Welcome to the last lesson in the series of creating this Ghostbuster trap in between the previous lesson
and this one, I just made this little back end piece here and I just basically did that with all the
techniques we've already learned through to the top of it to make this little kind of a rim.
And then I beveled all of the edges and also added this little kind of a wing here.
So I added edge loops here and then I beveled those kind of corners there.
And then finally I made this little piece that sticks out the back.
And this is basically a cylinder that I reduced the number of subdivision axes down to eight to make
it more like a some kind of nut that you would have to screw in there.
And then this is just another cylinder that I extrude it out and then beveled all the edges to make
this kind of port for the cord we're going to make in this lesson.
So that's just an update on, you know, some updates I did that.
You know, you've learned all these techniques already.
Same thing for finishing up the southern side.
Based on the reference, you know, you've easily already learned how to do this little panel.
So I'll leave that up to you to finish up the other side with all the technique techniques we already
learned.
I also added a little thing here that I've seen some reference in the cylinder, beveled edges, same
same kind of thing.
So let's learn how to do this chord.
Let's first revisit the idea of curves we did in the previous lesson.
And that's going to be basically the template for how we're going to extrude a cylinder over this curve.
So let's go to a top down view so we can see kind of where this is going to come out.
And I'm going to have four to see through this thing so I can see where it's going to meet down there.
We go to the curves and services kind of tab here.
You can also go to create and go to curved tools.
You can get the same kind of tools here so you can see the similarities there.
I'm going go to the epi curve tool and open up the tool settings so that I can see that we're on three.
KUBIC So it's going to start to interpolate kind of a rounded edge there as after I go three points.
So I'm going to hit X to line up on the grid and then I'm just going to kind of make a sweeping kind
of a curve cord path here.
And this is just going to kind of trail off in the distance.
You can make it be whatever you'd like it to be.
But and of course, I'm going to hit enter and then you can always edit this later, right.
Click and go to control vertex and then drag these around if you want to change the kind of curves that
you've you've made.
And we're going to need to do that at the insert point here because it's not matching where it's going
to be inserting.
So when I go up here and lift all of these and then bring this one in and have this kind of secondary
one, make sure that it's going in straight, you can also rebuild the curve.
If you didn't make enough points, you can see how it starts to kind of get a little jagged here.
It's not like super smooth.
So you can go to the curve selected, you can go to curves and then down the bottom there's rebuild.
You can go to the options and uniform.
You can set the number spans all these different types of options.
But this is kind of the most common to set apply.
You can see how it curved out this thing.
You're going to undo it and then redo it.
And so you can see it a little better.
I'll zoom in here so I redo it and you can see how that kind of curves finishes it out.
But the only issue is now when we go back in and control to see there's there's a lot more vertices
control.
So it's good to kind of get this working before you add a ton of vertices that then you have to control.
If that's the case and you have a ton of vertices you can hit, be on your keyboard and that turns on
self selection.
You can hold me and middle mouse drag in the viewport to increase or decrease that self selection area.
So that can be helpful if you have a ton of points to drag around.
So I'm going to do something like that and we can adjust this later as well.
But you roughly want to get this in the center of the thing and you want to have a shape that respects
gravity and the weight of the cord and all that kind of good stuff.
So we may need to get this on the ground sooner kind of thing.
But yeah, you can mess with all that after the fact as well.
But let's get to the meat of this thing where we need to extrude an actual curve over this thing or
sorry, extrude a cylinder over this thing.
So turn that off and close that down.
And so now we need to create a poly model and grab a cylinder.
And I'm going to.
I know.
Have it selected.
Because I just created it, but also because I can see it in outliners don't have to like, you know,
visually see it over there to know that it's selected.
So I'm going to hold down, see which steps to curves and middle mouse drag that there.
Then I'm going to rotate this down and maybe scale it down a little bit and roughly get it in line with
this thing.
There's a couple different ways you can extrude curves.
You could you could grab a circular curve and do this as well, but then you would have to convert the
nerve circle to a polygon which is under modify convert in terms of polygons.
But let's just do with a polygon first.
