WEBVTT

00:00.240 --> 00:06.660
In this lesson, we will continue to create detail on this Ghostbuster trap, so in the previous one,

00:06.660 --> 00:08.190
we did some beveling of the edges.

00:08.490 --> 00:09.780
Let's finish that up a first.

00:09.780 --> 00:14.630
I noticed that at some point my model got uncensored.

00:14.910 --> 00:16.730
You can see that it's not totally centered up here.

00:16.740 --> 00:22.260
So all I need to do that happens is hold down spacebar, click in the middle here, go to my right view

00:22.800 --> 00:25.110
and I can see that it is not lined up with the handle.

00:25.110 --> 00:31.490
So I can just hold down X and with the move tool selected, I can just snap it to the middle.

00:31.860 --> 00:35.430
So now that I can tell that it is set it up with everything and we're ready to continue.

00:35.760 --> 00:37.620
So if anything like that happens, it's no big deal.

00:37.650 --> 00:41.010
You know, just figure it out and snap it back to the center.

00:41.340 --> 00:44.280
You can, you know, change the pivot if you need to, all that kind of stuff.

00:44.280 --> 00:50.400
So don't feel like you're always stuck or, you know, you can't, you know, change something or whatever.

00:50.580 --> 00:54.800
You know, it's just a matter of getting comfortable with these tools and starting to use them.

00:55.170 --> 01:00.630
So one thing I want to do is add this type of a Bevell here to more areas quickly.

01:01.020 --> 01:03.870
So it looks like maybe that's what I did.

01:03.870 --> 01:09.450
I middle mouse dragged this while the well, I had the manipulator tool selected is probably how I got

01:09.450 --> 01:10.050
off centered.

01:10.560 --> 01:13.830
So just be careful about that and you can always fix that.

01:14.250 --> 01:16.050
So let's select the edges here.

01:16.050 --> 01:16.260
Right.

01:16.260 --> 01:26.160
Clicking Going up to edge and we will go through and shift select the edges that we would like to bevel

01:27.090 --> 01:28.240
and double clicking.

01:28.240 --> 01:31.770
It looks like I accidentally didn't have reshift held down.

01:31.770 --> 01:36.960
So hold on shift and just double clicking these in these corners.

01:37.380 --> 01:43.310
I'm going to do the bottom corner separate because I want those to have a different kind of Bevell Andsnes

01:43.320 --> 01:44.910
to this one as well.

01:46.380 --> 01:47.310
And this one.

01:50.100 --> 01:56.010
And these might not be super clean because we're doing them separate from the sides, ideally we do

01:56.010 --> 02:00.450
these together because their intersection might be kind of dirty.

02:00.460 --> 02:01.740
So we'll see if that works at all.

02:01.740 --> 02:03.660
If it doesn't, we can just skip that.

02:03.660 --> 02:09.620
And, you know, you can undo the belt from earlier and get back to that.

02:09.630 --> 02:10.980
So now we have that selected.

02:11.490 --> 02:14.820
We can go to Bevell and.

02:16.880 --> 02:21.560
Yeah, you can see on these corners, if we don't do this together, then they're kind of wonky a little

02:21.560 --> 02:21.760
bit.

02:21.770 --> 02:24.240
We can always fix that if we need to.

02:24.410 --> 02:26.990
And it looks like I missed one edge here as well.

02:28.190 --> 02:36.320
So let's go back to Bevell and then let's go to the Polly Bevell input here that we created.

02:36.330 --> 02:41.930
We can hit T to bring up the options here if we like, and resize this to make it more clear.

02:42.440 --> 02:51.290
And let's go to a higher fraction here and add at least one segment and it's going to object mode so

02:51.290 --> 02:54.140
we can see that and deselect it looks like it did a pretty good job.

02:54.650 --> 02:57.740
The only thing we need to fix down here is this kind of intersection.

02:58.130 --> 03:04.070
So if you know, you happen to do these Bevell separately and there's some wonky thing like this, you

03:04.070 --> 03:04.850
know, this is modeling.

03:04.850 --> 03:10.250
This is, you know, creating things on the fly, making different decisions and then fixing things

03:10.250 --> 03:11.200
when they're not working.

