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I'm James Taylor; welcome to part three of the Maya gun modeling tutorial. This time we're looking at 我是詹姆斯泰勒;欢迎来到Maya枪模型教程的第三部分。这次我们正在看
creating the kind of detail that we need to really sell a hard surface model. 创造我们真正销售硬表面模型所需的细节。
So we'll continue to use the tools that we did in the first two parts of this tutorial - so the multi-cut tool, connect components, 所以我们将继续使用我们在本教程的前两部分中所做的工具 - 所以多切割工具，连接组件，
we use extrude to inset faces, as I'm doing here, and we also continue to rely heavily on the 我正在使用拉伸来嵌入面孔，就像我在这里做的那样，我们也继续严重依赖
bevel tool, for reasons I'll explain later. Now I've extruded the shape into the side of the gun body, 斜角工具，原因我稍后会解释。现在我将形状挤压到枪身侧面，
and I'm going to rely on my smooth tools to create the smooth caps at both the ends of this object. However I need to make use of the crease 而且我将依靠我的光滑工具在这个物体的两端创建光滑的帽子。但是我需要利用折痕
tool here, and we'll also see the placement of my edges makes a big difference 这里的工具，我们也会看到我的边缘的位置有很大的不同
in creating that round shape. I'm showing this to make one point - when working on hard surface models at the highest level we need to make sure 创造圆形。我正在展示这一点 - 当我们需要确保在最高级别的硬表面模型上工作时
that our straight lines are straight, and our curved lines are curved smoothly. We can't get away with any 我们的直线笔直，我们的曲线弯曲平滑。我们无法逃脱任何
wobbly lines or jitter curves. Our viewer is going to notice details like that. 摇摆不定的线条或抖动曲线。我们的观众会注意到这样的细节。
Ok, let's look at the ejection port on the side of the gun. I'll use my extrude and my bevel and my connect components tool to just 好吧，让我们看一下喷枪侧面的弹射口。我将使用我的拉伸和斜角以及我的连接组件工具
inset a little bit new detail, and then extrude that back into the body of the gun. Now, there's nothing really new or surprising here. 插入一些新的细节，然后将其拉回到枪体内。现在，这里没有什么新鲜或令人惊讶的东西。
Where I want to draw attention to is the border that I create around the ejection port. I'll use extrude to pull that out and to separate these details 我想引起注意的是我在弹射口附近创造的边界。我将使用拉伸来拉出它并分离这些细节
And this kind of detail is extremely important for creating hard surface models. 这种细节对于创建硬表面模型非常重要。
It creates a transition between two surfaces, and this mimics the way that actual manufactured objects are built. Parts have to be 它在两个表面之间创建了一个过渡，这模仿了实际制造对象的构建方式。部件必须是
connected together some how, whether it's with rivets or screws or glue. We want to mimic 连接在一起的方式，无论是用铆钉还是螺钉或胶水。我们想模仿
that feature of actual mechanical objects in a model. I can't emphasize the importance of these transitions enough. 模型中实际机械对象的特征。我不能足够强调这些转变的重要性。
We want to use our extrude tool or our mesh extract to create extrusions, or to break faces apart, 我们想要使用我们的挤出工具或我们的网状提取物来创建挤出，或者将面孔分开，
so that we have nice crisp borders between shapes on our object. 这样我们的对象上的形状之间就有了很好的清晰边框。
Ok, let's build something more complicated. I'm working on the hinge for the stock. I've started with a cylinder, and I extruded a few 好吧，让我们构建一些更复杂的东西。我正在研究股票的铰链。我开始用一个圆柱体，我挤了一些
edges out, to create this extended portion here. Now I'll just grab all my faces and extrude inwards, 边缘向外，在这里创建这个扩展部分。现在我会抓住所有的脸并向内挤出，
to create the depth of the surface. And that will line up with that pin object that I've created in the center. Now I need use my cut tools to get rid of 创造表面的深度。这将与我在中心创建的pin对象对齐。现在我需要使用我的剪切工具来摆脱
any overlapping geometry, and then create a socket that I can plug this object into, on the stock. 任何重叠的几何体，然后在股票上创建一个我可以将此对象插入的套接字。
You'll see that I just inset some faces and create a square, that's about the right shape for my hinge. And I can delete those faces out. 你会看到我只是插入一些面孔并创建一个正方形，这是关于我铰链的正确形状。我可以删除那些面孔。
