okay guys so now that we understand the very basic of this software like how to create objects and transform them i think we can move on to the next chapter which is creating your own custom 3d objects now before we start making models it's important to understand what these models are made of so i have this monkey head suzanne in front of me and i'll just go into edit mode and let's discuss what these models are made of in entertainment industry all the models are made of polygons okay now these polygons are made of four edges and four vertices and you can select them and manipulate them shape your model according to your need and a face could be three vertices as well but it's important and it's a very standard practice to keep your model in polygons to keep the topology very clean and for the calculation of many other processes like skinning and uh shading and all okay and also one more thing i'll just enable normals from here you can see each of these faces have one normal assigned to it okay for the construction of a polygon vertices and edges are used and that is what we will be dealing with most of the time but the normals are actually are used for shading purpose like uh to calculate the direction of the face each face have its own normal and it's in the direction it's perpendicular to the faces direction you can see all the faces have a normal assign to it even the vertices have normals you can change this to like vertices or edges but you don't need to actually deal with the normals right now or at the later stage when we are modeling it just to make you understand that the construction of the face or the 3d model what all goes into it okay so to access the vertices and edges you need to go into edit mode first like right now we are in object mode and in object mode you can create new objects like this but once you select any object and go to the edit mode you can no longer select other objects or until you are done with the editing and you you will have to exit the editing mode and go back to the object mode okay and the shortcut to enter the edit mode is tab you can press tab go to the edit mode and tap to exit again i'm going to delete these two models i'll press tab and go to the edit mode and i'll select this vertex now just like in object mode all your transformation commands work in edit mode like you can press g and you can move it into any direction you want you can select you can select multiple vertices or faces and edit them i can uh make it uh look like a mojo jojo from powerpuff girls i'm just uh trying to explain uh it's not that we are modeling anything right now so you can use all your transformation commands like even the local global snapping options everything just like how you work in the object mode you can use all those commands in editing mode okay all right and to to select a vertex in editing mode you will have to press one and you can see now when vertex mode is uh selected if you press do this will change to the edge mode so now when you click on the mesh it will select edges okay and if you press three it will select the entire face so one is for vertex two for edge and three for face okay like i said a phase could be three vertices as well but it's a standard practice for a good topology you will have to practice how to keep your model in polygons okay and we will talk about the methods in some other chapters all right i'm going to create some very basic geometry now so that you understand how to how to transform these vertices or edges or create new faces make your own custom shape so i have this box i'll go to the edit mode press tab to go to the edit mode and select 3 press 3 to select faces now what i want is i want to extend this box and create maybe a shape like tetris so to extend this geometry i'll press extrude the short command is e on the keyboard simply press e and move it in in the direction where you want to extrude okay press e again and move this up now you may be wondering why we have created three subdivisions that is because we cannot extrude a face anywhere we want okay there should be some provision for it now you can see there are four edges available here so i can extrude this one and make one tetris like shape now if i just make a cube and if i extend this in z direction and now if i want to make a tetras like shape select this one in extrude it will extrude the entire uh the face okay we need some cuts over here uh like i said some provision for a mesh so you will have to keep this in mind whenever you're modding something you will have to plan your mesh it's not very complicated thing you will get used to it maybe in a day or two so e is for extrusion and this command is available over here extrude let's say you have cube and uh it doesn't have any subdivision you want to add few subdivisions now to do that you will have to press ctrl r on the keyboard so you can see now i have this highlighted edge right in the middle of two loops one is the on the top and one is at the bottom so in whichever direction you want to create a loop click to confirm it and then after that drag where you want the loop to be you can either place it over here and then press ctrl r again to place one another loop or you can simply press ctrl r and before confirming scroll your mouse wheel upwards for to assign the number of subdivisions you want sorry to assign how many number of loops you want scroll wheel up to add more loops scroll wheel down to decrease the number of loops so now we have two loops in the center and now we can create another shape okay this command the loop cut is available over here if you want to access it from the toolbar but like i said it's always better to work with the shortcuts because it's not effective at all to work with the mouse so you can see if i click over here and add a loop cut and then i'll have to go to this menu to increase the number of edges and adjust the parameters which is very time taking i would suggest you just press ctrl r uh you can remember it like r is for ring okay it creates an entire ring ctrl r so this is much easier all right now one more command i want to discuss i'll go to the edit mode and let's say i want to give some chamfer to these edges okay like a bevel i want to make this one look like it has some working radius so what i can do is i can select let's say these faces with the help of shift and if i press ctrl b and drag it will make this nice bevel on the edges now if i scroll the wheel up it will make the bevel smooth and add more subdivisions to confirm simply click again now you can see your model have this nice radius on the top edges i'll make a duplicate again like any other object you can delete the face with the help of delete simply press delete on the keyboard and choose faces if you want to delete edges then it's going to delete the edges which are selected okay and if you delete these edges then uh it's going to delete these one as well because uh the edges can't be just in the air or the loose okay it has to be connected it's a very easy process to delete a face and there are many other options available like dissolve vertices dissolve edges dissolve faces let's say if you want to delete these edges but you do not want to make a hole over here if i delete edges now you can see it makes a hole but instead if i press delete and dissolve edges you can see edges have disappeared but it has created a different face and covered the german so it's disconnected it's not ideal geometry but i think you understand the concept okay so i'm going to delete all these objects now now let's talk about the smooth modifier all right uh before i talk about other tools in the object editing mode i just want to explain uh how the low polygon geometry works with the smooth modifier so that uh you you know how to plan your mesh let's say if i have a queue all the time we will be creating uh objects in the low polygon uh very low resolution of mesh you do not want to make your geometry way too smooth so that you know it looks good but it's not going to work for the animation if it's too heavy to do that what we use is we use smooth modifier it's called subdivision surface in blender now if i apply this subdivision surface uh remember i'm in uh modifier properties over here in the generate select subdivision surface so what it does is uh it subdivides the geometry if i disable this now you can see in the wireframe like e there are total uh one two three four five six faces uh six polygons okay but if i switch this on it pulls all the edges and the faces towards each other and makes it smooth and adds a subdivision in between okay like each of the fees have now four if i increase the number of subdivisions this one viewport it's going to add more subdivisions and make the geometry more smooth i think two is enough for most of the time we are dealing with geometry we will talk about this in detail later but we will talk about how to make your meshes smooth uh as we proceed further okay so i'm going to delete this now so now i'm going to create a let's say a spoon or maybe a clock or maybe a table and uh let's just have a look at different objects around in the room and try to imagine the construction of these objects how the wireframe of these objects are going to look like in 3d so if i take a spoon and try to imagine this in wireframe this is what it's going to look like now this is just for your own planning you do not have to do this every time and you will get used to this and the more you practice 3d modeling so now i'll try to apply this construction method and go to the edit mode i have a simple cube in front of me i'll select this face scale this down like this all right now we are creating spoon what i want is i can go to the wireframe go to the vertex mode and uh