Okay, in this section I will show you how you can make the eyeglasses for descriptor. First of all, I suggest to save your project really often. The first thing we want to do is to insert a ring 3d changes the color of it to black, because we want a black glasses. Most we don't need to feel the object with this color yet. And now with the move to I want to rotate it 90 degree. If you want to snap the rotation, you need to hold down the Shift while rotating and it will rotate it with five degrees.
Okay, I turn on the wireframe, and we can see that we don't have a really clean topology. But in the initialize menu, we don't have any option for ring So we use zero measure with the lowest target polygons. We use the re measure a couple of time until we don't like the result. scale it down a little bit. And behind the reference image, we try to match with the reference. Okay, without the information menu, we have an option to inflate.
This will inflate our wall object or with minus inflate, we Make our object more thinner. Oh, okay, we are narrow here. Okay, now to make it more punctual we can use the Move brush and adjust it with a bigger draw size a little bit. And now from the side view, I position it on the y axis and make it a little bit more thicker. And now I check her out on a higher subdivision with dynamic sub div and position it. Okay now I want to make the other parts of the glasses.
So I want to insert a cylinder And, oh it looks like a cue from sight because it's all black. We can initialize it. So he the cue cylinder on the y axis rotated 90 degree and then 90 degree here, scale it down and make this side part of the glass in the D to get the dynamic subdivision and scale it on the Z to make it more flat and we are nearly here with into the circled parts and with the move brush with a big row size, we can align the circle part to the sideboard right. Now we want these two end of the cylinder to be more harder. So in the geometry tab, and under the crease, we have a grease BG button, which allows us to make harder edges on the two end of this cylinder Because as you can see, the two of the cylinder has another color which means these two different parts is in different polygroups and crease makes extra edges on the on the two part and this way we have more sharper edges when we are using higher subdivisions.
So creasing is really useful if you want to make hard surface models must out the half part of this side part and move it up a little bit and make it more thinner There we go. And now we want to merge together the two parts. So in the sub Tool palette, if the parts are next to each other, we can hit the merge down button under the merge tab. And now it is one object. Now we can see that it's too big. The sidebar is too weak to the reference image so I scale it down a little bit.
Okay, now if you want to editing the models, but you already merge them, you can mask that out. You can mask out the part you don't want to editing Or if you only merge them and didn't merge the actual geometry, we I will show you that later. But if you merge them together only, you can select them separately with the Ctrl Shift if the Select Rectangle tool is active. Now, if you turn on symmetry and under the geometry tab, you hit the middle and route. You will got another part on the other side. But we need to turn off the local symmetry on the right side it is really important.
So now we have the two sides of the eyeglasses. Now we need to make the middle part of it. To do that, I insert another cylinder Make it with the initialize more easier. Rotate it and scale it as we did it on the side part of the glass. Now we will use another tool inside the move tool. Just move it into the position and turn on the wireframe with the Shift F or with the button to see the actual model because it's really hard to see if it is black.
And on some subdivisions to it, I hit the crease big on that too, to have hard edges and DNS and I add subdivision levels to my model. Now in the settings menu, we want to bend our object, but we need to delete the lower subdivisions. So now, if you select this settings button inside the move tool you will have this band arc modifier and here with the green arrow, you can bend your model and then this way we will get the shape what we have on the reference image. Now we go back to the settings inside the move to and click on the Accept now with symmetries on with the move to weekend back the additional parts give some more subdivisions to the part, we will get a smooth result and that is matching with our reference image.