- [Instructor] Before we start on the legs,
let's think about this for a minute.
It looks to me like we've got five legs here.
And if we kind of zoom in,
there's a space between each of the legs.
And what I'm thinking is we could create a cylinder
that's 15 faces, that has 15 faces,
make each leg two faces and then have one face in between.
So two times five is 10, and then one in between each is 15.
So I think let's begin with a cylinder that's 15 sides.
We'll create this center column,
and then we'll duplicate that to begin this part
right down here with the legs coming out.
Let's give this a try.
I'll press Shift + A and let's create a cylinder.
Let's change the number of sides here from 32 to 15.
I don't think I'll need the top face here.
Let's go ahead and delete that.
And then I will scale it down,
and scale it in the Z with S + Z.
Maybe down a little bit more.
So I'm just trying to get it about the right size,
whatever we think it's going to be here.
That still looks a little too big.
I'll scale it down like that.
Yeah, let's go with that.
And I think I'll place it right up in here like this.
So it's right in front of this bar.
There's probably more going on down here
that we're not seeing, connecting all this together.
But I don't think we need it
because I don't think anyone's ever going to
be crawling around on their hands and knees
in our environment here.
Let's think about how big this is going to be.
It looks like the whole thing is a little too tall
and we hit the A key and bring this down some.
Now let's just select this and grab that face there.
And it looks like this goes down below where the legs are.
So let's just take that down pretty close
to the ground like that.
Okay.
Now what I'd like to do is just duplicate this.
I'm going to hit the A key and select the whole thing
and I'm going to press Shift + D + Enter,
and I'm going to scale it up just a little bit like this.
I'll go ahead and get rid of this face here.
And then I need to split this out from the rest of the mesh.
So what I should probably do
is just hit the L key to select that.
And this one is still unselected under here.
So let's press S + Z and scale this down like this,
and maybe bring it down like that.
So let's, let's give this a try.
Now I want to split this out from that other object.
So to do that, we can separate it with the P key
and then separate by selection.
And there we go.
Now, if we tab back into object mode
and select just that object,
we can tab into edit mode there.
And let's take a look down here.
It looks like there's a little bit of an area below here,
below where the legs come out.
So maybe we should press Control + R
and add an edge loop right in here.
Let's do that.
Now, it looks to me like there's a space here
before the legs extrude out.
So we need to get that.
I'll go ahead and just select everything here,
and let's just extrude and then scale out.
So I'll hit E and enter,
and then I'm going to press S + Shift + Z
to turn off the Z axis,
and then I'm going to scale out just a bit like this.
So it looks like it comes some like that, right?
And then we should begin selecting the pair of faces
for each of the legs that we're going to extrude out.
So two faces and one in between, right?
Go around like this.
So there we go.
So now we've got those faces selected
from which we're going to extrude the legs here.
Let's go to our top view with the seven key.
Let's hit the Z key and go to wireframe.
And now from here we want to extrude these out,
but we should make sure
that we've got our pivot point in the right place.
We want individual origins, just like we did the last time.
All right.
So now that we've got all that
let's press E and let's push these out like this.
And it looks like they go out just beyond the seat, maybe.
I'm going to take it out about like this, right there.
Okay. Now let's make these a little smaller.
It looks as if they get smaller as they go out.
So let's press S + Z and shrink these down a bit like that.
And also let's drag these down toward the ground like that.
And I'd like to make them a little bit narrower.
And if you recall how we did that,
we changed our transform orientation to normal.
And then let's scale out,
let's scale now in the Y axis here, let's try this.
Let's go S + Y and scale in each individual one,
so they're a little bit narrower here.
There we go.
Okay, I'm going to go back to global
and let's take a look at it.
Yeah, I think that's pretty good.
I feel like this is a little bit too high though.
Let me select this area up here, these parts,
and let's pull this down some.
Kind of like this.
There we go.
Oh, we're kind of coming through the top here.
Let's select that, grab that edge.
There we go.
Let's just bring this down into here.
We don't want that poking through the top.
Okay, so now we've got the legs pretty much in place.
I feel like this area is a little too thick right now,
so I may just select it
and press S + Z and kind of scale these in some,
and then bring that whole thing down again like that.
There we go.
Yeah, I think that's pretty good.
Okay.
So now what we need to do is think
about creating these wheels or the casters on the chair.
There's more to do of course,
with smoothing and beveling these edges.
But I think before we do any of that,
let's go ahead and work on these wheels.
And we'll do that in the next video.