stretch these over here and scale them down like this but what i want is i want some geometry like this like this so to do that what i would need is i need i would need some points over here some points over here maybe extend this all the way till here so i'll select these and place them over here and i'll press ctrl r and create three subdivisions okay i'll click to confirm now press b and select these vertices and scale them up like this and select these scale them up like this select these and scale them up again like this okay now i need some subdivision over here as well so that i can form this side of the mesh and also the handle of the spoon i'll press ctrl r and scroll wheel up and place them right in the middle click to confirm and i'll press b and select these two move them over here now i can select these two and move them into x direction now i can press three on the keyboard sorry three select this phase and extrude it like this now you can scale this down and press e to extrude again scale this down press e to extrude again and scale this up like this press e to extrude again and scale this up okay if i go to the solid mode now and i'll just uh so you will see now we have a very basic geometry which looks like a spoon but we need some dent over here so i'll go to the wire mesh again and i'll select all these sorry go to the vertex mode i'll select all these faces or vertices and move them into z direction like this all right and if you'd like you can add one more subdivision over here to smooth it out maybe you can select these one it's something like a bend okay and select this you know this shape of the spoon and uh this is just to clear out the concept so now i have just enough points so that if i use the subdivision surface now this will smooth out my entire geometry and if i increase the subdivision to 2 now you will see this does look like a spoon okay if you want to edit this further to tweak the shape you can press sorry i'll switch on the overlays so now you can see when you are into edit mode and subdivision modifier is on all the edges the construction edges are like what we see in the edges and vertices and how these are like to create the geometry smooth all the edges are getting pulled towards each other and because of that what is happening is uh we do not have any sharp corners and uh to deal with this we will have to create a more dense mesh at the corners okay so that when we apply subdivision modifier so the the edges which are closest to each other will not get pulled apart too much it will create a sharp corner to clear that out i am going to create one cube over here if i apply a subdivision modifier now you see our entire cube have a very smooth looking geometry but if i go to edit mode and select these four edges and if i bevel this one with the help of control b now you'll see this area is round but this area is much sharper and have a flat surface that is happening because all these four edges like these uh these dense edges actually are like so close to each other and have enough strength to hold the mesh tightly like if the two faces are two edges are very far from each other when you apply a subdivision modifier they become round but if the two edges are very close to each other they don't get pulled apart too much and create very sharp corners and by default in blender you see all these geometry faces okay in the shading mode if you want to create your smooth geometries you will have to now to make this one smooth simply press space bar and type smooth shade okay once i click smooth shade you'll see i can no longer see the faces if you want to show faces then type shade flat this is just so that you can see the construction of the mesh but when you are rendering you will have to apply a shade smooth it's not any modifier just a shading method you can also change this from over here from the object menu smooth shade smooth and shade flat to understand this more i'll create one cube over here and apply a subdivision surface create two subdivisions okay scale this up and if i go to edit mode now let's say i'll create one uh edge over here and slide this right about right just like right here and i'll delete these faces sorry now let's say i want to create something like a hat i'll isolate this with the forward slash on number pad i'll bring one loop with the help of control r click to confirm and uh just drag this right over here now i'll select this face and extrude it okay now what i want is you can see this area is actually like smoothed out and i wanted this edge to be like much sharper over here so that i could see a nice shape of the hat right now it's getting all mixed up if i select this entire loop it's important to select the entire loop because otherwise it will not form the geometry in the polygons if i only bevel this one now select this entire loop you can see in the wire mesh i have all the four edges selected now if i press ctrl b and decrease these number of segments and only bring it to one now click to confirm now i'll press the space bar and shade smooth you can see this one now have very uh sharp looking shape over here unlike before so keep this in mind when you're creating something uh you will have to plan like uh the first thing it shouldn't be unnecessarily heavy it should just have enough surf uh faces so that once you apply smooth modifier it will give enough control so that you can manipulate your mesh for the animation for the rendering process i mean all these things right now will sound too much but once we do a quick marathon of you know creating maybe 5 or 10 objects you will start to understand these concepts much more clearly and that is what we are going to do after we discuss the initial tools in editing mode will create maybe 5 or 10 objects to clear out how to work with the meshes now i'll press forward slash again in the outliner you can see i have all these objects if this is confusing i can just double click and rename it maybe this one spoon and this one into i can make this one into mug okay i can press extrude and scale it down like this for now i'll just uh leave it as it is now before we get into the details of editing tools it's important that we discuss the selection methods because uh one mesh is made of so many vertices and it's very inconvenient to select one like multiple vertices at a time manually so there are selection options available in blender or any other 3d softwares to work with the complex geometry to clear it out i'll just quickly hide these ones and in the center now i'll create one uv sphere over here and scale it up now i'll go to the edit mode to select multiple just like any other normal selection you'll have to hold down the shift key okay now let's say if you want to select this entire ring or entire loop called loop in 3d in blender or any other 3d software to do that you have to hold down the alt key and select an edge now if i hold down the alt key and click on this edge it will select the entire loop but if i hold down the alt key and click on this vertical edge it will select this loop to select multiple loops you'll have to alt click over here and then press shift and all click over here and while holding down the shift you can select multiple loops and rings you can quickly you know select multiple loops and move them around it's much easier to select like this the other way of selecting is uh you can select one edge and let's say if you want to select all the edges till over here so you can hold down the control key and just click over here and it will it will automatically pick up the best path available to reach the target selection let's say if i go and control click over here then it's it will take the shortest path so you'll have to you know guide it around let's say if you want to cut select from over here to here then you'll have to click first here then here i mean guide it like this otherwise it's going to select the shortest path and reach the ultimate selection now if you want to study it more what you can do is you can go to the select menu over here uh just notice when we are in object mode these menus are very limited like you select add an object when you press tab then these menus will expand and uh there will be much many other options available which are to do with uh related to the mesh editing now if you click uh you can see it's a mesh vertex edge face and also you can access these by pressing ctrl v for vertex menu ctrl e for edge menu and ctrl f for face menu and these shortcuts will only work in the object editing mode if you press ctrl e in object mode it's not going to do anything unless it's assigned to something else and also you have this shortcut called w which is uh this is a very special contextual menu and the most important commands which are related to the editing the mesh are accessible from here let's say you are you just want to subdivide this mesh you press w and subdivide i mean i'll select these and subdivide these and there are bevel extrude knife edge most useful commands are available here and you can also customize this menu you can edit context menu and we will talk about this later and i don't want to confuse you in multiple directions right now and if you are working with the left click selection i think this menu will be available on your right click so we were talking about the selection and there are several other methods available to select mesh one is the box select which we already know if you press b you can select with the box if you go in the wire mesh it's going to select the other side of the box as well and if you go press invert or ctrl i on the keyboard it's going to invert the selection and now there is a circle selection you can simply press c on the keyboard and with the circle you can