WEBVTT

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Welcome to profile modelling using curb's in this video.

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You'll create some alternative detail convert mesh objects into curve objects.

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Then use two curves to create geometry along and then use those two curves to create geometry one controlling

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the profile.

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The other path will see that this is great for a more accurate path following.

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So let's hop straight on over into a blender.

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Okay so we're back over in blender and the first thing before we move onto the curves I notice wind

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spinning around my model.

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It looks a bit odd at the top here and when I say went all the way round I saw that I've got crossed

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over geometry.

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I think when I was scaling I've inadvertently managed to push the model through itself.

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Now whether or not that's going to have a massive impact on the end of production it probably will.

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So now I spotted that mistake I will have to go back and correct that.

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Make sure you check your models over and make sure that you haven't pushed any geometry through itself.

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I didn't spin round so I didn't see it.

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I was just looking from the area that looked good unfortunately.

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But there we go.

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So let's move on to Curves themselves so first of all I'm going to select this object the window frame

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that we've made and I'm going to duplicate it because I'm going to use the same profile that I've already

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created to generate the next curve and then going to hide the original window frame hop into here and

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I'm going to call this window frame profile curve for the moment so I know exactly what it is.

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Once I've done that I'm going to hop into edit mode and remove all the unnecessary geometry.

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Now you can limit vertices to a visible if you want to with the toggle on the 3d edita header.

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I do prefer using the wireframe mode because then its really is explicit that you're going to be able

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to select items through your model.

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I'm going to go here and grab and we can see the mess at the top there and then go and grab these top

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vertices here and deletes those and then I'm going to grab the ones down here as well and get rid of

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those.

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And that leaves me with the profile itself.

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But this is a mesh profile at the moment so what we can do is hop into object mode and go to object

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and convert.

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And that's right at the top here.

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Convert to curve and obviously have so convert curve so curve from mesh.

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And here we have old C..

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Just to remind you what that is.

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So now it is a curve object.

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I do not want to keep the original.

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In this case I'm a believer untaped and that will remember the last setting you had so if I had kept

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one before then it would still be there.

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The next thing that I want to do is generate a curve.

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Now I could go through creating a curve and lifting it up and through.

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Now one of the things that you can do is obviously duplicate this edge that runs around here and use

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that as a curve.

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So lets go and try that.

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Now lets go ahead and go to the appropriate model and hide the other one is well from the scene or is

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done automatically.

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On a different.

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Okay so lets go ahead and copied to edit mode.

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Select the edges we want to be used for a path which are these outer ones here.

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Once those are selected we go going to duplicate them.

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We are going to separate them.

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And there we go we've got here and I'm going to call this curve.

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I suppose I should call it window frame path because that's what it's going to become.

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Now in object mode I can use Oulton see.

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And once again convert from a mesh to occur.

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Well again I don't want to create.

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Keep the original.

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So let's go and see how this works out so we need to give the path a bevel to go around.

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So whilst the path is selected we can hit the curve data and down here we can bevel it around that particular

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object and in this case we can use the profile curve.

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There we go we end up with a very similar curve as we did before of a help out of wireframe.

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Ah ha.

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You will see here that the normals are in fact the wrong way around.

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No we're not going to deal with that right at this moment.

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How would just have a quick look around the rest of the model first before sorting those out.

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Let's just check that that's right does that fit the curve.

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It doesn't look quite right in the middle is something missing.

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Ah okay.

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So when I selected the outline originally from the window frame it looks like I've missed the bit.

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It hasn't come back out here at all and it should have done or is it inside the model.

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Okay so there is a rotation going on here now.

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It's a rotation of the path itself even though it's a line in 3-d space.

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It has rotation.

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So what we can do is hop in to the path's rotation so go and go into edit mode for the path itself and

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we can see is there a select all of them and change the mean tilt which you can see here over in the

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propertys panel of the 3D editor and that will twist it along that path looks kind of funky obviously.

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If you keep going round and round and round if I hop out of wireframe married we can see that as we

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tilt that round it then appears the right way.

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So at this point I think it's going to be minus 90 to put it in the right place.

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No more than that.

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Oh that's mine as tight the right number in is it minus 90.

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No that looks wrong let's try 90 that looks right.

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And of course at this point if we wanted something the other side which we haven't done yet.

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If I wanted something the other side could apply a mirror modifier.

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Now I have in this the do I have the mirror plain.

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Was that the doorway.

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I don't seem to have a mirror plain here so I'm going to try mirroring our round.

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Nope none of these options are going to be good enough Sard have to create an empty and mirror around

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that.

