You are on page 1of 41

[Music]

all right guys

so in previous chapter we we talked

about how to edit uh

polygon objects and create your own

meshes on objects

and like we modeled a couple of couple

of things

and now we are going to talk about

modifiers

which are available in modify properties

over here

now as the name suggests the modifiers

can modify your objects

okay and there are several kind of

effects available and

you can try these out like all of them

and

see what their effects are but to get

started with this i'm going to

test out few of these modifiers so that

you understand

what is the difference between uh

editing a polygon object

and creating an object with modifiers

okay

now the main reason is

after you're done editing an object with

edit poly

let's say if i create this thing


and uh i make a

couple of duplicate okay

or let's say if i create a screw

effect over here all right now once i'm

done editing

uh i cannot change this that is one

thing

and also i i can't animate this okay

this is not a not a procedural effect

this editing is done

in the mesh and i can't come back and

change it or animate this value but what

modifiers do

they add a working modifier over here

like you can stack them one by one and

combine them to create

some very interesting effects and those

modifiers always stay here until you

collapse them and merge them with the

object

okay and the benefit of using modifier

is

it gives you a procedural control you

can tweak

like each stage of construction

back and forth and uh you will not lose

your

geometry at any time and also you can

key all those values and create some


nice animated effects

now let's just uh test out few of them

first thing i'm going to create is one

simple cube okay move this up and go to

edit

mode and uh just make a shape like this

i'll create one insert and extrude this

out

and scale it down all right now

let's go to modify properties this uh

icon over here and uh i'll apply one

array modifier all right so as you can

see i have another copy of this

now you might be wondering what is going

on so you uh

this array modifier it creates duplicate

of your object

in an like a array effect all right as

the name suggests

you have and the copies of your same

object all right

and there is much more to this you can

change the

the offset in any any dimension

all right and let's say if i make it

something like this

now as we talked about the procedural

nature of this if i go to edit mode and

change this shape you can see the change

is happening in all of these


because these shapes are driven from

this one modifier is used on this one

so at any moment if i if i want to come

back to this and

let's say if i want to make some changes

over here so i can easily access all

these parameters and

like tweak these however i want all

right so i'll

press backspace on these parameters just

to reset them

so another shortcut to remember

backspace if you want to reset any value

now i'm going to add another array

modifier on this and instead of

x offset i'll apply 1 in y

all right and i can maybe

decrease this value now you can see this

looks like

uh maybe a chocolate bar or something

all right so i just created this simple

object and uh

you can see i have this whole geometry

now all right now

you can modify it further with the let's

say

the second modifier bevel and you can

see

all the corners are smooth now i can


change

these and also in array modifier you can

use

merge to munch the

duplicates now i can no longer see the

seams over here

so i'm going to change the width of

this bevel a bit more and

maybe you can increase the number of

segments like this

all right now let's keep this one aside

over here

and see some more parameters about this

modifier each of these modifiers have a

two very important things one are the

object coordinate controller uh most of

these modifiers have like you can assign

a controller which which is used for

transforming the modifier

and one is with the vertex weight okay

and

we are going to discuss the vertex

weight first after this modifier

before proceeding to others now let's

say

i have multiple copies of this all right

now what i can do is

uh i can bring one empty object over

here

and this is like uh right now the object


origin

is over here all right so whatever i do

like it's happening uh from this point

now what i can do is i can assign

object offset to this point and now if i

change like now if i move this one

you can see uh the array modifier is

working according to the position and

transformation

of this empty object which is like a

helper all right

not just the position i can also rotate

this one

and you can see how the interesting

forms are being created over here

i'll reset the r and uh

all right and you can see uh

there are so many possibilities just

with this one also you can apply

uh like a start and end cap like

you can use some custom objects for the

start and end one

all right all these modifiers they might

look very simple at start

but uh if you have a look around and uh

any object or any repetitive pattern you

have you can

uh maybe like most probably you can come

up with a solution
uh and you can break it down with a

modifier

for instance imagine if you have

something like uh

okay i'm just going to create one plane

and uh

i'll create one insert

and extrude this all right extrude this

one and create

something like this now i can extrude

this

out in y direction

and create something like this

now i have something which looks like a

wall

and a window okay now what i can do is

i can use array modifier

to create one entire building out of

