Welcome to this lesson in this next section, we're going to kind of speed model this kind of top section
where the doors will open in this front element here.
So I'm going to model this as quickly as possible and just kind of talk you through what I'm doing.
First off, I'm going to make a cube, bring this up and think about extruding this along kind of a
center here just to make that kind of first element where the doors will open from.
And if we look here, there's a ridge there.
Maybe for now I just want to do this flat thing and I'll deal with the doors later.
I want to get this solid piece that goes all the way down here and they can come out, that kind of
a thing.
So I'm looking at where this meets the other spot, the proportion of how big it is relative to everything
else.
So these vertices, right.
Clicking and going to Vertex should snap holding down V to the edge here.
And the same thing with these over here.
So I'm holding down V and I have the transform.
So I'm going to go to object mode, get back into that and drag this down.
Look at the reference that actually goes all the way up to the edge of the handle, it looks like.
So we can snap these as well, hold down V and and drag over, see if we can get it.
And there we go.
Same thing with the spots here.
We wanted to hit the floor or the kind of top of this thing.
So I'm actually gonna hold on, spacebar, click and go to right view or the right views.
Fine.
And then drag this up and doesn't have to be exact.
We could actually even just crash this all the way through if we wanted, which is what I'll probably
just do for speed at the moment.
The only thing we need to worry about, though, is that we're going to extrude this piece out from
here.
It does need to match the top, it looks like is going to come out at the top.
So let's get that aligned hold spacebar, got a right view and get that there.
The reason I'm not using V is because it's not registering which vertices to snap to.
So in that instance, I just come in really close, zoom in with my camera super close, and I have
the manipulator tool selected for Y, so I know that I can zoom in, for example, let's say on these
vertices and I don't have the manipulator tool.
What I can do is hold down the middle mouse button and drag and I know it's locked to that vertical
axis.
So that's another way to do it.
And I can zoom in super close and get an even hit wireframe by hitting for.
And.
There we go.
Oh, my gosh.
OK, there we go.
OK, hold on, spacebar, click.
Go to perspective.
You hit five and then we can extrude this out.
But first we need an edge.
So I need to go to my custom shelf, hit an edge in here and we have the the tools set.
So it does multiple loops which are going to turn that off, go to the relative distance and just kind
of drag this somewhere in here and double click it.
Go back to the reference.
It looks like it's pretty close to the edge.
Some drag this all the way here.
And when I'm looking at is this is going to be extruded outward and if you can see my mouse that well,
but this needs to be pretty far to the edge.
I have to move all of this as well.
So drag this out.
This drag doesn't really matter.
Let's drag it here and then go to face.
I'm going to see both sides and extrude this out of the tool window here so we can more screen real
estate.
And I'm just going to drag this out.
And I think it goes on and on, just on the inside.
We'll go here and we'll select these faces and we'll extrude it out just past the edge here, like extrude
again, just past the edge.
And then it looks like we'll try it again and then scale it down.
So it's G because we can just extrude again and then I'm going to hit R to go to scale, scale this
down to get that edge there.
It looks a little more blocky than what I have.
So bring it out a little more, maybe scale it back.
That looks closer than we have the flat edge and then this one comes out, there's a little corner here,
so that one also goes down.
So we can make an edge loop here.
And extrude out that face from this corner.
And this corner.
So we need an edge loop that goes here and we need an edge loop that goes down this area, kind of that
would cross this axis there and there and one actually pretty close with these.
Let's see.
That distance I'm looking at might be actually this one is pretty darn close.
Only problem is when we scaled in these these scaled in with it so we can scale these back out and it
looks like we might have a situation where we.
Yeah, other faces weren't kept together.
That's why.
So let's do this.
And this is an important part of extruding and keeping the faces the other when you need it.
So let's go back to extrude and keep faces others off.
And I just wanted to take a second to show you where to change the default for the issue that I'm having
with setting the key pieces together on.
If we go down to modeling, we can say key pieces together and that's going to be the default now.
Well, it's safe and that's that.
So when I had extrude, I turn on key pieces on now, so now it will behave correctly.
And because I know we're going to want to extrude this next one, I think instead of scaling in on all
the faces so that these edge loops stay straight, I'm just going to grab these two edges and scale
them in because I want to keep those inward edges straight, because what we're going to do now is add
an edge loop here.
And if those were crooked, it would follow it here.
We don't want that.
So to get an even edge loop on both sides, to go back into the tool and turn on multiple loops and
crank this up and there we go.
And then just double click all these actually we want.
That's the one we want to keep some just shift double clicking all of these really quickly.
And it may seem tedious, but it's a surefire way to know that there are evenly spaced.
So leave that last one shift right.
Click drag, delete edge.
And now we have that kind of buffer that we can extrude this other piece from something to select these
and.
