COMPLETE Beginners Guide to Hard Surface Modeling (Blender Tutorial)

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hey guys in this video we're going to be doing a completely beginner modeling tutorial here in blender so if you're new to blender or you know somewhat familiar with it but still want to get your feet a bit wet this is the tutorial for you so if you're new to my channel my name's josh i do hard surface modeling there's two different types you have hard surface and you have organic organic is you know more round things like fruit and humans and things like that hard surface is you know more mechanical pieces with hard surfaces okay easy enough that's what i do so that's we're going to be doing in this tutorial here i'm going to make it as simple to understand as possible so when you open blender you're going to have this default screen right here there's nothing crazy if you press the t key you'll have a panel over here and if you press the n key you'll have a panel over here don't worry about those panels you do not really need them right now okay what we do need to do however is go up here to edit preferences and under add-ons you want to go here and type in b-o-o-l for bull tool and this will basically turn on this um well i'll show you later on just turn this on save your preferences and you'll see exactly what it does later we do need it for our workflow you can just keep that on all the time that's what i do unless i'm using hard ops which is another add-on but yeah you can just keep that turned on okay so here in blender we have the default cube and what i want to do with this default cube is i want to scale it down a bit kind of compress it okay so i'm going to press s and then y and we can scale it down or up on the y-axis makes sense now i'm just going to hold ctrl and we can kind of snap it in increments like that okay and then if i want to scale it on the z-axis well i just press s z and then hold ctrl to snap it up now in blender most of the hot keys are basically you know start with the first letter of the operation you're doing so for scale it's the s key for grab it's the g key and you know it's it's it's really simple right you don't have to do anything r for rotate it's all just very uh intuitive makes sense so what i want to do now is make a little bit more visual interest to this cube to scale down so first of all let me make this just a bit wider so s and y maybe right around here okay so um in blender okay in blender you have two different modes and a lot of people will spend way too much time explaining both modes i'll make it simple to understand object mode which is what we're in by default allows us to select the entire object okay we click it and we can select the entire object now if we want to do a bit more localized manipulations you know maybe moving faces or vertices around we want to go into edit mode and to go into edit mode you can press the tab key now you're going to notice i actually have a pi menu for this because yours when you tab it might just automatically go into edit mode for you i actually have a custom add-on which is free which allows me to quickly hop between different modes like vertex face and edge and if you want to install that add-on it is called machine tools it's free you just download the zip file and then you go up here to edit preferences and then click on install and select the zip file and then when you tab you can actually choose the mode very quickly but you don't need to have it i just want to mention that's what i use so what i want to do now is i want to go into edge mode because i want to select one of the edges so we're going to tab into edge mode and you can also select them up here if you want very easy so once you're in edge mode what i want to do is i want to basically bevel all four of these edges right here okay now to select multiple edges you can hold the shift key really simple right but there's an even easier way to do this if you want to select all the edges of the same exact length and direction you can press ctrl alt and left click and it will select all of those that are the same length in the same direction got it makes sense so you could do it that way or you could just hold shift if you forget and select all of them manually it doesn't matter either way now what i want to do is i want to press ctrl and b to bevel these edges right here okay you're going to notice something a bit interesting notice how this bevel is a little bit longer in this direction than it is in this direction the reason for that is because we scaled this on the y-axis and whenever we scale something in object mode it actually saves that data it tells blender hey this is the size of how much we scaled it on the y or the x or the z axis okay and to view that information if we go back into object mode with the tab key and we go to the end panel under item you're actually going to see the scale value which is currently set to 0.674 for me on the y-axis now we want to tell blender to interpret this as a uniform object with the whole scale applied and that way the bevel will not be biased okay so to do that we just press ctrl a and then go to scale simple enough and you're going to see that y value now turns into one so blender perceives this as a one by one by one scale okay so now if we tab back into edge mode and bevel these edges you're going to see it bevels completely evenly which is exactly what i want now a lot of people would stop here but you can actually make these these bevels here these single segment bevels and by the way if for some reason your bevel looks