paint out the selection okay with the scroll by scrolling the mouse you can increase the diameter of this brush it's easy to select like this okay very convenient and now we have a select random it's going to select random faces and also each of the commands we use there is always a pop-up over here related to that and you can adjust these parameters before dropping down the before moving on to the next tool and then we have a select sharp edges and because we do not have any sharp edges over here it's a very smooth subdivided mesh to understand this we are going to select the edges of the bottom and bevel this one okay and increase the subdivision first and now if i go to the select menu select sharp edges it's going to select the sharp edges only now you can see these edges are smooth and at the top it's selecting all these four edges because these are creating a 90 degree sharp angle select sharp edges but at the bottom it's not selecting these edges because the angle between these edges is very smooth okay it's not considered sharp all right let's say if you are creating something like uh maybe a robotic arm or something which is like hard surface model and you want to select the sharp edges quickly okay and you can use this command and create nice bevel around the sharp corners these are much more like advanced commands non-manifold is known for uh you know the faces which are not closed loose geometry like if you have a let's say i'll press v on the keyboard to detach these two vertices let's say i press v then it breaks it again so now if i select uh i'll select a non-manifold you can see it's uh selecting all the broken edges like which are not closed it's supposed to be closed okay to keep the mesh clean let's say if you have created any object and uh there are some broken edges and you want to fix them because uh it's creating some problem you can use this command and use non-many fold now let's say if i have this face and i create a duplicate of this or let's say i have this vertex and i create a duplicate of this now this vertex in itself is not going to create any geometry okay you can see this vertex in edit mode but when you go to object mode because there is no edge or no polygon it's a blues geometry this vertex okay it's a it's bad for any geometry like sometimes you can see these vertices sometimes you cannot see these vertices to clean to quickly clean up your geometry you can select this one loose geometry and then it's going to select this geometry now and you can dissolve vertices and i would encourage you to just test these commands out and try to understand their use because most of the time we will be creating our own custom geometry basic primitives are for very limited use to get comfortable editing an object it's very important to understand the selection methods available i think we have covered the most important commands for selection methods and now let's move on to the next stage and we are going to create maybe 5 or 10 models of different type and use the tools available on the left and uh their meaning okay all right so there are a few more options for a selection and for that i'll just bring up this suzanne model now if you go to the edit mode press tab i'll just enable screencast here so when you select any vertex and press ctrl plus on the number pad this will grow your selection let's say control plus for increasing expanding your selection control minus will shrink your selection and uh this is just so that uh if you want to quickly just uh select few of the faces over here okay just select all these four faces and press control plus and this will select your entire area so this is a very handy command and also now when you're selecting uh when you're making any selection let's say with a box or a circle like uh when you're making any selection uh it could be a bit difficult to select uh different elements within the object so right now this i is a different object i mean within this object there are multiple elements and uh this one this i is a separate mesh and this eye is a separate mesh now if you want to just select these uh different elements you can press whatever is linked to this mesh now if i go over here in any mod vertex mode edge mode or or face mode if i go over here and press l now this will select everything which is linked to this face now if i go over here and press l this will select everything which is linked to this face now if i go over here and press l now this will select only the face and not the eyes so this linked faces is very uh important and very useful when you are working with the model which have a lot of elements within the one object all right now let's talk about the most interesting one here and this is called proportionate editing okay and in the first chapter as we were discussing all these options i i mentioned this one we will discuss in the next chapter when we are editing mesh objects okay now i think this is the right time we get into this one so i'll just uh move this one and create few loop cuts so that we can have some smooth mesh over here okay so that we can have some smooth mesh over here now what proportionate editing does is if you are coming from other softwares this is like a soft selection okay now if i go over here and select any face or any multiple faces if i move these these are like a hard selection okay i mean these are creating some very hard deformation in my mesh okay now if i move this one now i have this weird looking uh i mean i i just want some smooth transition and not just to move one face okay so if i enable this one see what happens now it's not just moving my one face it's also picking up it's also influencing other vertices around that face and it's working like a brush okay now i can scroll wheel up to increase this influence and scroll wheel down to decrease this influence okay and this is a very powerful thing and when you are modeling organic objects this is your friend over here okay now let me tell you when this gets fun okay now let's say if you want to i'll just uh create one plane over here and rotate this in 90 degree and move this one over here okay and create a few loop cuts few loop cuts over here all right and delete this one now when you are in object editing mode and let's select this one okay disable the disable this option for now so now if i'm moving this polygon over here if i want to activate a proportionate editing i'll simply press o on my keyboard okay now this will enable proportional editing okay now you see uh i have this brush activated now i can scroll wheel up and down and move this thing okay and i can rotate this thing all right but uh okay this is one of the way now if you combine this with the 3d cursor this gets a lot interesting okay if you click over here let's say if you want to me if you want to make some some leaf okay or some maybe grass strand or something then you can use your 3d cursor and now this will take turn and influence your mesh from that 3d gesso okay now let's say if you want to bend this one in this direction now see what happens okay and you can increase or decrease the influence of the brush and start shaping up very organic forms and if i press this and r z then i can rotate this one in z direction and create a nice twist okay so soft selection is a very powerful thing and uh i would say this will take some time to get used to but i i don't think it's a very difficult thing to understand and you will get used to them by the time we model just to the stuff in this chapter okay and there are different uh mods over here and right now we are using only the smooth option okay if i go to the edit mode and uh move this one okay let's go to the top view okay now if i move this vertex okay i'll just bring up one more view over here tn and just look at this in perspective okay now if move if i move this one over here with the soft selection on now see what is happening only the eyes are moving and lips are not moving okay that's because right now it's only working in that particular region around that vertex okay and if i change this to project from view then it will project the brush from the view and it will influence everything which is happening behind that brush okay now there is one more option over here which is called connected only okay now if you want to only influence this one this vertex and not influence the other elements which are not connected to this part okay let's say if you want to only influence the skin but don't want to touch the eyes then you can enable connected only now see what happens it will only work on the vertices which are connected and which are as a one mesh and this is a very useful one and there are several different uh methods over here now right now we are using only the smooth okay one very interesting one is the random over here if you pick random and then let's say if i choose this brush and increase my brush size it will move all the vertices in very random way okay now i can use this for scale as well okay and rotation so this sometimes if you just want to give your vertices some random behavior then you can simply choose this command and also if you want to create a let's bring one plane over here okay and i'll give it some subdivisions now right now we are using uh smooth okay i'll move them in z direction okay now if i change this to sharp then this will create a nice pointed deformation and if i change this to linear this will create a straight out pyramid okay so get used to this one and uh this is going to be a lot helpful when you are modeling uh very organic surfaces okay and this is not a selection but this is also uh kind of a selection and it's just a different different term is used in the blender it's called proportionate editing but uh this is also