 Okay, so now let's focus on actually building out the geometry for the drawer itself So we need to you know, actually give it some dimension and depth and a little, you know handle or knob right on the drawer itself, so I'm going to dive in here and Let's put down a subnetwork just to keep things organized here. I'm going to call this build drawer like so Cool, so let's dive inside now And in here we're going to have to loop through all of those particular primitives So we need a for each primitive Like so, let's put in our null node We'll call this prims in Go Awesome, and let's Build a drawer Okay, so we're going to take this particular Prem right here, and we are going to basically just start this out by Using a poly extrude, and I'm just going to extrude it back Just for the depth of the drawer itself now you can go ahead and you know make another Parameter over here. I'm going to hold off on doing that for right now Just to get this thing built All right, so there we go. So then I'm going to reverse this And I'm going to call this node the drawer bounce like so and One thing we're going to have to do so basically This is going to be the front piece. Yeah, and this is the back piece. So yeah, we're all good here All right, so I'm going to drop down on a delete node And the reason why I want to do this is because I don't I don't want to actually just poly extrude this It'll really make it hard to UV map So what I'm going to do is I'm going to pull off the bottom piece and we're going to do our Convert to nerves trick where we build up the sides with this So we're going to build it, you know, just like a real drawer would be built All right, so in order to get this bottom piece I'm going to use a delete node for this one and we're going to delete by Normal and that normal is going to be negative one because I want to get the bottom print there Then we set the spread angle to zero and set this guy to delete none selected So we get just that bottom print Perfect. All right. So now we can do our carving trick To get the sidewalls for this guy all built out And I'm going to do a reverse for this just so I get this primitive, you know facing upwards And that's procedural because it's always going to be like that Just based off the way we're building this out Okay, so with that done What I'm going to do this is our bottom piece and so I'm going to need to give this a little bit of thickness too So this is the bottom of the drawer. So I'm going to do a poly extrude Like so and just move this up just a little bit So this will be the controller for the thickness of the wood for the entire drawer So I'm going to output the back just so we have it and then I'm going to get this delete node Because now I just want the top prim because I want the sidewalls to sit right on top of this So Let's go and delete Everything but the top prim so just switch this over to a one. So the top Primitive here, then we're going to do our convert trick. So we're going to convert this over to a nerve surface So let's do that very cool. We'll interpolate through holes. So we maintain the quad And then for this one, let's do the Sides or actually let's do the back first. Yeah So that'll be that'll work just fine. So this is the back piece. So I'm going to keep Both of the primitives there that get generated And again, I want to actually make sure all these guys are the same thickness. So I'm just going to copy this value And paste that in for here Oh, and we also need to then divide this by the Size and z so zero and d z size so we get a percentage remember the Carve node works off percentages not actual meters or anything like that Cool. So now we have two primitives, right? So zero and one so now I can split on that Let's do that. So split on one And now we can do a carve node To build up the sides or at least build the shape for the sides And so for this one, we want to use the first v and second v And again, we're going to want to Basically get that same thickness. So let's copy the expression here From that first carve node and let's paste it into the further first v but this time let's base it off the x size Very cool. And then we'll just keep The outside so let's copy this parameter here Paste it in for the second v and we'll do a one minus that way we have an equal offset on both sides Sweet, and then we just need a merge node And we've got all the pieces for our Sidewalls. All right, so then let's do a convert make sure to convert it back to a polygon And make make sure to maintain those quads. So yeah, we want polygon We just want to interpolate through the holes there. So we just maintain the original geometry And then we just need to poly-extrude those guys So we're going to have to do a little bit of tricks here Because then I'll show you here in just a second So if I were to I want these to I want these sidewalls to be the you know the same height as this drawer But remember we also it poly-extruded the bottom piece So there's a certain amount of height that we need to take away from This total height, but let's start with the total height and see what the issue is. All right, so Down in our poly-extrude here for our sidewalls. Let's do Let's there we go. So let's do a bb box And we want to get the information from that drawer bounds node Which is that poly-extrude node So let's say d y size All right, so if I were to go and template now the Drawer bounds, you can see that our walls are a little bit higher. They are the same size in y It's just that we