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Build the Lumen Field Station Blender Mesh Modeling Tutorial
Full tutorial link > https://www.youtube.com/watch?v=Qr9B8rCGDHU
Turn the Lumen Field Station's simple shapes into useful modeled parts. In Lecture 2 of this Blender beginner course, refine a platform and courier, build a hollow equipment housing, and apply the same tools to a tray and an architectural niche.
Links:
Lecture 2 Blender files and catch-up checkpoints: [ https://github.com/FurkanGozukara/Blender-Full-Tutorial-Lecture-2026-2027/tree/main/week02 ]
Course repository: [ https://github.com/FurkanGozukara/Blender-Full-Tutorial-Lecture-2026-2027 ]
Full course playlist: [ https://www.youtube.com/playlist?list=PLYUs-JVhJLWg ]
Blender manual: [ https://docs.blender.org/manual/en/latest/ ]
SECourses Patreon: [ https://www.patreon.com/SECourses ]
SECourses Discord: [ https://discord.com/invite/software-engineering-courses-secourses-772774097734074388 ]
You will learn how to select vertices, edges and faces; distinguish object transforms from mesh edits; use inset, extrusion, loop cuts, edge slide and bevel; preserve wall thickness; bridge boundaries; and inspect geometry before continuing.
Main topics include Object and Edit Mode, X Ray, Global/Local/Normal orientations, applied scale, reference images, connected shells, separate parts, Merge by Distance, Auto Merge, face orientation, non-manifold selection, dissolve versus delete, and a Bevel modifier preview. Recorded with Blender 5.2.2 LTS.
Use the chapters and matching checkpoints to follow each modeling step.
Chapters:
00:00:00 Read the starting station before changing its geometry
00:02:41 Read an original reference and align its front view
00:05:55 Select mesh components and distinguish the active element
00:09:24 Compare object coordinates with mesh coordinates and scale
00:13:09 Inset a platform rim and extrude its recessed floor
00:15:28 Build a mounting pad and repeat a known extrusion
00:17:31 Place a shoulder loop and shape the courier front
00:20:32 Compare surface normals with world transform directions
00:22:11 Bevel selected edges and preserve a pre-bevel copy
00:24:14 Read the single-axis and repeated-axis constraint cycle
00:25:31 Build the housing body and create a square cavity
00:28:05 Widen the opening while preserving the housing walls
00:31:25 Bridge matching loops and compare it with filling
00:34:21 Save the modeled station and reestablish a useful view
00:35:19 Inspect solid boundaries and surface orientation
00:37:44 Merge an intentional seam and inspect manifold boundaries
00:42:10 Choose topology from the shape and its next edit
00:43:54 Reuse inset and extrusion to build a second docking tray
00:46:37 Transfer the same construction to an architectural niche
00:49:48 Compare Delete with Dissolve on a clean disposable strip
00:52:33 Reach connected geometry with Hide and Local View
00:54:06 Inspect the completed forms from above and below
00:55:25 Preview an adjustable Bevel modifier
00:56:12 Adjust the preview and save the final station
Continue from the Lecture 1 station or download the supplied checkpoints. These modeling decisions prepare the scene for later lessons in the course.
Ask questions in the comments or join our Discord. Support SECourses on Patreon for more tutorials and resources.
Music: Infinity and Serene View by Arulo; Romantic 05 and Relaxation 04 by Lily J. Mixkit Stock Music Free License: https://mixkit.co/license/
#Blender #BlenderTutorial #3DModeling
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00:00:00 Greetings everyone. Today I am going to show you how to turn these simple blocks
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00:00:05 into useful modeled forms. We will build a recessed platform, an open equipment housing,
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00:00:11 and a shaped courier shell. This is lecture 2 of our Blender course. We are continuing from
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00:00:18 the station saved in lecture 1. You can find that starting file, today's companion files,
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00:00:24 and the chapters in the description. The wide square is our docking platform. This small box
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00:00:31 is cargo, and the larger block is the courier body. The equipment housing is new work today,
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00:00:38 so the cargo box will remain a separate prop. Let us first read the station as a place. The
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00:00:45 signal attracts the courier to a service platform. Its path needs enough clearance, and the front of
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00:00:53 the courier needs a direction you can recognize. Notice how the platform, mast, and courier already
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00:01:01 have different sizes. Those large shapes make the scene readable. We will improve the rim, opening,
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00:01:08 and front silhouette before spending time on small decoration. I will select the platform and frame
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00:01:15 it using the controls from lecture 1. The Item panel shows its dimensions. It is 2.4 metres
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00:01:22 across and 0.2 metres thick. The platform top is at 0.2 metres. That leaves a small thickness for
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00:01:31 a recess, so its depth matters. An opening should have a usable floor, not simply look convincing
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00:01:39 from above. I will select the courier body by its name in the Outliner. This is useful when another
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00:01:46 object fills the view. The selection identifies our next subject without moving any of the station
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00:01:53 geometry. Now frame the courier body. It is 55 centimetres wide, with its front pointing toward
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00:02:02 negative Y. We will keep that direction consistent while shaping the shell, because its later rig
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00:02:09 and animation will depend on it. Before changing the scene, I will save a new modeling version in
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00:02:15 our existing blend folder. The original lecture 1 file stays available. We can compare the forms and
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00:02:22 return to that starting point whenever useful. The filename is w02_modeling_v001.blend. Your
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00:02:29 drive letter can differ; use the course folder you already created. The important habit is keeping
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00:02:36 the new work separate from the file you started with. Here is the housing reference supplied
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00:02:42 with this lecture. The front view describes the opening. The side section explains the back wall,
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00:02:49 while the 3/4 drawing helps you understand the depth of the object. The finished housing is 60
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00:02:55 centimetres wide, 50 centimetres high, and 40 centimetres deep. Its walls are 5 centimetres
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00:03:02 thick. These are dimensions for this particular teaching prop, not a rule for every product. Look
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00:03:09 at the front opening, then the section beside it. The opening is 50 by 40 centimetres. The cavity
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00:03:16 stops before the back, which makes this a hollow solid rather than a box with every face removed. A
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00:03:23 front orthographic drawing is useful for alignment because its parallel edges do not converge.
