WEBVTT

﻿1
00:00:00.000 --> 00:00:03.760
So let's start off with the basic geometry of

2
00:00:03.761 --> 00:00:06.860
the coin, the coin that we're going to make.

3
00:00:07.080 --> 00:00:08.640
So we're going to make a cylinder here.

4
00:00:09.280 --> 00:00:13.900
And already I can kind of tell that the resolution or the vertices on the

5
00:00:13.901 --> 00:00:17.033
cylinder, they are not going to be enough, I

6
00:00:17.034 --> 00:00:20.741
think, when I kind of scale it to the right scale.

7
00:00:21.260 --> 00:00:23.780
So let's just double it, 64.

8
00:00:24.160 --> 00:00:30.180
And then we're 4 cm here.

9
00:00:30.900 --> 00:00:33.140
And yeah, let's raise it up.

10
00:00:33.400 --> 00:00:37.680
So I like the zero of the mesh to be right at the bottom.

11
00:00:38.540 --> 00:00:40.700
So it's kind of sitting on top of it.

12
00:00:41.340 --> 00:00:43.040
And 3 mm.

13
00:00:43.860 --> 00:00:44.860
That looks good.

14
00:00:45.540 --> 00:00:46.540
That looks good.

15
00:00:46.680 --> 00:00:46.840
Okay.

16
00:00:47.140 --> 00:00:48.140
This is great.

17
00:00:48.940 --> 00:00:52.660
So what I want to do now, that little resolution

18
00:00:52.661 --> 00:00:55.420
indicator, let's have him on the side here.

19
00:00:55.580 --> 00:00:58.234
Obviously, when you look at these two things, yeah, resolution

20
00:00:58.235 --> 00:01:01.620
is totally fine for something this blocky and simple.

21
00:01:02.580 --> 00:01:09.160
But what I want to do now, I want to make like a rim around the actual coin.

22
00:01:09.540 --> 00:01:11.320
And I want to kind of inset it and whatnot.

23
00:01:12.660 --> 00:01:16.820
And what I don't want to do right now is totally just eyeball it.

24
00:01:16.840 --> 00:01:20.050
So what I could do is do an extrude here, right

25
00:01:20.051 --> 00:01:22.820
click, and then scale it in to make that rim.

26
00:01:22.821 --> 00:01:25.695
What I want to... I want to be a little bit more

27
00:01:25.755 --> 00:01:28.260
specific about, you know, how much I want to do it.

28
00:01:28.261 --> 00:01:30.540
Maybe I want to do it like 2 mm, something like that.

29
00:01:31.540 --> 00:01:37.967
So one really cheap and easy method of just making it is... Oh, by the way, let's.

30
00:01:38.021 --> 00:01:38.840
You know what I'm going to do?

31
00:01:39.000 --> 00:01:40.980
I'm going to write this solution.

32
00:01:41.400 --> 00:01:46.260
That's the, you know, I'm going to be a bit nice and clean here about naming protocols.

33
00:01:46.540 --> 00:01:50.300
And then this cylinder here, this is the coin.

34
00:01:50.500 --> 00:01:50.940
Perfect.

35
00:01:51.180 --> 00:01:52.920
And that's in my main mesh.

36
00:01:53.240 --> 00:01:53.680
Okay, perfect.

37
00:01:54.200 --> 00:01:59.580
So a quick and dirty way of me just gauging, you know, oh, I want to make

38
00:01:59.581 --> 00:02:03.100
something that is X amount of millimeters whatnot.

39
00:02:03.460 --> 00:02:07.400
You could use like the measurement tool or whatnot, but a very quick and simple way

40
00:02:07.401 --> 00:02:13.080
is just to shift D to duplicate this and right click to have it be at the same place.

41
00:02:13.520 --> 00:02:17.260
And now I just move it down by how much I want.

42
00:02:18.260 --> 00:02:18.360
Okay.

43
00:02:18.040 --> 00:02:18.200
Yeah.

44
00:02:18.601 --> 00:02:20.480
1.7 looks good to me.

