WEBVTT

00:00.550 --> 00:05.170
Welcome to using an image as a texture in this video.

00:05.170 --> 00:09.730
We're going to show you how to add a texture to your material.

00:09.730 --> 00:13.270
We're going to reinforce the diffuse and specular settings.

00:13.270 --> 00:19.260
We're going to model the boards around and then finally apply a texture to that boards around making

00:19.270 --> 00:21.410
it look much better.

00:21.430 --> 00:24.210
So let's hop straight on over into blender.

00:26.690 --> 00:30.600
So here we are in blender and with our default cube.

00:30.710 --> 00:36.950
So let's zoom into our cube a little higher the time line getting us feeling I should just set this

00:36.950 --> 00:38.470
is my standard lay helps.

00:38.480 --> 00:45.690
By now let's apply a material course that is going to be one already applied.

00:45.710 --> 00:48.680
I'm going to call it brick work.

00:49.160 --> 00:55.770
And the next section along not on the properties pane there's little chequered square here.

00:55.790 --> 00:59.750
That's the texture properties so you can click on that there.

00:59.840 --> 01:01.870
And we've got a list down here now.

01:01.880 --> 01:03.330
I'm going to name this.

01:03.330 --> 01:04.620
Bricks.

01:05.710 --> 01:07.910
And then further down.

01:08.080 --> 01:10.330
Let's just have a look here.

01:10.460 --> 01:16.360
Type well it needs to be an image in this case as those of other options which procedurally generated

01:16.420 --> 01:17.580
textures.

01:17.590 --> 01:25.330
But we're going to use in this case an image or movie so we select that and go into your assets pack

01:25.690 --> 01:31.000
and you will find a texture and can't remember.

01:31.000 --> 01:34.820
It's called a thing it's called bricks Yes it's called bricks dot j pge.

01:34.840 --> 01:39.940
So open that up and it will give us an example of fully of the texture itself.

01:39.940 --> 01:41.500
Now is it applied to here.

01:41.500 --> 01:45.870
Well we don't know at the moment what the viewport shading is sets a solid says.

01:45.880 --> 01:49.620
Change it now to rendered and we'll see how it goes.

01:50.050 --> 01:50.620
Okay.

01:50.650 --> 01:57.910
So it has applied it but it does look a bit odd there as you can see it looks a bit funny down the sides

01:57.910 --> 01:58.950
there.

01:58.960 --> 02:01.890
So first of all so we can see our entire object.

02:02.020 --> 02:09.130
I'm going to change our lamp to a Hemi just so that the whole thing's highlighted.

02:10.110 --> 02:13.380
And then I'm just going to go round our cube.

02:13.620 --> 02:17.930
Okay so this is a good example here.

02:17.940 --> 02:24.330
There's not a chance in the world that a wall is going to look that shiny glossy unless someone's going

02:24.330 --> 02:26.010
around varnishing walls.

02:26.190 --> 02:33.600
So in our materials properties for the cube if we go down and turn specular either all the way down

02:33.810 --> 02:35.110
or off.

02:35.730 --> 02:40.830
Yep I'm happy with that now and I'm just going to turn the diffuse up in this case.

02:41.220 --> 02:45.660
Okay so let's hop back over into the texture.

02:45.660 --> 02:47.190
Scroll down a little.

02:47.190 --> 02:51.090
So what we're looking for here is the mapping.

02:51.540 --> 03:00.090
So at the moment the coordinates for this texture are being generated by blender for us which is great.

03:00.210 --> 03:07.450
And their projection is flat which is why we've got these lovely stripes down the side of our blockwork.

03:07.620 --> 03:08.800
We may want that.

03:08.820 --> 03:11.190
But in this case I certainly do not.

03:11.250 --> 03:15.210
So we changed the projection of that from flat to cube.

03:15.570 --> 03:17.220
You see that.

03:17.520 --> 03:18.770
There we go.

03:18.840 --> 03:23.440
We've now got our texture applied to all of the sides.

03:23.470 --> 03:30.270
Now as your model gets more more complicated and we will get to use the mapping and unwrapping later

03:30.270 --> 03:33.280
on but you will need to do that.

03:33.300 --> 03:39.090
But since our models are quite simple at the moment with basic textures this brick work here for instance

03:39.090 --> 03:41.910
is working really well.

03:41.940 --> 03:47.880
The other one you can choose here is object so we're mapping it to the object itself and that does look

03:48.300 --> 03:49.610
a bit bizarre at the moment.

03:49.620 --> 03:50.880
And why is that.

