In this project video, we are going to continue modeling this wooden toy train. The last thing we add to the model or the wheels on the right side, let's add the mirror modifier. So we can see the wheels on the left side also go to the object mode, then add modifier, and then to smear here. Now we can see the wheels in the left area. Don't forget to turn on the bisect option here so we don't get double vertices. Next, we want to fix the smoothing group, right click and choose shared smooth, go to the mesh data panel normals and then turn on the auto smooth option here.
I think therefore 30 degrees angle already looks good, so we don't need to change anything. Next, I want to use a madcap material. So go to the viewport option and to Smith cap here. And I think I go with this brown one, turn on the cavity option and set it to world so we get some ambient occlusion shadows in our model, I don't need the readers for now. And for the valley, let's bump this up a little to 1.5. This way we have darker ambient occlusion shadows.
With the setup, we will be able to see and read the geometry better. Next, we want to create the boiler. Go to the edit mode, press shift a and then choose cylinder here for the cylinder because it is quite large, I want to have 32 vertices at the side. So open the operator panel and revise this vertices value to 32. Next, we need to rotate this using the x axis. So press R then x and then 90, then enter.
Move this to the front. Now if we look at the image reference, let me collapse this panel and also hide our toy train object. We can see the diameter of the boiler thing is about the size of the initial box. Then below as it gets smaller. gets cut off, we can see it is not a full circle. Okay, let's unhide our object again.
Move this until it snaps to this vertex, we can see the boiler border already met the initial box. Let's move this down until it penetrates the bottom frame about this dip, okay. Let's drag this to the front and then hold CTRL and snap it to this vertex. Currently, we have these faces overlap with each other. This is a bad thing. So let's move this back a bit.
Next, we want to create the front lamp. For this we can move the 3d cursor force to this face center location. Press Shift s to cursor to select that here we can see the 3d cursor is now at the face location. So if we create a new UV sphere, it will be created at that location. It looks kind of cool, but we'll stick with the reference image, we need to rotate this object. Oh, sorry, that's reduced the vertices first, because this will be a relatively small object.
Let's make it 16 vertices. Then let's rotate this sphere, press our x and the 90, then enter. Let's see this from the side view, shift z to go to the wireframe mode, scale it until about the size. I think this should be a bit squashed. So let's scale this on the y axis and move it to the front about this far, okay. Next, we want to create the front button pilot, shift a and juice cube here.
Let's move this to the front. And let's close this panel. Use the move to Gizmo and then hold CTRL and snap it to this video. text here, go to the H mode and select this age, move it along the x axis and then snap it to this vertex here. Next, we want to dissolve this age. For this, you can just press Control x.
Next, we want this face to be slightly higher than the bottom part of this wheel. We can snap it first. Then move this up a little. Next we need to make this age aligned to the far side of the wheel. We can see in the reference image, the shadow here is aligned with this wheel here. So decide he is actually tilting to make the edge down here aligned to the wheel.
Go to the H mode and select this H here and move it and snap it to the vertex at the wheel. Then select this age Here we can see the thickness of this pile of mesh is about half the width of the wheel. So let's bring this to about this location. Next, we want to create the chimney. Press Shift a and two cylinder. Because this chimney is relatively smaller than the wheel, let's use fewer side vertices.
I think 16 is good enough. Let's see this from the side view. Press Shift z to go to the wireframe mode, move it to about this location. scale it down so it is about the size of the chimney in the image reference. move this down, go to the vertex mode or a den, press B to activate the box selection mode. Select the The vertices and then move it until here.
Then press E to extrude. Move it to about this location as to scale it down. Notice how the surface is a bit curved. Let's add a loop cut by using Ctrl R, and then scale it up a bit. I think the chimney already looks good. Let's copy the mesh for the whistle, press Ctrl l to select the whole chimney mesh, shift D and move it here, scale it down until the width of it is roughly the same.
Let's move this down a bit. Now of course, the reference image has some perspective distortion. So we need to just approximate the actual position of the chimney and the whistle measures. I think this should be closer to the roof of a and an L and move this back too much and move this down a bit. Okay, we can spend more time tweaking the position here and there. But let's just continue for now, if we set the object to smooth, but then after that we add more measures into the object, the new measures will not get smoothed out automatically.
We can see this better in the object mode. Notice how the chimney and the weasel out of red shaded, so you need to redo the shade smooth command, right click and choose shade smooth. Now they look smooth. But we actually want the ages here to be sharp, not smooth. And this is kind of tricky, because if you go to the data panel and play around with the auto smooth angle thresholds, there is no value that can solve this problem due to the number of faces and angles near those ages. Let's change this back to 30 degrees.
So instead of relying on this global threshold value, we are going to use the more custom h crease method. Make sure we are in the H mode. Hold out and click on one of these ages, then shift out and click this H also. So now we have two eight loops selected. Next to shop them, right click and then choose Mark sharp here. Now we can see the ages look sharp, the modeling process is finished.
The last final step is to add a bevel modifier to get rid of all the sharp edges in the model. So go to the Modify panel, add modifier and then choose bevel. By default, all of the edges will be bevel, we only want the bevels to happen on sharp corner ages. So in the limit Methods section, select angle here, but now the bevel won't show up. I did some research before of the record turns out that we need to create an age here. So let's do that.
Select this vertex and this vertex. Then press j we need to do this also For this side, select this one and this one, then press J. Now we can see the bevel modifier start kicking in, but this bevel width is too large. Let's input 0.01 I think this is too small. Let's try 0.015 Okay, I think I like this one. So Alhamdulillah we are done now.