Beginner Exercises | Part 12 | Hard Surface Modelling 7 | Blender 2.8

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hello and welcome to gabot Media I'm grant Abbott and today we're doing another get good at blender episode now we're up to episode 12 but this may be a slight step backwards as I think there's some important techniques in here that are worth developing with our hard surface modeling skills so as usual they'll start off nice and easy and I'll build up the complexity so remember the format I show you the shape you have a go at creating it and then I'll show you how I went about making it okay so here's our first shape a nice easy one to get us going to see how you get on with that okay so this should be a fairly simple one this time so shift a to add mesh plane I'll grab that in the y-axis and move it over slightly let's get the top view and just scared it up so they're roughly the same size now into edit mode with tab control our to do a few loop cuts using my wheel left click and left click again to apply them in position so this one I can press G then said and move it up but this one I can't press G then said because one end is higher than the other so I'll go to vertex mode for that G then said and pull that one down over there this one's a bit higher so I can press G then said on that and pull it upwards but it looks like it slopes down at the end here so I'll need a couple more loop cuts there by the looks of things and I need this vertex to line up with that one so that one and that one to line up so I can press sz0 to line them up together and in fact this one wants to be the same height as them now what I can do rather than selecting all three and scaling 0 if I'm happy with the height here I can get this one to match those by going up to snapping so turn snapping on and change it to vertex and I can select this vertex press G then said so it's going in the Zen axis but whatever vertex I click on it will match that in the z axis so I can click on that one and there we go we've got the rough shape now I can go to add modifiers subdivision surface modifier there I'll up the viewport count and I'll go into object mode with tab right-click shade smooth so we're roughly the same as the other one although this is a bit higher so hopefully that wasn't too difficult for you and was just a bit of a reminder ok so here's the next object again nice and easy and hopefully nothing too complicated there if you are finding this a bit tricky then make sure you've looked at the previous episodes ok so I'll go to top view again move my 3d cursor to here with shift right click shift a to add mesh plane I'll scale it up so it's the same size so s then X roughly the same size and s then Y roughly the same size now I believe for this one I put a mirror modifier in the middle so I just go to edit mode so you can see my topology and that's just an option I'm not sure it made it that much faster and may have even slowed me down but I do use this later on for the next ones so you might want to add a mirror modifier to yours so I click on my shape the quick way to add a mirror is to press n on your keyboard go to edit and then Auto mirror make sure you've got the add-on enabled so file preferences add-ons type in Auto mirror make sure it's ticked and I can ultimate in the x-axis it adds a mirror for me so I can go back to my shape and there's my mirror so I've obviously done some loop cuts down here so ctrl R to add some loop cuts around there double left click and ctrl R to there double left click then interface mode select this face and you may think it's a good idea just to e to extrude now or I'll just turn snapping off e to extrude and pull it down but what I prefer to do is add an inset so I to inset and press B for boundary so it sticks to the boundary now notice with my inset what's happening and why is it not conforming to the shape correctly if I go back into object mode and come up to item you can see that my scale is non-uniform so because I scaled not in edit mode my inset is trying to follow that scale so I'll undo those changes and it's undone my mirror as well I'll just add that again into object mode and ctrl a to set the scale and you can see they're all at one now when I go into here and press I to inset you can see that they're all uniform now have a think why I did an inset so the answer to that is thinking about proximity loops if I extrude downwards now not quite that far G then said but when I've undone the snapping as well area so now if I add the subdivision surface modifier just here I'll minimize my mirror and up the viewport count and I'll also into object mode right click shape smooth so there's a few things going on here what I'm going to do is select on both and go to edit mode so we can see the topology of both and then the wrong way around so I just quickly rotate this one so you can see there's a difference between the curvature around here this one's sharper into the corner and this one curves much more so again think why that is and you should be able to notice the difference I've got a loop down here and a loop down there so as soon as I add this loop down here creates a proximity loop to this one and therefore makes my corner sharper they're saying down here control are and you can see whichever way I go it makes that corner sharper because it's acting as a proximity loop so if I right-click now that will cancel any movement will keep the loop cut there now you might be able to see as well this is a slightly sharper edge than this one and that's because of the proximity loop control are around here so now it's getting a bit closer but this one is slightly sharper than this one and again these edges are