Industrial Design/Product Modeling #13 | Google Hangout Concept

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hello everyone in this tutorial i will model that object what is that it is that google hangouts think i believe it's not real it's the concept design actually it's not going to be perfect match but i will try to get very close to that i will also show you how to unwrap these objects through objects and use that pump map it's by the paint so let's get started let's start with the plane let's make it four by four for the segments for the width and height i will make it 10 so make sure that this number is easy to remember because i will use this v10 height later with cloners i can make the editables select these polygons mechanics retainer and collapse them select the center point and bevel that so it's going to give me a perfect circle can delete that polygon and we can select these scale them scale them as well also i am going to make a store selection because it will use these holes to exert them like that but i will do that later now i'm gonna add a cloner object i want to clone them on the x-axis so first thing i'm going to change the linear offset x and i know the exact bit and height of my plane it was 10 so let's put it here i want seven clones now i will turn off that cloner duplicate that plane hide that one this time i'm gonna make that hole smaller like that we can kill them as well let's turn this on enable clone on object go to clones and change it to blend so it's gonna start from be called to smaller one i still can change the scale of that wall like this is the first one this is the second one if i select these and scale them i can still change them i think this is going to be enough now i will duplicate that clone and object press ctrl after that press shift so it's going to snap the position of that new coloners this time i will move them and press shifts i will offset it five centimeters so it's gonna be right in the middle in the second cloner i will need six cloners now i'm gonna select them all press alt n g press alt select connect object this is gonna weld them and they make them one object i will press c make it editable now i will select these edges press ctrl x root but remember to press shift so it's going to snap 10 centimeters i will about this points at that low cut at that this as well i will do the same thing over here got them in the loop cut and sweat these two now i'm gonna make another cloner object press alt select cloner this time i want to clone them on the z-axis but first let's change our mode linear not y we want c we know the exact size of the first plane which was 10 centimeters then we duplicated that to 2 so which makes 20 so if i put 200 here it's gonna make a perfect colon let's make it 50 oops sorry 50. i will also extend the length of these edges select them press control and extrude this is going to be enough but i will need more resolution because i will bend that object later which means that i will need these little cuts press shift and add these little cuts let me change that color to something like 50 percent gray change orientation now i will press alt select connect object sorry press alt not shift so now i can create a 50d former and put it under my connect object which will automatically fit that fft to my cloner but make sure that it is visible in your viewport enable deformers if i press fit apparently it's going to automatically fit to or close because of that connect object i will use that fft later now i will need a band deformer let's create that first thing i need to know which way it's bad let's test that not not straight not that way the opposite of that so let's make it 180 degrees yes now i will change the sizes to match my cloner let's move it somewhere here let's check that from light view it doesn't have to be perfect just make sure that it fits in the bad performer now i am going to select them all press alt n g and increase the strength of the band deformer so 360 will not be enough but we can increase that until they meet so this number looks okay they are not perfectly matched but i will use a connect object letter which will weld these points automatically so don't worry about that now i can select that fft deformer select the points in the middle and smooth them now we have a problem if you look at these holes you will see that they are all stretched because of that plant deformers and also that fft but we can fix that it's gonna be eyeballing but i don't think nobody will ever notice that so first thing let's over select let's select our first object double click on these edges and scale them on the z-axis same for each of these holes i am scaling here but also i am looking at these holes too i think the top one looks okay now let's switch to that side okay looks fine i will duplicate that object and hide that one maybe we can use that later if you make a mistake i will press alt select connect object but first i need to find my seam yes right here you can see that if i enable my connect objects it's going to automatically weld these points to make sure i will add a subdivision surface yes seems perfect i can't make that connect object editable press c and remember this selection that we sort if i double click here i will select all these edges automatically now i will select extrude i will do that one more time but i will press shift and change the orientation rotation of these new edges and i will make another extrude and i will change rotation one