03:50.980 --> 03:52.480
Oh that looks very bizarre.

03:52.530 --> 03:58.340
Kind of tracking our view at the moment because we've not selected an object for it to be mapped to.

03:58.360 --> 04:02.250
And if we select the cube as the mapping There we go.

04:02.250 --> 04:05.960
It's mapped in a very similar manner as it was before.

04:05.970 --> 04:10.080
There are quite a few other options in the coordinates.

04:10.080 --> 04:12.820
We won't be using any of these at the moment.

04:13.910 --> 04:14.330
Okay.

04:14.340 --> 04:22.010
So finally the size and offset will offset as you could probably guess shifts the texture from left

04:22.040 --> 04:24.510
to right up and down et cetera.

04:24.770 --> 04:30.010
And the size will this acts in the reverse manner as I was expecting it to.

04:30.200 --> 04:37.690
So if I half the values of X of Y the texture actually gets larger as we can see there.

04:37.750 --> 04:43.370
And if I double the value of x and y the texture gets half the size.

04:43.370 --> 04:47.740
So it's very easy to get confused which way round those things are.

04:47.750 --> 04:48.710
I certainly did.

04:48.710 --> 04:55.550
I'm just to one for the moment and you may need to alter this depending on the scale of the model that

04:55.550 --> 04:56.720
you're working on.

04:56.720 --> 04:59.690
In this case that looks absolutely fine.

05:00.960 --> 05:02.630
And I am happy with that.

05:03.650 --> 05:10.480
So I would just say that Brick Q For the moment just in case her need is again in future.

05:10.730 --> 05:14.670
And I'm going to go and open up my chest scene.

05:14.900 --> 05:16.530
So let's go a model.

05:16.550 --> 05:17.580
The surround.

05:17.600 --> 05:19.300
To the board itself.

05:19.340 --> 05:24.920
So the first thing I'm going to do is add a plain object.

05:25.340 --> 05:25.980
Okay.

05:26.000 --> 05:27.590
That's added in a funny location.

05:27.590 --> 05:29.510
I've got a couple of options here.

05:29.600 --> 05:32.870
I can go to the transformer up here and relocate it.

05:32.950 --> 05:37.430
0 0 0 I could go over here to the ad plane.

05:37.460 --> 05:37.690
OK.

05:37.730 --> 05:38.030
In the.

05:38.030 --> 05:39.330
Operator panel.

05:39.470 --> 05:41.270
And change that to 0 0 0.

05:41.360 --> 05:48.950
In this case I'm going to choose to just undo the creation of that and use shift and see to both Centre

05:48.950 --> 05:53.860
the view and put the 3D cursor bang in the middle of our scene.

05:54.050 --> 05:56.920
Then I can create our mesh plane.

05:56.960 --> 05:59.830
I think this is 24 radius.

05:59.840 --> 06:01.610
I'm not sure let's just give it a quick go.

06:01.610 --> 06:03.240
Twenty four.

06:03.500 --> 06:04.460
Excellent.

06:04.610 --> 06:09.420
Right we're going to use a little bit of a hack here to get this done.

06:09.450 --> 06:12.480
We're going to extrude.

06:12.680 --> 06:15.680
We're going to go into edit mode first before we extrude.

06:15.690 --> 06:23.210
Now we're going to grab the edge loop running around the outside of this plane and we're going to extrude

06:23.210 --> 06:25.900
by Absolutely nothing.

06:25.910 --> 06:31.680
Now it probably hasn't escaped you that we've got this funny pattern on top of our chequerboard.

06:31.700 --> 06:38.330
This is what happens when blender does not know which of those faces is on top of one another and it

06:38.330 --> 06:43.220
can't know because they are exactly on top of one another.

06:43.280 --> 06:49.610
So in a few moments we're going to have to delete one of those in order for it to work properly.

06:49.610 --> 06:55.630
Now sometimes it can be a bit iffy trying to select an individual face when one's on top of the other.

06:55.790 --> 07:02.090
And if you get the wrong one you can just undo right click again and it will select and cycle through

07:02.330 --> 07:05.180
the faces that are on top of one another.

07:05.180 --> 07:10.430
Now what we've got here is the edge loop around there selected and it's time to scale.

07:10.430 --> 07:17.510
I must say at this point if you do have the automatically merged vertices turned on on the 3d edita

07:17.510 --> 07:20.380
header that will not work.

07:20.390 --> 07:25.340
The process we've just done because it would just merge the four vertices at the corners back into four

07:25.340 --> 07:26.410
rather than having the eight.

