Hi everyone.
In this video we are going to review this menu or you're the menu that you can bring up with Shift eight.
And I'm going to explain all these options or here of these options over here.
So you may use them in your modeling and your creative creation.
So let's get into this by eating Chef.
If you are before before starting, if you are not to be, you know, you're going to skip this video.
Well, even if you're if you know your way around blender and these options but these are not like curve
or metal walls or lattice or the lights probe anything here I'm going to show you the basics.
So this is start by the mesh menu or here the first thing we can make is a plain.
As you can see, this is a plane and this plane has four vertex or four vertices.
Or here, as you can see, if I go over here and right click on the since statistics, I can see that
I have four vertices in my statistics or here you might see right now.
So let's deal with this by hitting X and then let's actually make a plane.
Again, I want to show you this many over here, the adjustments menu which we discussed in the last
with you.
If you go to view here, this is the adjust last operation.
You get this menu by creating any of the primary shapes.
And in this menu, if you click anywhere on the seen, this menu will disappear and you can get this
menu.
So be aware of that.
The first thing is size for the plane is which you can do actually s to a scale or scale it is.
Kelly And then for every primary so we have location and rotation which you can adjust or he has something
we had y pressing and this this menu over here this bar menu and you can set the scale rotation and
location rotation on the skip so you can do this also by s by it s there's another adjustment just last
operation wheel here which you can use as well.
So we have this for every every primary show we make.
So if I make a Q the and if I make a cup here and I can see I can adjust the size and rotation rotation
a Q has as you can see 12 is just an eight versus the next thing is a circle.
As you can see it, we only have a circle so we don't have a kind of a measure anything.
We we only have vertices.
But in the next video I'm going to show you how to use the edit menu.
But if you press E and then you will extrude and you get a shape like this and we have 22 vertices or
64 vertices in total and 32 vertices selected on top of.
And so right here.
So you can use a circle like this and you can scale it or do anything you like.
Rotate it.
And those those those things.
The nice thing you have in a union sphere, you use sphere.
The default value is 32, but if you decrease it, let's watch what happens.
The lowest value is tree.
Right.
And you get this shape which you might find useful and then you can adjust these segments and gets another
sphere like this and then you can adjust the rings.
These are the rings or you can adjust them.
Let me make you a sphere and you can adjust how many you want.
So you may want very lower as a sphere.
You might want something like this, or you don't care about the geometry so you can increase it like
this.
And if you go to L.A., you can see how the geometry looks like.
The radius.
You can change that on all the other things.
The next thing we have here is ecosphere.
So I consider what's the difference between orchestra and us?
Well, if you make a useful and you go to what you can see or you enable the wireframe here in the overlays.
You can see that US sphere is consists of quartz or here.
So this is quartz.
All right.
These are quartz which you get with us here.
But if you make a ecosphere, these are all triangles.
You can use this like a sphere.
Like the subdivision is little, you know, by default.
If it's exquisite, you can get a shape like this.
If you increase it, you get a shape like this sphere, which is consists consisted of only shrines.
The next thing you have a cylinder, you get a cylinder like this.
The default vertices is 32.
You can decrease the vertices and get the shape like this.
Or if you increase it and if you hold down shift, it will increase or decrease the more precisely.
So.
You can get shapes like this.
The radius and depth.
You can also manipulate the depth.
All right.
The nice thing we have and the also very important thing, if you do an adjustment, like if you change
the adjustment here, then Blender will remember this adjustment.
So, for example, if I go back and make a cylinder, you can see that our cylinder now has nine vertices
instead of 32, which was the default value so far.
Increase it to all of them.
And then I'm like walking around and modelling.
And so.
If I make another cylinder, one remembers the last and they're all made and it has 12 boxes.
So keep that in mind when we can, because you can see the subdivision level is very high and fixing
us or that's the US will get safer if you want to reset it to default, right click on the segments.
Reset the default value for both.
All right.
So the next thing is a cone.
You get the shape like this, and if I change the vertices, you can see how the shape changes the radius
there.
This one changes the radius of the bottom, the radius to change the radius of the top one.
We have the depth and the last one here of the prime is shapes.
These are the primary shapes from plane to Taurus is the source.
So if I change this, as you can see, we can get an interesting shape like this one.
This is the lowest amount of segments.
If I increase it like a shape like this and a month, I might it might be really useful in modelling
something like belts or something.
So this is very useful or making a donut, you know, so you can change the minor segments and all that,
the radius and he can play around with these values.
So let's reset to default and then we have a green and then a monkey.
The agreed is actually if I turn off the water frame, if you make a grid, it looks like a plane,
but it's actually if you go to element, it's actually a plane that is subdivided.
So you get the exact same thing like let me make another green here and move it here and then let's
make it plane.
All right.
So if I enable wireframe, you can see that this plane has four resonances.
All right?
And this grid has a lot of subdivision, like a lot of birds, the figure two out of this plane.
And if I select everything with a so so everything I want with a.
And then if I right click, I have an option here, the first option to subdivide.
So if I subdivide, subdivide my mesh and here you have the number of costs.
So for increasing number of calls, I can see that my mesh is getting subdivided.
I get the same results with just making it great.
So that's one thing I wanted to show you.
You can do this with any objects as well.
So I did moderately subdivide and then subdivide and you get more geometry.
All right.
And the last thing here for our meshes is Monki or the name of Suzanne.
So, yeah, it's it's just a monkey.
Nothing else to explain.
It's just a monkey.
And this monkey also has these adjustments.
And then you can subdivide with subdivisions.
So phase by hand in this or by control and a number of your keyboard some hold in control.
And number one.
And as a subdivision level, in no way number one level, one subdivision level.
That's the measures we can use as measures to live the life we can make it.
Q Then scale it and maybe make a sphere, move it around like this and then,
I don't know, make a cylinder, then move it around like this and then move and then use this primary
objects, primary measures for our modelling purposes.
All right, so I'm going to reset my theory recursive back to the word origin.
I can do this by shift s cursor toward origin or let me change the location by shift right click it
and change the location of the to the cursor with shifts where I click or I can reset my tuning cursor
with shift C.
So if I hold the shift and the key C is set to recursion and also reset my camera.
She's pretty healthy.