How to Model In Blender | Blender Basics Bootcamp Part 2

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welcome back for day two of the blender basics boot camp today we're gonna model some things by the end of this video you'll have your very own trophy cup and a pretty solid understanding of polygon and subdivision surface modeling there's a whole lot to cover here so let's get to it my name is chris folia i'm your stream scholar welcome to stream school all right now before we actually model anything the absolute very first step is going to be to find some good reference now normally i just go to google images find some pictures i like and bring those into blender as an inspiration board but i already modeled a trophy cup that i'm pretty fond of while developing this tutorial series so i'm going to use that for my reference instead and i've also uploaded it to discord if you want to use it as well so to actually bring your reference into blender we have a few different options for one you could just hit shift a on your keyboard to bring up the add menu go down to image and here we have reference or background unfortunately those come into blender as actual 3d object image plans that rotate and move around with your view while you're working which makes it a little bit tedious to glance at them just for inspiration those are more useful honestly if you have something like a blueprint for a car where you have a dedicated front top and side view or even a character sheet or something like that so what i like to do is bring up the blender internal image editor over here to the left and just dock my reference on the side where i can glance at it conveniently whenever i want to so to do that all you have to do is move your cursor all the way down to the lower left hand corner until it becomes a crosshair at this point you're gonna click and drag to split this into two panels horizontally which by the way this is how you can customize the blender interface to be pretty much whatever you want you can split this indefinitely but at this point i'm gonna go to the upper left hand corner click on the drop down and go to the image editor you'll also notice on the right here that the hotkey is shift f10 so i'm going to click on image editor go to image open and here i just want to find wherever my reference is on my hard drive and double click it to bring it in so at this point we can zoom in and out using our mouse wheel or we can pan around by clicking in our mouse wheel and dragging our mouse around you don't have to worry about it rotating because this is not a 3d view so this is super useful because you could say zoom in and pan around to look at the specific close-up detail sections or you can zoom out to get a really good feel for your overall reference and you can also take your reference and pop it out into its own window if you'd rather put it on a second monitor and to do that all you have to do is go down to the lower left hand corner until your mouse becomes a crosshair hold shift click and drag and that'll pop it out into its own individual window which you can then take and do whatever you want with it then to free up this real estate to merge these panels back together all you have to do is go down to the lower left hand corner of the 3d view until your mouse becomes a crosshair click and drag into the image editor and here you'll notice that we have this nice faint arrow saying that we're going to merge it in this direction if i drag over to the right it would merge in the opposite direction but the arrow is a lot more visible so anyway i'm going to drag to the left release and here we have it just the 3d viewport now i personally want my image docked over there to the left so i'm going to redo exactly what we did but lightning fast so i'm gonna go down to the corner split it out go to the image editor and bring up my image just like so so at this point i have a i feel like i need to explain a couple of things first of all this trophy looks like a nice round smooth metal object however in 3d space there's actually no such thing as a round object every single 3d object is composed of tons and tons of tiny flat polygons or faces in the exact same way that this cube is created by six individual flat faces this trophy is created by probably hundreds thousands or maybe even millions of tiny little flat polygons secondly blender is divided up into different modes by default we're in object mode and you can see that in the upper left hand corner right here object mode allows us to select individual objects i accidentally hit it whoops move those objects around and manipulate them like so now the second mode in blender is edit mode that allows you to edit your individual objects and that's how we're going to create our own custom model using the geometry so to get to edit mode all you have to do is select your object it'll be highlighted in orange you can hit tab and now we're in edit mode as you can see in the upper left hand corner in edit mode we can see very clearly that this cube is built out of a few different components for one we have individual points or vertices vertex for singular we can click and select each of these individual vertices these vertices are connected by lines or edges and then these lines connect to create faces or individual polygons so we can select each of these individual vertices or we can hold shift to select multiple of them once we have some of them selected we can do the exact same things that we learned