07:26.420 --> 07:31.280
So if that is on your turn it off and then we can scale that outwards.

07:31.310 --> 07:33.930
And I'm going to do this by I.

07:34.130 --> 07:37.560
One of those two is upset you find one point to one point three.

07:38.500 --> 07:39.350
Brilliant.

07:39.370 --> 07:44.450
So I'm going to go in to face select and remove this centre face completely.

07:44.470 --> 07:46.720
And remember when you're deleting.

07:46.720 --> 07:55.840
In this case we are deleting faces and this middle one now I can extrude in these z axis by minus one.

07:56.200 --> 08:01.110
Now there's a chance you've inadvertently selected the chequerboard when we were doing that.

08:01.180 --> 08:05.200
In fact at this point I have not touched the chequerboard itself.

08:05.230 --> 08:11.670
It can be very confusing and somewhat frustrating we do have faces on top of one another.

08:11.710 --> 08:17.520
Fear not you will come across this quite a bit when you're doing your modelling but do play with it.

08:17.530 --> 08:22.960
Don't get too frustrated by it just accept that when you have two faces on top of one another it can

08:22.960 --> 08:28.960
be somewhat cumbersome sometimes to select the one you want to remember just right click again.

08:28.960 --> 08:31.920
If you've got the wrong one the first time round.

08:32.680 --> 08:38.590
Or indeed if you've got multiple faces more than two on top of one another then you will have the right

08:38.590 --> 08:41.790
click several times to cycle through the selection.

08:44.750 --> 08:47.760
That doesn't appear to be hazed itself.

08:47.760 --> 08:54.190
That's okay because the operator panel still has our transform in it that we've just done.

08:54.400 --> 09:00.410
Apparently I moved in the x-axis sung the set back to zero and that's a minus 1 and that should X then

09:00.410 --> 09:04.910
we don't have the hashing on the top of the board and we should find its class and depth.

09:04.940 --> 09:05.680
Brilliant.

09:06.050 --> 09:12.410
Okay so finally here I'm going to grab the edge loop running around our board.

09:12.440 --> 09:15.370
I'm going to extrude in the z axis.

09:15.380 --> 09:18.130
Yep by minus two.

09:19.430 --> 09:22.340
Essence's got some thickness.

09:22.540 --> 09:28.290
Probably going to undo that and extrude in the z axis by minus the reeds.

09:28.300 --> 09:29.720
Give it a bit more depth.

09:29.830 --> 09:32.990
Then finally fill in that face.

09:33.250 --> 09:38.980
Excellent so because we've been going in the negative direction quite a bit I can see straight away

09:39.010 --> 09:43.130
that a lot of the faces we've generated have got the Normal's round the wrong way.

09:43.270 --> 09:48.610
So whilst we are still in edit mode let's select our entire model and just flip the Normal's round the

09:48.610 --> 09:55.060
right way with control and N and whilst we're here let's just make sure we have not got any duplicate

09:55.150 --> 09:58.890
vertices by removing doubles.

09:58.990 --> 10:05.800
We haven't in this case it's removed zero excellent work so we've got our board ready to do there and

10:05.800 --> 10:06.940
what we can do.

10:06.940 --> 10:13.360
Finally I'm just going to bevell this edge so I will select the edge to go around hold down control

10:13.360 --> 10:17.000
and b and add in a bevel.

10:17.020 --> 10:24.580
We have three or so edges and let's just have a look at the operator panel and see what the other options

10:24.580 --> 10:30.760
we have armed with a set that's a whole number segments yet that's fine.

10:30.760 --> 10:34.840
Virtex ONLY all that's interesting but not what I want.

10:34.870 --> 10:37.670
Let's work our way around here.

10:37.810 --> 10:39.090
Have a look at the profile.

10:39.250 --> 10:40.450
Yes it's a nice profile.

10:40.450 --> 10:43.340
Bear in mind you can go a bit wacky on yours pop.

10:43.350 --> 10:46.540
Feet on it or whatever you want in that way.

10:46.600 --> 10:49.190
Clamp overlap.

10:50.850 --> 10:54.460
That's a bit better there that centralizes it's a little so.

10:56.380 --> 10:59.240
See so that prevents it coming too close to the edge.

10:59.300 --> 10:59.740
Brilliant.

10:59.750 --> 11:02.200
That's exactly what I want in this case.

11:02.250 --> 11:06.470
Well that's that's an interesting going light and fat rather than the other way.

11:06.470 --> 11:09.910
I think I'm going to keep that X so then right.

