- [Instructor] Let's put
some of our modeling tools
that we've learned so far to the test
by making a Sci-fi box.
Here's the result that we're
going to be aiming for.
Nothing too complicated, but
enough to give us a challenge.
It's got a lid, a latch,
some handles on the sides
and some bumpers on the top and bottom.
So what we're gonna do
first is make these cuts
just to split this up
into different sections
and make those large shapes,
and then after that, then we're
going to add the more simple
details, like the handles on the sides
and the latch on the top.
And finally, add the fine
details like all these different
ridges on the bumpers.
So let's get started
with our default cube,
and I'll just hit tab
to go into edit mode,
and first we're going to add
some edge loops that are going
to act as those little cuts
along the different shapes.
So hit control R and add an
edge loop and slide this right
up near the top, and I'm
gonna turn on my move Gizmo.
Re select that engine loop
and put down a little bit.
And then I'm going to add
another edge loop a little bit
below that for the second cut.
This is going to be
right above that handle,
and now I'd like to add a
couple more edge loops to make
this little tiny cube here at the top.
So I could add some edge loops
like this and start to make
that cube, but then I'm
going to have to do that
for every single quarter.
And basically every action that
I do every tool that I use,
I'm going to have to
do it three extra times
for the entirety of this project.
And I really don't wanna do that.
So I'm going to introduce
something new here,
which is the Mirror Modifier.
I'm gonna talk about modifiers a lot
more in an upcoming course.
But this one is too
useful to save for later.
I'm gonna hit control R
and add an edge loop right
through the center here.
And that's why I'm doing this
before I have this other edge
loops so that I can make
sure that this is indeed
exactly in the center.
Then I'll hit enter and confirm
that and we're going to add
an edge loop along the other axis as well.
Left click to confirm left
click again to confirm
the movement of that,
and then I'm going to hit z toggle X ray,
and that way I can see
through my mesh and make sure
that I'm selecting
everything on the back sides.
So, I'd like to mirror this section here,
on to all of the other corners.
And the way that I'm going
to do that is just delete
everything else, and
then add the modifier.
So I'll left click and hold
Shift to make sure that I'm
selecting all of these different pieces,
but not the vertices in the middle,
and it delete and vertices.
With that I just have this one corner,
and I can flip that
over to the other sides
by going to the modifiers
tab in the Properties editor,
which has the little wrench icon
and add modifier and mirror.
If I checked both x and y,
then this one corner here
is going to be mirrored
to all the other corners as well,
and that's going to save us a lot of work.
Another thing that I'm going
to do is turn on clipping.
By default if I select everything
with A and move us around,
gonstead it separates into
four different chunks.
Now, if you're mirror
modifier is buying the mirror
in the wrong spot, for instance,
if there's some overlap,
or they're just spaced apart,
versus doing that is because
it's based on the origin.
So it's going to flip it
around to the origin point,
that little orange circle
that we talked about earlier.
Now, if I turn on clipping,
that all those vertices along
the center line along which
they're being flipped,
are going to stick together.
So I can just push and pull
this around, and it's not going
to break into those separate chunks.
Now, hit z and toggle X
ray off and hit control R
and now I can add in these
edge loops here at the top.
I'll try to make this roughly square,
and do the same on the other side.
Actually, I could use the grid lines
to better line these things up.
So I'm going to go to top few
by hitting seven on my number
pad and count the number
of grid segments here.
So one, two, three, four
and I'll slide this over
to the edge of the fourth.
That way when I add an edge
loop on the other side,
right up here, I can make sure
that that's exactly four units,
and if I do the same thing
here, all alt, left click to
select that actually hit three,
and make sure that this
is four units tall,
then that is going to be an exact square
on all three of those sites.
The other thing I'm going to
do before I make those cuts,
is adding a little angle
right here on the side,
above the handle.
So I'd like to come in make
about a 45 degree angle
and continue on like so.
So I'm going to add two
edge loops with control our,
left click to confirm, and
then select this edge right
in the center here and just
pull that up until the outside
angle here is about 45 degrees.
It doesn't have to be exact though.
Then I'm going to hit two
to go to edge select mode,
and select the edges that
I'd like to make into cuts.
So I'd like to make this
entire edge loop so I'll select
that mental hold shift,
and I'll select the edge loop below that.
And then I'm going to hold shift
and select these four edges
here at the top to kind of surround that
and make that into a little cube there.
I'm going to skip these
two edges because I'd like
this to continue on and
break up that pattern.