I still need to worry about connecting all those shapes, though. So I want to combine these two objects together, so that I can merge verts. 不过，我仍然需要担心连接所有这些形状。所以我想将这两个对象组合在一起，以便我可以合并顶点。
I do need to make sure that I have an agreement in the number of verts on each side. Here you'll see I'm adding 我确实需要确保我对每侧的顶点数量达成一致。在这里，你会看到我正在添加
in a couple verts on the stock, so it will match up to that gap between the two parts of the hinge, 在股票的几个顶点，所以它将匹配铰链的两个部分之间的间隙，
so that when I do combine them, all the verts merge, and I won't have any smoothing problems. 因此，当我组合它们时，所有的顶点合并，我不会有任何平滑问题。
Once everything is connected up, then I can start grabbing edges around the borders of my objects, and using the bevel tool. 一旦连接完毕，我就可以开始抓住物体边界周围的边缘，并使用斜角工具。
This will add that nice beveled detail that's absolutely essential to creating the look of machined objects. 这将添加漂亮的斜面细节，这对于创建加工对象的外观是绝对必要的。
So I'll use a relatively small bevel, and I'm going to make sure to go in and use my Normals > Harden Edges, 所以我将使用一个相对较小的斜面，我将确保进入并使用我的法线>哈登边缘，
on the edges of those bevels, so I get a nice, sharp highlight. 在那些斜面的边缘，所以我得到一个漂亮，锐利的亮点。
Next up, we'll look at two different ways of creating grip detail for our handles. The first way, I'm using a cube 接下来，我们将介绍为手柄创建抓握细节的两种不同方法。第一种方式，我正在使用一个立方体
cube, and I'll adjust the subdivisions until I get something that matches my reference. 立方体，我将调整细分直到我得到与我的参考相匹配的东西。
And what I'll do, is delete every other set of faces, so I'm left with just a one side of faces, and I'll extrude those through the handle. 而我要做的就是删除所有其他面孔，所以我只剩下面的一面，我将通过手柄挤出它们。
Once that's set, I'll delete history on both of those objects, and freeze transformations, and use my Boolean > Difference, to subtract those boxes 一旦设置完毕，我将删除这两个对象的历史记录，并冻结转换，并使用我的布尔>差异来减去这些框
from the handle. Now, the resulting geometry I need to clean up, so use the merge verts toolto fix the outside, 从句柄。现在，我需要清理生成的几何体，所以使用合并顶点工具来修复外部，
and then the inside faces, I just delete, and then select around the edges, and use my fill hole to fill that in. Now I can select those new faces 然后是内侧面，我只是删除，然后在边缘周围选择，并使用我的填充孔填充它。现在我可以选择那些新面孔
and extrude them backwards, to create the depth in the surface here. Then I'll go through and select the edge loops around each groove, 然后向后挤出它们，在这里创建表面的深度。然后我将通过并选择每个凹槽周围的边缘环，
and grab those edges and then crease them, to get nice, sharp edges. 并抓住那些边缘然后折皱它们，以获得漂亮，锋利的边缘。
Now onto the front of the gun, where we're going to use a completely different technique: we'll use bevel. 现在到枪的前面，我们将使用完全不同的技术：我们将使用斜面。
So I'll cut in two edges that define the outer extents of this area, and then I'll cut in and edge that sits on the center, and bevel that edge. 所以我将切入两个边缘来定义这个区域的外部范围，然后我将切入并位于中心的边缘，并斜切该边缘。
I'll adjust the number of segments on that bevel, until I get something that matches my reference. And now the process is similar to what 我将调整斜角上的段数，直到我得到与我的参考相匹配的东西。现在这个过程类似于什么
we were doing before. We see that the bevel does do something weird on the inside, so we delete those faces, and then just extrude the 我们以前做过。我们看到斜面确实在内部做了一些奇怪的事情，所以我们删除那些面，然后只是挤出
faces on the side over into the center. Then I'll spend time cleaning up my geometry: so, straightening edges, 面朝中心。然后我会花时间清理几何体：所以，拉直边缘，
merging verts, making sure that everything is set. 合并顶点，确保一切都已设置。
Once I start extruding in this area, it becomes very difficult to change shapes. 一旦我开始在这个区域挤出，就很难改变形状。
I want to make sure that everything is correct before I do that. 在我这样做之前，我想确保一切正确。