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00:03:30 The 3/4 drawing explains shape, but matching that perspective drawing to a front view would
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00:03:37 give misleading proportions. Now I will bring the front reference into Blender. First return to a
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00:03:45 front orthographic view. You can use the front axis on the navigation gizmo, or the View menu,
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00:03:52 when your keyboard has no number pad. From the Add menu, choose Image, then Reference. The
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00:03:58 file browser lets us choose the supplied front image. This creates an image object that we can
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00:04:04 align with the model inside the viewport. I will use the front image in the reference folder. We
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00:04:10 have supplied the editable drawing as well as the image. You can use this reference without buying
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00:04:17 an asset or installing an extra modeling tool. I will name this guide reference housing front,
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00:04:23 then move it into a new Reference collection. The image stays separate from our mesh. Keeping
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00:04:29 guides together makes them easy to hide during a wider inspection. The reference canvas represents
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00:04:36 80 centimetres across, including its margin. Setting that image size to 0.8 places the 60
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00:04:45 centimetre outline at the intended scale. The label margin is not part of the housing. I will
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00:04:51 place the reference at the planned housing center. Set X to 5 centimetres, Y to -75 centimetres, and
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00:04:59 Z to 45 centimetres. These coordinates align the drawing with the object we will build. Now enable
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00:05:08 opacity and set it to 30 percent. Choose Front for the image depth. The reference outline remains
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00:05:15 visible over the mesh, while reduced opacity lets us read the actual geometry underneath the guide.
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00:05:23 Image reference objects do not appear in the final render. Their display controls decide where they
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00:05:30 appear while you model. I will keep the guide in its own collection and hide it until the housing
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00:05:37 is ready. As we return to the station, topology means the arrangement and connections of vertices,
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00:05:44 edges, and faces. A useful mesh is not simply a denser object. Its structure decides which
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00:05:52 edits remain easy to make. Let us use a separate practice cube for the selection tools. I will
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00:05:58 select the cargo box, then duplicate it into a clear area. This keeps our experiments away
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00:06:04 from the station geometry. In Object Mode, selecting this cube selects 1 object. Its
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00:06:15 orange outline tells us which object will receive a transform. I will frame the practice cube so we
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00:06:22 can inspect its corners and faces clearly. Press Tab to enter Edit Mode. The mode label changes,
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00:06:29 and now we can select parts of this mesh. The object still exists, but our actions can change
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00:06:35 the geometry stored inside it. These 3 buttons choose vertices, edges, or faces. I will start
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00:06:41 with vertex selection. A vertex is a position; an edge connects 2 vertices; a face fills a boundary
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00:06:49 and gives the surface an orientation. I will deselect everything and click this visible corner.
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00:06:56 Only that vertex becomes selected. Before moving a selection, read both the highlighted geometry and
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00:07:02 the current mode, especially when several objects overlap in the view. Now choose the edge selection
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00:07:09 button and click a front edge. Blender highlights the connected line instead of a single point. The
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00:07:16 face button selects a surface, which is what we will use for the platform recess. I will select
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00:07:23 the top face and inspect the result from another angle. Selecting the face you intend is part of
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00:07:29 the operation. A highlighted front face would produce a different extrusion, even with the
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00:07:35 same distance. The top row number keys provide the same component choices: 1 for vertices,
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00:07:42 2 for edges, and 3 for faces. These are separate from number pad views. If number pad emulation
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00:07:49 uses those keys, use the buttons instead. The A key selects all mesh components. Alt A deselects
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00:07:57 them in this keymap. The Select menu also exposes those commands, so you can find their names and
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00:08:03 the shortcuts used by your installed keymap. For a region of points, switch to vertex mode and use
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00:08:11 Box Select. Drag around the upper visible corners. With X Ray off, the front surfaces prevent this
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00:08:17 selection from reaching the hidden vertices behind them. Return to front view, turn on X Ray, and
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00:08:24 repeat the box selection. The rectangle reaches both front and back vertices. The faint geometry
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00:08:30 is useful, but it also means an unseen point can be selected. I will orbit slightly to inspect the
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00:08:39 full selection, then turn X Ray off. Looking from another direction answers which points
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00:08:46 we selected. It is a better check than assuming the rectangle contained only the visible surface.
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00:08:53 In face mode, select 1 side and hold Shift while selecting its neighbor. Both faces belong to the
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00:09:00 selection; the last selected face is active. That active element can matter for tools that need a
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00:09:07 reference. Selection growth expands a connected region rather than finding a new object. I will
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00:09:13 grow this selection once, inspect the extra faces, then shrink it again. Use that shortcut when the
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00:09:20 connectivity matches the region you want. Here is a useful prediction. If I move every vertex
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00:09:27 in Edit Mode, will the orange object origin travel with the mesh? Look at the origin, then pause here
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00:09:34 and decide before I make the move. I will move the selected mesh 30 centimetres along X. The shape
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00:09:44 moves, but the object origin stays where it was. We changed coordinates inside the mesh, rather
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00:09:51 than the object's location in the scene. Return to Object Mode and inspect the Location fields.
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00:09:57 They still describe the object origin. The mesh can therefore sit away from its origin even when
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00:10:04 the location values themselves have not changed. Now move the whole object along X. The origin
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00:10:11 travels with it, and its Location value changes. Object transforms place the mesh in the scene;
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00:10:18 editing vertices changes the shape relative to that object. I will undo the object move,
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00:10:25 return to Edit Mode, and undo the mesh offset. Both layers return to their starting positions.