tighter together than these edges the one last thing you might notice is that my topology up here is slightly different so I did this one in a slightly different way just for an example I'll quickly set this up again and show you what's going on okay so for this one I did an inset like this which keeps the topology in straight lines so I'll undo that this time I'll extrude downwards so I've forgotten to do my inset and then I'll select the edges around here so edge mode and select these three edges and I can bevel them so you can see my bevel changing the shape of the topology around it it's doing the same topology as the other one but it's not the same shape and I can use my will to create that proximity loop on the inside so there are slight differences between these techniques the bevel creates a curve down here and this one is flat at the top the bevel also changes the shape of the topology around it whereas this one keeps it all nice and rigid so there's the inset versus the bevel so something to think about when you're modeling okay onto the next one okay slightly more tricky perhaps I've used the same model from the previous just here and extended it so you can do the same if you like see how you get on okay so I will do exactly that I'll bring in the other model and move it roughly in line so into edit mode let's select these edges here and then I'll extrude out in the Y the same length of the back shape here so there's a space and then there's that shape and I can therefore select these two faces here and extrude them upwards which I'll do now I'll select these two and just come to the front here II then said and move them upwards and it looks like there's more of a curve so I'll grab this edge here in the Zed and move it down okay so we've got that shape roughly so that's a nice easy way to start so think about the shapes separately and now I'm going to put these side bits in so I'll need to come into here and do a loop cut down the middle and I'll need to stick out this way now of course the bottom here is sharper but I can do that once I've created the main bulk of the shape so I'll go to face mode and I want to somehow make a face coming out of here but I can't just select this one and press extrude because it overlaps the others so I'll undo that what I need to do actually is delete these faces then I can select this edge here and extrude it outwards in the x-axis now this would help if I was snapping to this line here so I'll undo that and I'll go up to snapping again with vertex enabled e to extrude in the x-axis and I can just hover over any of these vertices and left-click a to extrude in the X and go to the next one so now I can go to edge mode select this edge in here going down here if you can't see this so well then use the on cage option and you can see it a bit more easily I find that a bit confusing though so I'm going to turn it off for now and I can press F to fill in that face I'll actually turn the subdivision surface modifier off completely so you can see what's going on here so the inside edge there I can press F to fill normal ways to select two edges and press F to fill but this is a much quicker way if I undo that and select that edge I can just press F F F and it will fill them all in ok subdivision surface modifier back on now I can start thinking about proximity loops so I can press ctrl R and pull this one down here which is definitely helping us a bit and I'm noticing there's a slight change around the side here so I need to fill this gap in but it may be the case that you've done a few loop cuts around here and it may be a bit awkward to just press that F command so I'll match up this proximity loop coming around here by pressing ctrl R down here now have a think what the command is so I can make it flat like the bottom here and not sloped down like the top one here it says efore even now if I press G then said I've got snapping turned on so I can line it up with this one over here and left-click now I can press edge mode and fill these two in here with F I've compressed ctrl R create a loop cut here and then select this one F and I can press F again so we're getting to a similar state as this one is let's just compare the topology so I'll select both and go into edit mode for both so we can see that there's another loop cut around the middle here which will tighten up certain areas and we can also see that these two edges are across a bit in the X now I've got snapping turned on so I just turn that off and press it G then X now also on this one I've got a proximity loop down here but before I do that I'm going to talk about marking the mean crease and you can see in here there's some purple lines and that's where I've marked a mean crease so let's select those edge loops if I go to on cage I'll be able to see them a bit easier so I'll out left click across these I'm having to press it several times because alt left click will only select up to a pole and you can see a pole there hence why I keep clicking it so let's go up to the mean crease options which are under item and we'll increase the crease to somewhere around there and these down here are slightly more creased so I'll increase those and we can see a slight difference still that's because I've got a couple of loop cuts coming down here so I'll just add those and let's go into object mode and compare okay so that crease there where it stops is causing a lot of pinching so if you want to use those creases you'll need to help yourself with a proximity loop where necessary so there's a proximity loop there and now we've got something that resembles that a bit more it still does have a slight bit of pinching because we're going from a crease into a