03:11.210 --> 03:19.190
So what we can do is just add a little multicultural here and we can add that edge and we can do that

03:19.190 --> 03:20.770
to the bottom here as well.

03:21.910 --> 03:25.060
And hit enter and if I go to the verb to see.

03:26.040 --> 03:33.420
Mode here and zoom in here just so I can hit, have to have something to focus in on, we're so close

03:33.420 --> 03:36.660
to it that it's kind of hard to see.

03:37.020 --> 03:43.740
Let's go to the edge mode and let's just delete these edges that we don't need.

03:46.150 --> 03:48.010
Actually, we need these.

03:49.700 --> 03:52.730
And the center, some control clicking and dragging those.

03:53.850 --> 03:57.390
So now I'm going to go shift right, click delete EDG.

03:58.610 --> 03:59.690
And now we have that.

04:01.440 --> 04:09.750
So let's go to the vertex mode and just drag this up, and if we want to make it precise, we can go

04:09.750 --> 04:18.450
to a camera view that's orthographic so we can see it in line with everything else and we can just drag

04:18.450 --> 04:18.630
it up.

04:18.630 --> 04:20.520
So it's in line with this line here.

04:21.150 --> 04:25.590
We could also vertex snap it, holding down V and now we know it's in line.

04:25.860 --> 04:27.990
We can see the ones down here also need to be fixed.

04:28.300 --> 04:31.950
I'm going to leave that for now and let you fix that if you'd like.

04:31.950 --> 04:35.700
But that's how you fix, you know, intersection like intersections like that.

04:36.000 --> 04:37.800
It looks like that one needs to be fixed as well.

04:37.800 --> 04:43.260
So I'm just holding on spacebar and clicking in the center to get to the right camera and holding down

04:43.260 --> 04:45.600
V to drag that to the right spot.

04:46.500 --> 04:51.230
And then going back to perspective with the holding down space bar dragging, clicking and dragging.

04:51.900 --> 04:53.910
So that's how we fix intersections like that.

04:53.910 --> 04:55.980
When that thing occur, when something like that occurs.

04:56.970 --> 05:03.540
And again, that's just part of modeling being flexible because you say you had a supervisor and now

05:03.540 --> 05:06.360
they want to add more bevels and you've already done all this beveling.

05:06.720 --> 05:10.050
You know, things don't happen perfectly from one step to another.

05:10.050 --> 05:14.790
So you need to be able to adapt to know the tools well enough to adjust the model as needed.

05:15.430 --> 05:17.610
And again, I'm going to leave that one now for time's sake.

05:17.610 --> 05:19.140
It looks like we need to do that on every corner.

05:19.140 --> 05:25.760
But for time's sake, let's just leave that and let's look at these edges here.

05:26.700 --> 05:34.680
I want to just select the corner pieces and I want to I want it to go all the way to the edge there

05:34.680 --> 05:35.640
on the inside.

05:36.450 --> 05:43.710
So let's control click these select areas that we don't need and double check that we have everything

05:43.710 --> 05:44.280
selected.

05:47.140 --> 05:55.840
Now, let's get the side as well, just double clicking and control clicking it to deselect oops, looks

05:55.840 --> 05:58.270
like I zoomed out in the wrong spot.

05:58.300 --> 06:00.820
So one thing I just did sorry, it's a habit.

06:00.820 --> 06:03.850
I'm used to using these tools, so I'll have to slow down here.

06:05.050 --> 06:06.630
I'm not entirely sure what just happened.

06:06.640 --> 06:07.620
The View just went away.

06:07.930 --> 06:12.280
So the first thing I did was hit the bracket button on the keyboard.

06:12.370 --> 06:15.030
And so that'll just go back to your previous camera view.

06:15.370 --> 06:17.590
And so we can toggle between wherever the camera went.

06:17.600 --> 06:24.640
I'm not entirely sure I might have hit a which is frame everything and you know, who knows why it went

06:24.640 --> 06:24.880
that way.

06:24.890 --> 06:27.160
That's just part of working in 3-D sometimes.

06:27.640 --> 06:32.870
But yeah, just hit bracket and you can get back to the previous camera view if you're ever, you know,

06:32.890 --> 06:34.900
missed where you went or something like that.

