So, we find ourselves for the second part from our tutorial
So here I'm going to remove all those masks All these layers *
And then delete this part Because we had to convert
In short I converted without doing it on purpose my bevel
I will delete that I'm going to delete the old outline here
And then, we will keep just the back
So, I'm going to disable that
On this background, I will create an extrusion As we did last time
We will break down this extrusion and we will consider that the lid
So, this lid...
you noticed that there is no mesh on the lid
If I go here in polygon mode We can notice that there are Ngons
I will change the view
I will place myself in front view and be able to split my logo
I do not have a central point here We'll put this 0
and then moved a little bit down So once I did that
I'm going to delete the other side You will notice that it is not symmetry
It's not symmetry So, we will delete the other side
And now, I will try to cut
My logo, so we'll cut like this
We'll leave that for the moment Because we have a triangle here
But, I'm going to take it from here to go here and be able to do a quadrangle at this level
So, we will try to cut like that To create a geometry
You noticed that I have big dots In fact, I increased the size here
Pressing Shift V
I will increase the size of my points to be able to easily select
I think it was in the 3 It's too small
We will put to 7 to make a difference between the selected point
A difference in size between the selected points and the point not selected
So, I continue to create but my edges
In point mode with the brush tool
I create my edges like that
To be able to create a geometry at this level
So, this point I could take it off
We will slip them To make the shape a bit more uniform
That, we could remove it OK
We will continue
Cut like this
I do not know why he continues It's weird
That, I knew There is a problem with this tool Ctrl Z...
I will check that there are no double points It's good
So, I cut from here to there
Now he stops it's good
I cut like this
So, I will continue
Apparently, I moved a surface
I had moved an edge
Here, I'm going to do that and then I'll cut like this
I think I'd have to create a surface here I cut like that
It's the same It makes me quadrangles
The movements I'm doing here are not normal with this tool
Because he could move in the X and Y
Instead, "Slide" should be used If you want to slide points
For example here, I could slip this point
Once I did that I will create a selection here
To finish my geometry up there
So, I'm going to go into ridge mode and then I will make multiple cuts to 4 segments
I put that to 100
And then, I'll delete that, delete that... (By pressing Ctrl)
I'm going to connect this here delete that, delete that, delete that
Pressing Ctrl I will be able to remove my edges
So I move it like this
So in fact, it would be necessary to standardize polygons
You notice that it is very slow with this tool
So, we will try to uniformize it in another way using
The tool "Brush" here
If I use the "Mode Smear", it will spread out my geometry
So, we will use the smoothing mode Who will allow me to smooth my geometry
In fact, here You notice that it fully smooths the geometry
We will have to decrease here the radius of about 50
Or then, 25
The intensity, we could leave that at 25 as well
To smooth only the places we want
So, let's zoom in and try to smooth
Without ever touching there
If I go here, you see there is a smoothing
So, I stay in this gap here But on the straight places like here
The surface is flat. So, he'll just smooth and try to uniformize the distance between the edges
But without ever moving it in another direction
Because the surface is flat
So, here we are going to try to smooth a little bit our geometry
I'm going to increase the intensity a little bit
I'm careful not to go here
If I come here You see there is a smoothing that is created
So here I could already decrease the radius
Attention here
So by pressing Ctrl and the middle button
I could in the horizontal ability to increase radius
And in the vertical I will be able to increase the intensity
To have something like this
OK It goes
I increase the intensity a little Ctrl and then I slide up
To try to uniformize a little bit
Try to uniformize it as best as it can
So, we could stop there
We already have a pretty clean mesh
So with that I could very well create my symmetry
Then
I'm going to convert this symmetry there and then I go now
Arrange the center, you noticed that there are loops a little bit pointed
I'm going to smooth it like that here The center
So, why am I striving to smooth this geometry at this level
Well, just because we're going to be able to move my surface
and have correct edges
Imagine, I move like this We have a really smooth surface
And if I also move here You have a good curvature actually
That's what happens We're going to have fun moving our geometry like this
To create a shape
You will notice here
That there is a small distortion on our geometry
You see?
So, we'll try to create that
So!
I select all my points here
I go to 0 in the thickness
0 everywhere
We make sure it's centered
It's good
I will select
Should first create the outline Currently, I don't have an outline
So, the outline you have here
So for that, I'm just going to select
Check the "Select boundaries" option
I will select like this
I will create an extrusion about 7.5 cm
And I'm going to move that backwards About 7.5
7.5, apply
Once I did that I'm going to use the Z axis and Ctrl press
To create a second extrusion of 15
So, in fact 7.5 Here and 7.5 here
It will be 15 in the depth
Once I did that
I will first create the shape here before duplicating it
The shape I'm going to create It is
I will move to this level
With Ctrl + Shift + Click I could
in any case I'm moving geometry
Without this part here
I will try to move it in fact
I hope I'm not mistaken
I'm going to move it roughly in the ten
Like this
We'll move that to 5
Then head here We will move more
With that
There now, I play with the eyes
To try to create
What we have in the intro
It's something like that
Then, we have this edge here That I will also try to move
So, if I enlarge...