this

now imagine if i add one more array

modifier

and instead of just like before

i use vertical duplicates

and also if i go to the top view

and bring one empty object over here

so let's see if i can modify this

further what i'll do is

i'll create one now i'll

go to the top view and i'll create one

empty object over here


plain access now

in the first array modifier i'll select

this one

as a driver i mean uh for transformation

all right

now i rotate this in 90 degree

yeah something like this now you can see

uh

if i rotate this in uh z direction

i can use this i can create

something very interesting like uh a

different kind of a building like

instead of a just a flat one

it's a very simple object but combined

with modifiers

you can create so much from just a

simple modifier

okay so i'm just going to delete this

one

and uh now the next modifier we are

going to discuss

is a boolean modifier okay now to clear

out the concept of boolean

i'm quickly going to create one uh uv

sphere over here and a box

okay and uh

now i'll apply boolean on this box and

from the object i'll pick this one as

you can see


uh okay i'll just hide this one and you

can see the

object which we used for boolean have

created this nice cut out

in this geometry okay if i bring this

back and change the visibility of it

and an object property i'll make this

bounce

you can see i have this very nice

boolean effect going on over here

and and it's updating

interactively when i move this object

rotate it or scale it

okay and now i can go to edit mode and

if i make a duplicate of this you can

see there are

two cutouts now i can maybe combine

multiple shapes and

create something which is like a very

interesting looking or

boolean actually is mostly used for hard

surface modeling

to create something like machines and

all all right

there are a few other parameters you can

use a difference or intersect

you can see right now it's only picking

up the intersection to

make a good use of boolean i'm going to

bring our cube


move this in z direction and make it

flat like this

okay now i'll move this in x direction

and make it something like this

and set the origin to geometry and reset

the position

all right i'll rotate this in 90 degree

in top view

i'll bring one more cube over here and

scale this down

and rotate this in this direction go to

the edit mode

move this in a normal direction

like this okay now i can use array

modifier on this one

before that right now it's taking the

local coordinates

what i can do is i can apply all

transform

and instead of x

offset i'll use the y offset and

increase these number of copies i'll

change the gap to maybe 0.7

yeah and i'll place these over here all

right

what i can do is i can apply a boolean

modifier on this one

and change the visibility of this to

bounce
and you can see i have these nice

cutouts okay now

i'm trying to create a gameboy model

over here uh

with just the boolean so i go back to

global

and select all the faces and

i just want to decrease the cutouts size

all right now if you see now when i'm

increasing the number of copies

this is like interactively this is a

procedural

effect okay now all the modifiers over

here are going to work on this boolean

and this boolean will work with uh like

you can work with all other modifiers

over here

okay most of it now

one more interesting thing we can do is

we can apply mirror modifier on this

and you can see the cutouts are

happening on both sides though

okay now for this to align

like uh for this to pick up the center i

can

choose this object and instead of x

i'll try y now i have cutouts on both

sides

now if i increase the numbers you can

see
now you can clearly understand but the

benefit of working with modifier is now

let's go to top view and bring

a cube over here and place it

here

right here and i can maybe

make it not so tall and i can create

duplicate of this in edit mode now i'm

creating the

duplicate of this in edit mode so that i

don't have to apply too many

boolean modifiers and i can work with

only one and these two are one objects

for now okay i'll place it over here

and i can make a duplicate of this again

and make another button over here

select linked faces with l

shift d r 90

alright

over here now i can use one more boolean

modifier

and pick this one and change the

visibility of this

into box and you can see i have more

cutouts for screen and other

buttons now the fun part about this is

now if i go back to edit mode let's say

if i want some radius over here

i'll select all these


these edges and now if i create a bevel

and come back to my object mode you can

see the cutouts also have a bevel

all right and this is very interesting

now i can

maybe bring one uh

cylinder over here four buttons

now i can apply one array modifier on

this one

apply one more array modifier and

change this to zero and this to one and

change the

copy this offset okay

and i can give it some bevel

like this okay i'll go to top view

and press r 45 degree okay

now i can use these uh buttons to create

a hole

over here as well i'll select from the

boolean

and change the visibility option to

bounce okay

and what is happening over here is uh

some problem with the bevel i guess

okay so i'll switch off bevel for now

i think uh there are some topology

issues all right

and uh i'll create a duplicate of this

and change the visibility option back to

bounce
back to solid and i can

apply these modifiers now because uh

because i don't need them anymore

now when applying modifiers you should

always apply them from top to bottom

like this one the top most first and