06:36.160 --> 06:37.690
Things go haywire sometimes.

06:37.690 --> 06:39.820
And yeah, you know the tools well enough.

06:39.820 --> 06:43.550
It's not that big a deal to just get back to where you were.

06:43.600 --> 06:44.890
OK, so we have those done.

06:45.280 --> 06:49.870
So I did those separately because I want to go back to Polly Bevell here at TI.

06:50.470 --> 06:51.970
We can also do it from this menu.

06:51.970 --> 06:56.380
But I just like it just looks better to me to use this one floating one.

06:57.910 --> 06:59.230
Let's increase the fraction.

06:59.230 --> 07:03.910
And I did this separately because I wanted to do these separately.

07:03.910 --> 07:10.360
And it looks like we're going to be prohibited by this interior piece here.

07:11.470 --> 07:13.570
So it's it's getting stuck right here.

07:13.570 --> 07:14.920
I can't go any wider than that.

07:15.430 --> 07:18.310
So let's undo this.

07:18.790 --> 07:19.870
And we have the selection.

07:19.900 --> 07:25.090
Instead of remaking the selection, let's create a quick select set.

07:25.510 --> 07:31.360
So that's just a way that we can get that selection back without having to redo that all over again.

07:31.360 --> 07:39.610
So we'll go to create go down to sets and quick select set and we'll just say level edges.

07:39.610 --> 07:43.870
We don't even have to name this because we'll probably just delete it here in a minute and we'll say,

07:43.870 --> 07:48.400
OK, so now we can select it and we can say that selection for later.

07:50.110 --> 07:53.470
So let's delete these kind of edges here

07:56.230 --> 08:00.760
so that we can have a greater range in the Bevell.

08:01.570 --> 08:06.940
And again, you know, this is may seem like tedious work, but this is just modeling.

08:06.940 --> 08:09.070
This is part of modeling if you want to get into modeling.

08:09.610 --> 08:10.690
Well, what's happening here?

08:12.250 --> 08:19.090
If you want to get into modeling, this is just part of modeling to, you know, like I was saying a

08:19.090 --> 08:24.010
minute ago, to kind of run into problems and then solve them.

08:25.030 --> 08:26.350
So we have all those selected.

08:26.350 --> 08:31.030
So hit shift, hold down shift and right click get to delete edge.

08:31.870 --> 08:35.350
So now when we go to the bevel edges.

08:38.320 --> 08:46.420
Let's just go to select quick, select sets of pledges now we had a selection, so we learned something

08:46.420 --> 08:48.020
in that process of problem solving.

08:48.880 --> 08:56.080
So now that we have that, we can go back to the Bevell tool and when we pull the fraction here.

08:57.740 --> 08:59.720
We should be able to go a lot further.

09:02.970 --> 09:11.850
Oh, no, we're stuck by those, so I think what we have to do here is because we're still stuck by

09:11.880 --> 09:13.860
this these interior pieces.

09:16.550 --> 09:20.080
We are going to have to create.

09:21.350 --> 09:30.710
Or sorry, we're going to have to deselect this line here, so let's just undo this and control drag

09:30.710 --> 09:31.160
that.

09:33.550 --> 09:39.340
So, again, you know, any time I'm modeling something in my head, I have an idea of how it should

09:39.340 --> 09:44.070
work, but, you know, it's not entirely certain that's going to be the case.

09:44.680 --> 09:47.890
So let's go to Polly Bevell now.

09:47.900 --> 09:48.440
Here we go.

09:49.210 --> 09:51.310
So let's zoom in and.

09:53.030 --> 09:55.700
Let's see if we can increase the segments here.

09:59.190 --> 09:59.940
And.

10:02.230 --> 10:04.090
Let's go to object mode and see how that looks.

10:05.080 --> 10:05.850
It's looking pretty good.

10:06.880 --> 10:09.280
So one thing you might notice is this kind of line here.

10:09.280 --> 10:13.730
And I think that's because we don't have the geometry here to support this area.

10:14.110 --> 10:19.360
So one thing we can do is go to the multicar tool and click here and go to the edge.

10:19.660 --> 10:20.260
It's missing.