But then I will select the
two edge loops below that,
and these down here.
Alright, so now that we have
all those edge loops selected,
I'm going to hit control B,
and that's going to bevel
these edges and give us
a little bit of thickness
to work with.
Once we do that,
then we can extra these
inwards a little bit.
I'll expand the toolbar here
so we can see our tool names,
and if we click and
hold on extrude region,
we can get to extrude along normals.
Now if I left click and just
drag downwards a little bit,
then we just pull this right in.
A lot of these faces are not
flat, so I'm going to expand
the redo panel down
here at the bottom left,
and just turn off offset even,
that'll fix any weirdness,
And now I have those cuts.
I'll go back to my select box tool
and hit T and hide my toolbar now.
Next, let's make our
handle, I'm going to do that
with another edge loop.
So hit control R and edit
towards the bottom here.
Now this edge loop isn't flat anymore,
so there are a couple
things that we can do.
One is as we added the edge loop,
we could have forced it to
be even with the bottom one
instead of the top.
So you hit Control Z and
undo that, it control art add
that again, left click to confirm the cut,
but I'm still in the slide
mode, and you'll notice
at the top left that we
have the shortcuts they're,
E for even and C for clamp.
I'm going to hit E for even
and that's going to line it up
with one of these edges.
Now which one it picks can be
some what arbitrary sometimes,
so if it picks the wrong one,
just hit F and it'll flip it
to the other side.
But for this one, I want
the bottom edge so hit F,
and add an edge loop that way.
I'll add this to the bottom
of where I want the handle
to be, which is right about here.
Now, we can't take these faces
and extrude them straight
backwards, because we
have these faces here
that are pushing them out.
And if we did that, then
we just create this area
of zero thickness, and that's no good.
So what I'm going to do
is create an inset first
and then extruded backwards.
So hit I to create an inset,
and then since we want this
to get you onto the other side
of the mirror, I'm going to
hit B, which you can find
that shortcut at the top
left with all those different
options, and it's going
to turn boundary off.
Now it's going to continue
on to the other side
and then I'll hit E and pull
that in along the x axis.
To make this a little bit
more of an interesting shape,
I'll get to to go to edge
select mode and select the edges
in the back here along the bottom,
and just pulled this up along the z axis.
That we have a nice angle
and it's pretty obvious,
that this is meant to be pulled
upwards and not downwards.
I'll pull this up a little
bit more and maybe pull
these phases in a little
bit more along the x axis.
Now can be kinda hard to see
the depth of things sometimes
in the 3d view, you can
see when I'm inside view,
it's almost impossible to
see exactly what's going on.
So in the solid shaded view
settings, and turn on shadow,
also turn on cavity shading,
and switch the type from screen to both.
I'll turn down the ridge
settings for screen space,
a little bit, turned down the
valley a little bit as well so
it's not as obvious, and
turn the ridge settings
for the worldspace all the way off.
Now we can actually see
what's going on even if we're
looking at it directly from the side.
Now I'm going to add the bevel
that we have running along the top.
Left tab to jump back to edit
mode because actually I'm not
even sure why I went to object
mode in the first place,
but, once we go into it modal,
hit two to go to edge select
mode, and then select to this
edge loop that runs along
the top here, hit control B
and bevel little little bit.
I'm gonna make this double
the width that we want
for the corner here.
And not necessarily the level
that we need for the middle.
Because they're gonna
be two different widths,
but just battling them all at
once, is gonna make our lives
a little bit easier.
So I'm going to give it the width,
that I'd like these corners to have.
And then I'm going to take
the edges here in the middle.
I'll select that edge and that
one and just pull them down
along the z axis.
We can't pull them down
too far, otherwise,
you see that this edge on the
inside is going to overlap
and we don't want that, so
just pull down to about there.
Similarly, on the top, I'll
take this edge and this one,
pulled in along the y
axis and just be careful
that it doesn't overlap with the edge
that's connecting it to the corner.
Now we have levels of
two different widths,
and it looks pretty cool.
I'm also going to double the
corners on the bottom as well,
but just the vertices, that's
gonna make some N guns,
but that's okay.
I'll get one to go to vertex select mode
and select this vertex,
hit control B and bevel.
That's not going to do anything,
but that's because I'm
trying to bubble edges,
and there's no edges selected.
So to say V, and that'll
go to a vertex bevel,
and then we can pull
this out a little bit.
Up hold out till the vertices
are about halfway through
or maybe a little bit more,
and left click to confirm.