Now I delete the border around a grip object. This will isolate the detail in this area, so that it won't 现在我删除了一个握柄对象周围的边框。这将隔离此区域中的细节，因此它不会
continue back into the main body and complicate things. 继续回到主体并使事情复杂化。
And instead of extruding, I'll bevel the edges to create the horizontal rows that I want. 而不是挤出，我将斜边缘创建我想要的水平行。
This will make things easier, because it'll save me from having to bevel the final result. 这将使事情变得更容易，因为它将使我不必倾斜最终结果。
I do the same thing on the side, and I end up with these shapes that I'll select manually, 我做同样的事情，我最终得到这些形状，我将手动选择，
and now I can extrude inwards. I see that that extra row that I cut in on each one of the subdivisions creates a nice little beveled area, 现在我可以向内挤出我看到我在每个细分处切入的额外行创建了一个漂亮的小斜面区域，
that keeps my detail very sharp. Naturally, I bevel all of these edges, so that they maintain their shape when I smooth. And then I use the 这使我的细节非常清晰。当然，我倾斜所有这些边缘，以便在我平滑时保持它们的形状。然后我用了
bridge and the fill hole tool to connect the grip and the body back together. 桥和填充孔工具将把手和车身连接在一起。
Here's the trigger guard, and now I want to attach it to the main body. I'll extrude out the open edges to create a flat surface, 这是扳机后卫，现在我想将它附加到主体上。我将挤出开放的边缘以创建一个平坦的表面，
and this new flat surface will be the connection point between the handle and the trigger guard. So I'll cut holes in the body on each side of 这个新的平面将成为手柄和扳机护罩之间的连接点。所以我会在身体的两侧切开洞
the trigger guard, and now I need to mesh these two shapes together. 扳机护罩，现在我需要将这两个形状啮合在一起。
I want to make sure that when I'm connecting two objects, I'm matching the topology perfectly. I'm adding in verts where I need them, and removing 我想确保当我连接两个对象时，我完全匹配拓扑。我正在添加我需要它们的顶点并删除
verts where I don't need them. By connecting an object in this fashion, 在我不需要它们的地方。通过以这种方式连接对象，
we get a much smoother blend, and we have much more control, 我们得到了更平滑的混合物，我们有更多的控制，
than if we were to connect objects using Boolean, like we did with the handle. Keeping our topology as clean as possible, will make it a lot 比如我们使用布尔连接对象，就像我们使用句柄一样。保持我们的拓扑结构尽可能干净，将使它变得很多
easier to edit our objects. And we'll see what happens when we don't have clean topology, later on in the video. 更容易编辑我们的对象。我们将看到当我们没有干净的拓扑时会发生什么，稍后在视频中。
Now onto the side logo. I start with a cube and collapse one set of edges to create a triangle. I bevel the remaining edges, and up the segments 现在到侧面标志。我从一个立方体开始并折叠一组边来创建一个三角形。我斜切剩下的边缘，然后向上倾斜
on the bevel, to create nice round corners. And then I'll inset the center face, and collapse those edges. 在斜面上，创造漂亮的圆角。然后我将插入中心面，然后折叠那些边缘。
Now it's a simple matter of using my cut tools to cut in the rest of the shape. 现在，使用我的切割工具切割其余形状是一件简单的事情。
I'll even add tiny bevels to all my edges, 我甚至会在我的所有边缘添加小小的斜面，
this is the kind of detail that we won't see unless we get very close, but it's the kind of thing that sets a high-quality hard surface model apart, 除非我们非常接近，否则这是我们不会看到的那种细节，但它是将高品质硬表面模型分开的那种东西，
from a low-quality model. And we'll just cut in a socket on the main body, 来自低质量的模型。我们只需切入主体上的插座，
and subdivide the edges on the socket to match up to the logo, so that I can combine the body and the logo together. 并细分插座上的边缘以匹配徽标，以便我可以将主体和徽标组合在一起。
Next up is the rail on the top of the gun. And like a lot of machined objects, 接下来是枪顶部的导轨。就像很多机加工的物体一样
the rail has a lot of repeated features. In this case, it's easier to build a small part of the object and then duplicate that part over and over, 铁轨有很多重复的功能。在这种情况下，构建对象的一小部分然后反复复制该部分更容易，
