WEBVTT
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Hello everyone and welcome to a new section.

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In this section we're going to learn how to model

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the 3D bed that we imported into our scene.

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This is actually pretty easy to model.

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We're just going to extrude a couple of cubes out,

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bevel some of the edges and then add in a mattress.

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From there we're going to learn how to add in

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a cloth simulation for

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a blanket and learn how to create pillows.

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And finally, we'll finish it out by learning how to

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create a really easy fabric material.

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So let's go ahead and get started.

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I'm going to press N and we're going to

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set the dimensions of r cubed.

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For this cube, I wanted to be a little bit smaller,

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so I'm going to press S and Z and make it pretty skinny.

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This is going to be the frame of the bed,

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somewhere around there is probably good.

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Then we're going to extrude it along the x and the y.

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So for the x, I'm actually going to bring it down.

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Let's go with a value of 1.72 and enter.

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As for the y, we're going to go into side view by hitting

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three on our keyboard and we're

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going to extrude it out manually.

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So go into edit mode and

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then press Z and go into wireframes.

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We can see what we're doing.

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Let's go ahead and box the light to the left side.

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And what we're gonna do here is use the spin tool

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create to create this effect

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where it comes down like this.

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So to do this, It's based on where the cursor is.

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To line up the cursor.

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You can move your cursor right about here and hold Shift,

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and then right-click to place

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the 3D cursor right at that position.

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You want to line it up with this side.

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From here we can select the Spin tool in our toolbar.

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And then all you have to do is click

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right there to create a spin.

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Before you do anything else,

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make sure you open up this panel

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and currently it's in the wrong direction,

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it's going along the z-axis.

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That's not what we want.

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So set that down to 0.

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And then we're going to bring the xs

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up a little bit right about there.

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And then from this point you can

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actually adjust where this is.

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So what we can do is select

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this and then move it into place.

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I'm going to hold control and go 90 degrees.

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Just like that.

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You can see here the angle is set to 90.

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The stamps is how good it will look.

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Let's bring this up just a little bit.

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So we have more geometry.

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Let's go with a value of about 18.

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So it's nice and smooth on this corner.

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Then at this point we can press E to

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extrude and just extrude it down just a little bit.

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Let's go on the other side and do the same thing.

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I'm going to select this end and then I'll move

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it along the y so it's a little bit

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longer, right about there.

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And then I'll press E to extrude,

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extruded outwards, place it

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there and then this part is going to be a leg.

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So I'm going to select the bottom half,

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e to extrude and an extrude it downwards.

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Let's make sure that these two

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are in the exact same position.

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So let's box select them.

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Press S, Z, and 0,

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so they're completely in line with each other.

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There we go.

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It looks like this one is a little bit longer,

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so let's grab that end and just move it back

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just slightly so they're about the same width across.

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Then at this point we can select

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this end and then we can do

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the same thing with the spin tool.

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We need to hold Shift,

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right-click right there to place our cursor.

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And then we can just click that plus

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sign to create a new spin.

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Underneath the x axis,

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we're going to go up to a value of a Cisco one for now.

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And then the z, we'll bring that down to 0.

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So now what we can do is grab this and bring it upwards,

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will hold control and place it at 90 degrees.

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And there we go. That looks really nice.

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Then I'll press E to extrude

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one more time and drag it upwards.

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Let's go out of edit mode and

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take a look at the dimensions.

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If we go out this way,

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you can see the dimensions are a bit strange.

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So what we're gonna do is press S and then x and

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skill it out this way until it's

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about the size that we want,

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right about there looks pretty good, something like that.

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Then we're going to scale the whole thing down to

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go back to the dimensions that we have.

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So we will go back into side view and

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scale it down until the axe is a value of about 1.7.

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And now you can see the dimensions are back to 1.7

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and that is the size that I want for the x location.

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So now that we've done that, we're ready to

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add in a Bevel modifier to this,

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Let's go over to the Modifier tab,

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click Add Modifier and select bevel,

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press Control a and apply the scale so everything scales

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correctly and then bring down

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the amount and you can hold Shift to go precise.

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We'll go right about there

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and then we'll bring up the segments.

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You can also right-click and shade it smooth.

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And there we go. That looks pretty good.

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Let's now add an a mattress.

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I'm going to press Shift a and an,

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a new cube will go into top view

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by hitting seven and then place this right in the middle.

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We'll drag it this way.

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Scale it down a little bit.

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Go into front view by hitting one and scale this

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along the z as well until it's the size that we want.

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Here you can decide if you want

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a really thick mattress or a skinny one.

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We need to also scale it along the y.

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And as you can see now,

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since we are messing around with the scale,

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the size of this bed is a little bit strange,

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so let's go ahead and fix that.

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And we're gonna go into side view,

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select the bed, and then I'll just move this part out.

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So I'll press G and Y and drag

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it out this way so it's a bit longer.

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Then we can select our cube

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and then place it back in our scene.

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Scale it down a little bit more.

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Once you're happy with the size, you can select it,

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click Add Modifier and add in a Bevel modifier.

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Once again, let's press Control a and

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apply the scale and then bring down the amount.

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And since this is a mattress,

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I do want a little bit more rounded edges than usual,

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will bring up the segments to around five.

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Maybe even give it the bevel a little bit more,

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something like that, then you can

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right-click and shade it smooth.

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You don't really need to worry

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about this mattress too much

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because it's going to be covered by a blink at anyways,

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we're probably around there is good.