10:20.810 --> 10:21.970
Do the same for this side.

10:23.200 --> 10:31.940
And now when we go to the object mode and click off, still there, I mean, not as bad.

10:32.950 --> 10:35.530
So now we have the corners beveled here.

10:37.340 --> 10:40.650
Let's move on to creating the panel on the right side.

10:42.460 --> 10:45.370
So let's go and create a new object.

10:45.520 --> 10:49.330
We'll go to poly modeling shelf, create a cube, bring it up.

10:50.140 --> 10:58.120
Most things that ever start to get modeled in Maya, start with a cube or sphere or something like something

10:58.120 --> 11:00.280
simple, and then you add complexity to it later.

11:00.820 --> 11:07.780
So I'm just using the scale tool to change the size and get it roughly in the right spot.

11:10.520 --> 11:14.600
So we can just actually we can do the same thing that we did before.

11:15.020 --> 11:22.280
So don't hold down D and V and Vertex, snap it to the edge, to its farthest edge, and then go back

11:22.280 --> 11:27.470
to the manipulator mode and then hold down V with just the normal move tool and it'll snap right to

11:27.470 --> 11:28.170
that face.

11:28.610 --> 11:32.270
And so now also, when we scale it, it should scale from that face.

11:32.270 --> 11:37.880
We don't have to worry about it, like going inside of the inside of the trap itself.

11:38.780 --> 11:43.940
And this is important to do to have a separate piece, because when we add materials later, we want

11:43.940 --> 11:46.970
to have a different object.

11:47.390 --> 11:51.730
You can see over here, it's called P Cube three, and we can start naming these things if we want to

11:52.700 --> 11:53.570
to clean this up.

11:53.570 --> 11:56.780
But basically, this is a separate object.

11:56.810 --> 11:58.520
We can see it in the outliner.

11:58.520 --> 11:59.600
So we know it's a separate object.

11:59.600 --> 12:04.700
So it can have a different material, because if we look at the reference, this is a kind of aluminum

12:04.700 --> 12:07.670
metal and this is like a painted black or something.

12:07.940 --> 12:10.160
So it's good to have those separated out.

12:10.880 --> 12:13.850
OK, so let's go to the edges here.

12:13.880 --> 12:16.070
Let's right click go to edge mode.

12:16.410 --> 12:19.250
I'll just select everything and Bevell everything together.

12:19.730 --> 12:23.300
And if we go back I can click it here, but I like to go back to the custom shelf.

12:23.300 --> 12:30.180
So she's everything a little organized and go to poly level and let's just increase the segments to

12:30.180 --> 12:30.530
two.

12:31.460 --> 12:37.910
And right click to go to object mode and clicking and dragging, of course, to the object mode option

12:37.910 --> 12:38.210
here.

12:39.270 --> 12:40.060
And let him go.

12:41.010 --> 12:42.090
So now we have that.

12:43.650 --> 12:55.260
Let's look at creating the the screws here, we have these kind of semicircular ends that go in and

12:55.260 --> 12:58.790
then this looks like a cylinder type of a screw.

12:59.250 --> 13:05.450
So let's create this and show you one other tool called a boolean.

13:05.940 --> 13:17.180
So let's go to the poly malling shelf, create a sphere, and let's just group all of this and some

13:17.370 --> 13:19.970
shifts, selecting everything in the outliner and hitting command.

13:20.790 --> 13:25.620
And that will group everything we can call this trap or Gbps trap.

13:29.180 --> 13:38.040
And hit enter and now I can with that selected, I can hit command H or sorry I can control age and

13:38.040 --> 13:38.670
then I'll hide it.

13:38.810 --> 13:41.420
So now I can focus on what I'm working on here.

13:41.660 --> 13:43.880
You can see kind of graded out here so we know it's hidden.

13:44.480 --> 13:46.880
And to get that back we can just hit shift H.

13:47.970 --> 13:54.140
OK, so with this fear, let's create its screw and set here.

13:54.470 --> 14:03.200
So let's scale this down, hitting our scale it down and I want to select all the faces on the outside

14:03.200 --> 14:03.400
here.

14:03.400 --> 14:05.720
So I'm going to click and drag and select all those faces.

