WEBVTT

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Welcome to this lesson in this next section, we're going to kind of speed model this kind of top section

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where the doors will open in this front element here.

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So I'm going to model this as quickly as possible and just kind of talk you through what I'm doing.

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First off, I'm going to make a cube, bring this up and think about extruding this along kind of a

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center here just to make that kind of first element where the doors will open from.

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And if we look here, there's a ridge there.

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Maybe for now I just want to do this flat thing and I'll deal with the doors later.

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I want to get this solid piece that goes all the way down here and they can come out, that kind of

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a thing.

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So I'm looking at where this meets the other spot, the proportion of how big it is relative to everything

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else.

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So these vertices, right.

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Clicking and going to Vertex should snap holding down V to the edge here.

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And the same thing with these over here.

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So I'm holding down V and I have the transform.

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So I'm going to go to object mode, get back into that and drag this down.

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Look at the reference that actually goes all the way up to the edge of the handle, it looks like.

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So we can snap these as well, hold down V and and drag over, see if we can get it.

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And there we go.

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Same thing with the spots here.

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We wanted to hit the floor or the kind of top of this thing.

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So I'm actually gonna hold on, spacebar, click and go to right view or the right views.

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Fine.

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And then drag this up and doesn't have to be exact.

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We could actually even just crash this all the way through if we wanted, which is what I'll probably

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just do for speed at the moment.

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The only thing we need to worry about, though, is that we're going to extrude this piece out from

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here.

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It does need to match the top, it looks like is going to come out at the top.

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So let's get that aligned hold spacebar, got a right view and get that there.

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The reason I'm not using V is because it's not registering which vertices to snap to.

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So in that instance, I just come in really close, zoom in with my camera super close, and I have

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the manipulator tool selected for Y, so I know that I can zoom in, for example, let's say on these

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vertices and I don't have the manipulator tool.

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What I can do is hold down the middle mouse button and drag and I know it's locked to that vertical

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axis.

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So that's another way to do it.

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And I can zoom in super close and get an even hit wireframe by hitting for.

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And.

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There we go.

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Oh, my gosh.

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OK, there we go.

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OK, hold on, spacebar, click.

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Go to perspective.

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You hit five and then we can extrude this out.

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But first we need an edge.

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So I need to go to my custom shelf, hit an edge in here and we have the the tools set.

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So it does multiple loops which are going to turn that off, go to the relative distance and just kind

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of drag this somewhere in here and double click it.

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Go back to the reference.

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It looks like it's pretty close to the edge.

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Some drag this all the way here.

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And when I'm looking at is this is going to be extruded outward and if you can see my mouse that well,

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but this needs to be pretty far to the edge.

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I have to move all of this as well.

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So drag this out.

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This drag doesn't really matter.

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Let's drag it here and then go to face.

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I'm going to see both sides and extrude this out of the tool window here so we can more screen real

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estate.

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And I'm just going to drag this out.

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And I think it goes on and on, just on the inside.

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We'll go here and we'll select these faces and we'll extrude it out just past the edge here, like extrude

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again, just past the edge.

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And then it looks like we'll try it again and then scale it down.

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So it's G because we can just extrude again and then I'm going to hit R to go to scale, scale this

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down to get that edge there.

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It looks a little more blocky than what I have.

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So bring it out a little more, maybe scale it back.

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That looks closer than we have the flat edge and then this one comes out, there's a little corner here,

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so that one also goes down.

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So we can make an edge loop here.

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And extrude out that face from this corner.

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And this corner.

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So we need an edge loop that goes here and we need an edge loop that goes down this area, kind of that

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would cross this axis there and there and one actually pretty close with these.

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Let's see.

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That distance I'm looking at might be actually this one is pretty darn close.

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Only problem is when we scaled in these these scaled in with it so we can scale these back out and it

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looks like we might have a situation where we.

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Yeah, other faces weren't kept together.

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That's why.

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So let's do this.

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And this is an important part of extruding and keeping the faces the other when you need it.

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So let's go back to extrude and keep faces others off.

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And I just wanted to take a second to show you where to change the default for the issue that I'm having

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with setting the key pieces together on.

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If we go down to modeling, we can say key pieces together and that's going to be the default now.

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Well, it's safe and that's that.

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So when I had extrude, I turn on key pieces on now, so now it will behave correctly.

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And because I know we're going to want to extrude this next one, I think instead of scaling in on all

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the faces so that these edge loops stay straight, I'm just going to grab these two edges and scale

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them in because I want to keep those inward edges straight, because what we're going to do now is add

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an edge loop here.

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And if those were crooked, it would follow it here.

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We don't want that.

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So to get an even edge loop on both sides, to go back into the tool and turn on multiple loops and

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crank this up and there we go.

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And then just double click all these actually we want.

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That's the one we want to keep some just shift double clicking all of these really quickly.

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And it may seem tedious, but it's a surefire way to know that there are evenly spaced.

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So leave that last one shift right.

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Click drag, delete edge.

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And now we have that kind of buffer that we can extrude this other piece from something to select these

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and.