in object mode in the last video we can hit g to grab them we can hit r to rotate them or we can hit s to scale them then we also have a few different selection modes we can select the individual points or we can go to edge select mode by clicking this button right here and that'll allow us to select individual edges where we have the exact same kind of controls to scale rotate and move or we can go to face select by selecting the third button up here which allows us to select each individual face or we have the exact same controls to scale rotate and grab and the hotkeys for these individual buttons since moving your mouse up here to the upper left hand corner is going to get a little bit tedious after a while our one for vertex select two for edge select and three for face select we're going to switch between these modes a lot throughout this tutorial so get familiar at this point those are pretty much the absolute bare minimum basics of 3d modeling modeling is all about pushing and pulling and adding subdivisions so you can create the shape that you want so knowing that let's go ahead and get started making our trophy cup i'm going to go ahead and hit 1 on my keyboard to switch back to vertex select i'm going to hit tab to go back to object mode and here i'm going to make sure my weird misshapen cube is selected i'm going to delete it i'm going to select the light i'm going to hit delete i'm going to select the camera i'm going to hit delete and here we have a completely blank canvas when you're modeling it's important to choose the right shape to start with and i don't think a cube is a really good shape to start with to make a nice cylindrical trophy cup i think a cylinder primitive is going to work a lot better as a foundation so to add a cylinder all we have to do is hit shift a on our keyboard go to mesh and go to cylinder just like that and here you'll notice the exact same rules apply this cylinder is composed of a bunch of flat faces we have a big flat face on the top big flat face on the bottom and all of the round edges are created by 32 individual flat rectangles which i think is pretty cool so i'm going to go ahead and hit one to go back to the front orthographic view i'm going to hit tab to go into edit mode make sure i'm in vertex select mode and here i can click and drag to select the bottom vertices because let's say i want to put these on the floor plane rather than beneath the floor plane when i clicked and dragged to select these it looks like i selected all of them however because we're in solid shaded mode if i rotate around you'll notice that it only selected the points that were visible in the front it did not select the points in the back as well so if i move this right now by hitting g we'd get some pretty weird results so i'm going to right click to set that back down to where it was i'm going to hit 1 to go to orthographic view the next thing i want to talk about is the difference between solid shaded and wireframe views so you can swap between the two with the buttons up here by clicking wireframe or solid or you can use the hotkey with the radial menu which is my preferred way to do it so i'm gonna hold z that's gonna bring up a radial menu here in edit mode and i can just move my mouse over whichever viewing mode i want like let's say i want wireframe then if i release z it'll put us in wireframe mode and that seemed really slow and tedious but if you get really fast with the radial menus i promise it becomes like lightning mcqueen you can just hold down z move to the right now run solid hold down z move to the left now we're in wireframe which is super useful so now that we're in wireframe transparent view mode i can click and drag the bottom vertices and here you'll notice it actually selected all of them this time so i'm going to hit one on my numpad to go back to front orthographic and now we're going to bring up the transform panel and to do that i'm going to hit n on my keyboard you'll notice it pops out here if i hit and again that'll hide it or you can click this little arrow here and that'll bring it up just the same under the item panel you'll notice that the median of our selection is at negative one meters on the z-axis so we're kind of ignoring the meters unit for now and just shaping things to what looks right to our eye and if i click on the z and type 0 and hit enter now you'll notice that our points moved straight up to the floor now this moved to the local zero point of our object rather than our scene if we clicked global it would go to the zero point of our scene which just happens to be identical to our object's zero point right now so i'm going to now select the top vertices like so and i'm going to make this about as tall as i think our trophy should be i'm gonna hit g z and just move it up like so i think about four of these grid squares looks about correct proportionally and again this doesn't have to be a hundred percent accurate we're just eyeballing it so i'm gonna click to set that down and here i want to explain something because we're about to learn our very first modeling tool so if i go back to solid shaded mode by holding z go into solid you'll notice we have a nice ring of faces here and this is a tall cylinder but we can't bend these faces because all 3d objects are made up of a ton of flat faces so to make the shape we want we need to add more faces vertically so we can move those in and to do that we're going to divide this using a tool called the loop cut so you notice we