WEBVTT

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Hello everybody and welcome back.

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Now whether you're making a very simple spiral staircase like this or perhaps something a bit more extravagant

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like this well duplication is key to being able to make these things very very quickly.

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Let's go find out some more now before we get going.

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I want to go into this well in a little bit more detail because I know some of you will be thinking

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how are we going to make that with what we've learned so far.

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Well if we have a closer look and I've left it like this deliberately I don't want to see anybody's

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work like this.

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We have a look over in the outline.

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Even though is grouped into these separate collections which we'll deal with later on.

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You see here it says well if we open up that everything is a cube.

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I think literally everything is a cube if I scrolled down here to take this tile for example it is a

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cube that's been squished down this piece of wood.

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This support again is something that started and originated as a cube and there's lots of detail in

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here there's slats holding up the tiles on the roof.

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The tiles are all slightly higgledy piggledy.

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I'll show you how to do that as we go through this lecture.

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But the other thing to bear in mind is I'm going to be caught out with this several times I'm sure.

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But we need to sort out on naming right from the very beginning if these were called something else

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like if I click on the tile here if it was actually called tile rather than cube dot 1 0 6 I would be

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able to search for it.

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And that would've been really useful because I really wanted to show all of these colored in but I can't

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do that now I really can't be bothered going through and selecting each one individually.

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Now take a long time to do anyway without any further ado let's hop on over and into a brand new blender

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file okay.

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So welcome to the default blend seen now in front of us here we've got our cube we've got a camera and

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a lamp all of these objects can be duplicated.

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You can do this under the object menu.

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So with the cube selected we're going to go to objects and we can see we've got two types of duplication.

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We can duplicate them or we can linked duplicate them.

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The main difference between this is if you link something it means you can change the properties of

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the objects and all of the other ones that are linked will inherit it.

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We'll use those more later on but for the moment we're going to use duplicate objects.

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Now if I just go ahead and click on that you see we get a nother cube straight away.

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Now we can place that's all we can be more precise.

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We can lock it to the x axis and move it along slightly.

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So there we go.

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We've got two objects next to one another and cube 0 0 1 is a duplicate of this one here the original

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cube.

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And of course if we duplicate I'm going to you shift and D this time to duplicate this will be called

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cube 0 0 2.

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Now you can name these over in the outline itself.

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We can just click on this and call it a cube or whatever.

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They must have unique names that is important but generally I liked to name them over here in the objects

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properties we see here also says cube.

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We can click in here and that's called it a stair.

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And there are going to be multiple stairs.

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Okay.

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So might be worthwhile.

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Now we think it's there getting rid of these other two cubes.

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Now I'm going to hold down shift select both of them and I'm going to press the delete key on my keyboard

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just to get rid of them.

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They're out of the way now without any confirmation.

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That's one of the differences if I'd use the x key we get this this confirmation box up.

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Okay.

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So now that I've done that we've got this stair here.

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That's not exactly a stair yet but we can go ahead scale on the z axis by maybe point one to get it

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really flat and let's scale it on the x axis by point five to get it more like a slab.

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Okay.

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That's looking pretty good.

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We're going to look at it exactly from the side.

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So I'm going to go over to my little gimbal over on the top right.

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I'm going to click the X..

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I could have also press the number pad 3 if I wanted to.

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And now I can zoom in.

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Go GZ and just lift it up.

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So it's roughly sitting where z equals zero.

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Now I've done that.

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I can go around to the top view and zoom out slightly and the reason why I'm on the top view here is

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I can duplicate is going to be called stare dot 0 0 1 in this case.

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I'm fine with them being appended 0 0 1 0 0 2 etc. and I'm going to move this across ever so slightly

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and then going to rotate it.

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Now I could rotate it by an arbitrary amount or I could be really precise about it and work out how

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many stairs I need going round.

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In this case I'm going to rotate it's on the z axis I am going to it which it should be.

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From this view but just to be precise.

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It's and I'm going to rotate hits by 30 degrees.