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00:10:31 We will use this distinction when an opening needs reshaping without relocating the entire
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00:10:38 housing. Next, return to Object Mode and rotate the practice object around Z. The object now has
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00:10:46 its own rotated axes. A world direction and an object direction can differ even though the shape
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00:10:53 is still a cube. The transform orientation control currently says Global. Moving along
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00:11:00 X follows the world axis, which stays fixed in the scene. I will make a small move and watch
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00:11:07 its direction against the floor grid. Undo that move, choose Local in the orientation control,
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00:11:16 and move along X again. This time the movement follows the object's rotated axis. The distance
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00:11:23 is unchanged; the direction is what we chose differently. After the comparison,
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00:11:28 I will undo the move and restore Global. Leaving an unexpected orientation selected can redirect a
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00:11:34 later operation. The name in this header is part of reading the state before a transform. Let us
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00:11:42 return the cube to an unrotated state and stretch it along 1 axis. The visible shape changes,
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00:11:49 and its Scale field changes too. Mesh coordinates and object scale are both contributing to the
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00:11:56 displayed size. Here is the 2nd prediction. When I apply this scale, should the visible
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00:12:02 object become smaller, or should its displayed size stay the same? Pause and compare that
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00:12:09 question with the Scale and Dimensions fields. Open operator search with F3, type Apply Scale,
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00:12:20 and confirm that command. The dimensions stay the same while the scale values return to 1. Blender
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00:12:27 has incorporated that scaling into the mesh itself. A bevel measured in metres is easier to
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00:12:35 reason about with applied scale. Apply transforms according to the operation you need. Here we want
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00:12:42 physical widths to match the dimensions of the form we are editing. I will place the practice
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00:12:49 object in a new Studies collection. Keeping our selection experiments together makes them easy to
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00:12:55 revisit. Then hide the practice object and return to the platform to begin its modeling operations.
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00:13:09 Now we can give the platform a useful rim. I will apply its existing scale while keeping its
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00:13:16 size unchanged. Its top remains at 0.2 metres, and the object is ready for mesh editing. Enter
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00:13:24 Edit Mode and choose face selection. Switch to top view, then select the top face. This
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00:13:30 selection decides where the rim is built. The side and underside faces should remain unselected
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00:13:37 while we introduce the inset. Inset Faces creates an inner boundary inside the selected surface.
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00:13:44 It gives us a smaller center face surrounded by a border. The outer silhouette stays the same, which
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00:13:51 is exactly what a platform rim needs. Press I for Inset Faces and enter 0.12. Confirm the value.
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00:13:59 The 12 centimetre border is now geometry around the center face, and that center remains selected
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00:14:06 for the next operation. The last operation panel exposes the inset thickness and related options.
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00:14:13 I will expand it so you can connect the number to the visible border. A uniform physical rim
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00:14:19 begins with an appropriate selection and applied scale. Now we want the center lower than the rim.
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00:14:26 Extrude creates new geometry and moves the new region. Press E, constrain the move to Z,
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00:14:32 and enter -0.08 before confirming. From above, the recessed floor can look flat. In side view, enable
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00:14:43 X Ray to see the floor through the outer wall. An 8 centimetre recess in this 20 centimetre platform
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00:14:52 leaves 12 centimetres underneath. Turn X Ray off after the check. I will inspect it from a 3/4 view
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00:15:01 as well. The vertical inner walls connect the rim to the floor. This connection is why an extrusion
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00:15:08 is different from moving the old center face on its own. The top outline is still 2.4 metres
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00:15:15 across. We changed the interior structure without resizing the platform. That is a useful 1st test:
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00:15:22 compare the shape you meant to change with nearby geometry that should stay put. We will
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00:15:28 add 1 raised mounting pad inside this recess. The selected floor is a suitable starting face.
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00:15:35 A 2nd inset will define the pad footprint while leaving a broad flat area around it. Inset the
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00:15:42 floor by 0.7 metres. That leaves a square center 76 centimetres across. This number follows from
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00:15:50 our existing opening; a different platform size would need a different footprint. I will extrude
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00:15:58 this smaller center upward by 3 centimetres. The new side faces connect it to the floor. We are
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00:16:05 making an attached pad; a removable piece would usually be easier to manage as a separate object.
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00:16:11 Repeat Last runs the previous operation with its settings. With the same new top selected,
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00:16:17 Shift R adds another 3 centimetre extrusion. It repeats the operation, so checking the selection
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00:16:23 is still our responsibility. The pad now rises 6 centimetres above the recessed floor. Its top is
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00:16:32 slightly below the outer rim. Look from the side with X Ray to compare those 3 levels: floor, pad,
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00:16:41 and rim. Turn X Ray off after the check. Extrusion also has an important cancellation detail.
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00:16:48 Canceling only its movement can leave new geometry in place. If that happens in your own work,
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00:16:54 undo the extrusion and inspect the selection and mesh statistics before continuing. Here the added
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00:17:01 faces have a purpose: they form the recessed walls and the 2 pad steps. I will inspect the visible
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00:17:08 edges and counts on this working mesh. More faces are useful only when they support a shape or
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00:17:14 edit. Return to Object Mode and save the platform checkpoint. Its rim, floor, and pad are connected,
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00:17:22 and the overall station scale is unchanged. Next we will use edge placement to give the courier a
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00:17:28 clearer front. The courier should read as a small machine before it has eyes or detailed
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00:17:36 materials. I will select its body and frame it. A sloped upper front will give this cube a clearer
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00:17:44 direction and a more deliberate silhouette. First I will duplicate the original body in
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00:17:50 place and name the copy as a backup. Canceling the duplicate movement keeps it in exactly the
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00:17:56 same position. This gives us the original shape to recover later. Move that copy into a new Backup
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00:18:04 collection. Keeping recovery copies together makes their purpose clear. Hide the backup, then select
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00:18:11 the original body again. Only the original should receive the mesh edits that follow.
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00:18:17 The body already has scale values of 1. That is the state we want before adding a measured bevel.
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00:18:24 I will confirm the scale, enter Edit Mode, and inspect the simple cube structure before adding an
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00:18:30 edge. A loop cut adds a continuous row through a suitable strip of faces. It works well around this
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00:18:38 cube because the side faces form a connected quad strip. A face with many sides can interrupt that
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00:18:44 route. Use Loop Cut, Control R, and hover over a vertical edge. The preview shows a horizontal loop
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00:18:52 around the body. Click to create it, then right click to center the slide without undoing the new
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00:18:58 loop. This loop gives us a shoulder boundary. It adds control where the front will change slope,
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00:19:05 rather than adding subdivisions everywhere. I will look from the side so its height is easy to read
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00:19:12 against the body. Edge Slide moves an existing edge row along its neighboring edges. Press G
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00:19:19 twice and slide this loop a small distance. Notice how the outer flat sides stay on the same surface
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00:19:26 while the row changes position. I will return the loop to its centered position for our shell.
