WEBVTT

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Hello everybody and welcome back.

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In this lecture we're going to talk about our first materials.

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Now you may have something like this more complex or even simpler.

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It doesn't really matter which model we've got at the moment.

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It's a bit plain and boring.

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How about if we change it slightly.

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So we have some colors much much better straight away.

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Let's hop over into blender and find out some more.

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OK so over in the default blender file at the moment and we've got a cube in front of us.

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Now the first thing we're going to have to do is make sure that we can see any of the material changes

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we make at the moment.

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Our view is in what's called Solid mode which means that we're not really going to be able to see any

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colors that we apply to our model.

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So how do we go and change that so we can see what's going on.

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Well at the very top of the 3D view we have our toolbar and we've got these three spheres to the right

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hand side.

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We've got wireframe mode solid mode which means it's going to not have any color.

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Look Dev and rendered we want to be in Look Dev for the moment which is the third one along.

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Once that's set we're ready to make our first material on a wide in this area to the right.

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So with our cube selected and we know it's selected because it's got this light orange border around

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it I'm going to go to the materials properties.

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So going to go over to our properties window and if you can't see everything here I'm just going to

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condense this as if you're on a smaller screen or maybe you've moved these around you can use the scroll

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wheel to go up and down on this tab system on the left hand side.

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I'm gonna make that launcher again and if we go down nearly at the bottom we've got this sphere.

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If we go ahead hover over it says material click on it.

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It takes us to our material properties.

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So at the moment this cube has a material called material assigned to it.

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Now you can have more than one material assigned to an object but we're just going to stay with one

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for the moment.

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Now I can rename that material by even double clicking as the hover over actually showed all going down

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here and I'm going to type in red here and you can see it's updated at the top here.

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Now if you've got more than one material in your scene what you can do is use this dropdown to select

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a different material that's very useful if you've built up a repertoire of materials that you've stored

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or you've already set the material up and you want to apply it to a new object.

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Right.

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Let's go down a little further.

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If your use nodes is not blue it will be turned off for this section and most sections we're going to

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have to make sure use nodes is turned on you will then see we're using the Surface shader principled

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B SDF.

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Don't worry about that we'll cover a much more detail later on.

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But that's essentially what's producing all of this detail down here.

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Now this is the setup of how the light is interacting with the surface of our cube and they can get

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quite complex and again don't worry we'll break this down later on in the course you have a much deeper

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understanding for the moment though we just want to focus on the base color.

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So go ahead and click the colored area to the right to base color and we can pick a different color

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in this case is going to be a red color because that's what we selected.

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So on the color well I've selected a hue.

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That's kind of ready.

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Now I'm going to drag the slider down on the side here.

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So it's a darker red.

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Now you can select them in this way which is RG B were either with hue saturation and value as well

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so we can change the hue with this slider here.

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The saturation is how much color there is and the value is light and dark and that's roughly in the

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middle for the moment not 50 percent but we'll cover that later as well.

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Okay.

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So that's our material assigned.

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So let's go and add another object to our scene shift in a adding an object in a mesh object u v sphere

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and I'll go to press the G key and just move over here.

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Now because the materials properties were selected before we see the our sphere has been added but it

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doesn't have a default property like the default cube did.

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So that's something to bear in mind that things that you add don't necessarily come with the material

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already assigned to them.

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So what we can do is go to the dropdown and pick red pretty cool hey let's say we didn't warn red.

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What can we do.

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Well if we go ahead and rename it let's say yellow and then go and change the base color down here to

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a yellow 0.

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Both of them have changed and that's because both of them are sharing the same material which is really

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really useful.

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But you can get caught out like this.

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So what I'm going to do is I'll go controlling Z and undo both of those steps.

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Now notice that the moment we gave this the red material a number two appeared this number two shows

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us that two objects in our entire scene share that material.

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Now we duplicated these objects.

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Let's do it now let's draw a box around them duplicate them.

