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Now let's

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work on the spokes and I think we can
maybe just create one

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and then duplicate it on around.

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And it looks like it's
got a little cylinder on the bottom here

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and then a bend here
on what I'm going to call the top.

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So let's use our curve tool for that.

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I'm going to take these
and let's give these names.

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This is just the tire here.

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This is the wheel outer

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and this can be the wheel inner for now.

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Let's hide these.

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I'll hide the reference images as well.

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Let's do that.

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Take the cursor back to the center
of the grid with shift us one

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and then let's just go to the top view
with the seven key

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and let's press shift a curve and a path.

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So for this, I think we really just need
to bend it a bit.

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Let's bring this in and bend it like this.

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We could take

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this and move it forward
and maybe move this one up too.

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So we're getting a little bit
tighter of a curve.

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Let's take this and move it in like this
and then maybe

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take this and hit E and extrude out here
like this.

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Let's try that.

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So that I think generally
has the right shape.

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We will need to come down here
to the properties

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panels right here,
the object data properties.

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And let's well,
let's take this down to three.

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Let's see how that works

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and let's scrolled down to the Bevel
section and click and drag in the depth,

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hold the shift
key down to move a little slower.

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Now we can press shift Z and see what it's
going to look like when we convert it

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to a polygon, see what the polygons
are going to look like here.

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And that's probably okay. I think.

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So let's

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right click on it and choose convert
and convert to a mesh.

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There we go. Now we've got that.

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Let's come down here to the other end
and let's add an edge with control.

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R And with that edge
there, let's hit the three key

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alt click these faces right here
and then let's

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hit the E key and press enter
and then press alt s to pull these out.

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Just a bit like that.

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There we go.

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So now we've got this kind of shape.

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Let's smooth it.

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That cleans that up a little bit.

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And then I think I'm going to move
the origin of the object to this point

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up here.

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Let's select these edges
right here and press shift this to

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and then let's right click
go to set origin and Origin to 3D cursor.

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Now we can turn and scale and rotate
from that point.

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I think that'll be helpful as we try
and put this in the wheel here.

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All right.

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So let's now bring back

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our wheel inner outer and tire,

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and let's see if we can get this in place.

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So I'll go to the side view again
and hit the G key

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and let's move this over, scale it down
quite a bit.

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I guess we need to rotate it in the Z.

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Let's do that r090
That brings it out like that.

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And then we could rotated
around the yry9 to zero and there we go.

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All right, so let's begin.

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Where should we begin?

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I guess Let's begin in here
on this piece in here.

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And while we're here,
let's just scale this down

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like that.

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Let's then hit the period key

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and move this in to here,

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go back to the side view,
and then we're going to need to tilt it.

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So let's hit our tilt it.

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Let's move it in with the G key like that,

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and then let's

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scale this up so it connects like that.

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Now I feel like that's too thin, right?

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I feel like these
have a little bit more thickness to them.

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So let's tab and edit mode hit that a key

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and let's use alt s again,
see if we can bring these out.

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So they're a little bit better like this.

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Let's try that.

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We're not really going to know,
I don't think,

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until we get at least one row around here.

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So I guess let's start working on that
and it looks like we're going to need one

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row with it bent this way and another

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row with it bent the other way.

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And the same thing up here.

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We're going to need a fewer number
of them up in front.

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But one row is bent one way
and the other is bent the other way.

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So it looks like four different
rows bent in different ways.

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All right.

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Let's find the center of this piece here.

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There it is.

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And let's move the cursor to it.

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Shift us two,
and then let's take this object now

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and move that origin into the 3D cursor
so we can right

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click choose set origin origin
to 3D cursor, or now when we turn it,

96
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we can hit our X, It's going to rotate
around that point in the center.

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Now we need to add an array modifier
to this, but before we do, let's apply

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the scale control
A apply the scale and the rotation.

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Let's do that Control A Apply
the rotation.

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Now we need something to spin this around.

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We need to be able to have an object
in the center

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that we can spin to pull
the arrayed spoke around the wheel.

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So I think all we need is an empty just.

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And an empty is just an object that has
no polygons, that has no mesh to it.

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It's just a point in space.

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So let's press shift a empty
and I'm going to use plain axes here.

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There we go. So that's that's our empty.

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Here it is here.

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All right, So now let's come down here

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and add an array
modifier will pull this down.

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Add an array Here, let me join this.

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I'm going to right
click between two windows.

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Choose
join area and bring this up like that.

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So we have a little more room now.

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So now if we take a look at this object
here, we can see we've got two spokes

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here, one right after the other,
and we've got a count of two over here.

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If we increase the count,
it'll just keep moving out like that.

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We want it to spin around
that point in the center.

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So instead of a relative offset
from that first one,

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we want an object offset,
not roll this down

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from an object that we choose
and we're going to want that empty.

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So I'm going to click on the eyedropper,
click on the empty.

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Now, we don't see anything happening
and we've got 13 here.

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We should see more spokes than that.

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But if we take this empty here

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and we spin it in the x axis,
let's see what happens.

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Are X Now as we spin it around, we can see

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those are moving around that center point.

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Now, how many do we need?

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This is a good question.

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Let's go to the side view
and maybe up here

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we'll turn on the reference images

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and let's see how many we need.

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I'm going to go back to that modifier
by clicking on the spokes.

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And let's click on this count here

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and let's see, does that look about right?

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We can, of course, click on the empty

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and rotated in the x some more,

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but if we go too far, it'll begin
overlapping itself.

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Let's select the spokes again
and we've got a count of 24

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and that looks pretty good.

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So if we flipped these

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with another 24, would that fill that
in the way we're seeing here?

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Well, we can try it going in the other
direction.

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Let's duplicate this shift to enter.

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I'm going to pull back in the x axis
just a bit like this

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and it's going to do weird things
and that's okay.

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It's going to bring that back like this
and then take away the array

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modifier on this.

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There we go.

151
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So here's that one
that we just duplicate it off.

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Let's take

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this and spin it around in the y axis.

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Let's try this.

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Let's press ry1 80

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and now we've got it going this way.

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So if we take this now and hit

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the R key and rotate it,

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can we get it to a place
that we're seeing like this?

160
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Yeah, let's try that.

161
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So I'm going to bring this in here

162
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a little bit tighter in there.

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All right.

164
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So now we've got it
going in the other direction.

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Now we just need to do the same thing
again,

166
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adding an array modifier
and spinning it around based on an empty.

167
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But the problem is, is

168
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we don't want to use this empty
because we're using it to spin these.

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We're going to need another empty.

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So in the next video, let's work
on creating this other row of spokes.