We will deselect that, deselect it
We will move slightly forward
I'm going to remove that and that
For the time being We have a displacement at this level. Thus I'll go
I'm going to move that -2.5
Yeah...
Then
I'm going to bring this area here inwards
That, that and that
That is to say, like this
To create a hollow
I will deselect that
I'm going to move that slightly inward
About 5
Here... So it's a hollow with external deformations
So with that If I make a bevel on my whole shape
I will select all the edges
I will deselect only The edges on which there are curves
As here for example
I will be able to create bevels on these edges to make them more visible
Then, the others we will save them For...
This one for example, here
We will save them to maintain them
So, there I do not know if I'm going to take it off
That I could leave, that also
That, no I could take it off
For the rest, I think that passes
So, we will save this one
Now, what else would I like to do
We will select this face here
With this one
This one ...
This one like this
We will make an internal bevel
From about 1.5
And then we will do an internal extrusion
About 1.5 also
So, once we do that
We will create a bevel
Sorry, an internal extrusion at this level here
Like this
Internal bevel
And extrusion
Like that
And here I'm going to create another extrusion
This time if it would be an internal extrusion
So, like this
We will first do an internal extrusion And then we will go into the depth
About 2
This is something I could do after
Because it encompasses the whole model
We will do it later
Then I select all my edges
I'm going to add the extrusions I just made
Like this...
I will use this tool to select ring
So that, I do not know if it's useful
Attention I did the stupid, I'm going to remove that here
Ctrl, I remove that
It's good
That I'm going to take it off
Here I want to make a bevel
Bevel
And here I will also remove these areas
So, to maintain that I will create a bevel at this level
To maintain this shape here
I would also like to have this angle here Rather than having a round
These places here will be rounded So, we will remove them
I think its ok
We will save that
And what I'm going to do now It's select
So I'm doing Alt W (Middle Button)
And here I'm going to select this area
So
What I'm going to do for the back Its select this area here like that
I'm doing U ~ I to reverse
And then I come back here I'm going to do U ~ P to duplicate
So, split here
Split here
Once I duplicated I'm going to reverse my geometry
Before reversing, I'll go to Solo
And I'm going to kind of reset what I did as deformation
At this level already, there is a problem We are going to spend that
That's what values It's 7.5
We'll go to 7.5
Here, 7.5
In fact, it would have to have a flat surface behind To can...
Combine with my geometry Cause there is a flat surface behind
I will select all my surface
I will reverse
I'm going to Ctrl A I'm going to overthrow in the Z
He did not do it I'm going to reverse here, I apply
And I flipped You saw what happened
He reversed the normal
I'm just going to reverse this normal here and I'm going to move like that
I will activate the magnetism of the points It is done
And I'm going to move my geometry with this mode here
I'm going to move that for here
I will select everything I will connect
We saw it in the first part
and I re-select everything
So what I'm going to do I will move
We will first connect everything We will connect all the elements
I select everything And I optimize
Here I'm going to put this to 0 that also to ...
No, if I put this to 0 He will join him it's normal
This one is at 15 and that's how much
7.5
So, I'm going to put 7.5
I will select both and then I will enlarge
Pretty much like that and select these two here
Enlarge them again
Pretty much like that
At the top, I'm going to move that and that
Here it's weird
That, we will center
That's 15 Here 7.5
So here 7.5
And there 15
Then I will enlarge them
I'm enlarging pretty much like that
and then I select that I'm expanding again
I have the impression it's too much
What I want in fact is to have a smoothing
I will select all these points here
Middle button
I will select by checking "Limit to visible elements"
I will select all these points here
Like this
I will remove that
I will select the latter
It picks me on both sides
and I'm going to enlarge slightly
In fact, to have a curvature at this level
Not bad So if I select everything now
We have everything selected
and I will be able to create a bevel
Put as tag here
Skip this to .5
and 1 subdivision
So, we have this shape, and if I go here We can see that it's starting to be interesting
And if I activate my Bevel
Wow
Well, it's good
We should now play with the points
To avoid having stuff like that
In any case It was something like that
I think, I will still move my geometry
So there is an edge here that I do not like
I will deselect this edge there
I hope it will not be a problem I will save that
And try again see what it gives It's good
Nickel
So I like this form
But I will... Instead of having a smooth shape...
