All right now let's take a look at how to add textures.
So what are textures.
While the materials we've added are great so far but they're very bland and like they only have one
color to them textures add a lot more detail to our Mash and to our object now textures are basically
an image that we project onto our three dimensional object.
So we're going to be adding texture to our fence right here.
One of the best places to get textures is CGU textures dotcom now known as textures dotcom go over here
and we're going to go to the wood textures.
Underwood we're going to go to Plank's and we're going to go to bare now bare like BTA are.
Are you going to select this one right here.
And to get free textures here all you have to do is create an account.
It's FREE.
It's awesome.
You can get a lot of great texture.
So I highly recommend you do so.
We're going to go ahead and download this one right here.
And once it's downloaded just save this image wherever you want on your computer going back into blender.
Let's select our fence hit one to go into front view and let's start texturing this or let's apply that
texture to it.
I'm going to hide the House once again.
So select a house right click and then H.E. to hide with the fence selected.
Let's make sure that we are in cycles render not the blender render cycles and going over here to the
materials tab.
Let's add a new material and leave it at that.
Now we have to split our viewport to do that.
Just go to the bottom left over here where you can see these little triangles and left click and drag
to split the viewport.
This won't we're going to change it to the U-V image editor.
Now the U.V. image editor is basically where we're going to be adding and our textures.
U-V are the coordinates for this image editor just like x y and z are the coordinates for here you and
V are the coordinates for this two dimensional space that we're going to be working in here.
Now to project our image onto this fence all we have to do is hit tab to go into Edit Mode A to select
everything.
And then you unwrap and now if we go down here Click image open image and find that image that you saved.
Open it up you can see that right here.
Now we have that word in texture image.
Now let's see how that looks.
If we go back to object mode and go to rendered viewport you can see that nothing has happened.
Because on our material we need to set it to image texture not diffuse.
So going down here to where it says color go ahead and select this little icon or this little button
right here and go to image texture.
And then click right here and select your image that you just load it into blender.
And there we have it.
We now have our image texture on our plane and actually let me go into material mode so that we could
see a little bit better and there's not all those shadows.
Now you can see it looks kind of strange.
So I'm going to do is if I had to have to go into edit mode you can see how it's looking here.
And the way I unwrapped it is basically what happens when you hit you to unwrap it takes this mesh and
basically flattens it out onto the two dimensional image and it's then projected on there as you can
see if I select this right here this Square right here is the top triangular face of the fence.
This other one right here or if I move that this other one right here is the bottom part of the fence.
This one right here.
Etc. etc..
Is that part of the fence so you can see what happened there.
Now the only problem with this let me undo all that.
Only problem with this.
And we could actually just leave it there because when we do it actually Control-C the problem with
this is that the projection of this fence to here doesn't look like a fence.
I mean it's like I said the triangular part of here is shaped as a square so it doesn't really represent
what we're looking at too well.
So a better way to unwrap it is to hit you project from view.
And this will unwrap it from the viewport the viewport or the viewpoint that you see it from.
So you want to make sure to be in front view by hitting one on the numpad you and Projekt from view.
Now you can see that projected this from the view that we're in.
And you could see right here it looks a lot better.
Now what I want to do and the reason I got a image texture of multiple boards is because we're going
to be doing this hitting our to rotate and then 90 to rotate it 90 degrees.
We're then going to scale it down so that it fits onto one of these planks like so
and now you can see that it looks pretty good.
Only one problem.
Our fence has the same exact texture on every single part of it which doesn't look too good.
So a way to fix that or to make it look better so has more variation is really simple.
We can either go here to our modifier apply the mirror modifier and then I'll show you what I mean if
I apply the modifier mirror modifier.
If I select this by selecting one face and then hitting L to select everything that's connected to it.
I can then move this one and have it like so and have it have a different texture so that's not the
exact same texture as the last one.
Now I could do that for all of these.
But then again it might get a little tedious and annoying if we have too many of them so what I want
to do if I hit Control Z to get our modifier back where I want to do is duplicate this one about two
or three times.
And before I do that I want to see how the texture looks right here.
You can see that right here the texture is a little stretched and I'm going to be going over that enough
in the next tutorial actually showing you how you could make that look nicer.
But for now this looks fine as we're going to be looking at it head on like this for the most part and
we're not really going to see right here where it's stretched like so and it still has a nice feel to
it.