like this you can just scroll down or scroll up just like that so right now i have a one segment bevel and what i like to do is i like to add bevels on top of those bevels okay now a one segment bevel is a very special type of bevel that we call the chamfer it's just a one segment bevel easy enough to remember so what i want to do now is control alt click on these edges once again and then ctrl b one more time and if i scroll up a few segments maybe to like six or something you're going to see maybe eight instead you know the more round it is the more smooth it'll be so just uh keep that in mind so right here i just want to click tab back into object mode and you're going to see it looks a bit smoother now pretty cool right so we can basically add bevels on top of bevels like this it looks pretty decent a lot softer a lot more visually appealing now one thing i do want to mention you might notice i have these nice edge highlights on my model i get this question a lot um basically what you can do is go up here to this drop down menu and turn on the cavity option that's all you have to do okay so now you're going to see if we zoom in a bit notice how this kind of looks like we have like this flat shading going on right here really easy to fix that we just need to right click and then shade it smooth and right now it looks absolutely terrible and let me explain why this happens just so you kind of have the technical know-how so in blender when you smooth something it just smooths automatically but we want to tell blender to smooth based off of the angles here right now it's actually trying to smooth all the way over this hard edge here and blender can't really define how to properly smooth that out it doesn't make sense to blender so we want to tell blender hey smooth these in pieces smooth this one separately smooth this area separately based off of the angles of the edges in the on the object here so to do that if we just go into this little vertex data panel this little green triangle is what i call it if we go in here we can expand this menu a bit and then we go down to normals there's an option here for auto smooth and if i turn this on you're going to see it looks a lot better this is basically saying hey if you have any angles that are above 30 degrees then i want you to smooth them out separately okay so it's gonna basically um you know there's there's a 90 degree angle right here right so since 90 degrees is above 30 it's gonna smooth out these portions separately ignoring this 90 degree edge so that way it doesn't actually smooth over it okay and you're going to notice if i went to like 91 degrees for example it would go back to the same thing we had before so that's why we want to just you know usually the default value here of 30 is fine and that's why we want to make sure we turn on this auto smooth so that way it doesn't do some sort of crazy smoothing so in general like 95 of the time 30 degrees is totally cool you don't have to really change it that much sometimes you do but we're not going to be doing that in this video okay cool so now we have a pretty interesting looking shape here nothing complicated but it does look you know pretty interesting all right now we're going to have quite a bit of fun here so let's go ahead and duplicate this piece so to duplicate this we can just press the shift d key really easy now to cancel this operation we just right click and now we're going to have two separate pieces we're going to have one duplicate what i want to do with this duplicate piece is i want to scale it down inwards okay so if i were to just press the s key and by the way if you want to go into top view you can just press the tilde key on your keyboard and then go to top and what i want to do is i want to scale this down and i can't really see it right now so what i could do is go into wireframe mode up here or just press the z key to go into wireframe we'll just go up here and you're going to see if i scale this down it works right but notice how this area is a bit wider than this area here so instead what i want to do is i want to scale in evenly okay and to do that you just press the alt s key instead of the s key so now what we can do is kind of pull it in maybe this way okay just like that we'll go back into solid view here and then i want to press s and then z and scale it a bit on the z axis right to about there okay and then if we tab back into object mode you're going to see we have a pretty cool looking piece here so nothing complicated really an easy operation to do okay so now what i want to do is i want to make a little bit more detail on this entire model so i'm going to go into the front view i'll just press the tilde key and choose front actually let's go into the right view instead right there sometimes you can get confused between the front and the right just try both and this is the angle we're going to be looking at it from okay so what i want to do here is use something called a boolean and a boolean is nothing more than taking an object and cutting a piece out of another object it's really quite simple so i'm going to press shift a go to mesh and then cube this is where we can add in a bunch of default objects like a cube a sphere a plane things like that so i'm going to go here to cube all right i'm going to scale it s and then z to scale it on the z axis to then z i'm going to move it to right about there and then if we want to move it up on the z-axis we can press the g key and then the z key to move it up okay now i want to make this a little bit taller so we can just press s and z again we're going