Modeling Thor's Hammer - Blender for Beginners

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[Music] hey this is chris plush from cg masters and in this tutorial we're going to be modeling thor's hammer mjolnir we must learn to blend together as brothers or we will perish that's my attempted author impression right there leave a comment tell me how awesome it was now before starting this tutorial let's real quick change something in the user preferences so go up to file go down to user preferences and over in the editing tab make sure your align align2 is set to view and that just makes it so no matter what view we're in when we go to add an object it's going to be aligned to that view and that's going to make it easier for you to follow along with my tutorial since i have that enabled in my blender so set align to view click on save user settings and i'm going to close that out and let me start up a new file and let's begin by adding in the blueprints so let's press the n key for the right side toolbar and left click on that edge there and drag it to the left a little bit so we have a little bit more room and now let's scroll down to the bottom down to the background images panel here and let's expand that then click on add image and then click on open and navigate to wherever you save the blueprints and load in mjolnir front we'll start with the front view blueprints you can see we're in top view right now and we're seeing the front view blueprints that's because the axis of this image is set to all views so this blueprint image is going to show in every single view for example if i press numpad 1 for front view i see the blueprints and numpad 3 for side view i see the blueprints so we're going to need to change that so let's change the axis from all views to just front view you'll see it disappears from side view now so if i press numpad 1 for front view it should show up there so we're good to go and another thing these lines are a bit too prominent and that might get distracting when we're going to model this so i'm going to change the opacity down from 0.5 in this field down to 0.2 so it's very faint but still visible enough to use as our guide so front view blueprints are now complete so let me click on this arrow here to minimize that and now let's load in blueprints for the side view so click on add image again click on open choose mail near side and let's again change that axis from all views to the right view since we want that to be in the side view so now when i press numpad 3 i'll see the blueprints for the side view in the side view of blender's 3d viewport and again we'll change the opacity down to 0.2 now a quick note about these blueprints i've drawn them with a transparent background and with white lines so that they stood out nicely on blender's dark background and i also made sure that they were proportional to each other in image size so that we when we loaded them into blender they stay proportional to each other as you can see they're the same exact height when i switch from front and side view alright so our front view blueprints are in our side view blueprints are in and that's all we need for this so now we can get started modeling so first let's press the n key to get rid of the right side toolbar and the first thing we're going to do is work on the main part of the hammer down here and we're going to use the default cube to do that so first let's press the z key to go into wireframe view and make sure your default cube is selected by right clicking on it and let's zoom in to the bottom part of the hammer here and i'll press g and then z and move that down on the z axis so that it's centered in the middle of the blueprint area like that and then left click to confirm that and now go into edit mode by pressing tab then press a once or twice to make sure all the vertices are highlighted and then press s and scale that up until it matches the height of the blueprints just like that and then left-click now let's scale it with wise to match the blueprints so press s and then x and we'll scale it up on the x-axis to right there all right so far so good now if i press numpad 3 for side view you'll notice that this part of the hammer isn't actually square we have these angled corners on all sides so that's what we're going to do now and we're going to use the bevel tool to do that problem is if i have everything selected and i press control and b to bevel it you can see it bevels every edge let me right click to cancel that bevels every edge including the ones like this right here but we only want edges like this to be beveled and this one down here so let's switch over to edge select mode so in the 3d header down here choose this option right here which is called edge select so left click on that and then select the edges by right clicking on them so right click on one of them then hold shift and right click until you have all four of those edges selected so now when we go to use the bevel tool it's only going to be the bevel the selected edges so let's press numpad 3 for side view again so we can see the blueprints and we'll zoom in nice and close and now we'll press ctrl and b for the bevel tool and bevel that until it matches up with the blueprints just like that all right perfect and now let's switch back to vertex select mode so go back down into the 3d header here and click on that icon there for vertex select alright so next we'll extrude the front end here actually next we'll create a mirror modifier so we only have to work on half of this and then it gets mirrored onto the other side now eventually we're going to be mirroring this on two on two axes but we're going to start off by mirroring the left side over to the right side so let's press numpad 1 for front view and then press the z key for wireframe view now in order to mirror the left side to the right side we're going to need to split this in two halves right down the middle so we're going to need to add some edges here and we're going to do that with the loop cut tool so press control and r and hover over one of these edges here until you have a vertical purple line like that now left click to add those edges along that line and then right click to keep those new edges directly down the center now it's important to note that the mirror modifier mirrors things based on the position of the origin point and our hammer here has the origin point directly in the middle of it and that's why we're able to mirror it perfectly from the left side of the origin point to the right side of the origin point and that's also why it's important to have a set of edges directly down the middle right over the origin point so that things mirror from left to right seamlessly and there's no gap in the middle so now we have a loop cut where now we have a loop of edges right down the center of this object so we can delete the right side in order to mirror the left side over to the right so let's go back to front view by pressing numpad 1 then press the a key to deselect everything and then press b for border select and left click and drag over all those vertices there and i'll press x and delete those vertices so now we just have our one half on the left here and now we can mirror that so let's go over to the modifier buttons by clicking on that wrench click on add modifier and then choose mirror so now you can see we have both halves of our hammer head and we'll only need to work on one side and that work gets mirrored to the other side for us now you might need to change the axis if things aren't mirroring correctly for you it just so happens in this instance mirroring on the x-axis worked exactly as i needed it to all right so now we have both of these halves what we're going to do now is work on the extrusions on the ends so now we need to do is select all the vertices around the end right here in order to do that let's hold the alt key and right click on that edge there and that'll select that edge and everyone connected to it around that loop so now let's go into front view by pressing numpad 1 and press the z key for wireframe and let's zoom in up here now before we make before we extrude this down at an angle like that we have a little flat area here we need to work on first so now let's go in a side view by pressing num pad 3 and inside view you can see that flat area a little bit more clearly so what we need to do is extrude this selection and scale it down to meet up with the blueprints right here but simply extruding and scaling will not give us a proportionally thick rim it'll be a little bit thicker at the angled corners and a little bit thinner on the tops and the sides i've already tried doing it like that and does actually create an inconsistent thickness for the rim so we're going to need a solution that's more consistent and more proportional with scaling so we're going to use a tool called inset so with all those vertices still selected i'll press the i key for the inset tool and that basically extrudes the selection and scales it down proportionally based on where the original edges were so i'm going to scale that down to right there and that's going to give us a perfectly consistent thickness for the rim on the tops and also the angled corners so if i press the z key for shade of view and i swing around here to check out the geometry you can see how perfectly consistent thickness looks all the way around and that does come out a little bit better than simply manually extruding it and scaling it down so the inset tool is better for more proportional scaling alright so now that that's out of the way let's go back into front view by pressing numpad 1 and now we can extrude this to the left and scale it down so now we're going to use the inset tool again on this selection so let's go into side view i'll press numpad 3 for side view then press c for wireframe and we're going to inset this and scale it down to meet with the inner lines of the blueprints right here so press i again and scale them all the way down to right there and then left click to confirm and now let's go into front view by pressing numpad 1 and then simply press g and then x to move that