.280 --> 22:04.420
smooth shading on.

22:04.510 --> 22:05.950
And that's looking pretty good.

22:05.950 --> 22:07.990
Let's check it out in rendered mode.

22:08.760 --> 22:13.680
There's no light in our scene so this is one of the downsides about removing a light so we can go ahead

22:14.070 --> 22:16.560
and add a lamp into the seen the sun.

22:16.560 --> 22:18.170
I'm going to randomly rotate.

22:18.210 --> 22:22.680
So if we can get a good light source come in I can always hop out and sort that out.

22:22.680 --> 22:24.610
But that looks pretty good.

22:24.960 --> 22:26.440
How did you guys get on.

22:26.670 --> 22:29.010
What sort of extruded profiles did you make.

22:29.010 --> 22:30.740
Please share them in the discussions.

22:30.840 --> 22:33.560
And I will see you guys in the next lecture.
