welcome back to our Blender to HitFilm masterclass in our last tutorial we
made the basic structure for our cargo container applying texture using cube
projection and then rust in the shade editor in this tutorial we're going to
be using the textures as a guide and reference for enhancing depth and detail
to our model using cutting tools let's cut to it so with our model loaded from
where we left off you should have our rectangle loaded
with materials projected which looks good but when we go to render mode by
pressing Z there's no depth if we were to move around it's a flat object after
all the plan is to use this projection as a guide for our modeling cutting
along these lines then distorting or moving the faces to match the real
containers geometry first let's remove this UV window we won't be needing it
for a while close it by heading left of the editor tab till the crosshairs show
themselves and drag over the window you want to close we're gonna be working
with in edit mode so switch into that by hitting tab I'm gonna start cutting into
one side to start with to avoid moving around too much I'll hit 1 to jump
into the side preset view we're going to be using loop cuts for making basic
shapes within our model a loop cut the slices around the entire surface of the
object as a loop activate the loop cut tool by pressing ctrl + R a yellow line
will show on the face of the model if you struggle to find this try going to
the edge of the face that you're trying to cut it may reveal itself it will
stick to the center to start with but once you left-click this will activate
the slider for you to move one final click confirms the placement it's worth
noting that you can only activate the loop cut within a face so you can't
slide past an existing edge start off with the easy clear edges these corners
in the door frame work nicely I'm gonna repeat the loop cut for the edges of
this door using ctrl + R to activate the loop cut move it into its position and
set its placement this all comes down to your requirements for this geometry be
as precise and as detailed as you need to get especially if you have close-ups
involving this model as we've now done a couple of iterations I'm gonna jump
ahead a little bit to the next step during the cutting is possible to get
too many lines and things can become messy fast to clean up any odd or
accidental cuts you may have made you can merge faces by going to the
selection type activating faces and highlighting those affected then this is
easy as right-clicking and heading down to dissolve faces the edges are looking
good though it's only straight line sets what about these odd shaped hinges and
other details that aren't straight lines well it's time to get some adult
supervision as we're gonna get the knives out the knife tool is activated
by the shortcut K this works similar to the masking tool in hipped on right
clicking sets the position of the vertex as you go around the area you want
hitting enter to confirm the knife tool will automatically create additional
faces to recreate the one you've now created handy once your edges are cut
it's time to alter these to make some depth select the face and by pressing e
on the keyboard you'll activate the extrude tool this will raise and lower a
selected feature to avoid having a series of misshapen layers group several
that would be on the same level by selecting and holding shift then
pressing e to activate the extruder it's best not to go too extreme with these
movements as the real thing only has a small amount of day repeat this and
create a series of depths there you see fit the door looks great if we rotate
to start on the other side we can see some edges are visible this is from our
loop cuts we'll be cleaning these later though for now let's work with them
we're going to use this texture again as a guide and loop cut the edges along the
surface ctrl + R and align them to the shade lines luckily as we've aligned these
faces symmetrically our loop cut will do this for each face of the model saving
us some sweet precious time after the edges are all cut and set to our model
is good practice to clean these additional faces before moving them
around selecting them right clicking and hitting dissolve faces as we're after
the corrugated effect on this we'll need some sloping after cutting all the edges
we'll select all the faces need to protect this time slightly moving them
into the container on the appropriate axis
if we rotate around in render mode we can see the light and shadows moving on
our model due to the depth that we've created last and final tool to round off
our model is the bevel tool this helps remove some of the sharp blocky edges
that we have going on move over to the edge selection tool select your edges
and hit ctrl + b to activate the bevel the length is determined by the mouse's
movement and set with a left click you can amend how many segments are added to
the curve by going down to this tab and increasing the segment count the more
you have the smooth will be but harder to alter later those are the key cutting
tools and the easiest way to apply detail in blender we're not going to go
through amending the entire thing as you now know the techniques we're going to
be using so this is a lot of the same thing and all comes down to how much you
want to add we also value your time we have the model and blender file down in
the description if you want to jump ahead straight to the next tutorial but
we advise you going through the entire process as practice makes perfect of
course be sure to subscribe ring the bell icon to avoid missing out on our
next tutorial well we'll be jumping into HitFilm to learn how to composite and
add animated textures we'll see you there