to have a much taller object here right really simple now i just want to move it a bit towards the front so i'm just going to grab it with the g key on the x axis we'll press the x key and i want to move it right to about here okay now i want to cut a piece out of this piece using this one so how do we do it it's really simple this is where the add-on that we enabled at the beginning of the tutorial comes in handy the bull tool add-ons so basically if i want to cut a piece out of this piece using this one i first want to select the piece i want to cut with and then i shift-click on the piece i want to cut from okay so we're going to press ctrl shift and b on the keyboard and there's going to be two different types of booleans here there's going to be an auto boolean and a brush pull in do not worry about the auto boolean just focus on the brush pulley and this is the one i use okay click on the difference button and what this will do is run a difference boolean right on this piece right here and just like that we've basically cut out a little piece on top of our model here cool and you're gonna see part of this piece is kind of showing through there but that's okay that's exactly how i want it and what we can do now you're gonna notice this turns into like a wire view which is totally cool usually what i do with my cutter objects if i'm done moving them around as i go up here to the collection right click and choose a new collection and then i just press the m key and move that to a separate collection and then you could like rename it to cutters or something if you wanted to and then you're able to just turn this off and on whenever you want to go back and make some adjustments awesome so now we have a pretty decent looking object so far right and if you ever want to you know make this cut a bit less tall you can just go in here to your cutters collection and then press s and then z and you know scale it down and make some adjustments that way if you uh if you want to do that cool all right awesome so we're going to hide that cutter's collection just to get rid of that and let's continue on now what if we wanted to get this detail over to the other side of the object how do we do that well in your head you might be thinking of a mirror we want to reflect to the other side right so to do that what we can do with our cutter object right here we'll turn it back on is we can add a mirror modifier now how exactly do we add a mirror modifier what do we do well we just go here with uh this cutter object selected what we do is we go here to this little wrench panel and there's a big list of modifiers in here and a lot of beginners get really discouraged when they see this and you know think it's too intimidating to be honest with you i maybe use like five of these at most and i've been using blender for like 10 years so most the time i'm not using more than like the mirror sometimes i use solidify and a few others but we're not going to discuss those in this tutorial but don't worry about all these different ones because most of the time you're not going to even use them so just pretend there's only like five in here okay so we're going to go here to the mirror modifier all right and what i want to do is i want to mirror this across the x-axis now you might be wondering what exactly happened when i added in that mirror modifier it just kind of like messed it up and that's okay because i'm going to show you exactly what happened so what we need to do is turn on this bisect option okay and then we need to turn on this flip option sometimes it just messes up and if it ever does that you just turn these two on and it'll fix it so don't worry too much about that but it's still not mirroring to the other side why not well that's because blender doesn't know where we want to mirror from blender's like okay you have a mirror modifier here but what in the world do you want me to mirror over right now it's just mirroring over itself and i know that because the origin point is in the middle of this object if we move the origin point then blender will mirror over that origin point and since it's you know right here it's simply mirroring over itself so if i right click set the origin to the 3d cursor which is this little thing in the middle you're going to see it moves the origin and you're going to see it messed up again and just to fix that you can just turn off the flip option to be honest with you sometimes the flip option works sometimes it doesn't usually i just turn this off and on and see which one gets the job done in this case we need to make sure flip is turned off and bisect is turned on okay so just like that we've basically mirrored that effect over to the other side which is awesome so now at this point i can just go ahead and hide this cutter's collection and we have a pretty cool looking object here awesome so now i want to show you one of the most important fundamentals of hard surface modeling and it only requires a few clicks okay so if you look at any object in your room maybe the table you're working on maybe your keyboard or your wallet or your watch whatever you're gonna notice that the edges of these pieces although they're very sharp they do have a slight smoothness around them it's kind of if you you know if you rub your hand on your table you're not gonna cut yourself like you would with a knife blade because it is slightly rounded on there and we want to imitate that effect here in blender because right now we have a perfectly sharp edge and that's not very appealing so we want to do is make the edges a little bit rounder and we can