Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 3 - 5 HighPolyWorkflow_frames.zip
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"text": " Okay, so now we've covered a lot of techniques that I would usually typically use when modeling for the high poly. I'm actually just going to start to detail up a few of these different areas. So I'm going to be working with my reference, which is of this foot piece here and I'm going to be doing this section that we see here. So one of the things I really liked about this is that they seem to have this really nice kind of socket type piece as the different sections sort of interact with each other and you see that sometimes there's a little flick underneath or above which kind of sockets it together and I really liked that overall look. It almost looks like sometimes there's a hair or a strand in there as well and I think that's a really nice aesthetic. So I wanted to try and get that across in the hard surface design a little bit so we'll be looking at that mostly and then as we start to detail we'll be following a similar concept to I mentioned before in this example from Ben Bolton where we start by just trying to simple shapes to begin with and then we'll start to actually split and segment pieces into different chunks and then we'll look at the different surfacing as well and how we actually approach edges such as bevels and things like that. So that's my current sort of plan in terms of detailing up so let's get started in there. And the first thing I want to do is I want to look at the connection at the end with the claw. So with this piece we have our claw section kind of coming in sometimes you would see one claw, sometimes you would see two and I liked the aesthetic of having two so that's why I have blocked that out, roughed that out here but I definitely want to work like I have done here on the connection and how these guys are actually adding in. So the first thing I'm probably going to do here is just add in a cube so we'll add this guy in and we'll start with our shape. So I went for something that basically it looked like it was slotted into the design kind of underneath. That was the plan that I had there. So we can just quickly create this will apply. Okay, so I'm just going to apply one of the materials that we have in here as well. And we're going to put that into zero here. So this is like a section piece that I want to kind of add in there. So I know I want these claws to rotate in different directions So I want to be able to have the option for these to kind of spread apart but also to rotate kind of up and down as well. So if we just bring our Pivot into this guy. We want to be able to let's position our pivot somewhere here We want this to be able to sort of rotate Kind of up and down like this and the axis we don't care about we can lock as well if we want to just see that rotating. So I usually like to put joints in there and things that kind of look like they would function. So in the case of this, like I would definitely consider just putting a cylinder in here so that we can visualize easily how this is going to rotate and everything. So if we put that in there and we'll just copy the materials. So we can just start to get this design figured out here so that's looking pretty good and then for this connection to this piece we want the same kind of idea but we would want this to be rotated so that it can rotate in the axis that we have we essentially only want this to be rotating in this kind of axis right so something along the lines of here which is the shape that I ultimately went for in the end so I just put these kind of things in here. I start to just manipulate the geometry to kind of line up roughly to how I want. And you can just create whatever design you want in here. It doesn't have to be exactly what I'm creating. I like to just try to make it feel like there was a these are socketed pieces that kind of snap together. So they kind of line up with each other, something along the lines of this. And then we can just add a symmetry to that. I didn't like when I did this design, I didn't like how it kind of met as a triangle in the middle there so I ended up sort of pushing this more out along the lines of this so we get a bit more of a socketed piece and we can just scale this a little bit as well so we're just almost blocking out what our shapes and forms are going to be here right so you can sort of see how this is coming together when I did this claw I actually ended up remaking the claw because just by doing the bevel shape you just end with a little bit of of an unusual shape on the claw there. So we can either manipulate the geometry that we have and rebevel this, that would be one way to approach it so we could just come in. So sometimes I'll do this, if I'm working with topology, I wanna tidy up the visual, I'll just do something along the lines of this. And then if you wanted to just come back to, sometimes if you're working at an angle as well, it can be a little bit tricky to work with. So another little tip is to basically duplicate an instance version and then just rotate it back to this orientation. So what we can then do is just work with our local pivot here. So if we jump over to the left view, we can do that. So you can sort of see here. I'm trying to basically add some divisions into here so that we can basically bevel this how I want to. So I'm just gonna bevel this like this. and I'm gonna choose percentage bevel. And so what that will do is it will reach the extents of these areas so we can create a nice rounded bevel that's going to actually fit the shape here. So that's sort of what I wanna do and then I'm just gonna kind of come and sort of get this shape actually how I want it to be. So let's just sort of adjust. So we'll just do something along the lines of this. Then I'm just gonna do my percentage bevel you'll see that I get a really nice rounded shape there. I think I'm gonna move this guy down even further. So you can see that I'm getting that really nice claw shape now. I actually wanna make him a little bit, so I'll just adjust this. I wanna make him a bit taller in this particular section here. So now let's try that again. and maybe a little bit wider as well. So something more like this. Yeah, he still needs to come to a bit more of a point I think as well. So I'm just gonna tweak the verts here. Great. So yeah, so pretty happy with that. And then what I'll do is the other shapes that we have, in fact, I might just add a few more undo that and just add a few more divisions to this. Maybe we'll go for around 20. So that's feeling pretty good. And then there's doubled up edges here where we've done the bevel. So what we'll do is we'll just remove those. And you can see now that once we kind of add our divisions in there, you can see how this is looking. I want to just flip the mirror as well because we're not actually getting our chamfered edge that we can see in here. You can also see that it's removing the chamfer as we go down a little bit. So we're just gonna need to adjust our offset. We could also tweak the size that we have for our merge that might also fix that issue. Let's see if we can get that. Not sure if it's gonna, it is actually gonna do it, I think. Let's try. Yeah, we'll just move the pivot a little bit as well. Perfect. Okay, cool. So that's got our shape kind of roughed in there and we can just then apply our modifiers to that. So we got our smooth result and then we can just delete this. So that's already giving a much better result. And then if I select this area and we'll just, we're gonna add a new, a new modifier here. So this one we want to basically add a new mirror. So I'm just gonna duplicate that up and I'm using this as my mirror point. So you can sort of see that there. These guys are merging together. So I'm gonna again, just increase this merge size. And you can see that we're starting to build out our design and our shape. So next up, I wanna just work on this little area a little bit more and then I can always come back and tweak these further. but you can see I can get the basics of my design kind of roughed in. And then it's always just then a case of detailing up further basically when you work on stuff like this. So we mirror that it's causing a little bit of an issue. I think that's also the clipping issue again and maybe just try and tweak these values here. Yeah, I'm not sure why that's merging. So I've