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00:19:33 An ordinary unconstrained move can change the surface differently. Choose the operation from the
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00:19:39 intended change, rather than using slide whenever an edge happens to be selected. To shape the upper
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00:19:46 front, we need its 2 top vertices, including the hidden one. I will use a side view and X Ray
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00:19:54 for this selection. The lower front and the back should remain unselected. Move that selected pair
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00:20:02 12 centimetres toward positive Y. The upper front moves inward while the shoulder stays in place.
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00:20:09 This creates a sloped front surface, and the body keeps its original width and overall height. Turn
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00:20:17 X Ray off and inspect the front, then the 3/4 silhouette. The 2 sides stay symmetrical. The new
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00:20:24 slope is a large shape change that will remain visible even when the courier is small in the
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00:20:30 final image. In face mode, select the sloped front face. Its normal points away from that surface.
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00:20:39 A normal describes a direction, not a point, and that direction is different from the world
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00:20:45 Z axis on this sloping panel. The orientation control decides what an axis name means during
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00:20:54 a transform. Global follows the scene axes. Local follows the object axes. Normal uses the selected
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00:21:02 surface direction, which is useful when adjusting the depth of a sloped panel. Choose Normal,
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00:21:09 then move the selected face a small distance along its Z axis. The movement follows the face normal.
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00:21:17 Watch the side view: the panel moves both horizontally and vertically relative to the
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00:21:22 world grid. Undo that change and switch back to Global. Now make the same small Z move with the
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00:21:30 same face selected. It follows the world vertical direction, so the relationship with the panel is
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00:21:37 visibly different. The distance was the same in both cases. What changed was the basis used
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00:21:43 to interpret the axis. For a surface depth, its normal can be appropriate; for alignment with the
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00:21:50 station floor, a world axis is often clearer. I will undo the comparison move and leave the
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00:21:57 orientation at Global. Our chosen shell shape is restored. Reading the header and the active
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00:22:03 selection before a transform prevents a later operation from quietly using the wrong direction.
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00:22:10 The body has a readable front, but its upper corners are sharp. A small bevel will soften them.
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00:22:17 First return to Object Mode. We will preserve this shaped mesh before changing its upper
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00:22:23 edges. Duplicate the shaped body in place and name this copy as the pre bevel backup. It records the
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00:22:31 shoulder and sloped front. That earlier structure will be useful when we explore an adjustable
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00:22:37 bevel next lecture. Move this copy into the Backup collection with our original cube. Hide the copy,
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00:22:45 then select the working courier again. We can now bevel the visible body while keeping both
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00:22:52 earlier versions available for comparison. Return to Edit Mode and choose edge selection. Select the
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00:22:59 upper perimeter edges. We are rounding a chosen part of the silhouette, not subdividing every
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00:23:05 surface. Inspect the selection from above before applying the width. Press Control B for Bevel and
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00:23:13 enter 0.02 metres. Use 2 segments for this small transition, then confirm. The width is modest
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00:23:21 compared with a body that is 55 centimetres across. The operation panel shows the width
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00:23:27 and segment count. Increasing segments changes the transition geometry, but it does not repair
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00:23:34 poor edge placement or unwanted overlaps. First choose the silhouette and width that the shape
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00:23:40 actually needs. Look from the front and side, then return to the 3/4 view. The corners have
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00:23:47 a controlled transition, and the main silhouette still reads clearly. We have added detail where it
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00:23:53 changes the outline and catches light. This edit is part of the mesh now. Next lecture, a Bevel
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00:24:00 modifier will keep similar settings adjustable. Our pre bevel copy lets us explore that reversible
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00:24:08 route without trying to reconstruct the earlier shape by hand. Return to the practice object for
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00:24:15 another coordinate comparison. I will reveal it and frame it in the viewport. There is also a
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00:24:20 shortcut for changing the active constraint during a transform, without changing the header first.
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00:24:30 Rotate the practice object 30 degrees around Z. Its local axes now differ from the scene axes.
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00:24:37 That visible rotation will help us read which direction the current constraint follows while
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00:24:43 we press the same axis key again. With Global selected, start a move and press X once. The
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00:24:50 constraint follows world X. Press X again and the operation uses the object's local X axis. Watch
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00:24:57 the direction line and the orientation name while it changes. Pressing the axis a 3rd time releases
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00:25:03 that constraint. I will cancel this movement after showing the 3 states. This shortcut changes the
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00:25:10 current operation; it does not require changing the header for every individual move. The meaning
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00:25:15 of repeated axis presses depends on the current orientation, so read the displayed name rather
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00:25:22 than memorizing a direction on the screen. I will restore the practice object and hide it
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00:25:27 again before continuing with the housing. Now we will build the equipment housing as
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00:25:34 a new object. It is separate from the existing cargo box. We will start with a square front,
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00:25:40 then widen 1 side while preserving the wall thickness shown in our reference. Add a cube
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00:25:48 and name it equipment housing. I will set its width and height to 0.5 metres and its depth to
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00:25:56 40 centimetres. This gives us a manageable solid block before we create the opening. The Item panel