considered as one kind of a selection okay all right all right so what i'm going to do is i'm going to quickly go through these tools available in edit mode okay and try to understand the meaning of them uh and uh what are the shortcuts for them all right so the first one is the extrude tool okay and i think we already talked about this one you can extrude any face and either move them rotate them and scale them like if you need to let's say if i scale this one up and create an extrude over here and another extrusion and scale this down and uh extrude this one so this one actually like it it extends the selected phase geometry or even it works even with the edges so uh like you can see i already have a like a hammer looking thing uh just with the extrude object okay and uh the each of these uh like most of these tools have some multiple options available now the extrude have uh extrude along normals individual or the extrude to cursor okay and to understand this one i'll bring up one cylinder instead all right so what i'll do is uh quickly create a cylinder over here cylinder 16. okay i'll scale this down now if i select each alternate face and uh if i try to extrude this now it only works in one direction okay but i want these to extrude in their own direction so for that you can use extrude along normals like this okay so before i confirm it i'm going to quickly create a duplicate of this now extrude along normal you know like uh it works in each face's own direction in normal direction all right place it over here and now we have a third option which is extrude individual now to understand this one uh what i'll do is i'll select group of two now let's say if i use extrude along normals for these ones what is happening is it it extrudes perfectly but it's taking group of two and uh like it's a keeping them together all the two polygons and making them a group okay what i want is i want to extrude them but then separate them out so for that extrude individual is a good option all right i know it's a very bad looking geometry but just uh to explain the concept okay and now let's say if i create a plane over here all right and the fourth option is extrude to cursor so you see wherever you are you click with the cursor it extrudes okay i think it's the same option which we used for uh with the control click i i don't know if we used it before or not but if you select any edge or vertex or any polygon and control click in any direction in edit mode and it automatically extrudes and create a smooth transition in previous edges as well okay now you can let's say scale this up and extrude and extrude this one like this and you have nice grass looking strand over here okay so let's say if i create a duplicate out of this and uh select this geometry scale it down okay i'll combine these together and maybe smooth them out with control one two three r for subdivisions uh once you press ctrl one or two uh depending on which number you pressed it automatically applies the smooth subdivision surface modifier and uh you can see if you press ctrl 2 it's going to be two subdivisions if you press ctrl 1 it's going to be one subdivision so yeah this uh control click option or the extrude at a 3d extruded cursor is very useful for quickly creating something very organic then the next option we have is uh insert okay okay so i can press i and create a nice inside out of it sorry i just select this face and press i and you can see it creates a nice insert in just simple one step and then after that you can select these and create extrude and you know you have some nice looking uh hard surface maybe i don't know so let's uh discuss the next one you have to pardon me for this noise in the background my room is not soundproofed and the next one is the bevel and i think we have already already discussed bevel option you can select any edge and if you press ctrl b on the keyboard it creates a nice bevel and you can use the scroll wheel up and down to increase the subdivisions and it creates a nice bevel or the chamfer at the given edges okay now let's say what is the next option over here the loop cut and uh loop cut is same as ctrl r press ctrl r and insert a loop cut and use the scroll wheel up and down to decide the number of edges and once done you can just slide them where you want and confirm with the click okay and the next one is uh the bisect uh sorry the knife uh knife is actually uh for creating your own custom cuts let's say i don't want something like a very straight or uh like a loop cut so i can do that i can press k on the keyboard and let's say i want a cut like this and confirm it with the ender okay so you have nice knife cut over here and you will have to connect these edges depending on what kind of topology you're looking for and but we'll discuss that later all right next one is uh the bisect tool the bicep one is uh similar to not similar to knife it actually cuts the geometry through and through let's say if i select the bicep tool and select the polygons you can see it creates a through and through card now you can use these options modify this option now if i create bisect again over here let's say i select all the geometry and create bisect i can use this option to maybe uh create some nice looking rocks this is very interesting one okay i have like a diamond looking shape already now let's say okay i'll press i'll subdivide this one first and okay don't get confused like what i'm doing right now this is just to explain one command which is not available over here i think okay let's say i create i have a geometry like this okay i cut whole out of these two spheres and uh i select these two edge loops with alt and shift okay now i want to create something like a dumbbell out of it so to do that press spacebar type bridge edge loops now it creates bridge in between two selected loops now you can modify this one with a number of cuts and uh like what kind of twist you want and maybe create a bulge in between so this one is not available over here you'll have to either access this one from face menu i guess or you can simply type bridge command over here now the poly build is a a very interesting one and uh this one is actually used very heavily when you are using retopo like i'm going to i isolate this one now poly topo with a control click if you remember we can create geometry like this okay but uh that is the only option available but if i click on polytube what this does is this gives us much more control let's say if i click and drag from here it creates a polygon okay but if i control and click somewhere near the edge it creates triangle okay and if i control click near edge again it converts that triangle into a polygon okay now let's say if i drag this one over here and then i want to build one polygon over here okay now i'll have to control and come come somewhere in the middle so that i can see the both edges working and then drag from the center it's it's a very useful for using the retopo like when you're tracing some very high resolution organic models and if you press uh shift click it deletes the face and i will create a cube now the next one is a spin tool now what this does is if i select spin tool and uh select this one over here and drag it it creates uh like it gives it a nice spin from the uh pointer location now my 3d cursor is over here okay let's say if i place my 3d cursor over here and then drag it then it's going to uh take this in consideration and uh my 3d cursor and create a nice spin out of it okay so let's see what are the other options available once you are done with this you can adjust the number of steps from here the angle and you can change the center from here you can also change the axis after you're done so i think to understand the use of this what we can do is we can create a cube and let's say i want to create a pipe okay which turns like a perfectly so let's say i i want to make a some round shape out of it then i'll click over here and then turn it from here just like this okay and once i'm done i can uh extrude this one with control clip okay so and just like that i have some nice looking you know round pipe the next one is smooth which like if you have some let's say some very organic shape and if you want to smooth it out a bit then you can select these and use smooth command and it will smooth out all the edges give you a nice rounded shape it's not like a subdivision surface it's not creating any subdivisions it it's only creating the geometry more smooth and this one is randomized like the name suggests it randomizes all the faces now the next one is uh edge slide to have a more better understanding of this i'll create a cue and i'll create a bevel at the top okay i'll create one more edge over here now if i move this edge normally with a transformation command i can move this up and down but you can see it's it's not actually moving on the surface i mean it's going to create some dent like like this okay i can use a edge slide command okay and what this does is this slides the edge without actually deforming the geometry it slides the edge in in between the neighboring edges we have a shrink and flatten and uh to understand this one i'll bring the monkey head what this one does is uh it shrinks the geometry or flattens out like like all the faces and all the edges are moving in their own normal direction this one is a very useful one when you are doing some organic modeling this one uh is the grip region which is like uh for breaking the geometry let's say i want to break like if i move this right now it's it's connected and it's moving the other edges as well if i just want to rip this apart i'll press v on the keyboard and rip this apart okay now if you want to merge them again so you can just uh type it out in the