WEBVTT
X-TIMESTAMP-MAP=LOCAL:00:00:00.000,MPEGTS:0

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in this video,

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we'll be adding in a base to our couch.

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To do this,

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I'm going to add in a cube suppress shift.

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Eight go to mesh and then cute.

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And then we'll position this cube underneath the couch so it has some support to go into

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the front view by pressing one.

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And then I'll press G and I'll move this cube underneath and then we'll scale this down,

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suppress S Z,

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scale it down and drag it up till it's right next to the bottom of the catch.

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There we go,

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then go into top view and will position this so press G y will dry,

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get forward right about there,

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then go into edit mode.

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I'm going to go into wire frames who can see it,

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and then I'll box select these top ver.

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Tee's press G Y,

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and we'll move him up.

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Next.

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I'll go select these side overseas and move them all the way across the couch,

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suppress G and then acts.

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Move it all the way over,

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and then we'll add in a loop.

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Cut hit control are out in the loop,

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cut and we'll move it over to the right,

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and then we'll finish out by extruding this down to about there,

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and that looks pretty good.

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Let's go ahead and move everything back just slightly and not too bad.

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Now we're going to be adding in a bevel modifier to this so hit control A and we'll apply

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the scale.

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Then go over to the modifier tab and go bevel.

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Bring this down to a value of Let's go 0.2,

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I think somewhere around there and then we'll turn up the segments to a value of two as

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well.

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Now let's create the feet of our couch to do this.

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I'm just going to be adding in a cube at the bottom of our couch.

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So place your cursor there,

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then press shift.

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They will add in a mesh and then cube scale acute down until it's about this size.

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And I'm also going to make it pretty pretty thin to press S and Z skillet down somewhere

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around there and then just place it right on the corner.

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So something like that looks pretty good.

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Next,

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we'll add in a bevel modifier,

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so go over to your modifiers tab and click bevel,

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and also make sure you apply the scale and the bevel is way too high.

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Still,

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to drag it up to about a 0.0 13 somewhere on there.

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And then we'll turn.

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The segment's up to two next.

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Duplicate this in place in on each of the corners.

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So all press all d and why drag it over this way?

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And then I'll press all the X over here.

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And you,

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why will move it up to this corner than all D and X and will move it to the other side and

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then finally will place it at the back corner.

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So all the why and we'll drag it all the way back to about there.

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Perfect.

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Okay,

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so there we go.

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The modeling is done,

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and in the next video,

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we can start creating the materials.

