 This tutorial is sponsored by environment textures comm high quality images for 3d artists and game developers Okay, so here we are in step 2 It's going to be a little bit of a longer step than the last one We've got a bit more to do and now we're going to start making the the high polygon version of the barrel So we're going to start by building it out of planks. So our first plank is going to be a cube And at this stage it's just a good minute. It's a good idea to move that back out of the way So I'll do that and then I'm going to start Just shaping Myself something that looks plank like so something like that Yep, right, I'm just going to try and get it to a height that I'm pretty happy with Yeah, and what I really want to do just to make my life easier Especially if I was importing this into a game engine like unreal I want to try and line the bottom up with the grid just so I know whether that's going to be I'm quite happy with that But I actually want the The plank to be on this side and that's so that I can line up the bend later So what I'm going to do is Rotate it around so that it's not facing that direction So let's get the rotate tool up I'll begin moving that around and then my channel box. I'll notice that I have been rotating it on white So I'll call that 90 degrees lovely Then I'm going to Hold my D key In fact, I'm gonna put a move tool on first hold my D key and then hold my V key Which will snap to vertex and that will just drop my pivot to the bottom of the plank Which I want to do and then I'm just going to move this out To the edge Like that and then what I need to do is bring that pivot back into the center. So now I'm going to hold D and I'm going to also hold X on the keyboard X will snap to grid grid points And I'm just going to put that pivot bang in the center of the grid So I'll try and show you that as best I can you see the pivot is now there and what that does Is if I was to rotate this now that I've moved the pivot point It goes around the center. I'm going to use that to create the The outline of the barrel Okay, so now what we need to do is duplicate this first plank that we've got so that it creates a Full radius a full round the barrel II thing so the way I'm going to do that is By using duplicate special and I'm going to create 15 copies that'll give me 16 in total Which is a nice a nice round number for this And I'm going to instance them instead of creating straight duplicates, which means that if I change one ideally the original in fact, let's rename that to Plank so that I know which one the original is So if I with instance thing if I change the original it will change all of the others Which means that I can continue to edit even though I've got copies. You'll see what I mean so if we go for edit Duplicate special Right, here's my duplicate box. I'm just going to go to reset settings. So we've got a Like a brand new duplicate special tool. So you're looking at the same as I'm looking at so I want instance on there and I'm going to rotate each copy 22.5 degrees on the y-axis And if you do your maths, I think 22.5 is what happens if you take 360 and divide it by 16 And I want 15 copies. So if I now click on duplicate special you will see that that creates That amazingness, which is what I wanted So I can make changes to this but what I can't do is just scale it with Instancing for some reason it doesn't like that. It won't be copied on the others So what we'll do is we'll put it into vertex mode select all the vertices and Using the scale tool will just scale it out like that and you'll see that's being matched by all of the others I'm not going to push it out all the way yet. I'm just doing it to get it to get it quite close I don't need it to be a hundred percent. We'll we'll find that later But it's just to give us a much nicer looking So conference is that the right word? That's what I'm going with so you see that's still plank So I know that's my original the others are named appropriately plank one plank to whatever So I need to do a little bit more work on plank one to get this looking more barrel like so the first thing I'll do is I'll bevel this plank So I'm going to open my modeling toolkit for this which lives up here and if I scroll down, there's my bevel operation and I'm going to go Zero point one for the fraction and I'm going to have two segments. I think And that just gives a nice smoother edge on each of the planks, which is what I like The next thing I want to do is get that bend that that bend there So the way I'll do that is first of all, I'm going to need some extra edge loops So my current favorite way of adding edge loops is something I learned from Mike Hermes If you haven't checked out his channel MH tutorials, I think it is it's worth a look. It's very good He starts all these videos with hi guys. Welcome back to my channel, which I like. He's got a crack little accent that guy and so We need to use this this tool so insert edge tool click on your options box You'll probably start on relative distance from edge go to multiple edge loops and we want five So we'll type five in that box Okay, and