to create the whole shape. I'll bevel all the edges and otherwise finalize the object, because once I start duplicating, it's difficult to make changes. 创造整个形状。我会倾斜所有的边缘，否则最终确定对象，因为一旦我开始复制，很难做出改变。
Then I'll duplicate the object and move it, and then go to my Edit menu, and used Duplicate with Transform. 然后我将复制该对象并移动它，然后转到我的编辑菜单，并使用Duplicate with Transform。
That will duplicate my object and repeat the last transformation, making it extremely easy to create the overall object. All that's left is to 这将复制我的对象并重复上一次转换，使得创建整个对象变得非常容易。剩下的就是
combine and merge my verts. And let's keep going with this top area, I'll build the scope here, and start from a cube. 合并并合并我的顶点。让我们继续这个顶级区域，我将在这里建立范围，并从一个立方体开始。
I'll use my bevel on the corner and add a bunch of segments to round that edge out. And I'll do that along the rest of the mesh as well, to create 我会在角落里使用我的斜角并添加一堆线段来围绕该边缘。我也将沿着网格的其余部分进行创建
enough detail to get the nice mix of curvature and sharp edges that are here. And then the next thing 足够的细节，以获得这里的曲率和锐边的良好组合。接下来的事情
that I'll do is cut a line down the center of each side of the object, 我要做的是在物体两侧的中心划一条线，
and I'll bevel that line. I'll just take the resulting row faces and pull it straight out. In this fashion I'll create that beveled edge that I need. 我会倾斜那条线。我只需取出生成的行面并将其直接拉出来。以这种方式，我将创造我需要的那种倾斜的边缘。
Doing it this way gives me a little bit more control than actually beveling it, because the bevel tool doesn't work that great on strange corners 这样做可以让我比实际倾斜更加控制，因为斜角工具在奇怪的角落上效果不佳
and curves, like I have on this object. Now, on the main body that are two little diials that I want to add, 和曲线一样，就像我对这个对象一样。现在，在我要添加的两个小日记的主体上，
and I'll start those as cylinders, and connect them up. And we'll do it very similar to those grooves on the 我将把它们作为圆柱体开始，并将它们连接起来。而且我们会做的非常类似于那些凹槽
body in the last video. I'll inset some faces on the main body here, and delete those. 身体在上一个视频中。我会在这里插入主体上的一些面孔，然后删除它们。
Then I combine these two shapes together, and now use my merge verts tool to connect all the verts from the cylinders to verts on the body. 然后我将这两个形状组合在一起，现在使用我的合并顶点工具将圆柱体上的所有顶点连接到主体上的顶点。
Topology in this area is something we really want to pay attention to, 这个领域的拓扑是我们真正想要关注的，
it will be very easy to get smoothing errors, 很容易出现平滑错误，
in a complicated area like this. So we pay attention to making sure that we don't have any triangles 在这样一个复杂的地区。所以我们注意确保我们没有任何三角形
that are too long, and that our surfaces remain flat. Then I can go through and crease my edges, 太长了，我们的表面保持平整。然后我可以通过并折皱我的边缘，
and I'm ready to start extruding out the rest of the details. So I just inset faces, and I pop them out, the same way that I created the rivet in 我准备开始挤出剩下的细节了。所以我只是插入面孔，然后将它弹出，就像我制作铆钉一样
the previous video. Next we want to create these tiny pips that outline each one of the dials, 上一个视频。接下来我们要创建这些微小的点子，勾勒每一个表盘，
I'll start with a single cylinder, and all change it's pivot point to line up with the center of those screws. 我将从一个单缸开始，所有都改变它的枢轴点，与这些螺钉的中心对齐。
And then all go to my Edit menu use Duplicate Special, and I'll adjust the settings so that I'm duplicating it multiple times, 然后所有进入我的编辑菜单使用Duplicate Special，我将调整设置，以便我多次复制它，
and I'm adding a slight rotation to it. Just like Duplicate with Transform, I end up with all my shapes, but I spend zero time creating them. 我正在添加一个轻微的旋转。就像Duplicate with Transform一样，我最终得到了所有的形状，但我没有时间创造它们。
Again, any time we can duplicate to create detail, we want to take advantage of that. Next up is the clip. And to create detail on the clip, 同样，任何时候我们都可以复制以创建细节，我们希望利用它。接下来是剪辑。并在剪辑上创建细节，
