WEBVTT

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Welcome to setting up a camera for rendering in this video.

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We're going to be learning about the camera placement there.

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They are a directional object so a camera has a front to it and that's the bit we look through.

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We're going to Overview the camera settings themselves and you can have more than one camera in the

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scene but only one active camera.

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And that's the one that you'll be rendering from the Nashi how to switch between nodes as well.

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So let's hop over into blender.

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Okay so over in blender I have opened up our chess scene that we've been working on.

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I'm first of all going to unhide the pieces and the camera as it was hidden over here.

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So I'm going to hold down control as I click the little eye in the outline.

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Making sure that everything beneath the hierarchy is also unhidden.

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We'll add our pieces in a moment but let's play with the camera.

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First of all where is it.

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So let's click on that camera.

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And here it is.

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It's tiny in our world space because our chessboards quite huge So we we've got a couple of design decisions

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once the board is made we can always scale it but down nothing is a factor of 10 to large at the moment.

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Alternatively we can play with it at this range and I'm going to play with it at this size and this

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scale because it's going to highlight some of the issues you may have if you are rendering certain size

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objects.

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So the first thing we're going to do is see what the camera is currently seeing as a couple of ways

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of doing that.

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But the easiest one is to go down to view and we've got an option here for camera and it's num pad zero.

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I don't have my number pad attached some guineas use the menu system at the moment.

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So when we click that that's what our camera is currently seeing.

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The rest of the greyed out area we cannot see.

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So now when moving the camera about's you can literally use the G key like you would do any other time

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it looks like we've got incremental snapping turned on.

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Yes we have.

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I'm just going to turn snapping off at the moment so we can move about now you can have more control

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obviously by constraining to the x y and z axis.

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Now what will happen when you're using the x y and z is it will lift it up and down globally.

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But sometimes it's much more intuitive to switch to a local.

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So if we press Z again where's it gone.

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Well that labels us to zoom in and out.

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There's something funny happening there.

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That's interesting.

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The camera seems to have a clipping range and we'll go into the camera options in a moment and play

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about with that as well.

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So we can set the camera forward and back as we can see there if we use x.

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Not the least bechamel Let's move it first on X..

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Well that's the Global X and then we can go X on the camera itself and move it from left to right and

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locally y will be up and down as well.

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This is great using the constraints the local constraints when you want to rotate the camera so when

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you press are to rotate we get this kind of feeling a bit giddy.

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Great for those more action shots I suppose.

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But if we go.

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Z and then Z again.

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Sorry just said once.

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In this case it will pan around like this this isn't panning this is actually rotating panning is moving

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across the scene like this.

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So there's lots of things you can do in order to set up quite a dynamic scene and you can move the camera

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up and down and till you get to a place where you can see the whole board so I'm going to do that now

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and we can see most of the board in this situation and I'm just going to move it across.

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There we go.

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I'm happy with that.

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Apart from the fact for I can't see what's going on so what's going on there.

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So with the camera selected in the properties pane there's also a camera icon and here it is.

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I'm going to make this bit bigger so we can see what's going on.

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So there's quite a few options here.

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There's perspective for you which is on my default we can set it's orthographic which is great if you're

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rendering up drawing someone but it's not going to look very realistic if you set it off graphic and

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panoramic as well.

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Then we got the focal length of the cael camera so that changes the focal length the lower that number

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the more wide angle your view is going to be and it's set to millimetres at the moment.

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So the next option down is shift which shifts the camera pans across essentially from the felt position

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and why it will do up and down a great way of altering that and set that back to zero clipping.

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Now this is when youre the start of the clipping is how close will it actually show you your objects

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if youre really close to something you may get clipping issues right from the very beginning of your

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model so we zoom in too far.

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Now the end clipping that's what's causing this issue here.

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And if we move that higher or lower you can eventually fill up the entire board in the camera view and

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that's fine.

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At this particular camera distance from it at 132 ish.

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It's absolutely fine.

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Camera there's a little drop down here in camera presets that's quite cool.

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You can switch between real life cameras so that's a great way off.

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If you're taking real footage and adding your rendering on top of it later on we'll get to things like

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that.

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You can match your camera that you've just use.

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Brilliant and finally depth of field.

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Well that's how you can keep one of your objects in focus and blur out the rest of the scene.

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We're not going to go for anything like that at the moment.

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We just want to render up our scene and see what it looks like now because this is the active camera

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we can have more than one in a scene.

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We can see what the rendering looks like straight away by going up to render and hitting render image.

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And it will render the view we've currently got and the short cut for that is F 12.

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When we do that we see we've got this image here now to change the settings of the render itself that's

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over in the propertys with something that also looks like a camera on the far left.