more time okay press q to see the result and it looks perfect if you find these edges too sharp you can select these edges and to dissolve them but i want them like that i will extrude these edges double click on them and it is the cuts name for the button now i will center my axis as you can see it is very off so let's go to mesh axis x center and execute after that i need to change the position of that object in my world coordinates let's set down to zero if i enable my work plan it's gonna be right in the center now it's gonna be a lot easier for me to work because i will add a savior to close that chap i can do it like that if i control and extrude them and collapse them i can go on like that but this is gonna create a lot of triangles it's gonna be so dense that it's gonna slow down or report so we don't need to do that instead of that i will create a savior change it to hexadrone i will set segments to 14 so i will get that center edges make the editable select center portion edges fill selection delete and extrude these sorry scale down to zero but it's not a perfect circle or disk if i create a disk you will see that these points don't match but if i select my here and i will snap and move this point and snap them i will get a perfect disk shape all right i don't need that disk anymore i can delete that i will press shift and add a smooth deformer to this one and make it editable current state object also let's center the axis of that object too i will scale that since this is a low poly i will make a subdivision surface so i can see the edges clearly so these edges are already selected i will switch slide tool press ctrl and slides make a selection and move these up and i will mechanics routinely then scale them i will do this one more time this time i'm gonna push them down i will make an extrude press ctrl scale and i will need these little cuts let's select to move that object and maybe we can scale it a little maybe we can make another slide and extrude these polygons or the bottom part i can duplicate that object move it here change its y size to -1 so it's going to be upside down let's move it here and so i am going to make these into one group so substitution surface both effects both of them i want a different shaped shape for this one so i'm gonna make a loop selection fill that selection with the selection and delete i will connect these edges switch ct chain seal press shift after that i'm gonna make these polygons flat scale down to zero now something like that maybe we can push these a little more let's try to you young wrap this recording that let me put that here so i can delete that let's switch to uv edit the first one is the one i will rename that to middle this one the top and bottom let's start with the top i will select all the polygons go to top view i will move that keyboard to here so you can see now i will say frontal after that i will go to relax uncheck cut selected objects and apply now i can go to your picking and hit apply let's see uv map looks perfect let's do the same thing for the bottom polygons frontal relax and maybe a little rotation or the middle part first thing i will reset all the edges select all them and reset uv select all the polygons projection and hit cylinder i need to scale that i will select non-uniform scale all right that looks good no i will go to your picking and applying let's check that with uv map perfect the inside of these circles are not perfect but it's not going to be a problem because i am not going to texture here we can use a materials projection for that so don't worry about that much now i can switch to 3d paint i will only texture the top object so let's enable our by the paint setup wizard to select all i will only select tap objects say next don't recalculate uv we have already did that i just i just want a bump channel let's make it to okay and say finish now i can paint my bump but first i will go to texture and import my bump map then i'm going to select them all go to texture and go to bump go to layers and paste it let's put that over here i will go back to my bump then i will select that layer this time ctrl c go back the bump and paste that over i will slightly scale that by pressing shift let's check that in our to-do view now i will select my first layer cut filter other and invert also i will go to my material go to bump and increase the strength so we can see better i will select the second layer i will do the same thing other inwards but i don't want that text to be that visible so i will lower the opacity also i will change my materials color to 60 gray so it will match with the other object's colors all right guys that was it hope you liked that and learned something new before closing the tutorial you will see that if i switch to my model mods my texture resolution will be dropped down but we can go to our material viewport and set it to 2k alright guys see you in the next choice bye
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Channel: polygonpen
Views: 16,677
Rating: undefined out of 5
Keywords: modeling, 3d, cinema 4d, maya, blender, 3ds max, zbrush, procedural, hardsurface, organic tutorial, lesson, grid, curved surface, surface modifier, advanced, tutorial, vfx, pivot, axis, basic, production, industrial design, product, industrial product, render, coffee, texture, bodypaint, google, concept
Id: H7xUi81Irzo
Channel Id: undefined
Length: 20min 20sec (1220 seconds)
Published: Tue Jun 15 2021
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