pole like this and this is something that you need to decide if I do another proximity loop here I can use that to help support this crease and maybe even take the crease off and can you see how they look very similar now I feel like the crease looks better in this one but I've got a dip now in this section here which there isn't in this one so the proximity loop is interfering with this edge depending on what I want it to look like so you can even out to your topology by pressing G g2 edge slide and maybe this one as well GG edge slide and then back into object mode and you can see I'm matching up with what we've got over here if that's what you desire also you can see the proximity loop up the top here may be causing slight issues because these are quite close together I'll move this one closer in so you can see that in fact I'll turn on caged off so we can see where that's going and I'll go nice and close and you can possibly see that there's a slight anomaly going up here and into here so what we would need to do is with this one gg2 edge slide to even that topology out across the top there so if you're using proximity loops bear in mind that you might have slight pinching where they're closer together and then there's gaps in other places so the distance between your lines is all important when doing subdivision surface modeling but you can kind of see the limitations of that crease method you've got a bit less control going into these areas however what this has done is added lots of topology all across my shape which marking creases hasn't done in this one it is much easier to model and those are things that you need to weigh up between the two okay so on to the last one trying to use our experience that we've earned from creating holes in shapes and so forth see how you get on with that okay so I'll bring back old one and just put that in front and I'll edit the shape slightly so the hole in here should be fairly simple we can go in and select that face and extrude it inwards we can then sharpen this edge up in three ways so have a think what those three ways are well the first way is before I do the whole will I need to insert so I've in set and then inset and we've got that sharp edge the second way if I go back to that e to extrude is to select these edges around here and press control B to bevel but it does change the shape of your surrounding topology so watch out for that it may affect the areas up here and you can see this edge is becoming slightly sharper by moving these edges around here and the last way if I undo that is to increase the crease and in this case I think increasing that crease was certainly the easiest and quickest okay so how do we create this section in here I selected two and go into edit mode and you can see that it's basically being cut out so I can go to face mode and select these faces along here I can control click on this one to select all the faces in between and press delete faces now let's select this edge here let's go to top view and let's turn snapping on I can eat extrude in the X snap to that one e^x snap to the next one and keep going along I'll turn snapping off now come into here I can now select this end edge here and press F and F now this is slightly more awkward I've got a cut down here and there's several ways of doing this the quickest in this case is probably to delete this edge here so ctrl X the dissolve the edge now should have said and then we can select these two turn snapping on e to extrude in the X up to that point and it's interesting if you choose either these verts have a snapping behaves so we'll have to choose the bottom one in this case then we can select all and merge the vertices with alt em and by distance and that merges them together and it creates the same shape and then I'll need to do the same for the other side but I'll just quickly undo that and I'll show you another technique what I can do is go to vertex mode and press e to extrude in the x-axis and move that across until it snaps in the middle now I can press 2 to go to edge mode select this one edge and press fill and this edge and press fill so I don't have to merge anything and it's filled them all in nicely so I quickly do the same the other side select this edge ff12 go to vertex mode II to extrude in the x-axis until it snaps to the middle obviously you have to have clipping enabled back to edge mode and fill that face with F and that face with F and we've got something fairly similar let's go into edit mode and see what we did here now of course I could do a proximity loop to make these look a bit sharper or as a done over here I can select these edges along here and increase the crease so again increasing the crease is a lot easier than having to do some edge loops here and so forth I'll undo those okay so hopefully you found that helpful and that gave you some ideas about modeling your shapes and hard surface objects so thanks for watching and I'll see you next time
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Channel: Grant Abbitt
Views: 32,438
Rating: undefined out of 5
Keywords: understand, learn, blender, tutorials, 3d, graphics, game, guide, easy, how to, blender 2.8, blender tutorial, blender 3d, 3d modeling, simple, create, model, beginner, starting out, grant abbitt, blender beginner, blender (software), blender low poly, subdivision surface modifier, loop tools, bevel, modelling techniques, blender 2.8 modeling tutorial, blender 2.8 tutorial, blender 2.8 modeling, edge flow, topology, hard surface modeling, mean crease, hard surface
Id: dgg9M5nuLTA
Channel Id: undefined
Length: 17min 10sec (1030 seconds)
Published: Fri Apr 24 2020
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