I'm going to use Booleans. So I've created these cylinders, I'll Boolean them out of the side of the clip, and when I do, 我打算用布尔人。所以我创建了这些圆柱体，我将它们从剪辑的侧面布尔出来，当我这样做时，
I'll see that I get open edges, instead of the shape that I expected. 我会看到我得到开放的边缘，而不是我期望的形状。
This is because the original clip shape is an open shape. Once I close it off and make it a solid object, now when I Boolean I see that I get 这是因为原始的剪辑形状是开放的形状。一旦我把它关闭并使它成为一个坚固的物体，现在当我布尔时，我看到我得到了
different result. The Booleans are actually cut in there, and I have the right shapes. 不同的结果。布林人实际上是切入那里，我有正确的形状。
So I do that on the back side as well. One problem with this approach, is the Boolean creates awkward tesselation in the region. 所以我也在背面这样做。这种方法的一个问题是，布尔在该地区创造了尴尬的细分。
This makes it much harder if we need to edit any of my shapes. So I'll delete this open edge, and I'll see that that fixes my smoothing problems. 如果我们需要编辑任何形状，这会更加困难。所以我将删除这个开放的边缘，我会看到这解决了我的平滑问题。
This does mean I'm not be able to edit anything on the clip, so I make sure that it's finalized before I Boolean. 这意味着我无法编辑剪辑上的任何内容，所以我确保它在布尔之前完成。
Ok: now it's time to start adding final level detail. I'll start with a simple object on the stock, I'll smooth it and add a bunch of subdivisions, 好的：现在是时候开始添加最终级别的细节了。我将从股票上的一个简单对象开始，我将平滑它并添加一堆细分，
and I'll start optimizing it. But this will be tedious to do manually, so I'll use my Symmetry tools. 我会开始优化它。但手动操作会很繁琐，所以我会使用我的Symmetry工具。
So: hold Shift and Control and right click, and then turn on symmetry. And I'm going to make sure that I'm setting the symmetry to the right axis, 所以：按住Shift和Control并右键单击，然后打开对称。而且我要确保我将对称设置为右轴，
but usually it won't work. So I want to make sure to Center my Pivot, and then try symmetry again. This will usually fix it. 但通常它不会起作用。所以我想确保中心我的枢轴，然后再尝试对称。这通常会解决它。
And in 2015 when we're using our symmetry, (our Mirroring tools) Maya will mirror not just the selection, but also actions. And at our highest 在2015年，当我们使用对称时，（我们的镜像工具）Maya不仅会反映选择，还会反映动作。而在我们的最高点
level of resolution, basically anywhere there's an angle, we want to add a bevel. So the angle where the cylinder meets the flat part, 分辨率水平，基本上在任何有角度的地方，我们想要添加一个斜角。所以气缸与平坦部分相交的角度，
I add a little bit of bevel. Around the cap faces at that the cap of the cylinder, I'll add a bevel. 我加了一点斜角。盖帽周围的圆柱盖，我会加一个斜面。
And in most cases I'm adding relatively narrow bevels. 在大多数情况下，我会添加相对狭窄的斜面。
This will create a sharp highlight in the area, and that sharp highlight is really one of the keys to making our hard surface objects look tactile. 这将在该区域创造一个清晰的亮点，这个尖锐的亮点实际上是使我们的硬表面物体看起来触感的关键之一。
We want the viewer to feel like they could reach out and touch our object. And that's why I spend so much time here working on the bevels, 我们希望观看者感觉他们可以伸出手触摸我们的物体。这就是我花这么多时间在这里做斜面的原因，
adjusting the bevels, making sure that the bevels flow into each other nicely. Bevels are that high level of detail that we really need 调整斜面，确保斜面很好地相互流入。斜面是我们真正需要的高水平细节
to create an awesome looking hard surface model. Here you'll see I'm adjusting some curvature, 创建一个令人敬畏的硬表面模型。在这里你会看到我调整了一些曲率，
this is the kind of detail that's small enough that one might think that the viewer wouldn't notice, 这是一种足够小的细节，人们可能认为观众不会注意到，
but taking care of details like these is what separates a good modeler from an amateur. Now on to creating bevels for the body. 但是照顾好这些细节是一个好的建模师和业余爱好者之间的区别。现在开始为身体创造斜面。
The body is a much more complicated shape, so getting these bevels to work is going to be more difficult. 身体是一个更复杂的形状，所以让这些斜面工作将变得更加困难。