have this ring or loop of faces that goes all the way around our cylinder so to divide that i'm going to hit ctrl r on my keyboard for loop cut i'm going to hover my mouse over this ring of faces and you'll notice that this nice yellow ring appears so if i click that's going to add an entire new edge loop to our cylinder which means now we have two faces vertically instead of just one oh by default with the tool after you click to set it you'll be able to slide it up and down i'm gonna put mine somewhere around here we can always change that later and click to set it at this point if i scaled this in now we're able to create a different shape with our flat faces but that looks kind of like an hourglass because we don't have quite enough subdivisions yet to turn this into a trophy cup so i'm going to right click to undo my scaling i'm going to hit 1 to go to orthographic front and here we're going to add some additional subdivisions to create more of a cup shape so the bare minimum subdivisions we need are one subdivision for this tall base area one subdivision to scale in down here one subdivision to scale on down here and then i think we'll be good so if i hit ctrl r add a subdivision and slide it down for my base just like so then i can hit ctrl r maybe put this one somewhere around here set it down hit ctrl r maybe move this one somewhere around here now i could go into transparent wireframe select and just select these faces like to select all the way through but there's a faster way to select this entire loop if i hit three to go to face select put my mouse or cursor between two of the faces and hold alt on my keyboard then click it'll select the entire ring of faces which is a super convenient way to select anything in blender so now i'm just gonna hit s shift to z to scale on everything except the z axis and as you can see we're starting to better define our trophy shape like so oh i think something like that's probably a good thickness for our stem or root whatever you want to call it i guess it's the stem i don't know and here i think we can also make the base a little bit narrower a lower diameter than the top so i'm going to hold alt click between two faces and now i'm going to do the exact same thing i did with the stem just s shift z i'm going to scale this down until i think it looks about right modeling is all about tweaking and nudging until you get the shape that you like you don't have to worry about being perfect on the first pass you can always adjust things later so for instance i can hit one to go to vertex select hold alt click between two vertices and that'll select that entire loop just like with faces now i can move this down to make it more of a trophy cup shape and i can do the exact same thing with this stem right here and just move it down so now we get like more of this elongated trophy shape rather than a weird goblet i'm just gonna keep pushing and pulling until i get a shape that i like something like this seems pretty good to me uh you're gonna notice that this goblet or this trophy cup is uh pretty blocky it's it's got these sharp angles and honestly it would probably take weeks to just keep adding edge loops and scaling them to match this perfect round structure so blender has a tool for that called the subdivision surface modifier and to use that we're going to hit tab to go back out to object mode go over to the right here where we have the wrench icon i'm going to click on it and this is our modifier panel modifiers in blender allow you to non-destructively edit your object so you can add modifiers they'll edit the appearance of your object but they won't actually edit the underlying geometry of your object and and because of that you can now turn modifiers on or off you can modify them you can move them around in the modifier stack and none of that is going to destroy or edit your underlying geometry it's a really cool system so i'm going to hit the drop down for add modifier go down to subdivision surface and i'm gonna click on it you'll notice immediately this no longer looks like a trophy cup regardless of how blocky it was it looks more like a torpedo now and that's because this modifier is subdividing our geometry and averaging between the corners so if we hit tab to go back to edit mode you'll notice that it's trying to round out the corners by averaging between them like so but we're only defined we're only dividing each face once on each axis so each quad is now turning into four faces instead of one face but if i turn up the levels on this it's going to divide it even more if i turn up the levels even more it's going to divide it and round it out even more now the reason we're getting this weird crown pattern is because the subdivision surface modifier really only works best with quad shaped faces or polygons that only have four sides because the math just works out way better that way so you have any other shaped uh polygons or n-gons a polygon that has more than four sides or even if you have tries you're probably going to get some weird smoothing results so you want to try to keep your models mostly to polygons but we're just going to hide this in just a little bit since that is a weird 32-sided face that's going to be hard to turn into quads anyway knowing how this works now all we have to do to get the trophy cup that we want is add a few additional subdivisions in ideal places to sort of shape the subdivision surface modifier now we're sort of just creating the cage that corrals and makes the