14:06.170 --> 14:13.760
I'm going to go to the custom shelf and go to extrude and with faces together off, I'm going to increase

14:13.760 --> 14:19.850
the thickness and I'm going to hit the little pie chart here to make that go slower.

14:20.720 --> 14:25.520
And I can actually look at this from a top down view, holding down space, clicking and going to top

14:25.520 --> 14:25.880
view.

14:27.200 --> 14:33.530
And I can see how far out I want this to actually affect the screw head here.

14:34.700 --> 14:36.470
So something like that.

14:36.470 --> 14:40.760
I think I'm gonna go back to perspective and right.

14:40.760 --> 14:41.900
Click to Object Mode.

14:42.410 --> 14:52.550
Hit the R for scale and scale up and the Y here, drag this down and we want this to go in as far as

14:52.550 --> 14:55.190
we think we need the screw to go.

14:55.220 --> 14:57.890
So maybe pretty far, something like that.

14:58.100 --> 14:59.960
We can get a wireframe mode waiting for.

15:00.420 --> 15:02.270
I can see it doesn't go all the way to half.

15:02.270 --> 15:07.580
So, you know, because this is sticking out at least half, it's more pancake shape.

15:08.060 --> 15:10.400
We could actually just go ahead and do that with the sphere.

15:11.090 --> 15:15.590
Let's go into the right view and let's go to face mode.

15:15.950 --> 15:16.280
Right.

15:16.280 --> 15:19.850
Clicking on the sphere and going to face.

15:20.630 --> 15:23.240
And also, if that ever happens, we're actually going to move mode.

15:23.240 --> 15:24.410
And now you're in a whole new menu.

15:24.830 --> 15:29.870
You can just hover back over the one were in the little greyed out here and we'll go back to that menu.

15:29.870 --> 15:33.500
Or you can just let go of right click while you don't have anything selected.

15:33.500 --> 15:34.550
And I'll get you back to this.

15:35.150 --> 15:38.840
So let's go to the faces, click and drag all the faces below the half.

15:38.840 --> 15:42.140
Here we can see this is kind of our ground, plain or zero.

15:42.470 --> 15:44.930
So we can hit just delete on that four faces.

15:44.930 --> 15:46.070
You don't have to do anything special.

15:46.070 --> 15:48.740
You can just delete them with the delete button on the keyboard.

15:49.370 --> 15:55.040
So let's go back to object mode and then we can scale this down, hitting our scale this down to be

15:55.040 --> 15:56.420
more pancake shaped.

15:56.990 --> 15:59.750
Now we can move this down to be something like this.

15:59.750 --> 16:03.680
We don't want to go all the way through, so we want to leave a little gap here at the bottom.

16:04.250 --> 16:10.580
So let's go back to perspective, holding down space bar and then let's have five to go back to shaded

16:11.030 --> 16:21.500
and with the sphere selected here and then this one selected, we can go to mesh bullion and booleans

16:21.500 --> 16:26.480
are basically a way to subtract or add one object to another.

16:26.870 --> 16:28.760
So now that we have that done, we want a difference.

16:28.760 --> 16:33.470
So let's click that and boom, we have a difference and we have our screw.

16:33.680 --> 16:35.300
So that's super helpful.

16:35.570 --> 16:40.100
You don't have to model every little corner and it's like, you know what, these edges on a sphere,

16:40.100 --> 16:41.420
how do you actually even get that?

16:41.420 --> 16:44.390
So it's nice to have a boolean every once in a while.

16:44.690 --> 16:49.640
They can they can be kind of wonky and you do have to select things in the correct order.

16:49.970 --> 16:54.950
So if I didn't do it in that order, if I selected, let me queue to get back to my tool.

16:54.950 --> 17:01.100
And sometimes my mind has a little buggy thing where I need to shake the viewport a little bit or use

17:01.100 --> 17:03.500
the viewport and it'll let me start use tools again.

17:03.980 --> 17:06.200
So you might run into similar bugs when you're using it.

17:06.890 --> 17:09.830
So I'll shift select in a different way.

17:09.830 --> 17:15.620
Now you can see it does the reverse, so you want to make sure you're selecting it in the proper order

17:16.310 --> 17:18.020
and that you're using the right boolean.