Now we'll have the latch
that goes along the top
and clamps this lid shut.
I'll do that with another edge
loop with control are wearing
along this bevel here,
and I'm gonna hit escape
after I entered the slide,
and that's gonna leave
that directly in the center.
You'll notice that this
isn't completely straight.
Now it doesn't necessarily
have to be in this case,
but it is bugging me a little bit.
And the reason for that, by
the way, is because we beveled
these edges and that kinda push
them outwards a little bit,
so they don't quite line up,
on the tops and on the sides
here, but just for now
we'll take this edge loop
by selecting it, and it S x
and zero to scale it to zero
along the x axis.
And that's a common way of
just flattening things out
and making sure that
they're completely straight.
With that done, I'll hit three
to go to face select mode,
and inset this outside quad
just to give it a little bit
of a detail, on it, I'd add an inset here,
then I'm going to hit I to
instead of one more time to add
another edge loop going around,
and I'd like to pull this in.
But since I don't wanna pull
it in directly along the X
or the Y axes, though, I could do that,
I'd like to pull it along, it's normal.
So I'll switch from global
to normal in my orientations
and pull this along its normal Z.
After that, I'll switch back to local.
Now I'm gonna make that large,
but because I'd like it to
be flat all the way down
the front, and just needs
to extend a little bit.
If I were to select this tire face loop
and try extrude it like this,
it's gonna be pretty messy.
And I don't need all that detail,
I just need to go straight down.
So what I'm gonna do is
hit Shift D to duplicate
this face, and then hit P
and separate by selection.
That's wanna make this a new object.
So I'm gonna hit tab to
go into object mode here,
and now's a good time to
name our objects that we know
what's what, the cube here
I can name, create body.
And the new face I'm
gonna name Create Latch.
Then with the left selected,
I'm gonna hit tab to go back
into edit mode, hit two
to go to edge select mode,
and hit E and hit Y to
extrude along the y axis,
this edge here at the top,
and so that lies completely flush.
Now because we have clipping
enabled in our mirror modifier,
it's going to stick right to the center.
If we didn't have that enabled,
you can see that you can
accidentally pull it right past.
So if that happens,
just enable clipping and
pull us back to the center.
In the frontier, I'll select
this edge and hit E in a Z
bullet down along the Z axis
and pull it down to about here.
It's about the same as the edge loop
that is the bottom of the handle.
Now we need to give this
a little bit of thickness.
So I'll select everything,
and then again, we can extrude
along the normals.
I don't really want to
open my toolbar and select
the extrude long normals and
then go back to the Select
tool and all of that stuff.
I'd rather just be able
to do that with hotkeys.
But actually don't have
that option in my extrude,
E hotkey, the options in the
top left darlie allow for that,
so what I'm gonna do instead
is all control Z to undo
that and then hit E to extrude,
and then immediately cancel
the movement just by left clicking
without moving it anywhere.
So I still have this extrusion,
let's just land directly on top.
And now I'm going to use the hotkey alt S.
So S being for scale, but all this time,
is going to scale along the normals.
So it'll give us the exact same result,
but a little bit faster,
though it is two
operations instead of one.
So I guess pick your poison
there, but once you're done,
if you do that, just check on offset even,
and you'll be good to go.
To make this a little more interesting,
I'll take this bottom edge
here on the right hit control B
and double that.
Lastly, I'll make the bumpers
along the top of the bottom.
We could do that on the
main create by itself,
If I hit tab, go into object
mode, select the Create
the tactical into edit mode,
we could take these faces
in set them and then extrude.
But in order to make all of those ridges,
we're going to add a bunch of edge loops.
And if we do that directly
on this mesh itself,
those edge loops are going
to run all the way down,
and it's generally just not
good practice to add a bunch
of edge loops in areas
where we don't need them.
That's gonna make this
handle a lot more complicated
to work with, if we
ever need to adjust it,
because then we can't
just take this edge loop
and bring it down,
we'd have to do a whole lot
of other things as well.
So, it just makes things
a lot more complicated,
if we extend this top region
and leave everything connected.
So instead, I'm just going to
do something similar to what
we did with the latch and
just make this a new object.
So I'm gonna select the top faces here,
and along the side, same
thing here at the bottom.
And I will hit IT inset to give
this a little bit of border
and then I will hit P and
separate by selection.
So that creates a new object
out of what we had selected,
so hit tab to go to object mode,
and rename the new object, create bumpers.