to the left perfectly on the x-axis and drop it at the end of the blueprints right there by left-clicking and press z for shade of view and let's see what we've got and that's looking great all right so now what we're going to do is create some inset regions on faces like right here and on the side here so let's switch over to face select mode so i can easily select each of these panels so let me go down to the header of the 3d view here and click on that icon for face select now let's right click on that little square right there it'll select the entire face then hold shift and right click on that square and let's rotate the view and hold shift and we'll right click on both of those faces as well so with all four of those faces selected let's go into front view by pressing numpad 1 and then press z for wireframe so we can see our blueprints and let me zoom in down here so we're going to inset these faces and scale them down to meet up with the inner lines of the blueprints right here so press i and inset those faces to about right there and let me zoom out and i'll press z for shader view and rotate the view and you can see we have a nice consistent rim around each of these panels we inset so now what we need to do is extrude these inward for depth and we're going to use the inset tool for that as well because the inset tool also has a depth option so in order to access these options let's press the t key for the left side toolbar and in the bottom menu here this is called the operator menu any tool that you use a list of options for that tool will pop up right here directly after you use the tool so let me left click on that border right there and i'll drag that up so that we can see all these options more easily so i'm going to inset these faces again one more time so let me zoom in and i'll angle the view a little bit like this so we can see how deep we want to make this and i'll press the i key again to inset the faces and it doesn't matter how much we scale it in so i'm going to scale it into right there doesn't matter and i'll left click to keep that in place right there now we don't actually want to scale these in so over here under thickness i'm going to left click on that value type in 0 and press enter so that's going to scale it into a value of 0 which basically gives it it leaves it at the same scale it was we just want to change the depth value here so i'm going to left click on that and drag it to the left to create negative depth which is going to extrude that inward for us like that and i think i'll move it in to a depth of maybe negative point zero three five so let me type that in negative point zero three five and that looks like a good depth let me rotate the view make sure i like what i'm seeing and that looks good to me now if you go into front view by pressing numpad 1 and press z for wireframe you'll see that insetting those faces extruded them in at the right angle we wanted them to be extruded in as well it takes the angle of the face as it is and extrudes it in based on that angle so all these faces were extruded in exactly as they should have been and everything looks great so now all we have to do to finish this piece is cut a channel out at the top and a channel out of the front here so the channel we cut in the front there's also the same channel on the back so instead of making two channels individually i'm going to mirror the front half to the back half now so in order to mirror the front half to the back half we're going to need to add a set of edges right down the middle here just like we did when we mirrored the left half to the right the only problem is when i go to press ctrl and r to add a loop cut through the middle there it stops right here that's because the loop cut tool only works with quads and a quad is any face that has four vertices the face down here this one has eight vertices so the loop cut tool is not going to cut through that so what we're going to need to do is change this ngon here which is any face with more than four vertices we're going to have to convert this into quads in order for the loop cut tool to work so i right click on that face to select it and now i'm going to press x and erase that face so now we just have a big gap and now we just need to re-face this ourselves manually so let's switch to vertex select mode by going into the header down here and clicking on that icon for vertex select and let's get rid of left side menu by pressing t and what i'm going to do is select the top two vertices so right click on that vertex hold shift and right click on that one now when i press the f key it's going to try and find the next two vertices and create a quad for us so i'm going to press the f key and it creates a quad out of those four vertices and press f one more time and then once more so now instead of having an eight vertex n gone we have three quads now the loop cut tool should cut through that perfectly fine so let's press ctrl and r to add a loop cut then left click in the middle there and right click to keep those new edges right in the center so now we can delete the left side here so let's press numpad 7 for top view press z for wireframe press a to deselect everything and to select all these let's press b and left click and drag over all of them and then press x and erase those vertices all right so now we're left with one quadrant of the hammer and it's mirroring from left to right now let's mirror it from front to back by simply clicking on the y-axis in the mirror modifier so now it's mirroring this quadrant on the x-axis and the y-axis and we have the full hammer head back so let's go back into front view by pressing numpad 1 press z for wireframe and you'll see the two channels we need to cut out there's one at the top here and one on the front and these both should be pretty easy so let's start off with the top one what we're going to need to do is we need some edges on the left the right and the bottom of this so let's add some loop cuts so let's press control and r until we have a vertical loop cut there left click and drag it to the left side of the channel and then left click again to put that there and let's do the same thing for the right side press ctrl r left click and drag it to the right side of the channel and left click again to place it there now we'll need an edge at the bottom of this so let's press ctrl r around here until we have a horizontal loop cut this time then left click and drag it down to the bottom of that channel all right now we're going to select the vertices that are going to be part of the channel we're going to extrude inward so let's press the a key to deselect everything first then press b and left click and drag over those six vertices right there these are the two faces we're going to extrude in for the channel and instead of extruding these in manually we're going to make sure this is given proportional depth by again using the inset tool so let's go into side view by pressing numpad 3 and now we're going to inset these faces and give them the same depth as the flat area right here so let's press the t key for the left side toolbar we're going to need the operator menu down there and now let's press the i key to inset the faces and then left click wherever it is you can see that i've brought it into a depth already and that's because it's using the same settings that we used the last time we had used this tool so let's go over here to the operator menu and make sure thickness is set to zero we don't want to scale these in any we just want to give them some depth and now let's add some more depth to it so that these orange edges meet up with these edges right here so i'll left click on the depth field i'll drag it to the left and i'll make that align with those other edges so that it's the same depth all right that should do it let me press the t key to get rid of the left side toolbar and let me rotate the view and i'll press the z key for shaded view and that looks good except now it created a little extra face up here which we need to simply delete so let's press the z key for wireframe view press a to deselect all the vertices and then press b and left click and drag over those vertices right there and that selects that extra face that was created so now we can press x and erase that face let's press z again press tab to get out of edit mode and let's see how this looks and that looks perfect so now we just have one extra channel two or one extra d one last detail to create and that's the channel in the front so let's press numpad one for front view and then press z for wireframe and let's get started on this last channel right here so now we're going to create this channel the same way we did with the top we're going to need to add some extra edges in order to create this so let's press tab to go back into edit mode and let me zoom out a little bit and i'll press ctrl r to add a horizontal loop cut there left click and i'll drag that up to the top of the channel right there and let's add another loop cut for the bottom so press ctrl r again left click there and drag it up to the bottom of the channel and now we need to add another vertical loop cut here in order to bring some of these vertices down to meet up with the channel down there so let's press ctrl r here to add a vertical loop cut left click and drag that to the left now press a to deselect all the vertices then press b and left click and drag over those four vertices there now press g to move them and then press z to move them perfectly vertically to the bottom of the channel right there and left click to put them there now if you press the z key for shader view you can see that the area in here is not as thick as the top and the bottom so what we need to do is just move this vertex and this one to the right a little bit so i'm going to right click on that vertex hold shift and right click on that vertex then i'll press g and then x and i'll move them to the right until that has the same thickness as the top and bottom and that looks about right so i'll left click there and all right so there's the start of our channel now if you go over here and you rotate the