do this by using a bevel modifier okay so i'm just going to select this piece right here we're going to go to add modifier and then we're going to go here to bevel okay and you're going to see it kind of worked but it really didn't um so first things first whenever i use the bevel modifier i use three segments um unless i'm making game assets but that's a whole different story in general though i am using three segments for my bevels alright next thing i do is i turn on this hard and normals button right here reason being is because without it you get these weird shading issues if i turn this on you're gonna see those go away and the last thing i do is i hold the shift key click on the amount here in the slider and then just drag to the left until the bevel is really really tiny like that and you're going to see if we turn the bevel off and turn it on look how much nicer the edges look not only is it rounder it also reflects the light a lot nicer so regardless of the model i'd say in most cases you should be using a bevel modifier because it mimics a real world object and simply looks better all right and that's all you have to do here um one thing you could also do let me show you just in case you're curious if i zoom into the corner here notice how the corner is kind of like a triangle see that like a triangle to make that round off a bit nicer you can go here to the geometry panel and under miter outer you can change this to an arc and that will just make it look a bit nicer as well all right awesome so i want to go ahead and i want to make sure that this piece is beveled as well so i could add a bevel modifier here and if i were to do that you know we're just going to have to go through the same exact process as before but notice that we don't have a bevel that fuses this mesh here to this one notice right here we don't have a bevel going around and that's because these pieces are not physically connected together this is a separate piece and this is a separate piece so these are not fused together so if you want to fuse these together kind of like a piece of metal or something what you can do is do something called a union you join them together there's the join operation which is ctrl j and that doesn't work the same as the union operation so we want to run a union boolean and to do that is very easy we're going to select this one shift-click on this one and then we'll press ctrl shift and b and choose union and that's going to union it together you're probably wondering why is the shading weird and that's because if we scroll down a bit here in the modifiers panel you're going to see we have a boolean that's our first boolean for the sides here and then we have our bevel and then we have the third boolean so right now the bevel has already finished running before this boolean operation occurred but what happens if we switch the order what's going to happen is it's going to run all the booleans first and then run the bevel at the end so that way we get that nice fusion there so the order of these modifiers is incredibly important if you don't have them in the right orientation you're going to see you get different results for example if i drag this one down you're going to see the bevel does not affect it and we get a few other issues so make sure the modifier stack is in order in most situations your bevel is going to be at the bottom so just a good point of reference if something's not working put your bevel at the bottom and it should be fine cool so i'm going to go ahead and hide this piece because since we used a boolean operation to perform that union we now have a separate outline here we can just go ahead and press the h key to hide it all right so this thing is looking fantastic i definitely like the progress so far now what i want to do is just make a bit more visual interest in here because right now it's just a little bit too boring for my liking one thing i do want to mention though is that if we try to go into edit mode with the tab key you're going to see that some of the stuff disappears and that's because these boolean operations have not been applied so we can only see them in object mode if we want to also see it in edit mode then we need to apply them here so as long as you're in object mode you can go here click the drop down menu and then choose apply click the drop down menu again and then choose apply and now all these changes will be accessible here in edit mode okay now what i want to do is go back into the right hand view and run yet another boolean operation so i'm going to add in a cube shift a mesh and then cube we're going to scale this down scale it on the z and then just move this right to about here and i want to make sure this is a really long one so we're going to press s and then x and just kind of scale this a little bit like that makes sense and then what i want to do is i want to shift click on this object and then run another boolean operation so we're going to press ctrl shift and b and then choose difference like that awesome so now what i can do is i can select this cutter right here and just like we did for the um the cut right here i want to mirror this to the other side so i'm just going to add a mirror modifier we'll go here now i want to mirror over the y-axis the green axis is the y-axis and the red one is the x so i'm going to turn off the x turn on the y we're going to choose bisect and that should be the only one we need to turn on cool so now we can actually see it and then what i want to do is reset the origin to that 3d cursor in the center so that way it tells blender hey i want