17:18.020 --> 17:22.760
And that's why I tore off the menu here, because it's nice to have it case you screw up to, you know,

17:22.760 --> 17:26.300
just go ahead and use it again and again so we can close that out.

17:27.020 --> 17:31.550
We have this made and now let's bring our trap back.

17:31.550 --> 17:36.950
And also, now that we're looking at the Aulani, you can see it creates all this history when you do

17:36.950 --> 17:37.610
a boolean.

17:38.270 --> 17:41.870
You know, if we look at the input over here, we deleted the faces.

17:41.870 --> 17:43.370
So it says delete component.

17:43.370 --> 17:44.240
We extruded.

17:45.200 --> 17:49.820
You know, it's combining the inputs from the two pieces and then you have this boolean.

17:49.820 --> 17:57.410
So it gets really messy and then it creates these empty shapes and those are quite useless and can actually

17:57.410 --> 17:59.030
be harmful in the future.

17:59.300 --> 18:05.420
So when you do a boolean and you know you've you've done it and it's you know, you're done using it,

18:05.750 --> 18:09.200
it's good to go ahead and clean up that piece of geometry and delete the history.

18:09.320 --> 18:12.500
So go to edit, delete by type in history.

18:12.830 --> 18:16.040
You want to make sure you do not do delete all by type.

18:16.040 --> 18:20.180
When it says delete all, it means everything in your scene, not just what you have selected.

18:20.480 --> 18:22.430
So this is a very important distinction right now.

18:22.940 --> 18:24.470
These are not the same thing.

18:24.560 --> 18:26.980
OK, delete by type is what you have selected.

18:26.990 --> 18:28.010
Delete all by type.

18:28.090 --> 18:30.280
Is everything in your scene we just want to do it.

18:30.310 --> 18:35.680
We have selected so we're going to go to delete by type and go to history and you see all those inputs

18:35.680 --> 18:38.350
are gone and all those empty groups over here are gone.

18:38.740 --> 18:41.820
So it's much cleaner to do once you do a boolean like that.

18:42.250 --> 18:48.790
So let's click this and it shift to bring it back and hide it and click the sphere here and let's bring

18:48.790 --> 18:53.140
it over and rotate it 90 degrees by clicking.

18:53.140 --> 18:56.020
That's typing it in in the channel box.

18:56.830 --> 19:06.940
And let's vertex snap on the pivot holding down down to the bottom here so then we can vertex snap holding

19:06.940 --> 19:10.700
down B to the front face of the object.

19:10.730 --> 19:13.060
So now we can slide it around knowing it's on the front.

19:13.840 --> 19:19.260
And because we have aimbot inclusion on up here, we can see it kind of has a shadow effect around.

19:19.300 --> 19:22.240
So we know, you know, kind of where it is in space a little better.

19:23.680 --> 19:27.610
Most of it just going to say real quickly, because it's doing crazy things any time, Miles, doing

19:27.610 --> 19:28.210
crazy things.

19:28.210 --> 19:28.960
That's good to save.

19:29.560 --> 19:36.520
And of course, you can follow along with all these lessons in the according numbered scene.

19:36.850 --> 19:38.380
So we're a number four right now.

19:38.380 --> 19:44.020
So you can pick up where we left off there and use the same model in the same scene.

19:44.680 --> 19:48.940
So I'm just going to bring that up here somewhere and scale it down.

19:51.270 --> 19:53.010
And that works pretty good for me.

19:53.580 --> 20:01.650
So now we've started to add this panel and we can add a couple more details, like these cylinders are

20:01.650 --> 20:02.850
something super easy to do.

20:02.850 --> 20:07.230
Let's just create a cylinder and bring it over, rotate it down 90 degrees.

20:07.540 --> 20:09.180
So I like to do it here first.

20:09.180 --> 20:11.940
So it tells me which axis I'm doing it axes.

20:11.940 --> 20:12.820
I'm doing it over here.

20:13.230 --> 20:16.440
So then I know which one I need to type it into up there.

20:17.340 --> 20:21.180
The other thing I want to do is add more subdivisions to the caps.