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Yes I know you created the lamp as well but we can see that the numbers now for items in our scene noticed

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that we've now got two objects selected.

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We've got one with a light orange border and one with the dark orange border.

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When you're looking at the properties of something you're looking at the properties of the wall the

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lighter orange border around it.

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So if we were to go ahead and click on this for it will make a single use a copy so it's taken all of

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the settings that we already had with that red and made a new material in this case called Red 0 0 1.

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Now I can call it yellow and switch out the color to something else independently of everything on here.

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The other thing that we could do is just create a new material silver select this other cube I can delete

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the red material or delete the red slot and then it will go back to the defaults or plain white color

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and create a new material and call it blue whatever you want here and come to our base color and make

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it blue.

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So there's a couple of different ways of changing around materials.

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Now I do want to show you one final thing before I crack onto your challenge and that's with something

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a bit more complex.

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Let's call it complex for the moment.

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So I'm going to go and open up my well that I had before.

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Okay.

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So with the well opened up here that I produced in the last lecture this is quite a complex objects.

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And I want to show you one of the ways that you could deal with having a mistake made.

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Obviously you are going to learn from this as we go.

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But I didn't rename or give any of these materials as I was going they're all individual objects.

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So it's gonna be a real pain if I have to go through whole down shift and select multiple ones of these.

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So selecting multiple ones and going new material calling it's going to make a pink roof tile here to

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really highlights and make sure and look Dev mode.

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But only one of those tiles is actually selected and only one of them has been changed to pink all of

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the others as they were before.

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Is there a quick way of transferring the material on one object to many others.

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Well yes there is.

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So I'm going to box select everything because these tiles are the most numerous and it'll be the most

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tricky things to pick with perhaps the exception that the slats holding up the roof.

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Okay.

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So with everything selected what we can do is we can have everything else inherits the properties of

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that one selected item by holding down control and pressing the L key.

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So we're going to make links to all of the other selected objects to the active selected.

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So if I go materials or.

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Okay the whole thing's gone pink I'm going to change that to something a little less offensive to my

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eyes because that was really bright and now we've got everything sharing one material and we can do

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the same if we came down to let's say these bricks down here and then I will show you one final thing

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so I'm going to highlight all of these bricks and noticed that the ground has also been selected but

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nothing else has got a hold down shift and clicked the ground twice twice because I needed to select

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it once to make it the act of selected and then click it again to D select it I'm going to select with

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the shift key held down one other brick and we can see that's become the active item now from this what

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I can do is I'm going to delete that pink slots and I'm gonna introduce a new material called brick

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and I'm going to immediately inherits I'm going to go control an L so all of these dark orange ones

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are going to inherits the active selected material I control an L materials.

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Now they all share the brick I can change them to any color I want.

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One final thing if I wanted to select all of these that share the same material I can simply go shift

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and L and select material.

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So there we go there's a really quick way that you can go ahead and select anything that shares the

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same material and now as a matter of going round the rest of your model and sorting that out which is

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a perfect time for your challenge.

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Okay.

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So your challenge a nice straightforward one.

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I'd like you to color in your model and make at least three materials and apply them to your model so

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it's not just one color it's gonna be at least three if you have more on your model that's absolutely

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fine as well.

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Pause the video and give that a go.

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Okay everybody Welcome back.

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Let's hop over now and color in our model.

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Okay everybody Welcome back.

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Okay so we're we're pretty far on at the moment.

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Couple of other things that I need to do I need to do the tiles at some point and these wooden beams

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so often it's easier to get this going from the word go with the correct materials so that as I duplicated

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them they would have the materials attached to them.

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So that's a learning point from us moving on.

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So I've got the tiles here.

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I think I'm going to call this pink tiles so I know that the tiles are now all sorted and I can go in

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and make them dark or lights or different color later on.

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It doesn't matter.

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Well let's set it now let's set to maybe a slight to light color.