you to mirror over this point so we're just going to right click set origin to 3d cursor like that and you're going to see that the bevel is not actually getting affected right here so make sure like i said your boolean comes before the bevel there awesome okay so this thing is looking pretty cool i want to go ahead and select this cutter here and press the h key to hide it so i want to do one more little thing here and then i want to take a brief moment to explain a few things that i think will be incredibly beneficial in your 3d journey so we'll mention that in a second but for now i want to make like a little detail down here so i'm going to press the tilde key and go back into the right hand view and we're going to make a little detail down here so just like we did before i'm going to press shift a and then add in a mesh cube and we're going to scale down this cube with the s key and then grab it on the z axis so g and z and put it right to i don't know right about here should be fine and then when i want to move it on the x axis so g and then x right to about here and then just like we've been doing i want to run a difference boolean on this piece so we're going to select this one shift click on this one ctrl shift and b and then choose difference here from brush boolean and now we're going to have a cut down here now to make this a bit more visually interesting check this out what i could do is i could select this cutter piece right here tab into edge mode and maybe i could i don't know select this edge right here shift click on this edge right here and then select these two while holding shift as well and then maybe this one okay so check this out now i can bevel all five of these edges right here by pressing ctrl b and you can scroll up or down and you're going to see i get a much more interesting looking design just by doing that so i'm going to go ahead and select this and then press the h key to hide it and you're gonna see we still have some like flat edges right here and the reason that's occurring is because you need to make sure that whenever you add in a cutter object you smooth the cutter object okay because right now it's not smoothed out so if we right click and then choose shade smooth you're going to see well it kind of worked and the next problem is that we don't have this boolean above the bevel so if we just drag this up here you're gonna see much better you're gonna see for some reason when i did that the bevels here just disappeared the bevels are gone and let me show you how to fix that we're gonna go here to the bevel modifier and under the geometry panel turn off the clamp overlap button without getting into too much detail the clamp overlap option here prevents you from getting like overlapping geometry and you can kind of see we have that right here see that it's like kind of like glitched so if a glitch like that ever occurs or blenders like hey we have like overlapping geometry occurring this clamp overlap button will prevent that from happening but it'll also remove your bevels so basically this clamp overlap feature is basically like a just a diagnosing issue you can figure out where the issues are occurring and then kind of manage them so i want to keep this turned off for right now and you can see the issue is like right here it's kind of acting up and this is actually going to be very confusing if you don't know where to look and let me show you how to fix it i don't know why it's set up like this don't ask me if we go here to this um this piece right here you're going to see for this boolean the solver is set to exact i'm not going to get into the difference between fast and exact but in 99 of cases you can just use the fast option and that's going to fix everything so change this to fast change this one to fast i don't know why it's set to exact by default i wish it wasn't but it is so just change that to fast and the problem will be eradicated and you can continue on with your modeling cool so i'm going to go ahead and hide this piece and you're going to see we have a pretty cool little you know design down there now the last little detail i want to add down here is something called a slice operation and i think you're really going to like this one so uh check this out what i'm going to do is go back into the tilde key to the right view and then i'm going to add in one more cube so shift a we're going to go to mesh and then cube we're going to scale down the cube and then move it down this way cool so now what i want to do is i want to move this cube out here just a little bit and i want to tab into edge mode and select these two edges now with these two i just selected i want to press ctrl and b to bevel it okay and we're going to bevel it to i don't know let me go back into the right hand view and so we can actually see the other piece i'm going to turn on wire frame because i want to make these bevels right here roughly the same size as these in terms of roundness so we're going to press ctrl b here in wireframe and do something like that we'll just go back into solid view cool so now what i want to do is i want to shift click on this piece we'll press ctrl shift b and this is going to be a new operation called the slice operation okay if we go here to slice check out what happens you're going to get this really cool little panel going around it now we can't actually see the bevel here notice it's just like a it's just flat we can't see the bevel so much like we've been doing we need to make sure that that boolean operation right here for the slice is above the bevel modifier we can click and drag