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00:26:03 lets us enter those dimensions exactly. Width is 0.5, depth is 0.4, and height is 0.5. These
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00:26:12 values describe the outside of the housing, before any cavity exists. Place it in front of the signal
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00:26:19 with its base at platform height. Its center is 45 centimetres above the ground. The vertical
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00:26:27 position follows the 0.5 metre height, rather than a guessed visual offset. Apply the scale while
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00:26:34 keeping outside dimensions. The values return to 1, ready for our wall. Now frame the housing so
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00:26:42 its outline fills a useful part of the viewport. Switch to front view. We will select the negative
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00:26:49 Y face to create the opening. Enter Edit Mode and choose face selection. Select the front face,
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00:26:56 then inset it by 5 centimetres. The smaller square is the opening boundary, while the border will
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00:27:02 become the front wall around our cavity. Extrude the inner face inward by 35 centimetres. Here
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00:27:10 inward is positive Y, because the front faces negative Y. The outer depth is 40 centimetres,
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00:27:17 so this leaves a 5 centimetre back wall. From the 3/4 view, we can see the cavity and its
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00:27:24 back surface. The inner walls connect the opening to that back. An opening is useful only if the
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00:27:30 intended surfaces remain connected around its empty space. Switch to side view and enable X
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00:27:37 Ray. We can now see the cavity depth through the outside surface. The inner back is 5 centimetres
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00:27:45 from the outer back. Turn X Ray off after checking that separation. The front boundary is open to the
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00:27:52 cavity, but the housing material forms a closed solid shell. That distinction matters during
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00:27:58 cleanup. A hole leading into a box is different from a missing face in the box wall. The reference
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00:28:06 asks for a rectangular opening. We currently have a square one. Before changing it, pause
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00:28:12 and decide which vertices should move: only the inner edge, or both inner and outer boundaries on
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00:28:18 that side? Switch to vertex mode and enable X Ray. Select the entire right side through the depth,
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00:28:28 including its outer and inner vertices. Moving these points together preserves their separation;
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00:28:35 moving only the inner boundary would change the wall thickness. Move the selection 10
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00:28:41 centimetres along positive X. The outside width becomes 60 centimetres and the opening
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00:28:47 becomes 50 centimetres. The 5 centimetre wall still separates the corresponding inner and
-
00:28:53 outer boundaries. Turn X Ray off and show the reference outline. The height has not changed,
-
00:28:59 and the new width matches the front drawing. We changed the intended region without scaling every
-
00:29:05 wall thickness across the whole object. Hide the reference after comparing its outline with
-
00:29:10 the housing. A matching front silhouette does not establish the depth by itself. Return to the 3/4
-
00:29:18 view and inspect the cavity. Its back wall remains in place after our width revision. Select Linked
-
00:29:25 is useful when you want a connected island. Hover over this shell and use L to select its connected
-
00:29:31 geometry. Separate loose pieces would not join the selection merely because they belonged to the same
-
00:29:38 object. Return to Object Mode. The housing can stay separate from its lid and removable panel,
-
00:29:45 because those pieces need different edits or movement. Sharing a purpose does not mean several
-
00:29:52 parts must become 1 mesh. I will add a separate cube for the lid and give it the housing width
-
00:30:00 and depth. Its thickness is 4 centimetres. Keeping a slight space above the shell makes the removable
-
00:30:07 construction easy to read. Set the lid to 60 centimetres wide, 40 deep, and 4 thick. Those
-
00:30:14 dimensions match the widened housing footprint. The small thickness makes this a lid rather than
-
00:30:21 another large block above the shell. Place its center at X 0.05, Y -0.75, and Z 0.73. That leaves
-
00:30:31 a small gap above the housing. We can move this lid without selecting the housing's own vertices.
-
00:30:39 Add another cube for the removable panel and name it Housing Panel. This uses the same separate
-
00:30:45 object idea. We will give it a shallow thickness and place it beside the housing so the opening
-
00:30:52 remains visible. Make the panel 0.5 metres wide, 3.5 centimetres thick, and 40 centimetres high.
-
00:31:00 These dimensions give us a simple removable part to inspect. Its shape can change independently
-
00:31:06 from the connected housing walls. Place the panel beside the housing. Set X to -0.65, Y to -0.9,
-
00:31:15 and Z to 0.42. Its lower edge is just above the platform, and both parts remain readable.
-
00:31:25 Add a plane and name it Bridge Study. We will build a short connector from 2 matching open
-
00:31:31 loops. Bridge Edge Loops creates surfaces between boundaries, which is different from filling 1
-
00:31:37 boundary with a single face. Make this plane 30 centimetres across in both X and Y. Its height
-
00:31:44 stays 0 because it is a flat surface. Apply its scale once those dimensions are set. The square
-
00:31:51 defines the cross section of our connector. Place the study at -3 on X, -1 on Y, and 0.3 on
-
00:32:00 Z. Frame it so the construction is easy to see. Working beside the station keeps our experiment
-
00:32:07 separate from its useful geometry. Enter Edit Mode and select the plane. Remove only its face,
-
00:32:13 leaving the 4 boundary edges and their vertices. This is an intentional construction step: those
-
00:32:20 edges define 1 end of our connector, ready for a 2nd matching loop. Duplicate the selected boundary
-
00:32:27 and move the copy upward. We now have 2 loops with the same number of vertices. Their corresponding
-
00:32:34 corners provide a straightforward connection for the bridge operation. Select both loops and
-
00:32:42 choose Bridge Edge Loops from the Edge menu or the operator search. Blender creates the connecting
-
00:32:48 side faces. I will inspect the result from an angle so we can see that the ends remain open.
-
00:32:55 These open ends are deliberate boundaries in this study. Filling 1 end would create a cap; bridging
-
00:33:02 connected the 2 ends along their sides. Choose between those operations by asking which surface
-
00:33:08 is actually missing from the intended form. Select the upper boundary from the side using vertex
-
00:33:14 selection and X Ray. The 4 upper corners should be selected, with the lower loop left alone. Turn
-
00:33:22 X Ray off once that boundary is clear. Press F to fill this selected boundary. A single flat
-
00:33:28 face is reasonable for this static cap. It would need more consideration if we later wanted to bend
-
00:33:36 or subdivide this region, because that later edit changes what the topology must support.
-
00:33:46 A bridge can twist when its correspondence does not match your intention. Inspect the
-
00:33:51 side connections and the operation settings while the result is visible. Matching counts help here,
-
00:33:57 but the resulting surface still deserves a look from several directions. Keep this connector
-
00:34:03 in the Studies collection and hide it. Its open end and capped end remain available in the file.
-
00:34:10 Return to the station. We have used a connected housing shell and independent removable parts,
-
00:34:16 choosing construction from the changes each part should support. This is a useful point to save our
-
00:34:24 modeling version. We now have a recessed platform, a shaped courier, and a hollow equipment housing.
