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00:00:02
and in this part we will work on the seat, this is a
00:00:05
freely adapted translation of a series of
00:00:07
video lessons from Andrew Price and
00:00:09
hello everyone, leather day on my
00:00:10
channel I share the secrets and tricks of
00:00:12
computer graphics and also make
00:00:14
detailed lessons in which I
00:00:15
show you step by step how to get to the result
00:00:17
if this is your first time here, subscribe to the channel
00:00:19
and press the bell so you don’t
00:00:21
miss anything in the last part we
00:00:22
stopped at this leg and now
00:00:25
let’s start creating a seat, this is
00:00:28
important, being in the appearance mode, that
00:00:32
is, we are not creating inside another
00:00:34
object like this this is a plane, a new object
00:00:37
when you press shift and you will
00:00:40
only have access to the mouse, you can
00:00:42
confuse it
00:00:43
with that window when we are in the
00:00:45
firing mode press shift and and here
00:00:48
we add plain this is created as a
00:00:51
separate java object I will move
00:00:53
this collection with which we are working and
00:00:56
further it you can scale it by pressing
00:00:59
c and scale it like this, then
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raise it in height by pressing g on the keyboard
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and using the mouse wheel, select the blue axis, z axis, and
00:01:08
raise it higher,
00:01:09
pay attention to those hotkeys that you can
00:01:11
use here at the bottom right
00:01:14
and then I’ll come in handy by looking at the fund, I’ll lower
00:01:19
it approximately like this and in the
00:01:22
top view we can switch to the iframe,
00:01:25
press c and scale
00:01:27
approximately like this, here we are
00:01:30
faced with such moments that our
00:01:33
drawings may almost converge, they may
00:01:36
be shifted, and here I propose to
00:01:40
evaluate the situation, how
00:01:43
correct are all the provisions we
00:01:47
created here? this leg according to this
00:01:49
reference and according to this, respectively,
00:01:52
they are both together with this leg,
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that is, all these three are
00:01:59
connected to each other by an object and we can,
00:02:02
for example, leave them untouched and
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move this upper part, here is
00:02:07
the plane that displays the top view,
00:02:09
I can move it a little bit along the X like this
00:02:14
and move it back and between along the green axis and like this so
00:02:18
that it coincides with
00:02:21
the leg and here is such an important point in my
00:02:25
opinion, we make the model, if possible,
00:02:28
relative to the origin of coordinates,
00:02:30
this allows us to use more flexibly
00:02:32
what possibilities there are for
00:02:36
in relation to the modifier symmetry or
00:02:39
mirror or something else, in general it is
00:02:41
such a rule of good form to keep your
00:02:44
model relative to the origin of world
00:02:47
coordinates in the center.
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Now I will show what I mean if we
00:02:51
go to edit mode, select
00:02:53
these points,
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move them here, select the axis with the mouse x
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then when we add the mirror modifier
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and here we have a reflection on the action,
00:03:04
first of all we need to understand that the
00:03:06
world modifier works on the carrier of
00:03:09
this origin point of this
00:03:11
object point, in this case it coincides with us,
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then the dream is the world center
00:03:16
coordinate if we create
00:03:17
others objects or something else, it
00:03:20
will always be easier for us to navigate
00:03:21
relative to this 0, so for example we
00:03:24
can take these points, turn on
00:03:27
clipping on g and move along the x axis.