view you'll see that these lines are going down diagonally we want them to be cut straight across because this channel shouldn't be slanting down like that it should be a perfectly cut straight channel so in order to align these again let's select let's right click on that vertex right there press shift and s and choose cursor to select it and now let's right click on that vertex hold shift and right click on those two now we need to scale these up on the z-axis to meet up with the 3d cursor so let's press the period key to scale toward the 3d cursor then press s to scale it and then z to scale it on the z-axis hold ctrl for snapping and bring that cursor right up on top of the 3d or bring your mouse right on top of the 3d cursor there so that it scales to zero on the z axis and then left click so you can see that perfectly in aligned those vertices with that one vertex we place the cursor on right there so we have a nice straight line there and we'll do the same thing with the bottom here right click on that vertex press shift and s choose cursor to selected and our scaling is already set to 3d cursor so now let's hold let's right click on that vertex hold shift and right click on those then press s to scale toward the 3d cursor then press z to only scale on the z axis hold ctrl and scale it down to zero and then left click and there we go perfect alright so our channel is all set and ready to be extruded inward now we want this channel to have the same depth as the flat area in the front here so let me select one of these vertices here by right clicking on it then i'll press shift and s and choose cursor to selected to place the 3d cursor there and now let's select all the vertices for the channel so i'll press a to deselect that one vertex then i'll press b and left click and drag over all those vertices and now let's press e to extrude this and then press s to scale toward the 3d cursor and then press y to make sure it's only scaling on the y axis hold ctrl and scale it toward the 3d cursor down to zero and then left click that creates the channel for us however we have an extra face at the back there and in the front here so let's go into wireframe by pressing the z key press a to deselect everything and let's select all the vertices for this extra face right here so press b and then left click and drag over all those vertices there then press x and erase those faces all right looks good i think we might have to remove some doubles down here because if you see i select that one vertex and i press g to move it away and there was an extra vertex down there as well so we have some doubles from extruding the vertices up here down there so let's press a once or twice until everything is selected then press w and choose remove doubles you'll see up here that removed two vertices that means that there were two extra vertices down here in the same exact position as other vertices so now when i select one of those vertices and i move it you can see that everything's connected and there's not any duplicates all right so that gets rid of that face there and let's get rid of the face in the back here as well so i'll go into wireframe by pressing z press a to deselect everything press b and left click and drag over those vertices then press x and erase the face and there we go perfect let's press tab to get out of edit mode and let's look at our finished product here so that's all we're going to do for this for now the next step we'll be creating the cap on the bottom and then we'll be working on the handle after that after that so now let's go into top view by pressing numpad 7 and press z for wire frame view now i want to add a circle in the middle of all this but to do that we need to move the 3d cursor to the middle of it so with the hammer selected in object mode let's press shift and s and choose cursor to select it that will move the 3d cursor right on top of the origin point of the hammer which is directly in the middle of it all so now press shift and a to bring up the add menu and add in a mesh circle and the default circles are 32 vertices and that should be fine for this so now let's go into edit mode by pressing tab and all the vertices should be selected let's go into front view now by pressing numpad 1 and let's pan down here and let's zoom in a little bit and let's press g and then z and move that all the way down so that it's just above the bottom of the hammer so that it's kind of inside the hammer a little bit and i'll left click to place it there and now let's press s to scale this down but you'll see it's still scaling toward the 3d cursor so let me right click to cancel that and i'll press the comma key so that we scale towards the center of the selection instead so let's press s now and scale that down to match the blueprints maybe a little bit bigger than it and left click now press e and then z to make that extrusion go straight down to the bottom of the blueprints like that and left click to keep it in place now let's press z for shaded view and let's rotate the view a little bit and for right now we're just going to cap this off by pressing the f key to create a big n gun so now we're going to use a subsurf modifier to make sure this is nice and smooth and also make sure that it has a nicely rounded rim so let's go over here to the modifiers click add modifier and add in a subdivision surface modifier so what this modifier does is it takes the mesh we made and basically uses it as a cage to produce a more rounded mesh on the inside so as you can see this is a little bit too rounded so what we're going to need to do is add some extra geometry where the sharp corners are so with this selection still made with the big n gone here still selected what i'm going to do is press e and then s and scale that in a little bit like that and you can see that extra geometry immediately has an effect on how well defined the shape is so any extra geometry is going to help you define the shape when you're using the subsurf modifiers and in order to have a nicely beveled rim we typically need to add an edge loop on each side of the corner so we have this extra loop of edges on the inside right here on the bottom so let's add one on the side of this as well so let's press ctrl r right there to add a loop cut left click and drag that down toward the bottom and you can see that that helped further define the corner there so let me go in the front view and see how things are looking so i'll press numpad 1 and zoom into the corner here and it looks a bit low resolution so let me increase that so i'm going to increase the view levels here to 2. now the view levels are the number of subdivisions used in the viewport here and the render levels are the number of subdivision subdivisions used in renders so i've got that set to 2 on both that should be adequate and you can see the roundness here looks better now however the roundness extends toward the flat area a little bit too much so i want to tighten that bevel up a little bit and the way to do that is just by adding some extra loop cuts so let me rotate the view and i'll simply press control and r through the middle there left click and right click to keep it in place then i'll add one on the bottom here as well now if i go into front view again you'll see we have a a tightly beveled corner that stops right where it should right about there and the bottom is perfectly flat and the sides are perfectly flat so perfect all right let me press tab to get out of edit mode and with that object still selected we have one last thing to do with it and that's to take care of this faceted look around the rim because all the faces are being rendered as solid so let me press the t key for the left side toolbar and with that object selected i'll choose smooth shading for it and that makes everything nice and smooth and so that'll do it for that piece and now we can work on the whole handle area all right now let's make the top piece of this so let's go back into front view by pressing numpad 1 and let's go back into edit mode of this so i'll press z to get into wireframe press tab to go into edit mode and let's select the top circle right here so hold alt and right click on that edge right there and i'll select the whole loop and let's zoom out i'm going to duplicate this and move it straight up to make this object up here and that way making it while in edit mode of this object will make this also have the subsurf modifier so let's press shift and d to make a duplicate and as as you're moving it press the z key to constrain it to the z-axis and move it all the way up here just below the top of the hammer so that it's inside of the hammer and now let me press s to scale that down and now what we're going to do is extrude this up scale down a little bit and then make the other extrusion up here so let's press e and then z and extrude that up to there and left click and then press s to scale it down a little bit now let me zoom in a little bit more and now we need a little flat area right here so let's press e and then s and scale that down to right there and i'm paying more attention to the right side since the blueprints seem to be off a little bit so i'm paying attention to the right side here and now i'll press e again and then z and extrude that straight up now subsurf modifier smoothing everything out but you don't need to worry about that right now because we're going to add some extra loop cuts to tighten up those areas and define the shape so let's cap off the top here so let me rotate the view and i'll press z for what for shaded view and just like we did with the bottom cap we're going to need to make sure there's some extra loop cuts near the corners to get those nicely beveled edges so let me press e and then s and i'll scale that in just a little bit like that and just like we did with the bottom cap we're going to need an extra set of edge loops to make sure that those corners are nicely defined and don't get too smoothed out on the flat area so i'll press e again and then s again and i'll scale that into right there so there we have our two edge loops right near the corner and now we can just press