But what I do want to do is add some variation here because this looks way too symmetrical.
So what I'm going to do is select everything in edit mode and hit shift d to copy it acts to bring it
along x axis and then position up there.
And here on the U-V image editor grab this one and move it to some other spots on the map and scale
it down a little bit place it like so and do it one more time shift the X
and move this one to another portion of the map.
And in fact this low point re here where it's the connecting piece in between.
We act we actually hover a massive list select a spot hit L to select everything and actually box select
it like so select everything rotated 90 degrees and place it like so so that has a better texture and
feel to it.
Let's do the same with the other two.
Select this one hit L to select everything that's linked.
Hit the Beaky box select all this are to rotate 90 degrees and just place anywhere you want.
And finally with this one selected right click L..
So to select everything linked and then a to select everything are to rotate and 90 degrees.
That way we have it nicely there.
Now if I offset this a tiny bit you could see that now we have some variation in there because it's
only repeating every three of these.
It's repeating every three fences or fence posts that we have.
But it adds a little bit of variation in there because it's not the same one one after the other.
And the beauty about it is that we still have our array modifier right here to be able to add however
much more we want and not have to it makes it much more duplicatable.
And it's a system you know we don't if we want our fence to be 20 feet long we could just increase this
and decreases whereas before if we had applied it and tried to change the texture that way we would
kind of be stuck with a long fence.
Now if you do know how long your fence is going to be or whatever object if you know already that's
going to be this long or this big or this is how it's going to be.
Then you could definitely have it this long.
Apply the modifier and then change how every single one of these looks on here you know go through each
one individually and change them so that they have a different texture each.
And obviously that would be the absolute best result because in real life I doubt if it very possible
that none of them have the exact same texture.
So let's take a look at it in our rendered view.
And you can see it's a little bit dark so I'm going to grab this fear that I have over here which is
my Miller Light still.
And if you don't have it just add in a sphere shift a mesh sphere right here go the materials tab added
material and select emission.
I'm going to move this to the front of the fence.
And now going back into rendered mode.
Let's take a look at our fence
pretty cool.
So now we have a texture on our fence.
It's looking a lot better because there is much more detail added to it.
Now obviously the lighting is flushing it out a little bit.
But I did want us to see what happened to our fence.
So that is how you add textures to objects and a couple of other things.
So on certain textures there are what are called seamless textures meaning if I have to go into edit
mode and select these three fence pieces by hitting the a.e and then hit 8 select all these can see
that if I scale this up it will repeat the texture over and over and over and over again even if it's
going outside of the texture it will just keep repeating it.
Now obviously we don't want this for this texture or this image.
We can see if I zoom in really closely it see that right here.
This is one of the images right here is another one of these images.
And then right here is another one and another one so it repeated it over and over and over again across
all of this.
Now if you have what's called a seamless texture like I said a seamless sector is one which can be repeated
like that over and over again without you seeing the seam or the edges of the texture.
So images such as you know grass or sand or dirt or things of that nature can be seamless meaning they
can be repeated over and over and over again.
So you don't have to have a texture that's like 10000 pixels by 10000 pixels you can have a decent size
texture.
I would recommend 1000 pixels minimum and then you could just repeat that texture by scaling up your
object and it will look just as great as having a huge texture which will take up way too much spot
or way too much space on your computer and in your animation.
All right so that's textures that's how you add them and project them onto there.
Now let's take a look at how we could go about actually what's called adding seams so that we do not
have this stretching effect on our mesh.
Here is our little quote for the end of this video.
Trust your heart.
Never let the opinion of someone be the reason for doing or not doing something.
I think we all know deep down what's right and wrong what we should and shouldn't do and when we go
against that unfavorable results occur.
We've all had beliefs and lies passed down to us since childhood from others who might of even had our
best interests in mind but just didn't know any better.
These aren't necessarily the truth.
The answers aren't found outside but within what we seek on the outside just provides an inner realization.
What it takes is to look at the truth to trust in your higher self is to be aligned with truth.
From this place any answer can be found.
Ladies and gentlemen trust your heart.
Trust what your higher self tells you and that goes for your three-D arts or anything in life.
Don't let anyone tell you that you can't for example make money doing art or you can't accomplish something.
Trust your self.
All right I'll see you in the next video.
Oliver.