need to account for the height of our bottom plank in there So the bottom plank is down here. So we'll call this a bottom plank Just to make it easier to reference And all we need to do is subtract that height. So we'll say minus the bb box of The bottom plank And we'll do the d y size. So we just want to subtract that amount and look at that. We get the exact amount we need perfect All procedural Fancy and stuff. All right, so let's just merge these guys all together Like so we've got a drawer At least the start of a drawer All right, so let's make sure we uh uv all those guys. So I'm going to jump up and out I'm going to grab my one of my sub nuts that has the uv mapping Technique that I want to use for these and let's check it out. So if I hit five Yeah, looks like we're doing pretty good there It's not exactly the one I would want but you know, at least it's uv'd And uh, it's not all over the place So There we go cool All right, so the next thing that we need to do this one's relatively easy is just the front plate So let's do another poly extrude here And uh We'll just pop it out by that same Amount so this guy right here Obviously you can customize it. I'm really just um trying to get through The rest of this stuff you can customize this stuff for days so it's um You know, we might do the uv at the very End here because I don't want to have multiples of these So yeah, I think I'm going to do that. So let's just merge it also into this final one here Now one thing you can do And really this is totally um nitpicky But you can actually move these guys around so that way you get um all the Curves or all the network lines coming in nice and neat So yeah, that works out better. So now I'm I'm basically um uving everything there In one pass which is much better Uh and the other thing I noticed I actually need a little bit of offset if we actually look at our reference here These drawers actually kind of overlap A little bit just a little bit right So let's uh take care of that and that's that's an easy one So let's go up here before we do This poly extrude let's drop down another poly extrude here And this will be my uh inset. So I'll basically just do a negative inset This will be that overlap value And then we don't need to output the side There we go So now if I look at the final result here, you can see we've got a nice little bit of overlap there Yeah Okay, and then let's take care of the I'm going to just do little knobs for these guys And this one you're more than welcome to make any type of handle or Allow a lot of different types of handles to be placed onto these particular Uh drawers And so to do that first we need a point to Instance onto right and I want to instance it right under the front here So I can do that by putting out the front group here And then just dropping down a blast node And blasting away everything but that front piece There we go and that's the way that we're getting that other guy there We want the back Looks like it's in the front group. So we just need to make sure we blast or blow away all of our groups So we need to do a group delete And you can just put in an asterisk for this Get rid of everything. Yeah, so now I'm left with just the front. Cool That just cleans it up. So that way we get the only the groups that we wanted out of the out of the poly extrude node All right, and then I need to do a wrangled node. So again, we're creating the point that we're going to instance onto All right, so let's loop over primitives and I'm going to say add point And we're going to add it to geometry zero We're going to put it at p. So at p in the primitive context is the exact center of the primitive itself So you can see now we have a new point in there And then all we need to do is just say remove prim zero at prim num And then one remove associated Points with it. Now the other thing that we're going to need is a normal, right? So to do that, I need to store the point number that this add point function actually Creates. It's always a good idea to call this like something like a new point And all we need to do really is just do a set a point Attribute so set point at rib Let's say zero and we want to set and that's the normal attribute And we want to set it on new point And we want to set it to zero zero one And then set boom now we got a normal All right, cool. So now we actually need to build The knob there All right, so I'm just going to do this with a line. I'm going to point it in the z direction Like so and I'm going to keep it normalized so from zero to one Right because we can always scale it down later. It's best to work in these normalized or this unit Cube unit box scale when you're developing this. So let's resample this Give us some more points to work with so let's do like 0.01 That's going to be a lot of points and I want a lot of points because I'm going to basically sculpt this with a ramp All right, so we'll call this knob shape like so And in the resample node, let's make sure we pump out the curve u attribute that way we have something to map to Easily, so I'm going to say at p.y is equal to ch ramp. So a ramp channel And I'm going to call this the shape And you can be more specific to you can say something like knob shape And we want to use the f at curve u All right, so let's make that Perfect. So now I have a ramp I can use to shape this guy We could expand this by hitting this little button right here Let's do to expand it gives you just a little bit more range to control All right, so