 All right, so let's get started making our cabinet counter here, so I'm going to call this cabinet counter video All right, so just drop down a geometry container there and I'm going to double click it to jump inside So what we want to focus on first is developing the kind of base floor plan for this particular prop So I'm just going to use a line for this one So we just draw a line and I'm going to set it in the x direction Right because I want my cabinet to face forward and Z when I bring it into Unity or unreal. All right, so with that all set up. Let me actually get rid of this previous window here All right with that set up. I'm going to drop down a match size node. This will allow me to center it up Easily, so I don't have to do any sort of expressions or anything like that Cool, so now I have control over the the width of our cabinet Counter prop here and then what I want to do is drop down a sweep node and We're going to utilize the ribbon surface shape This will basically allow me to define the depth So I'm just going to put one column there and this then becomes the depth of our prop Cool All right, so with that all set up. We pretty much have the base all set up So I'm just going to call this out base so we can get it and use it in object merge notes and I'm also going to drop down another null and we're going to call this controls I'm going to set up all the controls on this guy first Before we go in drag and drop them to the HDA All right, and then I'm going to hit C on the keyboard choose a different color and then Z and set a different shape Just so I can identify it quickly All right, so let's get a couple of controls set up here All right, and what I'm going to do is I'm going to go up here And we're going to open up the edit parameter interface for that particular Null mode and I'm going to set those default parameters to invisible and I want to set up two float values So one is going to be our base width So I'm just going to call this or the label is going to be width and this is going to be called base depth So the labeled name or the the actual visual label will be depth And then I want to put these on folders. It'll make it real easy to take all the parameters from this null node and Promote them up to the HDA And so for the folder name, I'm going to call this the base folder We'll just give it a label of base And I'm just going to set it to a simple for now. I might change it later on Cool. So with that done, I'm going to hit accept what I'm going to do here is just split my panel left and right and Then I'm just going to paint it that way I always have the controls available to me and I can quickly get to the parameter interface to add more Parameters to it as we develop our particular Setup here. And so now let's go and copy the width So I'm going to copy that parameter and that goes on to the line So I'm just going to paste that relative reference like so. Oh and our defaults need to be set up. So let's go back to our edit Parameter interface and so for the width I'm going to set this to a default of two meters So six feet and the depth Let's just start with one meter or three feet and apply and accept There we go. So now we have control on our control node here Which is going to control over our nodes in our particular graph here So on the sweep node Let's copy the depth over. So I'm going to copy that parameter and paste it Right into the width on our sweep node there. Yeah, I think I might actually do half Of that default width there, so let's do a point five That's a starting point. So these default values Are going to be the values that are used when you first drop the HD inside of unreal Cool. All right, so we're pretty much all set up and that's the base and now this is going to form the Structure for basically the entire prop We can build off of that, you know one quad there. So Let's keep moving forward in the next video