subdivision service modifier do what we want so i'm going to hit tab to go back to edit mode and to just just for example just to sort of prove my point we can hit ctrl r to add an edge loop click now if i drag this up all the way almost to the next edge like so you'll notice that we're getting a much sharper corner now and that's because there's less space here to average between there's we have two straight pieces right here so it's averaging between those and it's creating a much sharper corner so now i can add another subdivision do the exact same thing down here and let's say i want to create these sharp edges like on the base of the trophy well to do that all i have to do is hit ctrl r add a subdivision here drag it up add a subdivision here and drag it down and this is helping the subdivision surface modifier better define what you want it to do now if we rotate around you're going to notice that on the bottom we have this sort of round weird star looking sun wave pattern and we don't want that that's again being created because we have a weird 32-sided face so to hide that all we have to do is add an extra ring of quads around the base here so if i hit three to go to face select i can select the bottom and here we have it our next modeling tool of the day the inset tool so i'm going to hit i on my keyboard with that face selected now if i move my mouse in you'll notice that it insets the face in creating an entire nice ring of perfect four-sided faces beautiful so i'm gonna move this in just a little bit to create a nice sharp corner and you'll notice immediately that that gets rid of our weird sun wavy star pattern i'm gonna go back to my orthographic front and now let's work on the trophy cut portion of this so i'm just going to add an extra edge loop here exactly what we've been doing put it somewhere in the center to make that sort of nice elongated trophy cup shape and i'm going to hit ctrl r set another edge loop down and create a nice corner up top here and you'll notice immediately the top also has that 32 sided face so we still get that weird wavy pattern so let's go ahead and turn this into an actual cup so i'm gonna hit three to go to face select you'll notice by the way if you do an edge loop cut while you're in face select mode it'll automatically put you back in edge select mode that's why we have to keep switching back so i'm going to switch the top face or select the top face i'm going to hit i to end set it to make a nice sharp corner set that in by clicking i'm gonna hit i to make another inset like so however thick i think this cup should be this is a nice fancy trophy cup so we're going for that premium thickness i'm gonna set it in about there then i'm going to do one more inset just to make a sharp corner and here we have our next modeling tool of the day this is going to be the extrude tool it allows you to extrude things in or out of your geometry so if you have a face edge or vertex selected and you hit e on your keyboard for extrude that allows you to extrude your geometry in or out so if we extrude it out like this we get this really weird looking crown so to make a cup we probably want to extrude it in i'm going to extrude it out just so we can laugh at it for a little bit then i'm going to hit ctrl z to undo it and with this face selected i'm going to go to my front orthographic view by heading numpad 1 i'm going to hold z go back to wireframe mode and here i'm going to hit e to extrude again but this way from the side view we can actually see how deep we're putting this with accuracy rather in the rather than in the warped perspective view so i'm going to put this down to about right here we don't care about modeling the entire interior of the cup we just want enough there so it creates the illusion of this being a cup so now i'm going to rotate it back around go back to solid shaded mode add one more edge loop on the interior to hide that ugly 32-sided face star pattern click to apply that edge loop hit tab to go back to object mode and we have something that's starting to look like a trophy cup which is pretty cool so next i want to modify the base here to be less angular and more round like the reference so i'm going to hit tab go back into edit mode hold z go to wireframe and here we're going to learn our next tool which is the edge loop slide so i'm going to hit 1 to go to vertex select i'm going to alt click between two points to select an entire loop then if i hit g that'll move it but if i hit g again that will slide it between the next two edge loops perfectly along the surface of the geometry which is super useful so i'm going to slide this down to about here then i'm going to hit gz to move it down and then i'm just going to select this edge loop and move it down some as well and i'm just going to keep going back and forth doing that until i get a shape that i really like i kind of like that round shape and here i'm going to add one more edge loop just to make the stem a bit straighter until it gets to the curve something like that just to define the shape a little bit better and at this point i think we want to add a nice ornament to our stem like so but i want to go a little bit fancier make something that looks a little bit cooler than my original plan so to do that i'm going to hit ctrl r to add an edge loop but another cool feature of the edge loop cut tool is that you can add multiple subdivisions at once so if i just scroll up on my mouse wheel now i'm adding two if i scroll up a whole