20:21.480 --> 20:28.500
So I'm under on toggle down the input here for the cylinder and go to subdivision caps and just say,

20:28.950 --> 20:31.500
you know, let's just say three for fun.

20:32.250 --> 20:36.510
And the reason I'll show you here in a second, because we need to adjust the model a little bit and

20:36.540 --> 20:44.400
drag this out, scale it down, move it over, move it up, do all this fun stuff that's, you know,

20:44.400 --> 20:45.140
how to do now.

20:45.870 --> 20:52.080
And let's just scale it down and then drag it out and see how they're kind of far apart and maybe a

20:52.080 --> 20:52.770
little thicker.

20:53.400 --> 20:58.470
One really interesting thing is isolating where you're scaling from.

20:58.980 --> 21:00.190
This is something I use all the time.

21:00.190 --> 21:05.580
And I didn't know years later until I was using my ISO into using my I didn't know that.

21:05.590 --> 21:09.870
So so say I want to scale the radius of this thing.

21:10.650 --> 21:14.670
You know, I could do this and then I could do this and I could do this and do this.

21:14.670 --> 21:17.340
And I'm not entirely sure if it's keeping the right circle shape.

21:17.820 --> 21:23.130
So, you know, if I don't want to scale in this direction, but I want to scale and the other two directions

21:23.640 --> 21:27.540
I'll have to do is it control and click and use that.

21:27.540 --> 21:29.820
And now it's isolating those other two ones.

21:30.120 --> 21:33.210
You can see those the red and blue things are going up and down.

21:33.510 --> 21:41.130
But the one I'm clicking on isn't is a huge, huge, helpful little tip that took me a couple of years

21:41.130 --> 21:41.670
to figure out.

21:41.670 --> 21:45.270
And now, you know, in the first, you know, hour of learning mile.

21:45.780 --> 21:50.160
So this is the benefit of taking these kinds of classes.

21:50.700 --> 21:53.240
You can learn what took me quite some time to learn.

21:53.610 --> 21:56.840
So the next thing I want to do is going to edge mode.

21:56.850 --> 22:03.450
And the reason why we of these caps is I'm just shift and double clicking them to to get the edge loops

22:03.990 --> 22:09.390
is if you look here, you can see it kind of has this beveling that we can actually bevell it if we

22:09.390 --> 22:10.050
wanted to.

22:10.380 --> 22:15.540
But let's just have a little more control over it in our own way and scale.

22:15.570 --> 22:19.530
Lupe's scale, these to edge loops and a little bit.

22:20.540 --> 22:22.400
And it does pretty much the same thing.

22:28.070 --> 22:36.680
So now we've added that detail ourselves and we could even go further and beveled these two edges,

22:37.100 --> 22:43.490
now that we've done the kind of larger move, why don't we just select these shift clicking, double

22:43.490 --> 22:46.310
clicking and then if we go to Bevell.

22:49.450 --> 22:53.430
And I want to look super rounded out somewhere to reduce the fraction quite a bit.

22:56.620 --> 23:05.590
And right, click and go to object mode so I can kind of see it looks a lot better and I'm going to

23:05.590 --> 23:11.560
duplicate this by hitting Kamandi on the keyboard and the manipulator tool by hitting W and his drag,

23:11.570 --> 23:12.180
another one down.

23:12.850 --> 23:19.320
And now we have those two red things that are knows what they are, onsides Ghostbuster trap.

23:19.990 --> 23:22.780
So you can also see we have another screw down here in the bottom.

23:22.780 --> 23:23.020
Right.

23:23.030 --> 23:30.070
So let's just duplicate this command and we'll just drag this down and over here.

23:31.240 --> 23:38.320
And now we have that, so the next thing we're going to do is create the knob here that's in the centerpiece

23:38.740 --> 23:44.950
and you can see it has these kind of ribs around that is going to create a we're going to need a special

23:44.950 --> 23:50.620
type of technique to model that in a repeating pattern over a kind of curved surface.

23:50.830 --> 23:54.520
And so in the next lesson, we'll cover that and add more detail to this.

23:54.850 --> 23:57.670
Thanks for watching and hope you learned quite a bit in this lesson.

23:57.850 --> 23:58.320
All right.

23:58.330 --> 23:58.840
See you then.
