WEBVTT

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Welcome to the next lesson, where we will continue adding detail to the Ghostbuster trap, and in this

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lesson, we're going to add some bevels and add this kind of front panel here so we'll add more geometry

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to it and details.

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Let's focus on this Bevell for right now.

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So it looks like this is a pretty rounded edge, but that this edge maybe isn't as rounded as that one,

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but it is rounded there and this one is maybe a little sharper.

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So this could be because this is a homemade thing and it's not exactly, you know, exact machined as

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it would be if it were a real thing.

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So depending on if you want to divide these bevels up, you can do that and do them separately.

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I say we just do them all together so that it's, you know, a little quicker and you can add more detail

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or do the Bevell separately if you want, at a later time.

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The one thing I want to do before I do that as well is to finish out this kind of bottom section.

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You can see that this goes down to a kind of footprint that doesn't just go straight down to the floor.

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So there's this kind of inset area that we can do with the poly extrude tool and adding some loops and

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things that we've learned.

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So let's go to the insert actually tool and I'm going to go to the tool settings over here to make sure

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that we're back on relative distance.

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And I'm just going to choose one kind of area here and use that.

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And then I'm going to go to the face mode and select the all the faces.

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Oops, I'm still on the inside edge loop tool and I'm going to turn off the tool settings now.

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So let's go to the face mode or choose CU or whatever to select the faces and I'll have four to make

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sure those are all the ones selected.

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Go back to five and now I will choose the extrude tool and I'll just pull in a thickness a little bit.

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Well you can see we have keep faces together off, so let's turn that on and as this goes in, it'll

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all go together.

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The only thing with this is it's also going up.

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So that's the only issue there is the fact that this is going up if we go to the front view.

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Holding down spacebar, clicking and dragging from the middle, you can see it's going up so we can

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offset that later, let's just bring the thickness in.

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So it's not just.

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The same, so that looks about right, it looks like there's it's actually it goes in and maybe there's

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another layer here.

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So let's deal with that.

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Let's go to the front of you and I'm going to go to the verdict mode and I'm going to select all the

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bottom vertices.

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I'll click W and then I'm going to hit X now I'm gonna hold down X on my keyboard and that will snap

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to the grid because I want this on the floor so it'll snap to the grid.

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Now let's add another loop so we can kind of get this bottom section out, do the same thing we just

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did.

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Let's go to face mode, select all the faces.

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Oops.

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Again, I'm still in the loop mode.

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So like you to get off of that, select all of the faces, go to the extrude and let's just extrude

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this out.

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And we want to keep faces together on as we did before.

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Let's have that somewhere between kind of the front end and insert edge here.

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Now I'll go back to the vertices, select them and hold on X to drag them up to the floor again.

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So now that now we've created jobs and now we've created this kind of inset kind of footprint here and

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I to do that before we do the Bevell so that we can bevell all of these together.

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Let's go back to this.

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It looks like this is a fairly rounded at the bottom.

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So let's select the edges.

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We want to start beveling.

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We'll go to the edge mode.

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I'll select this edge and that edge.

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This edge and that edge.

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So we're just going through and holding down shift to select more than one edge.

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And let's see what we're going to do down here.

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Let's do these corners later, because it won't be as similar to these are kind of the same distance

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of an envelope.

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So let's just do these top ones.

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So let's go to edit Meche Bevell, I'm going to command shift, click it to add it to our shelf.

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And now we can see it's starting to Bevell the edges.

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Now, this one doesn't have a tool that pops up.

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So we can go over here to the Poly Bevell input and it'll pop it up for us here so we can change the

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fraction, which is how far it is.

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We can change the segments, which we will need many more.

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And if you can see I'm clicking and dragging.

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Not a lot's happening is because the pie chart here is too slow.

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Speed that up so that I can add more sections here.

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Cool.

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So we've rounded those two out.

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And the thing I want to do, actually, is to move these closer together, so when I go to the edge

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on a double click, this you can see because now.

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This so this is a triangle, so in my it only likes quads everything on this model so far as a quad,

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meaning four sides except for this.

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So when I double click it, that's why it doesn't select this edge, because it stops here on this triangle.

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So just be aware that Maya does not like triangles in that regard.