We have more square side
I will add a...
A segment here to block that
In fact, to break the smooth side that we had here
I will save it and then you will see
It broke me a little bit the smooth side
And what I want to do I will reduce slightly
This here on the inside
I take this point and then this point here
I'm going to climb that up slightly like that
And then I will reduce OK
It
I'm going to move that and that up I will enlarge *
Pretty much like that
It's a little bit tricky to create but...
You just have to move points And you have different shapes
Your turn to play
Well, here I am, I like
I like this detail We could take this incurvation
And then duplicate here with Ctrl
After duplicating there We should simply increase the thickness here
To be able to encompass the entire logo
The height we do not care But you can also increase it
You can see the difference between the two
If I activate that and that I'm moving slightly backwards
We already have our logo which is created
Here .95
I disable that And I also disable this
And now, I'm going to extrude my motive
So, Extrusion
The Motif, I'll pass that to 10 5 *
And then, I'll add a little bevel
To have something stylish
Extrusion, we'll leave that at 2.5
And add a little automatic segment
To be able to perform deformations
Once I did that I could simply
Slide it
I'm doing Alt G
and I'm going to duplicate my bend here with Ctrl
So, there is a parameter that I forgot to check
It was preserving the length (So, if it distorts the geometry it will keep the same long)
Here, .85
No, the pattern is not centered
We center I center by pressing Y
You can use, Mesh> axis center and "Center the axes on"
Once it's centered You have...
We do the same by centering the parent, I press X
Center on the parent It will allow you to center the parent on the axis of the tracer
We will do the same here for the neutral object
And the neutral object now could be moving
And now if I pass that at .85
I will have something center
So I have the impression That's the whole the pattern that needs to be resized
Once it's done I'm going to create an instance of that
And then move my instance backwards Like this
I will select both I will move them like that
So, it's heavy I do not know why
Maybe it's because of that
It may be because of the distortion then
It's weird
Maybe we have too many points on the geometry of the pattern
I do not know
It's heavy to move I....
I do not understand
So
I think we modeled all the logo
Just add the texts
I will not show you how to model Of text:D
Because it's very easy to do
Already I do not know the police But if I had the police, we would have done
So, you just have to create V2 and the text
It was done by Palacium
So, I do not have the police to do the same thing again
Here is a cube actually
Of this form roughly
and several subdivisions
I'm going to enlarge that
A subdivision roughly like this
Decompose and then select like this
Add extrusions
and then, over a bevel
At 1
It depends on the size of your object
So you're just going to put a bevel like this
And then you have pretty much the same shape actually
So, this is it here
I have the impression that had made a bevel Rather than an extrusion
Make a bevel instead
Like this By keeping the group...
I will rather play with the angle
and then increase the subdivisions
If I select everything and that I deselect
In fact, it's a round cube
We will select everything and deselect it
We will add this
We will create a bevel here
Once it's done We go here
We will select all
The rings and we do a bevel over
It's something like this
and then deform That you know how to do it
So, it was just to show you a little bit how to do it
And I think it's over We have modeled the whole logo
Should now add the guns
So, I'm going to delete that
I will also remove all textures
We do not need it for the moment
We will leave the curvatures
We will remove the textures
Warning
Remove textures
So here is the text
Here is the bottom
After that, I'll simply add my guns
So I do merge
I would also put it in the description
So once we did that I will create here in mograph a clone
I'm going to drag my items into my clone here
I will reset the coordinates of my positions So I press the 0 key
To enable the PER reset You can add shortcut it
In fact, it resets me All the coordinates of the objects
So, 0 0 0 everywhere
And once I did that I will go here in radial mode
And then, in quantity I'll put that in the 20
So, we can notice that he clone in a circular manner
Because we are in radial mode
Here we have the initial angle and the final angle
That we could adjust to only clone on one side
So, I'm doing a cloning pretty much like this
Once I did that In the rotation
I will turn to see the profiles of the guns
And then, I'm going to do a rotation like this
About like that
So, it is rotated so as to be slightly Tilt backwards
And I'm going to move my object backwards like this
In fact, these are the back guns
Because there will be guns in every way in fact
We have a package of guns there behind
If we look in the intro There is first a first step of guns
Everything is nickel
On top, I'll add...
I'm going to put it here and I'm going to remove the text
and select big size
So, I'm going to add a randomization effector
To vary the position of the guns
You actually see...
He detaches the guns a little
In the X ok?
So, I put 50 here
To give volume and avoid the collisions we have there
OK, once we did that
I will add another effector which will be called size
With this effector, I will be able to...
I would like to put it before the randomization effector
With this effector I will be able to vary the size of my elements
I will put a variation About 30% in size
So, that's what he does Just a variation of size like that
Not bad
And here I will use the positions...