You can actually see where I made room for here in between the last lessons and I added this plate and
we can move that later to match this width.
So I'm going to hit extrude again and make sure key pieces together is on.
And because they're all going in kind of different directions, I'm going to use the slider here and
just crank up the thickness.
And now we can kind of play let's look at this.
This a flat edge.
So it's more of a triangle and same down there.
So there's a couple of different ways we can go about resolving that triangle.
Let's.
Do a little multi cut, I think this is the right amount of distance.
That's what this kind of piece here could be pushed back a little bit.
It looks like here I don't really care about this face being a weird angle now because I'm going to
delete it in a second anyways.
But looking at this gap here, making sure it's the right distance, all these little things add up.
Right.
You know, again, we're just kind of approximating this.
But those little details are kind of nice to to hit.
So I'm going to delete these faces here in a second.
But what I'm going to do first is use the multicar tool and just draw a line between those two areas
and create a new little triangle here.
And you'll see why in a second, because we're going to delete all the faces up top.
So I'm going to go to the face mode by right clicking, dragging the face, go to Q or W and turn this
off and shift, click these faces and delete them.
We can also take those away, delete those.
And it looks like I snagged a straight face here.
And that's one thing I just kind of do by habit.
I like spin around as soon as I delete faces because I want to make sure I didn't do something like
that.
And if you're using four, you could also toggle on for real quick and you'll see that kind of red area
pop up as a selection.
So then we're going to use the append polygon tool, click an edge in here.
And now you can see the area, the arrows working a little better and which direction we need to click
the edges.
Once we get that flat plain now we can hit enter.
So we do have this kind of weird, normal issue that we have dealt with before.
We can address that later with the mesh display options that we showed in a previous lesson.
But let's just keep finish finishing up the model here, then adjust these by going to the vertices
and clicking and dragging those.
And I almost want to scale those out, I think, as it's going to be such a small amount, it won't
matter.
But scaling bevels, like I mentioned earlier, is always a little dangerous because the bell is going
to change.
But because it's such a scaling by such a small amount and it's on the inside of something like you
would never really see that anyways.
So let's go back here and we're seeing that this is below here and this goes in at an angle.
So I think this is more supposed to be up here, but still below this area.
And we can just see like these in drag, those in and down because we're just going to crash that right
into the other model just for speed sake.
You don't necessarily have to attach these things.
And this needs to go way closer to the edge of control shift dragging, because, again, if I were
to shift shift, select that little deselect that.
So again, shift, shift, drag it once, select everything you have to control, shift, select control,
shift drag to select that stuff.
So shifts like this drag it in.
I want to show you can see here remaining is the fact that because we didn't click that last measure,
it didn't line up with this vertices.
And that's something we can fix pretty easily and quick here in a second.
So I'm going to get the multicar tool and go based off of this were to see I'm just going to click this
over here somewhere.
It's going through the model.
Look away from it.
So there's nothing behind it and in there.
And then I'm going to select that and vertex snap it by holding V and middle mouse dragging over to
that vertices.
And now we've got it.
And here's a new thing that we're going to learn is how to merge vertices.
So I'm going to shift sorry.
I'm just going to click and drag select.
So I now have both of those vertices selected.
I'm going to go to edit mesh merge and there's kind of a threshold distance.
So depending on the scale that you're at, it may or may not work, but you can hit apply and then you
can see the normals kind of change.
They flash there for a second.
So that makes me think that it worked.
We can always test that by dragging an edge or something around and thinks I have something clicked
when I don't.
It's always fun.
So to make sure this gets in line, we can just drag this up for now.
Let's see, is there not a straight line?
So we can eyeball this or we could just delete this and redo the append polygon thing so that we know
it's a straight line.
But I'm not too worried about it, that's pretty pretty straight based on.
You know, my I at least it's a pretty darn close.
OK, now we have this kind of interior face set up.
We can extrude that out or we could model it on its own.
It really depends on whatever you want to do.
But the other thing I want to go ahead and do as just Bevill, all of these edges.
So I go ahead and also make this thing before I do that.
So I'm just like this face and extrude and then I'm a masculine slightly in this direction and and in
that direction maybe.
And I been hit again.
And this is a matter of keep pieces together on because it's just a single face.
I'm going to smash that through and we can also make it a deeper hole if we wanted to by doing the same
thing here.
So let's isolate Selecta this piece.
I'm going to go to the object mode just like that piece and go to isolate, select.
And we can see we have a lot of faces here that we would need to extrude down.
So that's something you can do as well to make that a deeper hole.
But I think we're we are going to undo, isolate, select and we can pick this up in the next lesson
where we will bevell these edges, create the doors, maybe clean this up so I don't have this issue.
And in a later lesson, we're going to make a chord for this thing.
And yeah, so we're moving right along.
Thanks for watching.