WEBVTT

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Hello and welcome to blender model scale.

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In this video we will discuss how blender has its own units called blender units and that's abbreviated

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to be you.

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Now these blender units themselves can be defined as several other units as well so MM inches centimetres

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etc..

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We're not going to use that in this particular section because it can have some it's quite severe knock

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on effects if we don't realize the scale or your model is set to and you're either exporting it or indeed

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bringing us into another scene you think it's one size to bring it across.

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That's something we'll leave until a later section.

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Now blender units the scale works really well between zero point zero one.

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And 100 blender units.

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Now it doesn't matter what those units are whether they're millimetres or kilometres.

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That's the stair within blend of that bill.

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We will be working too.

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And what they apply to now rule of thumb is use that grid floor as a stage and we have a look at that

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in close detail and selecting an order of magnitude suitable for the level of detail.

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So if you were modelling the planet Earth but you were modelling a solar system you wouldn't need perhaps

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have it that big at all if you were on the ground and you were modelling a mountain you'd have far more

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detail.

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And if you're on a desk and you've got loads of things close up to the viewer of course you're going

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to have lots more detail there as well.

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So let's go explore blender units now and the way the blender scales things over in blender.

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Hey so now we're over in blender.

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And I'm Michael from the future that you know.

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Yes I've come back to this lecture to give you some better information and you may notice I'm now on

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a Windows computer.

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It doesn't matter.

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This just shows you the uniformity of Blender's interface across multiple platforms.

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So some things may be ever so slightly different but don't worry that won't change what we're doing

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here.

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So zooming in and out now you can see as we're zooming backwards and forwards we've got a scale we've

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got this grid floor on the ground.

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Now this grid floor can be controlled if I press the nta to open up the properties panel and scroll

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down.

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There is an option under display for the grid floor you can turn off if you like or turn it back on.

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Area go on and off.

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You can also change the red and green axes and you can even put the blue one on as well if you want

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it to leave it as defaults.

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But you can see here we can change the whole scale of this as well.

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If we wanted to.

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Now I'm not going to touch that I leave that as fall all the time.

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Just give me perspective of how large my model actually is.

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So let's take the real extreme.

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Let's go ahead and select our cube and scale it all the way down.

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So on a scale two point.

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Zero zero one if we Oh I completely mashed the keypad here.

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If we look down in the lower left we can see the scale that's being applied now.

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I can't see that very easily at the moment.

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If we try and scale to it will run out of zoom your do this lots during the first time you use Blender.

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You can't zoom any further it seems to run out.

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Now we can use the shortcut here or we discussed this later as well under view.

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If I get my mouse in the right place on the view we can view selected and we can see the number pad

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full stop.

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If you've got one can be used as well so if I go ahead and press that we zoom all the way in now.

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Now we're able to zoom it's reset zoom so we can see zoom in and out accordingly.

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Now you see the issue here there's clipping.

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Now we can change this as well we can change at what point the camera clips the objects.

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But at the moment it's just too close to the camera.

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Now that is a problem because you can't model effectively if you can't get close enough.

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And this is what I mean by if something is too small then you can't work on it.

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Less less than this and it's just useless as far as I'm concerned.

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I'm going to undo that to bring the cube back up to real size or the default size rather.

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And now I'm going to scale it this time by a hundred.

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Of course I could scout about ten thousand.

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Now let's zoom out and you see here we get zooming issues at this range as well.

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And again we can change the clipping but if you've got a scene this big I mean this is this is a huge

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cubits 200 blender units across.

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There's a pretty large cube.

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Now you can see the surfaces inside here.

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Now you may want to make an environment on those walls for instance if you want to that's one example

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of making something this big.

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But you can see that if you were making a model much bigger you start getting the clipping issue.

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But on the other end rather than on the low end on the high end now you can change that clipping issue

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on the display once again.

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If we scroll up or in the properties panel we scroll up just a little and go to the view.

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We can actually change the clipping distance the end and the start.

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But once again I wouldn't bother playing with those unless you really really needed to be.

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So we can bring that back into view now by increasing that in scaling the Senate back to a thousand.

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And that itself will control the clipping.

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But that means you're going to go outside not sort of like the normal operation range of blender.

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Okay so there's one final thing to go over when it comes to blender scale.

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This queue here is to blender units by two blending units by two blender units in size.

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Now what does a blender unit really mean what it can mean anything okay can mean a centimetre it can

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mean a metre It can mean a kilometre can mean lots of different things.

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In fact we can actually pick what it means.

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So we go over to the properties window on the right hand side.

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If we go to the third tab along with seen properties we get an option to switch the units.

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Now notice at the moment the length says None.

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Okay so if we switch this is it currently says meters yours may say something else if you played with

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this in the past.

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If we switch it to centimetres we can see that the units scale everything scaled down to a hundredth

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of what it was before.

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Now if we have a look at the 3-d edits of you and now we zoom out we see that the grid floor is disappearing.

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So we've gone a hundredth of the size which sounds great.

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But hang on a minute.

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We've now made this grid floor huge.

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And we can pick loads of other things as well we can do feet inches kilometres.

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Also notice that all of the all of these Dyne mentions all of the distances have all changed to meters.

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So we got two centimetres at the top here.

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This is one millimetre to 10 meters.

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The location is zero zero zero.

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And gravity now has meters per second on it.

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If we go back to the length here and switch it to none we just see we get arbitrary scales.

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Now by default blender units are kind of one meter.

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It's as straightforward as that and we see it sits in the scene.

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But equally you could have worked in feet but the units don't really matter.

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And it's difficult to get across.

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Now they certainly do matter of your if you put things into the real world you don't want.

