WEBVTT

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Welcome to this lesson where we will finish up this front element and the doors and I want to talk about

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this issue.

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It basically has a weird visibility issue just because there's one face right on top of the other.

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As soon as you click one or the other, it'll show the one you've clicked.

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But that's why when you don't have either clicked and you look around, it's kind of a weird view.

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Let's deal with that.

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We can isolate, select this thing like I was mentioning earlier, and go to the face.

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And it's like these control shifts, like those corners here, which are probably going to be proved

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to be an issue.

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We can deal with those in a second control shift, select anything that we don't need at four to make

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sure we only have that top selection selected and go to extrude and keep pieces together.

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And let's just pull this down and see what we get.

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So far.

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We go back to the shaded mode so we can see.

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So that looks pretty good.

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I'm going to undo that and maybe just scale these in a little bit so they're not right at the edge and

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then redo that and make sure key pieces together is on and now drag it in so that we have this a little

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bit of a border there.

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Let me make sure I didn't undo not far enough back, it looks like.

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Oh, this is the issue, because these aren't these aren't following along here, so let's just drag

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it down for time's sake, because we have we already have the top area modeled on isolates like that.

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We can see we're good there.

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We just drag this one back up and actually just vertex snap it.

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So let's go to the front view.

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Actually, I lost my selection there.

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I'm going to go back to select that part of the front view and we can hit W or sorry, at four to get

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the sideways view and just drag that back up to be even go back to perspective mode.

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Right.

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Click to go to object mode at five.

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And now we can see we have a deeper hole here but.

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Yet let's go to sleep like that, and the main issue is it's extruding through itself's or seeing the

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back side of the faces so we can just delete this face and there we go.

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And that solve the problem.

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We just drag this one down as far as we want.

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And on isolates like that, we can see this issue here with the internal piece so we can resolve this,

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you know, if we want to.

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It depends on how much you're going to see this stuff.

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You basically don't want to spend a ton of time modeling things you're never going to see is a big rule

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with modeling, because if you work for a for a studio or something and you spend all your time modeling

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something no one's ever going to see, your supervisor is not going to be too happy.

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So it's all about what the viewer is going to see from the camera angle.

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And if you're working on a show or movie, they are going to tell you exactly what to model.

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Hopefully sometimes that changes.

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You have to adapt to that.

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But so now we have this front element and let's.

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Can I call this and could you pull this edge back a little bit is slightly annoying.

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I just shifts like that at four to make sure I have nothing else selected.

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Just drag that back a little bit.

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Five.

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Cool.

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We don't see that go to object mode.

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And so now I want to take this element and.

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Until we get if we just Bevell, this whole thing, I think we're going to have to select the edges.

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But just for time's sake, yeah, I mean, it's pretty close.

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We're adding a lot of geometry to this thing unnecessarily.

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So when going go back out and get a little more specific with the exact edges, I'd like to Bevell,

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if we look at the reference, it's kind of all of these outside angles.

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Our beveled so it's going to grab those and of course, the top edges here.

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And let's see if we could do we could do the bottom edges as well, and I'm choosing not to merge these,

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you could spend more time on this and merge the so they're not separate pieces, but for our four times

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sake, trying to keep this tutorial shorter and not keep going on and on, I'm just choosing to do what

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I think's fastest for us.

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And you're still learning a little bit.

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So cool.

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Now we're almost have all of our selections made just to go down this edge.

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This edge.

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This edge.

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This edge.

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And.

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This one, this one.

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Excellently selected that one.

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On.

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Grab that call.

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You know, I'm going to go ahead and grab that one and go out and do those, I think, you know, should

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be flush with it, but.

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It's a much more pain in the butt to try to Bevell things after the fact because the number of lines

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like where they meet won't line up and it just creates a lot more work.

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I'm just going through stumbling around this thing, making sure we have all of the angles.

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Maybe grab this one to you.

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All the angles covered here non-special this, so let's go to the Polly Bevell, we can also add T to

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pull up the options here and let's just add one segment and call that good.

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And you can see the issue when we beveled this.

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Of course, now it's not flush.

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We can resolve that and a couple different ways.

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We can just pull out this edge because it's on both sides probably going to scale it.

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That's a little bit of a sloppy way to do it.

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But, you know, it gets the job done for speed sake.

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Instead of having to merge this stuff when you could do is go in and add a lot of extra edge loops here

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so we can add one here and then we could delete faces and then merge vertices where these points meet.

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That's how I would merge all those together.

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But then, you know, since we beveled these now, we have a lot of loops to do.

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And I think for our purposes of just learning, just beginners, you know, trying to discover what

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modeling is all about, I don't want us to get in the weeds too much on that stuff.

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So we have a nicely beveled piece here and we can just maybe extrude these two faces for this front

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plate element.

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So I'll go to extrude, keep bases on and sorry about the offset to try to bring it in.

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Just a little bit and then let's sit down again and keep faces on this, drag this out a little bit.

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It looks like that should be way closer to the edges.

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So I think we went too far on the offset.

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So offset my point.

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You know, if you click this thing here and now we middle mouse drag will be a lot smaller.

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So that's probably the best option for us.

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So then we can hit G again.