-
00:34:31 I will save the current file before moving into geometry diagnostics. Return to Object Mode and
-
00:34:38 frame the station. Framing changes the view, not the position of the objects. If your model seems
-
00:34:44 to disappear, first check which object is selected and which view you are looking through. Our
-
00:34:50 courier still has its own origin, and the housing has another. Within each object, the mesh holds
-
00:34:57 the vertices we changed. This is the same 2 layer relationship we tested on the practice cube. The
-
00:35:04 supplied checkpoints match the completed building steps. Use the platform checkpoint for the recess,
-
00:35:10 the shell checkpoint for edge placement, or this modeling save to begin the cleanup discussion
-
00:35:16 with the same geometry on screen. I will select the housing and frame it for a surface check. A
-
00:35:24 clean silhouette is only part of a useful model. Enable Face Orientation so we can read which way
-
00:35:30 the surfaces face. In this theme, front facing surfaces keep their normal shading, while back
-
00:35:39 facing surfaces turn red. Inside the cavity, the inner walls face into the empty space. That
-
00:35:45 is consistent with the outward direction of this closed housing shell. A normal gives a surface its
-
00:35:54 facing direction. It helps define orientation and affects how the surface responds to lighting. It
-
00:36:01 does not say whether the mesh has the right number of walls or whether surfaces overlap. Select the
-
00:36:07 intended geometry and choose Recalculate Outside. This command is useful for inconsistent face
-
00:36:14 directions on a connected solid. Our working shell already faces outward, so its orientation stays
-
00:36:20 consistent after this operation. That operation changes orientation; it does not create a
-
00:36:27 missing wall or remove overlapping faces. If your shading still looks odd, inspect the structure. A
-
00:36:34 different color is a clue about direction, not a complete diagnosis. The word outside needs
-
00:36:40 context. A platform or housing wall is intended as a solid. A future banner or leaf can intentionally
-
00:36:48 be a thin sheet. Their valid boundaries differ, so the same selection result can mean different
-
00:36:54 things. I will inspect the cavity from the side with X Ray. The back face is separated from the
-
00:37:02 outer back by 5 centimetres. The cavity stops inside the body; it does not pass through that
-
00:37:10 rear wall. Turn X Ray off and return to Object Mode. Press number pad slash for Local View,
-
00:37:17 temporarily isolating the housing. Now inspect its underside and rim connections. The intended
-
00:37:24 outer and inner surfaces stay connected around the opening. I will restore the upright view and turn
-
00:37:31 Face Orientation off after the check. Diagnostic overlays are useful for answering a question.
-
00:37:37 Keeping every overlay visible all the time can make the shape itself harder to read. Add a plane
-
00:37:44 and name it Merge Study. We will make 2 adjoining sections and connect their matching boundary
-
00:37:52 points. Merge by Distance combines nearby vertices within a chosen threshold; it is useful for a
-
00:38:00 specific seam rather than as a general repair button. Make this plane 30 centimetres across in
-
00:38:06 X and Y. Its dimensions match the small connector study. Apply its scale next, keeping that square
-
00:38:14 footprint. This time we will extend the surface sideways and connect the matching boundary points.
-
00:38:21 Place this study at -3 on X, -1.6 on Y, and 0.3 on Z. Frame it in the viewport. This gives our
-
00:38:31 seam example room beside the other studies without changing the station. Enter Edit Mode and select
-
00:38:38 the plane, then duplicate the selected geometry 30 centimetres along X to meet the original edge.
-
00:38:45 Their boundary vertices now occupy matching positions, but duplication has not connected
-
00:38:51 those corners into a shared seam yet. Frame both squares together so their full outer boundary
-
00:38:57 is visible. The new section extends the original footprint, but the seam still contains 2 copies of
-
00:39:04 each matching corner. We will select that shared boundary without including the outer corners.
-
00:39:10 In top view with X Ray, select only the seam region. Both copies of each matching corner must
-
00:39:16 be included. Turn X Ray off after the selection. Limiting the region keeps unrelated small details
-
00:39:25 outside the merge operation. Choose Merge by Distance and use a conservative threshold.
-
00:39:32 The matching seam points can merge without reaching a neighboring feature. I will read
-
00:39:36 the reported removal count and inspect the edge connection after the operation. A larger threshold
-
00:39:44 can combine points that should stay separate. If the result changes the shape unexpectedly,
-
00:39:50 undo and reduce that distance or tighten the selection. We are keeping the working seam clean
-
00:39:56 rather than introducing damaged geometry. The statistics help us account for the intended merge.
-
00:40:03 They do not explain the purpose of every remaining face. I will inspect the join in wireframe and
-
00:40:09 from an angle, checking that the surface still has the shape we wanted. Auto Merge is a different
-
00:40:16 behavior. When enabled, it can merge vertices as you move them together. That can be useful
-
00:40:22 for deliberate welding, but it also changes what an ordinary drag may do near another vertex. For
-
00:40:30 these construction examples, I am leaving Auto Merge disabled. Our merges happen as explicit
-
00:40:36 operations on a chosen selection. You should know its state before a move, rather than discovering
-
00:40:42 afterward that 2 nearby points became 1. Keep the merged example in the Studies collection and hide
-
00:40:49 it after inspection. Its 2 connected faces remain available in the companion file. We will return to
-
00:40:57 the housing for a different question: whether its intended solid shell has an open mesh boundary.
-
00:41:04 Select the equipment housing by its name in the Outliner. This works even when our close view is
-
00:41:11 still centered on a study. Frame the housing so we can inspect its complete shell and the
-
00:41:18 opening we deliberately built into it. Enter Edit Mode and use vertex selection. Deselect the mesh,
-
00:41:25 then choose Select Non Manifold. It highlights boundaries or connections that
-
00:41:30 deserve investigation. For this closed shell, the intended result is no selected boundary edges. An
-
00:41:37 empty selection means this shell has no selected open mesh boundary. For overlapping surfaces,
-
00:41:43 inspect the cavity, thickness, and wireframe as well. Each check answers a specific question
-
00:41:49 about the geometry rather than replacing the other inspections. The connector study intentionally has
-
00:41:56 an open end, so its boundary would be selected. That is a question about its intended use, not
-
00:42:02 automatic damage. Always interpret a diagnostic result in relation to the form you are building.
-
00:42:10 Vertices and faces should support the form and its next changes. The platform has broad flat regions,
-
00:42:17 while the courier has a controlled shoulder and rounded edges. Their useful topology need not look
-
00:42:25 identical. Select the platform by name in the Outliner. Its broad flat regions make a useful
-
00:42:32 contrast with the courier shoulder. Frame the platform so we can inspect its divisions and
-
00:42:38 think about what a later edit would require. Enter Edit Mode to inspect these faces. Quads
-
00:42:45 are convenient for loop based edits and many subdivision patterns. Triangles can suit a
-
00:42:53 stable surface. An n gon can work on a flat static panel when its triangulation and intended use are
-
00:43:02 understood. A bend or subdivided transition needs more deliberate edge placement than a flat cap.
