In this video, we're going to take our initial block end and then start to refine the pieces on just the objective viewer lens. [MUSIC] So starting off here, we've scaled some things up. And I want to make sure everything lines up with my orthogonal view here, making sure that the pivot is centered along where these binoculars should actually be centered. This seems just about right. If I click on the isolated selected view, I can see just this piece by itself. This is going to be really helpful for making sure that I'm looking at just one of this bit side, that I do not get the rest this model getting in my way. Helps me go through and focus on just one piece at a time. And since I have the basic shape all right, it means all I have to worry about is the details. The overall size of it is going to just be fine to the purpose of our block in. So I'm going to take this face right here, and hold in down V I can vert snap it to the bottom of the cylinder making sure it overlaps all this bit. Do the same with this face, hold V, vert snap it to the back, and now I'm ready to combine all these altogether. Now I can't boolean this because I actually made these all one piece so that I could move this around. So what I need to do first is go to Shift + Right Mouse > Separate, which will turn this into two separate objects, so that I can select them together. Shift + Right Mouse, then go to boolean union. Now what you can see if I turn my wire framed mode on, that's four on my keyboard, we only have the exterior of this. So we only have this outside piece. As I'm moving and looking at this object, I'm going to be coming in pretty close, and taking a look at how everything comes together in my front view. So looks to me, pretty good, like I've got most of the features here. Of course I don't have these interiors to the lenses but I'll model those out in a second. I more just want to make sure that before I do something like this boolean operation that I'm getting the right kind of edges and shapes on everything. One of the difficult parts especially about working with cylinders is knowing just how many edge loops you really need along the sides of your cylinder. In this case the 32 I think that I started with ended up being a pretty good number for this. But if you had too few or you're having trouble for instance finding a good spot for these edges to line up with each other, you might need more. So now that I've done a boolean, it's time to do a little clean up here. So one of the things I look at is this back here. Are a bunch of faces I'm not actually going to need, because I'm never going to see them on the actual model. So I just delete that face, and I could take these faces and select them one by one. But a quicker way of doing that is instead selecting both the verts, holding Ctrl, right mouse button, and going two faces. It's going to select ever face connected to that vert, much faster than clicking them one at a time. I can do the same thing with these two objects right here. Just go to faces then in order to create the indents inside of these, I can do an extrude with an offset. Taking a look at my reference image off to the side, trying to get a sense of just about how much this needs to come in. If I ever need to change this, then I've come off of that last control, you could see that the extruder is open in the channel box And I can change the offset number by left mouse clicking on it in the channel box and middle mouse dragging into the window, holding Ctrl+Down here to get a little bit more of that fine control over it. You see if I drag with the middle mouse without holding Ctrl, it moves in 0.1 increments versus if I hold Ctrl+Down, it moves down in 0.01 increments giving me a lot more precision. Something like this feels pretty good, though. Holding shift, dragging back into z-axis, I can start pulling them back. As you can see here it sort of divots in and then there's another step before it comes back in and creates the lens. Now I'm not going to create all of these interior pieces that are happening here, and all these reflections, that's offly complicated for what I'm doing here. Instead I'm just going to come to this indent, go down to about this point, come down just far enough until I can hit this lens. So that means that I need to do another extrude. Let's give it an offset. And this time it shouldn't be straight, it's going to slope down a little bit. So I push this a little bit back, Before pushing it down again. So this area is going to represent my lens, And you get a nice curved lens on this whole thing. I'm going to do an extrude again, and offset pretty much the whole way in. Pull it forward to get me a little bit of that bowing. Select these two edge rings. Connect components. We're trying to drag them forward a little bit. I'm trying to create a nice slope on it. And if it's hard to see from here, it might be easier to see in this top view with wire frame turned on. We could see if it's here and I try to run a bevel edge on it, it's going to slope inward which I don't want, I want it to have this domed effect to it. So that bevel edge then, Will actually give the ability to create as many segments as I want. And changing the fraction will help me decide how this lens actually shapes. I think one segment here is going to be fine though. I want to get these relatively evenly spaced from each other. So something like that works. Repeat my history, Shift+Alt+D or Option if you're working on a Mac. The next thing I need to look at on this is, where these little clips come from, that we actually be able to mount the hand group on either side. And we could see that we don't have any edges running along the side here but it'd be pretty easy for us to make them. We're going to make something that extrudes from back here and out from this point. So I'll start by making a multi-cut, and I'm going to work on just one side of this object to start with, because I can always mirror it over later. Take my multi-cut in here and I can connect these together. And down here, I would take these verts, marge verts, target weld tool. When I move this vert around I noticed there's something off, this is the kind of clean up sometimes we need to do with booleans. You see it didn't unify these together. So I'm going to select all of these, all the verts in my object here. Go to Merge Verts and Merge Vertices. 