I'll select only that object
and hit tab to go into edit mode.
I can get rid of some of these edge loops
that we don't need anymore.
For example, this one
right there, and actually,
I think that's all of them.
So I'll just hit delete and
delete those edge loops.
And then down here we have some
edges that are not straight.
So shift select both of those
edges don't hit S, Y and zero
to flatten those out along the
y axis, and this little flat
along the x axis with S X zero.
Now you can see that caused
some problems here as the edges
here are not flat.
And so we need to do that
on this object as well
as X and zero,
and I realized I switched
objects really quickly,
they're just out of habit.
But I went into object mode
selected the correct body
hit tabbed, enter edit mode.
Similarly here S Y zero, and
now everything lines back up.
Select tab, go to Object Mode
is like those bumpers again
in a tab to enter edit mode.
Now we just need to add
some loop cuts here,
and I'll try to space
them out fairly evenly,
I can also get rid of
these edge loops as well.
So I'll just hold alt and
shift and select all these
unnecessary edge loops, that
way that when we put a new
edge loops that will
automatically be exactly even,
we don't have to guess.
So please those edge loops,
and then here at the top,
like control R, and I'll
add in, say that many,
it's like six and down here,
I'll add in six as well.
So it's the same as the top of the bottom,
and now these on the front and back
don't have to be exactly six,
I'll try to make the thickness
about the same though.
It looks like six there as well.
And I guess that makes
sense because we made sure
that the sides here were the
same on the front and the side.
Alright, so now for the actual extrusion
and pulling things out,
first I'll select everything,
and I'm just going to add
a little bit of thickness to this overall.
So hit E, and then we're
going to do the same thing
where we scale along the normals.
So, once I have that new
geometry created by pressing E,
I'm going to left click to
confirm and cancel that movement.
But the extrusion is still
there, then I'll hit alt S,
to scale along the normals
and push this outwards.
Just like that, and make
sure to turn on offset even.
I think that's a little bit
much, so I'm going to drag down
on the offset or drag
up on the offset value.
And I'll also hold Shift while dragging,
and that's going to allow me
to work in smaller increments.
There we go, now the only
thing to do is insert these
a little bit to give it the
appearance of individual ridges.
Now I can't actually select
everything all at once,
and do it in one go.
The reason for that being if
I just select all these things
and hit I to inset,
and I'd add individual,
then it's going to split
the top and the sides.
And I don't want that I'd
like it to continually run all
along this loop.
And I don't really want
to do them one at a time.
So what I'll do is hit three
to go to face select mode,
select one, shift, select the bottom,
and then select every other loop.
And actually, I can hold
shift and click and drag right
on that edge in between
there and that's gonna select
both of those faces, and
quickly just select every other.
With that done, then I can hit I,
and I don't want it to be individual.
So I'll hit I again,
before doing anything else.
And that way that loop
runs all the way down.
And I'll pull that in.
And we don't want boundary
off because we want it to end
right there, so let's check
boundary if that was off for you
and let's set the thickness
to exactly point out too
so that when we do it again
we can get an exact value.
Then let's do the same thing
of extruding this along
the normals, so hit E left
click to immediately confirm
without moving it and I hit
alt S and scale this in.
Just a little bit, I'll
go point oh one five,
and turn on offset even.
Now just need to select
all the ones that we missed
and do the same thing.
So hold shift and just
box select all these guys,
and honestly you could probably
leave it as it is it looks
pretty cool this way as well but,
let's just finish what we started.
With those selected I'll hit I,
inside that I'll make
it exactly point or two.
Then hit E, left click to
immediately confirm without,
moving into it all, and
then alt S to scale along
the normals, hold shifts
to go into really small
increments and pull that in.
And I believe that was point
one, five, and there we go.
Now we have all these different
ridges for the bumpers.
And with that, congratulations,
you finished the Sci-fi great project.
There's a whole lot you could
still add, if you wanted to,
you could add a little bit of
nuts and bolts on the outside
to hold this thing together,
you could add a little locking
mechanism to the latch.
Whatever your creativity
inspires you to do, I'd recommend
taking this at least a
little bit farther and adding
a couple details here and
there just to get comfortable
doing these things on your own.
Or if you want an extra challenge,
you could try and making a
creative your own design.
That would be fun too. But
whatever you decide to do,
I'd recommend posting the
result to the forum thread
that you created earlier,
and that way I can see it do.
So good luck, and I'll
see you in the next video.