just turned bisect off. I think that should be good. And then we can just add a bevel modifier to this so that we can get nice edges, something like that. Okay, great. And then I'm gonna copy the bevel from here. So we're gonna just copy the modifier. Awesome. Okay, so that's starting to look pretty good so far. We got that design kind of roughed out. And now in this area, we're gonna hide, let's move these ones into our foot design here. And we're just gonna briefly hide our foot there. So I want to basically cut away for this section that we have under here, I want something to be able to connect to the bottom of the foot there. So we could extend this out as well. Maybe we can actually extrude this design into this a little bit more as well, but I wanna cut this out. So you can definitely just come in with box cutter. I personally kind of like just using boxes and being a little bit more selective with things and then cutting it in. That's just my personal preference. You don't have to work like that. You can also use box cutter as well. But I like to see the geometry first and kind of get it in the position I want. And then I will do my Boolean basically. So here we actually have a duplicate version. So if we delete the other version, you can see, actually let's delete the one, this one, and then we'll do a Boolean on this. Okay. Cool, so that's our reference. We can also run the quadrime measure on these as well if we're gonna work with this stuff a little bit more, but for now we'll just leave those out of quadrime measure and we'll just work with what we have. Okay, so now I'm just gonna manipulate the shape. And I also, in my original design, I had a different material and separated this out. So I'm always looking for opportunities to separate these into different pieces. So it feels like they're made of chunks. It's not all just the same kind of thing there, right? So this could be another good example. So we can duplicate this up here and then just run a slash command on this one. And then we can do the same thing with our material as we did before, where we set it to object and to the bronze material. So you can see that we can just get a quick material change or tweak in that section. So that's how we're starting to build out the shapes now. For this back part, one of the things I did because I was definitely still focusing on the fact that I wanted stuff to feel a bit smaller and cuter as I mentioned before when I was looking at my references. So we had this kind of idea that things were a little bit more smaller and compacted. So I didn't want this bit to be overly complicated or fussy. And when we look at this in the context of the rest of the model, you could kind of see that that starts to get a little bit fussy looking. So one of the things that I did was simplify this into just half the amount of segments. So rather than having four segments, I split it into two segments, just to simplify it down basically. So we can easily do that. I actually made these in sequential order. They are getting larger as well, which I think is just a nice design language thing there just to sort of show the importance that as it gets towards the end, it's a more important section. So yeah, so definitely just delete these guys. We're just gonna remove those. And I'm probably gonna separate these out now into pieces. So we'll do that. So the first thing is just kind of getting the shape of this correct. So we can just sort of start to move this into a rough shape that like we have in the example there. So just come in here, I'm gonna add another division into this. So we're just using the subdivision workflow where we model with really simple topology and then we can actually just manipulate the verse that we have and then allow the smoothing to smooth the shapes for us. So that's a really nice way to work because it just means that you can rely on the turbo smooth to give you the geometry that you need there. So I like working with that particular workflow. And if I'm doing this guy, I probably would collapse that down. You can sort of see how we're just building out the shapes there. So, and then we can do, what I would probably do here is just quickly copy the same shape. So just control L and link this. Although actually what would probably be easier is just to shift D and duplicate. And then now I've got a duplicate version. I can then just scale this down and adjust the size that we have here. So that kind of gets us into the right spot for those pieces. I also wanted them to kind of taper in shape. So we sort of taper these in a little bit on the ends so that they kind of feel like they meet with each other. And trying to get that overlap that you can see in the reference that I had before. So if I jump over back over to where I have my reference, these guys they kind of taper to a point and we'll try and find a good example of it. Sometimes it's hard to see with this kind of reference but you notice that they have this kind of point that they come to so I tried to get that feeling here by just moving these verts kind of outwards a little bit so it feels like comes more towards a point. So I'm effectively just manipulating the shapes here. So that's how we get the general form to be looking pretty good and now it's just a case of basically detailing further we can rely on our crease sets if we want to just remove ones we can as well we can just come in and recrease those and you'll see that we get smoother results so this is just useful if you're trying to hold certain edges or you want certain bits to be a bit sharper then you can obviously use the crease sets to do that so yeah I don't really I want this to be pretty organic and we can up the subdivision a bit as well so we can see this how it's going to sort of smooth out right same process with this one so you just come in and then we'll just select the ones where we have creases that I don't want creases on and just kill those creases right okay so that's looking pretty good as far as shape is concerned I definitely want to get something in there for connection so you can see that I built out this idea of how these would actually look if they were going to be moving and rotating so to do that That was really straightforward. I just basically made another smaller shape. So with this, I think I started with a cylinder. So we can just come in here and do that. We come from the left hand view there and we'll add in our, actually let's do it from the add menu. We'll add in our cylinder and I want this to be, if we just turn on auto axis, this should hopefully give us the right axis there. Okay. So now we can move this in and we'll just scale him up. So we had two pieces We have a cylinder for the previous one to connect to and then we have this other one where it kind of Connects over the top. So for that one, we'll use the cylinder and then for the other one I think I'll probably go for a box style cube and I'm gonna put that in and we'll just scale this I like to always remember to just move these pieces back as well into the center which will just save us having to apply any symmetry to that as well. So yeah so we can just kind of start to block that out and we applied, I apply different materials to these connection pieces as well so I actually use the brass material for those and you can sort of see that there. We're just trying to get this design kind of figured out and then to sort of pull these back a little bit as well so we can start to see that chunk coming through and I'm going to move this one into here as well. And then what I like to do with this is I like to just cut the cylinder in half so we'll just add some divisions there and then we can just select the pieces and just remove them and then I will just extrude those out and cap the end. So that gives us our section that kind of connects up to the section here, right? So you can take a look at the reference that we're aiming for, so you can sort of see how that is this piece that we have there. For this one, I think actually, because this is more, I built this out as a cylindrical shape, or a sphere type shape, that then turns into more of a square so that we could actually, it feels like it sockets into the back here. So maybe starting with a cube isn't the best idea, but we could just manipulate this by kind of beveling it as well. So if we were to do a bevel here, we can press C to clamp this, and this is gonna give us like a nice rounded