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So you were 3D printing something and you accidentally made it a kilometre long Maybe a huge 3-d Printer.

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However when it comes to working in blender itself changing the units can cause a bit of a problem because

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if you start mixing and matching units across different projects when you go and import them they will

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look different.

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They will be different sizes and they won't we won't be able to homogenise bring all your components

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together easily.

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If you've made them at different scales.

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Now that said if you do choose to change the units be aware that they're under this tab and you can

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change them back to meters or whatever you want or indeed just go to the length and sell it to none

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again.

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And we see all these change where we see that the lens has gone from 35 millimetres back to thirty five.

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So it's one of those things that I'm not going to delve into deep details within the rest of the course.

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I'm going to leave mine as just blending units.

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And the reason for that is so we don't get any confusion.

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If you change it and then start importing things into a different model or appending models together

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it can be very confusing if you got nothink noted down on where the scale is.

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Now with that in mind noting things down just want to give you a very quick tip we can change one of

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these windows or create a new one and agree to create a new one from the propertys panel and just drag

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it down along the switch the type of that window over to a text editor.

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Now once youve got a text editor open you can actually type in this field now.

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You may wonder why you can't type anything in.

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Well like most things in blender you need a click new first.

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I'm going to bring this out so we can see whats going on.

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Notice Weve got new here.

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If we go ahead and click on you now we can type which is excellent.

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However what you should know is if your cursor drifts elsewhere on to a different window youre not going

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to be able to type anymore so do bear in mind is as you typing away wave you nudge the cursor as in

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your mouse cursor to somewhere else thats not over this window you will cease to type.

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Of course you can say that along with your project and make any notes as youre going along which may

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or may not be useful depending on the project you are working on.

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So in summary there a blender model scale can be very confusing at first.

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When you first get round to modelling but the important takeaway is that if youre modelling something

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very very large like a planet modelling it at real size might be a bit difficult.

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Blender just won't cope with that very well.

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On the on the other side of it of course if you've got something very very small trying to model that

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at an accurate scale is also going to cause you problems.

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So depending on what your modelling you may need to enlarge it or shrink it so that you can work on

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it with ease.

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Now of course it's time for a challenge.

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It's Challenge time.

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I'd like you to now think of the order of magnitude that you'll be working with.

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So I've filled in part of this chart so you can get an idea of what we're working to our first column

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here.

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The object is a real world object.

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And I've put it's real size here.

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Now obviously you will find ants and grasshoppers that deviate from these sizes.

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I'm one point six meters tall so I have based my human on that.

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Now that's actually quite short in so in some cases.

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So you know these are just general real sizes not exact.

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And I have gone through the motions of which where my scaling it.

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Am I scaling it up.

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Am I going to keep the scale kind of the same so one meter equals one blender unit or am I going to

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reduce the scale.

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Pause the video now go through this list give it some thought about how big you would make this object.

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On the left in blender.

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Okay welcome back.

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This is how I would do the scaling myself.

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So let's start from the car the cars about four meters long in general and I keep the scaling the same

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in blender.

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There's plenty of scope to do millimetre level stuff all the way up to the metre scale there so that's

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absolutely fine we can keep that the same.

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And similarly with the house you can keep that the same as well 10 blender units 10 meters absolutely

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fine.

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Obviously some houses are smaller than that and some can be much bigger.

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But that's absolutely fine.

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Next is an oil tanker.

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Now we start to get into the realms of very large objects here.

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Now a real sizeable tanker could be in 400 meters or so.

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Some are even bigger I think.

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But you certainly scale that down you would not work on a scale of 400 in blender as we sin when you

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when you approach 300 you start having problems anyway.

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So I would scale that model down now I'd either scale it down by a factor of 10 or 100.

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And that depends on the level of detail that I want.

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So in this case I get it down to four or maybe keep it up at 40 if I wanted that extra level of detail.

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It depends on its end application.

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Our bridge right Golden Gate Bridge is nearly three kilometres long for instance but you wouldn't want

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to make it three kilometres long in a blender 3000 blender units.

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That's going to be crazy.

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So you would scale that down and again depending on the level of detail you need it you could make it

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three blender units if it was something you were reviewing from a distance in a game or just a low poly

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model of it I suppose.

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But if you wanted more detail you probably bump it up to 30 blender units.

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So it would be slightly larger than our arm grid that we start with but that's absolutely fine.

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Now finally the earth.

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Now that's a big big object.

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Twelve thousand kilometres.

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And it obviously we're going to be scaling that down.

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But how far.

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Again it depends on the level of detail.

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I certainly wouldn't go any larger than 120 and I'd probably keep it around 12 unless I needed an excess

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amount of detail.

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But once you start needing a lot more detail one of the things to remember is you can always produce

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another model.

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So for instance let's take this earth as a quick discussion point.

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So let's talk about scale.

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Level of detail and models.

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So one model does not have to contain its old and use multiple models when necessary.

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So imagine you're zooming in from outer space.

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You're approaching the Earth.

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Well when you're far away you can use quite a low low poly model of the earth it just needs to be a

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sphere and then was zooming in.

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So it's going to have to get more and more detailed at some point.

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But we don't need to include all that detail.

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On the one of the earth there is millions of miles away before we reach it and we certainly don't need

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to include all the detail on the earth by the time we zooming in to the level of let's say a city known

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as we go more and more detail.

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We can focus on the bits that we need.

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Now you would have to make multiple models for each level of detail but that's absolutely fine.

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Think of the end in mind and you'd simply transition between these low detailed models to higher detail

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when you need to.

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Let's move on to the next lecture.