spacebar the search menu just type merge and click on the merge you can either choose at first at last center the cursor i'll select the center and the edges are merged again okay and this is also available in the mesh menu if you want there are many other commands which are not available over here and but are in the menus like for the vertex edge and face when you feel the need of some particular command there is always a solution which is available and you can just have a look at like that if you have some doubt related to like a face or edge or a vertex then you can look at the menu and you will find some like related commands available within here okay so what i'm going to do is so far we have been creating some very random looking and odd looking shapes to conclude this day what we are going to do is we will create some like maybe 5 or 10 like good looking uh 3d models uh which makes sense and are not like a random looking shapes and uh we'll use all these all these commands uh while creating those models okay all right guys so now that we have discussed all the tools in object editing mode i think it's a right time we put them into right hues and use them into our right context so that we understand the true meaning of them and how they can work when combined together and instead of it's always better to test out these uh tools on actual 3d models which makes sense instead of just on the cubes all right so we'll create maybe five or six models uh so that you we can work with the different scenarios so the first one is a very simple one i'll create a pencil and uh to do that i'll bring a cylinder and make subdivision change the subdivisions in the pop-up menu from here now i'll go to the front view rotate this one in 90 i'll type 90 on the number pad when rotating and place this right above here so i'll go to the object editing mode and press 3 and just move these faces a bit over here and press ctrl r to add a loop cut over here ctrl r again click and drag to create a loop quite over here now this one for the front and this one for the eraser i'll select this face and scale this down and now and this partition i can select all these edges with the alt click and press ctrl b to make this one smooth like a eraser in the back now i'll select all these these faces and uh press shift d just like how you duplicate object in object mode and right click to cancel it and scale this up a bit okay and scale this one and place it over here now in the search menu on the space bar i just type separate and separate this selection now this one is a separate object in the object editing mode i can simply select all these faces and extrude along region to give it some thickness like this maybe i can create some interesting shapes over here like what you see on pencil i can press ctrl r and create subdivisions three loops over here and maybe press ctrl b to create three bevels over here now if i use extrude along normals now and you can see i have nice looking partition line over here okay now for the front part what i can do is i can use the knife tool to create a nice looking cut over here i'll press k on the keyboard and start cutting out from the edges okay is the shortcut for the knife tool when you're done press enter and now i can select all these edges and create a bevel over here and just like before create a small looking extrusions extrusion just to give it a separation line okay now i'm just going to switch on this cavity mode just so that we can see the partition lines better now i can select all these faces in wireframe mode and separate these as well and apply subdivision surface and type out smooth to bring the smooth shading option and scale this up maybe okay so i think you have a nice looking pencil object over here it's a very cartoonish pencil it's not like uh like a real one but uh it does have a good shape okay now if you see uh what else commands we used we used knife tool to create cut over here and we used a bevel to smooth these out extrude along normals and uh ctrl r which is uh the edge cut to make these loop cuts just so that we can separate selection i'm going to separate this one and now if i select random in shading option you can see i have this like much more visible view all right so i'll select all these objects and maybe create one new collection in outliner and call this pencil now select all these objects and drag them in pencil folder or the collection all right now i'm going to hide this one the next object i think will create one sandal okay i'll bring a basic cube and go to the object editing mode and uh start to shape it up like a sandal what we need is we definitely need more subdivisions over here i'll press ctrl r to maybe create uh two loops over here okay and now i can select this face and bring this down like this and select this entire edge loop and you can see how this is shaping up like a sandal already i can select this face and move this down in edge selection without select all these faces now i can start adding more details what i can do is uh i can create one insert over here press i and create an insert but before that what i can do is i can select these two loops and create a bevel like this and then i can select these two press insert maybe not so much a little bit delete these faces and then i can select these two loops and give it some bevel as well a very little okay now i can press ctrl r and create a subdivision over here a loop cut and uh one loop cut over here and i'll select these two and uh maybe go to the sorry now you see i i think i messed up the form of it because i was only working uh in one view so it's a important that every time you make some changes you you have multiple views in front of you and you can see the form in different angles as well now what i'll do is i'll select these two loops and uh maybe i can scale them in y direction i'll press s and y scale them up like this so you can see it's uh giving it some radius i mean uh instead of a flat sandal it's much rounded now now what i can do is i can delete this entire face and select this entire loop and extrude this like this okay and maybe you can type uh grid fill and uh yeah so i i can fill this up like this okay now i'll create a loop cut over here and uh just move this out now i'm sure this form is not a perfect one for the sander but like what i'm going to do is not really worry about the perfection right now and just create some very basic models so that we can memorize these commands and we can have some fun with it okay now i'll create an extrusion and move this down like this create an extrusion again move this down and another extrusion all right if i apply a subdivision surface now you can see it looks like a sandal it's not a very good one but we can definitely make this one better okay the first thing is we need to convert this one into polygon because right now it's a hexagon or something so i'll switch this off and uh maybe extrude this one again first of all so that i have some sharp corner i can delete this one and select this entire loop now if i uh press grid fill on this one it's not working because uh these number of edges are not even i think they are in odd number yeah they are 11 sides and uh to make grid fill work i would need one more uh loop cut so i can create loop cut over here and now if i select this entire and entire loop and press grid fill now you can see i have much better looking shape and these are into polygons you can make this one a bit better if you want i'll switch on the proportionate editing so that and with the scroll wheel adjust the radius of a brush i'll select connected only and just pull this out and now i can start tweaking the shape a bit i'm sure i need to make this one a bit round like this and maybe scale these up okay and uh maybe i can select this entire loop of polygons with the control i can create something like uh border maybe create one more extrusion all right now i need some sharp corners over here so what i'll do is i'll select this uh i'll select this entire loop and uh press ctrl v to create a bevel maybe just one is enough i don't want to make it too hard now this one is uh definitely need to be harder and for that what i can do is i can simply press e to extrude it and you can see now this shape is hard i just want to bring the smooth shading over here now the for the internal part what i can do is i can select these faces maybe i can create a duplicate out of them press ctrl plus on keyboard to expand your selection of it yeah press shift d and bring this out just delete these ones and select this close this with a grid fill here and i can separate this entire object by selection and so that i can use this like uh inside of this handle i don't think i need uh these i can delete these and uh select this edge grateful so this one is much smoother now i can bring this over here and switch on the subdivision on this just shift this up a bit all right so i think we have something which looks like a sandal this is definitely not a good looking one but i'm just trying to make you understand uh what the use of each of these commands are you can tweak this or add more details however you want and keep on working on this if you like but we need to move ahead and discuss a few more things well i think it's so the next one is going to be a simple coffee mug i'll create one uh bring a circle in the center and change these subdivisions to something like 18 yeah 18 is fine and then i'll now this one is a polygon circle this is not a curved circle now i i'll go to the edit mode and select all these edges and extrude these in a z direction okay now i'll just scale this up my proportionate editing is on i i just don't need this one right now i scale this up and i'll select all of these faces and