00:03:31
As you remember, clipping will not allow us to
00:03:34
break these points any more; they will
00:03:37
only be relative to the center and this is
00:03:40
very convenient if suddenly the
00:03:42
world of armada fair worked differently for you, the
00:03:44
mirror modifier on this leg
00:03:47
might have had problems with this
00:03:49
origin point, it was placed somehow differently,
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you would have
00:03:53
moved it somewhere and taken it away because of this there were
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problems, how can they be solved and what to
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do with this origin point
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firstly you can click the origine
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origine website then 3d cursor
00:04:04
if you want to reset to origin somewhere
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here and
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depending on the position of this origin the
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behavior of the
00:04:14
world modifier in this case will change we have a 3d cursor
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here and everything works as we
00:04:19
expect, but if I, for example, press
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shift and right-click and then
00:04:24
put set origin again, then the 3d cursor you see
00:04:27
that defeat the behavior of the world modifier
00:04:29
has changed,
00:04:30
we also have the option set origine
00:04:32
origine here in diameter and then it will put
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in the center the geometry that is exactly the one that
00:04:38
is available, and some come after the
00:04:40
mirror modifier, so we need to
00:04:43
take this into account, and by the way, why is it
00:04:46
convenient for us to use the world
00:04:48
coordinate axes, mentally living in c, this
00:04:51
resets the view and 3d cursor to the center,
00:04:54
or you can click shift from and here
00:04:57
change the cursor here origin it's all
00:05:00
up to you
00:05:01
but now I can put the
00:05:03
mode here again in 3d cursor and it
00:05:06
will be reflected as it should, you can
00:05:08
use some object as a
00:05:11
mirror for example these legs and then
00:05:14
it will reflect here, in general, take the
00:05:17
time to use the y modifier and understand
00:05:19
all its functions, okay, next we
00:05:23
need to create a basic shape from this
00:05:26
plane, we made half to
00:05:29
simplify the task for ourselves, we did only one
00:05:31
side and then switching to the bfm mode,
00:05:34
let's start forming this shape
00:05:38
jim choose this green I put it
00:05:42
somewhere here next, we need to
00:05:45
add a subdivision surface modifier,
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it will round this object and
00:05:51
here I want to immediately get to the
00:05:54
point where I
00:05:56
disagree with Andrew and this is a question about
00:05:58
topology, a
00:06:00
question about the direction of the polygons it show the
00:06:03
point is that when we start
00:06:06
adding a new one and Jim yeah we press
00:06:10
control air add whatever new edge is there I'll
00:06:14
right click to keep it in the center
00:06:16
j here let's move this one here let's start
00:06:19
moving it somewhere here this is also that
00:06:23
is we repeat the general shape here everything is
00:06:25
fine and now I will show the moment with
00:06:28
which I do not quite agree, then we
00:06:31
can turn off
00:06:33
the display for a while and declare the scarf from add an
00:06:36
additional edge here, right-
00:06:40
click to reset it to the center and here
00:06:42
with further I need to scale it
00:06:46
along the green axis, this is the axis y
00:06:49
and here and press 0 to make it
00:06:51
more even, so we will have a more
00:06:53
uniform distribution of geometry,
00:06:55
then Andrew showed the choice of this
00:06:59
point, he simply shifted it, moved it
00:07:02
somewhere here and thereby looked for it, built
00:07:06
this shape, which I don’t agree with here, the
00:07:09
thing is that as you remember, when
00:07:12
I drew these squares in the second part
00:07:17
and explained the difference between the rounding
00:07:21
of these squares, we had
00:07:24
this topology here for such a
00:07:27
rounding here like this and then we
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got such a sharp google
00:07:32
why is it important if you leave
00:07:36
this one is flat and for example add
00:07:38
more additional points here add 1
00:07:42
somewhere here one here then
00:07:46
your polygons themselves
00:07:48
with the alt held down will stand out like
00:07:51
this and if we look at the reference as
00:07:53
you remember I told the prophet
00:07:55
we can easily draw our hand along
00:07:58
this curve and it doesn’t fly off like
00:08:00
it did in the case of right through and on the cut
00:08:03
here, that is, we calmly move our
00:08:05
hand along the entire circumference, respectively,
00:08:08