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And if we click on that we've got the couple of options including a button to render anyway.

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Now further down here there are loads and loads of options and we're not going to go into detail at

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the moment.

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Suffice to say one of the most important ones is this resolution which is the resolution of the output

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image.

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And usually it's set up to default to 50 percent.

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Now the issue of it being asset's 50 per cent is indeed 50 percent of that there so if you wanted a

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10 ATP a high def image you'd have to wait for up to 100 per cent before hitting the render button here.

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F 12 or up on me in for air head to nanah up on the info header render image and then we get a much

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cleaner and crisp image as well.

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But it does take longer.

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In fact it takes about four times longer to do.

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The difference between now there are further options further down the performance one is one of the

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big ones for people playing about with the settings can improve and that is per computer basis depending

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on how many calls you have whether you were in blender render at the moment or were only using the cpq

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for rendering.

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Then finally our output fold.

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Now this is quite important because at the moments in the temporary folder but you can set that to somewhere

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else as you generate your images you can have an output folder for them as you do.

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And this is great because we can go to a P in G and later on we will set this up for when we're rendering

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animations as well because it essentially will create a video for us.

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So let's hop over and create a nother camera real quick so because we've done a rendering we're now

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in the picture of you so we're going to have to change ourselves back to the 3-d view.

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Excellent.

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Okay so we've got our camera and it's actually way out here in our scene.

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So I'm just going to duplicate that camera and put another one over here.

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Now if we go to view camera again you see that was still on that original camera and not on any one

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book because our new camera is selected what we can do is view.

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Cameras.

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And then set active object as camera.

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When we do that.

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This is the camera that we're now looking through.

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And of course we're not looking at anything yet because I plunked it somewhere random in our scene.

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So if I go and grab this new camera I'm going to actually move away so the moment you move away you

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are no longer in the camera view.

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I'm going to lift it up so it's above our board then I'm going to go view camera again.

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Excellent.

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I'm going to rotate that around it's own z axis.

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So looking at it from there and I'm going to move it out ever so slightly.

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So we can see more of the board here.

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And now when we go render image it's the active camera that we render from so that we can render it

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from that side.

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And if we select the other camera go view.

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Let's switch to 3-d view.

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Go view cameras set active camera.

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And again none zero.

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If you've got that and then when we go to render again we get our or that's the same view of a clicked

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on the wrong camera probably.

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So let's go back to 3-d if you select that camera go to view cameras set active object as camera control

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and nump had zero.

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Then you can go up and say file.

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Then you can go render render image.

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And there we go.

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So control and nump had zero will switch to a union camera.

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You could do great things with this later on if you want an object to look at another object.

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When we get to our characters etc. later on you can set up a camera with in that or just in front of

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the person's face or when you're actually doing your animations and things like that or even your stills

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you can guarantee that your your model is looking at another object in your scene or something like

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that because that's what you're seeing through their eyes so to speak.

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Okay.

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So it's Challenge time.

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I would like you to finish off the board and render it so you will need to append all of our pieces

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into the scene.

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The ones that we've got left to do duplicate the white pieces to create the black pieces and you'll

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need to change the material so it's a black piece again and then set up the scene itself to be more

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interesting than just a starting pose.

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Finally remember to show your friend in the discussions so I can see how you guys have gotten on board

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the video now and give that a go.

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Okay guys.

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Welcome back.

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Let's finish off this board and render it.

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So back over in blender Let's go and add unnecessary pieces.

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So let's I'm struggling to move my board about for some bizarre reason.

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I think I need to reset my view to fit current object.

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You show view selected that.

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Yes that sometimes happens if you zoom too far in or out.

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I'm glad it happened so I could show you.

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It does happen from time to time so we need to bring in some models so let's go and spend our.

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We brought it.

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We have brought in our bishops who don't need that.

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Let's do the king objects King.

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And I'm just going to go through and do every other one really quickly.

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Knights objects.

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Night.

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Then in two.

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Pend back out of here.

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Queen.

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Where are we here.

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Objet.

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Queen.

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Append.

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Rook object.

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Ruk.

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Brilliant.

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All our pieces on top of one another.

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Let's turn snapping to increments on since we're doing we're dealing with real world scale and we can

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literally just move that guy over here and call the turn face snapping on.

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I can move him and put him in the right place.

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Brilliant.

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In fact I do want.

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Increment turned on an hour just to constrain the movement itself to the x y plane.

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And then I can place exactly in the middle.

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Let's grab the next one.

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It's the king.

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So the white pea The White Queen is on the white square say Hold be over here so that's grabbing constrain

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TV's Z and put him there.

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I think I'm going to have the night next.