45
00:02:21.060 --> 00:02:26.220
And then I want the top part of my actual coin.

46
00:02:26.620 --> 00:02:30.087
I extrude, I right click and I scale it down

47
00:02:30.088 --> 00:02:34.181
and I just use now this as a visual guide.

48
00:02:35.600 --> 00:02:39.300
So now I know that roughly that was the thing.

49
00:02:39.780 --> 00:02:42.160
And then now I have it.

50
00:02:42.200 --> 00:02:45.420
I can select that other mesh that I made and just delete it.

51
00:02:45.460 --> 00:02:49.527
So it was just like a temporary mesh I made

52
00:02:49.528 --> 00:02:52.460
just to create, like move it a certain distance.

53
00:02:52.500 --> 00:02:54.880
And then I just used that as a visual guide.

54
00:02:54.980 --> 00:02:55.980
That's it.

55
00:02:56.060 --> 00:02:58.460
It was a quick method I usually do.

56
00:02:58.880 --> 00:03:02.240
And then let's extrude this down.

57
00:03:02.300 --> 00:03:07.500
I want a full millimeter for any detailing that I want to do here on the coin.

58
00:03:08.500 --> 00:03:12.180
So hypothetically, you could just be happy with this and print it out, right?

59
00:03:12.380 --> 00:03:13.480
But it's slightly boring.

60
00:03:15.040 --> 00:03:18.300
So let's do some groove cutting at the edge.

61
00:03:18.580 --> 00:03:21.107
I know a lot of coins usually have that kind of

62
00:03:21.108 --> 00:03:23.981
a thing, kind of cutting a little groove into it.

63
00:03:24.240 --> 00:03:26.300
So let's make a cube.

64
00:03:28.940 --> 00:03:29.940
Beautiful.

65
00:03:31.260 --> 00:03:34.420
And let's maybe move it up.

66
00:03:36.720 --> 00:03:43.640
Let's move it like two below and then go all the way up and then two above.

67
00:03:44.560 --> 00:03:45.160
Okay.

68
00:03:45.480 --> 00:03:48.900
Now I'm going to move it so it is...

69
00:03:50.720 --> 00:03:55.080
yeah, it's sitting right at the edge here.

70
00:03:55.360 --> 00:03:56.440
Right at the center of it.

71
00:03:56.441 --> 00:03:57.441
Right at the edge.

72
00:03:58.100 --> 00:03:58.300
Okay.

73
00:03:58.880 --> 00:04:05.300
And so I can use this to do like kind of a boolean thing to kind of cut a section off.

74
00:04:05.680 --> 00:04:06.520
You know what I'm going to do?

75
00:04:06.521 --> 00:04:10.500
I'm just going to talk very quickly, super quickly, about what the hell boolean

76
00:04:10.501 --> 00:04:13.092
is in the modifier, because it is super helpful

77
00:04:13.093 --> 00:04:16.041
and dandy to what we want to do right now.

78
00:04:16.180 --> 00:04:20.240
And so I'm just going to make a monkey and I'm going make a sphere here.

79
00:04:20.840 --> 00:04:23.720
And you see these two objects, they're kind of intersecting with each other.

80
00:04:24.020 --> 00:04:30.140
So the monkey, I can go add modifier boolean and it has three options.

81
00:04:30.420 --> 00:04:33.380
It has intersect, union and difference.

82
00:04:34.800 --> 00:04:36.980
And so it says union.

83
00:04:37.840 --> 00:04:38.060
Okay.

84
00:04:38.460 --> 00:04:43.049
Just remember, I use a lot of synonyms for this just because

85
00:04:43.050 --> 00:04:46.740
I continuously misremember the actual word for things.

86
00:04:47.040 --> 00:04:50.380
So I call this subtract instead of difference, whatever.

87
00:04:50.700 --> 00:04:51.700
But you get my point.

88
00:04:51.820 --> 00:04:53.480
So let's pick the sphere.

89
00:04:54.380 --> 00:05:00.180
And because it is difference, it has now kind of cut away from the monkey.