The basic positions of my objects By disabling "Use Cloner's Coordinates"
And now, we can notice that the radial plays perfectly with my clone
Whereas here it was not it
And we can see the knife that is knocked down
Whereas currently We have a knife that goes in the same direction
And here "Iterate" we will go to "Blend"
In fact, he goes...
He's going to position the clones in a group
You see, here we have groups of little guns
Here we have the means, we have the guns here
After that we have the knives
You see it's in a group actually
While, by iterate it does it randomly
So, "Blend" and then once we've done that
We will decrease slightly... Because we should not see the bottom of the guns here
We'll put that about 150
Since there would be another step of guns here
So once we did that
We will duplicate that So that would be clone 2
We will move it about here Between
and we will just play with size
0.7
Could be pretty good
And then, I'll burp a little bit forward like this
Here
And then, I will decrease Here the radius so that it enters a little more inside
I could vary a little bit
In fact, we have something very repetitive We will change the source a little here
Offset source, that's not it
What could I do to vary
I'm going to duplicate that
Excuse me, I'm going to duplicate this effector here
I will call effector 2
I'm going to flip the X coordinates here
I will change the effector for effector 2
It will change a little bit the thing
In my effector 2 I could here play with the source
To have another variation
We could also change the order here
By simply taking the last and putting it on top
We change the order of the first So I do not like it
To be like that...
Yeah that It looks pretty good
We have the knives down It change a little bit
In front view, we do not see the limit of guns Its good
Once I did that I will simply have to reverse
With an instance
Same here I overthrow with an instance
It's perfect
And then we have our logo that is 100% complete
To prevent the knives sticking out too much
I could get in slightly or so
Select only the knife That must be it
And do Alt G and move in the Z
-100 is good So -50
OK, that's good
I think we finished modeling the logo
So we should now move to UV unfolding and texturing
So concerning the guns, I think we should...
So, I do not know if they already have UV Nickel
I feel like the knife is a little flattened
In any case, we'll see what we could do
Here is a little brothel
Everything that is triangulated is designed at the base for video games
Tricks like this very triangulated will be very difficult to unfold
A model like this for example We could not make edges loops with triangles
So We'll see what we could do for this Gun for example
I have the impression that it is already unfolded
We should simply break down the elements
I'll do a test to see what happens
Maybe by breaking them down, I will have separate UVs
and maybe can..
Pass the unfolding step on this model
So we will ungroup the objects
That's not bad It's unfolded
We will simply break down like this and then
Shift + click on UV... I feel like it's the same room
We will take a piece Then press F to find the object
Shift + click here It's unfolded but there are bugs
So, there is a lot of work to be done
I will not unfold this model huh I am really sorry
A triangulated model like that Will take time to unfold
So, I'll try to texture like that huh
There are models that are already unfolded So we could...
We will simply reorganize all the UV and then...
So I'm going to cancel, I'm doing Ctrl Z
So, I have my model here What we could do is reorganize the UV
That is to say, I select my model and I have everything selected here
Select all And I reorganize the UV
There is a UV that can be very big
That must be it No
#I made a selection of a polygon without doing it on purpose
#Faux, It's the select polygon
Ctrl A
That's good
That's what I actually wanted Reorganize like that and then
We could now use Substance quietly With only one object
So, I'm going to replace the model in...
I will replace that...
Right here
I'm going to replace the Barret model here OK
Ok, now it's good
Same here, I'm going to replace Barret
We will do the same on other models that have UV a little weird
I go here in model V2 mode and I deactivate my solo
So I think it was good For this second part
So we finished all the logo
We go on the unfolded third part All the UV of our models
We will manage the UV of the guns
In short, models that we already have
And...
These models were downloaded from the internet So these are free templates
That's the reason why it's not all textured
So some have basic textures
So I will also provide these models in the description
So, we will try to reorganize on the 3rd part the UV of my models
And then unfold the parts of the logo
Since we have not unfolded
So we have a very basic unfolding
Which could not be use for texturing
So, we're going to unfold all this and baker also the bevels
Because it would be necessary to baker the bevels Before unfolding the UV
Maybe also baker my deformation
We'll see I think it's good
It looks pretty good
So, let's stop here and then start ...
The following
There is a loading time actually
So here Iso mode allows me to see Modeling edges with smoothing around
While here I have a brothel
I will save it and then...
That's the V2
And then we'll go to the third part for unfolding
And maybe reorganize materials to jump directly to texturing on Substance
In fact, create materials for different parts
Because on substance Objects are separated by materials
It's not objects, it's like layers separated by materials
We will separate the objects using materials Once you have unfolded UV
Come on, See you later, guys
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