Welcome to this lesson where we will finish up this front element and the doors and I want to talk about
this issue.
It basically has a weird visibility issue just because there's one face right on top of the other.
As soon as you click one or the other, it'll show the one you've clicked.
But that's why when you don't have either clicked and you look around, it's kind of a weird view.
Let's deal with that.
We can isolate, select this thing like I was mentioning earlier, and go to the face.
And it's like these control shifts, like those corners here, which are probably going to be proved
to be an issue.
We can deal with those in a second control shift, select anything that we don't need at four to make
sure we only have that top selection selected and go to extrude and keep pieces together.
And let's just pull this down and see what we get.
So far.
We go back to the shaded mode so we can see.
So that looks pretty good.
I'm going to undo that and maybe just scale these in a little bit so they're not right at the edge and
then redo that and make sure key pieces together is on and now drag it in so that we have this a little
bit of a border there.
Let me make sure I didn't undo not far enough back, it looks like.
Oh, this is the issue, because these aren't these aren't following along here, so let's just drag
it down for time's sake, because we have we already have the top area modeled on isolates like that.
We can see we're good there.
We just drag this one back up and actually just vertex snap it.
So let's go to the front view.
Actually, I lost my selection there.
I'm going to go back to select that part of the front view and we can hit W or sorry, at four to get
the sideways view and just drag that back up to be even go back to perspective mode.
Right.
Click to go to object mode at five.
And now we can see we have a deeper hole here but.
Yet let's go to sleep like that, and the main issue is it's extruding through itself's or seeing the
back side of the faces so we can just delete this face and there we go.
And that solve the problem.
We just drag this one down as far as we want.
And on isolates like that, we can see this issue here with the internal piece so we can resolve this,
you know, if we want to.
It depends on how much you're going to see this stuff.
You basically don't want to spend a ton of time modeling things you're never going to see is a big rule
with modeling, because if you work for a for a studio or something and you spend all your time modeling
something no one's ever going to see, your supervisor is not going to be too happy.
So it's all about what the viewer is going to see from the camera angle.
And if you're working on a show or movie, they are going to tell you exactly what to model.
Hopefully sometimes that changes.
You have to adapt to that.
But so now we have this front element and let's.
Can I call this and could you pull this edge back a little bit is slightly annoying.
I just shifts like that at four to make sure I have nothing else selected.
Just drag that back a little bit.
Five.
Cool.
We don't see that go to object mode.
And so now I want to take this element and.
Until we get if we just Bevell, this whole thing, I think we're going to have to select the edges.
But just for time's sake, yeah, I mean, it's pretty close.
We're adding a lot of geometry to this thing unnecessarily.
So when going go back out and get a little more specific with the exact edges, I'd like to Bevell,
if we look at the reference, it's kind of all of these outside angles.
Our beveled so it's going to grab those and of course, the top edges here.
And let's see if we could do we could do the bottom edges as well, and I'm choosing not to merge these,
you could spend more time on this and merge the so they're not separate pieces, but for our four times
sake, trying to keep this tutorial shorter and not keep going on and on, I'm just choosing to do what
I think's fastest for us.
And you're still learning a little bit.
So cool.
Now we're almost have all of our selections made just to go down this edge.
This edge.
And.
This one, this one.
Excellently selected that one.
On.
Grab that call.
You know, I'm going to go ahead and grab that one and go out and do those, I think, you know, should
be flush with it, but.
It's a much more pain in the butt to try to Bevell things after the fact because the number of lines
like where they meet won't line up and it just creates a lot more work.
I'm just going through stumbling around this thing, making sure we have all of the angles.
Maybe grab this one to you.
All the angles covered here non-special this, so let's go to the Polly Bevell, we can also add T to
pull up the options here and let's just add one segment and call that good.
And you can see the issue when we beveled this.
Of course, now it's not flush.
We can resolve that and a couple different ways.
We can just pull out this edge because it's on both sides probably going to scale it.
That's a little bit of a sloppy way to do it.
But, you know, it gets the job done for speed sake.
Instead of having to merge this stuff when you could do is go in and add a lot of extra edge loops here
so we can add one here and then we could delete faces and then merge vertices where these points meet.
That's how I would merge all those together.
But then, you know, since we beveled these now, we have a lot of loops to do.
And I think for our purposes of just learning, just beginners, you know, trying to discover what
modeling is all about, I don't want us to get in the weeds too much on that stuff.
So we have a nicely beveled piece here and we can just maybe extrude these two faces for this front
plate element.
So I'll go to extrude, keep bases on and sorry about the offset to try to bring it in.
Just a little bit and then let's sit down again and keep faces on this, drag this out a little bit.
It looks like that should be way closer to the edges.
So I think we went too far on the offset.
So offset my point.
You know, if you click this thing here and now we middle mouse drag will be a lot smaller.
So that's probably the best option for us.
So then we can hit G again.
So now that we create this little separation of these faces, we can go back and extrude this out and
see how far out it comes.