then To get five edge loops on the height You have to click on one of the the edges that's running up and down So like that and you'll see that it places edge loops one two three four five and they're equidistant Equal distance from each other and that's wonderful and that sets us up to be able to bend this plank So I'm now going to go back into object mode and select my original plank Just going to the channel box to make sure that's what I've got and Now I'm going to apply a bend to deformer So that lives in this little menu here deform If you click on this and you look for non-linear The first option there is bend and by default it should be facing the right way. So we'll click on this and hope it works So that's applied to bend deformer. We need to go into the attribute editor To find in fact, we could probably do it from there, but I like it from the attribute editor If we go to bend one you can see there's a curvature slider and that Whilst it looks amazing is not what I'm looking for Okay, so if you find that Your bend is going in the wrong direction. This is not useful to us at all The way to change it is if you go to your bend handle tab and Have a look at your rotate and I can see here I've got 90 on Safety, so I'm just going to put that back to zero and that should sort it you can see now That's that's bending outwards. So I've got a good idea of how that should look. So now I'm going to go back into my front view I'm going to try and match up the curvature of The barrel so let's bend this In a little bit. I think I might just go in slightly more than that Yeah, I'm fairly happy with that. So that's a nice even bend So you can see that the bend on this bow is actually not consistent But I I want mine to be consistent. So I'm happy with that So let's have a look Yeah, that's looking a lot better. So we can now say that we've got a nice Barrely shape So next thing we need to do is do a little bit of tidying up on on this plank to make sure that they all sort of mesh together nicely okay, so In order to do that we need to go into our vertex mode And I'm just going to select the verse at the top put my scale tool on and just bring these in I'm going to have to do this a few at a time I think you see I'm quite happy with that one but these ones aren't quite right So I'm just going to correct this as well Like that and it should it should only really matter on these front ones that they line up Because when we're only going to be able to see those we're not going to be able to see the outside ones So I just need to take care to get these lined up to where I like them and I'm trying to get a bit of a gap I don't want them to match up perfectly because there's no point doing the planks if that happens I want to be able to get a bit of detail on on my normal map so I Don't want them to go quite through each other So let's have a look at this Yep, okay. What does this one need to do in our hour? Now like that Okay, and the position of the vertices do matter on this one because this can be seen On the normal map, that wasn't a very good selection. There we go And then just get this one right as well. Let's put this into object mode to see if I'm happy with it So that's okay Yeah, that's pretty nice Look at the top. Yeah, so there's a little gap in between But all in all It comes together quite nicely which I like Okay at this stage, I'm pretty much happy that I'm done with that bend modifier So what I'll do is I'll select That that one plank that's got it applied I'll go to edit delete by type history and that will just make that that bend permanent That's now part of the the mesh and the deformer's gone now So that's all nice and neat Okay, so the next thing we'll do is create another set of planks for a lid So that's just going to be another cube So I'll just create one. I'll bring this up And I just need to size this out so it just needs to Just intersect my geometry there and I want a bit of width on it Maybe slightly wider than the planks that make up the outside of the barrel and I Think just to stop things from looking too uniform I'm going to offset it slightly as well like that and then if I go into vertex mode I can see that I've created a little problem for myself. So I'll just correct that push that back inside and I'll have the same issue at the top. So get older that push it back in Yes, mate okay So now I'm just going to put this back into object mode This needs a bevel on it so that we get a bit of extra detail. So let's go back into modeling toolkit Drop a bevel on that. I definitely want two segments and Let's try not point to my happy with that and not point one 0.1. Yes. Okay So now what I need to do is duplicate this a few times So that it so that it works So I want to get in nice and close on this just to make sure that they're meeting That's nice And I'm going to do shift and D to get another one. Obviously I need to correct those a little bit Okay, I'm going to get these two and Duplicate them and bring them this way and then as long as I can get this Meeting up nicely, I'll be happy. Yeah about there Okay, and now what I need to do is just