f and create a big n gone there all right now we need to define the areas down here but first you'll notice the shading's a little bit weird and sometimes when you're extruding objects the faces will be pointing in different directions than you mean them to and that's when you'll get some weird shading like this so to fix the direction of the faces let's press a twice to select everything and then press control and n to recalculate the normals as you can see the shading now is much more accurate or how it should be so let me press a now to deselect everything and let's add some edge loops in this area here to define these shapes so let me press ctrl r down here left click there to add a loop cut and drag it up toward the top right there and let's add another loop cut right in the middle of that and we'll do the same thing up here press control r drag it down to there press control r and right below that and press left click and then right click to keep that in place and let's add one loop cut right along the flat area here so press ctrl r left click there and right click and let's press tab to get out of edit mode and see how that looks looks like we need one more edge loop up here you can see it gets too rounded too far down the side right here so let's go back into edit mode by pressing tab press ctrl r there left click and drag it up let's drop it there and add another loop cut right in the middle right there let's press tab to get out of edit mode and let's smooth out all these faces now so let's press t for the left side toolbar and choose smooth shading press t again to get rid of it let's zoom out and see how it looks alright great so those two caps are complete now we can work on the handle with all of its many ridges so let's go into side view by pressing numpad 3 and let's get started on that so now let's go into top view by pressing numpad 7 and the cursor is still centered in the middle of everything if it isn't then with either of those objects selected press shift s and choose cursor to select it to make sure the cursor is in the middle and now let's press shift and a while we're in object mode brings up the add menu now let's add in a mesh circle and the default number of vertices is fine so let's go into edit mode by pressing tab and with all the vertices selected let's go into front view by pressing numpad 1 then press g and then z to move it up on the z axis to right there right beneath the top of that cap so that it's going to be set on the inside of it and now let's press s and scale that down and again i'm going to be paying attention to the right side of the blueprints so i'll scale it down to right there and now we're going to need to do is create just one of these segments and then we're going to use a modifier to create the rest of the segments so let's go into side view for this let's press numpad 3 that way we get a better idea of the shape of these segments here so to create one segment what we're going to do is move this up so let's press g and then z and move it up to right to the bottom of that ridge right there and now press e and then z and move that extrusion up to the bottom of that ridge right there so this represents one entire segment and now let's press ctrl and r right through the middle to add a loop cut and then scroll up on the mouse to have two loop cuts then press left click and then right click to keep them in the middle now press s and then z to scale them in towards each other on the z axis to the approximate thickness of one of those ridges all right now let's press a twice to select everything and let's move that up to center it with one of the ridges so i'll press g and then z move it up until those middle edge loops are centered on the right side there so it looks like we need to make this a little bit taller so i'll press a to deselect everything then press b left click and drag over all those vertices and then press s and then z to scale them away from each other and make that taller so that looks good we have edge loop at the top of the ridge and an edge loop at the bottom so that is a pretty a pretty accurate thickness of the ridges according to the blueprints all right now what we need to do is extrude this these two edge loops here outward for some thickness for these ridges so i'm going to press e to extrude and then press s to scale it up but as you can see it scales on the z-axis as well so that's a little bit weird so let's press shift and z to lock the z axis now it's scaling just on x and y so let's scale that to the right depth to r so right about there looks good to me all right that looks good so now what we need to do is add a subsurf modifier for it to make sure everything's nice and smooth so let's go over here to the modifiers click on add modifier and add a subsurf modifier let's press the z key for shaded view you can see this smooths it out way too much because again we need to add some extra geometry to make the sharp corners more tightly beveled so let's increase the view subdivision levels to two and let me press let's see let's do this in shaded view so i'll stay in shaded view and let's press control and r right here left click and drag that down toward the bottom there let's add another loop cut right beneath that by pressing ctrl r and we'll do the same thing on the bottom press control and r left click drag it up there left click to place it and then add another loop cut right above it and let's do the same thing on the actual ridge here except we'll just add one loop cut at the top and one at the bottom i'm just eyeing it up i'm not really too worried about making them exact eyeing them up is going to make them exact enough to the naked eye let me rotate the view now and i'll add a loop cut through the flat area here so i'll press control and r there left click and right click and we'll do the same thing on the bottom that might be unnecessary because these ridges are actually fairly small so we're never really going to be zoomed in close enough to notice any major difference by not adding those loop cuts but definitely made it look a little bit nicer so i'm adding them in now we also have a weird uh weird shading issue here so let's press a twice to select everything and just like we did before we'll recalculate the normals by pressing ctrl and n that way all the faces are facing the outside and the shading is correct let's press tab to get out of any mode and with this object selected let's smooth out these faces so let's press the t key for the left side toolbar and choose smooth shading i'll press t again to get rid of that toolbar and let's make sure everything looks good before we move on i think that bridge definitely looks good so let's go back into side view by pressing numpad 3. so now what we need to do is reshape the ridge here to give us that swoosh and we'll do that with a tool called proportional vertex editing so let's press tab to get back into edit mode press a to deselect all the vertices and let's press the z key for wireframe view now let's press b and left click and drag over all those middle vertices there that's going to grab the vertices on both sides so back inside view what we're going to do is move these edges up and we want the rest of the vertices around it to move up as well so let's press the o key that enables proportional vertex editing now if i press g to move these you can see that vertices closer to that selection move along with it more than the vertices further away from it and we can control that fall off using the scroll wheel on the mouse if you scroll up it makes the falloff radius smaller and if you scroll down it makes the falloff radius larger so let's scroll up so that the falloff is affecting all the vertices except the ones on the very end so right about there looks good you can see that the vertices all the way on the left and all the way on the right are locked into place but all the other vertices are moving along with it at least a little bit so with the radius in place let me right click to cancel that because it was creating too smooth of a shape so we can change the falloff shape by changing it from this menu right here so go into this menu and the default is smooth so let's turn let's change that to sharp now press g and then z to move that straight up to about right there you can see that's giving us that nice swoosh we're looking for so left click there to place it and now i'll press the z key for shaded view to make sure that's a nice smooth swoosh going through it and that looks absolutely perfect so that does it for the shape of that and now we need to use a modifier called array to create a duplicate of these all the way up the handle so let me press tab to get out of edit mode and let's move this in place on the bottom ridge down here so i'll press g and then z move that on top of the bottom ridge right there and now we're set up to stack duplicates of this on top of each other all the way up the handle using the array modifier so now let's go over to the modifier buttons and click on add modifier and add in the array modifier this is going to create duplicates for us and move them in any direction we want however it doesn't really look like it did much but if we go into front view by pressing numpad 1 you can see it did actually make a duplicate it just moved it on the wrong axis so let me click on that field there and type in 0 and press enter and we'll click on this field here which is the z-axis and we'll type in one and press enter so now it made a duplicate and it moved it up on the z-axis by a value of one blender unit let me go back into side view by pressing numpad three and obviously moving it up by a value of 1 is a little bit too much we also want to move this modifier above the subsurf modifier we want everything to be subserved after it's copied and all the duplicates are made things like that so let me click on this arrow right there to move the array modifier above the subsurf modifier in fact i don't even think i want the subsurf modifier visible for this stage so i'm going to click on that eye icon there which is going to make the modifier invisible in the viewport here so now