create one extrusion and scale this down something like this maybe something like this and create another extrusion create one more and scale this down like this press e and scale this down again i'm creating simple extrusions repeating the same command over and over now this one i can great fill okay my grid fill was already in the search because i just used it uh in previous object now for this one uh you can either leave it round or you can add maybe sorry ctrl r and add a few loop cards over here now i just want to make this one like a bit smooth so what i can do is i can turn on this proportionate editing object maybe i need more loops once again i'll add this this much for now and i'll select these two and scale these up because my proportionate editing is on the surrounding edges are also like getting influenced a bit i'll do this one in front view so that i don't mess up the shape in other views first i'll select this and then these two all right so i have some roundness over here i can now what you can do is you can select this the entire geometry and we can use extrude along normals to give it some thickness you can also use a modifier uh for this which is called solidify all right so i leave it over here and now to give this one a bit smoothness let's see how this one looks right now okay so i want this one to be a bit rounder i'll press ctrl r add one loop cut over here and i'll select these two loops with the part and shift and give this a bit of a bevel okay so that this one is like not so smooth okay all right now these shapes be coming around as well we can give some bevel over here as well uh something like this all right and i'll just switch off yeah so all these edges are now sharp and now what we need is a simple handle i'll just make a duplicate just in case if i uh made any error you can if you want something round looking you can use you can select in which access you want spin tool to work i think uh yeah y-axis i need spin tool to work in i'll click over here now i'll start rotating this and create one nice looking handle okay now this one looks like perfect but if you want to connect this you can delete this face and delete this face and select sorry you can uh delete these as well and i'll select these two loops and just type bridge edge loops and now these two are connected all right just select these four edges and maybe create one bevel so that it's a bit sharper all right so we have a good looking mug and uh we can name this one mug if you like you can create a plate or coaster or whatever you want i'll hide this one and the next object object is going to be a headphone something like this one okay it's a very simple object i'll just go to the side view and bring a circle from the mesh menu and rotate this one in y direction okay now go to the front view and in the object editing mode select select edges with two and select all the edges and create extrusion like this okay now i'll add a loop cut over here and scale this up and then you can create an extrusion scale these down the both sides and i can give this out a bit create one more loop cut over here maybe yeah move this inside maybe scale this up i'm just trying to get the correct form which looks good i'll create an extrusion move this inside and create another one and scale it up okay same thing over here create an extrusion move it inside and scale it up okay so this is something like the foam part the outer part of the headphone and i'll create another circle over here rotate this one into 90 degree type 90 on the keyboard and y for the y direction you can see uh like it's so much faster with the keyboard now i'll scale this entire loop and create an extrusion move this one into x direction create another one and scale it down and create another extrusion and move this out with the something like this okay and uh what i can do is now another extrusion scale this down and uh i can just type grid fill and close this one over here i can create bevel to make this round and one loop cut over here now this loop cut is so that we can select this face and uh create an insert over here and now you can control click over here to make it something like a wire okay but before that i'll uh insert this one one more time now i'll go to the front view control click a few times so that i have something which looks like a wire okay i can select this entire thing and scale this one in minus one direction we just need uh this part press ctrl plus to expand your selection and control i to invert your selection and delete all these faces now move these inside and select these edges and extrude this inside and extrude and scale them up okay if you want you can add more details into it i can just select these and expand the selection and extrude again inside extrude and scale it down extrude again and move it outside you see i have another layer of detail over here then and this one i think i definitely can use one bevel same over here one bevel yeah that's just fine i'm going to bring another circle and delete half the edges sorry delete edges and select all the edges and extrude them into y direction like this okay and uh i'll select uh all the faces and extrude them again to give them some thickness and what i can do is i can add some more detail over here with the circle selection i'll select these center faces and make a duplicate with shift d and from sorry shrink and flat with the shrinking flag i can make this one a bit thicker so that i have something which looks like this now i'll move this entire thing in the center and start connecting the start connecting the parts okay i'll select this face and uh go to the front view maybe with the proportionate editing on i can just adjust this one over here and maybe create another extrusion add one loop cut in the center so that we can drag these two and make something like this maybe add another one and select these tiny two faces and match it with the radius i'm going to pull this out a bit now i can uh now there's a modifier which actually uh which you can use to simply mirror everything on the other side but we will discuss the modifiers later so i'm going to duplicate this entire thing scale press s and type minus one on the number pad and press x to flip it in the x direction okay and uh yeah actually we are going to use the mirror modifier right away and what i'll do is i'll select all these faces and delete them okay so that whatever we did over here we we don't have to do over here select from the modifier properties select mirror and you can see everything is mirrored and only half of the model is what we needed now any changes you do over here are going to like mirror on the left side as well i'll go to the wireframe mode and select these faces and switch on the proportionate editing and i'll select the face and create something like this and i'll select the face so face over here and uh create something and bring it over here okay i'll simply bring one cube over here sorry yeah i'll shake this up a bit i'll give it some radius and now you can see we have pretty decent looking headphones now you can but this is just to give you idea that how a few of these commands work so i'll select these two i'll press ctrl j and to combine them and subdivision surface to smooth this geometry out i can use a subdivision surface over here as well but i would need some more loops on the sides so that these corners are much sharper and i'll select these four loops and press ctrl b to bevel these edges now i'll select yeah i'll select just the outer edges and press ctrl v to bevel the edges you can combine these two as well if you need and apply smooth shading so yeah we have some headphones okay so i'm going to create another connection over here and name this one headphones and select all these objects and drag these inside headphones now we'll create one simple apple now to do that i'll bring one uv sphere over here and scale this up okay from uh bounding box center all right now what i can do is i can start shaping this sphere we have so i can select these two vertices and uh switch uh this button for proportion proportional editing or just simply press o on the keyboard and then i'll scale these down and i can scale up the brush and you can see it's uh it's pulling both the vertices towards each other and now i can start shaping this up like an apple okay now what i can do is first of all i can make this one look a little random now to do that in the proportionate editing i'll just select random sorry right yeah so what i can do is i can select any edge and then and then i can just scale this up now from here what i can do is uh i can change the size a bit maybe yeah now i can just uh select uh smooth over here and uh start shaping this up like an apple okay just go to different views maybe bring another one over here this one front and this one side view we can uh select this entire loop and bring this down and give it like a random shape a nice looking uh organic form okay just select different sides and uh break the shape as much as possible with the proportionate editing enabled you can select one edge and uh just start sculpting instead of having to select loops and vertices all right i think uh this does look like an apple i can select few of these uh points are the edges and move them down move this down a bit and yeah this definitely looks like an apple i will eat it now just share this smooth yeah you can see we have a very organic looking form over here now i'll create a duplicate out of this just in case if i mess up the shape a it now what we can do is disable this modifier and uh select all these uh faces over here and just delete it okay and i can select this entire edge loop and extrude and scale it inside okay and maybe create another