So I'm going through, and I'm meticulously selecting the edges that I need to bevel. And then I'll bevel these a small distance, and I 所以我正在经历，我正在精心选择我需要倾斜的边缘。然后我会将这些距离缩小，我
want to go back through and double check to make sure that everything beveled correctly. 想要重新检查并仔细检查以确保一切正确。
In a lot of cases, bevel will work some places, but not in others. 在很多情况下，斜角会在某些地方起作用，但在其他地方则不起作用。
While I'm doing this it can be easier to select face rows instead of selecting edge rows. You'll see I'm 虽然我这样做，但更容易选择面行而不是选择边行。你会看到我
just clicking on the faces. And then I can convert my selection to the edge perimeter. 只需点击面孔。然后我可以将我的选择转换为边缘边界。
Now I can go through and Crease these faces. That'll make it really easy to get the detail that I need when I start smoothing. 现在我可以通过并折叠这些面孔。当我开始平滑时，这将很容易获得我需要的细节。
I do want to make sure to crease the corner edges as well, to make sure that I get a proper shape in those regions. 我确实想确保折角边缘，以确保我在这些区域得到合适的形状。
Now earlier I mentioned that bad topology would get us into trouble. 现在我提到过，糟糕的拓扑会让我们陷入困境。
Here's the issue that we're having: the handle has a lot of different shapes on it, that makes it difficult to select easily. And if it's difficult to 这就是我们遇到的问题：手柄上有许多不同的形状，这使得难以轻松选择。如果这很难
select, then it is difficult to work with. I need to be able to crease this handle before I can smooth, so what can we do in a situation like this? 选择，然后很难使用。我需要能够在平滑之前折叠这个手柄，那么在这样的情况下我们能做些什么呢？
I'll select one groove on the handle, and then go to the Edit menu, and choose Select Similar. And we'll see that that selects a little bit, 我将在手柄上选择一个凹槽，然后转到“编辑”菜单，并选择“选择类似”。我们会看到选择一点点，
but in order to Select Similar to be useful, usually we need to adjust the threshold. So we type in bigger numbers, 但为了选择类似有用，通常我们需要调整阈值。所以我们输入更大的数字，
until eventually will select all the different grooves. 直到最终将选择所有不同的凹槽。
Generally it also select a bunch of other stuff, so double check the model to make sure to deselect those parts. 一般来说，它还会选择其他一些东西，因此请仔细检查模型以确保取消选择这些部分。
Ok, just like on that earlier piece, I've smoothed my object now. 好吧，就像上一篇文章一样，我现在已经平滑了我的对象。
And because I've creased everything, I should get a lot of nice, beveled looking detail. 而且因为我已经弄皱了所有东西，我应该得到很多漂亮的，斜面的细节。
The issue that we'll have, is that when we smooth our object, all the hard edges on our object become soft. So we have to go through 我们将要遇到的问题是，当我们平滑物体时，物体上的所有硬边变得柔软。所以我们必须经历
and select all those beveled edges, and use the Harden Edges command. And in a lot of cases, we'll be able to double click to select 并选择所有这些斜边，并使用Harden Edges命令。在很多情况下，我们可以双击选择
an entire edge row, and then we can harden it. In other cases, we'll select by faces and and convert the face row to the edge perimeter. 整个边缘行，然后我们可以硬化它。在其他情况下，我们将通过面选择并将面行转换为边缘周边。
In some cases, we don't have bevels, like on the grooves on the side. But we've got enough subdivisions that we can move around existing 在某些情况下，我们没有斜面，就像侧面的凹槽一样。但是我们有足够的细分，我们可以在现有的地方移动
rows to create the effect of the bevel. So I can take this row and push it out a little bit. I can take 用于创建斜角效果的行。所以我可以把这一行推出一点点。我可以做
the row near the bottom, and adjust its position, and then harden those edges. 靠近底部的行，并调整其位置，然后硬化这些边缘。
And that'll give an effect that looks just like a bevel, if we didn't bevel ahead of time. 如果我们不提前倾斜，那将会产生看起来像斜面的效果。
Here's a breakdown of the key points that we went over. You can click on any of these and go back to that part of the video to review. 以下是我们重点关注的细分。您可以点击其中任何一个，然后返回视频的该部分进行审核。
Otherwise, that's it! Thanks for watching, I'm James Taylor. 否则就是这样！谢谢观看，我是詹姆斯泰勒。