Welcome to the next lesson, where we will continue adding detail to the Ghostbuster trap, and in this
lesson, we're going to add some bevels and add this kind of front panel here so we'll add more geometry
to it and details.
Let's focus on this Bevell for right now.
So it looks like this is a pretty rounded edge, but that this edge maybe isn't as rounded as that one,
but it is rounded there and this one is maybe a little sharper.
So this could be because this is a homemade thing and it's not exactly, you know, exact machined as
it would be if it were a real thing.
So depending on if you want to divide these bevels up, you can do that and do them separately.
I say we just do them all together so that it's, you know, a little quicker and you can add more detail
or do the Bevell separately if you want, at a later time.
The one thing I want to do before I do that as well is to finish out this kind of bottom section.
You can see that this goes down to a kind of footprint that doesn't just go straight down to the floor.
So there's this kind of inset area that we can do with the poly extrude tool and adding some loops and
things that we've learned.
So let's go to the insert actually tool and I'm going to go to the tool settings over here to make sure
that we're back on relative distance.
And I'm just going to choose one kind of area here and use that.
And then I'm going to go to the face mode and select the all the faces.
Oops, I'm still on the inside edge loop tool and I'm going to turn off the tool settings now.
So let's go to the face mode or choose CU or whatever to select the faces and I'll have four to make
sure those are all the ones selected.
Go back to five and now I will choose the extrude tool and I'll just pull in a thickness a little bit.
Well you can see we have keep faces together off, so let's turn that on and as this goes in, it'll
all go together.
The only thing with this is it's also going up.
So that's the only issue there is the fact that this is going up if we go to the front view.
Holding down spacebar, clicking and dragging from the middle, you can see it's going up so we can
offset that later, let's just bring the thickness in.
So it's not just.
The same, so that looks about right, it looks like there's it's actually it goes in and maybe there's
another layer here.
So let's deal with that.
Let's go to the front of you and I'm going to go to the verdict mode and I'm going to select all the
bottom vertices.
I'll click W and then I'm going to hit X now I'm gonna hold down X on my keyboard and that will snap
to the grid because I want this on the floor so it'll snap to the grid.
Now let's add another loop so we can kind of get this bottom section out, do the same thing we just
did.
Let's go to face mode, select all the faces.
Oops.
Again, I'm still in the loop mode.
So like you to get off of that, select all of the faces, go to the extrude and let's just extrude
this out.
And we want to keep faces together on as we did before.
Let's have that somewhere between kind of the front end and insert edge here.
Now I'll go back to the vertices, select them and hold on X to drag them up to the floor again.
So now that now we've created jobs and now we've created this kind of inset kind of footprint here and
I to do that before we do the Bevell so that we can bevell all of these together.
Let's go back to this.
It looks like this is a fairly rounded at the bottom.
So let's select the edges.
We want to start beveling.
We'll go to the edge mode.
I'll select this edge and that edge.
This edge and that edge.
So we're just going through and holding down shift to select more than one edge.
And let's see what we're going to do down here.
Let's do these corners later, because it won't be as similar to these are kind of the same distance
of an envelope.
So let's just do these top ones.
So let's go to edit Meche Bevell, I'm going to command shift, click it to add it to our shelf.
And now we can see it's starting to Bevell the edges.
Now, this one doesn't have a tool that pops up.
So we can go over here to the Poly Bevell input and it'll pop it up for us here so we can change the
fraction, which is how far it is.
We can change the segments, which we will need many more.
And if you can see I'm clicking and dragging.
Not a lot's happening is because the pie chart here is too slow.
Speed that up so that I can add more sections here.
Cool.
So we've rounded those two out.
And the thing I want to do, actually, is to move these closer together, so when I go to the edge
on a double click, this you can see because now.
This so this is a triangle, so in my it only likes quads everything on this model so far as a quad,
meaning four sides except for this.
So when I double click it, that's why it doesn't select this edge, because it stops here on this triangle.
So just be aware that Maya does not like triangles in that regard.