bunch now i'm adding as you can see 85 cuts which seems a little bit overkill to me so i'm just going to scroll all the way back down and we're going to add three cuts to this so if i click to set that i can slide it up and down but i don't really want to so i'm just going to right click and that's going to still do the cuts but set the subdivisions in the direct center here i'm gonna hit s z to scale this down on the z axis and at this point i'm gonna click to set that down hold alt and select the middle edge loop and i'm just gonna scale that out by hitting s on my keyboard until i think it feels about right and here to make the fancy ornament that i'm picturing i'm going to add some additional edge loops so i'm going to hit ctrl r and slide that down close to there i'm going to hit ctrl r and slide it close but whoops i accidentally didn't take it far enough so when we can fix that is with that edge loop slide tool that i just showed you a second ago so if i hit g and then g again we can slide this perfectly along the surface of the geometry until it about matches the other edge loop which is awesome so at this point i'm going to select the central edge loop i'm going to scale that in using s as per normal click like that and here i'm going to select each edge loop individually and i'm going to rotate them not quite 45 degrees i'm just going to rotate them and eyeball it until it looks about right to me like so here if i hit tab to go back to object mode and hold z to go back to solid shaded this is looking pretty cool but i want to smooth it out a little bit so i'm going to go back to wireframe go back to edit mode i'm going to select the base edge loops and move those down so we get a neat shape and i might even scale this in some to give it sort of like a nice curve which i need to select this edge that would modify that as well to get that like i said modeling is just pushing pulling and nudging until you get the shape you want just mess with it and mess with it and mess with it and you'll eventually end up with what you want success through iteration so i'm going to select the top edge loop here hit gz to move that up and i'm going to scale this one in as well and if we hold z go to solid hit tab to go back to object mode this is looking like a pretty cool design to me so i'm going to modify the cup shape just a little bit i'm going to hold z to go to wireframe hit tab and i'm going to click and drag to select all of these edge loops gz i'm just going to move this up maybe just a little bit not a whole ton i'm just nudging it because i'm an absolute perfectionist so i'm going to hit tab to go back to object mode hold z go back to solid shaded mode and this is looking pretty cool we just got a couple things left to add to this cup and then we can start working on the base but the next step is going to be this nice little strip ornament right here so to do that i'm going to hit tab to go to edit mode ctrl r to do my loop cut and a scroll up once to create two subdivisions i'm gonna click and i'm gonna slide this one up until it looks about right then i'm gonna hold alt and click on this edge loop and i'm gonna hit g twice and then just slide this up until it looks about right now we need to add some additional edge loops here just so we can scale these in to create that nice little indentation and to do that we have another tool so rather than control r for edge loop cut we're gonna select our edge loop like so and we're going to hit control shift r for offset edge loop cut what that's going to allow us to do is create edges on either side of our edge loop which is super useful notice the bottom one is going a lot further than the top one that's because the distance between the next edge loop is so much bigger so i'm gonna set this down when the top one looks about right somewhere around there then i'm gonna select the bottom one hit g twice and slide that up until it about matches then i'm going to select the top edge loop hit ctrl shift r and here i'm going to do the exact same thing and if you want to move this a little bit slower in smaller increments you can also hold down shift while you move your mouse and it'll make it a lot easier to control so just like that looks pretty cool so now i'm going to select both middle edge loops by holding alt to select the first one then shift alt to select the next one all right here i'm going to hit s shift z to scale them in on the z on all axes except for the z axis and you notice we get that nice indentation now i'm going to scale mine in about that much something like that if i hit tab to go to object mode it's looking pretty cool but you'll notice we get this weird dome curve shape it's it's sort of like curves all the way in from down here and we don't want that we want this to be nice and straight up until the indentation so to fix that i'm going to hit tab to go back to edit mode and we're just going to add a few extra divisions one right here click and drag it up one right here click and drag it down that'll straighten out the strip then i'm going to click control r and add one right here like so looking pretty cool and add one right here above our little strip indentation thing so now if we hit tab to go back to object mode this is looking pretty cool i might want to make it a little bit shorter so just like we've all already done plenty of times i can just go to wireframe i can select these loops by clicking and dragging then i can hit gz and move it up just a little bit maybe even do it