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I'm going to do that at the moment but there we go that's a nice and simple path.

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The normals are the wrong way round and that will be generated from this profile curve itself that means

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the normals of this curve are in fact the wrong way round so we can sort that out now.

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Now we can convert this to a mesh objects and flip the normals.

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We know how to do that.

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However we can also change the direction that this curve is being generated.

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It is the profile one that's causing this.

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Normal inflection and we might not want to remove the curve object from the actual blend file for various

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reasons.

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So in this case we can flip those by selecting all of the points along the curve.

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The profile curve and then go into curve going to curve segments and switch direction and there we go.

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That has been reflected of course at this point.

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We can play with the resolution of the curve so we've got a couple of resolution points here.

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We've got the one that follows.

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It's round and we can't really make that any sharper than it already is without manually editing it.

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And we got the profile itself so we can go in here and change the preview for both of those.

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It doesn't get any better by changing the profile curve because it's already got as many segments as

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it needs and the window path.

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Well let's just try changing that.

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And surprisingly or unsurprisingly it doesn't make a difference either.

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And that's because the path is fixed at certain points.

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There is no bend.

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So changing the resolution doesn't matter.

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However turning smooth shading on can help it look much better.

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Brilliant.

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And of course it's time for a challenge.

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I would like you to create some curve driven geometry try using a bevel curve on your other models and

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remember to share your work.

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In the discussions pause the video now and give that a go.

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Okay guys.

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Welcome back.

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Let's go straight back over into blender.

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Sunday is going to make sure I've saved my work here so I'm going to go file save and then I'm going

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to go to my door and demonstrate a similar thing on the door.

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So get a copy the archway and see a group get of that perfect.

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And name its arch.

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Way.

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This is going to be profile or convert that to a curve in a moment.

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Now I'm going to do V.

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Elodie door as well and select.

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Excellent.

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I could just select the edgeley there it's got all of the information I need yet.

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So let's duplicate that.

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Separate that.

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And there we go we have it down here and I'm going to call that arch way all path.

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Okay so now that we've got the archway path and the archway profile we need to sort out the profile

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itself.

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So it is an actual single profile of entire work so let's pop in.

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And of course it's myriad.

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So this is going to be even quicker we can just select those there.

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In fact if I hop into a wire frame and make it even easier to select everything x for the LEA and legal

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vs. no case so let's hide away the front door archway that we've created.

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There we go.

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And we should now be able to convert.

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That's all.

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There's one the other side as well.

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That is the mirror modifier going to hide that to prevent myself getting confused or in fact in this

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case I can will just remove it altogether.

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Okay so now I've got a hunger to leave the subsurface modifier hidden for the moment.

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I'm just going to see how much of a difference that can make as well.

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So I've got my profile ready.

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Let's go ahead and convert that into a curve and the same with the archway path as well.

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So now those two items are done.

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We can go straight into the PAFF curve data scrolled down to the bevell object as like the archway profile.

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Now is it the right way around.

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And are the normals the right way.

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Normals are the wrong way.

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But this time the archway itself has actually been generated the right way round which saves me a lot

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of time faffing.

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The only thing I need to do here is go to the profile itself and go to oh don't edit mode curve segments

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switch direction.

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And that is sorted.

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It's gone all the way over.

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Let's just see if the subsidies surface division makes any difference whatsoever.

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I don't think it will.

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So let's go to the PAFF itself add a subset.

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The always made quite a bit of difference that helps smooth out the archway really nicely.

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A pleasant surprise there of course.

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This one's actually got the mirror objects inside can go one step further on this particular model and

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mirror it around my mirror point.

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And now my all he says needs to be on the y axis that we do not be x.

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Okay.

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And there we go we've got vads in roughly the right place now it looks like ah okay the mirror object

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is not really in the right place doing this is to be in the middle of the door itself so I'm going to

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go ahead and grab the mirror.

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And in its location transform on the properties I think it's going to have to be minus point one.

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Location.

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So minus point one.

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There we go.

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Now the archway is on both sides of the door.

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Interestingly here is that's.

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Yeah.

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There's a little bit of a dent here where it's being constructed but that's okay that adds to the detail

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in the door itself that is coming along really well.

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How are your models coming along.

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I'd love to see them please share them in the discussions so everybody can see what you're up to in

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your designs.

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If you're going for an alternative style I love seeing those as well.

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If you're not following along with the Gothic church what are you doing.

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I can't wait to see it.

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So remember to share them in the discussions and I will see you guys in the next lecture.