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Now we can see it's rotated the wrong 30 degrees it's gone counterclockwise so I'm going to press the

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minus key and that will make it rotate minus 30 and then the press return and I'm going to move it to

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roughly the right position.

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It's not ideal.

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Maybe a little shallower in future no longer is just whizzed round to the side view and go GZ and lift

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it up.

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So here we go we've got the first couple of steps coming together.

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Now you can just continue that.

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So we can go so we can go shift and D and duplicate.

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Lift that one up ever so slightly since the right high was round to the top rotate it by another minus

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30 and then go g and move it roughly into the right place and then we go we can start building these

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steps up.

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Now one of the things that you may immediately figure out is hang on a minute.

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Can I just select all three and then duplicate all of them.

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You're right.

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You can.

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And then we can whiz round to the side.

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Lift it up to roughly the right height.

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Go round to the top and move it around.

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And here we're going to have to rotate it by I think 90.

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There we go.

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We've got a much tighter spiral staircase than I had in the preview.

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Why don't we go ahead and add into here another mesh object a cylinder perhaps and scale that down and

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then scale on the z axis and just make that's a bit bigger than whiz round to the top and place it in

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the center of all of these.

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We shall be roughly there on the scale.

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It's up again.

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And there we go.

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We've got a spiral staircase going around this pillar.

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Now that is a bit tall song Go scale set and just make it a bit smaller again.

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Mango GZ and lift it's up and the final thing I might want to do here is go ahead and add in a ground

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plane.

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So I'm going to go shift in a and add in another mesh type which is a plane I'm just going to scale

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that up.

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Now you may notice that I've not applied any of my transforms at the moment and that's because I'm just

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playing as we're going along normally.

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I would suggest applying transforms especially if you've scaled things as we've gone.

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So here for instance if I had gone control an A and applied this rotation and scale immediately then

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the next time we go through I could do that or I could select everything and also apply the rotation

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scale and then we should find if we have a look over in the transform whenever we select any of these

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objects we can see that the rotation is 0 and the scale is 1 which means that those have been applied.

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Finally this plane here I did digress a little while so I can do is go straight over to its properties

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and name it ground.

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You know something useful right from the very beginning.

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If you carry on and make a real mess of things is very hard because now in the outline I can search

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for stair and there we go.

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I can select by holding down shift all of the stairs.

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Very quickly if you had many many stairs that would be a real pain as well.

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So how about we group these stairs in their own collection.

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Well with them selected Watts we can do is press the M Maliki over in the 3D Ed window and create a

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new collection and we can call that collection stairs.

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Once we've done that we need to click okay and then we can see we've got a scene collection of which

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there is one collection called stairs.

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And if I minimize that down I'm going to clear my search first.

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We can see that the stairs themselves.

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All of those mesh objects are grouped in their own collection.

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And that really does help manage your objects especially when you're going to have hundreds and hundreds

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in more complex models being able to group them into those collections is really important for managing

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your scene.

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So we've got the organization and the naming.

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Very very important.

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And with that it's time for your challenge Okay everybody see your challenge for this lecture is to

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make a simple object or scene with primitives.

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Now remember you can rotate scale and move your pieces around once you've placed them in your scene.

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And of course repeated items you can just duplicate again and again very useful.

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Remember you can also select multiple things at once to duplicate them if it's part of a larger object.

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Now if you complete a simple object with ease why do you try something else more challenging.

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Straightaway it's important to dive in straightaway and continue those skills.

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Well like the well I showed you earlier on would be a great example something with more objects in a

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bit more difficult to manage or you can block out a more complex scene whether that's an interior or

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exterior scene perhaps one that you want to work on more as you develop your skills throughout the course

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Paul's video now and give that a go Hello everybody and welcome back.

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I'm really looking forward to seeing what you've come up with.

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I'm going to go ahead now and hop on over into blender and create my well seen again.

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OK everybody this is going to be really quick.

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I hope to go and do this.

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I'm gonna make the well that we saw earlier.