here and notice this is actually a separate piece so we need to go to this piece as well and do the same thing i'm going to go here and click and drag above the bevel and now we're going to have a bevel over there as well cool and then we can just go ahead and we can shade it smooth and then press the h key to hide it and now we have a pretty cool looking detail down here and just to emphasize that detail we could actually do actually before we do that i just noticed an issue down here we need to make sure that we change that solver too fast to fix that and if it's still not working then perhaps um actually we have to change it over here as well there we go cool so if it was still acting up you might just need to move this down a little bit because sometimes if it's like too close it'll start acting up so in that case you would just move it down just a bit more but usually in most cases it's the solver issue right here set it to fast all right so we can go ahead and hide this piece and what i want to do is kind of make this pop a bit more but before i do that this is a little bit too high so let me just um undo that with ctrl z and then we can move this down a bit on the z axis right to about there okay cool so if you press the h key you can just hide it or turn on this button right here awesome so now what i want to do is make this area pop a bit more so we can see the difference in pieces so what we can do here is add a new material and it looks like it already has one you're going to notice we have a material for this piece and we have a material for this piece well i want to have a separate material for this one so i'm just going to click on this minus button and then click the plus button to add a new one you could also just click this number right here to add a duplicate doesn't really matter but anyways what i want to do is i want to scroll all the way down here to viewport display and change the color to some sort of gray color here like that and you're going to see the entire thing actually got affected see that that's because both of these pieces have the same material all right so i'm just going to select this one and click the drop down menu and change back to that default material and now you're probably wondering well no matter what i do it's overriding them on both and that's because this is basically sharing the same data what we need to do here is first of all go to this boolean operation for this piece and apply it we'll click the drop down and apply it and you're gonna see it doesn't let us apply it and that's because blender is saying i know you ran a slice right here but i still don't know which one is which and it's kind of confusing i know but basically we just have to tell blender hey these are two separate pieces all right so we're gonna go here to this panel click on this button right here and that'll actually take care of it for us so now we can actually go in here to this um slice operation the third one down click on the apply button and now we have a completely separate piece right here we could even apply these other two booleans here as well and there we go pretty cool so now if we go here we should be able to give this the material 001 without any issues so now we kind of have like a bit of a visual difference here we have the bottom one right here and the upper area is just completely gray so looks pretty interesting so if you're a beginner one thing i want to mention that a lot of beginners i see it all the time a lot of beginners overlook is the importance of visual design and basically visual design is just the art of making stuff look good okay you might notice that you could see really simple pieces made by other artists and they just look amazing and then you see other pieces and they don't look so amazing and the reason that is is because visual design is what you know makes human brains think wow this looks good and if you can master the art of visual design your models are going to look incredible you're going to be able to get a good portfolio get clients get jobs build a following and if you just simply master visual design yes it takes time but if you you know get those key elements down your artworks are going to be amazing and it is better to master it early on than to realize you were never practicing it for years and that was my problem i never understood the importance of visual design and i wasted a lot of years not not learning it so whether you're a beginner or not now is the time to start learning visual design and we actually have a free pdf talking about our five favorite design elements if you want to pick that up on our website you can just um click the link in the top of the description it's a free pdf discusses some of our favorite elements of visual design that you can basically use in your projects immediately so pick up that pdf i think you'll like it and you can kind of refer to that as you model so i just wanted to discuss that because a lot of people overlook the importance of visual design because it's just um it's not something you really think about when you're learning how to model but if you can learn how to model and also think about visual design in your head your artwork is going to be so much higher you know a few months in compared to someone who's just learning how to model and when i make these tutorials everything i'm placing all these elements here are very strategically placed okay so i'm not placing things randomly you should never feel as if you're just randomly placing details because every detail should be strategically placed and that is why i say to focus