then after that bottom one

okay otherwise the effect will be uh if

it will not work as you have planned

now i can select all these and in uh

shrink where is the shrink here i'll

use the shelling tool like this and i

can select all these top loops

create a nice bevel all right and move

these down

now over here what i'll do is i'll

create a cube

and scale it down like this this one is

for

the control handle i'll add

two loop cuts and maybe

bring extrude region

and create a plus sign like this and

i can apply one more boolean modifier

over here and

choose this shape

and use this as bounce okay

now let's go to top view scale these

down as well
now you can see if i had modeled all

this and if i wanted to

scale the scale down the buttons and all

it would be

very difficult i'm i think i'll have to

undo everything

now i can select all these edges

yeah and create a bevel over here

all right i'll create a duplicate of

this and change back the

view to solid select all these and uh

i can shrink them down a bit

and i can also give it some bevel over

here

all right shade smooth

now for the buttons i can select all

this geometry which we had

created earlier for the buttons and all

and make a duplicate of this

all right and change the settings to

solid

and i can use shrink on these

i think i'll do it one by one i can use

a shrink

for this one and create a nice bevel

over here

yeah i can shrink this as well

and create bevel

all right and

and this one i can uh maybe


delete this face and delete this face as

well

select all the faces sorry select all

the faces

these ones and uh do an extrude region

like this

now i can go back to my original

geometry

now if i disable all the modifiers

over here you can see

it's still just a box okay now

i can select this edge

and give it some bevel and i can select

these edges

and give them a comparatively small

bevel

and if you want you can give one bevel

over here as well

maybe just four segments and if i

disable the overlay

i think i have pretty decent looking

game boy model

and it's not bad so for this one we used

mostly boolean modifier to create all

these cutouts

and we used array for these we used

bevel for

smoothing out the edges and we used

mirror modifier to
mirror the duplicates from here to here

and uh yeah i think uh these

are this is pretty good now you

understand

the magic of using the modifiers

together and uh this is

uh now modifiers are not just for

modeling

you can create any abstract shape out of

them

and uh these are like very good for

motion graphics as well

all right so i'm just going to disable

this collection we have for this

i mean all the objects are whatever we

have created so far

are over here so

i'll disable this one and maybe create a

new collection

and this one is for screw modifier

all right this one was for uh bool

now for screw modifier as the name

suggests i think you might have guessed

it already

okay let me show you the effect with a

very simple one

let me create a plane over here and uh i

rotate this one in 90 degrees

like this all right let's bring one

screw modifier
from here all right and i can change

this to

any other axis okay now what is

happening is

screw modifier is taking my geometry and

creating a spin out of this

and you you will be able to see better

effect if i use

the screw parameter from here

and you can adjust these number of steps

and number of angle you want in this one

okay what is happening is uh right now

the origin of object is right in the

middle so

it's taking rotation from here only so

instead of that

if i select this object and go to the

active tool properties and select the

origin

and change the origin to somewhere over

here

then the screw modifier is taking

rotation from this point and now you can

see the

effect much better all right so what i

do is uh

i'll simply increase the height of this

screw

and then the angle over here and change


the number of steps to 500 maybe

okay maybe i want 5 000

all right now the threads of a screw are

usually very sharp so i can select these

edges

and scale them down like this

and maybe it's not so deep i can uh

move this out and scale these down as

well

like this so you can see the effect is

happening everywhere

i'm on this screw modifier now

i'll bring one cylinder over here before

that i'll press shift s

to bring my cursor to cursor to select

it

now my cursor is in the middle of this

object now if i create one

cylinder it's going to be right in the

middle i'll disable the pivot

the origin modification from here

and now i can create one extrude in z

direction

another extrude in z direction

something like this actually uh and then

i can create

one more one more cylinder and change

the sides to

only eight sides and i can move this

over here
and make it something like this

for this one i can use bevel

like this okay and the screw modifier is

not just for

this purpose you can actually if you are

aware of uh

any woodworkings like there is a process

called lathe

uh in woodworkings let's say if i bring

a plane

over here okay and i rotate this in 90

degrees

and what i can delete

all these points and create my own shape

let's say if i want yeah let's say if i

want to create something like a bulb

okay so i'll click over here click over

here

and click over here okay and now if i

apply

subdivision now my edges are pretty

smooth

okay these are polygon edges these are

not curved objects

okay now what i'll do is i'll

apply one screw modifier on this one and

change the direction to y now you can

see it's taking the entire shape and

rotating this in 360 degree


now if i change the origin of this

