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[flow_default] Transcription: 01. Detailing - Windows I.json

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transcriptions/01. Detailing - Windows I.json ADDED
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+ {
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+ "audio_file": "01. Detailing - Windows I.wav",
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+ "text": "Hi everyone, in this video we will create a window and balcony door element we can see here and the element itself consists of two layers of geometry I would say. We have those big elements like here, those beams you can see and let's say these doors and the other level of detail in this element are things like the ones you can see here. So the window profiles, those elements. And yeah, we will have to split this work into two stages. So the first one will be creating the main, let's call them beams. In between, we will fit the more detailed elements and this will be the fixed models we already have as Choco 4. The model I'm going to create will be a little bit different to the one we have in the reference. So you can see here this is the rendering for this course we have created before. And you can see I removed the doors from here. I think it looks cleaner and a little bit better. I don't want to correct the architect, but you know what I mean. And it also saves us a little bit of work on the details like windows, which are pretty hard and always very time consuming, but not visible that much in the visualization. By the way, these kind of details, I have my own theory that if they look good in 3D, you will never notice that they look good. But if they look very simplistic and wrong, you will immediately notice that. So these are little small touches around every project you have to pay attention to in order to get the best looking results. So as I mentioned, we will first off start with creating those beams. Using my extra viewport on the right, I will use a 3D cursor and place it somewhere around this edge. Well, let's do it here, which is more or less a point where the window will be reaching to. So let's go back to the top view. And as always, I just create a cube and you can also see it here. Let me just enable a gizmo. And I'm still not switching to the solid view view but maybe let's do it for now. So you can see it might be quite hard to determine where does this element have to be placed exactly and you can approach this multiple ways. You can simply put your cube not super perfectly or super exactly where the actual element is initially and then adjusted. And by the way, you can see since we did the camera matching by hand, it's not that clear where the cube has to be located to let's say create this part here. But since we have a top view enabled here and the top view is created from the technical drawings, I would say more or less our window will be placed here. So I'm just gonna use this very very basic cube to just mark this shape here. And since it's obscured by the handrail I will just help myself by going to the 3D viewport here on the right and just moving the object. Yeah, let's just move it up through the second floor like this. Once we have that, I will now select the object and using my extra viewport on the right, I will just duplicate it within the y-axis and move it to this huge wall here and just to see how does it match our view here. I think on the reference this beam would actually go throughout both of the floors and I think this can be also noticed at the exterior reference. But yeah, since we are just freely modeling it, let's keep it here or maybe let's do it like this. So I'm moving my geometry to the actual object position. Let's now scale it within the y-axis so it matches the width of the object. and let's move it somewhere here in between so it's placed here at this corner which logically makes this one big window surface, this one here, another surface and this one here so we will divide them a little bit more freely ourselves And let's duplicate it one more time. And place it here. I think we could use a huge beam like that in this area. I will just adjust the size of this object a little bit. Let's grab it first. I'm gonna press S, Shift Z, or maybe I'll go to the top view and scale it in Y-axis like this. Okay, so this is the very very basic shape of our window frame. I'm now switching the view to the second camera we already set up so we can see we still have this small height mismatch here which I will fix in a second but yeah other than that I think if we select our frame we obviously have a little bit of offset here but for this main frame I will just add one more element going horizontally here, one going up here and a few more covering those two window openings. So I will now speed up the video to save you the modeling time and we'll get back again once I'll be adding the more detailed elements. you you you you you",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 562.13
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+ }