bevel here. So something along the lines of this, we'll probably go for maybe 10 divisions there. and then I'm gonna also bevel this side. For this one, actually I want to make sure I just merge my verts together before I do that. So we'll just bevel this out. And I think because this is set to the percentage, it's not giving us a great result. So let's try that. And then I think as well, this is giving us a weird result because our scale is odd here. So what we'll do is we'll just hit apply scale and we'll bevel again. And now you can see that we're creating this nice rounded shape, which is basically gonna sit into this socket here. So we could then pull this forward a little bit and you can see that it kind of sits in there. These guys just take a little bit of massaging to get to sit into the right place. So you can just sort of pull that back a little bit and try to get it to sit there. And then this one can kind of manipulate and just sort of pull into the right spot. Yeah, and then it's just about adjusting these different sections that we have. So I'm actually gonna pull this one forward a little bit as well. And these have some creases that I also don't want. So while I'm there, I'll just tidy up those creases and we'll just move this forward a little bit. This can be a little bit finicky because of the boolean operation there, but you can sort of see how this is coming together. So yeah, so we got all those sections working. This guy is looking a bit weird from a shading perspective. So I'm just gonna run a sharpen on it and it's gonna smooth out those areas. And then for this guy, I just wanna make sure that everything is in the middle. I think this one might not be in the middle. So we'll just kinda hide some of these. So that one looks like it is. I think it's actually, The thing that's throwing me off is actually the boolean not being in the middle. So let me just make sure that definitely is in the middle. And if you experience issues like this, then it's definitely worth just making sure that these are still linked. So we can do that there. Okay, and then I want to ensure that this is the right material as well. So we'll just go to objects. Okay, great. And now I just finished adjusting this, but we're just gonna need to go back and tweak that again because I've overridden it. So let's go through there. Okay, so now I'm pretty happy with how those things are interacting and coming together now. And then it's just a repeating the process. So with these guys, I actually wanna use the same chunk, the same section. I don't want to have to make another new piece for the way that these connect. So if I can do it in such a way where they feel like they are being reused without being super obvious, then I will. So in this case, we're just going to take these pieces and basically make sure we have global pivot and move them back so that we also have a connection for this one. We're probably going to need to adjust our shape slightly to accommodate for that though. So it's just do kind of something like this. Okay, great. This one can also be scaled down a little bit as well, because this piece is getting smaller, so if we scale it then it will fit a little bit more naturally. So this is already giving us the right kind of feel straight away, which is great. So we're definitely getting into a good spot there. The only thing I want to do now, before I show my process for detailing or a detailing pass is just to split these out into separate pieces. So we've already covered how to do that with the Boolean workflow but essentially we're just going to do the same thing as before. We're going to add a cube in here and just draw that out so we get our shape and then we'll just apply a slash to this and we'll override the material. You can always come back and tweak the shapes of these as well later on. So yeah, we'll duplicate this one, do the same for this guy. So slash and apply the material. Okay. So yeah, now we're in a pretty good place for sort of the next stage, which is once we've got most of our forms kind of figured out and the design figured out, we can then start to do secondary and tertiary detail paths. So you can see that we've got a lot of the elements figured out and if we look at this as well in our actual design we can start to see how this is actually coming across and how this is looking with everything else that's going on there. So next we'll just go a detail pass. Okay, so for secondary detail and detailing paths in general, I'm trying to think about how things would functionally sit together and trying to add detail to stuff that makes sense but is also grabbing the attention and working from smaller from larger shapes down to smaller shapes. So in the case of this one all I wanted to do was basically try to add connections to things so you can see here in this section we try to add connections to parts and we add screw bolts and different types of details there so again process is very similar to what we've already covered so if we were starting to add some further detail to this we could just kind of come in here and start adding some stuff here so I'm just gonna try and get a slightly smaller detail there and we'll adjust our bevel size as well and then I'm just going to sort of model in some actual detail to this. Okay, let's just sort of get something that is vaguely representative of the type of detail I want to go for. So this is just to sort of show a bit of a connection to things like they feel like they're working together, which is cool. And we'll just add in, has changed the material as well. Just get a bit more readable. And then I want these guys to feel like they connect. So we add in some divisions to this as well. So a quick way to do that would just be, so then I'm just gonna add in a cube into here and we'll just create that shape. And then I'm just gonna use this to basically boolean out my section here. Okay, so we now cut this section out, which is cool so now we can see through to that. And then I wanna add more of a connection for these guys so we can just start to come into here and I'll adjust our bevel sizes a little bit as well. Great. So then it'd be nice to sort of think about the shapes that we have here. So I'm gonna grab, let's just do this. I wanna try to add some sort of connection between the two of these. So it looks like it would actually function and work. So in this area, I probably just would quickly add a solidify to this. And I'm gonna select, let's just do this. this and remove those sections. Just as allowing us to basically connect some pieces there, I think just try and get the pivot into the right place there. Okay, and now we should be able to just extrude these out. So at the very least, these feel like they kind of connect to each other, which is cool. And then we can link these materials together and we also have our sort of connect these as well. So the process just becomes very repetitive at this point. You're essentially just adding detail to things, continuing to add detail to stuff. So we just start to bevel out our shapes and then we try to add smaller and smaller details in here. So we're just adding bevels, defining the shapes, And then adding smaller details as we go so things like screw bolts and that kind of stuff as we move forward Just get rid of the bisect on that and Okay, cool, and then this one I'm gonna also bevel as well I I kind of want to make sure that this is a bit more. Feels like it's connected a little bit more, which is good. And then for this one, I want to just make these, let's just play around with this a little bit more. Okay, so I'm just going to move this vertice out the way. Okay, and then I also am going to turn off the loop slide. Sometimes this creates weird geometry. So I like to just try and tidy that up a little bit. So you can see that this is definitely now feeling a little bit more like it's actually connected to things, which is cool. And we can start to add, just defining more detail as we go. So similar to what we have here, we can start to kind of cut some shapes in and extrude those in so they feel like there's a bit more of a connection to this, right? You can always just do another mirror as well. Then this is, needs to be moved in a little bit there. So I wanna check the rotations on this as well. I think it should be rotated to five degree increment there. So it lines up a bit nicer Okay, great and then as we have other pieces like