in solid mode and something like that i think looks pretty cool so the last ornament on this cup is going to be this little extrusion down here so to do that i'm going to go down to the root of our cup and the top of our stem i'm going to go to wireframe mode and here we already have these divisions set up correctly if not you can just cut an extra loop if you need it so i'm going to hold alt to select this edge loop hit gg good game to slide it down until i think it's about the right thickness maybe somewhere around there for a nice base ring we can always change this later then i'm going to go to face select by hitting 3 on my keyboard hold alt select this loop of faces hit e to extrude and now this group of faces is extruding up and down not quite exactly what we want so i'm going to right click that's still going to do the extrusion the extra geometry exists it created it you can see it with the dots for these individual faces like that but it didn't actually move the faces out at all so now that we have the extruded faces selected we can hit s shift z to scale on everything except the z-axis and we can just scale this out as far as we want our ring scaled out i don't want to go too far here maybe something like that you'll notice in solid shaded mode that this just looks kind of lumpy now it's kind of ugly and we don't really want that that's not the look we're going for so we just need to add some additional edge loops here to sharpen it out but first i'm going to do some sliding i'm going to go to vertex select i'm going to select the outset edge and i'm going to hit gg to slide it down a little bit to make this a nice diagonal then i'm going to do the exact same thing on the bottom to make that a little bit of a nice diagonal and here we're just going to add the extra edge loops we need by ctrl r clicking to make some nice corners i'm going to do the exact same thing on the stem here exact same thing on the stem here and then out to the corner like that and all this stuff again is the exact same stuff we've been doing throughout this entire tutorial video so i think you've got a good handle on it personally and just like that we have our nice ring so at this point i think we have a pretty cool looking trophy cup we might want to adjust the height of it we might want to adjust the stem and stuff which we can do again because i'm a perfectionist normally i just leave it be we're going to select all of these points just like we've already done and just move this up a little bit to make the stem a little bit taller and at this point our trophy cup is pretty much done i think it's looking pretty cool um although you will notice that it looks kind of like a disco ball and that is because we can see each of the individual faces and one way to fix that would be to subdivide this indefinitely until we just have so many faces that each one takes up less than a pixel but that would probably set your computer on fire so instead blender has a few different shading modes if we go to the object menu in the upper left hand corner here and go down here where it says shade smooth or shade flat the default is flat shading where you have a nice sharp edge between each of the faces the next option is shade smooth so if you click that that will like blur between the lines of all the polygons and make your sharp faces look like a nice smooth round object which is exactly what you want so the final step here is going to be to create this nice trophy base so to do that in object mode i'm going to have my trophy selected hit gz to move it on the z-axis and i'm going to move it up as far as i think it needs to go maybe somewhere around somewhere around here i'm a perfectionist then i'm going to hit 3 to go to orthographic right view i'm going to hit shift a go to mesh and i'm going to add a cube at this point this is the exact same practices we've been doing already i'm just going to hit tab to go to edit mode hold z go to wireframe and i'm going to select the bottom vertices i'm going to go to my transform panel click the z set that to zero to set them on the floor i realize i'm speeding through this a little bit but again this is exactly what we did at the start of our trophy cup so here i'm going to select the top vertices i'm going to hit g z i'm going to move those down until they about match the trophy cup if they're a little bit lower it doesn't really matter because that'll honestly create more convincing contact shadows in the long run so i'm going to set that down somewhere around there then i'm going to select the back ones hit gy i'm going to move those in until it's a little bit closer to our trophy cup then i'm going to select click and drag to select this entire corner edge you'll notice it selects the entire edge from the side since we're in transparent wireframe mode and here we're going to learn our next modeling tool of the day this is the bevel tool so if i hit control b on my keyboard that will bevel your corners or edges which is really neat and the bevel tool actually has a whole lot of functionality for instance if i scroll up on my mouse wheel now i can add a whole bunch more subdivisions to make a nice round bevel or i could hit p on my keyboard now and that'll allow me to change the profile of the bevel which is really cool and even after even if i set it down now we also have this little pop-up right here that allows you to change all of that until you do your next thing in blender so if i can change the width of the bevel i can change