object let's go to the

active tool properties and

change this to center of the screw

modifier now you can see

as i was planning to make one bulb

object

you can see i have a bulb okay when i

change the shape of all these points

this screw modifier is updating

everything

in 360. now i can change the shape

however i want

and like you can create uh

so many surfaces from this like can of

soda

you can create a lamp out of this any uh

like

chess pieces out of this there are many

possibilities okay this shape is

just for uh clearing out the concept of

screw modifier

i'm sure you can come up with a better

shape i'll have to disable uh

origin from this here

now let's place it over here and uh

for this one i can uh just just for fun

purpose

i can isolate this one object set origin

to geometry shift s shift s


cursor to selected sorry and bring one

uh

cylinder over here change the size to 32

and use boolean on this

okay change the visibility to

bounce and exit the isolation mode

now you can also duplicate this

and change the screw sorry the angle to

something like this okay now

for this shape i'm going to select all

rotate these inward so that there is a

negative and positive

okay now i disable this collection as

well

now let's uh talk about few of the other

ones okay

the next one we are going to talk about

is the simple deform modifier

all right so let me create one very

tall pillar something like this and add

a lot of loop cuts to this so that there

is enough mesh

to deform this okay now the origin is in

the center keep that in mind

now let's say if i apply simple deform

from here

now right now it's using twist mode

there are three other ones

bend taper and stretch now if i change


this to

y direction sorry z direction now you

can see the effect clearly

as i increase the deform value it's

creating a nice twist

over here okay now if i go to

uh active tool properties and change the

origin of it

this twist modifier was taking origin of

the actual geometry

now look at the way it behaves when i

change the origin

okay now right now it's taking this

point

to deform the object and i can even

rotate this

and create something like which is very

be very abstract

but every time it's not very convenient

to actually change the origin of your

object

there might be some other things linked

to this object and it could

break the hierarchy now what you can do

is you can

assign a different object as an origin

let's say if i click over here

and bring one empty simple object okay

this is an empty object now if i select

this and x is origin if uh if i click


over here

now you can see it's using this one

for the center of rotation

all right now i'll create a duplicate of

this

and i'll disable this one all right

i can just leave it for now

now let's apply one more modifier which

is uh

the same simple deform and uh for this

one i'll use the bend

object okay and you can see i can if i

use a

360 value i can create

like entire 360 bend okay

and just like before you can define any

other axis if you want

like let's say if i use this one let me

just

decrease the bend and if i rotate this

object now this bend modifier is uh

using this empty for rotation

okay but i'm going to reset this one

i'll use the

yeah before i reset this there are a few

parameters over here called limits now

right now the effect is taking place on

the entire geometry

you can limit this modifier let's say if


i want the bottom to

not get affected so much i mean the top

part

now you can see the top part is very

straight okay

and i can use this for other side as

well like i think uh

this will be much better example over

here now if i

change the top and bottom limit you can

see how this is working

i can limit this modifiers range from

here

yeah one all right and

i'll use 360 over here

okay so these were just two effects and

there is

one more and which is to taper the

object and one is for

stretching the object you can explore

these options if you want

and i will then create actually to

explore all the modifiers available and

and like if you want a quick help about

modifier

you can simply go to the modifier and

press f1 on the keyboard

and this will open blender manual and

the list of the modifier

actually this is for any tool you can


hover over any tool and press f1

it will bring up the this manual okay

now you can check out what these

modifiers do

you can click on them and just have a

look at this

it's very useful and very detailed

manual okay

so i'll delete this one and i'll delete

this one as well and i'll bring this to

center

okay now i can increase the number of

twist if i want and i can also animate

this value

i can create 700 twist maybe something

like this

so i'll save this one in one more

collection called uh

simple deform all right and

drag this into this collection let's uh

talk about one more modifier called uh

wireframe now as the name suggests

it creates a wireframe from this object

okay and now you can see

the entire object is actually the entire

object's mesh is converted

into a wireframe all right now i can go

to the

some other madcap view maybe


or i can just increase the thickness of

this

now you can see the this is a very

interesting effect and

it's a still procedural effect now if i

change the twist of

this modifier it's uh working with the

wireframe as well

all right now you might have noticed uh

most of these modifiers have this vertex

group option over here

okay now let's talk about what the

vertex group is

so that we can do some more detailed

work with modifier

okay now i'll bring up a plane over here

and