we need to now we need to change this value here to be the correct offset so that these seamlessly fit together so i'm going to zoom in and let me click on the down arrow here until they're really close to each other and 0.6 is actually extremely close together so let's see let's go for 0.59 that's a little bit that's not quite enough let me go for 595 not quite enough 0.598 there we go all right so i'm going to go for a value of 0.597 and that brings them very close together but you can still see there's a tiny gap so we're going to turn on merge now and as long as those vertices were within a distance of 0.01 they'll merge together seamlessly just like that all right so now all we have to do is increase the count on the array modifier to go all the way up the handle so let's click on the right arrow here all the way up to right there and let's re-enable visibility of the sub surf modifier by clicking on the eye icon and let's see how everything looks nice and seamless from top to bottom everything looks perfect we just need to fill in the gap at the bottom so what i'm going to do now is apply this array modifier so instead of being a modifier that we can change it's now going to be the actual mesh once we apply this so i'm going to click on apply and if you go into edit mode by pressing tab you can see that all those vertices are now real so let me press a to deselect everything and to get rid of this gap let's hold alt and right click on that edge right there to select the entire bottom loop then i'll press s and then z and let's right click to cancel that first we need to turn off proportional vertex editing so i'll press the o key to turn that off now press s and then z scale it down to zero by holding ctrl left click at zero and then press g and z and move it down right into that cap right there all right perfect and we'll do the same thing for the top hold alt right click on that edge loop press s and then z hold ctrl and scale it to zero then press g and then z move it up into that cap there let's press tab to get out of edit mode let's zoom out and see how everything looks so far everything's coming out great so now there's just two things three things left actually we've got to make the cap up here the rope for it and then we're going to add in those knot designs in all these little panels here and now let's get to work on the cap for the handle and for that i think i'm just going to steal a circle from the handle itself so i'll right click on the handle to select it press tab to go into edit mode and i already have the top circle there selected so with that selected i'll press the p key to separate the selection into its own object and as long as i don't have any faces selected and i just have vertices and edges selected then it's not going to actually remove it from the handle it'll make a duplicate and separate it so click on selection from that menu and then press tab to get out of edit mode and then right click in that area to select our new circle all right let's go into side view by pressing numpad 3. and let me zoom in here so now let's press tab to get into edit mode of the new circle press a to select all the vertices and then press s and we'll scale that up and again i'm paying attention to the right side of the blueprints so i think i'm going to move this circle down to the bottom of this part of the cap right there so i'll press g and then z and move it down to right there and now i'm going to extrude this up and then as i make the extrusions here i'm going to scale them down to form this shape and then scale them back up to form this part that just fans out so let's press e to extrude it and then z to move it straight up and we'll move it up to about right there right before it begins to turn inward and i'll left click drop it there and now as i extrude it up i'll scale it down as well so i'll press e and then z to extrude it up to about right there i'll drop it there and then i'll press s to scale it in and line that up with the blueprints and we'll do that again press e and then z move it up to there drop it press s to scale it down to there and do that one more time right up to the middle right there and we'll scale it all the way in to right there and now we'll extrude it up once and we'll scale it up so press e and then z extrude all the way up to there drop it there and press s to scale it up so now if we press the z key for shaded view you'll see it's a little bit too rounded there so we need to add a couple of extra loop cuts and just work with this shape for a minute so let's press z again for wireframe view and i'll zoom in over here and i'll press ctrl and r there to add a loop cut left click and drag it down toward the bottom so that sharpens up that pocket nicely however it looks like our shape is not quite as round as the blueprints so i'm going to select this edge loop right here by holding alt and right clicking on one of the edges and i'll select the entire circle so now i'm going to press g and then z and i'll move that up you'll see it rounds it off a little bit more like that so now let's do the same thing with this edge loop right here i'm going to hold alt and right click on that edge loop and then i'm just going to press s and scale that up a little bit to reshape it a little let me pan down and let me press the z key for shaded view and that doesn't really help much maybe on the other side it'll show me more yeah so the lighting's a little bit better on this side for me to tell what's going on you can see as it rounds this corner down to here it should be nice and flat however it's still rounding off all the way down so we're going to need another we're going to need another edge loop up here to contain the roundness so i'm going to press ctrl and r here left click and i'll drag that all the way up to about right there and i'll drop it there and let me move this edge loop up a little bit as well so i'll hold alt and right click on that i'll press g and then z and i'll move it up to about right there let me zoom out and let's see how that looks i'll press tab to get out of edit mode and that looks nicely rounded and exactly what i was going for all right let's press tab to get back into edit mode i think i'll add one more edge loop up here so i'll press ctrl and r there left click and drag it up to there and then i'll press s to scale it away a little bit let's press z to switch back and forth between shaded and wire frame view and that looks perfect so now let's finish off the top of this piece i'm going to hold alt and right click on that edge at the top to select the top circle then i'll press e and then s scale that extrusion in a little bit left click to drop it then press e and then s again and do it one more time to about right there now we can press f and create an n gone there and let's go back into side view by pressing numpad 3 and let's add one or two more edge loops at the top there i'll press z for wireframe view so i can see how rounded that is and let's press control and r right through there left click and drag that up to the top and looks like one extra edge loop should do the trick so i'll drop that there and that should do it i'll press z for shaded view and you can see the shading's a little a bit off because all the faces are pointing inward instead of outward so let's fix that by pressing a twice to select everything and then press ctrl and n to recalculate the normals and that looks good now let me go back into side view and i'll press tab to get out of edit mode and let's smooth everything out now so i'll press t for the left side toolbar and let's choose smooth shading for the object all right so far so good now we're almost done fixing up this shape and then we're going to give it some thickness i'm noticing a little bit of a flat spot right here so let me go back into edit mode by pressing tab and it looks like i should move this edge loop right here straight up a little bit so that things are spaced out a little bit more evenly and that should round it off better as well so let me hold alt and right click on that edge loop right there then i'll press g and then z and i'll move that up to right there and let me press tab to get out of better mode and that looks much better that roundness is a lot better now so let me zoom out what we're going to do now is let me go into front view by pressing numpad 1 and then i'll press z for shaded or for wireframe view now we're going to create this shape at the bottom of our cap and then we'll give it a bubbly rim and some thickness and then we'll be done this piece so let me press forward slash on the numpad with just the cap selected and that'll isolate our selection in its own view so that handle now is not obstructing our view all we see now is the cap and the blueprints so let's go into edit mode by pressing tab and now we need to reshape the bottom vertices here to align with the blueprints right here now in order to shape this i'm just going to select some of these vertices and move them straight down so let me press the a key to deselect everything and then i'll use the b key to make my selections so that i make sure i select the vertices in the front and also the back so still in front view let's press b and i'll select the middle vertices there but also two sets to the left and two sets to the right so let's see i'll left click and drag over all these vertices right there then press g and then z move them straight down to the bottom of the cap right there now i'll press b and then i'll middle click and drag over the three sets of vertices in the middle that'll deselect them and just leave the outer one selected now press g and then z and move them up a little bit like that then i'll press a to deselect them and let's round off the bottom a little bit so i'll press b left click and drag over those then i'll press g and then z move them down a little bit just to give it a little roundness and now i'll continue all the way up by selecting pairs of vertices and moving them down to align with the blueprints so let's press a to deselect press b left click and drag over those vertices and also the counter parts on the other side