if we have more here, but how does
00:08:10
the hand go around the circumference and just like that, it’s
00:08:13
rounded and the geometry should
00:08:16
follow this country, otherwise in
00:08:18
some places it is very difficult to get rid
00:08:20
of this angle, so
00:08:23
here I propose to make it slightly different
00:08:27
in diameter, namely, we select these
00:08:30
points, turn on this function, auto world
00:08:33
vertex,
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press g twice and move it
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here twice g
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we move here as a result we get this
00:08:40
kind of geometry we do the
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same thing here twice j
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here here twice g here as a result
00:08:48
if I press alt I’m already in for like this
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edge well this chain or loop from
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polygons and on mine look, this is
00:08:58
the correct topology when we use
00:09:01
the topology to our advantage, this
00:09:03
will allow us if we need to select the
00:09:06
entire
00:09:07
job and select it with a somersault and
00:09:09
it will all be highlighted if we had not
00:09:12
done this, let me show you separately,
00:09:16
make a plane further from it,
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scale it conditionally that here we have
00:09:23
such
00:09:24
ribs, I didn’t make only one side of the
00:09:27
Turks here and what I wanted to show is that
00:09:31
I just want to select this stage and by pressing
00:09:34
alt it is highlighted only up to this
00:09:35
corner, it doesn’t go any further, you don’t need to
00:09:37
go separately and select everything these pieces,
00:09:41
accordingly, in my opinion, this is not
00:09:43
productive and can cause, especially on
00:09:47
some round surfaces, just this
00:09:51
angular effect and instead of
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this round one you will have this
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angle like this, instead of this,
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you will try to mix this point
00:10:02
the modifier will somehow try to be
00:10:04
rounded anyway due to the fact that
00:10:06
this
00:10:08
was the underlying geometry, it will be
00:10:11
considered more like an angle, here this is the
00:10:14
geometry,
00:10:15
it will always be rounded and here
00:10:18
it looks like this, I hope you understand
00:10:20
and will use these important
00:10:23
rules
00:10:24
further, here we are just looking at the
00:10:27
subdivision surface modifier, perhaps
00:10:30
in the iframe mode in the salat mode, in my
00:10:33
opinion, the salt mode and here it doesn’t show a little bit,
00:10:36
I will change the number of points
00:10:39
in the viewport or by smoothing the
00:10:42
subdivision surface modifier, I will collapse
00:10:44
the world and Then we can edit
00:10:46
the points if we follow the rule that
00:10:50
we must have lapuli geometry that
00:10:54
will subsequently
00:10:55
change, then we should move this
00:10:59
point here, see this here, I’m now
00:11:03
focusing on the result after we
00:11:06
declared the interface here like this, then we
00:11:09
can move it like this you can move
00:11:12
this a little here with the length and here such a
00:11:15
moment we have here should be a
00:11:17
straight line if there are such
00:11:19
transitions here and there and it will be counted
00:11:22
here so you need to use control
00:11:24
by selecting this axis, press control and
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indicate this point so that there is
00:11:29
exactly a straight line here, too, when we
00:11:31
made some changes, did we shift
00:11:34
this line? In my opinion, there are not enough
00:11:37
polygons here, and despite the fact that
00:11:41
we can pull it out like this, somehow
00:11:43
push it here, trying to align it
00:11:47
here and we definitely do not have enough
00:11:50
additional geometry, so I
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suggest not mocking ourselves, I’ll just
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rewind this back to where we were here, I’ll shift
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all this part here about this
00:12:05
axis and add additional geometry
00:12:08
here and add additional 3 here
00:12:11
and here in this case, in my opinion
00:12:14
this is not superfluous geometry a toi
00:12:17
toi which helps us
00:12:20
define this entire shape a little more accurately
00:12:23
and remember we talked to you about the fact that the
00:12:26
claw field should not be very different,
00:12:29
here is the highpoly geometry and this is exactly
00:12:33
what we need, see if we click the
00:12:35
optimal checkbox the display will
00:12:36
greatly simplify the task for us; we
00:12:39
will not display this entire
00:12:41
grid; we will display something that we do
00:12:44
not have initially, but at the same time a
00:12:47
smoothed outline will be displayed; in my