these kind of sections that we have in here as well I like to try and add connection points to them So they feel like they're bolted together or fixed together in some fashion, right? So in this case we can just add more smaller pieces into this and start to kind of cut away Boolean out these shapes and get some Get some more interest, right? So we can start to do this and then this one I would run just for previewing purposes You can run the quadrille measure on and get some nice smooth topology on there Let's pull back this one as well So I'm just adding smaller little latchy type details where this might have where there's a connection in there So if you wanted to separate these pieces out you could also add smaller screw bolts and holes and things as you go So that's kind of how I'm starting to detail these out, but this one that we have here I wanted to basically have this feel like it connects so to do that. We'll just quickly cover that as well Just zoom in on this. So I am First added a shape to this we can just use that again as a Boolean style Shape so we'll do this guy like this. So this is helpful for just making it feel It's going to feel a bit thinner there now and it means that it will look like it kind of connects up basically Which is good and then if we need to kind of optimize this geo a little bit We can also do that What we can collapse some of these things that we've created down so that it's a bit easier to work with so We'll cut these in and then we'll do that. So It's just trying to get this in the right place first Sometimes switching between exact and fast booleans can help you if you're running into the booleans not actually Sorting correctly. So yeah, I'm just kind of optimizing that geometry, which is looking pretty good I want to kind of bevel this end Section so we're just gonna smooth that out Okay, great, and then I can now Grab this and just shift him back a little bit as well And then for this we're just gonna adjust what we have here in terms of our shape slightly Okay, cool And then wherever I have things kind of connecting I always want to make that feel like It doesn't just jam into each other like in this case you can see it kind of feels like it just jams together It doesn't really look like it makes a whole lot of sense So I usually will just try to cut the shapes together. So in this case as well, we could just come in here with a Boolean and this is gonna cause us issues. We can just set that to an exact Boolean there and we can just move this kind of in and We'll move this down as well. So yeah, you can sort of see that that's now creating that but there is a hole in there. So let's try and figure out why that is I think it's probably due to the fact that Sometimes again switching between these can be helpful. So switching back to fast can actually fix the hole in this case Yeah, great. So now sort of move this again into the center Might have to do the same thing again switch it back between the two So sometimes depending on where this is located it can cause issues So we're just trying to create some nice stuff going on there. Probably just gonna scale this out a bit. Okay, cool. Yeah, and then the other thing I wanted to do is because this can be sort of hard to read in the example I had here, I kind of flow those two shapes into each other just so that it feels like it connects on the top a lot closer, right? So we just do something like this. You could do the same for the bottom as well, depending on the shape that we have at the bottom. I think in my version here, I actually kind of bend the shape kind of upwards a little bit. So we kind of do more of this kind of thing. So it feels like it has a bit more of a shape to it, right? But yeah, we can just come in with this and start to smooth out and bevel those shapes. So it's looking pretty good. Just gonna clear all the sharpness of those sections. Okay, and now we can add a bevel to this as well. Can look at, with this one, because we're cutting some really tricky shapes in here, if we try to add a bevel to this, it's probably not gonna work super well here. You can sort of see the issues there. So we have a couple of options. we could collapse the geometry down and clean it up. But for the sake of previewing this, we can always do that kind of later on as we build out our final mesh. So for the sake of this example, what I will probably do, and for the sort of time sake as well, I would just run a remesh on this. And now we can just run a nice smooth and you can see we can get pretty reliable result on that type of stuff straight away. So that's a good way to sort of preview things. Not sure what this shape, I think when I've reset the scale, that's caused this issue. So let's just relink. Actually, no, sorry, I just need to reset the scale. There we go. Cool, so that's kind of given us that, and then we can reuse some of the elements that we have here. So if we turn on the face snap and just align this to here, if you do align to rotation to target, what that should also do is rotate it, the right orientation. It's not actually, in this case, it's not working, I think, because I've locked the rotation there. So if I unlock the rotation, we could also just kind of manually put this in. So I'm gonna put in 90 degrees to kind of get this exact, but that's helping to give us that connect, again, that connection point that we have here. We probably wanna change the material so that it doesn't stand out so much as well. So we'll just link those together. So now you can start to see how we're approaching that. When we've moved that, we've actually deleted this one. So we'll just undo that. And I just wanna duplicate it when I do it. So I think I forgot to press duplicate on that. So just kind of get our rotation back where we were. So apologies for that. Let me just get it into a good spot. And then we can just link our material That might change the material for this one, but in this case it hasn't so that's pretty good So yeah, you can sort of see how the process goes We'll do this last sphere as a as a detail pass But essentially the process is just going to be the same thing Repeated you're effectively cutting away details adding in small bolts and rivets and holes for this one, I wanted to segment up the sphere a little bit so one of the things I would do here is potentially just kind of extrude out a few sections so we'll just kind of come in to this area here and I'm just gonna push this out a little bit, extrude it kind of in a little bit there. I think actually I'm gonna tweak it slightly let me try and something a bit like that so it's just giving it a shape and some sort of definition to it here and then we can kind of come in on the end piece and we'll model in a little bit more of a design into there as well. So I'm going to add in that guy. A handy little add-on as well it's called set flow. So if you're trying to add more divisions to something that's more cylindrical you can just right click this and it's going to basically smooth that section out. So that can be pretty handy as well and we'll just sort of push that one out. Just playing with the shapes here a little bit. So you can do whatever design you kind of want in here. I'm just basically playing with some of the shapes here and trying to get something that could look particularly interesting and then you can always just add a bit ever bevel to this to kind of smooth out some of those edges. Let's just mirror that as well. And putting in extra materials in here as well can always be a really nice way to go. So if you wanted to just extrude out a section here and then assign a different material, you can come to the material tab, add a material and we'll just assign that to that section. So that's a good way to kind of detail out different areas there. We can also try and build out a few more shapes here. So one of the things I wanted to do was just try and sickly. Push that bit out so we get it creates like a cut like we have in the example here. So something similar to that. Cool. Okay. Yeah. So that sort of gives us something a bit more interesting there, but as you can see we're going through that process of just basically detailing out different areas So we would just kind of repeat that process as I said we had add more screw bolts We would detail up all the different sections and get it to a nice detailed look similar to There's sort of final result there so we can get something that's working pretty nicely",