0.01 usually is really good at merging anything that's directly on top of itself. And we could see that it sort of merged everything pretty well. One of the ways to check to see if we do have problem areas like this is by going divert face. Vert face is great because if we see any lines in between these larger faces, we know that those are faces on top of faces. In this case, it looks pretty solid. So then it's a matter of figuring out, I know roughly were lined up this way this should extrude from. But the question becomes, where on this cylinder does it actually come out from? So that part where visual measuring is really handy. It looks like it should lineup relatively with this deep in, this little corner here. It's a little higher than that. Maybe we can find some better images that are more straight on. because in this case it definitely looks like that one's a little higher, and seems pretty straight on. I'm kind of like looking at this and saying, if this is from this point to point, for instance, let me grab my pen really quick. And I can grab my pen to and sort of visually draw out the distance between these two, and sort of saying half way between here and here, it seems like they're about the same length. So I'm trying to sort of judge and say visually it looks like the length on this should be about half of the overall lens. Obviously this isn't scientific, but we're not trying to make something that's for engineering. We're trying to make something that just visually resembles the thing we're trying to create. So I feel like these two right here, Serve a lot of those needs for us. I'm going to do the isolate select in the front view as well. Trying to get that sense, About where that halfway our point is. So maybe right about this guy. Holding Ctrl and clicking and dragging away. So from the middle here it's one, two, three, four up. So I'll go one, two, three, four down. And I just want this one and that one. So these two are exactly what I want. But as I mentioned, I'm only going to build one of these pieces out. I'm actually going to be able to mirror it in both directions together. So hold Shift, extrude out, scale it. I can take my vert, slide it back a little bit. And then move the whole thing till I kind of get this idea of the slope in here. Then this piece comes straight off till it right about gets to the middle, and this is where it starts to slope. So I'm going to pull that all the way off, Select these two edges, and from the top view, I'm going to use that bevel tool, Add a couple of segments. Maybe right about there. We'll be combining those later but what we're really looking at, there's a real question of how many edges do we actually need. And just like when we're creating the cylinders, it's sort of from a distance, how close can I get to it before I notice that it's repeating? Since we want this to be a nice key feature for our object, you can go a little higher than I might go otherwise. Let's take a look at three segments though. I think three segments would look pretty strong. We have to get awfully close to it before we would notice. So I'm going to select the verts together, Shift+Right Click > Merge Verts > Merge to Center, do the same on the bottom. Always making sure that it looks like the tool has selected right around those verts and it hasn't, for instance, accidentally grabbed anything else. So just these two, G hits my repeat. And now if I want to bring this together, I want to smooth this slope out a little more. I can always take these edges and run a bevel on these too. That's looking pretty nice. Let's delete my history, and now I'm going to do a couple of mirrors to put this whole thing together. So let's go ahead and run a mirror. It's doing a couple things I don't want here. For one, it is going the right direction, it's going the right access, and it's going on the right direction. For instance, positive would get rid of that little piece I just made, but it's along the world access. I actually want this to be along the object access. So it's going to be along that pivot that I just created. Merge threshold does this automatically. Sometimes it goes too high. So I just like to set that to 0.1 manually, just to make sure everything is good. And then I'm going to repeat this merge, but this time I'm going in the y-axis. Same deal, and I want to do it along the object. So you can see we've got our top and our bottom, but we've lost some of the roundness back here. You can see these are pinching together because that merge threshold is too high. Have you ever had this problem where you just can't quite get the merge threshold to work okay? I just turned on do not merge, then i select the verts by hand and I use this merge verts seek tool and I get a little bit more control over it that way. So now I'm going to go to Shift+Right Mouse > Soften/Harden Edges, and click this Soften/Harden. I'm going to click the box next to it. This is going to let me create an angle, by default it's 30. I like to set this to something like 60. And when you click this it's going to take any angle that is more than 60 degrees and it's going to harden it, and anything that's less than 60 degrees it's going to soften it. And I find for objects like this it works pretty well, although some areas you have to go back in, And manually harden or soften them to get the right look. Just looking around and see if there's any areas with strange shading, but this is looking pretty strong for us. So that completes this front binocular piece. In the next video, I'm going to model out these eye pieces. [MUSIC]