So now that I have selected, I just want to move this a little bit closer.
So it's a more of an extreme angle and select these edges again.
Cool, let's head to Polly Bevell and click on the input over here and let's try to bring up the menu
and let's add more segments to this, and that's looking pretty good.
So we go back to this.
We can see also along this edge, it's not perfectly.
It's not perfectly flat, so we can actually add more Bevell to these edges as well.
So let's go to the edge tool and we'll double click this and let's select all the edges to kind of outward
facing edges here of the object.
I'm just holding down shift in selecting them and.
I'm going to do these bottom ones later, so let's deselect those calls all shifts, select this edge.
Deselect by holding down control to deselect things.
Sorry, I didn't mention that, so double click that can go in here.
It's like these control click drag this like that, and let's bevell these edges as well, so we go
back to the bell tool and that looks a lot better team to pull up the tool and we can change this fraction
if we want.
So I had maybe one more segment in there, and so the fractional stop, based on how much room it has,
you can see it's running into this edge here.
So it can't go any further than that.
And I think that's OK for us.
But just know that in your case, if you wanted to go further, it can't go further than that edge.
So you'd have to move this edge before you beveled so I could go further than that.
So now we have a much nicer edge here.
If you look at these, because we didn't Bevell this one.
This one looks very CG, very exact and hard.
And this one is just a tiny bit softer and it adds a lot to the model.
OK, so the other thing that we run into here are a normal situation.
Normals are how Miah knows what direction a face is facing.
So if we go to display and we go down to polygons, we can turn on face normal's it's going to pop this.
Alex is going to turn them off here and again in a second.
So let's clockface normal's and now you can see we get these green little arrows.
So that tells you which direction the faces are pointing.
And for the most part, they're all pointing in the right way.
But I bring all this up because it will affect how my views and shade's the object in this kind of almost
fake, like shaded mode that you can see in the viewport.
So I bring this out because I'll turn that off just by clicking face.
Normal's again, close this.
You can see this is kind of shaded in a weird way.
If you click off of here, it's kind of, you know, there's this gray area here.
It's wide.
It's like what's happening here.
This is this looks weird.
So there's a couple of different things we can do.
And first off, we can clean up the geometry a little bit if we wanted.
You can see here we have an issue that this has a face.
Well, so you have to zoom in on it and zooming out, you know, this has a face, it's not connecting
here.
It should connect here.
So there's no edge here.
So it's like it's trying to drag this face over this thing without an edge.
And so that's why this one is shaded where you can see it has like a dark area on the top here.
And then it's it's lighter here.
But this one doesn't look the same way.
So we get this hard edge.
So if we go to the multi cut tool, let's go to the mesh tools and we'll go down a multi cut and we'll
command shift that at a two hour shelf.
If I click that, I can select a vertices and select another one and it'll cut this in half if I hit
enter.
So now we have room for that to describe what's actually happening.
If I select off of here, you can see it's still shaded in a weird way.
We can fix that in a second.
But before we do that, we need to add the geometry in here so it knows how to describe that area.
So we're going to multicar tool.
Let's do that to this side as well and hit enter.
Now, if I go to mass display and let me zoom in here so you can see this change.
If I got a mesh display and average, you can see it changes the whole model.
If I go to mass display conform or set to face, I think is what we want now.
It looks right.
So that's just one way to fix that.
Now that we've set the normals to be to the face, we can see that we're kind of getting these hard
edges here on the curved areas.
Well, my computer thinks I'm right.
Clicking When I'm not, we get these hard edges here.
You can kind of see this gradient from dark to to bright here on these steps kind of colors and get
rid of that.
Let's select the object and go to soften hard edges.
And when we do that, it'll soften and harden the edges in the right areas.
So now we do not have those weird kind of colored areas here that we were getting before.
So that's a way to get around that and get these smooth areas to look smoother.
So we've done quite a bit in this lesson with beveling edges.
So I'm going to go ahead and and this one here.
And the next lesson we'll start to add this detail of this panel to the object.
Thanks for watching.