You can see how that is done.
I'm going to select the faces of the polygon.
I'm going to hit be to turn off soft selection control, click and select the ones I don't need.
I'm going to shift select the curve, OK?
And they're going to go to extrude that extrude and you can see something happened, but not exactly
what we wanted.
It looks like there's a face now at the very beginning of this curve here in the center when I turn
on key faces on as well so we can see it.
So if I hit five, you can see it kind of goes inside.
That's because curves also have directions.
I'm going to go back in the object mode and select the curve and we need to reverse the direction.
So if I go to curves, reverse direction, now you can see the end of the curve is considered down here.
So an extrude it, it's going to go in that direction.
Problem is, it's not really respecting the curve that we drew.
So we need to go into the extrusion options here.
Let t and we need to increase the divisions and as we increase the divisions and let me just turn this
pinwheel back to a normal speed as we increase these divisions, you can see that it's actually beginning
to make the cord and that's just because it needed more information.
Right.
So this letter will max out at 25.
You can type in higher value.
We can.
There's actually a taper value here as well that you can mess with and a couple other things.
So basically, that's how you make a cord and the things to keep in mind as these subdivisions are based
off the distribution of the curves in the curve.
So if we hadn't have rebuild the curve, the distribution here would have been not as accurate.
You can see here there are less, um, there are less points here.
There's less edges here because there's less points in the curve.
If I go to let me isolate it so I can.
Right.
Click on it.
Control vertex.
You can see that there's a big gap here between these two.
So that's the same.
It'll be reflected in the edges of the cylinder.
There's less here than there are over here.
So just keep that in mind.
If we drag this over, it'll kind of group them, you know, and that's you can still edit this stuff
after after the fact.
Until you delete the history, you can edit this stuff.
So the other thing we need to do, we can see if we can go into the poly cylinder and and change the
original radius and we can, which is a super nice thing about keeping the history as even though this
was we've done a lot of things to it since we created the cylinder.
This first piece of history takes precedence, right.
So we can still have that and we just can have five so we can see this in shaded mode.
And the only thing I might do as rebuild the curve again so that we get a little more definition here
and the cord single curves rebuild and let's just crank this up and then apply.
And then we will probably need to increase the extrusion, the subdivisions, and it totally spouses
out.
Then it turns black because so this original one, sometimes this happens.
So you want to keep in mind that you can't do more subdivisions than you are kind of allowed here from
from the beginning.
If we go a minimal drag so it goes back to the max default, you can get by middle mouse dragging.
But if we keep increasing this and this edge here goes past this one, it'll flip the edge around itself.
So then it flips all the faces inside out.
So if you get this black thing, you've created too many divisions.
So let's just go right before that happens.
And now we have this kind of smoother looking curve and then we can also again.
Go to the curve and push some points around if we still want to adjust where the kind of density of
the edge loops are getting concentrated.
Cool, so that's how you extrude an object, make a card, something like that, most mech and hard
surface models have cords of some sort.
And let's just right before we sign off here, let's just make sure we get the.
Probably cylinder radius, correct, something in this neighborhood is a little closer point five.
Cool, and then I'll just select the curve, isolate it and go to the control vertex, select the end
one at B and drag this out a little bit and on isolate that and just get that right in the center there.
So there you have it.
We have created the Ghostbuster trap and we've done it with hard surface modeling techniques.
In the next series of lessons, we're going to cover more organic modeling techniques and we're going
to create a character that we will eventually use to rig and animate in later lessons.
We're also going to revisit this model later on and texture it and maybe do some animating on this as
well.
Let's see what we have in store for that later.
But great job.
And following these lessons, if you've gotten this far, that's quite an accomplishment and it's a
lot to take in.
So just take your time and watch these.
If you have any problems and you know, you can always pick up wherever.
I'm just middle mouse dragging all this stuff into the top group.
So it's all organized.
Just, you know, you can come back and watch this stuff and ask me any questions that you may run into
because, yeah, this stuff's not easy.
And I admire you guys trying to learn this stuff.
So I appreciate you watching and good luck.
Thank you.
See in the next series.