90
00:05:00.540 --> 00:05:03.200
You can't see it because the original mesh is still there.

91
00:05:03.500 --> 00:05:08.140
But if I choose the monkey and I just go into local view, which hides everything

92
00:05:08.141 --> 00:05:20.200
else, you'll see that the sphere is kind of cut out of the union, which now just

93
00:05:20.201 --> 00:05:25.420
makes both of them be a single object or behave like a single object together.

94
00:05:25.660 --> 00:05:28.753
You could do intersect, which just takes the intersection of

95
00:05:28.754 --> 00:05:32.900
these two things and makes one object out of it, one mesh.

96
00:05:33.640 --> 00:05:35.865
So we're not really going to use that right now, but

97
00:05:35.866 --> 00:05:38.480
we're going to use a lot of union and difference.

98
00:05:39.220 --> 00:05:40.740
It's going to be two very common ones.

99
00:05:40.960 --> 00:05:43.824
And the difference one is the one I'm going to

100
00:05:43.825 --> 00:05:46.881
be using in order to cut grooves into our coin.

101
00:05:47.060 --> 00:05:51.940
So I'm going to be using this as a little coin cutter, whatever.

102
00:05:52.420 --> 00:05:52.940
Groove.

103
00:05:53.020 --> 00:05:54.180
It's called this groove.

104
00:05:54.820 --> 00:05:55.820
Fantastic.

105
00:05:56.240 --> 00:05:56.460
Okay.

106
00:05:56.500 --> 00:05:57.954
And we're going to, because we're going to subtract

107
00:05:57.955 --> 00:06:01.660
it, we're going to put it in the sub collection.

108
00:06:02.120 --> 00:06:03.120
All right.

109
00:06:03.820 --> 00:06:06.840
So by how much is the question?

110
00:06:08.080 --> 00:06:10.040
Well, oh, okay.

111
00:06:10.360 --> 00:06:12.720
Here's another tip that I think is very helpful.

112
00:06:13.020 --> 00:06:17.700
So as I, I'm going to give this a little bit of an angle and whatnot.

113
00:06:18.140 --> 00:06:24.040
And you know what might be helpful if I only have to deal with these things on one

114
00:06:24.041 --> 00:06:29.000
side and not have to do it on both sides for this particular example, because it is

115
00:06:29.001 --> 00:06:31.321
going to be symmetrical, this groove that I'm going to cut.

116
00:06:31.600 --> 00:06:35.435
So I might just do control R and make an edge loop right

117
00:06:35.436 --> 00:06:40.060
in the middle and then kill everything on one side.

118
00:06:40.840 --> 00:06:42.020
So here's local view.

119
00:06:42.100 --> 00:06:45.700
So I'm kind of left something like this, which is inherently a problem.

120
00:06:45.740 --> 00:06:51.761
This is a non-manifold object, which means it's kind of the inner part is exposed.

121
00:06:52.200 --> 00:06:53.700
Manifold is like watertight.

122
00:06:53.740 --> 00:06:55.460
So this is not watertight.

123
00:06:56.140 --> 00:06:58.080
And what I want to do is give it a modifier.

124
00:06:59.340 --> 00:07:00.340
Mirror.

125
00:07:00.420 --> 00:07:03.320
This is a super common one you're going to be wanting to use.

126
00:07:03.640 --> 00:07:06.211
So now it's mirrored, which means whatever I move

127
00:07:06.212 --> 00:07:08.540
on this side, it's just mirrored on the other side.

128
00:07:08.580 --> 00:07:13.680
So I'm only having to deal with one side of the design choices and whatnot.

129
00:07:14.320 --> 00:07:15.400
Let's go out of local view.

130
00:07:15.520 --> 00:07:16.520
All right.

131
00:07:16.720 --> 00:07:19.680
Now let's decide on a few things.

132
00:07:20.000 --> 00:07:24.760
Okay, how far should we go here?

133
00:07:26.200 --> 00:07:29.200
Perhaps we should be cutting something like this.

134
00:07:30.400 --> 00:07:36.340
And then let's see, how much do we go maybe something like this, maybe.