a lot on visual design and study how i place the details study how the shapes balance each other things like this it's so important but it does take some time to get used to so do not get discouraged you will eventually begin to understand it okay so let's go ahead and press the tilde key and go into the right view and i want to add in a cube here shift a mashing cube scale it down right to about here and then i want to press s and z and scale this up move it down a bit maybe something like that and then press the g and then x and move it to i don't know right about here we could scale it up a bit more and maybe move it up a bit so i want the top of this um little detail right here to be right below the bottom of these details right here it's going to provide a really nice balance and shapes okay so like i said we want to make sure when we scale something in object mode we always apply that scale so i'm going to press ctrl a and then apply the scale okay and then i can basically go to if i tab into edge mode i can go to this edge and then shift click on this edge and then maybe give it like a really small bevel right here like that okay and then what i want to do is i want to shift click on this piece right here and then ctrl shift b and run a difference boolean like that now i also want that boolean to run down through here as well so we're going to have to select this one again shift click on this piece since it's a separate one and then ctrl shift and b and we'll choose difference and maybe what we need to do here is scale this um cutter just a bit more so it goes all the way down through there and then perhaps we could move it a bit on the x-axis so it's not as deep inside the model there so i don't know right to about here we can press the h key to hide it looks kind of cool but i think i want to move this down just a bit more right to about there and there we go and then maybe we could scale this just a bit more on the y-axis so s and y just so that way it's not as skinny right here so s and y maybe to about there and then we're going to have a pretty clean looking result on this side here cool now if you want to mirror this object to the other side to get the same exact detail you're more than welcome to do that so once again if you want to mirror that we just go in here to the modifiers panel add a mirror modifier and i want to mirror over the x-axis so by default it is set to x and then i want to right-click set the origin to the 3d cursor and you're going to see it mirrored over to the other side without issues so we can go ahead and hide that okay so we're just about done here i really like how this looks what i do want to do however is apply all of these different booleans right here so i'm going to click on this we're going to apply all the booleans here and for this boolean make sure it is above that one so that way we can actually see our bevel and then apply that boolean as well and then make sure all the booleans on this one are applied this boolean needs to go up here like that we can apply it and there we go so just to make the colors a little bit more visually appealing what i want to do is tab into face mode here select this face right here go into material mode and i want to add a new material this little plus button and we're going to choose that second material here from the drop down and click on assign and that way we kind of have like a cool little you know gray material kind of going up the model like that and then what we could do just to make it you know even more balanced you can also use elements of visual design when it comes to color as well it's so so powerful what visual design can do for you so i'm going to tab into face mode and i'm going to give this one and this one that second material we'll click on assign tab back into object mode and see how that looks and you're going to see it does look kind of cool we could even do it for we'll just tab into face mode again we could even do it for that face and hold shift and do it for these two faces as well give that a nice gray color and there we go so that's it for the tutorial guys i wanted to make this as simple as possible as straightforward as possible and just show you whether you're a beginner or still kind of getting used to blender that you know modeling hard surface modeling is not very difficult to get started with you can just learn the basics in like a day and i hopefully i presented that well here so once again guys if you want to grab our design pdf to give you a few ideas there's a link in the top of the description and that's it for this video i really hope it helped you guys out i absolutely love making these tutorials and if you have any feedback for me maybe you want me to speed up or slow down or do a different tutorial let me know the only way i can improve is through your comments so thanks for watching drop a thumbs up in a subscription if it helped and i'll see you in the next video
Info
Channel: Josh Gambrell
Views: 11,060
Rating: undefined out of 5
Keywords: blender, blender tutorial, blender beginner tutorial, blender hard surface modeling, hard surface modeling blender, complete beginners guide to hard surface modeling, blender hard ops, blender box cutter, blender modeling, blender donut, blender beginner, blender 3d modeling, blender boolean, complete beginners guide to blender, blender bros, blender course, josh gambrell, ponte ryuurui, masterxeon1001, 3d modeling, 3d, beginner
Id: 1qVbGr_ie30
Channel Id: undefined
Length: 40min 4sec (2404 seconds)
Published: Fri Dec 10 2021
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