extrusion and pull this inside again create another extrusion scale this down and now what we can do is we can simply extrude this and start forming up the stem of an apple so yeah i think we have a good looking stem uh just create an extrusion and maybe uh extrude this inside again make everything as organic as possible because the natural forms are like very uh asymmetrical you can uh add some detail over here as well if you want but i'm going to just leave it as it is and uh maybe what we can do is we can create one uh leaf over here okay you can simply go to the top view and bring up a plane okay and i scale this up like this go to the edit mode and maybe add a few loop cuts with ctrl r now i can uh just pull this out scale these down and uh scale these up with the proportionate editing on i press o for proportionate editing and scale these down again so i i am not sure what the leaf of an apple looks like but this is just to give you an idea now to bend this leaf what i can do is uh i can go to the front view and place my cursor over here and from the transform pivot i can choose 3d cursor instead of bounding box so instead of center now my rotation will take place from here now with proportionate editing on if i start turning object now you can see it's rotating from here i mean from this point now if i increase the brush size you can see my leaf is taking nice rotation in this view you can see okay now i'll select this side and i'll rotate this one like this and i can select these two sides uh these six edges and uh move them up like this i'll reduce the size of proportionate editing and move them up like this and uh let's apply one subdivision surface over here and uh we need some hard looking uh edge over here i mean i'll select this enter h loop press ctrl b and give it some bevel and uh maybe if you want to just stylize this one you can press v and break this one okay this is just for fun uh you can uh if you want you can create another edge loop to make this one sharper you see with a very with a combination of such simple commands like the edge loops and uh just the extrusion uh we are creating almost all shapes possible okay so i'll select everything i'll create one extrusion to give it some depth and i'll select uh these two faces go to the front view and create one extrusion out of it i know this is not a good looking shape but i'll see if i can fix this one up okay i'll change the pivot point to bounding box again and just place it over here scale this down you can combine these two if you want like uh but i'll leave it as it is for now okay so i can get rid of this i think my apple shape is pretty decent [ __ ] smooth now these polygons you can see because we are in uh we have this cavities option up on right now if i switch it off you can see i see very nice smooth looking apple okay so i'll select i'll switch on the overlays again i'll make another collection and name this one an apple and move this inside this collection okay so the next shape i'm going to create one uh trumpet something like this one i mean a musical instrument it is okay it's a very simple process you can just bring a circle and i'm trying to create as many objects as possible just so that you can follow this tutorial and get comfortable with how to bring out the different shapes and feel much confident about it so i'll with this circle selected i'll create an extrusion and a scale sorry scale this down and move this inside like this okay i'll create another extrusion over here and one more over here all right now i'll create a duplicate of this and place it over here and make it like this and now i can select this entire loop and place my mouse over here and choose the spin command to create a nice looking round shape here okay all right once you're done now it's important that you check the axis if the rotation is happening in other side and weird side uh you can always flip this okay like in x y z wherever you want okay i press enter and uh now what i can do is get rid of these faces and close these two loops i'll press bridge edge loops in the search form and similarly create another spin over here i press my with the tool active i'll pick somewhere here and with the mouse i can always adjust the shape later now these kind of shapes are very easy to make with the with spline tools as well but uh sometimes if you're modeling an object with polygon and you have to bring one circular shape like this so it's important that you understand how this one works now i'll go over here and maybe i can create another spin i don't clearly remember how the shape of trumpet exactly looks i mean i'm sure there is some structure i just want to make something which looks like a trumpet sorry i think i could have made that radius much better i can make it like this yeah and press enter and then i can extrude this upwards so i'll select all these faces and uh just make sure everything is selected and separate this one separate selection and i'll bring the origin to center origin to geometry and now i can make this one look like those switches you have in trumpet pardon my uh knowledge about this instrument i clearly don't want to get into details right now so and i'm using the extrude command and then i can just type grid fill and close this one and what i can do now is i can use mirror modifier so that sorry i'll isolate this one you can see it's uh flipping the it's making the the same changes which we worked over here are applied over here as well okay i'll exit the mod all right so i'll select uh this area uh these edges and maybe create one bevel over here and uh i need some roundness over here it's looking too flat and i need some like a smooth looking transition over here and then you can create one loop cut here and with the alt right click you can select this entire area and extrude this out i'll shoot smooth this one now there's some problem over here i think the normals the direction of the normal is messed up somewhere here so what you can do is you can select all the faces just type normal in search menu so what i did was i i clicked on average normals so that everything is in the same direction actually i was looking for another command which is uh called make normal consistent but i'm not able to find it over here but i guess this command works as well now i i'm going to create glasses i'll bring a cube over here and place it right here and start shaping the the border the outer frame of the glasses okay so first i'll create once a simple extrusion and bring it over here yeah so i'll control click over here control click control click over here and create another one and maybe select these two faces and delete okay and i'll select these edge loops where the alt and type bridge and close this one okay and i'll select this face and extrude it in x direction so you can see i have this very nerdy looking glass frame now i can create a loop cut over here and loop it over here and i can select these faces and extrude them in y direction and scale this down and go to the side view and control click over here control click ctrl click over here and give it a nice handle okay i'll select all these faces with a box selection or you can simply paint this with the circular selection with the c okay and uh i'll use extrude along normals and create two extrusions out of it so that when we use smooth command it doesn't look very smooth subdivision surface all right i'll delete this one and uh like before i'm going to apply a mirror modifier okay now the mirror modifier actually works with the origin point so what i will do is i'll place this one over here in the center and select all the faces and move them on the left and if you want you can make more adjustments and maybe bring a loop cut over here and make this one smooth maybe bring a loop cut and make this one sharp and you can select now you can select all these faces like this one you can extrude along normal two times to give it some thickness okay shade smooth i'll select these and uh what i can do is i can switch on the proportionate editing right now it's set to connected only so it's uh it's working with whatever is connected to this point but what i want is i want the bottom area to move as well so i'll disable this and project from the view move this in y direction it's something like this and maybe move this in x direction and maybe rotate it a bit and you can select these faces there are two faces and extruded and if you want you can select all these faces and use extrude again two times to give it some thickness like this okay now to create the the glass part what we can do is simply duplicate this entire thing and uh add an edge loop over here okay the loop cut over here now i can select and duplicate this one with the shift d and invert the selection with ctrl i and delete everything else all right now you see we have only the internal part of the edge now to simplify this one there are few unnecessary edges which are not required for the glass part i'll select these vertices and press delete to dissolve vertices now i won't delete because by deleting a vertex i will get rid of edges as well instead i just want to dissolve these and leave the edges behind vertices i'll get rid of these two and i can delete these two as well okay now if i select all of these uh edges now and type grid fill now i think the number of edges needs to be even so for that i can either add one or get rid of one so i'll delete this one dissolve vertex and uh grid fill now you'll see i have this nice looking glass shape which fits exactly like the internal frame and i just close the gaps and uh yeah i think we can select the outer edges or the all the faces and scale it up a bit if you want you can extrude it and give it a thickness but i'll leave it as it