135
00:07:36.740 --> 00:07:39.640
And let's take this a little bit closer.

136
00:07:41.620 --> 00:07:47.260
And I'm just making some extra edge loop there right at the edge.

137
00:07:47.660 --> 00:07:53.460
So that when we, yeah, let's push this in like 0.3, something like that.

138
00:07:53.680 --> 00:07:59.720
So maybe this would be a nice cut kind of with an angle that cuts into this.

139
00:08:00.220 --> 00:08:01.360
So you know what?

140
00:08:01.361 --> 00:08:02.240
Let's try it.

141
00:08:02.380 --> 00:08:04.720
Let's add a modifier to the coin itself.

142
00:08:05.140 --> 00:08:05.680
Bolin.

143
00:08:05.980 --> 00:08:06.980
Difference.

144
00:08:07.040 --> 00:08:08.700
Choose the groove.

145
00:08:09.300 --> 00:08:10.300
Bool.

146
00:08:10.460 --> 00:08:12.480
And go into local view with only the coin.

147
00:08:12.700 --> 00:08:13.620
And here we go.

148
00:08:13.660 --> 00:08:15.000
That's what it would look like.

149
00:08:16.040 --> 00:08:17.540
Okay, not too bad.

150
00:08:19.020 --> 00:08:20.020
You know what?

151
00:08:27.760 --> 00:08:30.480
Let's this to kind of run around.

152
00:08:30.620 --> 00:08:32.140
And there's multiple ways I can do it.

153
00:08:32.200 --> 00:08:35.283
I could like make like make a curve, like a curve

154
00:08:35.284 --> 00:08:37.941
circle, and then it kind of follows the curve.

155
00:08:38.280 --> 00:08:40.840
And but, you know, you could do it manually and whatnot.

156
00:08:41.620 --> 00:08:47.080
But there is this brand new thing that to you guys are going to feel like an old

157
00:08:47.081 --> 00:08:50.106
thing probably, which is there's a new version of the array

158
00:08:50.107 --> 00:08:52.800
modifier and it has something that I find really cool.

159
00:08:53.140 --> 00:08:55.737
So the array modifier basically kind of just

160
00:08:55.738 --> 00:08:58.080
duplicates the same thing in a straight line.

161
00:08:58.400 --> 00:09:01.440
But now it has the option of circle.

162
00:09:02.680 --> 00:09:08.300
Okay, let's just kill the Bolin, not kill it, but like have it not visible

163
00:09:08.301 --> 00:09:12.300
at the moment, just so the coin doesn't disappear out of glitching out.

164
00:09:13.280 --> 00:09:16.560
So this groove, it has an array modifier.

165
00:09:17.500 --> 00:09:18.560
Take this down.

166
00:09:19.220 --> 00:09:21.400
And you can have it be circle.

167
00:09:21.920 --> 00:09:24.820
So it actually is now making a little circle thing.

168
00:09:26.140 --> 00:09:27.500
It's asking for radius.

169
00:09:27.600 --> 00:09:32.440
I know this thing is 40 millimeters across, so that means the radius will be 20.

170
00:09:32.960 --> 00:09:34.180
Okay, that's fantastic.

171
00:09:34.260 --> 00:09:36.600
You see that it is like it's only three of them.

172
00:09:36.620 --> 00:09:37.920
It's trying to create a circle.

173
00:09:38.420 --> 00:09:41.000
You see here if I raise it up, it's a circle.

174
00:09:41.620 --> 00:09:45.080
But of course, now I'm not at the center of the coin itself.

175
00:09:45.320 --> 00:09:46.520
Let's fix that.

176
00:09:47.220 --> 00:09:48.220
All right.

177
00:09:48.320 --> 00:09:50.780
And then the question is how many?

178
00:09:52.680 --> 00:09:53.860
Okay, let's not overthink it.

179
00:09:53.861 --> 00:09:54.140
40.

180
00:09:54.260 --> 00:09:54.700
That's fine.