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"text": " Okay, so now we've covered a lot of techniques that I would usually typically use when modeling for the high poly. I'm actually just going to start to detail up a few of these different areas. So I'm going to be working with my reference, which is of this foot piece here and I'm going to be doing this section that we see here. So one of the things I really liked about this is that they seem to have this really nice kind of socket type piece as the different sections sort of interact with each other and you see that sometimes there's a little flick underneath or above which kind of sockets it together and I really liked that overall look. It almost looks like sometimes there's a hair or a strand in there as well and I think that's a really nice aesthetic. So I wanted to try and get that across in the hard surface design a little bit so we'll be looking at that mostly and then as we start to detail we'll be following a similar concept to I mentioned before in this example from Ben Bolton where we start by just trying to simple shapes to begin with and then we'll start to actually split and segment pieces into different chunks and then we'll look at the different surfacing as well and how we actually approach edges such as bevels and things like that. So that's my current sort of plan in terms of detailing up so let's get started in there. And the first thing I want to do is I want to look at the connection at the end with the claw. So with this piece we have our claw section kind of coming in sometimes you would see one claw, sometimes you would see two and I liked the aesthetic of having two so that's why I have blocked that out, roughed that out here but I definitely want to work like I have done here on the connection and how these guys are actually adding in. So the first thing I'm probably going to do here is just add in a cube so we'll add this guy in and we'll start with our shape. So I went for something that basically it looked like it was slotted into the design kind of underneath. That was the plan that I had there. So we can just quickly create this will apply. Okay, so I'm just going to apply one of the materials that we have in here as well. And we're going to put that into zero here. So this is like a section piece that I want to kind of add in there. So I know I want these claws to rotate in different directions So I want to be able to have the option for these to kind of spread apart but also to rotate kind of up and down as well. So if we just bring our Pivot into this guy. We want to be able to let's position our pivot somewhere here We want this to be able to sort of rotate Kind of up and down like this and the axis we don't care about we can lock as well if we want to just see that rotating. So I usually like to put joints in there and things that kind of look like they would function. So in the case of this, like I would definitely consider just putting a cylinder in here so that we can visualize easily how this is going to rotate and everything. So if we put that in there and we'll just copy the materials. So we can just start to get this design figured out here so that's looking pretty good and then for this connection to this piece we want the same kind of idea but we would want this to be rotated so that it can rotate in the axis that we have we essentially only want this to be rotating in this kind of axis right so something along the lines of here which is the shape that I ultimately went for in the end so I just put these kind of things in here. I start to just manipulate the geometry to kind of line up roughly to how I want. And you can just create whatever design you want in here. It doesn't have to be exactly what I'm creating. I like to just try to make it feel like there was a these are socketed pieces that kind of snap together. So they kind of line up with each other, something along the lines of this. And then we can just add a symmetry to that. I didn't like when I did this design, I didn't like how it kind of met as a triangle in the middle there so I ended up sort of pushing this more out along the lines of this so we get a bit more of a socketed piece and we can just scale this a little bit as well so we're just almost blocking out what our shapes and forms are going to be here right so you can sort of see how this is coming together when I did this claw I actually ended up remaking the claw because just by doing the bevel shape you just end with a little bit of of an unusual shape on the claw there. So we can either manipulate the geometry that we have and rebevel this, that would be one way to approach it so we could just come in. So sometimes I'll do this, if I'm working with topology, I wanna tidy up the visual, I'll just do something along the lines of this. And then if you wanted to just come back to, sometimes if you're working at an angle as well, it can be a little bit tricky to work with. So another little tip is to basically duplicate an instance version and then just rotate it back to this orientation. So what we can then do is just work with our local pivot here. So if we jump over to the left view, we can do that. So you can sort of see here. I'm trying to basically add some divisions into here so that we can basically bevel this how I want to. So I'm just gonna bevel this like this. and I'm gonna choose percentage bevel. And so what that will do is it will reach the extents of these areas so we can create a nice rounded bevel that's going to actually fit the shape here. So that's sort of what I wanna do and then I'm just gonna kind of come and sort of get this shape actually how I want it to be. So let's just sort of adjust. So we'll just do something along the lines of this. Then I'm just gonna do my percentage bevel you'll see that I get a really nice rounded shape there. I think I'm gonna move this guy down even further. So you can see that I'm getting that really nice claw shape now. I actually wanna make him a little bit, so I'll just adjust this. I wanna make him a bit taller in this particular section here. So now let's try that again. and maybe a little bit wider as well. So something more like this. Yeah, he still needs to come to a bit more of a point I think as well. So I'm just gonna tweak the verts here. Great. So yeah, so pretty happy with that. And then what I'll do is the other shapes that we have, in fact, I might just add a few more undo that and just add a few more divisions to this. Maybe we'll go for around 20. So that's feeling pretty good. And then there's doubled up edges here where we've done the bevel. So what we'll do is we'll just remove those. And you can see now that once we kind of add our divisions in there, you can see how this is looking. I want to just flip the mirror as well because we're not actually getting our chamfered edge that we can see in here. You can also see that it's removing the chamfer as we go down a little bit. So we're just gonna need to adjust our offset. We could also tweak the size that we have for our merge that might also fix that issue. Let's see if we can get that. Not sure if it's gonna, it is actually gonna do it, I think. Let's try. Yeah, we'll just move the pivot a little bit as well. Perfect. Okay, cool. So that's got our shape kind of roughed in there and we can just then apply our modifiers to that. So we got our smooth result and then we can just delete this. So that's already giving a much better result. And then if I select this area and we'll just, we're gonna add a new, a new modifier here. So this one we want to basically add a new mirror. So I'm just gonna duplicate that up and I'm using this as my mirror point. So you can sort of see that there. These guys are merging together. So I'm gonna again, just increase this merge size. And you can see that we're starting to build out our design and our shape. So next up, I wanna just work on this little area a little bit more and then I can always come back and tweak these further. but you can see I can get the basics of my design kind of roughed in. And then it's always just then a case of detailing up further basically when you work on stuff like this. So we mirror that it's causing a little bit of an issue. I think that's also the clipping issue again and maybe just try and tweak these values here. Yeah, I'm not sure why that's merging. So I've just turned bisect off. I think that should be good. And then we can