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So now that we create this little separation of these faces, we can go back and extrude this out and

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see how far out it comes.

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Not super far.

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Seems like a really bevelled edge, though, like super smooth.

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More than what we just did.

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So let's do that.

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Pavel.

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Tea or we need to go to the village first and now we have it and we are going to increase the segments

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here now we need to speed this back up because it's wasn't really working that well.

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This was going so slow.

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So now we have this element modeled.

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I think what I'd like to see, though, t again, I think that fractions maybe is too much or we need

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more segments.

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It is kind of two faceted.

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You could see the edges a little too much.

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So that's done and we can extrude this interface and it looks like it kind of slopes into it maybe.

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From the top, I don't know, it depends on how how you're how you view this image or what the the reference

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you you find and use, but you can do the same thing we just did extrude keep bases on turning this

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down so we can get a little more specific on the offset, minimize drag here in the center to get the

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offset and the ballpark.

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It's pretty small.

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It looks like it's kind of thinner to scale it in this direction.

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But that it's still the center.

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We need to drag it up a little bit, so.

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I'll pull this out just a touch, because that's looks like what's happening in the reference, so it

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makes our Bevell a little wonky because it's trying to get flat at the top here and we can just delete

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those top edges.

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So that it's more gradual, so I do that go to edge, it's like these.

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Double click, it should go all the way around does right click go to delete edge.

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So now it's more of a more of a gradual, if you like, this profile, it's going in there a little

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better.

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So now we have this plate extrude this again.

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So let's go to extrude, pull this out, extrude it g o.

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One of the key pieces together though.

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Extrude that again by hitting key pieces together.

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Increase the offset here.

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It looks like, right?

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Yeah.

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Let's let me go back here again, extrude again key pieces together to smash that down into this thing.

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I don't know how far it's hard to see from this angle how far that thing goes down, because somewhere

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like that and then we can just bevill these edges and kind of call it a day on this stuff.

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And then the next lesson I want to show you a very interesting way to model a cord, something that

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kind of has like an organic shape to it.

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And even though we're doing hard surface stuff, a lot of hard surface things like neck type things

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have cords associated with them.

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So we want to make sure that we know how to do that if you're interested in the hard surface kind of

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arena.

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So I'm just going to increase the segments there, the object mode.

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So I'm going to see it and shaded.

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And it looks like we just have like a normals issue here that doesn't know which way to pull, the other

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thing we can do is add some more geometry here with the multicar tool and hopefully that will alleviate

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some of the Normal's problems, because as I mentioned earlier, my dad doesn't really like triangles

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and we just created a couple there.

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But if we put that down.

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We're going to make another one, so I might just leave that as it is, just do these two.

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Cool.

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So I think, you know, if we go back through and do what we did in a previous lesson to resolve the

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Normal's issues with the mesh display, you see that super quick set face.

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So that actually looks pretty good just by going with the averaging the faces.

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If he wanted to get more specific with that, you can do that.

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But it's really just for our purposes and viewport.

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When you create renders of this, those normal faces won't matter as much.

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But we got this done and are going to quickly create the door super quick and drag this up.

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And when Vertex snapped this to one side and then Vertex snapped this to the edge and I held and V to

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change the pivot, of course.

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And then I held V just to transform it to the side here so that it will all scale from this point.

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And again, I could I can use the vortex snapping here, or I can just kind of eyeball it because they're,

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you know, anything mechanical is going to have a gap there.

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So it can not exactly rub up against things.

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One thing we want to make sure is that these in the center are, in fact, in the center.

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Let's go to the right view and had four and now we can see the center line.

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If we all down X, we can snap to the grid.

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So now we know that's right in the center and we can actually just pull that back just a touch.

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So again, there's a little bit of a gap there.

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And that's right.

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Click object mode and had five to go back in the shaded, scale this down so the door as more of a door

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size and bring it up to the top of this edge here.

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So it looks pretty good.

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The last thing we need to do is, of course, and this thing just a touch.

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So I'm actually just going to leave it on object mode and go to our custom shelf, click Bevell, and

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I'm going to go pretty small on the Bevell and bring back the fraction.

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So it's just barely beveled just so it's not a very hard edge there.

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And then we're going to do as duplicate this by hitting command and what I can do.

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There's a couple different ways you can do this.

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You could scale it and negative in this direction.

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So we go negative one.

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So it flips it around and then we can hold down V and snap it to this other side.

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So should I think we're snapping to the wrong thing is snapping to the Bevell one of the bevels instead

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of the edge there?

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So let's go to the right you have for and just snap that inside.

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So now we can see and the center here, they're equally far apart from the middle, might need to just

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touch.

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Um, let's look at this.

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Know, let's just bring those in just a little bit so we can click both of those and hit ah and then

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just scale from here since just a small amount, that's not going to really hurt the bevels that we

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did.

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Just kind of close that gap, just a touch.

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Cool.

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So now we have our Ghostbusters trap, pretty much we can add these little rivets that we put up here.

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If we like, we can add this back element.

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You basically, at this point, have all the knowledge you need to model this back area.

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And in the last lesson here, this can be very short.

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We're just going to make this a cord that can come off of the back of this thing.

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So I will show you how to do that in the next lesson.

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Thanks for watching.