let's pull this down. Let's actually pull these Actually this one up a little just a little bit. That's where This is going to be inserted into the the wood And then I want this one at zero because that's we see the front of the knob there So I want to create this knob shape here Something like this Yeah You're gonna give it a little bit more space to breathe there So that's all we have, you know, a lot of those points there And then let's go and select all these by holding down control And then clicking on all the little handles here And we're going to change it to a beast blind Oh, what's what does capo rom look like? No Let's try bait. Nope. Definitely don't want to do that one Yeah beast blind was the best If you want, you know a little bit more of Like a you know crease in there you can just add one more and then just raise the value up And get it really close Do something like that Do the same thing on this side Yeah, let's shape it a little bit better Cool. So At this point, you know, if we were to actually revolve this or create some geometry out of it We way too many polygons for this particular prop in game. So let's do a refine node And let's refine this guy So first and second You need to be all the way from zero to one So we do the full curve and then we want to go to unrefine And just play around this value until we get something reasonable Yeah, I think that's going to work out pretty good I think that'll be fine We can always try to resample too. Let's see what happens With the resample It's okay Let's try maximum segments Still kind of end up with the same problem Too many points. Let's just stick with the refine look better All right. So at this point, let's do revolve And we're going to revolve around the z-axis for this guy. So we put a one in for z zero and four The y-direction there and we have a little knob here. So this is definitely way too skinny Though, you know, if you like it, then you can leave it I'm going to fatten that up a little bit. So let's just select all these guys here Together and just move it up Yeah That looks good One thing I should Demo here is that, you know, with the revolve node that point there where they all meet It's not going to actually fuse them together And I'm not sure I don't think that they add one in 18.5 Excuse me. You could always put end caps on it. I'm not going to do that Yeah, I don't think that they have that this does create UVs though Which is nice. And they're all normalized. So you can leave it that way or you can, you know, turn them off if you want I think I'm going to keep the v normalized or seamless Yeah, I think I'm going to leave it like that for now. I'm going to always change it later Cool. So we need to fuse it Just to make sure that that point Is just a single point now And then let's reverse it Well, there we go Cool and let's uh in our revolve let's add some more divisions here make a little more around Again, you can tweak all that stuff later on Cool. So I'm going to bundle this up into a subnet. I'm going to call this a knob Because, you know, when I do make the, you know, final version of this I'll probably add in a couple other options that artists can use. So that way, you know, certain Jores have handles and some have knobs stuff like that All we need to do now is copy this to the point that we just created So I just select those both Pump that into the copy to points And now if I were to template this guy, where did you go? Oh, there you are So this guy is really big. So let's merge it in After the UV because it already has UVs on it. So I'll just merge it in At the end here There we go We have a really big knobs there. So let's put that in a transform node here But that's why we work in that unit square size and then we just scale it down later It makes it much easier because if if you didn't your values that you would be you would be using in your Your ramp would be super tiny and it would be really hard to edit. So Just keep that in mind and we'll just scale it down to what we actually need Yeah, something like that Looks cool Also, I'm going to inset it a little bit too. It's sitting right on the surface, which you know, you might be fine with But I'm just gonna inset up just a little bit There we go All right. So now we've got drawers beautiful Look at that All good to go. So one thing I also want to do Is I also want to randomize, you know, which ones are open And not kind of thing. I'll probably just do some randomization tricks for that Um You could always come in here and actually add in so when you're on drawers, you got in a option to Open certain ones or or not You do tons of stuff at this point So now I can change, you know, the drawer count No prob And let's check the rest of these guys. Just make sure it's still going Starting to slow down a little bit that happens After a certain amount of time It's just because we're building so many drawers now Yeah, everything seems to be working great nice You might have to clamp that value That's basically the thickness of the wood there It'd be really cool if you're building some sort of Ikea app All right, anyways, I'm going to close the video out there and move on to the next And I think what we're going to do is focus on the doors now And then after that we'll do the decorative item and then I think we'll just do some vertex colors For now in this series and then test it out in Unreal and call it good for this one And then I'll do the texturing for it in the next one All right. Thanks so much