So today we are going to have a look at a bunch of options really, um, that you can use in the modeling
section, which are some simple options which I think you need to know about.
There are so many options and so many menus to look at that it'd be it would take so long to go over
each one, but I've picked out the ones that I think are most useful.
Firstly, is merging geometry.
Now, um, when you do certain operations like extruding and things like that, um, vertices might
accidentally overlap.
For example, if you extrude something by zero, it might not look any different visually.
However, it's generated that new for vertices in exact position as the original ones, which then means
you have overlapping overlapping vertices, which if I quickly show you what they kind of look like
if I was to create some.
Let's go into layout.
Um, add in a cube.
Bring it over here.
Take this.
And let's say I, um, extrude by zero accidentally.
You know, I decide I want to extrude it, but then change my mind.
I don't want to.
Then I take one of these and grab it and, um.
Oh, I'm using a portal.
Anything.
That's why.
There we go.
This happens when I grab them.
Okay.
It's very difficult to work with and can make it very difficult to continue what you're doing.
Really?
So how to solve this is to merge them together as one.
So whenever two vertices are within like 0.0001m of each other, this will merge them into one.
So to use this press A to select everything.
The shortcut here is M for merge and click merge by distance.
See here.
It's the merge distance.
Here is VAT.
And down here it's displayed as a mood for vertices just here.
Okay.
Um so that's the amount of vertices that is removed.
And now if we try again we can grab it.
Not quite nicely there.
You can change the number but just make it.
Don't make it too large.
Otherwise it will start deleting vertices that you'd actually mean to delete.
Okay, but a really useful feature and actually recommend doing this.
Once you've finished modeling whatever you've made and you'll be surprised how many vertices actually
deletes.
Okay, so one of the things that you should be doing once you've finished modeling something, another
one of the things that you might want to do is separate your one big object into multiple objects.
If you model a car, for example, you probably want to separate the wheels from the main body.
So to do this, select what what geometry you want to remove.
Let's say I want to remove let's let's use the bridge for example.
Be a bit better.
For example let's say I want to remove the side bits here I select all of these I will go into this
viewing mode.
I'm going to use x ray and select.
Um.
Orbs here and then just these ones as well.
To select them as quick as possible.
Cool.
Obviously get rid of those two as well.
Cool.
Um, from there, I want to use P to bring up the separate options and separate selection.
Now, if I go outside of edit mode, this is one object itself, and this is one object itself.
Um, this can be useful if I wanted to apply modifiers, which we'll learn about later on, to one section
and one other section.
If I wanted to import this over to Redbook Studio, which again we will look at later on, but I wanted
to script one part of it, but not the other part.
We wheels, for example.
You're going to want to script the wheels so they turn around, but not the body.
So they need to be separate, which is why you'd want to separate your objects before you import over.
Um, now always always, always.
Menus and options we're looking at, by the way, can all be found up here in these various sections.
I just use the shortcuts as they are easier, but most of them are under mesh vertex and stuff like
that.
Um, next is how to add new edges and faces.
So we know how to add geometry.
But what if you want to add something very simple, like an edge or a face?
Let's say here for example, I wanted to add a ground or like a floor almost to this.
Here I need to join these four bottom vertices together.
Now these two and these two are already joined together, but these two aren't.
I can join them together by selecting the two that I want to join together and press F.
This shortcut will create an edge between those two vertices, and if you select more than two, it
will create a face.
So select 1234.
Press F.
I've now created a face like that there.
If I wanted to, then I could select the edges here and extrude them outwards a bit.
The extrude along the Y by ten, or maybe just by two.
An extrude along the Y by minus two to give me something like this here.
Okay.
Cool.
And then the final bit I wanted to talk about here is that normals.
Now normals again.
Another thing you want to check just before you do import over.
Now normals are you might not know what they are.
So I'm going to do a quick demonstration of what they are.
Say you have a circle.
So a circle looking something like this.
That's measure.
Keep using the wrong one here.
So let's say I have a circle.
Look.
Something like this here.
Not the best circle, but this is just for imagination here.
You first need to know what a tangent is.
So you might have heard of a tangent before.
So a tangent is a line which touches the circle at one point.
For example, this here would be a tangent.
It touches the circle just at that point there.
This here would be a tangent.
It touches it at one point.
This here would be a tangent.
It touches it at one point.
They're all tangent to the circle.
And a circle has infinite tangents.
A normal is perpendicular to one of these tangents.
If you know what that means.
If not, you basically rotate 90 degrees and it goes through the midpoint.
So the normal of this tangent would be here.
For normal this one would be here.
And normal of this one would be here.
It goes through the point where the circle is touched.
Um, so what the hell does this have to do with modeling and stuff?
Well, if I quickly erase all this.
Means a bit larger.
Cool.
Um, is that, um, the normals in blender basically control which direction your faces are facing.
For example, this cube here, it's faces have two faces actually one pointing outside and one pointing
inside.
And if the ones that are supposed to point inside are pointing outside, this will create issues when
you are modeling.
So to check that all your normals are pointing in the right direction, select your object, go into
edit mode and you want to select n oh joy, not n, and the shortcut here would be under mesh over to
normal.
So it's option N here okay lots of options here.
Just want to click recalculate outside visual.
Recalculate all your normals way point outside.
There's also an option to recalculate inside.
The only time you want to do this is when you're when you're modeling stuff inside an object, which
you probably won't be doing too much if you're importing over to Roblox Studio.
So this was just a quick rundown, really, of a lot of different options and stuff, which will just
save you a lot of frustration, I guess when you are modeling stuff now, blender is a massive platform
and this really is just an introduction to it.
So please have an experiment at some of the other stuff that are offered here.
But they're just a real basics really that you do need to be aware about.
So for next lecture is going to be the last one looking at modifiers which are extremely useful.
So make sure you do have a look at that one.