-
00:43:09 Adding more faces does not automatically improve it. First ask where the silhouette changes,
-
00:43:14 where deformation happens, and which later operation needs those connections. Smooth
-
00:43:20 shading changes how lighting is interpolated across a surface. It does not add silhouette
-
00:43:26 geometry or repair a missing wall. Inspect the outline from front and side views before using a
-
00:43:33 shading change to judge the model. We have checked applied scale, surface direction, intended walls,
-
00:43:40 and the seam operation. I will save the clean modeling state now. Those specific checks make the
-
00:43:47 file easier to revise than simply adding detail until it looks complicated. Let us reuse the
-
00:43:55 same grammar on 1 smaller docking tray. This time the outside is 70 centimetres by 45 centimetres.
-
00:44:04 We will keep its border thin enough to read, then revise the opening by moving a selected side. Set
-
00:44:12 the outside dimensions to 70 centimetres across X, 45 across Y, and 13 in height. The thickness
-
00:44:19 must accommodate both the cavity and its floor. This separate prop has its own origin and editable
-
00:44:26 mesh. Place its center at -0.5 metres along X and -0.35 along the Y axis. Set Z to 0.185,
-
00:44:38 then frame the tray to see its full outline before creating the cavity. Apply scale to keep
-
00:44:47 the measured border predictable. The dimensions stay the same while scale returns to 1. Enter
-
00:44:54 Edit Mode, choose face selection, and look from above. Select the top face as the starting surface
-
00:45:01 for our cavity. Inset the top by 4 centimetres, then extrude the center down by 8 centimetres.
-
00:45:10 That leaves a 5 centimetre floor below the opening. The depth follows the thickness we need,
-
00:45:16 rather than just its appearance. Inspect the tray from the side with X Ray. Its border and floor
-
00:45:24 are now visible through the outer wall. The same inset and extrusion steps made a different result
-
00:45:30 because we chose different starting proportions and distances. From top view, switch to vertex
-
00:45:37 selection and keep X Ray enabled. Select both the outer and inner boundary on the right side through
-
00:45:43 the depth. Their spacing is the wall thickness we want to preserve during this revision. Move
-
00:45:49 the selected points 8 centimetres toward negative X. The tray becomes narrower on that side while
-
00:45:56 the border thickness stays consistent. This is the same boundary choice we used on the housing,
-
00:46:02 now applied to a different footprint. Turn X Ray off and compare solid and wire views. Look for
-
00:46:10 the intended floor, wall, and outer outline. The result should remain a useful tray from the camera
-
00:46:16 direction as well as from this close working view. I will save this completed tray with the station.
-
00:46:23 We do not need another tray for the recap; this variation already shows the transferable idea.
-
00:46:30 Familiar operations stay useful when the selection and construction decisions are clear. Now let us
-
00:46:38 change the subject while keeping the same modeling logic. We will make 1 simple architectural niche,
-
00:46:46 separate from the station. Reference dimensions, connected walls, and surface checks matter at
-
00:46:53 building scale just as they did for our prop. Make this study 1.6 metres wide along X, 2 metres high,
-
00:47:02 and 60 centimetres deep. Those outside dimensions establish a tall architectural form. Its front
-
00:47:09 opening will use a wider border than the equipment housing, appropriate to this larger example. Place
-
00:47:17 it 4 metres along X, 0 on Y, and 1 metre above the ground. The 2 metre height then leaves its base
-
00:47:27 at ground level. Frame the niche so we can see the whole form while building its opening. Apply
-
00:47:35 scale to keep the measured border predictable. The dimensions stay the same while scale returns to
-
00:47:41 1. Enter Edit Mode, choose face selection, and look from the front. Select the front face as
-
00:47:48 the starting surface for this opening. Inset that face by 15 centimetres, then extrude the center 45
-
00:47:56 centimetres inward. The 60 centimetre body leaves a 15 centimetre back wall. Inspect the cavity
-
00:48:03 from the side before changing its silhouette. The niche now uses the same connected wall structure
-
00:48:10 as our equipment housing. Its proportions give it a different purpose. An operation becomes easier
-
00:48:17 to reuse when you recognize the geometric relationship rather than only memorizing
-
00:48:22 a shortcut sequence. To make a wedge shaped variation, select the upper vertices through
-
00:48:29 the depth. We will move the upper region sideways while leaving the base in place. The outer and
-
00:48:35 inner upper boundaries move together, preserving their useful separation. Move that upper selection
-
00:48:42 25 centimetres along X. The silhouette becomes slanted, and the opening follows it. We are
-
00:48:48 changing vertex positions within the object, which is why the object origin does not travel with the
-
00:48:54 top. Turn X Ray off and inspect the front, side, and 3/4 views. The base stays level and the back
-
00:49:01 wall remains present. The same coordinate and solid boundary ideas transferred from a small
-
00:49:06 housing to this larger architectural form. A Knife cut is useful for a specific path across faces,
-
00:49:14 while Bisect cuts along a plane. This niche already has the structure its shape needs,
-
00:49:22 so neither tool is required here. Extra cuts should answer a visible construction need.
-
00:49:28 Return to Object Mode and move the niche into the Studies collection. You can inspect it beside the
-
00:49:34 housing example in the companion files. Save the result after organizing it. The shared ideas are
-
00:49:41 selection, proportions, connected walls, and deliberate silhouette changes. Add a
-
00:49:48 plane and name it Dissolve Study. Delete and Dissolve answer different questions. We will
-
00:49:53 divide this clean surface into 2 faces, giving us a simple case where removing the center edge
-
00:49:59 can preserve the surrounding boundary. Make this strip 60 centimetres wide in X and 30 centimetres
-
00:50:07 deep in Y. Its height remains 0. Apply its scale after setting those dimensions. A flat rectangular
-
00:50:14 surface makes the effect of the 2 commands easy to compare. Place this study at -3 on X, -2.2 on Y,
-
00:50:24 and 0.3 on Z. Frame it in the viewport. We are keeping the demonstration beside the station
-
00:50:30 rather than cutting a useful finished prop. Enter Edit Mode and look from above. Use Loop Cut on an
-
00:50:37 edge running across the strip, then center its slide. We now have 2 flat faces divided by 1
-
00:50:44 internal edge, while the outside outline remains the same rectangle. Select the center edge between
-
00:50:51 the 2 flat faces. This edge divides the surface without changing its outer boundary. Choose
-
00:51:00 Dissolve Edges to remove that internal division while keeping the surface. We have simplified the
-
00:51:07 structure without making an opening. Undo to recover the original strip. This time Delete
-
00:51:14 Edges removes the selected edge and the faces that depend on it. The missing surface is the intended
-
00:51:20 result of that command, rather than a shading change. I will undo again and keep the useful
-
00:51:27 strip. Dissolve preserved a surface by removing an internal element; Delete removed geometry.