just add a bevel modifier to this so that we can get nice edges, something like that. Okay, great. And then I'm gonna copy the bevel from here. So we're gonna just copy the modifier. Awesome. Okay, so that's starting to look pretty good so far. We got that design kind of roughed out. And now in this area, we're gonna hide, let's move these ones into our foot design here. And we're just gonna briefly hide our foot there. So I want to basically cut away for this section that we have under here, I want something to be able to connect to the bottom of the foot there. So we could extend this out as well. Maybe we can actually extrude this design into this a little bit more as well, but I wanna cut this out. So you can definitely just come in with box cutter. I personally kind of like just using boxes and being a little bit more selective with things and then cutting it in. That's just my personal preference. You don't have to work like that. You can also use box cutter as well. But I like to see the geometry first and kind of get it in the position I want. And then I will do my Boolean basically. So here we actually have a duplicate version. So if we delete the other version, you can see, actually let's delete the one, this one, and then we'll do a Boolean on this. Okay. Cool, so that's our reference. We can also run the quadrime measure on these as well if we're gonna work with this stuff a little bit more, but for now we'll just leave those out of quadrime measure and we'll just work with what we have. Okay, so now I'm just gonna manipulate the shape. And I also, in my original design, I had a different material and separated this out. So I'm always looking for opportunities to separate these into different pieces. So it feels like they're made of chunks. It's not all just the same kind of thing there, right? So this could be another good example. So we can duplicate this up here and then just run a slash command on this one. And then we can do the same thing with our material as we did before, where we set it to object and to the bronze material. So you can see that we can just get a quick material change or tweak in that section. So that's how we're starting to build out the shapes now. For this back part, one of the things I did because I was definitely still focusing on the fact that I wanted stuff to feel a bit smaller and cuter as I mentioned before when I was looking at my references. So we had this kind of idea that things were a little bit more smaller and compacted. So I didn't want this bit to be overly complicated or fussy. And when we look at this in the context of the rest of the model, you could kind of see that that starts to get a little bit fussy looking. So one of the things that I did was simplify this into just half the amount of segments. So rather than having four segments, I split it into two segments, just to simplify it down basically. So we can easily do that. I actually made these in sequential order. They are getting larger as well, which I think is just a nice design language thing there just to sort of show the importance that as it gets towards the end, it's a more important section. So yeah, so definitely just delete these guys. We're just gonna remove those. And I'm probably gonna separate these out now into pieces. So we'll do that. So the first thing is just kind of getting the shape of this correct. So we can just sort of start to move this into a rough shape that like we have in the example there. So just come in here, I'm gonna add another division into this. So we're just using the subdivision workflow where we model with really simple topology and then we can actually just manipulate the verse that we have and then allow the smoothing to smooth the shapes for us. So that's a really nice way to work because it just means that you can rely on the turbo smooth to give you the geometry that you need there. So I like working with that particular workflow. And if I'm doing this guy, I probably would collapse that down. You can sort of see how we're just building out the shapes there. So, and then we can do, what I would probably do here is just quickly copy the same shape. So just control L and link this. Although actually what would probably be easier is just to shift D and duplicate. And then now I've got a duplicate version. I can then just scale this down and adjust the size that we have here. So that kind of gets us into the right spot for those pieces. I also wanted them to kind of taper in shape. So we sort of taper these in a little bit on the ends so that they kind of feel like they meet with each other. And trying to get that overlap that you can see in the reference that I had before. So if I jump over back over to where I have my reference, these guys they kind of taper to a point and we'll try and find a good example of it. Sometimes it's hard to see with this kind of reference but you notice that they have this kind of point that they come to so I tried to get that feeling here by just moving these verts kind of outwards a little bit so it feels like comes more towards a point. So I'm effectively just manipulating the shapes here. So that's how we get the general form to be looking pretty good and now it's just a case of basically detailing further we can rely on our crease sets if we want to just remove ones we can as well we can just come in and recrease those and you'll see that we get smoother results so this is just useful if you're trying to hold certain edges or you want certain bits to be a bit sharper then you can obviously use the crease sets to do that so yeah I don't really I want this to be pretty organic and we can up the subdivision a bit as well so we can see this how it's going to sort of smooth out right same process with this one so you just come in and then we'll just select the ones where we have creases that I don't want creases on and just kill those creases right okay so that's looking pretty good as far as shape is concerned I definitely want to get something in there for connection so you can see that I built out this idea of how these would actually look if they were going to be moving and rotating so to do that That was really straightforward. I just basically made another smaller shape. So with this, I think I started with a cylinder. So we can just come in here and do that. We come from the left hand view there and we'll add in our, actually let's do it from the add menu. We'll add in our cylinder and I want this to be, if we just turn on auto axis, this should hopefully give us the right axis there. Okay. So now we can move this in and we'll just scale him up. So we had two pieces We have a cylinder for the previous one to connect to and then we have this other one where it kind of Connects over the top. So for that one, we'll use the cylinder and then for the other one I think I'll probably go for a box style cube and I'm gonna put that in and we'll just scale this I like to always remember to just move these pieces back as well into the center which will just save us having to apply any symmetry to that as well. So yeah so we can just kind of start to block that out and we applied, I apply different materials to these connection pieces as well so I actually use the brass material for those and you can sort of see that there. We're just trying to get this design kind of figured out and then to sort of pull these back a little bit as well so we can start to see that chunk coming through and I'm going to move this one into here as well. And then what I like to do with this is I like to just cut the cylinder in half so we'll just add some divisions there and then we can just select the pieces and just remove them and then I will just extrude those out and cap the end. So that gives us our section that kind of connects up to the section here, right? So you can take a look at the reference that we're aiming for, so you can sort of see how that is this piece that we have there. For this one, I think actually, because this is more, I built this out as a cylindrical shape, or a sphere type shape, that then turns into more of a square so that we could actually, it feels like it sockets into the back here. So maybe starting with a cube isn't the best idea, but we could just manipulate this by kind of beveling it as well. So if we were to do a bevel here, we can press C to clamp this, and this is gonna give us like a nice rounded bevel here. So something along the lines of this, we'll probably go