i'll bring up a special context menu

with a w

and subdivide this many a few times

all right now just like uh in object

mode

let's say if i have a cube and if i have

a ico

sphere okay now i can create a selection

okay and uh maybe combine them separate

them

and make a group out of them all right

but uh

let's say if you want to create some


effect on this plane but

you don't want the entire plane to be

affected from this and you want

uh to define like a where it should

uh which vertices or which faces should

be affected from

the effect now for that you can do is

let's say if i press c on keyboard

create

this selection okay and now if i go to

object data

properties over here you can see there

is a thing called

vertex groups now if i click on vertex

groups over here

and create uh maybe give it a name

s group okay whatever vertices are in

this selection

which are forming s and now if i click

on

assign now what is happening is these

vertices have the weight of one and rest

everything is

weight zero now to have a look at this

we are going to weight paint

and you can see the one with the vertex

weight

of one have a red value and

the blue ones are unaffected now let's


say if i go back to

object mode and uh if i bring a

wireframe over here

now if i select s group from this vertex

group

now you can see all these vertexes

vertices around

have value of zero and these vertices

which are in the vertex group s group

have the value of one okay now to have a

better look

look at this i can increase the factor

and you can see the rest of the mesh is

still there

but the value is uh working

in relation with the vertex groups

parameters okay

and this is a very fun uh way of working

uh when

like you can create very detailed

objects with vertex groups all right

this one was very simple example if you

go to the modifier list over here

on the left all these are like most of

these

ones are related to vertex weight like a

vertex

weight edit vertex weight mix vertex

weight proximity

okay now what these can do is uh


instead of only having one static

selection of a vertex group

these can dynamically change the vertex

weight okay

now to clear this concept i'll create a

duplicate of this

and uh i'll create one more vertex group

over here

and call this

proxim i'll press tab on this

and select all these vertices and assign

into proxy

assign and uh i'll delete this one

okay now if i go to vertex

paint uh the weight paint my entire

object is red

red because uh the all the vertices are

in this selection okay i'll select

proxim from here

and uh let's go to the object mode

now right now all these vertices are

being

affected because uh this vertex group

have all these vertices

in the selection now what i can do is i

can bring

vertex weight proximity from here and

move this up over here before this

modifier
now i'll change the vertex group to

proxim

and over here i'm going to bring one uh

tallest object now as the name suggests

what this uh modifier does is it it

works in approximation with other object

like let's say if i pick the target

object and define this torus

all right and change the distance to

geometry

now you can see okay to increase

the visibility more i'll

i change these parameters a bit

now what's happening is now when this

object moves close to this object

the paint weight paint of these vertices

is becoming more stronger and it's

working in approximation with this

object

now let's say if i want to

hide this visibility

if i select this one and go to the

weight

paint now you can see all these vertices

near this

uh taurus object are red and if i go

back to

object mode again and move this up over

here

i go to the weight paint now you'll see


it's no longer active okay so this is

very dynamic uh

parameter you can use this in many way

okay

i'll change the factor to something like

this

now let's say if i bring one um i'll

bring a simple deform modifier over here

and from the vertex group i'll select

proxim

and now what is happening is

the twist parameter is only working on

these vertices which are in proximation

to

the taurus object okay

now if i increase this value let's say

if i want more twist over here

now you can see when i select the taurus

and move it around

it creates a very interesting effect

twist is only working on these

objects over here

like this so imagine the number of

possibilities you can

uh have with this there are a few more

modifiers over here to edit the vertex

weight and

we will talk about the vertex weight uh

edit in a moment
now i create a duplicate of this and uh

remove

all these uh vertex weights i'll go back

to

something subtle in the mat cap and

let's talk about displaced modifier over

here

okay i'll isolate this object now what

the what this modifier does is it

displaces the mesh

for the given strength over here now

this might look simple at first

but it's not actually just moving the

object it's moving each of these

vertices

in given direction and this direction

can be controlled with a texture

parameter over here

now if i click on new and now this

texture i can edit from the texture

property if i click on this icon

and from here if i select displaced

texture

and uh from here if i bring some texture

like uh

muskrate and

sorry i'll change this to maybe voronoi

and i'll select all these and subdivide

it further

now you can see the meshes are using


this texture

to displace it and i can control

animate this and create some very nice

procedural effect i can use this to

create maybe mountains

i can use this to create uh some very

organic looking surfaces

and this is like a one of the very

powerful modifiers