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opinion, it is quite convenient there and this way I can do
00:12:53
everything much more accurately without unnecessary pain
00:12:58
set it up, put it along the contour
00:13:02
because I need it, I look and, focusing
00:13:04
on the outer contour, remember what I
00:13:08
said regarding this point, that
00:13:11
is, we would like to set them both up like this
00:13:15
in one line,
00:13:16
move them somehow here so that they
00:13:19
form a straight line and then we can swap
00:13:23
this part up, we can
00:13:26
move it up to
00:13:29
fit the contour a little more, but if it does
00:13:31
n’t
00:13:32
fit perfectly, it’s better than if you
00:13:34
move it here and here then this kind of bend will form
00:13:37
and we should have a straight line, so
00:13:39
I I keep these points
00:13:41
exactly on the same line, they can go
00:13:44
here,
00:13:45
but under no circumstances go outside,
00:13:47
otherwise there will be this shape and we do
00:13:49
n’t need this, well then I’ll lower
00:13:52
this one down, like this,
00:13:54
we’ll align it and work it out, look so that
00:13:59
the contour matches, perhaps in my video
00:14:02
right now it won’t
00:14:04
exactly match perfectly, but I hope that in a
00:14:07
calm atmosphere without haste you can
00:14:10
bring everything together and, before this,
00:14:13
advice, in no case do not try to make it
00:14:18
too dense right away for a more accurate shape mesh, otherwise it
00:14:21
will be difficult for you to work with it later,
00:14:23
okay, I’ll go with it to solid, we
00:14:26
already have this shape,
00:14:28
if we look at the reference, you won’t be
00:14:32
fixed here, then in principle
00:14:35
this is already a similar geometry to what we
00:14:38
need next, we can compare according to the
00:14:42
other projections, this is how it all looks like
00:14:45
logic legs, I’ll press jay-z and move it
00:14:49
somewhere here and here it’s not very convenient
00:14:52
because it doesn’t show us the
00:14:55
thickness, move around and it’s also not
00:14:57
very convenient there, but there’s
00:15:00
this one. origin, which we have at the bottom,
00:15:05
what can I do, I can go to the
00:15:07
risk mode, select all, press right
00:15:11
click and unfortunately here I can’t
00:15:13
move the geometry in origin, but I can
00:15:16
press jay-z and lower it and here to
00:15:20
zero, well, approximately like this it will
00:15:23
match more and when we change
00:15:27
the object it will come out in the on the origin mode and will
00:15:30
not move anywhere, but having left this mode in
00:15:32
the form of not, now when we
00:15:34
move this point will
00:15:36
move along with this object and
00:15:39
so it will be a little easier for us to find the
00:15:42
desired position here I’ll be guided
00:15:43
along this line, since it’s probably a
00:15:46
chamfer, and here further, when we go into
00:15:49
editing mode, then we
00:15:52
have the opportunity to see this
00:15:55
line, but at the same time not take away the geometry
00:15:58
here and there. regina here it seems to me that
00:16:02
we can try an adventurous view
00:16:04
using the control keys alt I’ll shoot something like
00:16:07
this from four windows, which is more like the view
00:16:10
2 3d maxim
00:16:12
why did I do this then we
00:16:15
have the opportunity, for example, I’ll hide
00:16:18
the reference to look at all these
00:16:21
points and so we are exactly Let's be sure that
00:16:24
we select here in Warframe mode. I
00:16:27
'll take these points for our jam. I
00:16:30
'll select the z axis and shift it somewhere
00:16:33
here. I'll start orienting myself.
00:16:35
Let's even turn off this Sharhai division itself so
00:16:37
that it doesn't distract you, it's not
00:16:39
very convenient to look behind you here. so that I
00:16:42
select add a selection if I suddenly
00:16:45
forgot to select the entire strip at once
00:16:48
all of these edges further jay-z
00:16:52
move here and place
00:16:55
all these points in turn relative to
00:16:58
this projection so here I will hide
00:17:03
the leg so that it does not distract
00:17:06
and does not get in the way Next, I’ll recheck the position of all
00:17:10
the points so that they sit on the same plane.
00:17:13
Now by turning on the subdivision surface modifier, it
00:17:17
will be more convenient for us to look at
00:17:20
how correctly we corresponded to
00:17:22
this line, and here further we can do not
00:17:26
forget about in oriflame to select
00:17:28
everything and move these along the z axis
00:17:32
points so that they are better and follow the
00:17:35
contour at the moment when you are satisfied with the result,
00:17:39
we can press control alt again
00:17:43
to return to the mode with one window and now
00:17:47
we have the opportunity to rotate according to the
00:17:51
last projection, pay attention to the fact
00:17:53
that it will rotate relative to
00:17:54
this point origin I'll press jay-z and
00:17:59
rotate it something like this, shifted here we
00:18:03
see that our geometry almost matches,
00:18:06
we can move it by
00:18:10
going to the mode of editing the selections
00:18:13
here.
