WEBVTT

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Welcome to the last lesson in the series of creating this Ghostbuster trap in between the previous lesson

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and this one, I just made this little back end piece here and I just basically did that with all the

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techniques we've already learned through to the top of it to make this little kind of a rim.

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And then I beveled all of the edges and also added this little kind of a wing here.

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So I added edge loops here and then I beveled those kind of corners there.

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And then finally I made this little piece that sticks out the back.

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And this is basically a cylinder that I reduced the number of subdivision axes down to eight to make

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it more like a some kind of nut that you would have to screw in there.

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And then this is just another cylinder that I extrude it out and then beveled all the edges to make

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this kind of port for the cord we're going to make in this lesson.

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So that's just an update on, you know, some updates I did that.

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You know, you've learned all these techniques already.

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Same thing for finishing up the southern side.

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Based on the reference, you know, you've easily already learned how to do this little panel.

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So I'll leave that up to you to finish up the other side with all the technique techniques we already

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learned.

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I also added a little thing here that I've seen some reference in the cylinder, beveled edges, same

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same kind of thing.

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So let's learn how to do this chord.

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Let's first revisit the idea of curves we did in the previous lesson.

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And that's going to be basically the template for how we're going to extrude a cylinder over this curve.

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So let's go to a top down view so we can see kind of where this is going to come out.

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And I'm going to have four to see through this thing so I can see where it's going to meet down there.

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We go to the curves and services kind of tab here.

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You can also go to create and go to curved tools.

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You can get the same kind of tools here so you can see the similarities there.

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I'm going go to the epi curve tool and open up the tool settings so that I can see that we're on three.

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KUBIC So it's going to start to interpolate kind of a rounded edge there as after I go three points.

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So I'm going to hit X to line up on the grid and then I'm just going to kind of make a sweeping kind

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of a curve cord path here.

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And this is just going to kind of trail off in the distance.

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You can make it be whatever you'd like it to be.

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But and of course, I'm going to hit enter and then you can always edit this later, right.

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Click and go to control vertex and then drag these around if you want to change the kind of curves that

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you've you've made.

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And we're going to need to do that at the insert point here because it's not matching where it's going

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to be inserting.

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So when I go up here and lift all of these and then bring this one in and have this kind of secondary

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one, make sure that it's going in straight, you can also rebuild the curve.

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If you didn't make enough points, you can see how it starts to kind of get a little jagged here.

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It's not like super smooth.

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So you can go to the curve selected, you can go to curves and then down the bottom there's rebuild.

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You can go to the options and uniform.

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You can set the number spans all these different types of options.

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But this is kind of the most common to set apply.

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You can see how it curved out this thing.

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You're going to undo it and then redo it.

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And so you can see it a little better.

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I'll zoom in here so I redo it and you can see how that kind of curves finishes it out.

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But the only issue is now when we go back in and control to see there's there's a lot more vertices

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control.

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So it's good to kind of get this working before you add a ton of vertices that then you have to control.

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If that's the case and you have a ton of vertices you can hit, be on your keyboard and that turns on

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self selection.

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You can hold me and middle mouse drag in the viewport to increase or decrease that self selection area.

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So that can be helpful if you have a ton of points to drag around.

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So I'm going to do something like that and we can adjust this later as well.

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But you roughly want to get this in the center of the thing and you want to have a shape that respects

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gravity and the weight of the cord and all that kind of good stuff.

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So we may need to get this on the ground sooner kind of thing.

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But yeah, you can mess with all that after the fact as well.

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But let's get to the meat of this thing where we need to extrude an actual curve over this thing or

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sorry, extrude a cylinder over this thing.

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So turn that off and close that down.

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And so now we need to create a poly model and grab a cylinder.

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And I'm going to.

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I know.

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Have it selected.

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Because I just created it, but also because I can see it in outliners don't have to like, you know,

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visually see it over there to know that it's selected.

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So I'm going to hold down, see which steps to curves and middle mouse drag that there.

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Then I'm going to rotate this down and maybe scale it down a little bit and roughly get it in line with

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this thing.

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There's a couple different ways you can extrude curves.

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You could you could grab a circular curve and do this as well, but then you would have to convert the

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nerve circle to a polygon which is under modify convert in terms of polygons.

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But let's just do with a polygon first.