is okay now we'll quickly bring a uv sphere over here and alt g and bring it at the center now what we can do is we can select this one and with the soft selection on the proportionate editing on i can move this up and adjust the radius of the brush with the scroll wheel until it looks something like an egg okay so this one looks like an egg now now what i want to do is i want to make a broken egg okay so to do this i'll go to the edit view and start creating broken edge okay now to do that i'll press k on the keyboard cut it from some somewhere over here okay now i'll create a custom cut which looks like a broken egg sorry about that just keep clicking on the edges until you have a closed loop and we can go over here if you want uh maybe something like this yeah press enter now i'll select these faces with circle i press c on the keyboard and start selecting these all right with the middle mouse i deselect these and i think this is complete selection what i can do is i can separate this one separate selection and i can move this out maybe now if you want to make it more interesting you can simply make this one into something like this or i'm just trying to find the perfect angle for this yeah something like this we have something which looks like an egg so to create a piggy bank i'll bring a cube what we can do is we can select this face stretch it out and select all the edges all the faces and smooth this out like this okay now select this one and extrude it out and select these two and extrude along the normals like this now we can select these two and insert it inside and extrude them inside again i'll insert this one and maybe insert this one more time and we'll select these two edges and scale them down vertically okay now we'll select these uh faces and delete them or you can extrude them inside now i can select these four faces and extrude them along normals and if you want you can scale them with uh in the local access and if you want you can create a tail from here with a control click scale it down scale it down control it click scale it down over here i'll create another insert maybe you can extrude it inside and just like that we have a very decent looking piggy bank okay i can shade this shade smooth uh this form could be much better than i mean what i have right now we need another edged loop over here i'll add a loop cut with a control r if you want you can you can scale this in y direction with the smooth selection on make it more rounder and i'll leave it as it is okay one last object and it's going to be a banana okay i'll bring a cube scale this down control click over here with the face selected ctrl click over here and ctrl click another okay and with this face selected i can control click over here control click over here and another extrusion just like this now to make this one uh six sided i'll press ctrl r and move uh scale them up and uh in global and uh scale them up and sorry i'll select this entire loop with and scale it out in y axis and another loop cut over here and scale this up and z axis okay maybe a bit more something like this and now with proportionate editing on you can uh shape this banana a bit more now what i need to do is uh i need to make these edges sharper with the control b and i can also make these ones sharper with ctrl b and just one division and uh shade smooth and now i can adjust the form a bit all right something and what we'll do is we'll select all the faces yeah we'll select all the faces and press shift d and create a duplicate out of this and now i'll go in to shrink and flatten in the wireframe mode and shrink it a bit to make the inside of banana now i'll separate this entire outer object i'll bring my mouse on the outer edge and press l and the entire object is selected and separate this one by selection yeah i'll isolate this one and uh i'll see if i can peel this off maybe now to do that i'll select these edges over here and i'll press yeah i'll press b sorry i'll press v on the keyboard to break these and now i'll enable the connected only and i'll start moving this out i'll press my i place my pointer over here with the 3d cast enable and pivot point i can move this and rotate this one control plus to increase the selection control plus again and just turn it out like this okay now the inside part is a little messed up what i can do is i can get rid of all these faces i can go to the wireframe and get rid of all these faces control plus plus faces and just leave it as it is and with the subdivision enabled it's going to look just fine now i can select this area and uh make another peel from here okay i'll press v to break this out and uh sorry about that connected only we yeah so i just broke few edges and now i can place my pointer over here and uh place my pointer over here over here maybe and start unfolding the banana okay so yeah i mean uh it may be i mean it's not detailed but it does look like a banana peel a little alright guys so i think we are going to stop here for now and i think this is uh already enough for your first day and it's okay if you can't finish this in one day it's going to take some time to get used to all of this but the important thing here is to practice how to bring out different shapes and the core of every software is to get used to the interface and the modeling okay if you can just learn the basic modeling and uh the rest of the rest of the things are going to be pretty easy for you okay now what you can do is uh just to conclude your day like how we assign very basic colors to the first day chapter materials and how we prepared a render out of it for this scene also you can simply give it some very basic material okay now what you can do is first you need to bring a camera okay and just like i mentioned in previous chapter don't get into don't get into any render details or material details this is just so that you can save a render out of it and maybe share it with your friends okay so first uh just uh make sure you have all the objects uh visible and just prepare a nice layout out of it then uh i'll click somewhere and press shift a to bring a camera okay now press ctrl alt and 0 ctrl alt 0 will align my camera to the perspective i was looking into now i need to zoom in and out a bit so i'll press n sorry i'll just enable my screencast so i'll press n to bring this side panel and click on the lock camera to view so now i can move my camera okay all right so this view this view is good enough and i think uh i can save some good render out of it and uh i'll disable this again and press n okay and now make sure you are into cycle renders or here also you can go to the world properties from the color of the background click on click over here at the color of the background and click on environment texture click on open button and just go to the go to your blender folder okay i'll go to my blender folder which is your default hdr is going to be in a blender folder data files studio lights word and over here you can see all the hdr which you see over here in the viewport okay so i'm going to select maybe this studio.exr and use this in the void okay now let's see what is happening in the render okay so as you can see it's creating some interesting shadows over here now what i can do is i can select the apple and create one new material and give it some color okay and that's about it that's all you need to do now select everything and now you can select this apple to make this active apple i mean active object now press ctrl l to transfer the material from this apple to rest of the objects okay i'll press ctrl l and make links my material all right now if you render it you'll see the red color is in all the objects okay now if you want you can uh experiment more with the hdr maybe bring one a nice uh like a hard shadow over here or maybe interior hdr or what you can do is select the background panel which we have over here and uh sorry press ctrl 0 to press 0 to go back to camera view now i'll select this background panel and delete the material and bring a new one okay so that i can create some contrast all right so just play with the right color settings and choose your favorite colors and just give it a nice look and uh you should be able to render a decent with just these settings okay all right so i'm going to choose the sunset.exr and uh and i'm going to change this color to red as well all right and what i can do is i can increase the intensity a bit okay now increase this intensity of the background to two so that you have more contrast in the image all right now when you're ready you can click over here render image and uh from here in the render output you can change the resolution you want okay and render your image and uh this is just for fun and uh you should have something to look into at the end of your hard working day okay so this should render your image and once you're done you can go over here and save your image okay all right guys so i hope you enjoyed your second day of blender and like i said if you are not able to finish everything in one day that is okay take it slowly but the most important thing here is to keep practicing until you understand what is going on okay like uh get used to all the commands we are discussing and uh just get comfortable with the software okay in the next chapter what we are going to do is uh we will discuss modifiers and just like how we created objects today we are going to create few objects and understand what the modifiers are and what their meaning is they are very powerful thing to work with and they are a lot of fun okay so i look forward to seeing you guys in the third chapter and it's going to be really fun and you'll see some very powerful stuff in the third day okay so have a good day and i'll see you guys you