00:18:14
I will select only the vertical axis
00:18:16
because in all other axes we are
00:18:20
already doing well, because I am using the mouse to select
00:18:23
this particular axis, so in my opinion, here
00:18:26
too, when we move along the z axis,
00:18:29
this central point
00:18:32
should not be much lower than the
00:18:36
rest that is, our task is to find who is
00:18:38
the position at which a
00:18:41
beautiful curve will be obtained without unnecessary bends in
00:18:45
the wrong direction, and as a result, when we have received
00:18:50
the bend that we like,
00:18:52
we can continue how exactly we will
00:18:55
continue, it’s up to you, the
00:18:59
easiest way is this byte modifier show
00:19:02
and in this case, the purpose here define
00:19:04
is called the
00:19:05
solidify modifier, it adds
00:19:08
thickness, we make an offset in the other direction
00:19:11
with minus one by one here
00:19:15
so that it is pressed outwards, then we
00:19:17
will change the printer fitness, we will make it a little
00:19:20
thicker,
00:19:21
you can navigate through oriflame,
00:19:24
you probably yes, in principle
00:19:26
three centimeters looks good and here
00:19:31
we are faced with this problem,
00:19:32
even if we increase the amount of
00:19:36
smoothing in the viewport, we are still
00:19:38
displayed with squares like this, if
00:19:41
we convert to 6 smooth we have
00:19:44
another problem: it rounds like this,
00:19:46
just like it shouldn’t and so that
00:19:49
to fix this we go here to the object
00:19:52
this is properties normal
00:19:53
autosh move put a check mark and set
00:19:56
the angle here for example
00:19:58
let it be 30 this means that as
00:20:01
soon as he sees an angle different
00:20:05
from this he will decide to smooth it or
00:20:08
leave it as an acute angle
00:20:10
in this case this is set as the
00:20:13
maximum angle between two polygons
00:20:16
fay themselves which will be considered
00:20:19
as smooth if something we have becomes
00:20:22
more than 30 degrees he begins to
00:20:25
make it sharper as a result of the
00:20:27
time here we have 90 he made
00:20:29
it sharp well further if you
00:20:33
pay attention even though
00:20:36
we have a very hard and sharp angle
00:20:39
here it is not as sharp as a blade
00:20:42
we need to fix this and because in
00:20:45
real life any even but an angle of 90
00:20:47
degrees there is a small chamfer we
00:20:50
can add this with a
00:20:51
new modifier select mark fire
00:20:54
been here you decide first to
00:20:59
use some kind of angle or not, otherwise
00:21:02
we will end up with a situation where he starts to make
00:21:05
everything that we smoothed out
00:21:07
hard again, we don’t need it, so we
00:21:11
give him a limit, we say that this chamfer
00:21:15
will be used in those places where the angle is
00:21:18
greater than, for example, 60 degrees then he
00:21:21
will find this corner where we are
00:21:23
90 and add a chamfer only there then
00:21:26
we can change the
00:21:28
offside parameter and you see that he is not
00:21:31
behaving very adequately and
00:21:33
immediately rushes at you with such large
00:21:35
values ​​I will delete him and probably delete him
00:21:39
among the fine time, it’s time
00:21:42
to remember about the use of transformation, the
00:21:44
thing is that if we
00:21:46
look at this scale now 025
00:21:49
and there should be one, press control and
00:21:52
apply all the transformations, or in
00:21:55
this case we need exactly the scale and
00:21:57
press scale, then it becomes all
00:21:59
units, then we’ll use the herring one,
00:22:02
change it to one, you see that now one
00:22:05
centimeter is already
00:22:07
displayed differently for us then three gave
00:22:10
the thickness in fact here and the smaller
00:22:13
value of track will be enough for us if he
00:22:15
flies quickly like this, this is the reason for these numbers you
00:22:17
can hold down shift and then he will
00:22:21
behave calmer
00:22:23
not such an extreme value
00:22:25
use and here 07 looks
00:22:29
similar to what we need, then we
00:22:31
add the bevel modifier and here you
00:22:35
see that this offset value
00:22:38
should behave more adequately
00:22:41
before jumping over any extreme
00:22:43
values, let's set it like this and curled up lady
00:22:46
fine vision, let's set new ones restrictions
00:22:49
60 degrees further by holding shift I have
00:22:53
the opportunity to change more
00:22:55
slowly
00:22:56
here we can add segments and
00:22:58
make it a little more rounded and now
00:23:03
you can notice that he started
00:23:07
doing something strange by smoothing
00:23:10
something like this happens from time to time
00:23:12
let's try to put mark sharp
00:23:15
or tick hardin normal
00:23:18
and then it starts to behave more
00:23:21
somehow adequately similar to what I
00:23:24
need
00:23:25
change the profile parameters you can
00:23:27
make it
00:23:28
either flatter or more
00:23:31
rounded if we remove Gordon normal
00:23:35
then you can see how it
00:23:38
changes if Honestly, I don’t really
00:23:42
like this option
00:23:44
and the results that I get through
00:23:47
this functionality, but it is no longer
00:23:52
destructible or we can always generally
00:23:56
cancel this function, remove
00:23:59
the modifier or change this
00:24:01
parameter, and in principle this is quite
00:24:04
good and convenient here I’ll probably
00:24:08
settle on a value of somewhere around 0 1 or 0
00:24:12
2 centimeters, these are the values ​​at which
00:24:16
it doesn’t yet begin to move away much and
00:24:19
round off this entire profile and leaves
00:24:21
it more straight, as you can see, if we
00:24:23
add segments, then
00:24:25
trying to achieve a more
00:24:28
pleasant shape I'll probably focus on
00:24:32
these settings.