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Okay let's select the ground delete the material slot that says tiles new material and it's gonna be

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called ground I'm going to make it a green for the moment a darker green.

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Okay so the next thing.

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All these wooden beams I'm going to go in and I should if we look at it from the right angle be able

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to just select the main beams.

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Excellent.

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So I'm gonna delete and add in a new material.

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What shall we call it.

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Let's call this beams and then we'll call the other ones slats.

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I don't know what the technical term is.

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So this is gonna be a oh not a pink a brown.

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So we're gonna go out there and I'm gonna have its inherits all of these other ones now I've missed

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a couple of extra ones.

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I'm going to select those making sure that this top one is the last one that's selected go control L

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and link in those materials.

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Perfect.

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Now the next one are these here.

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Now do these share the same.

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No.

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They're not linked duplicates.

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Okay.

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It's going to look at the straights on and then go up this way.

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I think that's going to be the easiest way of doing this.

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Now one thing to bear in mind is whenever you're doing a big selection like this I keep accidentally

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selecting the speak ones.

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I'm just gonna ignore it and remove it at the very end.

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So there's that.

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No I'm not going to attempt to do the other side at the moment.

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It's so easy for me to inadvertently select the other end.

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Oh here we go.

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I've accidentally selected one there straight away but it's very easy for me to accidentally select

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something and ruin my selection overall.

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Something to keep it as it is there.

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I'm gonna go into my materials slots.

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I don't have an active one selected at the moment.

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Let's make one of these active.

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There we go.

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Materials delete that.

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Add in a new material.

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I'm going to call it a slot.

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I'm not even sure how you spell slats.

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I think it's limber anyway.

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I'm sure one of you.

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Correct me if I'm wrong and I'm going to make this sort of a lighter yellow just so I can see the difference

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and then control an owl I'm going to inherit those material properties and then if you wanted to you

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could go down each one of these individually as well and add in slats.

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I can't be bothered to do it like that so I'm going to select all of these other ones.

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Plus it's a really inefficient way of doing it and control l materials.

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Okay so we've got all of our materials separated out here.

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I'm pretty happy with it.

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Apart from this kind of Pinky brick color so let's come in make it a darker orange.

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It's almost like a terracotta Well at this point I'm sure we have terracotta tiles.

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Instead let's call these terror terror tiles.

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And then what we should be able to do is select all of these with the same materials to shift an L material.

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There we go.

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I'm going to select one of these bricks down here.

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Control an L and inherit the materials.

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There we go.

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So we've got a terracotta tile and then I should be able to just switch this over to tiles.

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That's what I want to highlight everything.

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D select the ground select this brick and control an l think materials.

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Okay so that looks to me a little bit better and I can make this terracotta style tile a little bit

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redder and a little bit darker.

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Anyway I could fap around now for the rest of the day just tweaking this but it's not worth investing

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that much more time in this particular model.

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We've got a very basic well here.

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Does it work.

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Does it stand as it is.

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I'm happy with it.

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I wouldn't want to start adding more detail to it because it's just not necessary at this point in time.

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And that is something that you will have to hold yourself back from.

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It's just going to file with your model sometimes.

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By all means I'm not saying don't.

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But just be aware of the time you're investing in a single model where you could produce five or six

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different models and learn a lot more in the process.

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So there we go.

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There's my colored in Well I'm looking forward to seeing what ever you've made all colored in and if

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yours hasn't been as complex as this one.

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That's okay.

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I'd probably have gone a bit overboard with the amount of objects in this scene.

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So I'm really happy with how minds worked out here.

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I had one or two criticisms I'd probably say that I've perhaps gotten a bit carried away with making

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mine.

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But if you've done that as well you know that's absolutely fine if you're enjoying the process just

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go with the flow.

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Now we're not quite there yet but we're almost to the point where we can start sharing our models but

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we need to learn to render and we need to learn to light scene a little bit as well.

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And those will be in the next lectures.

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See you soon.