11:10.130 --> 11:17.790
So let's just apply that's sorted and now I think it's time for a challenge.

11:18.080 --> 11:19.910
Okay guys it's Challenge time.

11:19.910 --> 11:22.870
I'd like you to add a wooden texture.

11:22.940 --> 11:27.610
So using the Brazilian rosewood texture in your asset pack.

11:27.660 --> 11:32.120
Apply that to the board surround pause a video now and give that a go.

11:33.790 --> 11:34.790
Okay guys.

11:34.900 --> 11:35.870
Welcome back.

11:36.130 --> 11:40.670
Let's go and apply the Brazilian rosewood texture to our board around.

11:41.410 --> 11:43.800
Okay so we're back in blender now.

11:43.810 --> 11:48.190
Let's go ahead and add a texture to our board around.

11:48.190 --> 11:53.320
So first of all I'm going to go to where it says plain and change the name.

11:53.320 --> 11:56.340
This to board surround.

11:56.450 --> 11:59.200
In fact I'm going to put the word chefs in front of it.

11:59.380 --> 12:04.760
And that's purely so it lines up with the one that's just just bought.

12:04.930 --> 12:13.360
So the chessboards around I'm going to add a material to it and I'm going to call it chessboards surround.

12:13.390 --> 12:18.470
Be a good name for it I'm just going to copy and paste in that name.

12:19.880 --> 12:22.980
Then I'm going to go straight over to the texture's.

12:24.260 --> 12:27.070
Create a new texture.

12:27.170 --> 12:31.100
Scroll down a little more often than admit this window bigger now.

12:31.610 --> 12:32.830
Open up.

12:33.550 --> 12:37.070
S. assets Brazilian rosewood.

12:37.430 --> 12:38.320
Well that looks good.

12:38.320 --> 12:43.030
I'm going to turn on rendered straightaway and see what it looks like.

12:43.150 --> 12:44.740
Why aren't you see anything.

12:44.740 --> 12:50.650
We've got the lighting hidden some are going to hold down control and term both the lights on at once.

12:51.270 --> 12:51.870
Excellent.

12:51.870 --> 13:00.390
So we've got a couple of options here that looks like a proper machine bits because you would probably

13:00.510 --> 13:06.780
think the terms metered to get that 45 degree angle in there with the wood.

13:07.050 --> 13:10.980
Let's see if there's any other options that would suit us a bit of experimentation.

13:10.980 --> 13:12.030
As always.

13:12.030 --> 13:13.160
Never goes amiss.

13:13.230 --> 13:19.440
So the map at the moment is mapped to UV coordinates and we can see there it's following the face that

13:19.440 --> 13:21.180
has been generated from there.

13:21.180 --> 13:25.830
So if we go to generated itself I'm not too sure on that.

13:25.830 --> 13:32.200
The texture it looks very big was in awe of the borders for it makes the border very small.

13:32.250 --> 13:40.080
The text is there so we went in here and did X Y and I would do head as well.

13:40.350 --> 13:47.790
Yeah that looks okay as well that Scott's grain it does look a bit odd though it does look uniform.

13:47.820 --> 13:53.100
But I do prefer the U V option that was coming up before.

13:53.100 --> 13:58.000
Let's just try object and set it to chessboards surround.

13:58.110 --> 14:01.710
Wow that's searson too small there.

14:01.860 --> 14:06.060
So that's change that's two point five I think.

14:06.870 --> 14:08.640
Now it's going to have to be more than that.

14:08.760 --> 14:16.020
So I'm going to leave that as it's previous selection at you V because that looks really nice now.

14:16.050 --> 14:19.670
The spec clarity of this is that's about right.

14:19.680 --> 14:21.770
Well we've got to make a decision here.

14:21.770 --> 14:26.220
I don't think wood would be that polished.

14:26.370 --> 14:32.460
So I do want some specular arity but I don't want that much sun just kind of turn that down and still

14:32.460 --> 14:33.150
I'm happy with it.

14:33.150 --> 14:34.200
I'm going to halve it.

14:34.200 --> 14:39.050
First of all probably a little lower than that.

14:39.210 --> 14:47.880
Yes I'm happy with it having some glare on it some reflection of the lights in the environment but not

14:47.880 --> 14:50.780
so much that it's too glaring.

14:50.880 --> 14:51.530
Right.

14:51.580 --> 14:52.160
Brilliant.

14:52.230 --> 14:53.610
How did you guys get on.

14:53.700 --> 14:58.480
Please share your results in the discussions and I will see you in the next lecture.