00:24:33
You see that when we change the profile,
00:24:36
the nature of the smoothing changes, so we
00:24:38
can get a tighter angle here
00:24:42
and this is a pretty good option for how
00:24:45
this geometry can generally look
00:24:47
on you. I want to show you another option
00:24:49
that you can do. I’ll make a
00:24:53
chic house for this object to
00:24:58
make a copy of s2 on it, miraculously,
00:25:01
and here we’ll remove the modifier and
00:25:05
see how we could
00:25:07
do it again, move the lady fi up up
00:25:10
for a while, turn off the display of all the
00:25:13
division scarf with
00:25:14
or if we turn it on and
00:25:16
watch for what's happening here,
00:25:18
we'll apply the solidify modifier
00:25:21
like this, this lime before in
00:25:23
edit mode, he doesn't want to let us
00:25:25
apply it, let's turn off
00:25:27
the display,
00:25:28
let's see what it looks like, here it is in our
00:25:30
force, define, press play, we've
00:25:32
already got a thick
00:25:33
geometry, well, accordingly, then we'll
00:25:36
use a modifier for ourselves vision it
00:25:40
smooths out for us in this way, because we
00:25:43
had a warning from below and now
00:25:45
these stripes have appeared, I’ll press
00:25:48
control z several times, move it
00:25:51
up among the files, then we’ll apply it and we
00:25:55
will no longer swear and get an
00:25:57
error saying that it was not first and
00:25:59
the result may be something there, we
00:26:02
need to look at what happened, he
00:26:06
added thickness and gave the object
00:26:09
these faces, I don’t need them, I can delete them
00:26:13
x for TV and disappeared and now when we
00:26:17
turn on the mirror modifier then
00:26:19
subdivision We don’t already have this stripe in the center,
00:26:21
this is the first moment, the second one
00:26:24
that needs to be taken into account
00:26:25
to give the thickness, we add a
00:26:28
choice of support, everything is simple here we
00:26:31
can select like this through alt
00:26:34
this club next with shift and alt
00:26:38
this one and then press control shift b and
00:26:41
to do so was not a friend of the keys
00:26:46
there was a clothes controller and here it looks like
00:26:49
they have something like this angle
00:26:53
you can set further if we spin the
00:26:56
mouse wheel we will add an additional
00:26:58
segment if we apply by clicking then
00:27:03
we will have another window like this and
00:27:05
on this side it’s quite convenient to
00:27:09
look at the result
00:27:11
that we get, you can change the
00:27:14
offset parameter,
00:27:15
and here you also need to adjust it with the shift key. You
00:27:18
can enter smaller
00:27:21
values ​​in the form that 0 0 1
00:27:24
centimeter can be a lot, or
00:27:27
it’s enough if you always do it manually
00:27:30
you can add something here to change
00:27:32
the number of segments, but here I would have a lot of
00:27:35
segments not dial 2, in principle,
00:27:36
one is enough to leave our
00:27:39
central part here and the rest
00:27:41
as support, here we have an option with a
00:27:44
profile, I would advise you to set it here
00:27:47
to one then we Let's leave in
00:27:50
place initially that edge, that edge that
00:27:54
was there, and if suddenly we want to subsequently
00:27:58
delete these games that we made,
00:28:02
we return to the word about the
00:28:04
correct topology, we have
00:28:08
the opportunity to hold down alt like this to
00:28:10
select for everyone
00:28:12
x bizol Aegis and this edge
00:28:15