i'll press g and then z and move them straight down like that so they align with the blueprints on the right side i'll deselect them and select the next pairs move them straight down and i'll do the same thing all the way up the line i'll select these and i'll move these down just a tiny bit just to round it off a little and i'll leave those flat on the end there all right so that is the correct shape and now we're going to work on giving this a bubbly rim all right so let me go into front view by pressing numpad 1 now what we need is an extra set of edges going along here so that way we have two edge loops that we can then inset and add depth to to create that bubbly rim the only problem is and don't follow me here i'm just demonstrating something if i go to simply add a loop cut by pressing ctrl r and i'll left click there and align it with the bottom edges by pressing e you can see it does not give me consistent thickness it gets real thin right here and that's no good so we're going to have to use the inset tool here for some for a good proportional rim around this thing so let me undo that by pressing control and z and i'll press the z key for wireframe view and press a to deselect everything then press b and left click and drag over all of these vertices here to select all of those faces so now let's press the i key to inset the faces and just left click wherever it is you can see that it's using the settings we used before and it's giving this some initial depth obviously we don't want that so let's press the t key for the left side toolbar and left click on the depth field and just type in zero and press enter so that gets rid of the depth and now we just need to make this rim the right thickness so let's left click on the thickness field drag that to the right until we have the right thickness for the rim so something around .045 all right that looks good to me now the problem with using this method is that it resulted in some slanted edges now when you're working with cylindrical objects if you mess with the vertical nature of the edges it usually means it's going to affect the curvature of the surface and that's going to affect the way it reflects the environment however in this particular case right here we definitely got away with it it doesn't seem to affect the curvature of the surface in any noticeable way so in this particular case right here i'm not saying it's going to work in other cases but for this particular object it actually seemed to work just fine which is lucky for us because it resulted in that consistent thickness we wanted around the rim so what we'll do now is deselect everything by pressing the a key then press b and left click and drag over all those vertices and now we're going to inset these faces and give them some depth so let's press the t key for the left side toolbar and i'll press the i key to inset the faces and left click to confirm there now i've actually scaled them in a little bit at a value of 0.01 and that's going to help us round off the rim a little bit more so let's increase the depth now so i'm going to left click left click on the depth field and i'll increase that to about right there that looks good now i'll press t to get rid of the left side toolbar and i'll press the z key for shaded view you can see because of the subsurf modifier it's way too rounded here so we're going to need some extra loop cuts so i'll press z again for wireframe and i'm going to press ctrl and r right through there but you can see it's creating an average of the area right there it's creating a loop cut in the middle of the top edges and the bottom edges so i'm going to left click there to start adding the loop cut but i want this aligned with the bottom edges so to do that i'm going to press the e key and you can see by the red dot there that red dot indicates that it's aligned with the bottom edges and not the top if i were to then press the f key the red dot goes up top which means these edges are being aligned with the top edges so let me press f again to align it with the bottom and i'm going to drop this edge loop right there then i'll press z go into shaded view and i'll press tab to get out of edit mode and let's see how the rim looks so far and looking perfect so let's go back into edit mode by pressing tab and what i want to do is select the bottom rim and extrude that up and inside so i'm going to hold alt and right click on that edge right there to select the entire bottom loop and let's go into front view by pressing numpad 1 and now press the z key to go into wireframe and now let's extrude this and scale it and we'll make a couple extrusions and move it up and inside the cap so let me zoom in a little bit and i'll press e and then s and i'll scale that in just a little bit like that then i'll press g and then z and move it up and inside just a little bit and this doesn't have to look perfect this area because it's not going to be the most visible area on the piece it's basically just wedged in between the handle and the cap so you're only going to catch a glimpse of it so now let's press e and then z and extrude that up a little bit like that let me zoom out and i'll press e and then z and move it up a little bit more and now i'll press s and then z hold ctrl and scale it to zero until it's flat then press g and z and move it up and inside the cap like so and let's press tab to get out of any mode and then press z for shaded view let's rotate the view and make sure that looks nice let me go back into edit mode let me maybe sharpen it up down here a little bit actually i think it looks fine all right so now let's press forward slash on the numpad to go back to global view and that's going to show us all of our objects together so i'll press z for shaded view again and i'll press numpad 5 for perspective view and let's rotate this around and see how it looks and like i said it's going to be barely visible so that actually looks fine as is and everything looks good cool so that does it for the cap so now all we have left is the rope and the knot designs for the panels of the hammer head so now to get started on the strap for the handle we're going to add in something called a curve and curves are just a little bit different than the meshes we've been working with so let's go into front view by pressing numpad 1 and let's switch to orthographic view by pressing numpad 5. now i want to add this curve in the middle of the handle so to make sure our 3d cursor is in the middle of the handle let's select our cap object there and press shift and s and choose cursor to select it and that places the 3d cursor on that origin point which i know is in the center of the handle so now let's press the z key for wireframe view and let's make sure we're still in object mode for this press shift and a now and from the curve menu add in a circle so this looks like an ordinary mesh circle in object mode but if we press tab to go into edit mode you can see it looks a little bit different and it edits a little bit different as well if you select any of these handles and press g to move them you can see editing is a little bit different than what we're used to with the meshes we can even select the ends of these handles and this changes the shape of everything so this is what we're going to use to create the shape of our strap up here so let me press a once or twice to select all of those vertices and then i'll press g and then z and move that straight up i'll press the z key for shaded view and what we're going to do now is we're going to shape this line to how we want our strap to lay on top of this handle and it's going to be coming out of both sides of the cap so let's situate these lines there first so i'm going to press g and then z move it up just a tiny bit more to right there so that looks like a good spot for the strap to be coming out of the cap there all right so now what we're going to do is we're going to add a couple more vertices and we're going to shape this to look however we want the strap to lay so let's start off with the left side here so i'll right click on that vertex there actually i think these are called handles so i'll right click on that to select that handle and then i'll press g to move it and i'll bring that down here to right about there and then i'll left click now you can see that moved this line all the way down when it should be coming out of the left side of the cap there so i'm going to right click on the end of that handle there and then i'll press g and i'll move that up until it's straight from left to right coming out of the cap just like that so it's coming out of cap here and at the same position on the right side so now i'll right click in the middle of that handle to select the entire thing then i'll press g and then z and move it up a little bit to the center of the cap let's zoom out and see how things look so you can see the basic shape i'm going for here so now let's take care of this loop over here i think this is up too high so i'll right click in the middle of that handle to select it then i'll press g and i'll move that down to about right there looks good to me then i'll right click in the middle of that handle press g and move that to the left a little bit all right how's that look that looks pretty good so far let's edit this area here a little bit i'm going to right click on the end of that handle there i'll press g and i'll move that to the right just to make that a little bit larger and let's select that and move it to the left a little bit or i mean to the right a little bit all right so that just brought it a little bit closer to the handle and made it a little bit wider than it was and i think that's looking pretty good to me this might be a little bit too high still so i'll select that press g and move it down and yeah i'm happy with that all right let's press tab to get out of edit mode and you can see that there are some areas that look like they're higher resolution and in some areas like this where it's a bit jagged if we go back into edit mode by pressing tab you can see the resolution is indicated by the number of these these path lines going through