Artificial intelligent assistant

Please explain how to model a spiked mace - step-by-step guide

hello ingredients everybody written into here with another tutorial today we'll be modeling a spiked mace all right so we're gonna start off by opening up blender and also I'm using the current version of blender which is two point seven zero eight I'm not really sure what eight means and I'm not sure there's gonna be a be following it so you know hopefully blender will keep us updated on that so if I further ado let's get to the tutorial we're gonna press a to select everything press X delete to confirm our deletion two things that we're gonna need to do in this tutorial first we're going to go to file user preferences and by default yours is gonna be on disable but you're gonna Loki mesh loop tools and you're going to enable it by going to this this check thing you're gonna check it okay now now I gotta do this and I find it so scroll down to mesh loops holes right here and you're gonna click it to enable it and after that you're gonna go to the same user settings and close that out what I'm gonna do I want to add the screencast keys before anything alright so now what we're gonna do first before we go Modelling the spiked mace we want to get the dimensions and such correct so we're gonna use the image a background image so we're gonna use this one drag it into the blender drag and drop now I know you don't see the image anywhere if you press the 1 key be located in your front or through so all your ortho English lunesta all of your orthographic views will show the image in it the background image and also if you want to bring up the image as well you go into your properties panel locate background images in case if it's off you check it on press the arrow and you're going to go to an image and of course you're gonna go of course right here you're going to hit open and you're gonna locate your image that's either on your your heart your external hard drive or your desktop or wherever you've placed your image in it and you can also find right here if you have additional images all right so press in to minimize it and also close that press in to minimize okay so we're gonna first start off by modeling this this little bottom part to handle and I'm sure you'll awesome method for doing that so press shift go to cylinder I want to change that to about let's say well 12 seems decent to me and all I like you're like oh my image just disappeared well you know you would go through right here of course mine is gone for good I don't know why blender does that but I'm gonna drag the image back in because it's a faster method so I'm gonna read drag it back in alright so minimize that so we got 12 vertices and now what we're gonna do we're going to scale it down everyone like make it almost line up with the image right here that lets PD sing with me so now oh and also to move around a little bit to move pan and zoom you move around in 3d space with your middle mouse if you have a USB mouse scroll will press down to move to rotate on a laptop you're gonna hold alt and left click and also to pan you're gonna hold shift middle mouse and on a laptop you're gonna hold alt shift left click and last but not least to zoom in you're gonna move your scroll up and back and to zoom in on the laptop you're gonna hold all and control left Mouse and that's how you do all three navigational commands now press one to go back into the front view and then we're going to we're gonna add a loop cut and we're gonna imitate this line pattern that's going up so you're going to press the Z key and right now we're in vertex vertex select selection mode now press C for your circular selection press G Z and we're going to move two vertices up circle select G Z circle select and also you press right you right click to confirm and we're just gonna keep doing G Z and confirm now with this you can also play around with a whole bunch of patterns if you if you'd like to oops multiple selections ok so just line it up alright so actually I want to add a little bit of a curve here so I'm gonna go right there and I'm gonna drag that right there so now you're gonna hold alt and right click which is a loop selection control B to bevel to about point one and scroll up to it add an additional segment we've got to press ENTER or left click to confirm now I'm gonna loop select these this edges right here all right click we want to scale it in scale into evolved I'll say 0.8 so I'm gonna do point 8 and now what I'm gonna do is I'm gonna drag it down right here we want to I'm dragging it down because I want to make that inner crease or so now press control B and bevel it to add a little bit more detail right about dear and leave it in place now go to your modifies tab right here with the wrench icon and add a subdivision surface go to about 2 and press need to go to get out of wireframe control tab and go into face mode or face select mode now I know this is looking very ugly right now we're gonna fix that by deleting these top and bottom and to select multiple selections hold shift and right click right click selects everything go on blender by default tab it's our front front view and now we're going also change your shading to smooth I like this that's fine with me so now we're going to do is we're going to add a array modifier which is under generate we're gonna take relative offset click that off we're gonna add 1212 count and we're gonna check object of offset of total offset now we need an object in order to make these dead we're gonna use an object that's gonna create the these twelve copies of this handle and the object if you want to use is the shift a we're gonna go through empty plane axes okay so go to your object your handle and you're going to click in the middle and select the empty you know now we also have another error which is this is too big and it's acting as though our object is located right here and we scaled it up right here so we're gonna fix that by clearing off our location rotation and scale parameters to make it current to about right here so press in scroll