the amount of segments on it and i can change the shape of it i just want the one segment and i'm going to change the width up to something like that at this point i'm going to close our little bevel window and now i'm going to select these vertices you'll notice the bevel window disappears now it's too late to make any changes that is solidified and here i'm just going to hit g y and move this forward on the y axis until it about matches the back so at this point that base is looking pretty cool go to solid shaded mode to get a better look at it and here i'm just going to hit a to select everything and i'm going to hit s x to scale on the s x axis and maybe just scale this down a little bit until it looks about right to me i think that's looking pretty cool so the next step is going to be to add our nice little nameplate and to do that we're going to learn a new modifier so first i'm going to hit 3 to go to face select i'm going to select our diagonal face i'm gonna hit i to inset it about as much as i think is necessary for a nameplate maybe something about that looks a little bit okay i can also bring up this little pop-up and i can adjust that until it looks more correct put the pop-up away and here i'm going to hit shift d which is duplicate in blender and that'll duplicate our face i don't want to move this at all so i'm just going to right click to set it back in place but the duplicate did still happen notice if i hit g to move it it does actually exist so at this point i'm going to hit p to bring up the separate menu i'm going to hit selection and that will separate our selected face into its own individual object container so to select it again i'm going to need to go back to object mode so i'm going to hit tab on my keyboard select my little name plate and here we're going to use something called the solidify modifier which allows you to take a flat surface and give it some thickness without destructively modifying your geometry so i'm going to go to the modifiers panel click the drop down and here we're going to select the solidify modifier right above the subdivision surface modifier so if i click on that you'll notice it's now extruding into our trophy base not quite what we want so rather than intruding to extrude this i'm going to change the offset from negative one to one by just clicking and dragging on the slider now it has a little bit of thickness but i want it to be a little bit thicker so i'm going to click on the thickness and drag but you'll notice that moves in pretty big increments so while i'm dragging if i hold shift it's going to move in much smaller increments and it's going to be a whole lot easier to control so i think something like .025 meters is pretty good for our nameplate thickness and one final step for the day before we move on is this base has perfectly sharp edges in real life perfectly sharp edges on objects do not exist everything is worn down or beveled at least a little bit and catches the light at least a little bit especially as you can see in the reference here that little extra bit of light catching just makes it look a little bit more believable so to add that we're going to bevel this base but we're not going to do it in the geometry we're going to add a bevel modifier so i'm going to select the base go to our modifiers panel and here i'm going to add a nice bevel and that's going to bevel it a whole lot so i'm just going to click on the amount hold shift and drag it to the left until it bevels it just a tiny little bit you don't need a whole lot here a little bit of beveling goes a really long way in terms of catching the light in interesting ways and at this point i think i'm pretty happy with where we are on our trophy cup we've got our nice trophy base we've got a pretty dope sick nasty ill looking trophy cup if i do say so myself so in the next video we're going to add these really cool curved handles using bezier curves which is an entirely different method for modeling in blender but until the next video mess around make your trophy cup uniquely yours and until then i'll see you in the next video at this point you should have your very own trophy cup modeled and again i want to encourage you to explore here mess around have fun and come up with something truly unique to you if you found this video useful and want to stay tuned for day three make sure you hit that like and subscribe button and ring the bell i'll be releasing these basics videos on a daily basis for the duration of the course and if you want to come hang out with me live i'm live at least every friday over at youtube.com oraclefish also if you want to download my example files or just support what i do here on the channel make sure you check out my brand new patreon link in the description until next time my name is chris folia i'm your stream scholar and the class is out you
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Channel: Stream Scholar
Views: 1,064
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Keywords: streamscholar, stream scholar, how to model in blender, model in blender, how to model in blender 2.9, blender tutorial, blender beginner tutorial, blender for beginners, how to model for beginners, blender basics bootcamp, blender bootcamp, blender 3d tutorial, blender 2.9 tutorial, blender beginner, blender beginner tutorial 2.9, how to use blender
Id: -VPrzqZw38Y
Channel Id: undefined
Length: 37min 36sec (2256 seconds)
Published: Wed Apr 21 2021
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