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Voiceover: Hey everyone,
and thanks for watching 3dmotive.com.
My name is Cordell Felix,
and on this video, I will show you
how to extrude a circle from any surface.
We will be using the Loop tool found
in the Graphite Modeling tools.
This technique will help you understand how to inset
and extrude a clean circle from a surface
without any weird deformation on that surface.
It is mainly used for High Poly modeling,
to get in some shapes that are rather difficult to do.
i will be using these three shapes here
to demonstrate how I would approach
extruding a circle in and out on each surface.
We have this sphere with some tubes extruding out
and some in.
This sphere demonstrates the difference
between a six-vertices and a four-vertices extrude
with the TurboSmooth modifier applied on top of it.
This is a four-vertices extrude
and this would be a six-vertices extrude.
You can see that this one is a lot smoother,
and this one will need more iterations
to make it smoother.
This box will show that we will need support edges
to keep the shape of it and the sharp corners,
while getting that extruded circle in there.
We remove this TurboSmooth modifier on here
to show that we have the support edges
and we have the inset,
and here is the circle.
This shape is similar to the box,
but I will be approaching this circle inset differently
because I will be referencing a different cylinder mesh
to snap to its vertices using the snap tool.
The snap tool you can find up here.
If you type S, it'll show you where it is.
If you right click it, you can choose
what kind of snaps you want.
I'll be using vertices for this
because I'll be using the different cylinder mesh
to snap to its vertices
so that I can get this circular shape here.
If I remove this TurboSmooth modifier,
you can see that I have these support edges here still
and I have this inset,
which has these extra support loops
in here to get that shape.
Let's start with this sphere here,
where I will be demonstrating how to do a four-vertices
and a six-vertices inset circle,
so I'm gonna start with the four-vertices one.
What I'm gonna do first is I'm gonna inset.
I would inset because I want to get that support edge
to have some more control
when I apply the TurboSmooth modifier.
Now that I have the inset,
I'm gonna delete this.
Then I'm going to hold Shift and bring this down.
Then I'm gonna do it again.
One more time.
I'm getting the support edges in here.
I'm gonna switch to scale
and then hold Shift and scale in
to get another support edge.
I'm just gonna cap that off.
If you right click, click Cap.
Now, if I TurboSmooth this,
it's gonna be, it's gonna look okay,
but it's not a perfectly round circle here,
and also, I need a bunch of iterations
to actually make it look smooth
because it's only working with four vertices here.
It's gonna take more than two to look kind of smooth,
and that kind of result,
I just don't like that much,
so if I do it with a six-vertices,
now I'm gonna swtich back to Editable Poly,
and if I want six vertices,
I'm gonna have to delete four squares.
Now, if I inset from here,
you always gotta inset first,
that way we could have that support edge.
Now, if I delete this
and select the border by hitting 3,
and I'm gonna click this edge now,
and it should select the entire border.
Once I have the border selected,
I'm gonna hit 2, and it's gonna switch to edge mode here.
With the edge mode, I can use the Loop tools.
The Loop tools is found underneath
the Graphite Modeling tools here,
and you go to Loops,
and click this Loop tools here
with the hammer and wrench,
and it should bring up this little menu.
Now with the border selected,
you can click circle,
and that'll give us the circular shape
that we can extrude from.
I want to do one more inset here
by holding, by going to the scale,
and then insetting one more circle.
Now I can extrude from here.
So I'm gonna hold Shift and go along the Y-axis
to do a support edge
and do one more, one more, and scale one in.
Then I'm gonna cap that off
by going to border mode,
right-click Cap.
Now, if I TurboSmooth this,
we should get the results we want pretty quickly
and under just two iterations.
You could see that we have a lot more control
with six vertices rather than four vertices.
This shape here isn't very circular.
You can see it still kind of has its box shape here,
and this is a lot more round.
Let's move on to this box shape now,
where I'll be insetting a six-vertices circle here.
First, I need to get those extra vertices in there.
I want to use the Swift Loop tool
to add in a connected edge here and across here.
I'm gonna go to edge mode by pressing 2,
and then go to Edit > Swift Loop.
I'm gonna add one right in the middle
and right across here.
With that, I can inset these four
and get the six vertices I want.
Before I go into that,
I'm gonna be adding some support edges,
so that way I can keep the shape of the square,
and I have my Swift Loop hotkeyed to Ctrl+Shift+X.
You can keep going to Edit > Swift Loop
and then add all the edges you want.
I'm gonna hit my hotkey,
so I'm gonna add support edge here,
here, here, and there,
and one at the bottom here,
and one over here.
That should be about it.
I'm ready to inset that circle,
so I'm gonna select these four squares here.
Then inset it just once.
Then now I'm gonna delete these four squares,
and then I'm gonna hit border mode,
and then hit 2 to go to edge mode.
You can switch between the two.
Once you select the border,
you can switch to the edges
because it already has those edges selected,
so it transfers just nicely.
Now I'm gonna go to the Loops > Loop Tools
and Circle.
I'm just gonna scale that in just a bit.
That's okay.
Now, I can do that.
I'm gonna do one more inset for the support edge,
and now I can put this in.
Support edge, out. Support edge, scale in.
Scale in one more time,
and then Cap.
Gotta hit border mode for Cap.
There you go.
Now, if I TurboSmooth this,
it should look like that.
There we go!
For this one,
I'm going to be modeling a cylinder
right on that surface
so I can use its vertices to snap to
for when I inset this six-vertices circle here.
This is another way to get that circle shape
instead of using the Loop tools.
This way is a little slower,
but I found myself needing to use it
when the Circle Loop tool just doesn't do the job.
I'm gonna close this Loop tool here now.
Now to start, I'm gonna be going to Front mode,
and then hitting F3 for wireframe mode.
I'm gonna model in that cylinder,
while turning on autogrid.
With autogrid, it should be on the front surface here.
I'm gonna model in this the cylinder,
and do one more click, so that way it sets out there.
It should be six-sided,
and now if I go into perspective mode
and then press F3 to go back into shaded mode,
and I'm gonna right-click, covert to Editable Poly,
and then delete these faces
except for this back one,
so I'm gonna select this front face here
and hit grow
and then delete,
so that way I have that there.
This sort of acts as like a template
because I have those six vertices there now.
Now I want to add a Swift Loop here,
that way I can have those six vertices.
So let's go back to that model
and then add a Swift Loop in there,
and I'm just gonna do one for these two vertices
here and there.
Again, you can do Edit > Swift Loop
to add in that swift loop.
Before I inset, I wanted to do the support edges,
so I'm gonna go ahead and do that.
That's about it, okay.
Now that I have the support edges,
I want to,
oh, I missed one.
Now I have the support edges.
I want to inset right here.
You see that I have six vertices, 1, 2, 3, 4, 5, 6.
I'm gonna kind of align it to where the cylinder is.
Okay.
then I'm gonna delete those.
Now if I go to front mode,
I can use these vertices to use the snap
and I have the vertices mode snapped on.
Now let's turn it on
and snap them to these vertices.
Just drag them to where the vertices is,
and it should bring it right to it
in the exact location.
There we go.
Now I can delete this guy.
Go back to this border,
and I want to do another inset just to be safe
for that support,
and then extrude out by holding shift.
Do one more, one more,
and then do one in for the Cap.
Go to border mode, and then Cap.
Let's throw a TurboSmooth on there.
There we go.
That's about it for this quick tip.
My name is Cordell Felix,
and thanks for watching 3dmotive.com.