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So now that I have selected, I just want to move this a little bit closer.

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So it's a more of an extreme angle and select these edges again.

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Cool, let's head to Polly Bevell and click on the input over here and let's try to bring up the menu

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and let's add more segments to this, and that's looking pretty good.

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So we go back to this.

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We can see also along this edge, it's not perfectly.

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It's not perfectly flat, so we can actually add more Bevell to these edges as well.

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So let's go to the edge tool and we'll double click this and let's select all the edges to kind of outward

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facing edges here of the object.

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I'm just holding down shift in selecting them and.

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I'm going to do these bottom ones later, so let's deselect those calls all shifts, select this edge.

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Deselect by holding down control to deselect things.

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Sorry, I didn't mention that, so double click that can go in here.

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It's like these control click drag this like that, and let's bevell these edges as well, so we go

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back to the bell tool and that looks a lot better team to pull up the tool and we can change this fraction

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if we want.

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So I had maybe one more segment in there, and so the fractional stop, based on how much room it has,

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you can see it's running into this edge here.

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So it can't go any further than that.

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And I think that's OK for us.

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But just know that in your case, if you wanted to go further, it can't go further than that edge.

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So you'd have to move this edge before you beveled so I could go further than that.

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So now we have a much nicer edge here.

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If you look at these, because we didn't Bevell this one.

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This one looks very CG, very exact and hard.

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And this one is just a tiny bit softer and it adds a lot to the model.

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OK, so the other thing that we run into here are a normal situation.

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Normals are how Miah knows what direction a face is facing.

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So if we go to display and we go down to polygons, we can turn on face normal's it's going to pop this.

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Alex is going to turn them off here and again in a second.

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So let's clockface normal's and now you can see we get these green little arrows.

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So that tells you which direction the faces are pointing.

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And for the most part, they're all pointing in the right way.

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But I bring all this up because it will affect how my views and shade's the object in this kind of almost

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fake, like shaded mode that you can see in the viewport.

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So I bring this out because I'll turn that off just by clicking face.

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Normal's again, close this.

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You can see this is kind of shaded in a weird way.

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If you click off of here, it's kind of, you know, there's this gray area here.

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It's wide.

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It's like what's happening here.

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This is this looks weird.

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So there's a couple of different things we can do.

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And first off, we can clean up the geometry a little bit if we wanted.

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You can see here we have an issue that this has a face.

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Well, so you have to zoom in on it and zooming out, you know, this has a face, it's not connecting

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here.

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It should connect here.

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So there's no edge here.

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So it's like it's trying to drag this face over this thing without an edge.

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And so that's why this one is shaded where you can see it has like a dark area on the top here.

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And then it's it's lighter here.

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But this one doesn't look the same way.

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So we get this hard edge.

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So if we go to the multi cut tool, let's go to the mesh tools and we'll go down a multi cut and we'll

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command shift that at a two hour shelf.

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If I click that, I can select a vertices and select another one and it'll cut this in half if I hit

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enter.

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So now we have room for that to describe what's actually happening.

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If I select off of here, you can see it's still shaded in a weird way.

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We can fix that in a second.

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But before we do that, we need to add the geometry in here so it knows how to describe that area.

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So we're going to multicar tool.

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Let's do that to this side as well and hit enter.

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Now, if I go to mass display and let me zoom in here so you can see this change.

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If I got a mesh display and average, you can see it changes the whole model.

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If I go to mass display conform or set to face, I think is what we want now.

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It looks right.

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So that's just one way to fix that.

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Now that we've set the normals to be to the face, we can see that we're kind of getting these hard

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edges here on the curved areas.

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Well, my computer thinks I'm right.

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Clicking When I'm not, we get these hard edges here.

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You can kind of see this gradient from dark to to bright here on these steps kind of colors and get

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rid of that.

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Let's select the object and go to soften hard edges.

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And when we do that, it'll soften and harden the edges in the right areas.

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So now we do not have those weird kind of colored areas here that we were getting before.

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So that's a way to get around that and get these smooth areas to look smoother.

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So we've done quite a bit in this lesson with beveling edges.

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So I'm going to go ahead and and this one here.

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And the next lesson we'll start to add this detail of this panel to the object.

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Thanks for watching.