all the way up and you're gonna see your transform you know we gotta clear it out for our location our rotation is fine but we're going to clear it just in case and we're going to clear our scale so press ctrl-a and watch your Z Y or Z X's in your location it goes to 0 now press ctrl-a again and go to your rotation and scale now at now it's located right here where we're at press tend to minimize that right click you're empty now here's the magic scroll out a little bit and press G Z and and drag your mouse down now we're going to fix something here because our vertices and also we can't see that good because too much detail so turn your modifier off or clear it off so now we're gonna fix it off by going back to the empty G Z track down we're gonna drag it into it breaks off all right so it's broken off you know we're going to fix it we want these edges to merge together so go back into your wire frame with Z G Z press up into Atlanta lines up all right so now make sure it's all lined up just in case all right so that's lined up so now we're gonna do is reselect your object your handle and now you're gonna select merge and you're gonna select first/last duplicates and you're gonna hit apply so now that makes everything real going to your vertex selection move select everything control V remove doubles just in case alright so now we're going to scale it down F Z say about about point four six that looks good to me press G and move it down line it up with the image all right so now we're gonna do we're going to want to select these last vertices and we're going to extrude right click cancel scale them in to about right here and we're going to add a face and now we're gonna add that little pointy tip that's at the bottom so go back under your mana press alt T which is gonna poke face and we're going to change our offset to about I think one is fine yep all set of one now we're gonna make this selection a hard edge but a different method press shift e11 makes it extremely hard anything from like point point zero five to have softened up your results but you know the it goes from zero to one being the highest so now what we're going to do is we're gonna right click these right click shift ctrl B which is bevel and we're going to make these a hard edge scroll up to add more or however many segments and we're gonna scrunch it up together which we average it off to being a hard edge and add one loop cut in the middle and actually add two alright so now we've got the bottom now let's worry about the top part so go back into the front view look at your image and now we're gonna get this part we're gonna get the handle and then lastly we're going to get the ball so this is a Lube is that this is two loops and then it's gonna go straight up so now let's do when I first loop canceled and scaled it right here extrude up with Z everyone's who extruded cancel bring it in to about right there and then we're gonna do the exact same thing we're gonna do control B make it hard edge put one segment and bring it together right about there same with the bottom control B gonna get up close same with right here control B bring it up close now we're going to extrude this up to get the handle right about there and now we're going to we're gonna extrude and scale it in so that we can make this hard edge and also extrude it up somewhere to get a little difference in shape so let's rotate our screen e s I mean cancel s scaled in some I say a value of 0.7 0.7 and going to your front view press e-z yeah and the reason why you're pressing Z because that always constrains it to an axis and just drag it halfway up to it matches right about here alright so now we don't want to forget to convert these into a harder edge so let's do us all right click ctrl V scroll up an add a segment and move it together same with right here control be it up a segment and make it together okay so lastly we have is the spike ball so tab into edit mode shift mesh shift a and go to mesh and go to cube now I know this is very funny that reason the cube to make a circular object but check this out control number two which converts it into a ball by a subdivision of two and it automatically adds a modifier so now we're going to scale it up 1.5 is a decent number I'll also apply it before you do anything tab into edit mode press a to cancel the selection now you're going to select the following vertices that I must select we want to select them with right click and holding shift to select multiple now in this section definitely feel free to play around with a type of pattern you know you can randomly select diversities you don't have to follow a pet but of course you want to follow a pattern but you have some freedom to play around with how you want your vertices I mean how you want your spikes to come out all right I think I got all the correct selections that I want yours me fairy all right so I'm gonna go with that press one and we're gonna zoom in some and now we're gonna use once again the bevel so ctrl P oh I'm sorry for vertices you want to do ctrl shift B and we're gonna do what's the value that I want to use for this I don't say about 0.2 let me see is that the correct value all right point two seems fine to me so now all P which is for the poke tool and since we already had our previous selection use what the Pope tool is at one so now we're going to do is we're going to do shift e1 convert that's a hard edge and the last thing we want to do is actually I want to make this one object actually no I don't know how I do that let's see if we add a modifier to here and - since we're an object move change of shading a smooth and here we have a spiked mace oh and let me do one last thing so you can see it clearly display only render so it makes the grid go away I forgot one thing I forgot to add a subdivision put that on about two so that we can see it better and ladies and gentlemen you have officially created your first spike nice I hope you've enjoyed the tutorial and I also hope you look forward to the next one

xcX3v84RxoQ-4GxG32940ukFUIEgYdPy 5d385d3c1e28d26018cbb662253a828c