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In this video I'm going add some more detail into these boards. I've realized also, that I'm not quite happy with the end board with the corners. I've got a low poly mesh, which I'm going to go back and borrow. What I'm seeing here is that when I bevel these original edges, I didn't get a corner, and it's giving me maybe not the optimal result right here. Even when I try to bevel this because I've already got a beveled edge here, it's not quite looking right. I can either try beveling it, and I may get some odd edges, or I can go back and get a part from the original low poly.
The middle board looks good, and I need to bevel the end one, those are okay. And those softening artifacts will go away. I'll choose Display > Show, and Show Last Hidden. It says to me that the previously hidden objects are unavailable. That because this scene is new, there's nothing else in it that was previously hidden. I'll show all of Polygon Objects, choosing Display > Show > Show Geometry > Polygon Surfaces. I'll hold Shift and make sure I grab High and Low Poly right here.
With those selected, I'll hide my unselected objects. And now I can pick the low poly, duplicate it, and take a piece off. I'll Isolate this choosing Show Isolate > View Selected, and I've got a duplicate of the low poly I'm going to borrow this board from. I'll select those faces, hit Shift+Greater than to grow that selection and delete. Now I've got one object here, which is just this corner board. I'll go back to Show > Isolate Select, and Uncheck View Selected, and then I'm going to take my high poly and delete this board, combining it with a low poly piece I have just extracted.
I'll take my low poly boards and hide them as I would like to preserve them as they are. I'll take my high poly boards and delete some of them. I'll pick some of the faces. Notice I've got a overlapping objects. And I'll grow that selection hitting Shift+Period, or Greater Than, and growing that selection out until it stops. Once I've hit it enough times, it's completely stopped, and I can hit delete. Now I've got this piece here ready for some sculpting. I'll subdivide it once again, and this time I'll bevel those corners.
I'll Insert my edge loops, show what it looks like and then come back and do my bevel operation. I've added in edge loops on my board much like I had before, but now I've got a cleaner flow. However, as part of that splitting process, I've got a bit of a mismatch right here, where I had split, I missed, and I didn't snap the vertices together. We've got some options in here to be able to get these in. I can use the Merge Vertex tool, Merge Vertices, or Merge to Center. Here's what I'm going to do. I'm going to select both of these vertices, and I'll hold Shift and right-click and merge them. Now here's the neat part under Merge Vertices.
If we look in the Merge Vertex tool, there is a checkbox, Always merge for two, which means no matter how far apart, even if they are farther apart than the Threshold Distance, these will merge together. I'll merge them, and now they're one. I'll uses this is a lot to take vertices that are separated and stick them together where I want them. They always merge to the center, and I count on that it gets me out of a jam, and it gets my edge loops back in shape. Now I'm going to bevel this, and get my object back to where I want it.
I'm going to soften up some edges because I think the hard edges here were causing issues. I'll press F8 hold Shift and right-click and soften the object, that's not a big deal as it's a separate peace. Now I'll try some beveling, double-clicking on edges, and I need to work my way along here. I'll hold Shift, double-click, and add to that selection making sure I go all the way around this object this time. What I've seen before that I had some of the tops beveled, but not the corners, and it was getting a interesting collection of faces at the corner, we'll call it.
Things were crossing over themselves and getting very messy and so I decided to go back and clean this up. It's okay to do this to realize, wait a sec, this went down the wrong path, and I need to get something different. I'll do that a lot and having that low poly there with a good edge flow to begin with really helps. Now I've got all the edges selected, and I think I'm ready to bevel. I'll try this holding Shift and right-clicking and choosing Bevel Edge. On Bevel Edge I'll Uncheck OffSet as a fraction, and I'll look really briefly.
It seems to be okay, with one exception. Right here again I have vertices that are not merged. I'll undo that bevel, go back to vertex and see if I need to merge those together. I'll select them, actually I'll select the whole object. Remember if vertices are already merged, they are not going to remerge. I'll hold Shift and right-click choose Merge Vertices and merge. If you're not sure if it's getting done you can always go into that Merge Vertices tool and up that Threshold. Right now its very, very small.
I could put it .1 and try a merge. It's not going to take the end and glom it onto the side, but a decrease in that merge distance may help. Now I'll try that bevel again. I'll go back to edge and select those edges. Just as a quick experiment, I'll try beveling this side and see what it looks like, it's better. We can see that OffSet as a Fraction is not helping, but when those are merged I'm getting the right flow. I'll undo that bevel and reselect my sides.
I've got all the corners reselected, and now I'll bevel them. When I bevel and uncheck OffSet as a Fraction I'm getting a good flow all the way around. I'll put my Offset at a quarter inch, just like the other boards, and Segments at 3, and now my corners are rounded as I intended. I'm ready to do some more sculpting on this board. What I'm seeing here also is a mix in the workflow. These middle boards are thoroughly subdivided while the end is simply beveled. I could go in and add in some more subdivisions manually, or I can try smoothing it.
I'll see what this looks like, picking this board, and trying to a smooth. In the Smoothing Dialogue I'll reduce the Divisions down to 1, and I'll try smoothing, and it looks, well, smoother. What I'm seeing here is some awkwardness, where these lines are going back and forth and really I don't care at the moment. What I'm after is that this is thoroughly subdivided and ready to Sculpt. Once this is done, I can recombine this object, picking it, picking the name copying, selecting, and choosing Mesh > Combine.
I'll Delete the History because I'm okay with the bevels. And then rename this object by pasting that name in, it still got the same UVs, and that's the neat part. Here in the Texture Editor it simply propagated the existing UVs as part of the smoothing. I'll pick it and soften out those edges holding Shift and right-click and softening, and this should get rid of any artifacts here in the corners. I'm going to come in later and sculpt these so I'm not overly concerned about it. I need to do still little more beveling on this object, but my high poly is coming along nicely.
What I'm after here is not only beveled edges but additional geometry for sculpting. Its okay to really subdivide these and bevel them making them look nice and smooth and pushing and pulling around, which I'll do in the next video. I'll finish the beveling on this board and show what it looks like, then I'll get into pushing, and pulling, soft Sculpting, and maybe even more subdivision. Really getting these boards looking, well, old and warped as they should be.
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