-
00:51:34 Neither is always better. Choose according to whether the surface or boundary should continue
-
00:51:40 to exist. We are keeping the original strip with 2 flat faces. Faces with more than 4 sides can work
-
00:51:47 on flat, static regions. Bending or subdividing such regions requires checking how the surface
-
00:51:55 is divided and evaluated. Move the strip to Studies and hide it after this comparison.
-
00:52:02 Delete and Dissolve now have visible meanings. We will return to the architectural niche next,
-
00:52:08 using temporary visibility to reach useful geometry without deleting any part of the model.
-
00:52:14 Select the architectural niche by name and frame its outline. We can now compare object isolation
-
00:52:20 with hiding a selected mesh region. Both help us reach geometry, but they work at different
-
00:52:25 levels and leave the underlying model available. Sometimes the geometry is correct but difficult
-
00:52:34 to reach. Local View temporarily isolates the selected object in this viewport. I will
-
00:52:40 use it on the niche so other scene objects stop competing for the same screen space. Local View
-
00:52:48 has not deleted or moved the station. It changes which objects this viewport shows. The View menu
-
00:52:55 provides the same command if your keyboard does not have the number pad slash shortcut. Enter Edit
-
00:53:02 Mode and choose face selection. Select the right side, then use Hide Selected so we can inspect the
-
00:53:09 cavity from another angle. The geometry remains in the object, ready to reveal again. Reveal
-
00:53:16 Hidden restores that region. Notice that Hide and Reveal affect what you can select while working;
-
00:53:23 they do not rebuild a missing surface. Check hidden geometry before assuming an apparently
-
00:53:29 empty area was deleted. Select Linked finds connected geometry, while Local View isolates
-
00:53:35 selected objects. Those are different levels of organization. I will inspect the connected niche,
-
00:53:40 return to Object Mode, and leave Local View to recover the wider scene. Hide the niche and then
-
00:53:47 the Studies collection. All our practice examples remain available in the file. Return to the
-
00:53:53 station view for its final inspection. Temporary visibility should help us concentrate without
-
00:54:01 changing which parts belong to the finished station. Temporarily hide the ground for our final
-
00:54:08 inspection. The station should have its intended surfaces from every direction, including the parts
-
00:54:16 we usually cannot see. Look at the underside now, checking the solid forms before adding anything
-
00:54:22 else. The platform keeps its floor below the recess. The housing keeps its back and side walls,
-
00:54:29 and the tray has a separate floor. We are checking the forms we intended to build, not searching for
-
00:54:35 extra detail to add. Now restore the ground. Temporary visibility helps during inspection,
-
00:54:42 but should not quietly change the saved presentation of the scene. Return to the upright
-
00:54:48 view and confirm the objects we want visible before the final save. Compare the lecture 1 view
-
00:54:55 with our current geometry. The colors and lighting are not the main improvement today. The platform
-
00:55:01 has depth, the housing has a usable opening, and the courier has a readable front. The broad
-
00:55:08 shapes communicate before small surface details. Separate objects let us change independent parts,
-
00:55:15 and the courier still has its earlier backup. These choices give us a useful starting point
-
00:55:21 for reversible modeling next lecture. Restore visibility for the Studies collection. The
-
00:55:27 individual practice objects remain hidden until we choose one. This lets us return to a specific
-
00:55:34 example while keeping the finished station easy to read around it. Reveal the practice object once
-
00:55:40 again and frame it for a brief preview of the next step. We will use this separate study to compare
-
00:55:47 an adjustable bevel with the direct mesh edit on our courier. The station geometry can stay as it
-
00:55:54 is. Use operator search to add a Bevel modifier to this practice object. Open Modifier Properties to
-
00:56:02 see its settings. The bevel changes the evaluated appearance while preserving the original mesh,
-
00:56:08 giving us a different way to revise the corner width. I will change that width once and compare
-
00:56:15 the result. The control remains available in the modifier stack. Next lecture we will build the
-
00:56:21 full reversible workflow and examine how the order of such operations changes the model. For today,
-
00:56:28 we will keep our explicit modeling baseline and hide the preview study. The courier's
-
00:56:34 pre bevel copy is available for the next lesson. We do not need to rebuild its earlier shape or
-
00:56:40 merge unrelated props together. Let us connect the main checks to the finished objects. Applied scale
-
00:56:47 gave our inset and bevel widths a predictable basis. Face orientation described surface
-
00:56:55 direction. Neither one removed an unwanted wall or repaired overlapping geometry for us. An n gon can
-
00:57:04 be useful on a flat static region, while a bend needs more deliberate topology. After canceling an
-
00:57:11 extrusion movement, inspect for retained geometry. Before any directional move, read the selection,
-
00:57:18 mode, and transform orientation. I will save the finished scene as w02_station_v001.blend.
-
00:57:26 It contains the refined platform, equipment housing, and courier shell as separate objects.
-
00:57:31 The companion checkpoints let you resume from the corresponding completed steps. Use the final
-
00:57:39 station file to continue into lecture 3. Keep the reference images with the course files so their
-
00:57:46 paths remain available when you reopen the scene. The supplied folder follows the same structure we
-
00:57:52 used in lecture 1. We have used 1 small set of mesh operations across a platform, a housing,
-
00:57:59 a courier, a tray, and an architectural form. The important skill is choosing the selection
-
00:58:05 and direction that produce the change you actually want. You can find the chapter links, shortcuts,
-
00:58:12 and checkpoint files in the description. In the next lecture, we will make these forms easier
-
00:58:17 to revise with modifiers and other reusable construction tools. Thank you for watching.
