WEBVTT

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Welcome to Normals in Blender! In this

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video we're going to learn about normals,

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why they're important, and how to fix them if they've gone wrong.

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Let's hop over into Blender!

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So here we have the periscope, which we've reduced to 12 vertices,

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and we're going to do something a little silly, we're going to

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push it through itself. So with the Edge Select

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Tool in Edit Mode, I'm going to select this top edge

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and push it through itself at the back here.

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Now you can see it's gone a bit of a funny color,

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If we more around now. It's not quite rendering how it was

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before. Now when it comes to your

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normals, they are incredibly important. If we were to export this now

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to another 3D package, it would not render

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correctly. So I want to show you now how to show

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your normals, so you can understand A which way they're

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pointing and B how to correct them.

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So over in the Properties Pane, if we scroll down there are

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two sections that we're going to focus on. One is called Shading

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and one is under Mesh Display, Normals. So

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first of all, let's do the Mesh Display! Now there are several

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types of normals but, in this case, we want Face Normals. So we're going to click

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the Face icon there and we're just going to increase the size a little,

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and that shows us which way our

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Face Normals are facing. Now, for rendering

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purposes, light will come in and it will strike a surface,

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but if the normal isn't there, if it's facing the other way

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like these ones are here, you end up with something like this.

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So go up to Shading

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and turn on Backface Culling. Now Blender's quite

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cleaver, it just demonstrates the 3D model for you.

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However, in most other programs you'll get a model that

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kind of looks like this, with this weird

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sort of display going on. It's all see through but only at certain angles,

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and that just won't do, it would look absolutely silly when

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it comes to exporting it into another package.

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I'm just going to turn on this other one here, called Ambient Occlusion. It just

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makes it, you know, highlights it just that much more. What's going on

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here as we twirl around, it just looks, well it looks a mess

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and it is a mess! So how do we go about sorting this

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out? Well there are a couple of ways, so in this case,

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we can pick Face Select whilst we're in Edit Mode,

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we can click the face we're referring to, go to Mesh,

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Faces, and Flip the Normal around.

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Now that will enable us to... Well now the

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normals are facing outwards, and we can do the same for all of

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these faces.

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So guys, I have a challenge for you!

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In your assets

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you will find a file called Normal_

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Mess.blend. I'd like you to open up that file

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and set all of the normals to face outside.

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Go pause the video now and give that

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a go!

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Welcome back! Let's show you how to fix the normal mess!

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So if we go and open up Normal_Mess...

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So here we have the normal mess, and it looks

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like we've got some patches. It's almost like a Rubik's Cube

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going on here, and these patches have the

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normals faced the wrong way. So we can just check that by opening up the Properties

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Pane, going to Shading, and turning on Backface Culling,

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and whoa! We've got some holes in our mesh and it looks horrible! So as

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you can see, this is how it would import into

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another package, and that's not what we want. So let's hop into Edit

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Mode and see if we can solve this! So let's select the object

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first, hop into Edit Mode, and there we

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go! We can see... Oh, naughty naughty! I left

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all of these faces selected. I better go edit that for you guys,

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so [Laughs] you don't have so much of an easy job,

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and so we could go along and we could select the faces

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going into Mesh and going Flip Normals, to put them

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right. And of course, you can hold down Shift, as you go through these,

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and go Faces, Flip Normals. Ah the other

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thing you can do is, you can select everything. So we can go down to Select

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and go Select All.

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If it doesn't do it the first time, it will deselect if anything else is selected.

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And then, we can go to Mesh,

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and along here, if I put my glasses

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back on... There we go!

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So Normals, here we go, Recalculate Outside!

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That's the one we wanted, and that will flip them all so they're facing

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outwards, out of the model. And finally, we can just

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check that with one other check, and

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if we scroll down here, we can turn Face Normals on and just extend the size

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and we can see they're all now facing outwards.

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How did you guys get on? I hope it was good!

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See you in the next lecture!