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You can see how that is done.

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I'm going to select the faces of the polygon.

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I'm going to hit be to turn off soft selection control, click and select the ones I don't need.

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I'm going to shift select the curve, OK?

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And they're going to go to extrude that extrude and you can see something happened, but not exactly

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what we wanted.

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It looks like there's a face now at the very beginning of this curve here in the center when I turn

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on key faces on as well so we can see it.

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So if I hit five, you can see it kind of goes inside.

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That's because curves also have directions.

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I'm going to go back in the object mode and select the curve and we need to reverse the direction.

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So if I go to curves, reverse direction, now you can see the end of the curve is considered down here.

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So an extrude it, it's going to go in that direction.

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Problem is, it's not really respecting the curve that we drew.

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So we need to go into the extrusion options here.

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Let t and we need to increase the divisions and as we increase the divisions and let me just turn this

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pinwheel back to a normal speed as we increase these divisions, you can see that it's actually beginning

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to make the cord and that's just because it needed more information.

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Right.

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So this letter will max out at 25.

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You can type in higher value.

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We can.

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There's actually a taper value here as well that you can mess with and a couple other things.

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So basically, that's how you make a cord and the things to keep in mind as these subdivisions are based

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off the distribution of the curves in the curve.

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So if we hadn't have rebuild the curve, the distribution here would have been not as accurate.

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You can see here there are less, um, there are less points here.

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There's less edges here because there's less points in the curve.

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If I go to let me isolate it so I can.

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Right.

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Click on it.

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Control vertex.

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You can see that there's a big gap here between these two.

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So that's the same.

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It'll be reflected in the edges of the cylinder.

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There's less here than there are over here.

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So just keep that in mind.

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If we drag this over, it'll kind of group them, you know, and that's you can still edit this stuff

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after after the fact.

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Until you delete the history, you can edit this stuff.

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So the other thing we need to do, we can see if we can go into the poly cylinder and and change the

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original radius and we can, which is a super nice thing about keeping the history as even though this

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was we've done a lot of things to it since we created the cylinder.

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This first piece of history takes precedence, right.

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So we can still have that and we just can have five so we can see this in shaded mode.

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And the only thing I might do as rebuild the curve again so that we get a little more definition here

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and the cord single curves rebuild and let's just crank this up and then apply.

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And then we will probably need to increase the extrusion, the subdivisions, and it totally spouses

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out.

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Then it turns black because so this original one, sometimes this happens.

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So you want to keep in mind that you can't do more subdivisions than you are kind of allowed here from

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from the beginning.

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If we go a minimal drag so it goes back to the max default, you can get by middle mouse dragging.

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But if we keep increasing this and this edge here goes past this one, it'll flip the edge around itself.

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So then it flips all the faces inside out.

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So if you get this black thing, you've created too many divisions.

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So let's just go right before that happens.

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And now we have this kind of smoother looking curve and then we can also again.

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Go to the curve and push some points around if we still want to adjust where the kind of density of

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the edge loops are getting concentrated.

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Cool, so that's how you extrude an object, make a card, something like that, most mech and hard

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surface models have cords of some sort.

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And let's just right before we sign off here, let's just make sure we get the.

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Probably cylinder radius, correct, something in this neighborhood is a little closer point five.

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Cool, and then I'll just select the curve, isolate it and go to the control vertex, select the end

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one at B and drag this out a little bit and on isolate that and just get that right in the center there.

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So there you have it.

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We have created the Ghostbuster trap and we've done it with hard surface modeling techniques.

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In the next series of lessons, we're going to cover more organic modeling techniques and we're going

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to create a character that we will eventually use to rig and animate in later lessons.

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We're also going to revisit this model later on and texture it and maybe do some animating on this as

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well.

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Let's see what we have in store for that later.

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But great job.

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And following these lessons, if you've gotten this far, that's quite an accomplishment and it's a

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lot to take in.

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So just take your time and watch these.

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If you have any problems and you know, you can always pick up wherever.

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I'm just middle mouse dragging all this stuff into the top group.

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So it's all organized.

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Just, you know, you can come back and watch this stuff and ask me any questions that you may run into

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because, yeah, this stuff's not easy.

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And I admire you guys trying to learn this stuff.

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So I appreciate you watching and good luck.

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Thank you.

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See in the next series.