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Well let's grab him and constrain him to the z axis.

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Put in there.

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We've got now we've got the queen.

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Excellent.

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So again let's move her to there.

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Brilliant.

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So we just want to.

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Duplicate linked our.

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Rook and our knights.

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Now they look slightly different colours.

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I am a look at the rock is incomplete the wrong place.

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I am a little concerned that the normals may be around the wrong way on those particular models.

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I'm not sure if they are or not and it looks like these are now floating some I'm going to delete those

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and do them again because when I moved them I didn't constrain it to be this duplicates it linked.

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Duplicate linked.

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Then move the new one over here.

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Perfect and do the same with our rock.

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Excellent.

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So those are all those pieces there I do want to just go into the mesh objects themselves just go into

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this one here edit it select everything within the mesh itself and then we're going to.

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Get control n just to make sure the normals are the right way round and will do the same to the rook

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itself it may be that they've not got the white material applied to them as well so let's go and check

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that out.

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No art.

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No they don't.

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So white squared.

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K..

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NONE of these appear to have a white material on them yet.

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Some might be worthwhile doing that.

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Now let's call this material white piece.

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Excellent.

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And let's make it's quite specular I want my pieces to be shiny and as white as it can be.

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There we go.

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That's that set up.

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Now here we can use this dropdown and apply a white piece and it applies across.

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I'm just going to do the same to all of the pieces.

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Now whilst I'm thinking about it.

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White piece and then the porn at the front as well.

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It in that's a white piece will do them all because they're all linked.

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So that's our board basically set up and we've got a bit of organization to do in the hierarchy so let's

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do that now let's put all of these.

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I'm going to create a layer of hierarchy and just to keep things organized himself so I'm going to add

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an empty and call it nights so I can keep That's just a plain axis and call them nights.

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White.

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Just realize if I'm going to duplicate this I'm going to have to do a lot of renaming may not do for

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the purposes of this exercise.

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I'm going to put the white knights in there and then the white knight in the white pieces and then a

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poly King can go in the low poly queen and go in the rock themselves because it's implied by white pieces

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itself.

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So anything in here says white it can be truncated just bishops nigh sup plural and porns.

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They're absolutely fine.

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It's implicit that they're white as they're under the white pieces.

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I'm going to join the rooke's together as well so let's add just the right shortcut.

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Add a empty called the plain exis have been nice for it to be over the Rockies self.

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So let's do that again.

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Empty plane axis and call it rocks.

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And put those under rocks.

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And put rooks under white pieces and then we've got a nice tidy hierarchy here.

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So we got our lighting and our white pieces.

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So then we should be able to select all of our objects underneath by holding down and trowing clicking.

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The little mesh icon there the little empty icon.

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And now I should be able.

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I don't want to I don't want to jib Kate links.

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I actually want to do a separate duplication at this point.

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And there we go.

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Got our other pieces and I'm going to constrain it's fixed by plane and pop them.

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They're obviously they're round the wrong way at the moment so we can rotate on the z axis by 180.

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And they've moved round.

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And we need to bring them forward again and probably move them across.

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So they're in the right position.

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Excellent.

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And white pieces 0 1 so call this black pieces.

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Excellent.

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So white pieces black pieces we just need to colour them in the appropriate colour.

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So them being as they are we need to create a new material so that's bring the properties pain back

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up so we can sit and create a new material going to call it.

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So now you can call it black pieces.

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Excellent.

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And I'm going to set the colour so black unsurprisingly I'm still going to give it a lot of spec clarity

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so it's got a nice sheen to it.

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So 100 percent on both.

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I'm not sure obviously will.

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We may edit this in the render in a moment.

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So we've got those there.

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And finally let's finally let's apply that to our models.

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I don't mean to grab that too but this here black piece is excellent.

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This one here looks like it's what the white piece applied to it so let's remove that and we've got

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the black piece there done and here.

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Let's remove that material and add black pieces and do the same on the rest of our models here apply

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black pieces here.

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Remove that material and apply it black pieces and two more models to go.

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It's no longer a white King it's a black king.

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And our final thing here is to make the queen black as well.

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So there we go.

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That's all that are roughed out.

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Let's see how it looks in rended mode.

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So let's go and view it from the camera.

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So we've got our angle right.

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That's absolutely fine and render our image.

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Wow.

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Excellent.

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So let's zoom in there see how that looks.

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I'm I really like fat.

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That's absolutely brilliant that's turned out wonderful.

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Couple of things the side could do here is move the pieces about I'll leave you to do that some running

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rapidly out of time.

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And of course the king and queen on the black side are currently on the wrong squares as well.

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I'd love to see your renders in the discussions.

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Please share and I will see you in the next lecture.