Not super far.
Seems like a really bevelled edge, though, like super smooth.
More than what we just did.
So let's do that.
Pavel.
Tea or we need to go to the village first and now we have it and we are going to increase the segments
here now we need to speed this back up because it's wasn't really working that well.
This was going so slow.
So now we have this element modeled.
I think what I'd like to see, though, t again, I think that fractions maybe is too much or we need
more segments.
It is kind of two faceted.
You could see the edges a little too much.
So that's done and we can extrude this interface and it looks like it kind of slopes into it maybe.
From the top, I don't know, it depends on how how you're how you view this image or what the the reference
you you find and use, but you can do the same thing we just did extrude keep bases on turning this
down so we can get a little more specific on the offset, minimize drag here in the center to get the
offset and the ballpark.
It's pretty small.
It looks like it's kind of thinner to scale it in this direction.
But that it's still the center.
We need to drag it up a little bit, so.
I'll pull this out just a touch, because that's looks like what's happening in the reference, so it
makes our Bevell a little wonky because it's trying to get flat at the top here and we can just delete
those top edges.
So that it's more gradual, so I do that go to edge, it's like these.
Double click, it should go all the way around does right click go to delete edge.
So now it's more of a more of a gradual, if you like, this profile, it's going in there a little
better.
So now we have this plate extrude this again.
So let's go to extrude, pull this out, extrude it g o.
One of the key pieces together though.
Extrude that again by hitting key pieces together.
Increase the offset here.
It looks like, right?
Yeah.
Let's let me go back here again, extrude again key pieces together to smash that down into this thing.
I don't know how far it's hard to see from this angle how far that thing goes down, because somewhere
like that and then we can just bevill these edges and kind of call it a day on this stuff.
And then the next lesson I want to show you a very interesting way to model a cord, something that
kind of has like an organic shape to it.
And even though we're doing hard surface stuff, a lot of hard surface things like neck type things
have cords associated with them.
So we want to make sure that we know how to do that if you're interested in the hard surface kind of
arena.
So I'm just going to increase the segments there, the object mode.
So I'm going to see it and shaded.
And it looks like we just have like a normals issue here that doesn't know which way to pull, the other
thing we can do is add some more geometry here with the multicar tool and hopefully that will alleviate
some of the Normal's problems, because as I mentioned earlier, my dad doesn't really like triangles
and we just created a couple there.
But if we put that down.
We're going to make another one, so I might just leave that as it is, just do these two.
Cool.
So I think, you know, if we go back through and do what we did in a previous lesson to resolve the
Normal's issues with the mesh display, you see that super quick set face.
So that actually looks pretty good just by going with the averaging the faces.
If he wanted to get more specific with that, you can do that.
But it's really just for our purposes and viewport.
When you create renders of this, those normal faces won't matter as much.
But we got this done and are going to quickly create the door super quick and drag this up.
And when Vertex snapped this to one side and then Vertex snapped this to the edge and I held and V to
change the pivot, of course.
And then I held V just to transform it to the side here so that it will all scale from this point.
And again, I could I can use the vortex snapping here, or I can just kind of eyeball it because they're,
you know, anything mechanical is going to have a gap there.
So it can not exactly rub up against things.
One thing we want to make sure is that these in the center are, in fact, in the center.
Let's go to the right view and had four and now we can see the center line.
If we all down X, we can snap to the grid.
So now we know that's right in the center and we can actually just pull that back just a touch.
So again, there's a little bit of a gap there.
And that's right.
Click object mode and had five to go back in the shaded, scale this down so the door as more of a door
size and bring it up to the top of this edge here.
So it looks pretty good.
The last thing we need to do is, of course, and this thing just a touch.
So I'm actually just going to leave it on object mode and go to our custom shelf, click Bevell, and
I'm going to go pretty small on the Bevell and bring back the fraction.
So it's just barely beveled just so it's not a very hard edge there.
And then we're going to do as duplicate this by hitting command and what I can do.
There's a couple different ways you can do this.
You could scale it and negative in this direction.
So we go negative one.
So it flips it around and then we can hold down V and snap it to this other side.
So should I think we're snapping to the wrong thing is snapping to the Bevell one of the bevels instead
of the edge there?
So let's go to the right you have for and just snap that inside.
So now we can see and the center here, they're equally far apart from the middle, might need to just
touch.
Um, let's look at this.
Know, let's just bring those in just a little bit so we can click both of those and hit ah and then
just scale from here since just a small amount, that's not going to really hurt the bevels that we
did.
Just kind of close that gap, just a touch.
Cool.
So now we have our Ghostbusters trap, pretty much we can add these little rivets that we put up here.
If we like, we can add this back element.
You basically, at this point, have all the knowledge you need to model this back area.
And in the last lesson here, this can be very short.
We're just going to make this a cord that can come off of the back of this thing.
So I will show you how to do that in the next lesson.
Thanks for watching.