all right now if i change the modifier

from here

you can see i already have a some stone

looking thing over here

and if i apply a subdivision surface now

the fun part about this is

this is animatable like you can animate

this or

you can change this at any moment like

this

just like other modifiers if i click

over here and bring one

simple empty object and if i go to

modifier

in the texture coordinates i can assign

this to an external object

from here now if i scale this object it

scales the texture

if i rotate this it rotates the texture

if i move this it moves the texture


now let's have more fun with this

i want a marble texture over here okay

now you can see this is such a nice

organic effect

and you can also use uh vertex weights

with this

all right just like i said the vertex

group you can assign over here

if you want to work on only these

vertices you can make a selection

just like how we did with these objects

over here

all right now let's say if i bring one

taurus and uh

if i select all these vertices and

create one uh

group from this and assign the vertex

weight

okay now i'll create uh one more

modifier over here

vertex with proximity just like before

and move this

on the top level i'll select this

control object just like before

i'll select the vertex group and change

this to geometry

now right now it's uh not working over

here

that is because yeah from here this

place i need to select


group 1 and now if i move this

i'll increase the strength of this

object okay now you can see it's working

with the

this object

yeah so i can tweak these parameters

over here

and create something more interesting

now

if i move this torus over here let me

just uh

bring back bounce

so this effect is totally procedural and

you can animate this

all right and if i scale this down let's

say

and if i make a duplicate of this you

can see i have

now it's adapting to the shape

and whatever modifiers i use on these

taurus objects let's say if i use the

simple deform

and give the angle it's a working on

it's

updating the displaced modifier as well

all right

now uh the same thing but

a bit different effect i'll bring a cube

and
i'll try and combine the boolean

modifier with the displaced modifier

now over like

let's say if i scale this in sorry in

y direction like this

now i can subdivide this mesh up a few

times

and uh what i can do is i can

uh bring few

uv uv sphere over here

and uh use the boolean modifier for this

i'll just go over here apply a boolean

modifier and boolean this one

all right and change the display setting

to this

bounce now if i

scale this up in

something like this now i can make a

multiple copy of these

all right and you can see my boolean is

updating

now let's add few of these uh booleans

and if i disable this you can see this

looks something like a

cheese okay like what you see in typical

animated cartoon version of the cheese

all right

and what i can do now is i can bring one

more

simple sphere and i can apply


a displaced modifier on this

we bring up a mass grave texture and

maybe subdivide the geometry a bit more

right

and then you can boolean this again from

this

if i apply one more boolean and

boolean this geometry and change the

visibility to bound box

now you can see i have very interesting

cut out from the cheese over here

yeah now i can go over here and apply

subdivision surface

and shade this smooth

and i can select

this boolean object and shade this

smooth as well

and you see we have a very nice looking

piece of a cheese so i think you

understand

the concept of stacking modifier

together and working

all right guys so i'm going to stop here

today at this moment because i think we

have

covered a quite of basic quite a number

of basic of modifiers and

this could be a lot to process with if

you are working for the first time with


the modifiers

so i hope this gives you an idea of what

modifiers are

and what their use is and how they work

together if you stack them

and the number of possibilities are

endless this is a these are just some

very basic few examples

now i'd encourage you guys to

just go and check out uh this list over

here

and out of all these what you can do is

you can play around with

this list over here under the generate

category okay

this category also have some interesting

modifiers which you can uh

play around with like a cast hook and

displays

wave modifier and uh but uh

i would say don't get into any of these

modifiers under the under the simulate

category okay

you can leave out this category simulate

category for now because

this this is a very detailed topic to

talk about like each one of these

modifiers are

very deep subjects okay i'd suggest you

just play around with these modifiers


and see the number of possibilities and

come up with different shapes different

abstracts you can

just do a some quick search about

different kind of forms and try to

achieve them

with the help of modifiers and also if

you have any questions you can just

write it down in the comments below so

in the next chapter we are going to talk

about materials

so i'll take this scene and we'll

share each of these objects and talk

about materials and

textures and also the uv okay we'll also

paint a bit of a texture on this game

boy model

so it's going to be a lot of fun and i

hope to see you guys in the next chapter

and

like all like always do share your work

for the modifiers day

and you can tag me on the instagram with

instagram

and i'd love to see you guys what you

guys come

come up with okay so thank you and see

you in the next chapter

[Music]
[Music]

you

You might also like