sort the vertices out on these so let's Scale them in make sure that they're not protruding at all And get these as well So they definitely need to come in These two here need to go right in over here. Oh, I didn't get them all Try again chain. I'll go bring these in and then Just scale them so that they are not sticking out So happy with that side And then vertex Get these bad boys Chuck them inside Get these verts here Get those inside as well And these bad boys out here need to be moved in And scaled in champion. Okay Let's just investigate. What are you doing? There we go, right, oh Handsome isn't it? Look at that beautiful nurse Okay, so now what I need to do I've got that and I'm happy with it. I need to duplicate it Because there's no Shape on the bottom. So let's just bring that down and when nothing's sticking out about there That should be good suggests I didn't Position those verts very well check mode. Okay. I'm happy with all these these ones look all right. Yeah Okay So that is pretty much all though the wooden high poly geometry done The next thing we need to do is add the metallic bands, right? So the next shape we're going to need in order to do this Is this one polygon pipe and I'm going to scale it up so I can see what I'm doing Maybe that's a bit big and I'm going to go into the inputs for the shape poly pipe one and the Thickness needs to be brought down The height obviously needs to be brought under control and then what I'm going to do is just come into this view here and Try and get this into a position that I'm happy with so I think Somewhere like that. I might end up being happy with I'm just going to size that down a little bit more Okay, let's just go back out into this view and see if I'm happy with that Yeah, I am actually so And let's turn the grid off. It's getting my way. So from this sort of view. I think that looks okay, but from the bottom It really doesn't so in order to sort that I'm going to get the faces on the bottom And just so I clicked once then a held shift and double clicked on the one next to it And that's like to do the whole edge loop for me And then I'm going to try and scale these in a bit just to try and keep that consistent So I'm happy with that one What I'll do next is I'll duplicate this one and I'm going to move it up to the top Now obviously that's not oriented the right way So I want to flip this on the y-axis and the way to do that is Scale y needs to be inverted So you can see it's set to one point eight five seven if I put a minus in there That flips it around it just turns it upside down. It's an amazing little trick. I love zip Okay, so I'm gonna pop that one about there. Do they look about even? Yeah, so I'm happy with those two What I need to do next is select this one and I'm going to duplicate it bring it down to be sort of in line with the next place it needs to be and Scale it out and I'm going to change the height on it as well So it looks like a similar height to the previous one And let's see if I'm happy with that I'm very happy with that. That's fun Tabulous, okay, so I'll duplicate this one more time to bring down to where the Last metal band will be Okay, I'm going to Invert the height on the wire scale. So at the moment, it's minus one point five So I'm gonna get rid of that minus And that'll flip it around And then that should be good So what I'm gonna do now because it's getting a little bit difficult to see I'm gonna use this here, which is a wire frame unshaded Which will just help me to see where things are Yep, that's looking okay. I'm just gonna turn that off Okay, so what I need to do now is bevel these just so that the edges aren't too hard So let's get these outside edges. So that one and that one Bevel them and I definitely want two segments again. I shouldn't need any more than that and The fraction let's do this by eye Like no point two is nice. So I repeat that for the other ones. So there's this one and need to get That edge and that edge bevel Two segments 0.2 Next one Come on mate Get an edge mode, right that one that one bevel Bevel them up good two and two segments There's only one more left to do this one Let's bevel it. I know what I'm doing The edges bevel the edges Shane That one that one. Yeah bevel 0.2 and Two sections. Okay, let's put that back into object mode Right At this stage we can call the high poly done. I'm happy with that. That's cracking so What I'll do now is select the whole thing and then going to Combine it into one mesh mesh combine and I'm going to rename that to high underscore poly underscore barrel Okay, so that's brilliant. That's finished. What we'll do in the next step Will be we'll spend some time Retapologizing I think I'm saying that right so we will create a new barrel from scratch But it will be Much lower polygon will have no bevels on it will have no kind of additional geometry We're just going to try and match it as closely as we can to this high poly version So that we can take the detail from this one Using normal map baking and put it onto the low polygon one, which should be good So I look forward to seeing you in that next step