will remain for us or if we want to return,
00:28:18
press control-r and return in this
00:28:21
way we create support edges for ourselves
00:28:24
not through the modifier but through the
00:28:26
geometry itself and without unnecessary fuss we get a
00:28:30
pretty good result, in my
00:28:33
opinion, I like this option a little better,
00:28:36
I rise to how to
00:28:38
guide subdivision modifier I
00:28:41
need to additionally fight here if something happens
00:28:44
I will remove these checkboxes and that
00:28:46
magician Sharpan doesn’t seem to give anything here,
00:28:49
but sometimes for display there are some
00:28:52
dances with a tambourine like mark
00:28:54
sharp hard normal
00:28:56
watch some of this or there
00:28:58
manually try to select this entire meadow
00:29:01
and set
00:29:04
the sharp mark here, in general there may be different
00:29:07
options and look at what is more
00:29:10
convenient for you, it seems to me that when we have made a
00:29:13
good topology, select with alt
00:29:17
and shift held down, these lines are not
00:29:19
provided super
00:29:21
complex and something incomprehensible, so here
00:29:25
this option has a right to life,
00:29:28
the only disadvantage it has is that when
00:29:31
we are dealing with a more complex
00:29:34
geometric style, the option with a
00:29:39
modifier will be more optimal
00:29:40
since it is immediately applied to the entire
00:29:43
object, we can
00:29:44
go back and fix it at any time, that is, it is
00:29:47
more non-destructive the method comes out,
00:29:50
choose for yourself what suits you best
00:29:51
and
00:29:52
your homework for next time is to
00:29:55
try to make
00:29:58
this backrest yourself and the next video the
00:30:00
next video I will show how I made it,
00:30:03
if you have any questions, be sure to ask
00:30:05
also do not forget that you can
00:30:07
answer the questions of others participants in
00:30:10
your suggestions, ideas also leave in the
00:30:12
comments under the video,
00:30:13
all your activity motivates me to
00:30:15
record new episodes, see you bye

Description:

Из этого видео ты узнаешь основы моделирования в Blender 2.8. Урок по созаднию стула Søborg Chair. Референсы - https://www.dropbox.com/s/wzf95ovau2igaxj/References.zip?dl=0 Сайт производителя - https://www.fredericia.com/product/soborg-wood-base-3051?PID=63&catid=6219 🔥 PDF с горячими клавишами Blender (актуальные) - https://vk.cc/cmQEoG 🔥 Бесплатный курс для начинающих "3D Domik" - в ВК https://vk.cc/cmQErl , если нет ВК - https://t.me/Kozhar_3D_bot ----- Подпишись чтобы не пропускать новое: - Группа ВКонтакте - https://vk.com/kozhar3d - Канал в Telegram - https://t.me/archviz3d ----- ✅ ЛУЧШИЙ КУРС для начинающих: ИЗИ Blender - https://vk.com/@kozhar3d-easy-blender или https://linkrr.click/easy_blender Работы студентов курса - https://vk.com/albums-93368814 Отзывы студентов курса - https://vk.com/topic-93368814_47710805 ✅ ЛУЧШИЙ КУРС для продолжающих: Легендарный GameDev - https://vk.com/@kozhar3d-gamedev Всего 2 шага чтобы получить новую профессию и ворваться в GameDev ----- Behance - https://www.behance.net/kozhartist Artstation - https://kozhartist.artstation.com/ Inst - @kozhartist Рассказываю секреты и фишки компьютерной графики. Уроки по Blender, ZBrush, 3Ds Max и др. Веду за руку в геймдев. Ваши комментарии, лайки и подписка, помогают продвижению канала! Подписывайтесь, спасибо 😉 *Original tutorial - https://www.youtube.com/watch?v=BgY3QMXQYLI

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