it so they're much more spaced out here so the resolution is going to be a bit lower that's because the space between this handle and this handle is a lot larger than the space between this one and this one so in order to correct that and make the resolution nice and smooth and consistent all the way around we're just going to add a couple of extra handles so i'm going to right click on that handle there hold shift right click on that one and that one and then i'll press w and choose subdivide and that'll add some extra handles in the middle of all of those handles so now we need to reshape this to make sure it's nice and smooth but you can see we have more of those path lines there so if we get out of edit mode you can see the resolution is higher we can also go over to the curve options here or the object data buttons and this gives us a lot of different curve options including resolution here we can change the resolution to be lower or higher depending on what we need i think it was at what 16 it might have been lower than that but whatever all right so the resolution all the way around actually looks good and nice and consistent so let's press tab to go back into edit mode and let's finish off this shape just by moving some of the handles around and that shape looks good to me now let's just make sure that this line here is coming out of the same spot as the line over there and that actually looks good however it kind of curves downward too quickly here i want it to be straight a little bit and then curve downward since again it's a pretty rigid strap so i'll go back into edit mode now right click on that end of the handle there press g and i'll just move that to the left a little bit like that and that looks more realistic all right so i'll zoom out make sure that looks good yeah i'm pretty happy with that so now what we're going to do is we're going to use another curve object to create the profile of the strap which is basically a rectangle and then we will use a bevel option to extrude that rectangle all the way along this path here and that will complete our strap now to create the profile for the strap what we're going to do is add in another curved circle and we're going to create the shape from that and we're going to add this in from top view and that's actually important for everything to work correctly because when we go to extrude that profile around this curve it matters what the orientation of that object's axis is so adding it from top view is just going to make sure it all works correctly so let's press numpad 7 for top view and then press the z key for wireframe view and we're going to make sure we're still in object mode which we are and that our 3d cursor is still in the center which it is so now i'll press shift and a and from the curve menu i'll add in another curved circle and i'll press the forward slash key on the numpad for local view and i'll press the tab key to go into edit mode and now we're going to create the shape we need from this so i'm going to press with all the vertices or with all these handles selected i'll press s and then y and i'll shrink it down in this direction to about right there right where these handles here are aligned with the tops of the handles on the side and now what i want to do is i'll press a to deselect everything and then press b and left click and drag over those and press b again and left click and drag over those i'm going to stretch these away from each other to tighten up the bevels in the corner so i'll press s and then y or actually s and then x to stretch these apart so they meet up with the handles on the ends and i'll left click to place them there we still need to tighten up these bevels so i'm going to need to subdivide everything but first i'm going to finish off the shape so i'm going to press b and left click and drag over all the top handles there press b and left click and drag over all the bottom ones making sure the middle vertices of these handles aren't selected and then i'll press s and then y and i'll shrink that down to be the right thickness for this strap i think that looks about right so i'll left click and place it there and then i'll press w and choose subdivide so that gives us some extra handles to work with to tighten up the corners however as you can see they're tilted a little bit so i'm gonna i'm gonna fix that just by flattening these out horizontally so i'll press the a key to deselect everything then i'll press b and left click and drag over all those handles there and then i'll press s and then y and i'll hold ctrl and scale it down to zero and then left-click then i'll press a to deselect them and i'll do the same thing with the bottom handles so that flattens those out and now i'll press tab to get out of edit mode and we'll see our shape is exactly what i was going for so that's looking good now i'll press forward slash on the numpad to go back to global view and now we'll put this in place and we'll get this to extrude around our curve that we created for the strap now before we extrude this around the strap curve i'm going to make sure that this is oriented correctly and scaled correctly so i'm going to go into edit mode by pressing tab and let me select all the handles by pressing a twice and then i'll press r to rotate it and hold ctrl and rotate that clockwise 90 degrees and left click then i'll press s to scale that down to about right there we can mess with the scaling afterward but that looks about accurate so i'll press tab to get out of edit mode and now let's go into front view by pressing numpad one and i'll right click on that strap curve there and let's go over to the object data buttons which has all of our curve options here and under the bevel object field i'll left click on that and i'll show you a list of all the curves you have in your scene we only have one so we know this that this is the profile for the strap so i'll left click on that to select it and that extrudes that profile around that curve for us everything worked out perfectly so i think it's still a little bit too wide so let me right click on that profile again and let me go back up here and i'll stay in shaded view and i'll angle the view so i can see how wide it is there and then i'll simply press s and scale that down until it's the right width i'm looking for i think that looks pretty good to me so the shape looks great the thickness looks great and the curvature looks pretty good but we can edit that if we want to by right clicking on the strap up here pressing tab to go into edit mode and now that we have a better visualization of how the strap looks if we need to make some modifications to this or add some variations it'll be easier to visualize the final result since we see it in real time so what i'm going to do is just add a little bit of variation from an angle like this so i'm going to right click on that handle i'll press g and move it to the left a little bit to give it some variation on different axis i'll do the same thing with this handle here i'll press r to rotate it a little bit i'm going to go into front view by pressing numpad 1 and i'll just bring that in a little bit and i'm going to play with the shape just for a minute until it looks perfect to me and all right i think that looks good to me so i'll press tab to get out of edit mode rotate the view take a final look and that looks great so once you're finished messing around with the strap we can move on to adding those knot designs in the sides of the hammer now to make these knot designs we're going to import something called a vector graphic and vector graphics are just graphics that don't lose their quality when you scale them up or down because all lines are drawn mathematically so i've already made vector graphics of the knot design just by simply tracing a photo of the knot design in inkscape which is a free vector graphics software and then i saved it as an svg file and that's what we're going to import right now so let's first go to a blank layer so i'm going to press number two on the keyboard or you can also click the second box in the layer options down here and now let's press numpad 7 for top view and i'll center the view so let's import that now so go to file go down to import and choose scalable vector graphics and we'll load in thor design000.svg not sure why all the zeros are there but left click on that load it in give it a couple seconds and any time now and there we go all right so here's how it loaded in we have all these individual curves loaded in from that file and all of these are just curves right now they're not actually solid if we switch between shaded view and wireframe you'll see it looks the same because there's no faces so what we're going to do now is join all these curves together we'll convert it to a mesh and we'll give it some faces and then give it some thickness and then get it on the hammer so to join all these together let's press the a key once or twice to select everything and then press control and j to join them together so this is one big curve object now and now let's convert this to a mesh so it's a little bit easier to work with so let's press alt and c for the convert menu and we'll convert it to a mesh from a curve so left click on that now when you go into edit mode you can see that it's not a curve object anymore we have our regular vertices to work with we'll also notice that there is an immense amount of vertices here if we select them all and go up here to the vertice or to the vertex count there's over 88 000 vertices and that's way too many for this so what we're going to do now is simplify this a little bit and we're going to simplify this using the remove doubles tool so let me zoom in to a really congested area so i'm going to zoom in to this corner right here there is a ton of vertices there so first let me press the t key for the left side toolbar we're going to be using the operator menu down here and then with all the vertices selected i'm going to press w and choose remove doubles you can see that already relieved some of the congestion in fact removed 35 000 vertices and all those vertices were removed if they