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You can actually see where I made room for here in between the last lessons and I added this plate and

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we can move that later to match this width.

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So I'm going to hit extrude again and make sure key pieces together is on.

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And because they're all going in kind of different directions, I'm going to use the slider here and

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just crank up the thickness.

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And now we can kind of play let's look at this.

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This a flat edge.

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So it's more of a triangle and same down there.

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So there's a couple of different ways we can go about resolving that triangle.

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Let's.

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Do a little multi cut, I think this is the right amount of distance.

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That's what this kind of piece here could be pushed back a little bit.

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It looks like here I don't really care about this face being a weird angle now because I'm going to

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delete it in a second anyways.

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But looking at this gap here, making sure it's the right distance, all these little things add up.

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Right.

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You know, again, we're just kind of approximating this.

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But those little details are kind of nice to to hit.

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So I'm going to delete these faces here in a second.

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But what I'm going to do first is use the multicar tool and just draw a line between those two areas

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and create a new little triangle here.

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And you'll see why in a second, because we're going to delete all the faces up top.

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So I'm going to go to the face mode by right clicking, dragging the face, go to Q or W and turn this

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off and shift, click these faces and delete them.

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We can also take those away, delete those.

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And it looks like I snagged a straight face here.

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And that's one thing I just kind of do by habit.

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I like spin around as soon as I delete faces because I want to make sure I didn't do something like

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that.

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And if you're using four, you could also toggle on for real quick and you'll see that kind of red area

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pop up as a selection.

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So then we're going to use the append polygon tool, click an edge in here.

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And now you can see the area, the arrows working a little better and which direction we need to click

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the edges.

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Once we get that flat plain now we can hit enter.

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So we do have this kind of weird, normal issue that we have dealt with before.

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We can address that later with the mesh display options that we showed in a previous lesson.

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But let's just keep finish finishing up the model here, then adjust these by going to the vertices

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and clicking and dragging those.

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And I almost want to scale those out, I think, as it's going to be such a small amount, it won't

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matter.

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But scaling bevels, like I mentioned earlier, is always a little dangerous because the bell is going

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to change.

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But because it's such a scaling by such a small amount and it's on the inside of something like you

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would never really see that anyways.

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So let's go back here and we're seeing that this is below here and this goes in at an angle.

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So I think this is more supposed to be up here, but still below this area.

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And we can just see like these in drag, those in and down because we're just going to crash that right

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into the other model just for speed sake.

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You don't necessarily have to attach these things.

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And this needs to go way closer to the edge of control shift dragging, because, again, if I were

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to shift shift, select that little deselect that.

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So again, shift, shift, drag it once, select everything you have to control, shift, select control,

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shift drag to select that stuff.

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So shifts like this drag it in.

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I want to show you can see here remaining is the fact that because we didn't click that last measure,

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it didn't line up with this vertices.

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And that's something we can fix pretty easily and quick here in a second.

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So I'm going to get the multicar tool and go based off of this were to see I'm just going to click this

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over here somewhere.

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It's going through the model.

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Look away from it.

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So there's nothing behind it and in there.

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And then I'm going to select that and vertex snap it by holding V and middle mouse dragging over to

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that vertices.

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And now we've got it.

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And here's a new thing that we're going to learn is how to merge vertices.

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So I'm going to shift sorry.

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I'm just going to click and drag select.

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So I now have both of those vertices selected.

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I'm going to go to edit mesh merge and there's kind of a threshold distance.

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So depending on the scale that you're at, it may or may not work, but you can hit apply and then you

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can see the normals kind of change.

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They flash there for a second.

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So that makes me think that it worked.

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We can always test that by dragging an edge or something around and thinks I have something clicked

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when I don't.

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It's always fun.

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So to make sure this gets in line, we can just drag this up for now.

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Let's see, is there not a straight line?

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So we can eyeball this or we could just delete this and redo the append polygon thing so that we know

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it's a straight line.

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But I'm not too worried about it, that's pretty pretty straight based on.

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You know, my I at least it's a pretty darn close.

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OK, now we have this kind of interior face set up.

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We can extrude that out or we could model it on its own.

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It really depends on whatever you want to do.

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But the other thing I want to go ahead and do as just Bevill, all of these edges.

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So I go ahead and also make this thing before I do that.

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So I'm just like this face and extrude and then I'm a masculine slightly in this direction and and in

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that direction maybe.

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And I been hit again.

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And this is a matter of keep pieces together on because it's just a single face.

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I'm going to smash that through and we can also make it a deeper hole if we wanted to by doing the same

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thing here.

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So let's isolate Selecta this piece.

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I'm going to go to the object mode just like that piece and go to isolate, select.

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And we can see we have a lot of faces here that we would need to extrude down.

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So that's something you can do as well to make that a deeper hole.

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But I think we're we are going to undo, isolate, select and we can pick this up in the next lesson

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where we will bevell these edges, create the doors, maybe clean this up so I don't have this issue.

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And in a later lesson, we're going to make a chord for this thing.

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And yeah, so we're moving right along.

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Thanks for watching.