for maybe 10 divisions there. and then I'm gonna also bevel this side. For this one, actually I want to make sure I just merge my verts together before I do that. So we'll just bevel this out. And I think because this is set to the percentage, it's not giving us a great result. So let's try that. And then I think as well, this is giving us a weird result because our scale is odd here. So what we'll do is we'll just hit apply scale and we'll bevel again. And now you can see that we're creating this nice rounded shape, which is basically gonna sit into this socket here. So we could then pull this forward a little bit and you can see that it kind of sits in there. These guys just take a little bit of massaging to get to sit into the right place. So you can just sort of pull that back a little bit and try to get it to sit there. And then this one can kind of manipulate and just sort of pull into the right spot. Yeah, and then it's just about adjusting these different sections that we have. So I'm actually gonna pull this one forward a little bit as well. And these have some creases that I also don't want. So while I'm there, I'll just tidy up those creases and we'll just move this forward a little bit. This can be a little bit finicky because of the boolean operation there, but you can sort of see how this is coming together. So yeah, so we got all those sections working. This guy is looking a bit weird from a shading perspective. So I'm just gonna run a sharpen on it and it's gonna smooth out those areas. And then for this guy, I just wanna make sure that everything is in the middle. I think this one might not be in the middle. So we'll just kinda hide some of these. So that one looks like it is. I think it's actually, The thing that's throwing me off is actually the boolean not being in the middle. So let me just make sure that definitely is in the middle. And if you experience issues like this, then it's definitely worth just making sure that these are still linked. So we can do that there. Okay, and then I want to ensure that this is the right material as well. So we'll just go to objects. Okay, great. And now I just finished adjusting this, but we're just gonna need to go back and tweak that again because I've overridden it. So let's go through there. Okay, so now I'm pretty happy with how those things are interacting and coming together now. And then it's just a repeating the process. So with these guys, I actually wanna use the same chunk, the same section. I don't want to have to make another new piece for the way that these connect. So if I can do it in such a way where they feel like they are being reused without being super obvious, then I will. So in this case, we're just going to take these pieces and basically make sure we have global pivot and move them back so that we also have a connection for this one. We're probably going to need to adjust our shape slightly to accommodate for that though. So it's just do kind of something like this. Okay, great. This one can also be scaled down a little bit as well, because this piece is getting smaller, so if we scale it then it will fit a little bit more naturally. So this is already giving us the right kind of feel straight away, which is great. So we're definitely getting into a good spot there. The only thing I want to do now, before I show my process for detailing or a detailing pass is just to split these out into separate pieces. So we've already covered how to do that with the Boolean workflow but essentially we're just going to do the same thing as before. We're going to add a cube in here and just draw that out so we get our shape and then we'll just apply a slash to this and we'll override the material. You can always come back and tweak the shapes of these as well later on. So yeah, we'll duplicate this one, do the same for this guy. So slash and apply the material. Okay. So yeah, now we're in a pretty good place for sort of the next stage, which is once we've got most of our forms kind of figured out and the design figured out, we can then start to do secondary and tertiary detail paths. So you can see that we've got a lot of the elements figured out and if we look at this as well in our actual design we can start to see how this is actually coming across and how this is looking with everything else that's going on there. So next we'll just go a detail pass. Okay, so for secondary detail and detailing paths in general, I'm trying to think about how things would functionally sit together and trying to add detail to stuff that makes sense but is also grabbing the attention and working from smaller from larger shapes down to smaller shapes. So in the case of this one all I wanted to do was basically try to add connections to things so you can see here in this section we try to add connections to parts and we add screw bolts and different types of details there so again process is very similar to what we've already covered so if we were starting to add some further detail to this we could just kind of come in here and start adding some stuff here so I'm just gonna try and get a slightly smaller detail there and we'll adjust our bevel size as well and then I'm just going to sort of model in some actual detail to this. Okay, let's just sort of get something that is vaguely representative of the type of detail I want to go for. So this is just to sort of show a bit of a connection to things like they feel like they're working together, which is cool. And we'll just add in, has changed the material as well. Just get a bit more readable. And then I want these guys to feel like they connect. So we add in some divisions to this as well. So a quick way to do that would just be, so then I'm just gonna add in a cube into here and we'll just create that shape. And then I'm just gonna use this to basically boolean out my section here. Okay, so we now cut this section out, which is cool so now we can see through to that. And then I wanna add more of a connection for these guys so we can just start to come into here and I'll adjust our bevel sizes a little bit as well. Great. So then it'd be nice to sort of think about the shapes that we have here. So I'm gonna grab, let's just do this. I wanna try to add some sort of connection between the two of these. So it looks like it would actually function and work. So in this area, I probably just would quickly add a solidify to this. And I'm gonna select, let's just do this. this and remove those sections. Just as allowing us to basically connect some pieces there, I think just try and get the pivot into the right place there. Okay, and now we should be able to just extrude these out. So at the very least, these feel like they kind of connect to each other, which is cool. And then we can link these materials together and we also have our sort of connect these as well. So the process just becomes very repetitive at this point. You're essentially just adding detail to things, continuing to add detail to stuff. So we just start to bevel out our shapes and then we try to add smaller and smaller details in here. So we're just adding bevels, defining the shapes, And then adding smaller details as we go so things like screw bolts and that kind of stuff as we move forward Just get rid of the bisect on that and Okay, cool, and then this one I'm gonna also bevel as well I I kind of want to make sure that this is a bit more. Feels like it's connected a little bit more, which is good. And then for this one, I want to just make these, let's just play around with this a little bit more. Okay, so I'm just going to move this vertice out the way. Okay, and then I also am going to turn off the loop slide. Sometimes this creates weird geometry. So I like to just try and tidy that up a little bit. So you can see that this is definitely now feeling a little bit more like it's actually connected to things, which is cool. And we can start to add, just defining more detail as we go. So similar to what we have here, we can start to kind of cut some shapes in and extrude those in so they feel like there's a bit more of a connection to this, right? You can always just do another mirror as well. Then this is, needs to be moved in a little bit there. So I wanna check the rotations on this as well. I think it should be rotated to five degree increment there. So it lines up a bit nicer Okay, great and then as we have other pieces like these kind of sections that we have in here as well I like to try and add