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So I'm going to start off with my cube and scale on the second z axis pi point one and all I could have.

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Now I'm going to scale it.

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Everything everywhere.

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By point 1 and scale it on the y axis by 2 so it's more like a brick.

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I'm going to zoom into that brick and go Gee Z.

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Point nought five.

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Because then I think no no it's not.

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So I thought that would have been on the ground perfectly but it's not going to lift up to around there.

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And that's good starts.

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Now I'm going to go and look at this brick from the very top and I am literally going to duplicate it

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rotate it by 30.

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Lift it up to roughly here and I'm going to continue doing that but I'm going to select the second one

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duplicate that rotate those by 60 and then put it in roughly the right position that's almost there

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now we're going to duplicate again rotates by a hundred and five.

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No no no no no 120 rotate by hundred and twenty.

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Now that I've done to where these have disappeared off to they're all the way over there let's bring

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them back in.

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So rotate by 120.

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There we go.

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And then we can plot that roughly in the right place.

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I'm just going to duplicate those again because I think if we go ahead I'm gonna save my file as we

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go as well and I'm going to call it.

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Well save.

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Okay so rotate by 120 and I think I might be wrong.

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I think we're done.

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Excellent.

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So that's the basis for the well at the bottom looking good so far.

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I'm just going to click and box select everything.

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Now there is some intersection here.

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That's something we do need to concern ourselves with but not really at this stage.

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But what we can now do is whizz round the side duplicates.

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Lift it up.

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I'm not going to be exact with my placement.

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You will notice that things in the real world are not precise.

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So it's important that we're not precise here either get a hold down shift and select multiple areas

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and then rotate them on the z axis.

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And I don't have to be precise there because I'm going to go straight back in and rotate ever so slightly

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so that none of these breaks line up with one another.

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That's that's not going to be convincing and you might argue that this is a little over the top.

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And you know what you might be right but in this case that now looks much much better.

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Now again we've got a little bits of intersecting going on here.

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I'm not going to worry about that for the moment.

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There are ways around it but again it's it's just the basics here.

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Now the first thing that I've done and I can slap my wrist for is everything is called cube so I'm going

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to slap my wrist there.

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But before I do anything else I'm going to highlight all of these confirm that they're all selected

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and move them to their own collection and call it Brick.

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Well at least then I'll be able to select all of these individually because they're all grouped together.

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Now the next thing that I might want to do is go mesh cube skate it's everywhere.

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But the z axis.

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It's nice and so I'm going to look at it from the side and lift it up to roughly the right place and

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I'm going to git all before duplicate it.

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I'm going to cool this wooden supports or wooden frame I'm going to call it the frame.

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So this is going to be the originating piece and then everything else was actually come from this.

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So I can duplicate that and I'm going to pop it I'll make sure it's selected duplicate and pop it roughly

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over the other side in the right place simply duplicates again rotate this around.

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Now I'm gonna be precise and go 90 degrees and then scale this up and then we look around and we see

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we've got something like that looking pretty good so far.

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So that's again.

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Look at it from this side duplicates rotate 90.

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Lift it up to about here.

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And I'm gonna scale that's on the y axis only so it's gonna make it longer.

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A whiz round to.

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I'm going to duplicate that and you can see here that we just repeat this over and over again.

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So I'm going to disappear for a few minutes whilst I do that and I'll just speed up the video and I'll

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see you back again shortly.

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And there we go.

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I'm pretty happy with how that's turned out.

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I don't know what you've done with yours but I'm really looking forward to seeing what you've made.

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I can see a few things here that I tweak and improve but overall this is a really good example of how

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you can really rapidly produce objects in your world by just duplicating and doing no actual modelling.

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How cool is that.

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Well anyway that's the solution for my challenge on this lecture.

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It doesn't matter whether you've kept it basic or you've gone to this level or even beyond.

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I can't wait to see what you've produced.

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So please do save your files and keep them because we're gonna get them ready to present soon so you

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can share your work with both me and your fellow students.

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Until then I'll see you in the next lecture.
