WEBVTT

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Welcome to using common features.

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So in this video we're going to take another look at our reference pieces and then look for commonality.

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In order to save us time with our modelling So let's hop over to those pictures now and have a closer

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look.

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Okay so if we go ahead and take a look at our pieces here so far we've worked on just the porn.

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So this one over here.

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Now if we have a look across our entire model for common features what we can then do is base upon our

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future models that we're going to make.

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We can use those based features before we even start the modelling process of any of these pieces.

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So so far we've worked out by just looking at all of these that they share roughly the same base which

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is why we've made a base to begin with.

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And then we've built up into a pawn.

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So we have this base component here that we can use again and again.

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Now when it comes to these other pieces how many of these other pieces also have a base component.

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This one does that one does that one does that in fact they all do their various sorts of sky sort of

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shapes and sizes there.

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Overall the same shape though.

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So these ones are certainly wider than the porn itself and this one is very wide.

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If I remember correctly that's 4.5 and all the all these ones were for that was 4.5.

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And this one was three.

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So it's still a similar shape though and we can see they got various heights.

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So as we look at the rock here this one stretched out just a bit more in the vertical direction so it's

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worthwhile bearing in mind that we're going to have to modify that mesh.

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Let's have a look here.

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So this is very similar in fact that can be almost scaled up and it would work.

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And the same can be said of this that one.

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And indeed that one there.

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So there's a common feature that we can use through out our models now instead of just starting from

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that single common feature.

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There are some other features that you can look at here and start building upon those features before

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you start modelling the next piece and this will speed up your workflow.

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Now it is important to do this because we want all of our pieces to feel like they're part of a set.

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So building them upon one another will naturally extend that and will work rather than building them

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up individual every time.

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Now if you were going for a complete unique chess set you may want to do each one individually because

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that will give that uniqueness to it.

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Even if you've got a common sort of theme running throughout Now there are some other common features

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in this actual set that we've got here.

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And what I'd like you to do right at this moment is pause the video and go through what is common between

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the porn and these other pieces.

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What's common between the bishop and the queen.

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What's common between the queen and the king.

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Think about it carefully and think how you can build up a set of pieces without having to repeat your

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work all the time.

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So go ahead pause a video now and give that a go.

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OK everybody welcome back let's have a look at these pieces then.

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So I'm just going to clear my screen annotations down and I'm going to change my colour hair I'm going

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to use red this time.

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So one of the common features is this neckline here.

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So we've got the base and the neckline.

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So what we can then do is transport that to this piece to this piece and to this piece but I wouldn't

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just create all of those pieces in one go based upon that because there are some more things that we

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can then go ahead and use.

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So we've got this space piece that we can use without.

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No it's certainly not going to be suitable for our night.

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Not at all.

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Doesn't even look like that after the base and we can see here even though it's very similar the rock

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is substantially different.

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So I think that would warrant Yes a shared base but not not actually a shared neck going to the top.

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But these three pieces certainly do.

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So let's have a look in more detail now of how we can move that forward on from there.

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So what's the next stage.

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So let's say we were modelling these one at a time so we've gone from our pawn here and we're starting

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to model our bishop.

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Now we can think carefully as we're modelling our bishop we've got the neck that we've borrowed from

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the porn itself and now we're going to model this bit just on top before we get to modelling the very

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top of the bishop.

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Now this bit's in the middle on top that's something that's shared here and here.

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So if you were so inclined what you could do is once you've modelled that bit of the bishop save the

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file as perhaps the queen would the idea if that's where the base of the queen is going to start from

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and then work from there onwards and I'm going to change the colour once Mom long go back to read if

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we have a look at the queen and king they do share some similarities.

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Now the Queen's got spikes but overall the overall shape there is pretty much the same as this.

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So once again once you've modelled or started to the base model of the queen you could go ahead and

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save a file ready to do the king from it or you may go from the king because it's a nice plain top and

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go backwards to the queen.

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Now there's no right or wrong when it comes to this and that's the important thing.

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You can approach this from so many different angles.

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It's really not worth worrying about.

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But what is important is that you realize there's something you can do here to speed up your workflow.

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You don't have the model the same thing over and over again.

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You can use a base model and build upon it.

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And that's especially important if you get into character creation later on.

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You don't want to model a character from scratch every single time.

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If you've got another character that you've already created that you could work on and save you that

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initial start up now there will be times of course if you go for something completely unique.

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As I've said before that you all want to go ahead and model from scratch.

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And for instance this point in case here is going to be the night that is going to be a complete model

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from scratch.

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You could semi get away with the rook being based upon something else here but it is somewhat different

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but it's a very simple shape you know goes up here.

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We could probably just extrude up with maybe a loop cut around here and then a couple of extrudes to

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make for top of the night as well there's lots of options there.

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How did you guys get on.

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Did you see all of the shared features that I've pointed out here.

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Did you spot any more that we could potentially use throughout our model.

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Are you sure you share over in the discussions what you found out of what shared features you've discovered.

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And I'll see you all in the next lecture.