connection points to them So they feel like they're bolted together or fixed together in some fashion, right? So in this case we can just add more smaller pieces into this and start to kind of cut away Boolean out these shapes and get some Get some more interest, right? So we can start to do this and then this one I would run just for previewing purposes You can run the quadrille measure on and get some nice smooth topology on there Let's pull back this one as well So I'm just adding smaller little latchy type details where this might have where there's a connection in there So if you wanted to separate these pieces out you could also add smaller screw bolts and holes and things as you go So that's kind of how I'm starting to detail these out, but this one that we have here I wanted to basically have this feel like it connects so to do that. We'll just quickly cover that as well Just zoom in on this. So I am First added a shape to this we can just use that again as a Boolean style Shape so we'll do this guy like this. So this is helpful for just making it feel It's going to feel a bit thinner there now and it means that it will look like it kind of connects up basically Which is good and then if we need to kind of optimize this geo a little bit We can also do that What we can collapse some of these things that we've created down so that it's a bit easier to work with so We'll cut these in and then we'll do that. So It's just trying to get this in the right place first Sometimes switching between exact and fast booleans can help you if you're running into the booleans not actually Sorting correctly. So yeah, I'm just kind of optimizing that geometry, which is looking pretty good I want to kind of bevel this end Section so we're just gonna smooth that out Okay, great, and then I can now Grab this and just shift him back a little bit as well And then for this we're just gonna adjust what we have here in terms of our shape slightly Okay, cool And then wherever I have things kind of connecting I always want to make that feel like It doesn't just jam into each other like in this case you can see it kind of feels like it just jams together It doesn't really look like it makes a whole lot of sense So I usually will just try to cut the shapes together. So in this case as well, we could just come in here with a Boolean and this is gonna cause us issues. We can just set that to an exact Boolean there and we can just move this kind of in and We'll move this down as well. So yeah, you can sort of see that that's now creating that but there is a hole in there. So let's try and figure out why that is I think it's probably due to the fact that Sometimes again switching between these can be helpful. So switching back to fast can actually fix the hole in this case Yeah, great. So now sort of move this again into the center Might have to do the same thing again switch it back between the two So sometimes depending on where this is located it can cause issues So we're just trying to create some nice stuff going on there. Probably just gonna scale this out a bit. Okay, cool. Yeah, and then the other thing I wanted to do is because this can be sort of hard to read in the example I had here, I kind of flow those two shapes into each other just so that it feels like it connects on the top a lot closer, right? So we just do something like this. You could do the same for the bottom as well, depending on the shape that we have at the bottom. I think in my version here, I actually kind of bend the shape kind of upwards a little bit. So we kind of do more of this kind of thing. So it feels like it has a bit more of a shape to it, right? But yeah, we can just come in with this and start to smooth out and bevel those shapes. So it's looking pretty good. Just gonna clear all the sharpness of those sections. Okay, and now we can add a bevel to this as well. Can look at, with this one, because we're cutting some really tricky shapes in here, if we try to add a bevel to this, it's probably not gonna work super well here. You can sort of see the issues there. So we have a couple of options. we could collapse the geometry down and clean it up. But for the sake of previewing this, we can always do that kind of later on as we build out our final mesh. So for the sake of this example, what I will probably do, and for the sort of time sake as well, I would just run a remesh on this. And now we can just run a nice smooth and you can see we can get pretty reliable result on that type of stuff straight away. So that's a good way to sort of preview things. Not sure what this shape, I think when I've reset the scale, that's caused this issue. So let's just relink. Actually, no, sorry, I just need to reset the scale. There we go. Cool, so that's kind of given us that, and then we can reuse some of the elements that we have here. So if we turn on the face snap and just align this to here, if you do align to rotation to target, what that should also do is rotate it, the right orientation. It's not actually, in this case, it's not working, I think, because I've locked the rotation there. So if I unlock the rotation, we could also just kind of manually put this in. So I'm gonna put in 90 degrees to kind of get this exact, but that's helping to give us that connect, again, that connection point that we have here. We probably wanna change the material so that it doesn't stand out so much as well. So we'll just link those together. So now you can start to see how we're approaching that. When we've moved that, we've actually deleted this one. So we'll just undo that. And I just wanna duplicate it when I do it. So I think I forgot to press duplicate on that. So just kind of get our rotation back where we were. So apologies for that. Let me just get it into a good spot. And then we can just link our material That might change the material for this one, but in this case it hasn't so that's pretty good So yeah, you can sort of see how the process goes We'll do this last sphere as a as a detail pass But essentially the process is just going to be the same thing Repeated you're effectively cutting away details adding in small bolts and rivets and holes for this one, I wanted to segment up the sphere a little bit so one of the things I would do here is potentially just kind of extrude out a few sections so we'll just kind of come in to this area here and I'm just gonna push this out a little bit, extrude it kind of in a little bit there. I think actually I'm gonna tweak it slightly let me try and something a bit like that so it's just giving it a shape and some sort of definition to it here and then we can kind of come in on the end piece and we'll model in a little bit more of a design into there as well. So I'm going to add in that guy. A handy little add-on as well it's called set flow. So if you're trying to add more divisions to something that's more cylindrical you can just right click this and it's going to basically smooth that section out. So that can be pretty handy as well and we'll just sort of push that one out. Just playing with the shapes here a little bit. So you can do whatever design you kind of want in here. I'm just basically playing with some of the shapes here and trying to get something that could look particularly interesting and then you can always just add a bit ever bevel to this to kind of smooth out some of those edges. Let's just mirror that as well. And putting in extra materials in here as well can always be a really nice way to go. So if you wanted to just extrude out a section here and then assign a different material, you can come to the material tab, add a material and we'll just assign that to that section. So that's a good way to kind of detail out different areas there. We can also try and build out a few more shapes here. So one of the things I wanted to do was just try and sickly. Push that bit out so we get it creates like a cut like we have in the example here. So something similar to that. Cool. Okay. Yeah. So that sort of gives us something a bit more interesting there, but as you can see we're going through that process of just basically detailing out different areas So we would just kind of repeat that process as I said we had add more screw bolts We would detail up all the different sections and get it to a nice detailed look similar to There's sort of final result there so we can get something that's working pretty nicely"
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