were close enough to each other within this distance threshold right here so all we need to do to remove some more of these vertices is increase the merge distance here so i'm going to go from point zero zero zero one to point zero zero one and then press enter you can see that simplified how many vertices there are much better and i think that's a more appropriate vertex count for all of this so now let's go through and make sure removing the doubles didn't screw up any of the curves so i'm just going to sweep through real quick and make sure there's no errors like right here for example so we have a few stray vertices here so i'm going to simply right click on that hold shift and right click on that and then press x and erase the vertices and i'll do the same thing if there happens to be any more issues like that like down here for example another stray vertex so i'll delete that and here's another one a little bit easier to see when i have all the vertices selected because they're orange here's one there and there's two up here and i think that about does it yep everything else looks good okay so let me press the t key now to get rid of left side toolbar and now what we're going to do is add some faces within all of these boundaries so with all these vertices selected now simply press alt and f and it will auto fill all the boundaries you had selected and it looks like that worked perfectly for me let me press tab to get out of edit mode and press z to get into shaded view and let's see how that looks so that worked out perfectly so i'll go back into edit mode by pressing tab and you can see the large number of faces it added in and that's the reason i wanted to lower the number of vertices in this whole object because right now we have a lot of faces and there's only 7 500 vertices before it was what like 85 000 vertices that would have created an immense amount of faces and it could have slowed things down especially given the fact that we need to have eight of these on the hammer so simplifying it is definitely going to help keep things efficient so let's press tab to get out of edit mode and what we're going to do now is add some thickness to this so let's go over to the modifiers by clicking on the wrench icon there and let's rotate the view to see how thick we want to make this then let's click on add modifier and add in a solidify modifier and let's increase the thickness to .03 and if you swing around to the bottom of this you'll notice that add some faces on the bottom these will never be visible because they're going to be inside the hammer so let's get rid of those to make this more efficient and we can do that by simply enabling only rim so that'll extrude the rim down but it won't give us extra faces on the bottom awesome so now we need to make the sides of this smooth but make sure we maintain a nice sharp corner on the top so let's press the t key and while we're in object mode click on smooth shading and this is going to smooth out all the angles including the 90 degree angles so let me press the t key to get rid of that toolbar and let's fix that 90 degree smoothing problem now so let's go over to the object data buttons by clicking on that icon and enable auto smooth that's going to smooth out any angle that's 30 degrees or less now we can increase this to make sure we encompass more of our more sharper angles in the object so i'm going to increase that angle to 75 on this particular object anything below 90 is probably fine but you can see there's a few angles that were not smoothed out like this one right here it's because if we go into top view by pressing numpad 7 you can see that that angle is a little bit more than 90 degrees so i'm going to go into edit mode by pressing tab i'll right click on that vertex i'll press g and i'll move it like that to make sure that's less than 90 degrees and then i'll press tab to get out of edit mode and let's see if that did the trick and it did indeed so there might be a couple little problems like that across the object so you can go through and fix that if you want but i don't really think it's going to be very visible so i'm just going to trust that it's going to look good in the end and now we can move on so let me hold shift and i'll click on the first layer right there so now we have both layer one and two visible and now we can work on getting this onto the ends of the hammer so now to get this in place on the hammer first i want to move the origin point to the center of the hammer head down here that way i can use the mirror modifier and mirror it around each of these panels so right click on the hammer piece right there and press shift and s and choose cursor to select it that'll place the cursor right on the origin in the middle then right click on our not design right there and let's move the origin point to the 3d cursor so press the t key for the left side toolbar click on set origin and choose origin to 3d cursor so you can see the origin point moved down to the middle of the hammer now now i want to move the geometry down over the origin point to make sure it's nice and centered so let's go back over to the set origin menu click on that and then choose geometry to origin this time and that will move the geometry down over the the origin point and you can see it if you press the z key for wireframe view there it is in the middle of the hammer so now we're going to move this and scale it and then we'll do some mirror modifiers and that'll be it so let's press numpad 7 for top view and then numpad 5 for orthographic view and let's get this over there on the left side so let me press t to get rid of that menu and then i'll press tab to go into edit mode press a once or twice to select everything and then i'll press g and then x move it all the way to the left right there right on top of that panel and left click to place it there and now press r to rotate it clockwise hold ctrl and rotate it perfectly 90 degrees and then press s and we'll scale that up to fit within that panel just like that leave a little bit of space on the sides or i mean the top and the bottom and let's go into front view now so press numpad 1 let me zoom out and pan down and let's get this into place on the panel up here actually let me get rid of the background images they're kind of obscuring the view a little bit so i'll press the n key for the right side toolbar and i'll click on that checkbox right there to turn off background images let's get rid of that menu now let's move this up by pressing g and then z move it up to that pocket let's zoom in and then i'll press r and i'll freehand rotate this to be the same alignment as the pocket then i'll press g and i'll move it up so that it sits at the top of the pocket so you can see there's a little bit of gap at the bottom so we just need to add some thickness to that so let me go back to the modifiers here and let's click on the right arrow of the thickness until it goes through the pocket just like that and now let's center this a little bit more we want an equal amount of space up here as we have down there so i'll press g and i'll move that until that spacing is equal and then left click all right let's rotate the view and press z for shaded view and press tab to get out of edit mode and let's see how that looks looks like it's seated in there pretty darn well so now we can use the mirror modifier to mirror it over to the side and to the bottom and then we'll duplicate it and rotate it for the side panels so click on add modifier now choose mirror that should mirror it from left to right and then also select the z-axis there which will which will mirror it from top to bottom so that takes care of those four panels now let's press numpad 3 for side view and with that not design selected press alt and d to make a link duplicate and then immediately press r to rotate it and hold ctrl and rotate it clockwise 90 degrees and then left click so the difference between shift and d which is regular duplication and alt nd which is link duplication is that this object is now linked to this one so if we make changes to either of these it's also going to make changes to the other one so that's the difference with linked duplicates so let's rotate the view now i'll press a to deselect it let's see how everything looks alright that came together pretty good so the hammer's finished and let's spruce up how it looks in the viewport so we get have a little bit of a cooler preview of this so let's press the n key to go to the right side toolbar and while we're in shaded view we have an option over here called matcap so click on that to enable it then click on that preview and we have a whole list of preview materials here here to choose from so let's click on that silver shiny one right there to make our hammer look a little cooler let's add some shadowing too so let's also enable ambient occlusion and i'll increase the strength to 1.5 and the distance to 0.1 to make the shadows a little bit tighter and there we go ladies and gentlemen our hammer is complete so that'll do it for modeling the hammer i will be back with more tutorials on this including adding shaders for it and getting a cool render going in cycles and i also might try 3d printing this and if i do i'll make a tutorial on that as well but in the meantime if you're looking for something more challenging check out my intermediate course on creating this jeep wrangler inside and out including shaders including the environment rendering it in cycles and there's tons of modeling techniques so check it out at cgmasters.net or follow the link in the description so that'll do it for this tutorial and until next time fare thee well mortals
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Channel: CG Masters
Views: 166,375
Rating: undefined out of 5
Keywords: cg masters, blender, 3d, tutorial, beginners, basics, modeling, modelling, thor, mjolnir, marvel, hammer, knot design, vector graphics, hard surface, hardsurface, modifiers, array, cycles, chris plush
Id: 6Yxrke72isQ
Channel Id: undefined
Length: 79min 31sec (4771 seconds)
Published: Wed Jun 21 2017
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