181
00:09:55.020 --> 00:09:56.020
That looks good.

182
00:09:56.380 --> 00:09:57.720
And let's test it out.

183
00:09:57.760 --> 00:09:59.016
So I'm going to choose the coin.

184
00:09:59.040 --> 00:10:02.180
I'm going to turn on the Bool again and go into local view.

185
00:10:04.480 --> 00:10:05.480
Yes.

186
00:10:06.140 --> 00:10:07.140
Love it.

187
00:10:07.680 --> 00:10:08.680
Fantastic.

188
00:10:08.820 --> 00:10:09.280
Okay.

189
00:10:09.580 --> 00:10:10.200
Out of local view.

190
00:10:10.320 --> 00:10:11.320
All right.

191
00:10:11.820 --> 00:10:15.100
So what I want to do now is the sub collection.

192
00:10:15.180 --> 00:10:20.361
I want to actually just hide it, not with the hide thing, but the exclusion.

193
00:10:20.740 --> 00:10:20.940
Yeah.

194
00:10:20.960 --> 00:10:21.960
Kill off the exclusion.

195
00:10:22.160 --> 00:10:22.340
Bool.

196
00:10:22.940 --> 00:10:27.320
Just so I don't have to have it constantly be in the way.

197
00:10:27.340 --> 00:10:29.800
So I actually kind of see the way it's meant to look.

198
00:10:31.000 --> 00:10:33.200
You know what would be really fancy right now?

199
00:10:33.880 --> 00:10:38.800
If our coin had some bevel to it here on the outer part.

200
00:10:39.140 --> 00:10:45.100
So we're going to make some So I can choose the outer ring here and control B

201
00:10:45.101 --> 00:10:50.080
and do a bevel and how, how, how, why is this bevel looking so bad?

202
00:10:50.180 --> 00:10:55.920
Why is it moving so little up and down, but it's beveling really far on the inside?

203
00:10:56.640 --> 00:11:00.011
Well, this is actually kind of intentional

204
00:11:00.012 --> 00:11:03.260
because I wanted you to experience this lesson.

205
00:11:03.640 --> 00:11:09.360
So this geometry that we worked with in which was like a very basic cylinder,

206
00:11:09.720 --> 00:11:11.900
we've scaled it in different directions.

207
00:11:13.680 --> 00:11:17.200
And here you can see we were working with just the dimensions, but here is the

208
00:11:17.201 --> 00:11:21.020
actual scale and the scale is kind of off the chart with one another.

209
00:11:21.320 --> 00:11:25.420
So it's very disfigured in scale, let's say.

210
00:11:26.420 --> 00:11:33.220
And when you do a bevel like that, it's calculating it based on the scale of it.

211
00:11:33.420 --> 00:11:35.883
So what you want to do is you want to actually apply the

212
00:11:35.884 --> 00:11:38.316
scale, you're kind of happy with the scale as it is right now.

213
00:11:38.340 --> 00:11:41.400
So you do control A, apply and scale.

214
00:11:41.700 --> 00:11:41.800
Boom.

215
00:11:42.020 --> 00:11:43.460
Now the scale is one, one, one.

216
00:11:43.520 --> 00:11:44.020
It's perfect.

217
00:11:44.360 --> 00:11:48.700
So if I go back into the edit mode, choose the outer ring here and I go

218
00:11:48.701 --> 00:11:53.120
control B and wouldn't you know it, that bevel looks much, much better.

219
00:11:53.700 --> 00:11:56.840
All right, let's go and point three.

220
00:11:58.180 --> 00:11:59.660
Yeah, yeah, that's fine.

221
00:12:00.320 --> 00:12:03.180
And you know, let's, let's do it at the bottom also.

222
00:12:03.181 --> 00:12:06.060
Control B, point three, enter.

223
00:12:06.900 --> 00:12:06.940
Perfect.

224
00:12:07.440 --> 00:12:07.540
Okay.

225
00:12:07.660 --> 00:12:09.360
Oh, look at that with the grooves.

226
00:12:09.820 --> 00:12:10.820
That looks great.


