In this video, we're going to start the process of making a high polygon version parts of our model by taking a look at the focus style. [MUSIC] So I'm going to start the process of making the high poly for this model with something relatively simple here. I'm going to start with the dial, it's a relatively simple object with just a few features. And it will be good way of demonstrating how I'm going to use sub D's to make up some of these models high poly. What I've done is I duplicated the block end group and I've made one of this named high and one of this named low. This is really handy because if we screw up a part of the model, we mess something up, we don't like the way something turned out, we can always copy the model back over from the block end state. It also makes us really easy to use the shortcuts like H and Shift+H to hide and show. So right here I've just shown the high poly grouping that's here. So starting the dial, I see I've got these ridges in it, I've got some other seams in there that I'm going to be trying to feature in, and I wanted to start with this overall bevel that we're going to have on the edge of the dial. Most of these pieces I'm going to be doing in isolate select, I just want to look at one part at a time. So I just take this, I throw an edge on there, I bevel it in. And then I want to get rid of all these faces on the back. I'm not going to see them, so I don't need them and it will make smoothing this a lot easier. So right here we have it smooth, it looks nice. It looks like it has the right kind of edge relative to what we see in the image. We just have a couple more features that we want to build into it. So I select the center vert here. I go two faces, and then I'm going to extrude in this face because there's a little inset where the sticker goes and I want to model that in. So I do it twice, I take this little groove, I bevel that. And then I can select these ring of faces by shift clicking on them, and just extrude this in. And we can see without smoothing, without adding extra control edges, it'll give us it that kind of nice beveled feature in there. The next thing I need you is the ridges around the side. And I'm just going to model these right into the object. I don't have quite enough edges to go for, like I could take all these edges, all these faces individually. Extrude them but turn off keep phases together, and this would let me extrude them individually. And then repeat the function, but this time using the thickness modifier and the offset to push into the form. We could see that it'll start to give me these nobs and ridges on the sides of the model. And by adding extra edges I can control how much it smoothes in the corners. The shape looks good, but we can see I don't have nearly enough ridges on here. I need more than that, I need maybe twice as many. So I'm going to undo all these steps. I'm goinna go back to what I had just before. And now instead of doing smooth preview, I'm going to do a smooth operation on the entire thing. So we could see that's quadruple, that take every individual face and turns it into four faces, which means it doubles the number of edges along the side. I want to get rid of this edge loop because I will be using that keep phases together off, and that would confuse it if I had two phases together that I wanted to make a groove. I just wanted to do that keep phases together turned off, and I'm going to use the same trick that I used before. So push the offset in just a little bit, again, looking at reference to see how much you feel like it should move And then I pushed a little bit of thickness in. Not too much, remember this isn't too deep into the model here, it's pretty subtle. So I can see the edges kind of pinch up, which means of course, we need to throw a little multi-cut in here, to help us control that part of the curve. It looks pretty nice for what I want. So I want to extrude all of these faces individually together. Just giving it a little bit of offset and making sure that I pay really close attention to how thick this feature should be. I don't want to go in too deep in, I'm paying a lot of attention to how thick the little ridges in between these grooves are. Just a little bit of offset and a little less thickness Something like that should be nice. Then I could use my multi-cut to help control the curvature towards the front and that's looking really nice. It looks a lot like my reference. The problem I have on the back is I don't really need all of these features back here. So I could select all these verts and go two phases and just delete them. And now when I take these verts and I scale them back together, I get just that back side of the ridge. Now we can see here that we should be able to see a little bit of the back of this dial. So I'm actually going to need to close that hole back up a little bit just by adding a little thickness along the back. Then I can fill the hole. Poke the phase to help control the edges and use that multi-cut to control another edge. So now I have three edges right along the back, and that gives me a nice smooth, rounded edge back there. So checking out, looking around, seeing how it looks compared to my reference. And I just turned on the low poly model really quick here and you can see how these two models will overlap each other. How the low and high poly models sort of need to occupy the same space. We're going to be baking this normal map as a normal map later and this is going to be really important. So we made our first high poly part of our model, and then it doesn't seem so hard. In the next video, we're going to continue through this process, modeling out more of the parts until we've completed our high poly model. [MUSIC]